The Fourth Crusade

Game Master Desriden

The Fourth Crusade is a high-level adventure tied to the Worldwound and Mendev in the Golarion setting.


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Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Thaddicus Marcaldor wrote:
TCG = The Coffee Golem?

LOL No. I just can't spell. It's supposed to be TKG meaning The Knowledge Gauntlet.


If you do not like to read about horrible things happening to children, I advise skipping this post.

Akor uses his magic to sift the surrounding area for objects of note. There are some dry goods, food, nails, rope and other useful items that have been ransacked. People obviously took whatever they could care from the stores before running way. Some buildings are smashed and burned, probably by the orcs.

Akor:
You can find pretty much any item in the goods chart from the Core Rule Book here in the ruins if you want to claim it for yourself or the others. If you want to salvage some for resale, you can find 10d100 ⇒ (40, 70, 7, 87, 27, 32, 83, 24, 87, 33) = 490 gold worth of goods in the rubble.

Many others were reduced to rubble by the demonic jungle. The inquisitor steps over some bodies to examine one building that seems mostly intact except for the collapsed ceiling and some burn marks from a fire. The building was one story, with a basement. His magic makes it obvious there's something down there.

The first floor has a large kitchen with very basic food supplies. A pot of gruel has burned and boiled over. The kitchen fire seems to have spread, scorching most of the room charcoal black before burning itself out. A quick glance in the stone containers reveals flour with rat droppings.

The adjoining common room is mostly burned, but enough furniture remains to tell it was used for meals and other kinds of meetings. There are several small pieces of black slate in a corner. Some still have chalk markings of the alphabet on them.

The stairwell to the basement is partly caved in, but Akor is strong enough to shift aside the beams to go down. The stairs lead to two doors, both black with soot and smoke. The doors are locked, but the frames have been damaged by the collapse of the building and the fire.

A few minutes of hard work forces open the first door on the left. The smell of filth overpowers the smoke. The floor is covered with straw and thin blankets that mark out places to sleep. The inquisitor finds 45 children packed into the room, most of them face down. A few are leaning against the wall, tiny scratch marks showing where they tried to tear out the chains that tether each little body to the wall.

Akor checks each body. None of them survived the heat and smoke.

The other room contains some locked up supplies, additional chains, chalk and other items. There's also a lockbox hidden in the back, which Akor wrenches open. Inside is a collection of gold and jewels, along with a ledger.

The building appears to have been an orphanage. The ledger lists the number of children currently housed there (45 souls) and who previously children have been sold to. A few were bought by families, but most appear to have been sold to the Technic League. A notation shows that schooling and other common factors in a child being sold don't appear to have been a concern for the League. The purchases by the Technic League started about six months ago, and the children were delivered to Gearmaster Morden-val Steamhammer.

Akor:
There's 15,000 gold worth of coins and gems in the lockbox.


Darnak jumps up on top of the metallic scorpion and studies the cockpit once the pudding disappears. The pilot is mostly gone, leaving behind only a gummy skeleton that appears to be leaking. A spellbook inside the cockpit is mostly ruined since it already was open when the pudding was summoned. The monk also finds a small pile of gems in the burned remains of a pouch that was probably in the man's clothes at some point.

Darnak:
The gems are worth 10d1000 ⇒ (187, 960, 643, 728, 939, 825, 43, 146, 568, 626) = 5665 gold.

While the monk is careful not to burn himself or his beard, Sparel examines the encrypted note. The code is quite complex, too difficult to discern at a glance. The message is written on very high grade paper with inks natural to Numeria. The seal is some modified version of the Technic League symbol, with a large stylized hammer.

Sparel:
Cyphers are Linguistics checks, just so you know for the future. And you'll need further study since you only hit a 26. You'll probably have to take a couple hours to take a 20 on the skill at a later point to decipher the message.


Sparel grips the green dragon scale and begins to chant. Darnak comes back quickly and stays quiet. Malak briefly considers dancing around the elf, making funny faces.

For 10 long minutes, the mystic chants in draconic while waving his arms and fingers in odd directions. Sometimes, it appears as if he's drawing a map on the air in front of them. Other times you're certain a rather vulgar gesture in gnomish is part of the incantation.

Once he finishes, Sparel knows exactly where the green dragon is - deep in his lair inside the Echo Wood.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

How far is Echo wood? Is it wind walk or teleport distance?

