The Red Arm of Absalom - Ongoing Campaign (Inactive)

Game Master GM Red

Initiative:

[dice=D]1d20+15[/dice
[dice=Gallix]1d20+2[/dice
[dice=Mr P]1d20+5[/dice
[dice=Uesugi]1d20+3[/dice
[dice=Sirettis]1d20+3[/dice
[dice=Cup]1d20+5[/dice


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Dark Archive

[Kineticist 10] HP: 93/93 (Overflow +10 temp HP), AC 18/T15/FF14, Fort+12, Ref+12, Will+5, Init +14 (+15 with overflow), speed 30ft, Perception +12, low light vision.
Current burn 3:
30 NL, (15% to ignore SA & crits.)

D. was not the type to deliberately make a fool of himself.

This woman is a baka.

"Peppers-san, i suggest letting our new acquaintence take care of this. If getting that baka to open up, his profession shouldn't pose a problem."

Sovereign Court

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Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

So much physical activity... Sirettis isn't ready for all of this physical training. She passes herself off as a natural-born rookie, still learning basic weapons like the mace.

During the day, she notices Varnic and his increasing competitive stance with her. Isa hears the din of some of the recruits. She decides to speak to Varnic directly, sitting down with him during one of their breaks.

"This has been a hard day, hasn't it Varnic? I can barely keep up with you. We can't fall behind, Pashow is relying on us." She drinks from her bowl, giving Varnic a moment to collect himself. "But we can't fight alone- some of the trainees here seem to have found enemies. Jealousy? Frustration? Is there some unspoken rule I violated?" She leans in and whispers. "I know you would tell me. Despite our friendly competition, we draw the line at rumor mongering, yes?"

Taking 10 for Diplomacy for a total of 17. 19 if heroism applies (but if it's more than 50 minutes since I ran through the obstacles, it doesn't apply)

Dark Archive

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CN Human .oO "WIZARD" Oo. 3 (Counterfeit Mage 3) | HP: 24/24 | AC: 15 (11 FF, 14 TCH) | CMB: +1, CMD: 15 | F: +3 / R: +8 / W: +4 | Init: +6 | Speed 30 | UMD Wands +8 | Conditions: None
Wand Tracker:
Remaining: CLW 45/50, Bless 12/13, Chill Touch: 49/50, Snowball: 50/50, Vanish: 49/50, Mage Armor: 48/50

"Ah, I presume you're referring to me?" Silas whispers to D. "Why not a coordinated effort? You can do that levitation trick you love so much, being careful not to drop the crate on me, of course, and I'll put on a show. Sound good?"

Once D agrees, Silas hops atop his "stage", or one of the nearby crates. "Laaaaaaadies and gentlemen! Introducing... Silas the Great!" He bows to his audience, then hops off and puts on what one would only assume is some kind of tribal dance. He kicks his leg up, catches it, hops on the other, then releases. He continues with a squat straight down. And up. And down. And up. Then kicks again, one leg at a time.

Perform (dance): 1d20 + 7 ⇒ (11) + 7 = 18

.. Until a crate comes smashing down just to the left of his foot and he puts on his best acting yet. "OW, DAMN IT! WOULD YOU WATCH IT? UGH!" He hops around on one leg as he cradles his toe with both hands. It isn't clear whether this is still part of the dance or not.

Dark Archive

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[Kineticist 10] HP: 93/93 (Overflow +10 temp HP), AC 18/T15/FF14, Fort+12, Ref+12, Will+5, Init +14 (+15 with overflow), speed 30ft, Perception +12, low light vision.
Current burn 3:
30 NL, (15% to ignore SA & crits.)

"-Levitation trick-..."

[Cinematic narrowing of the screen on the eyes]

"You think too little of it. A sleight of hand is a trick, lifting objects without magic or physical effort is power."[/smaller]

D. -slightly- agrees to this joint effort, as the 'stage' wobbles while Silas stands on it.

The Concordance

Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

Mr Peppers gets a blank look on his face when he's asked to purposely hurt himself for the entertainment of others or to 'pretend' to be hurt or dance around like he's been hurt. His blank stare softens a bit when D suggest they hurt Silas. "Yes, that's a far better plan... Sorry Silas."

As Silas is hopping around on one foot pretending the other hurts, Mr Peppers casts a spell to hopefully help add to the realism.

Spellcraft DC16:
Grease plus Arcane for +1 DC underneath Silas, Reflex DC 17

Having edits time out quite quickly in this really gets on my nerves.. I hope I don't lose that sweet Diplo roll I had!

Once the 'show' is over, Mr Peppers searches out an opportune moment to speak with the Halfling boss alone. "While as much fun as it is watching your traps work on these poor men, doesn't it hamper your workforce and productivity to have them laid up so often? Less labor equal less devious traps to be laid." Mr Peppers does his best to have this discussion respectfully and in a nonthreatening manner away from the other workers. Diplomacy + Bonus: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 Good it kept it, or I got lucky.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

GROUP A: Guard Barracks -- DAY TWO -- Boot Camp

Sirettis's kind words and gentle demeanor calm down most of those who were grumbling. They shrug, smile and then they shake her hand. Varnic, watching the others, sighs and offers his hand as well. "Yeah, okay. It's bigger than us. For Pashow."

DC 19 Sense Motive:

Bluff: 1d20 + 10 ⇒ (9) + 10 = 19

He doesn't mean it. You can see the flash of jealously in his eyes.

___

At this point, the three people in the Guard Barracks may roll their infiltration rolls. Time for each of you to dig out a new skill, or face a penalty on your roll!

  • Gallix already used Bluff
  • Sirettis already used Kn. Nature
  • Uesugi already used Intimidate

    As always, you may take ten!


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    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    GROUP B: Transport Workshop -- DAY TWO -- Death Traps!

    D. and Mr. Peppers decline to debase or injure themselves, but have a great deal of fun pretending to mess with Silas's dance performance. D. shakes the stage, and Mr. Peppers greases it, causing Silas to fall all over himself.

    At first, Lyshna is baffled by the start of the dance performance. "What do you think this is, a dance hall? We make weapons of awesome destructiveness here!"

    But as the stage shakes, and grease flies, and crates hurl through the air at the hapless rogue, she goes into hysterics. "Bwahahahaha! Oh, did you see his FACE?!" She imitates Silas's flailing arms and kicking legs. "That was AMAZING!"

