The Fallen Shall Rise (Inactive)

Game Master Nazard

Brave aventurers help settle far-flung Arcadia for the glory of Taldor and the Known World.


1,001 to 1,050 of 3,842 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

4-digits, woohoo! :D

Perception 1d20 + 3 ⇒ (5) + 3 = 8 to notice anything amiss in whatever room Grey is in

Perception 1d20 + 3 ⇒ (4) + 3 = 7 to notice anything amiss in whatever room Brycen is in

"Falcon, Theodric says you and Brycen have been poisoned! What's going on and how can we assist?"

Sense Motive 1d20 + 0 ⇒ (11) + 0 = 11


Biter's first instinct is to check out the prisoners. Sense Motive on them. 1d20 ⇒ 2.

I see nussiiiiiinc.


Male Human Cleric 3

"Sarenrae has not blessed me with any divine magic that can help with poison, but I do have considerable skills in the mundane forms of healing"

upon reaching Byron and Falcon I will attempt to tell if they have indeed been poisoned or is it disease or some other illness.

Heal check for Byron
Heal 1d20 + 7 ⇒ (9) + 7 = 16

Heal check for Falcon
Heal 1d20 + 7 ⇒ (3) + 7 = 10

and since I wont be around much today (busy day at work)

Heal checks to assist them (they can take my roll instead of their saving throw for the secondary effects).

Heal Byron
1d20 + 7 ⇒ (7) + 7 = 14

Heal Falcon
1d20 + 7 ⇒ (12) + 7 = 19


AID to Heal (Grey - helping Abbas) 1d20 + 3 ⇒ (19) + 3 = 22
AID to Heal (Grey - helping Gregor) 1d20 + 3 ⇒ (14) + 3 = 17
AID to Heal (Brycen - helping Abbas) 1d20 + 3 ⇒ (16) + 3 = 19
AID to Heal (Brycen - helping Gregor) 1d20 + 3 ⇒ (6) + 3 = 9


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Actually, it's that they get a +4 bonus to their save if you beat the poison DC with a heal check.

Falcon is lying in his bed, his face pale and covered in sweat. "Good, you're here. I'm afraid that we got careless, so far from Avistan and Cheliax. Don't know how the bugger knew we weren't going to be checking for poison anymore...maybe he just got lucky. It's Black Tortoise Tears...do you know of it? No, didn't think you would. It's a nasty one, rare, specialty of certain Chelish assassins, very hard to resist and very deadly, though it takes a lot longer than standard poisons. Gives us some time, but not much. As for what you can do...I don't suppose any of you know neutralize poison? Yeah, I figured you didn't. Banker Camder doesn't know it either, and doesn't have delay prepared. Black Tortoise Tears are nasty, but they do have one weakness: a specialized form of anti-toxin, looks like a white-milky liquid. Our best chance is that our poisoner brought some of the antidote with him in case of accidental exposure. Find our murderer, and you may find the means by which we may be saved."


"Falcon, I can detect poison, but as we both know even a thin sheet of lead can block detection. Did you and Brycen take trips to any other vessels or receive any guests or gifts recently? A shared bottle of wine that no one else but you shared, anything that could narrow the search?"

While waiting on his reply, Alexis scans the room, one 5' cube per round (i.e. one square per 2 rounds) to see if the contaminated vessel(s) are still present. While searching, she says, "This may very well be a task that can be accomplished only by subterfuge. Assuming that none of the prisoners would have had the opportunity or means to pull this off, I wonder if they might have any insights into how to proceed with such shady matters — if only from personal experience. Falcon, I've never had an aptitude for enchantments, but do either you or Brycen happen to have charm person in your spellbooks? This might be the time to give them a try..."


Male Human Cleric 3

Yeah sorry I'm running a 3.5 game sometimes I forget the differences in the rules


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8

I assume thaat Black Tortoise Tears is an ingested poison?
What about your food? Did you just eat? Who prepared it? Maybe we should start there and find out if anyone was wondering around the kitchen?
Yes subterfuge is needed, if the poisoner finds out we are looking for the cure and knows they are already poisoned, he might try to get rid of it.


Biter's up for beating the truth out of everyone in sight until someone squeals,. :)

Though that might not be good for our PR.