Once Sparel finishes his chant he stands still. Head down and eyes closed. For a long moment his breathing stops. Then he suddenly looks up and his eyes pop open.

"The Echo Wood." He says with absolute certainty.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

"If everyone is ready we should be off."

Sparel will either lead the way if the location is within wind walk distance, or if not we'll link hands and teleport.


Male Human Cleric 3 - Unholy Barrister

Im ready but has anyone seen Akor? He's probably preaching to someone right now about the beauty and benevolence of Iomedae and of course they wont be able to argue.

The elf found a spot out of the sun and casually leaned against a pile of rubble while they waited.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Malak Jaedoom wrote:

Im ready but has anyone seen Akor? He's probably preaching to someone right now about the beauty and benevolence of Iomedae and of course they wont be able to argue.

The elf found a spot out of the sun and casually leaned against a pile of rubble while they waited.

Seeing his cousin avoiding the sun and knowing full well why, but still deciding to rib him for it.

"Did you forget your parisol today, Cousin?" Sparel says after only glancing at his cousin briefly.


Male Human Cleric 3 - Unholy Barrister

Hahahah...hahaha!!!...

Malak's laugh was hearty and came as easily when he was the butt of the joke as when he wasnt.

I did indeed not bring it Good Sparel. How could I? I didnt match my shirt!


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Akor solidifies in front of the group, a mixed look of anger and disgust plain on his face "Were that the case Malak, I'd be in a much beter mood. Somebody was running some sort of vile slave ring orphanage, where no less than 45 children died when they couldn't escape due to being chained up in the basement. A fair amount were sold to one Gearmaster Morden-val Steamhammer. I will have words with him, even if I have go to the Boneyard and drag his soul back here myself" He tosses the lockbox down. "Another fifteen or so thousand to add to the cause, even if it likely comes from the sale of children. We'll see to it that's its put to a better use, yes?" Its clear the Aasimar will not tolerate a disagreement.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:
Akor solidifies in front of the group, a mixed look of anger and disgust plain on his face "Were that the case Malak, I'd be in a much beter mood. Somebody was running some sort of vile slave ring orphanage, where no less than 45 children died when they couldn't escape due to being chained up in the basement. A fair amount were sold to one Gearmaster Morden-val Steamhammer. I will have words with him, even if I have go to the Boneyard and drag his soul back here myself" He tosses the lockbox down. "Another fifteen or so thousand to add to the cause, even if it likely comes from the sale of children. We'll see to it that's its put to a better use, yes?" Its clear the Aasimar will not tolerate a disagreement.

"Remember the name and we will handle it in time. However, we may prevent deaths by making haste to the dragon. Let us handle that errand then bring Steamhammer's world around him after."


Male Human Cleric 3 - Unholy Barrister

Malak's mirth died as surely as those poor children had at hearing Akor's story of their demise...nothing is as precious as a child's life...

The shaded elf nodded at the Inquisitor's vow. He was determined to be a part of it.


The Echo Wood is the largest nearby forest. It's about 108 miles away. The edges of the forest go right up to the castle the refugees are heading toward. Every single refugee will have to pass along the edge of the Echo Wood to get to safety.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
GM_Arbiter wrote:
The Echo Wood is the largest nearby forest. It's about 108 miles away. The edges of the forest go right up to the castle the refugees are heading toward. Every single refugee will have to pass along the edge of the Echo Wood to get to safety.

"We'll fly. Most likely we'll also be able to check on the refugees from the air as well. Concentrate to become insubstantial and come with me."

Sparrel concentrates and points at each companion in turn. Their clothes and skin all turn white as snow (prestidigitation). "The color will help blend with they sky and make us difficult to see."

Looking to his black skinned cousin. "It's temporary and serves the same purpose as yoru signature color. "

Unless someone has somehting else we'll be off. We should be there in about an hour.


Male Human Cleric 3 - Unholy Barrister

Malak looked in amusement at his whiteness and contemplated being the negative of himself but how it would have a positive effect. He was a big fan of being harder to see and double meanings and his grin was evident.

Looks good to me!

The bleached elf willed himself back into the misty form and followed the others into the sky.

