The savage tide hits Arcadia

Game Master Scarletrose

Sasserine Map
Lotus Dragon GuildHall

Loot:

292 gold
Thieves' tools, masterwork
Unidentified Glamered Chainshirt
Set of flensing knives with ivory handling

Initiative:

Bedu
Rhagodessa
Cormag
Erick
Gavin
Ismaire
Tessa


1,101 to 1,150 of 1,445 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>

Female Elf Druid 2 | HP: 15 | AC: 17 (14 Touch, 13 Flatfooted) | CMD: 16 | Fort: +2, Reflex: +4, Will: +5 | Init: +4 | Perception: +10, Sense Motive: +4

Cormag shakes for a second and then turns to Thug 5 and moves closer and takes a swipe at him.

Talon: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 ⇒ 1

Shadow Lodge

Gavin's flail reaps yet one more of the bandits, sensing things are going worse than expected, the man in front of him shoots at him with his hand crossbow, then stop recharging it and just turns his tail.
Reaching for the door and in panic, pulls the door a couple of times before pushing it open as it was meant to be.

thug 3 attack on Gavin: 1d20 + 3 ⇒ (10) + 3 = 13

Erick's turn


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick moves forward, not waiting for surrenders. If anyone does, they can do so after he attacks. Pragmatic, if no kind.

Acrobatics to avoid AoO: 1d20 - 4 - 2 ⇒ (1) - 4 - 2 = -5 Hah, as if he could have, but what the hey, he might have rolled a 20 hopefully they still have crossbows out and can't AoO

He brings the sword down on the man directly in front of him, leaving the one to the left for the others.

Attack: 1d20 + 4 ⇒ (7) + 4 = 11

But the attempt to not be hit throws off his aim and balance and he misses.

Shadow Lodge

The man tries to back away from Erick just to bump into his colleague.
frustrated he unsheathe his rapier and try a stab at the musketeer while he shouts.
"what are you doing you fool.. run. Go find Kersh."
thug 1 attack on Erick: 1d20 + 3 ⇒ (6) + 3 = 9
Ismaire & Tessa next


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

The one at the back may be dazed?


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

Tessa looks over at the man who just spoke she laughs and bluffs, "Kersh? Don't waste your time, we already took care of him."
Bluff: 1d20 + 6 ⇒ (3) + 6 = 9 Lol, oops.

After a half-hearted attempt at bluffing she turns back to her opponent and stabbities him with her rapier once more.

Attack!: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Female Elf Druid 2 | HP: 15 | AC: 17 (14 Touch, 13 Flatfooted) | CMD: 16 | Fort: +2, Reflex: +4, Will: +5 | Init: +4 | Perception: +10, Sense Motive: +4

Tessa pulls back her bow string and fires an arrows towards the thug Erick is engaging.

Longbow on Thug 1: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

[ooc]Tessa there are no thugs near you, so do you mean to move up and attack?[/dice]

Shadow Lodge

Bedu the Barber wrote:
The one at the back may be dazed?

uh you are right... not that he had any impact since he stayed where he was and missed Erick but I should have saved against a daze. so let's assume he never attacked and as a matter of fact still have to unsheathe his rapier.

also.. tessa, I need to know which enemy are you targeting since you didn't specify and you didn't move on the map either. I assume is 4 but I would like for you to confirm


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

#4 Please! I moved on the map.

Shadow Lodge

Ismaire arrow plunges itself in the thug unarmed arm. while Tessa Steele's steel carve a hole between the ribs of another one. no vital organ punctured, but sure a lot of pain and blood involved.
The 3 surviviors just shriek and stumble on each other pushing to be the first one to flee from the room.

At this point I consider the thugs completely routed. Killing them with impunity would be well on your power and can be resolved without any further roll of the dice. you can also try to keep them alive although a skill roll might be necessary depending on how are you willing to do that (intimidation? diplomacy?).
Unless convinced to cooperate, maimed or killed, their intention would be to go and warn other occupants of the guild .. something I guess you do not want.


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

"Stop running you fools! Kresh sent us! Stand down and you can run for it with your lives and a hungry dinosaur on your tails. Leave the Dragons now or die.

I don't want to kill you for nothing and would much rather have your oath on a future favour, mates. Shadowshore Favour so if you do not do it, I will spread word of your faithlessness and snake's hearts. Please I am Udeb and I would have your last words, perhaps?"