Biter leans in close and sniffs Gray's arm and pokes him twice, "Biter notting to know how to fix Hunt-Master." He looks back over at the group, "But Biter is'ing happy to help out with any good ideas."


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Alexis detects poison in the wine and remains of Falcon's meal, as well as in Falcon Gray himself.

Falcon Gray points to his notebook, lying open next to his bunk. "While we were waiting for you, Sir Kheiron started questioning some people. This is a list of the names he came up with who may have had access to the food before his Lordship and I partook of our meals."

Alexis reads a list of names:

Timmus, the sailor who brought the food.
Captain Theodric, who might have had a chance while Timmus was laying out the tray for him.
Kuras who was nosing around the galley during one of his free walk-abouts.
Fara Tweedlebottom who was also nosing around, sniffing the pots.
Jerrys Puthor, whom Timmus remembered as just hanging around that part of the deck by himself.
Lieutenant Andrells, who was nearby conversing with a pair of soldiers transferred from the Desert Rose.
Soldier Tatrill and Soldier Prathus, the two soldiers from the Desert Rose.

"Please, I know you'll do your best, but hurry. I estimate the way the poison is running its course, that Lord Brycen may have but a few hours left, and I maybe even less."


Alexis looks down the list...

"Timmus would be too obvious, but if he's nervous he might grasp at straws and implicate someone else anyway way. Jerry is a loner anyway so that's not saying much."

"Captain Theodric could have easily delayed reaching out to us until it was too late, and he took great pains to interrogate me for Brycen's benefit so I doubt it was him."

"Kuras isn't exactly stealthy. Someone else would have had to supply him with poison regardless. Although the prisoner's last minute transfer still remains suspect, of course."

"Fara's parents have both been the victims of assassination so they can already be considered pawns in The Game at the least. Who knows what sort of farmers the were if their employer was important enough to get killed."

"Andrells I don't know well enough to say, but I'm certainly suspicious of the two transferred from the Desert Rose after having met their mistress."

"Hmm..." she muses. "Starting an investigation without being sly about it will only alert the suspect to dispose of any evidence. But if we could stake out the suspects, then make a to-do and trail them, they might lead us to what we're looking for. Any ideas on how we go about accomplishing this? Gregor, would any of the animals you are capable of summoning be able to help us sniff-out any clues?"

"Also, the wine and food were both poisoned so it would have been most efficient for a poisoner to taint them at the same time instead of making two separate attempts. I know the officers frequently keep spirits in their quarters, so was there any one point in time when drink and food were kept in distinct locations rather than the same?"


"Perhaps we should grab all these hm likely suspects at once. Search them first. Question, second." It's clear Rath thinks the list of possibles is not comprehensive enough but they have to work with what they have. "Doubt it is Desert Rose people. How would they know that poison sniffing security had waned? More likely poisoner waited til obvious suspects came on board."


"That is a good point actually, although how long ago were those men transferred? It's been over a week since the crews were rebalanced to accommodate the addition of a fourth ship, correct?"

Alright, I need to get to bed. If worst comes to worst, assemble everyone on deck and have Alexis serve up a double-dose of color spray to knock everyone out for forcible searches. Hell on morale, it's true, but not as bad as losing the governor AND venture captain. Anyone not present should be immediately nabbed by someone stealthy like Biter or Elorin.


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8
Alexis Kirmoon wrote:

"That is a good point actually, although how long ago were those men transferred? It's been over a week since the crews were rebalanced to accommodate the addition of a fourth ship, correct?"

Alright, I need to get to bed. If worst comes to worst, assemble everyone on deck and have Alexis serve up a double-dose of color spray to knock everyone out for forcible searches. Hell on morale, it's true, but not as bad as losing the governor AND venture captain. Anyone not present should be immediately nabbed by someone stealthy like Biter or Elorin.

Heh, that is exactly Elorin would vote for, do we have time to go sneaking around trying to run down the would be assasin? Walk around with detect poison going and see if we can catch them, maybe without bringing them all up on deck first though, otherwise they may just throw the antidote overboard. Of course loosing Brycen in Elorin's opinion wouldn't be that big of a loss :)


"Each of the Lady Iona's desk is largely open to view with no walls or partitions. Before we call everyone up to deck, I would say that we need to have people posted at each end of the decks to watch for suspicious behavior or for anyone who does not vacate that deck once there is a call for everyone to assemble on the main deck."