    She slaps Silas on the back. "Heh. You're alright! Just wait until you see what I'm working on over here!"

    To Mr. Pepper's query, she rolls her eyes. "You sound just like that prissy and paranoid wimp, Enyro!" She raises her voice in a false falsetto to indicate Enyro's prissiness. "'Ooh, worker safety. Ooh, efficiency. Ooh, limited budget. Blah, blah, BLAH.'"

    She pauses to trip another worker as she goes by, hands full, and then snorts as the woman trips. "I'll tell you what I told him. If he wants the devious, the amazing, the ONE-and-ONLY Lyshna trapsmith, he should just SHUT UP and let me run MY WORKSHOP in ANY WAY that I see fit!"

    ____

    At this point, Group B may roll their infiltration rolls. If you reused something that you used before, you will take a penalty on this roll.

  • D already used Stealth
  • Mr. Peppers already used Perception
  • Silas already used Disable Device

    All of you have a +2 bonus because you earned four successes yesterday. Only Silas gets an additional +2 for making Lyshna deliriously happy with him. As always, you may take ten.

  • The Concordance

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    Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

    Mr Peppers does his best to grin and bear it when Lyshna completely dismisses his recommendation. Some people just can't deal with reason, lets get this over with. "Its your show so you get to run it how you see fit. How about I help draw up some engineering plans for some new traps? I'm pretty good with that aspect. I've always been pretty decent at math and angles and such. Calculating weight limits and spring tensions." Take 10 on Knowledge: Engineering with the +2 bonus: 21

    The Exchange

    Male Human Brawler (Mutagenic Mauler) 10 / Skald (Spell Warrior) 1 | HP 95/95 | AC 23, Touch 14, Flatfooted 20, CMD 27* | Saves F+13, R+11, W+7 | Perception +4, Sense Motive +5; Init +2 | Knockout: 2/2 | Weapon Song Rds Used: 5/5 | Status: N/A

    Later that evening, Gallix's eyes stray from his food and look around the room at the other warriors gathered to eat in the mess tent. Time to see what kinda strength this place really has at its disposal, he thinks. He slips away from the table and makes his way toward one side of the tent. As the evening passes, he watches for anyone who seems to be given larger portions, any one who looks particularly dangerous, or anyone who seems like they might actually be stronger than him or Uesugi.

    Take 10 on Perception for a total of 14. I'm running out of useful skills pretty quick here. Sorry guys.


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    Gallix has a failure, which triggers a complication! Also, remember that you can use any skill you can justify.

    Gallix, as you try to scan the room, your view is blocked by a towering Garundi. It's Jaravo! You're his favorite, and he grabs you for a bout of drinking! "Come here, you! This is no time to be silent and broody! Come, drink with me! In my day, we drank paint thinner -- and we LIKED it!"

    ___
    It's not paint thinner, but give me a fortitude save and some RP anyway! If you do well, you get a second crack at a skill check for this!

    The Exchange

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    Male Human Brawler (Mutagenic Mauler) 10 / Skald (Spell Warrior) 1 | HP 95/95 | AC 23, Touch 14, Flatfooted 20, CMD 27* | Saves F+13, R+11, W+7 | Perception +4, Sense Motive +5; Init +2 | Knockout: 2/2 | Weapon Song Rds Used: 5/5 | Status: N/A

    Gallix practically falls over himself as the massive frame of Jaravo fills his field of vision. "AH! Oh, Jaravo, it's just you. Oh...trust me, my friend, you don't want to challenge me when it comes to consuming things not generally considered 'good for one's health.'" He gives a deep laugh, of course, and goes along with the man. As the drinks are set before them, Gallix seizes a tankard and, raising it toward Jaravo, toasts the older man. "Here's to you, old man, and all of your ridiculous stories. Trust me, after tonight, you're gonna be drunk and passed out on the floor -- and LIKE it!" He slams the tankard back, drinking its entire contents, then turning it over and banging it, upside-down, back onto the table.

    Fort vs Drunk: 1d20 + 7 ⇒ (16) + 7 = 23

    Dark Archive

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    [Kineticist 10] HP: 93/93 (Overflow +10 temp HP), AC 18/T15/FF14, Fort+12, Ref+12, Will+5, Init +14 (+15 with overflow), speed 30ft, Perception +12, low light vision.
    Current burn 3:
    30 NL, (15% to ignore SA & crits.)

    D. seems to have a little less trouble suppressing one upwards corner of his mouth, though he looks sideways on the moment to hide it completely.

    "Unorthodox ways of running a workshop. A learning curve about being on one's toes, it would seem."

    D. takes in the immediate scene, and will familiarize himself with the rest of the layout of the place, moving when others do, to blend in and not draw attention to himself.

    Covert agent: 1d20 + 8 ⇒ (17) + 8 = 25

    Nice.


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    GROUP A -- Guard Barracks -- DAY TWO -- Gallix's Complication

    The old man laughs, yelling, "We'll see about that!" and grins from ear to ear as he bellies up to the challenge!

    ___

    Gallix, you may have another crack at a skill roll for this. Don't forget your plus two. You already know that 14 is too low now. As always, you can roll or take ten.

    The Exchange

    Male Human Brawler (Mutagenic Mauler) 10 / Skald (Spell Warrior) 1 | HP 95/95 | AC 23, Touch 14, Flatfooted 20, CMD 27* | Saves F+13, R+11, W+7 | Perception +4, Sense Motive +5; Init +2 | Knockout: 2/2 | Weapon Song Rds Used: 5/5 | Status: N/A

    See? I'm doing my job again - springing traps, showing that a 14 is below the DC - you're all welcome. Haha!

    As Gallix and Javaro get further into their contest, Gallix plies the older man for some information about the warriors in the convoy. "'Ey J'varo," he slurs, dropping his eighth tankard onto the tab, "Who...who you think is the strongest fighter in here? And you can't say you! So...so...so so so who is it? Cuz I bet I know who it is...but I wanna see 'f I'mmmm right. Who you think it is, huh? Tell me..." Though he's waiting for confirmation from Javaro, Gallix is also trying to think back to his time traveling in norther Garund in years past, trying to remember the names of any particularly famous warriors he faced in the fighting pits or whose names came up in the pesh dens where he had spent so much time.