Stealth - 1d20 + 48 ⇒ (6) + 48 = 54
Perception - 1d20 + 27 ⇒ (18) + 27 = 45


Perception and stealth checks, everyone. Also, assume an hour or so has passed, for those under the effects of spells.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Wind Walk exerpt:Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.

perception 1d20 + 24 ⇒ (20) + 24 = 44
Stealth 1d20 + 25 ⇒ (11) + 25 = 36


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

"Not my best color, but I can handle it. I'm ready when the rest of you are." The old archer made his way through the clouds, keeping an eye out for trouble.

Perception: 1d20 + 48 ⇒ (13) + 48 = 61
Stealth: 1d20 + 32 ⇒ (20) + 32 = 52


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Earlier

As Darnak makes his way back from the ship, he turns his thoughts upon Sparel again, ::"I found these.":: He shows him the gems. ::"The worth a bit o' coin. But that's about it.::

Worth 5,665g

Presently

Perception: 1d20 + 39 ⇒ (4) + 39 = 43
Stealth: 1d20 + 34 ⇒ (9) + 34 = 43


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Akor will once again call upon his goddess' blessing to enhance his senses. He'll then take to skies Casting Acute Senses 1d20 + 64 ⇒ (12) + 64 = 76 Perception. 1d20 + 24 ⇒ (2) + 24 = 26 Stealth


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Darnak Deepstone wrote:

Earlier

As Darnak makes his way back from the ship, he turns his thoughts upon Sparel again, ::"I found these.":: He shows him the gems. ::"The worth a bit o' coin. But that's about it.::

Worth 5,665g

Presently

Perception: 1d20 + 39
Stealth: 1d20 + 34

"hold onto them until we get back to civilization. We'll settle up then."


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak nods as he places the gems within his pack.


After a couple hours searching through the ruins and the bodies of Starfall, the Divine Daggers take to the air to hunt down the green dragon. It takes almost two hours to cover the distance, in part because the thick canopy of trees in the Echo Wood make it difficult to spot anything from above.

Slipping through the trees like mist is simple thanks to the Wind Walk spell. The unnatural weather seems to spook some of the larger animals as deer bound away and rabbits run into their burrows to hide. Smaller creatures only seem to react when a gaseous form floats through their territory.
Akor is the first to spot something other than animals in the forest. Deep in the wood two humanoids are walking a patrol – a savage orc covered in dried blood and a sun-darkened human with poor clothes.

All of you recognize him as one of the Numerians chained up as slaves near the entrance to the Demon Tree. Neither one of them appears to have noticed all the mist nearby yet.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Sparel looks for somewhere up in a tree to solidify while remaining stealthy,

Stealth 1d20 + 25 ⇒ (4) + 25 = 29

P.S. The white color naturally dissipated an hour after it was applied.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Sparel, can you Bond us? things are about to get serious and that spell helps, especially when we don't want our tactics known.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:
Sparel, can you Bond us? things are about to get serious and that spell helps, especially when we don't want our tactics known.

Sparel casts telepathic bond when we start to land as the Incoporeality is a non issue.


Male Human Cleric 3 - Unholy Barrister

Malak enjoyed the freedom of flight and especially his insubstantial form. At the sight of the two patrolling figures he knew that fun time was over and it was back to work but he preferred that anyways. He veered off to the west and a little ahead of the two and settled behind a tree to reform.

Stealth - 1d20 + 48 ⇒ (17) + 48 = 65

Perception - 1d20 + 27 ⇒ (9) + 27 = 36


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"I'm going to land in front of them, you guys can stay hidden if you so desire, but I will not abide by slavery if that's what this is."::

Akor lands just ahead of the pair and reforms, drawing his blade as he does. "Afternoon gentlemen, how fares you this day?"

1d20 + 30 ⇒ (13) + 30 = 43 Diplomacy


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:

::"I'm going to land in front of them, you guys can stay hidden if you so desire, but I will not abide by slavery if that's what this is."::

Akor lands just ahead of the pair and reforms, drawing his blade as he does. "Afternoon gentlemen, how fares you this day?"

1d20+30 Diplomacy

Sparel moves within Telekinesis distance.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak follows after Akor; reforming right behind him.

As Akor asks his question, Darnak tips his hat to them in greeting.


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Thad nodded at Akor ::I am with you, even if no one sees.::

He materialized in the trees, keeping an eye on the proceedings, as well as out for an ambush by territorial dragons.