"Gregor is the most observant of us followed Rath and then Pete. Meanwhile Biter and then Elorin are the most stealthy. I would say that Rath, Gram, and Biter should stake-out the lower hold if only to backup the guards who watch the prisoners. The fact that the guards allow Hogginside to cast spells means some of them could be compromised."

"Pete, Elorin, and Abbas could similarly stake out the upper hold. In each case, I would say that those who can act stealthily should do so if only to perhaps surprise someone caught in-the-act."

I'd suggest that people with the lower perception scores do an aid another on theirs.

"Gregor I would like to see keeping a watch on the crowd from the prow. I'll wait by his side ready to dive over and intercept anything thrown overboard with my mage hand or to provide crowd suppression with color spray. The purpose of such a plan would be to frighten anyone with a guilty conscience into showing their hand and trying to dump an antidote over the rails. Also, Gregor seems to have a way with 'reading' people while I can scan those same people with both detect magic and detect poison. As people are being rounded up, he and I shall begin interrogating those people under the greatest suspicion first until we have made our way thru Kheiron's list."

"If anyone else has another idea for how we might go about this then now's the time to present it. Falcon, you or Brycen wouldn't happen to have any scrolls or potions that might aid us would you? Invisibility, that sort of thing?"


My only additional suggestion here (if the purpose of this is to catch the perp unawares) is to spread some rumors about why we're back on the boat... something that doesn't have to do with the newly-poisoned leadesrhip already here. An ambiguous rumor such as, "there was a heated conflict between the Harrolayne woman and Alexis, and Alexis has urgently requested a meeting with Gray and Brycen to remedy it." My thought is this would give us a reason to be on this ship and be sequestered with the leadesrhip on the ship.

The rest of the plan I'm fine with, and here are my rolls for snooping around below-decks - watching for suspicious behavior and what-not.

Stealth 1d20 + 11 ⇒ (3) + 11 = 14.
Perception 1d20 + 4 ⇒ (4) + 4 = 8.
Sense Motive 1d20 ⇒ 13.

Eesh.. I'm not sure how much help I'm going to be here.


Biter wrote:

My only additional suggestion here (if the purpose of this is to catch the perp unawares) is to spread some rumors about why we're back on the boat... something that doesn't have to do with the newly-poisoned leadesrhip already here. An ambiguous rumor such as, "there was a heated conflict between the Harrolayne woman and Alexis, and Alexis has urgently requested a meeting with Gray and Brycen to remedy it." My thought is this would give us a reason to be on this ship and be sequestered with the leadesrhip on the ship.

That might work, except the entire ship knows that Brycen and Falcon have been poisoned. Seems that Sir Kheiron is not the most subtle of questioners.

So if I have your plan correctly...Rath, Gram, and Biter are going to the lower hold, while Pete, Abbas, and Elorin are going to the upper hold, while Alexis and Gregor stay topside. Then you are sending soldiers down to round people up while you watch them, or these two trios are to do the rounding and sending topside?


Ah, I missed that... carry on then.


I'd prefer to have others do the rounding-up so that our guys can focus on their perception checks.


Perception 1d20 + 7 ⇒ (17) + 7 = 24
Sense Motive 1d20 + 3 ⇒ (17) + 3 = 20


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8

perception 1d20 - 5 ⇒ (15) - 5 = 10
sense motive 1d20 - 1 ⇒ (2) - 1 = 1

I see nothing and believe that everyone is telling me the truth...


Human Male Investigator (Steel Hound) 2 | HP 17/17 | AC 17 T 13 FF 14 | Fort+2 Ref +5 Will +4 | Initiative +3 | Perception +9 (+10 vs. Traps)| Inspiration 4/4 | Grit 1/1

Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Sense Motive: 1d20 + 10 ⇒ (5) + 10 = 15


Male Human Cleric 3

perception 1d20 + 3 ⇒ (4) + 3 = 7
Sense motive 1d20 + 2 ⇒ (17) + 2 = 19


Pete's Results:
Elorin, that perception result is good enough for Aid Another. That boosts Pete's result by +2.