    Take 10 on Knowledge (local), with the success bonus, for a total of 18.

    Sovereign Court

    Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

    "Yes, for Pashow." Sirettis drinks more of her tea. "We're in this together."

    Sense Motive: 1d20 + 6 ⇒ (5) + 6 = 11

    Green seems more of their color.

    GM Hmm wrote:

    You could do perception or stealth to follow other workers and learn what they're doing, a social skill to schmooze up your bosses, or you could actually do good work and impress the folks at the guard barracks that way!

    As always, you may take ten. Feel free to give me roleplaying fluff and descriptions of what your character is doing to accompany the roll.

    Sirettis wonders what she could do that night, only to find Captain Javaro dragging Gallix to the bar.

    "Sir! May I come with you? I just wanted to say, thank you sir. Most people look at me and they don't give me a second chance. Even when I was a young, children told me to sit back and bury my head in books. But I've always wanted to travel and venture through the wildlands, and any physical training I can get will help. I'll continue to do my best, sir!"

    Sirettis continues to try to impress the captain. Hopefully he'll feel pity and let a secret slip through.
    Taking 10 on Bluff for a 19.

    Dark Archive

    CN Human .oO "WIZARD" Oo. 3 (Counterfeit Mage 3) | HP: 24/24 | AC: 15 (11 FF, 14 TCH) | CMB: +1, CMD: 15 | F: +3 / R: +8 / W: +4 | Init: +6 | Speed 30 | UMD Wands +8 | Conditions: None
    Wand Tracker:
    Remaining: CLW 45/50, Bless 12/13, Chill Touch: 49/50, Snowball: 50/50, Vanish: 49/50, Mage Armor: 48/50

    Silas continues to act is if he's wounded and whimpers in pain. "I'm alright? Geez, I think I broke my toe! Let me see if I can find something around here to cool it off. Maybe tie it with twine or something?" Silas uses the diversion to take a detailed look around the room. Perception plus bonus: 1d20 + 6 + 4 ⇒ (12) + 6 + 4 = 22


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    GROUP A -- Guard Barracks -- DAY TWO -- Gallix and Sirettis at the Party!

    So far, the three of you have been the life of the party! Jaravo, completely trashed, starts singing from on top of a table.

    ♫ And now, we've faced our fear
    Sure to make our enemies start hurtin'
    My friends, I'll say it clear
    We'll save Pashow, of that I'm certain

    I've lived a life that's full
    Leaping headlong in ev'ry scrum along the way
    But more, much more than this
    I did in my da-a-ay

    Some foes I throttled 'til they're blue
    Son, you paying attention?
    I did what I had to do
    I LIKED it without exception

    Yelled in bootcamp 'til I was hoarse
    Ran recruits, and made their thighs pay
    And more, much more than this
    I did in my da-a-ay... ♫

    Source: Frank Sinatra's My Way

    Meanwhile, both Gallix and Sirettis notice some of the other off-duty guards talking with some mysterious people who must have come from another part of the encampment, because you don't recognize them at all.

    One woman is leaning over to some of the malcontents Sirettis spotted earlier, and plying them with booze and luxury foods. "What kind of an outfit is this, I tell you, my friends? We're working so hard, and getting so little. I should go back to Aspenthar. The military there gets paid well, and is respected by all. Prince Zinlo is the best leader I've had!"

    Elsewhere, a man seems to be offering other recruits bits of Flayleaf and Allnight. "Wish I had more to offer you, but Emir Guldis is too damned stingy to spring for the good stuff for the likes of us!"

    Knowledge Local DC 18:
    Although they claim to be from Aspenthar, the coinage they're spreading around hails from Bloodcove and Cheliax. Bloodcove is under control of the Aspis Consortium, and the Consortium itself is based in Cheliax.

    Dirty work done, they melt back into the crowd the moment they see you approach, disappearing into the camp proper before you can confront them.

    Sovereign Court

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    Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

    Knowledge(Local): 1d20 + 5 ⇒ (9) + 5 = 14

    Sirettis notices the commotion. "Ah, there are the malcontents." If only I didn't use my magic this morning.

    Sirettis raises her glass. "To Pashow! May it rise above and beyond all others! May the others bask in its glory! May its strength and bravery set an example for others to follow!"

    Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22


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    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    GROUP B: The Transport Workshop -- DAY TWO -- Death Traps!

    Mr. Peppers, D and Silas are all successful in their various infiltration missions. Silas is of course Lyshna’s favorite, and several times a day, she asks him to dance again for her on his injured foot.

    Her eyes gleam and she laughs and claps. “You really are a marvelous dancer, Silas! Do it again! Oh... Wait a minute? Is your foot hurting you? What does it feel like? All needles and pins? Soreness? Or more of a burning sensation? This is for SCIENCE, you know!”

    ____

    Here are some of the things the three of you learned in the Death Traps Department:

  • Silas gets to work closely with Lyshna all day, and learns the ins and outs of the trap from the close proximity. He learns that there is a desert heat trap on the transport. It causes people in the area to take heat damage beyond what an Endure Elements spell can protect against.

    You know the Disable Device DC, and the locations of the two switches that must be disabled in order to disarm it. (Tier 4-5 Disable Device DC 25 -- but keep reading for how further successes change things!)

  • Mr. D, covert agent, worked in the complex in a variety of areas. His subterfuge gave him access to Lyshna's personal notes. In addition, he also found several lavish gifts and valuable luxuries among Lyshna's belongings, some emblazoned with the seal of Aspenthar's royal family.

    D’s copies of the notes provide a +4 circumstance bonus on all Disable Device checks that may attempt to disarm the trap. This does not stack with masterwork tools, which is also a circumstance bonus.

  • Although Mr. Peppers made the work faux-pas of questioning Lyshna’s methodology, his clever work as an engineer caused him to get assigned to working deeply in the trap’s ventilation network. While not as glamorous or flashy an assignment as what Lyshna’s favorite trap smiths were doing, while there he uncovered some intriguing flaws. Mr. Peppers found several weak points in the ventilation network that might allow a pair of people with the proper knowledge and skills to disable the entire trap from anywhere in the transport.

    Disabling the trap this way requires a successful DC 10 Disable Device or Use Magic Device check.