Perception 1d20 + 48 ⇒ (19) + 48 = 67
Stealth 1d20 + 32 ⇒ (7) + 32 = 39


The pair stops short as a cloud of gas pulls up in front of them. Over the next 30 seconds, it slowly solidifies into the shape of a man.

Akor draws his weapon and address the Numerian and the Orc in common.

The human looks startled and tries to fumble for a sounding horn that hangs on his belt. The orc draws his falchion and assumes a protective stance in front of the Numerian.

"Ztay wliri you ari! Jom't novi!" the orc says.

For those who speak Orcish:
Stay where you are! Don't move.

The orc and human are both intent on Akor, looking only at him.

Roll Initiatives if you want to stop the man from blowing the sounding horn or take any other actions other than talking.

GM notes:
Initiative 1d20 ⇒ 4
1d20 ⇒ 4

Orc perception 1d20 - 1 ⇒ (15) - 1 = 14
Human perception 1d20 ⇒ 8


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Initiative: 1d20 + 7 ⇒ (11) + 7 = 18 Improved Vital Strike to the sounding horn with Elemental fist (fire) 1d20 + 32 ⇒ (8) + 32 = 40 Damage: 3d8 + 8 + 1d6 ⇒ (6, 3, 1) + 8 + (5) = 23

Seeing the Orc bring the sounding horn up, Thad decided that it wasn't quite right to kill someone Akor wanted to talk to, so he just decided to pin the horn to a tree. If he turned out to be a friend, they could always replace it, he reasoned.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Initiatve 1d20 + 4 ⇒ (5) + 4 = 9

If I beat initiative and they guy still has his horn I want to snatch the horn out of his hand and send it sailing away.
If he already lost the horn somehow I'll simply pin him to the ground with a telekinetic grapple.

Telikinetic CMB 1d20 + 17 ⇒ (1) + 17 = 18


Male Human Cleric 3 - Unholy Barrister

Initiative - 1d20 + 7 ⇒ (11) + 7 = 18

Malak came around the tree as Thadicus's arrow flew towards the two poor bastards. He didnt see the two as much of a threat to the Divine Daggers and knew that the others could handle them with ease. So he had no reason to draw steel yet. He came closer and crossed his arms nonchalantly waiting to hear some answers from the pair.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Sparel Radtymah wrote:

Initiatve 1d20+4

If I beat initiative and they guy still has his horn I want to snatch the horn out of his hand and send it sailing away.
If he already lost the horn somehow I'll simply pin him to the ground with a telekinetic grapple.

Telikinetic CMB 1d20+17

I think Thad knocked the horn out of his hand, so disregard this.

Edit: Plus the roll sucked. ;-)


Thaddicus fires, knocking the horn out of the Nuermian's hands. It lands on the ground in burning pieces, utterly useless. Sparel notices the orc also has a horn and rips it off the creature's belt with his telekinesis.

The two seasoned combatants do all this before the man even has time to draw breath to blow the horn. The human fumbles to draw his sword and stand guard with the orc.

"Killing us won't do you any good, the next patrol will know something is wrong soon enough," the Numerian says.

Both men appear to be in a defensive stance, waiting to see what happens next.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
GM_Arbiter wrote:


"Killing us won't do you any good, the next patrol will know something is wrong soon enough," the Numerian says.

Both men appear to be in a defensive stance, waiting to see what happens next.

"No one said anything about killing you."

Sparel says as he flicks his wrist at the human's drawn sword

Telikinetic Disarm 1d20 + 17 ⇒ (2) + 17 = 19

If successful Sparel will knock the sword away from the human.

WOW, my rolls suck lately.

Sparel motions to Aktor to continue knowing he's better at "diplomacy" than he.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Assuming Thad disarms the horn

"It would appear you've lost your horn. Now can we talk like civilized folk? 1d20 + 30 ⇒ (7) + 30 = 37 Diplomacy


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

::"We're really not gonna waste our time with these two, are we? Find out what needs findin' out, Akor, and let's move."::


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"Paitence old chap, knowledge is power after all. Let me see if I can get any information out of these two."::


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak nods at Akor and crosses his arms, waiting. Hoping these two are smart enough to not do something stupid.


Sparel rips the Numerian's sword out of his hands and flings it into some nearby bushes. The orc's eyes narrow as he looks at the two Daggers, and then he speaks in halting common.