Diplomacy check 1d20 + 10 ⇒ (16) + 10 = 26

Shadow Lodge

I would handle the rolls since you would not be allowed to know how effective you would be but to be sure you are meaning what you say...

you imply that Kersh, one prominent figure in the Lotus dragons, sent you (which would be a bluff rather than a diplomacy) and at the same time to leave the dragon now (which is intimidate .. but sounds quite at odd with the claim that Kersh sent you). as a whole I would roll intimidation with a weird claim that you where sent by Kersh put into it, but I want to be sure that you mean to say that and you are not simply confusing characters due to how prolonged the scene has been.


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

I am guessing that they are an untrustworthy bunch with little loyalty to their leaders. Also that Kersh may be someone who makes them afraid. That should stop them enough for Bedu to give them a chance to save their lives by leaving now before Erick goes all "final solution" on them. That is why its Diplomacy for me because its about charming them into running away. But Bluff is your call and its the same bonus anyway. I don't really mind if we kill them but Bedu would prefer not to.

Shadow Lodge

The thug look at each other, still holding their wounds.
they shyly nod at each other before answering.

"deal.. we want nothing to do with the dragons anymore anyway... as long as we save our hide"


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

"Ismaire can you and the hungry raptor show these gentlemen out please? Remember a favour," he wags a finger at them with a short smile.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick holds up a hand. "One moment, you'll be wanting to get out of the city after you leave here. Some gold would be of help with that, yes?" He holds up a coin purse and jingles it. "The amount of help you get leaving town based on the information you give us in the next two minutes?"


Chelish half-elf Oracle 1 HP 11 / 11 | AC 18 (20 w/shield); Touch 12; Flat Footed 16 | CMD 16 Ff 13 | Fort +2; Ref +2; Will +3 (+5 vs. enchantments) | Init +2 | Per: +5 SM: -1 Spells: 1 (2/2) | Active Conditions:

As the thugs acquiesce, the roaring Gavin's head suddenly stops, and he's able to take in the scene - and the language - barely catching the imminent surrender in time. Stopping himself as he's about to bring his flail down on the next Lotus Dragon's head, Gavin teeters off-balance for a moment, before guardedly letting his flail drop to the side.

"If I see you in town again, I'll happily repay the misery you've cause some... friends."

Best not clue them in on my family.

Assuming that the thugs are escorted out without any issues, once Ismaire and Comag return Gavin will head around the corner and look down the hall from where I've placed his token.

Nicely done, party! I was a little worried at the sheer number of bad guys.

Shadow Lodge

The thugs get escorted outside the guildhall, they do nothing to draw attention to you. But at the same time they refuse Erick offer, in their own words "Is bad enough that we are surrendering, but that might be forgiven and forgotten easily. Taking coins for selling the guild out is the kind of thing that would put a giant target on their back for years to come should someone survive your raid"

Nonetheless, even if not on purpose you manage to have some information from them as they ask how you entered and propose to pass through the taxidermist hall on the way back since the waterfront exit is guarded by Ixitxachitls.

[knowledge: fail]
Unfortunately, none of you have any idea on what that is. Although the name is clearly Arcadian. Possibly some sort of local creature, but you can't even say if it's an animal, an exotic humanoid or something else entirely.

Gavin takes a peek on the corridor, it seems quiet. As he could have expected the corridor circles the dormitory, there is a couple of doors heading south.
You think you hear voices coming from behind the closest one. But it's not inside that room, probably further south, on the other hand, behind your back there is the door the thugs were aiming for... and you think they mentioned going to warn Kersh Reftun.


Chelish half-elf Oracle 1 HP 11 / 11 | AC 18 (20 w/shield); Touch 12; Flat Footed 16 | CMD 16 Ff 13 | Fort +2; Ref +2; Will +3 (+5 vs. enchantments) | Init +2 | Per: +5 SM: -1 Spells: 1 (2/2) | Active Conditions:

Gavin motions at the door, and then pointing to each of the group, makes a circular gesture in front of the door. Raising his flail, he waits for the group to get into their places before leaning forward and twisting the knob...

Once everyone is placed where they want to be, Gavin will open the door, prepared to greet this Kersh guy with his flail.


Female Elf Druid 2 | HP: 15 | AC: 17 (14 Touch, 13 Flatfooted) | CMD: 16 | Fort: +2, Reflex: +4, Will: +5 | Init: +4 | Perception: +10, Sense Motive: +4

As the thugs leave Ismaire goes to Cormag to pull the bolt out. She looks at the wound and seeing that it did not pierce very deep, she has a sigh of relief. She pets him on the head for doing a good just and walks towards the door by Gavin and whispers. "What do you see Gavin?"