  • The Concordance

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    Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

    At the end of the day, sitting around with Silas and D having their evening meal Mr Peppers realizes something "You know D... that jar of mold we found at the goblin camp? Its pretty cold. Almost like a personal cooling system if you keep it close at hand. If we end up going out in the desert at all I suggest keeping it handy, it'll at least keep your waterskin cold!"

    He continues to eat his dinner, doing his best to try some of the local fare but stopping short of goat and camel meat. "Now THAT just looks awful. How can you eat that Silas? I mean, we aren't desperate here!"

    Sovereign Court

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    Neutral | Human Male | Samurai 10 | AC 25 (T 15/Fl 21) | hp 93/93| Init +3 | F:+9 R:+6 W:+4 | Perception +1 | Yurei hp 72/72 | Arrows: 24 | Crown: 8/10 | Resolve 3/4 | Challenge 2/4
    Wands:
    Enlarge: 40 charges | Bless Weapon: 4 charges | CLW: 20 charges

    Uesugi was beginning to grow accustomed to the heat given off by the hot sun in Thuvia. The weather was at least not as humid as when the barbarian and him had traveled to the jungles of Mwangi. Under the heat of the sun he rather liked the extra work it was giving him going through the drills set up by Captain Jaravo. Still he could see that the men here were not pleased at all. He could see it in there lack of focus or the way they constantly grumbled anytime Captain Jaravo was not around. Something had to be done.

    He headed over to where Captain Jaravo was barking out orders his oiled skin now replaced by the sweat and grime of a day's work in the sun.

    "Captain I speak with honesty here. The men are still not yours. There is something missing they are not focused and I am not sure that running them until they fall from exhaustion is the wisest choice. Is there anything that can be done to win them over?"

    diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22

    know(local): 1d20 + 7 ⇒ (9) + 7 = 16


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    GROUP A: The Guard Barracks -- DAY TWO -- Boot Camp!

    Gallix engages in a drinking contest with Jaravo, and Siriettis and Uesugi round out the party. All around them, suspicious activity continues on the sidelines of this camp. Jaravo finishes his song, belting out the last verse, arms outstretched.

    ♫ In my da-a-a-ay! ♫

    Then he falls off the table, straight into the arms of the concerned Samurai. “Room’s spinning. In my day...” He pauses, stupefied. “Don’ ‘member wha' we did, but... it was GREAT!’ He tries to get up, but keeps weaving back and forth. “Maybe, maybe you three should walk me home, eh?”

    ♫ 99 bottles of beer on the wall
    Soldiers drank ‘em, watch them fall
    Yeah, something something... ball? ♫

    Half the camp sniggers as the drunk officer staggers by, still singing loudly and off-key, lyrics jumbled all together. Then in the quiet of Jaravo’s tent, as Uesugi says his piece, the old man straightens.

    “I know.” Jaravo’s speech clears, his hawklike eyes focusing on the three of you. “Thought you could drink Jaravo under the table? Not gonna happen, though I’ll feel like storm giants stomped through my head with steel toed boots tomorrow.” He glances out the tent flap, then drops it.

    “Yeah, the camp's off. You can tell when you have men that will follow you into the demon-infested worldwound and back, and when they just want a paycheck. Sometimes in order to find where they stand, you’ve got to push them farther than they’ll ever think they’ll go. Build their confidence. Make them so proud of the unit that they’re in that they believe they're part of something amazing. They’ve got to believe that they’ve overcome the worst together and triumphed.” He sighs, and then slumps, holding his head in his hands. “But... Dammit, there are other hands at work here. I’ve been wondering who to trust, and I think it’s the three of you. You at least believe in Pashow!”

    ____

    Here’s what the three of you learn, not just in the Guard Barracks, but also from Jaravo himself.

    • All three of you learn how the guards use dancing lights to communicate via signals in the sky. You learn which patterns will tell the convoy to halt and the escorts to disperse and search the surrounding area for hidden threats.

      While the dancing lights spell is the most effective way to replicate these patterns, you can also replicate them with other light sources.

    • At the party, you paid close attention to the guards on their night off, learning personal vices that if you wish, you can later use against them.

      By revealing a damning secret or weakness, as a free action, a PC can inflict the staggered condition on a guard for 1d3 rounds. This ability only works once per guard. The PCs also observe several mysterious men and women tempting the guards with strong drink, drugs, and other indulgences. Though these scoundrels speak highly of Prince Zinlo and the lifestyle in Aspenthar, most of the money they throw around was minted somewhere else.

    • Finally, you earned the old man’s trust. He turns to Sirettis. “You’re more of a healer and an animal handler than a soldier. I get that. But you toughed it out and have been more determined than I could imagine. I need good mages on this job. Will you serve as one of the two guarding the convoy itself? It means you’ll have to work with Enyro tomorrow instead of returning to the stables. Still, I want you there.”

      Jaravo replaces one of the convoy's guards with one of you working in the barracks. During the convoy raid, a PC may replace one convoy mage. If the PCs neutralize the second mage before he casts dancing lights, any distracted guards do not return for 20 minutes after being called away.

    ___

    As you turn to go, he grins ironically at the three of you and salutes. “In my day, if we wanted a spot in the Alchemist’s personal bodyguard, we had to do three years of undercover work -- and LIKE it!”


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    Before launching into DAY THREE, I think it's time to give the group to discuss what they've found in character in their secret rendez-vous. This was a HEAVY day.

    Sovereign Court

    Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

    "Yes. I will accept your offer, Captain. Thank you." Sirettis nods.

    ---

    The tents in the barracks mess hall are lit, even during the night. Sirettis waits patiently for her friends. Once they arrive she quickly shares notes.

    "Captain Javaro has reassigned me as one of the convoy guards. This will be quite useful. If I can defeat the other mage guard, this will buy us time."

    She ponders, carefully. "More importantly though, there are dissidents trying to break morale. This seems much more complicated than a simple raid. I think the Lady has underestimated the weight of this task."

    Dark Archive

    CN Human .oO "WIZARD" Oo. 3 (Counterfeit Mage 3) | HP: 24/24 | AC: 15 (11 FF, 14 TCH) | CMB: +1, CMD: 15 | F: +3 / R: +8 / W: +4 | Init: +6 | Speed 30 | UMD Wands +8 | Conditions: None
    Wand Tracker:
    Remaining: CLW 45/50, Bless 12/13, Chill Touch: 49/50, Snowball: 50/50, Vanish: 49/50, Mage Armor: 48/50

    Silas chews a mouthful of tough mutton. "Quifpt judging me," he says with his mouth still full, then swallows. "It's really quite tasty if not a little gamey. Do you mean to tell me you only eat plants, Mr. Peppers?"