Perception 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 AA from Elorin
Sense Motive 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 AA from Abbas

Gram's Rolls:
Perception 1d20 + 2 ⇒ (17) + 2 = 19 AA on Rath
Sense Motive 1d20 + 6 ⇒ (7) + 6 = 13 AA on Rath

Rath's Results:
Perception 24 + 2 = 26 AA from Gram
Sense Motive 20 + 2 + 2 = 24 AA from Biter & Gram


Alexis' Rolls:
Perception 1d20 + 3 ⇒ (17) + 3 = 20 AA on Gregor
Sense Motive 1d20 + 0 ⇒ (16) + 0 = 16 AA on Gregor

Gregor's Results:
Perception 18 + 2 = 20 AA from Alexis
Sense Motive 15 + 2 = 17 AA from Alexis


Okay, I get the message. If a stray air molecule looks at you funny, one of you will notice!


That's the general hope anyway...


Nazard wrote:
Okay, I get the message. If a stray air molecule looks at you funny, one of you will notice!

Curse those treacherous molecules! Being all molecular-y...


Once the observers are settled into their positions, three soldiers that Sir Kheiron claims could not possibly be involved due to their long ties to Lord Brycen and himself are sent down below to start rounding people up. The colonists, for the most part, seem to be concerned and a little afraid, but none present any trouble. The prisoners grumble audibly about always being the first suspected of any wrong doing.

The prisoners do start moving out, however, when out of nowhere, Jerrys Puthor begins screaming in fright and bolts for the ladders leading up!

I'll need initiative rolls from everybody, including those not down in the lower hold.

The conditions down below are not ideal for combat. Due to poor lighting and things hanging from the ceiling, any creature more than 5 feet away has concealment (20% miss chance). Any square with round barrels in it costs double movement unless you make an Acrobatics check DC 10. Any square with tan-coloured rectangles (short piles of crates) requires Acrobatics DC 15 to navigate without double cost. I'll leave it up to the honour system to referee movement costs. In any event, no running or charging is permitted down below. Every square that isn't completely clear provides enough cover to allow stealth checks to hide.

Jerrys is in square F14 (the young man with bangs). Square B16 is Lt. Andrells, B9 is Soldier Prathus, G15 is Soldier Tatrill, and the Tweedlebottoms are in E5-7. All the others are the same icons for prisoners that I used before. The two other soldiers are the ones that came with Andrells to round up colonists and prisoners.


For some reason, the pic of this map does not show up very well if you just view it, so you might want to download them. No idea why it cuts off the bottom of the map though. Hopefully, you won't need it.


Initiative 1d20 + 6 ⇒ (5) + 6 = 11

Rath will be looking at everyone near Jerrys. His base assumption, is that the assassin did something to get Jerrys to react to make good his escape or something like that - i.e. he's a diversion.


Initiative 1d20 + 2 ⇒ (12) + 2 = 14

Knowledge Arcana 1d20 + 9 ⇒ (13) + 9 = 22 to determine if whomever is flipping-out randomly is under the influence of a spell (once they come into view)

If she has time, Alexis will cast message to ask Rath, "What's happening down there?"


Rath's reply:"Jerrys is screaming in fear and heading up the stairs near me. Looking for cause."


Male Human Cleric 3

Inish:1d20 + 1 ⇒ (5) + 1 = 6

Perception if needed1d20 + 3 ⇒ (4) + 3 = 7


Human Male Investigator (Steel Hound) 2 | HP 17/17 | AC 17 T 13 FF 14 | Fort+2 Ref +5 Will +4 | Initiative +3 | Perception +9 (+10 vs. Traps)| Inspiration 4/4 | Grit 1/1

Initiative:1d20 + 1 ⇒ (18) + 1 = 19


Pete Init: 1d20 + 3 ⇒ (5) + 3 = 8
Gram Init: 1d20 + 1 ⇒ (18) + 1 = 19

Would anybody like to play Gram or Pete for this encounter? I thought we had a player for Pete, but it never seemed to materialize.


Rath:

Spoiler:
You didn't see anybody go near Jerrys or do anything to him, but you definitely heard some hushed chanting just before he started wigging out.