Scarletrose are you a stickler for ammunition?


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

Should be able to move my token leter today, however Bedu is at the rear of the group with his shield out but not sword.


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

Bedu moves up to the door and attempts to unlock this. He carefully listens and then opens it with his shield raised.

Disable Device: 1d20 + 7 ⇒ (1) + 7 = 8

"This is the way they wished to run to. The game's afoot!" he murmurs softly. Alas like a common thug he has no luck with the egress.

"I paid good gold for those locksmith's lessons, water on the dunes, water on the dunes."


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

Is the door locked? I don't see that mentioned? Assuming it is not locked and we open it, Tessa will move in weapon at the ready. If it is locked and Bedu fails, Tessa will put her foot on it.

"My dear Bedu, let me attempt to open it with my pick." She raises her foot and thrusts it solidly on the door.

Break it down: 1d20 + 1 ⇒ (18) + 1 = 19

Shadow Lodge

the door was open, sorry for the delay, I'm back on track now I had trouble finding the HD where I had the map

You open the door that leads on a corridor, similar to every other in this complex, it turns right and ends into another door.

Bedu & Tessa:

Perception Check: Success
As you approach, you hear a growl and a crunching sound coming from the other side of that door


Chelish half-elf Oracle 1 HP 11 / 11 | AC 18 (20 w/shield); Touch 12; Flat Footed 16 | CMD 16 Ff 13 | Fort +2; Ref +2; Will +3 (+5 vs. enchantments) | Init +2 | Per: +5 SM: -1 Spells: 1 (2/2) | Active Conditions:

Gavin moves forward, surprised and a little disappointed to see another hallway. They hide in warrens, these Lotus Dragons. Reaching forward to the next knob, the Chel turns the knob and swings the door open, Gavin's flail resting against his shoulder, a second from being ready to be swung through someone.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick grunts and stretches, joints cracking as if he'd been frozen in place for weeks, instead of mere moments. "Getting old I guess..." He mutters and moves to follow Gavin and back him up.

Shadow Lodge

Gavin opens the door giving way to a square room.
The floor is cluttered with partially eaten bones and clumps of dark fur, giving the room the stench of a filthy wet dog.
A black-furred canine beast lies on the far corner intent on gnawing on one of these bones when you open the door, he rises up growling at you with murderous intention.

Ismaire:

Knowledge nature: success
This wolf doesn't strike you as a common wolf, nor a dire wolf. the way he acts and looks at you doesn't seem the product of natural instict but rather a more evolved malice. this is likely to be a worg. an intelligent magical beast

For those who didn't move before the door was opened, I'll give you the chance to move into the corridor before making your turn. I assume you were all occupying the corridor before opening the door. The initiative is up and you all go first.


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

Bedu follows the warriors with his crossbow at the ready.

Please move my token, as keyboard is playing up.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erik moves in front of Gavin. Stay back. Ismaire, you wanna come up here and calm this thing down, I'd rather not kill it if I don't have to." He readies an action to attack though, if it attacks him. "Maybe bring up a haunch of guild member or something to feed it."


Female Elf Druid 2 | HP: 15 | AC: 17 (14 Touch, 13 Flatfooted) | CMD: 16 | Fort: +2, Reflex: +4, Will: +5 | Init: +4 | Perception: +10, Sense Motive: +4

Ismaire nods at Erik's idea. "Okay I will try. One of you grab one of the bodies."

After one of them brings one of the bodies, Ismaire will slowly walk into the room and with the help of someone attempt to keep the worg occupied with the body.

Handle Animal: 1d20 + 7 ⇒ (5) + 7 = 12

Shadow Lodge

The beast looks at Ismaire and Erick with contempt and murmurs "fool...".
Looks like it's too intelligent to fall for these tricks, besides, looks like it understand and speak at least some basic Common.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

"Ah, sorry. I'm afraid I didn't realize you could speak." Erick bows, putting his sword back in it's sheath. "Since you have not cried out, I assume you are not on friendly terms with the people who live here? Perhaps we might come to a mutually conducive agreement?"

Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

knowledge check (talking dog): 1d20 + 3 ⇒ (14) + 3 = 17

"We wish for friendship rather than see more blood spilled than that we have already seen. Please to tell Mr Erick here who you are."


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Can we assume he did a take 1 on aid another? He'd auto succeed on it and then we'd have a 30 Diplomacy (I like 30 better than 28) :)


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

Agreed. I forgot that roll.