    When Sirettis arrives with her report, Silas offers her a goat meat kebab. "It kinda tastes like goblin. I think. Heh heh." He then adds what he'd learned of the day. "There's this heat trap on the transport that magic won't work against. But the good thing is us three know how to shut it off!" He points to Mr. Peppers and D. "Oh, and that Lyshna - the one who's obsessed with traps and injury - she had quite the trove of valuable goods with her, many sealed with the Aspenthar family's royal crest. Either she's related somehow, or she stole them." He shrugs.

    The Concordance

    Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

    I was assuming we'd be a bit more discreet about meeting with Sirettis/Gallix/Uesugi. Mr Peppers was planning on using the message spell to avoid being all grouped up together while sharing our tidbits, but he's happy to converse with Silas and D.

    However, if there is one big mess hall that all the areas eat at then that's a different story all together.

    Silas wrote:
    "It's really quite tasty if not a little gamey. Do you mean to tell me you only eat plants, Mr. Peppers?"

    "I wouldn't say I ONLY eat plants, but I prefer them to heavy, greasy meats. I eat fish and fowl on occasion, but prefer fruits and vegetables, and dairy and breads." And some wine on occasions when I'm not working...

    Meeting

    "We aren't sure where we're going tomorrow but we haven't yet gotten into the 'Grunt Factory' so hopefully we get some time there to help make some improvements. That Halfling certainly doesn't seem to be 100% in this for Pashow's success, Temeera the mage however seems legit. She casts at least 4th tier spells, so nothing to sneeze at."

    The Exchange

    Male Human Brawler (Mutagenic Mauler) 10 / Skald (Spell Warrior) 1 | HP 95/95 | AC 23, Touch 14, Flatfooted 20, CMD 27* | Saves F+13, R+11, W+7 | Perception +4, Sense Motive +5; Init +2 | Knockout: 2/2 | Weapon Song Rds Used: 5/5 | Status: N/A

    Gallix leans back in his seat, his back against the wall and a cigarette hanging loosely from his lips. "Seems like some of the guards here aren't exactly in it purely to help the people of Pashow. I noticed a few of 'em making use of some ill-reputed substances. Might be an opportunity to thin the ranks some if we can take advantage of their vices."

    Dark Archive

    [Kineticist 10] HP: 93/93 (Overflow +10 temp HP), AC 18/T15/FF14, Fort+12, Ref+12, Will+5, Init +14 (+15 with overflow), speed 30ft, Perception +12, low light vision.
    Current burn 3:
    30 NL, (15% to ignore SA & crits.)

    D. modestly eats his food, listening to Mr. Peppers and Silas.

    "If she is hoarding wealth, i am guessing she is connected, rather than stealing. If she would steal, she would likely employ traps, and give herself away with the laughter on other people's misfortune."

    The Exchange

    2 people marked this as a favorite.
    Male Human Brawler (Mutagenic Mauler) 10 / Skald (Spell Warrior) 1 | HP 95/95 | AC 23, Touch 14, Flatfooted 20, CMD 27* | Saves F+13, R+11, W+7 | Perception +4, Sense Motive +5; Init +2 | Knockout: 2/2 | Weapon Song Rds Used: 5/5 | Status: N/A

    Oh! Forgot about that Knowledge (local) check up there. Take 10 on that with the +2 bonus for an 18! Hooray!

    Gallix almost loses his balance in his seat as he continues to lean back against the wall. As he regains his bearings, however, and his eyes look around the floor below him, he spots one of the coins the dissidents had been giving to some of the recruits earlier. Hey! Free money, he thinks, picking it up and examining the mint.

    "Wait a minute," he says a moment later, his brow furrowed as he flips the coin over a few times. "This isn't Aspenthar coin. It's from Bloodcove! And there's a Chelish insignia on here too, see? Let's see, who operates out of Bloodcove that also has connections to Cheliax? Ah! The Aspis! They must be in on this somehow too. But how? What are they trying to do here?"

    Sovereign Court

    Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

    "Sow dissent? Overthrow Guldis? Gain a foothold that gives them access to the elixir? Whatever it is, it can't be good." Sirettis sips some more hot water. "The, exercise we plan to do later- I doubt that is all we'll be doing that day. Don't be surprised if the cargo is not what we think it should be."

    The Concordance

    Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

    Knowledge: Local + Aspis Boon (Insider Knowledge): 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 Bah!

    "Considering our past dealings with them Sirettis is more than correct, great find by the way Gallix. I've got a good feeling that we can expect anything and everything when this run actually happens. The defense automaton which holds the elixir is programmed to treat whoever is holding a glowing vial as its primary target. If anyone wants to be that target just produce a vial and I'll make it glow!"

    The whispering pauses for a moment and you can hear a waitress being dismissed and water being drank "Where was I... oh, we could see the transport be carrying the real thing, we could see the Aspis attack, another City State attack, those Oasis pirates maybe? Something that valuable will bring out lots of interest."

    The Exchange

    Male Human Brawler (Mutagenic Mauler) 10 / Skald (Spell Warrior) 1 | HP 95/95 | AC 23, Touch 14, Flatfooted 20, CMD 27* | Saves F+13, R+11, W+7 | Perception +4, Sense Motive +5; Init +2 | Knockout: 2/2 | Weapon Song Rds Used: 5/5 | Status: N/A

    Gallix sits thoughtfully for a moment. "How...fast is this automa-thingy? If I take the vial, I could take my mutagen and get a bit of a burst of speed. Maybe give the thing a run-around while the rest of you guys chip away at it to break it down or clear an escape route for us or something?"

    Sovereign Court

    Neutral | Human Male | Samurai 10 | AC 25 (T 15/Fl 21) | hp 93/93| Init +3 | F:+9 R:+6 W:+4 | Perception +1 | Yurei hp 72/72 | Arrows: 24 | Crown: 8/10 | Resolve 3/4 | Challenge 2/4
    Wands:
    Enlarge: 40 charges | Bless Weapon: 4 charges | CLW: 20 charges

    Uesugi arrives with the barbarian and Spirit. When they arrive there they notice that Mr. Peppers, D and the odd street performer are there waiting for them.