Nazard wrote:

Pete Init: 1d20+3

Gram Init: 1d20+1

Would anybody like to play Gram or Pete for this encounter? I thought we had a player for Pete, but it never seemed to materialize.

Nazard

Spoiler:
Hey, sorry about this lack of response befoere, but I wanted to let you know I am still interested in taking over Peete. email me and lt me know if this is ok.

email address: e_swan9@yahoo.com


Rath or Perception DC 25:
"Instantaneous terror? That makes me suspicious of spellcraft."

"Guards," Alexis shouts, "prepare to restrain Jerrys when he emerges from the hold. Everyone else, give them some space."

Gregor or Perception DC 20:
"Jerry is running up the stairs scared witless. This could be a diversion though. Keep your eyes peeled for any actions by the rails."


Nazard:
I don't mind NPCing Gram, but there is precious little of his character sheet filled out.


Rath yells, "I HEARD CHANTING! THERE IS SPELLCASTER ON THIS DECK! ANYONE LOOKING LIKE THEY ARE CASTING, ATTACK THEM IMMEDIATELY! EVERYONE GET FLAT ON DECK - NOW!" Obviously that last order is NOT for the guards we trust.

Nazard - Are any of the 'likelies' near enough to me that I might have heard their whispered chanting? Could I tell roughly where I heard the chanting from? Could I tell anything from the voice - male/female? I'm assuming I couldn't hear the whispered chanting from the other side of the deck and I'm also assuming I would probably have seen anyone doing gestures and chanting if they were in front of me. So I'm focusing more on the folks who were behind and beside me. I'm not ruling anyone out including the allegedly mute guy or Wat. Rath will start examining people, looking at everyone like they are guilty - seeing if I can rattle some baddies.

Alexis - you hear the same message through the spell

If it wasn't clear enough - Rath isn't taking 'no' for an answer. Anyone who doesn't immediately drop to the deck is going to get knocked flat... man, woman, or child. Rath's attitude is if they don't drop immediately, he intends to drop them.


Alexis winces at the loudness of the reply she just heard thru the message response.

On her turn, she will cast mage armor.


Gram:
Given the close quarters, Gram draws a handaxe. At Rath's pronouncement, he ignores Jerrys and focuses his attention on anyone who does not immediately obey his order. If he sees anyone down here casting a spell, he will move to engage them.

Once in range to attack such an individual...

handaxe 1d20 + 4 ⇒ (19) + 4 = 23 dmg 1d6 + 3 ⇒ (6) + 3 = 9


Pete

:
WTF, he is a rogue but has no sap?? Insane.

Nazard, I am not sure where Pete is on the boat, but he would try to capture Jerry Puthor, before he can flee the ship. If necessary he would grapple/bull rush him to stop him from getting away.

Acrobatics roll (untrained) 1d20 + 3 - 1 ⇒ (8) + 3 - 1 = 10

Bull rush/grapple check, CMB +1 1d20 + 1 ⇒ (14) + 1 = 15

If he can get into melee range then, he would take his throwing axe and strike with the flat of the blade, for non lethal damage. Throwing Axe 1d20 + 1 - 4 ⇒ (14) + 1 - 4 = 11, damage 1d6 + 1 ⇒ (5) + 1 = 6 non lethal, plus sneak attack damage 1d6 ⇒ 4 if applicable.


Eric:
You are on the level of the ship just above where Jerrys is right now. The bottom of the map is cut-off, so since you aren't visible anywhere else, that must place Pete roughly adjacent to the ladders. You could probably try to tackle him if/when he climbs up.


Does Eric have access to the google site?


Ravarath wrote:
Does Eric have access to the google site?

That's a negative Ghostrider, he he


Not sure if Naz needs to send you the invite himself... but I just forwarded it to the address you mentioned above. You may need a gmail account to access it. If you get in - check out the 'battle maps' link.


Ravarath wrote:
Not sure if Naz needs to send you the invite himself... but I just forwarded it to the address you mentioned above. You may need a gmail account to access it. If you get in - check out the 'battle maps' link.

I tried to access the site, but got the insufficient priviledge message. I think he needs to send me the invite himself.

The gmail email I have is

Spoiler:
swansoneric6@gmail.com

1,001 to 1,050 of 3,842 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Fallen Shall Rise All Messageboards

Want to post a reply? Sign in.