"No ... hurt. We guard forest. Me take him ... path."

The human looks nervous and stands to the side of the orc, who still has his sword out in a defensive position.

"He means route. He's teaching me the patrol routes. We must please the Master."

If anyone wants to roll some checks, that would be fine. :)


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

1d20 + 36 ⇒ (18) + 36 = 54 Sense Motive

"Who might this 'Master' be?" 1d20 + 30 ⇒ (7) + 30 = 37 Diplomacy


Sense Motive DC 25:
Both the human and the Orc appear to be under the effects of a Charm Person spell

Knowledge (arcana) DC 21:
The human and the orc are under the effects of Charm Person spell. It appears to be very powerful, as if it were cast by someone the equal of Sparel's arcane might.

Knowledge (arcana) DC 30:
A green great wyrm is capable of casting Charm Person and Dominate Person at will as spell-like abilities.

Appraise DC 20:
The gear for both the orc and human is of low value. It's not even masterwork, but it is in good working condition and has been treated well.

Knowledge (nature) DC 20:
The plants here are far more varied than is normal. Some of the flowers and bushes are native to regions hundreds of miles from here. These plants couldn't survive here without someone to take care of them.


The man's face falls as he looks almost embarrassed.

"I ... can't pronounce it. I'm still learning how. It's Demi-thic-car-get or something like that."

The orc speaks up now.

"Dimithkarjic, the great wyrm. He ... save myself."

The human nods in agreement, eagerly.

"Yes, the great master rescued me and my family, too. A massive jungle destroyed our home overnight, and these bizarre plants were roaming from house to house, eating those too slow to run away. We were captured by Dmak here, along with my family. We were chained up for hours and then this horrible monster appeared."

The man shudders as a chill seems to go over him. You can the hairs on his arms stand on end.

"It was like nothing I've ever seen before. I don't even know how to describe it. The thing was black and seemed to ... dissolve the orcs. We tried to run away because it looked like it would kill everyone there, but eventually it just disappeared again. We tried to get out of the chains then. Sometime later the Master appeared. He told all of us to stop fighting each other. He said if we did stop fighting each other, he'd take us to safety. And he did. Now I'm working for the Master to make sure this forest is safe."

The orc nods in agreement even as he seems a bit puzzled over some of the words.


Male Human Cleric 3 - Unholy Barrister

Stealth - 1d20 + 48 ⇒ (3) + 48 = 51

Malak had edged his way closer to the two as his fellow Daggers kept them talking and weighed their every word.

Sense Motive - 1d20 + 23 ⇒ (14) + 23 = 37

::These guys arent themselves brothers. They act like those blond maidens in Brevoy that Sparel used that charm spell on. Ah! That was a good night indeed.::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

tkg:

Knowledge Arcana 1d20 + 24 ⇒ (15) + 24 = 39
Knowledge Dungeoneering1d20 + 17 ⇒ (2) + 17 = 19
Knowledge Engineer1d20 + 17 ⇒ (5) + 17 = 22
Knowledge Geography1d20 + 17 ⇒ (11) + 17 = 28
Knowledge History1d20 + 17 ⇒ (12) + 17 = 29
Knowledge Local1d20 + 17 ⇒ (16) + 17 = 33
Knowledge Nature1d20 + 17 ⇒ (14) + 17 = 31
Knowledge Nobility1d20 + 17 ⇒ (20) + 17 = 37
Knowledge Planes1d20 + 34 ⇒ (15) + 34 = 49
Knowledge Religion1d20 + 29 ⇒ (9) + 29 = 38
Spellcraft 1d20 + 29 ⇒ (12) + 29 = 41


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"They are definitely under some compulsion. Sparel, that kind of thing is your specialty. I could get rid of it the same way I de-bunnyed you, but I'd rather not waste such a powerful spell on these two"::

"So you're helping the green dragon we've heard had a lair in these woods. Besides these patrols, what else does it have you do? Can either of you tell us anything else about it?" 1d20 + 30 ⇒ (10) + 30 = 40 Diplomacy


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

::You mean the one you wanted me to cast charm person on because she was interested in you? Regardless, they are charmed by something very powerful and a great wyrm has the ability to do such a thing. Also these plants aren't native. They would not survive here without tending. ::

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