    He bows to each of them even the street performer who seems to be in some conversation over eating meat or vegetables. He listens while the others share their findings with one another nodding until the barbarian mentions that the coins are related to the Aspis.

    "The Aspis. We have had enough dealings with them. They might likely be behind the sabotage of the other shipments. If their coin is here then that means that they likely have agents here ready to steal the elixir." Uesugi pauses thinking a little more on the matter. "The group that we saw earlier must be the same agents. They were seen offering the troops drink and some sort of plant. It was effective. The men run to it like a thirsty horse runs for water. We will need to watch for these agents they will likely show themselves during the trip. If they have an agent among the troops they will have another in the workshop as well. Watch for them.

    We have at least won the confidence of Captain Jaravo. He too knows that something is not right. But can't put his hands on it. I expect tomorrow to be hard day for the troops. The captain will break his troops in hoping to inspire something in them to have them follow him."


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    BOTH GROUPS -- Rendezvous -- END OF DAY TWO

    Between the revelations of Aspis coin in the Barracks and luxury items marked with the Aspenthar seal hidden amongst Lyshna’s possessions, the group realizes that they’re not the only covert operatives at work in this desert camp. Wary and alert, you head to your respective barracks, trying to get a few hours sleep before facing the challenges of the next day.
    ___

    GROUP A: The Guard Barracks -- DAY THREE -- The Desert Path

    The three of you are woken before sunset by Corporal Chandiver and travel with others for a special assignment. Chandiver says, “I’m gathering all of you because each and every one of you has come recommended. Today, officers will teach navigators how to find hidden desert trails, while a few guards will learn how to scout for threats and maneuver the convoy to safety without getting lost.” It’s a diverse but elite group that reports here today. Not surprisingly, most of the group is composed of those who did well in the previous two day’s tests: desert nomads, canny casters, the best fighters and a few agile and hearty scouts like Varnic who persevered through the previous obstacle courses.

    As you assemble there and wait, you see a lean and jumpy man approach Chandiver. At first you cannot make out what they’re talking about, but as the conversation proceeds, the man gets more and more upset. He paces back and forth, his voice getting louder and louder as he speaks with Chandiver. “What do you mean, none of them have the paperwork? I only take those with papers that come from the Emir himself! There are spies everywhere, Chandiver.” He looks over all of you suspiciously. “We’re doing sensitive work today. How do I know I can trust you if you haven’t been vetted? Deadline or not, I think it’s best if you all go back to the barracks until the Emir has a chance to review matters.”

    What do you do?


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    GROUP B: The Transport Workshop -- DAY THREE -- The Grunt Factory

    Lin greets the three of you once again, offers a dazzling smile to Mr. Peppers. “Hello, you three! A lovely morning, isn’t it? I hear that it might be even cooler tonight -- good walking weather. I think the desert might be pretty in the moonlight tonight.” She gazes right at Mr. Peppers. “What do you think?”

    Sense Motive, DC 10:
    She’s also wearing a little non-regulation lipstick and has put some effort into her hair this morning, and is hoping that Mr. Peppers notices.

    Looking at her clipboard, she grins. “A bunch of people came off medical leave, so you guys don’t have to go back to Creative Security Solutions. However, the Transitions department run by Foreman Duciar has some openings, so I’ve slotted you in there because of your magical and engineering expertise. Good luck!”

    ___

    Foreman Duciar’s Workshop is filled with a gigantic structure that looks like an open metal flower. As you arrive, you watch a group of mages working together, and the flower folding up and slowly compacting and changing shape. For this final bit of work, they clearly pulled some high-level people from other areas. Temeera, her face taut with concentration, is helping lead the folding and refolding of the structure.

    Mr. Peppers:
    You are detecting a bunch of very high-level magic here. There seems to be some sort of warding magic, designed to mess with teleportation effects, and some variation on the magnificent mansion spell.

    As you arrive, you meet Foreman Duciar, a muscular old garundi covered with piercings. He looks at his clipboard, then at you. “Huh.” He grunts, walks away and then turns back to you impatiently, cocking his head in the direction that he’s going.

    Perception or Sense Motive DC 18:
    This is clearly a man of few words, but congratulations! You understand "grunt," his version of non-verbal communication.

    "New guys? I have work for you."

    What do you do?

    Sovereign Court

    Neutral | Human Male | Samurai 10 | AC 25 (T 15/Fl 21) | hp 93/93| Init +3 | F:+9 R:+6 W:+4 | Perception +1 | Yurei hp 72/72 | Arrows: 24 | Crown: 8/10 | Resolve 3/4 | Challenge 2/4
    Wands:
    Enlarge: 40 charges | Bless Weapon: 4 charges | CLW: 20 charges

    Uesugi whispers to Spirit "Call upon whatever ability you have Spirit you have always shown that you have a way with words I will assist you as much as I can. We have proven ourselves to the Captain he will vouch for us. Now let us deal with this before he grows even more agitated." Uesugi steps forward for the captain and the agitated man.

    The Concordance

    1 person marked this as a favorite.
    Male Elf Arcanist 11 HP: 68/68 Temp HP:? AC: 13(17) FF:10 T:13 F:+10 R:+11 W:+12 (Remaining Spells: 1st: 6/6, 2nd: 6/6, 3rd: 5/5, 4th: 5/5, 5th: 4/4, Arcana: 11/17) Effects: False Life, Overland Flight

    Sense Motive vs Lin: 1d20 ⇒ 15 I wasn't expecting to make that! "Ah good morning Lin, you're looking well this morning." Hrmm a little fresh cool air might be nice, I'm sure we'll be finished up by dark.. Rather we were in Aspenthar, this place is a bit of a dump...

    He pauses and thinks to himself a moment before accepting what he is pretty sure is an invitation "Are you offering to take me on an evening stroll Lin and show me around? If so I do accept, meet you around sunset?" He smiles and heads along with the group towards 'Grunt Camp'.

    Grunty McGrunterston's Tent

    Mr Peppers eyes glow blue as he scans the tent for anything interesting, followed by a series of Oooos and Aaahs which adds to the fine start of the day. "Lots of fine magic here I dare say gentlemen! Lets have a look at that contraption."

    He heads inside to meet with the Foreman and raises an eyebrow at his less than stellar introduction. "I'm Mr Peppers and this here is...." As he grunts and walks away. Perception: 1d20 + 12 ⇒ (16) + 12 = 28 Mr Peppers shrugs and waves the others to follow along. I wish gnomes were more like THAT guy.

    Mr Peppers made sure he had his brown mold on hand today and foregoes endure elements. He does cast a +1 CL mage armor though once they get to work at the tent.

    The Exchange

    Male Human Brawler (Mutagenic Mauler) 10 / Skald (Spell Warrior) 1 | HP 95/95 | AC 23, Touch 14, Flatfooted 20, CMD 27* | Saves F+13, R+11, W+7 | Perception +4, Sense Motive +5; Init +2 | Knockout: 2/2 | Weapon Song Rds Used: 5/5 | Status: N/A

    "Wait. What do you mean we don't have papers? We gave them to that courier. You remember that, right Sirettis? He said he would take them straight to Captain Chamdifer...wait...oh no! Oh I think we got duped! I'm sorry, sir. I think someone stole our papers as a joke or something. Are you sure there's no way we can join your crew? We've heard you have the best bunch in the convoy, and we'd all love to be part of it ourselves!"

    Bluff: 1d20 + 13 ⇒ (5) + 13 = 18

    Sovereign Court

    Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |

    "Oh yes, Mister Gallix. I remember you and Uesugi handed them off. He laughed as he left. Do you think... oh no..." Sirettis seems forlorn. "There must be some way we can join you. Please sir, we must do everything thing we can for Pashow."

    I have +9 Bluff, so I automatically aid Gallix.

    Dark Archive

    [Kineticist 10] HP: 93/93 (Overflow +10 temp HP), AC 18/T15/FF14, Fort+12, Ref+12, Will+5, Init +14 (+15 with overflow), speed 30ft, Perception +12, low light vision.
    Current burn 3:
    30 NL, (15% to ignore SA & crits.)

    Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11
    D. is seemingly paying only just enough attention to notice the extra effort the shy elf had put into making herself appealing to Mr. Peppers.

    Ah, depending on the amount of time we'll spend here, this could effort of hers could develop.

    Perception vs grumpy: 1d20 + 7 ⇒ (16) + 7 = 23
    D. shrugs, and follows the not so talkative man.

    Sovereign Court

    Neutral | Human Male | Samurai 10 | AC 25 (T 15/Fl 21) | hp 93/93| Init +3 | F:+9 R:+6 W:+4 | Perception +1 | Yurei hp 72/72 | Arrows: 24 | Crown: 8/10 | Resolve 3/4 | Challenge 2/4
    Wands:
    Enlarge: 40 charges | Bless Weapon: 4 charges | CLW: 20 charges

    Face grim he appears to try to calm himself down. "The papers were in order. We did not travel all this way to lend our aid to the Emir and his cause. Why the papers have gone missing only means someone else might be using them for some other means."

    bluff aid: 1d20 ⇒ 7

    hehe what can I say this samurai does not bluff. If I draw my blade you better be ready for a fight!


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    Varnic nods. "I'm sure that all of our papers will be arriving soon, sir." The halfling gazes up at Enyro with big eyes. Then other troops start clamoring that their papers must be some place.

    Enyro's Sense Motive: 1d20 + 10 ⇒ (7) + 10 = 17

    Amazingly, the group bluff seems to work! Enyro frowns at all of you, still looking jumpy and distrusting. "We are on a deadline..." he mutters. "Very well. Stay then."

    Sirettis works with a group carrying a mock convoy. There's a box on a sand sled about the size of small chest that you and the other mage have to push around while the guards and dogs look watchful. "This is so DUMB." The other mage, a desert girl named Nadini says. "If we're going to have to be floating this for the real gig, why won't they let us do that now?"

    Enyro assigns both Gallix and Uesugi to working with the scouts. The two of you are working on an exercise where you find subtle markers and report back where you found them, going further and further into the desert. It's the work of several hours, and it's frustrating as heck, because the scouts are in disagreement with you about where you found the markers. When all of you go back to check, the markers are not where you found them, but where the scouts training you said they would be.

    On your way back from one of your frustrating runs...

    GM Screen:
    Perception, Gallix: 1d20 + 4 ⇒ (19) + 4 = 23
    Perception, Sirettis: 1d20 + 6 ⇒ (2) + 6 = 8
    Perception, Uesugi: 1d20 + 1 ⇒ (17) + 1 = 18

    ...Gallix and Uesugi become pretty sure that they're being followed. Though the person following was light on his feet, the paths through this section are rocky, and tell tale pebbles fall behind them when there is no wind. When they glance behind them, they see a small figure that looks like Varnic dash behind a rock.

    Sovereign Court

    Neutral | Human Male | Samurai 10 | AC 25 (T 15/Fl 21) | hp 93/93| Init +3 | F:+9 R:+6 W:+4 | Perception +1 | Yurei hp 72/72 | Arrows: 24 | Crown: 8/10 | Resolve 3/4 | Challenge 2/4
    Wands:
    Enlarge: 40 charges | Bless Weapon: 4 charges | CLW: 20 charges

    "You see the little one following us? Let us see why. You are faster than me do you think you could catch him before he disappears? There is not much out here to hide behind."

    The Exchange

    Male Human Brawler (Mutagenic Mauler) 10 / Skald (Spell Warrior) 1 | HP 95/95 | AC 23, Touch 14, Flatfooted 20, CMD 27* | Saves F+13, R+11, W+7 | Perception +4, Sense Motive +5; Init +2 | Knockout: 2/2 | Weapon Song Rds Used: 5/5 | Status: N/A

    Gallix fishes a cigarette out his pocket and offers it to Uesugi. "Care for a smoke? No? I think I'll have one." He puts the cigarette between his lips and gives the familiar snap of his fingers, lighting the tip, but the smoke rising from this one is yellow instead of blue.

    Suddenly, the brawler turns on his heal, a spray of sand kicking up as he wheels around. "Come on out, short-stack," he calls out, "And don't try to run. You saw me yesterday. You know how quick I can be."

    Intimidate: 1d20 + 6 ⇒ (12) + 6 = 18

    Using my Dex mutagen! +4 Dex/-2 Wis, +2 Natural Armor, +10ft speed enhancement, low-light vision

    Sovereign Court

    Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |
    Nadini wrote:
    "This is so DUMB." The other mage, a desert girl named Nadini says. "If we're going to have to be floating this for the real gig, why won't they let us do that now?"

    Sirettis watches the dogs. Her time a few days ago taught her a few things about the canines and their habits. They were impulsive, but also cautious. Patient. And quiet.

    Unlike this woman. She spoke, but no useful words came from her mouth. They had their orders, and it would be over soon anyway.

    "Magic will make this easier." Sirettis grunts. "But for now, we must persevere. The transport may lose magical control, and we may have to carry the convoy the rest of the way."

    Take 10 on Diplomacy for 17.

    Sovereign Court

    Neutral | Human Male | Samurai 10 | AC 25 (T 15/Fl 21) | hp 93/93| Init +3 | F:+9 R:+6 W:+4 | Perception +1 | Yurei hp 72/72 | Arrows: 24 | Crown: 8/10 | Resolve 3/4 | Challenge 2/4
    Wands:
    Enlarge: 40 charges | Bless Weapon: 4 charges | CLW: 20 charges

    Uesugi feigns to put the cigarette to his lips as the barbarian takes in a a deep drag of the enhancing toxin. With a rush the barbarian charges for the rock where the little spy is hiding with Uesugi moving along doing his best to not fall too far behind.

    Dark Archive

    CN Human .oO "WIZARD" Oo. 3 (Counterfeit Mage 3) | HP: 24/24 | AC: 15 (11 FF, 14 TCH) | CMB: +1, CMD: 15 | F: +3 / R: +8 / W: +4 | Init: +6 | Speed 30 | UMD Wands +8 | Conditions: None
    Wand Tracker:
    Remaining: CLW 45/50, Bless 12/13, Chill Touch: 49/50, Snowball: 50/50, Vanish: 49/50, Mage Armor: 48/50

    Silas doesn't follow behind Mr. Peppers, he instead tries to keep exactly one step ahead of him at all times. "Come on, slowpoke, surely the Transitions department she spoke of is full of magical minutia?"

    Perception: 1d20 + 6 ⇒ (13) + 6 = 19

    "Oh, oh, I got it. He says he has work for us." Silas joins Mr. Peppers as he introduces himself, but adds his own loud and obnoxious grunt back. "That loosely translated to What sort of work do you have for us, Sir Grunty?"


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    DAY THREE -- We’re back!

    GROUP A -- The Guard Barracks -- The Desert Path

    Uesugi and Gallix take after the fleeing halfling. Although Varnic is very fast on his feet for one so short he’s no match for Gallix’s mutagen-induced speed. So he turns, puts his hands on his hips and says, “Freeze, suspects. I’m going to ask the questions here. Varnic, Pashow Secret Intelligence. What do the two of you think you are DOING here?”

    GM Screen:

    Sense Motive, Gallix: 1d20 + 4 ⇒ (4) + 4 = 8
    Sense Motive, Sirettis: 1d20 + 7 ⇒ (1) + 7 = 8
    Sense Motive, Uesugi: 1d20 + 6 ⇒ (20) + 6 = 26

    Uesugi:
    Varnic is a very smooth talker, but some things about his current claim seem odd.

    Pashow Speciial Intelligence? He's blond,-blue-eyed and as ignorant of Pashow as you are. Also his gaze keeps shifing away from your eyes.

    What so you do?

    ___

    Meanwhile, Nadini looks at Sirettis. "You've got to be kidding me! Persevere? For what?! We're supposed to be doing exciting work, but this has been one of the worst organized outfits, I've been a part of. I can't wait until we're done."

    What do you do?


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

    GROUP B -- The Grunt Factory!

    Earlier

    Lin blushes. “Oh that would be wonderful! Should I meet you after seven when your shift ends with Foreman Duciar?”

    Later

    Mr. Peppers, D and Silas all figure out how to interpret Foreman Duciar’s special language of grunts and gestures. As you follow him into the workshop, Temeera’s group keeps folding the metal flower further and further in upon itself.

    Fold

    Walls bend and twist, blurring as they seem to turn again and again in upon themselves like colors in a kaleidoscope.

    Fold

    Sounds whistle and displace as pieces of the elaborate structure are shunted out of the world you know and into interdimensional space.

    Fold

    At last, nothing is left of the fantastically large metal flower but a single metal box, the size of a small chest. Foreman Duciar walks up to it, circles it a few times, and taps its exterior. He grunts, raises an eyebrow and then nods at Temeera and the other mages before stomping off.

    Grunt:
    “Well done. You may go now.”

    Temeera catches the gaze of the three of you and mouths something that surely looks like, What the hell?

    Another elven mage simmers as he stalks out. "That's it? Usually when I give a few hours of my time working out custom spells, I get a thank you."

    Meanwhile, Duciar's dragging a wagon with lots of chains in it. He nods to it, and grunts again at the three of you. Lifting the chain, he grunts again and coils it for a moment around his arm, then nods to the box, leaving you there.

    Grunt:
    “What are those mages still doing here? Don’t they have work elsewhere? Meanwhile, you three... Wrap this around the box as many times as you can. Try to come at it from different angles and make it sturdy.

    As he walks away from you, you watch him Gibbs-slap another worker who clearly did not follow directions, grunt again, point at the pieces, clap his hands together and walk off to deal with something else.

    What do you do?

    Sovereign Court

    1 person marked this as a favorite.
    Sirettis's Familiar | HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 | Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |
    GM Hmm wrote:

    DAY THREE -- We’re back!

    GROUP A -- The Guard Barracks -- The Desert Path

    Meanwhile, Nadini looks at Sirettis. "You've got to be kidding me! Persevere? For what?! We're supposed to be doing exciting work, but this has been one of the worst organized outfits, I've been a part of. I can't wait until we're done."

    What do you do?

    "We must persevere for Pashow's sake. Some of the other soldiers haven't been as motivated as we are. I've seen them, ingest drugs and skirt their duties." Sirettis pants. "This is grueling work, yes. If we make it through here successfully, I will pay for your lunch, anywhere you like in Pashow."

    Going to bribe, here.

    Sirettis tries to get a read on Nadini's feelings. Is she exhausted? Lazy? Or simply bored?
    Sense Motive: 1d20 + 7 ⇒ (11) + 7 = 18
    Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

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