Shadow Lodge

The Worg grows silent and paces before you, you can't really tell if he is evaluating your words or just trying to find an opening to devour you where you stand.
Suddenly he stops having seemingly reached a decision and sprints the few feet that separate him from the unarmed Erick.
When he was supposed to jump for his neck though, he unleash a terrifying bark, but stands his ground...
He grins like a mischievous child that just played a prank on an adult and then proceeds to return to his corner and munching on one of the bones, ignoring you completely.

he keeps an eye on you but he doesn't seem intentioned to attack anymore, but his pride didn't allowed him to simply back off and letting you believe it would be mercy on your side.

unless you want to backtrack or further interact with the worg I imagine you want to open the door, right?


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick's hand tightens on the grip of his sword, then he wipes some dog drool from his coat. He gives the dog a nod, used to dealing with kid, and then nods at the rest of the party. "Alright, Bedu, care to check the door, in case it's locked." He readies his sword, in case someone opens the door from the other side as Bedu checks it over, in case the bark attracted undue attention.


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

"Check it yes. Of course, Erick. open it not so much.


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Halfling bard2/rog1; Init +3/+5; AC20, tch 14, fft 17; Perform 8/8; CMD 12; hits 23/23; F +1, R +9, W +3; Perception +8

Bedu gently opens the door unless it is locked, if so he pulls his untrustworthy number four cinchpick and goes to work.

Disable Device: 1d20 + 9 ⇒ (3) + 9 = 12

If he can take eleven he will.

Shadow Lodge

Behind the door lies another corridor.
Five prison cells line the western wall of this hallway. Each cell features a nasty-looking heap of straw, a wooden bucket, and a little more. Iron bars close each cell off, with a narrow gate featuring a large lock allowing egress from each.
From the door on the opposite side, slightly open as all the doors encountered so far, you can hear the sputtering sound of what could be a brazier or a fireplace, and you can see it's reddish light from the narrow opening.


Female Elf Druid 2 | HP: 15 | AC: 17 (14 Touch, 13 Flatfooted) | CMD: 16 | Fort: +2, Reflex: +4, Will: +5 | Init: +4 | Perception: +10, Sense Motive: +4

Ismaire moves up past the worg with Cormag and follows Gavin. "I'm sorry I couldn't be more helpful just now. I have never encountered one of those before and I know you let me join you for my knowledge of animals." Ismaire looks a bit saddened for a moment before perking up a bit and following Gavin and the rest of the party.


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

Tessa nods to the sound of the fireplace and whispers to Erick, "I'm going to check that out, follow me."

She makes her way to the room, weapon ready and peeks inside.


Chelish half-elf Oracle 1 HP 11 / 11 | AC 18 (20 w/shield); Touch 12; Flat Footed 16 | CMD 16 Ff 13 | Fort +2; Ref +2; Will +3 (+5 vs. enchantments) | Init +2 | Per: +5 SM: -1 Spells: 1 (2/2) | Active Conditions:

Gavin follows behind Tessa, flail drawn and jaw set in a grim line. Hopefully Vanthus is behind that door.

I'm at jury duty and only have my mobile. Please move my token.

Shadow Lodge

As you peek inside the room the purpose of this macabre chamber seems obvious.
A stretching rack dominates the northwestern corner of the room and an open Iron maiden its southeast corner.
A sizzling brazier of coals sputters in the southwest corner, giving the chamber a hellish red cast.
In the room you find a muscular man with dark stubble on his chin and short greasy hair.
His eyes are pale and watery, and a lotus dragon tattoo graces one shoulder.
His knuckles are badly scarred, testament to the use to which he often puts them. as soon as he notice you approaching, he grabs a red-hot branding iron from the brazier and address you by saying "Who the F#~@ are you people..."

Gavin:
You are sure you have seen his face before at the tavern, and now that he is before your eyes you think you recall some occasions when he was in the company of Rogar. So this has to be Kersh Reftun


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

Tessa stands tall and grins ear to ear, "Us? How about you? Why, we're here to teach you a lesson. We mean no harm whatsoever."

It's quite apparent that she doesn't try too terribly hard to put effort into her diplomatic negotiations and would rather make her point by blade.

Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick moves past everyone, casually trailing his sword tip along the floor. "Ah, yeah, sorry. I'm Aelrick Von Lichtenstein, that's Nevera LooksBeforOpeningDoors. We're with the Office of Animal, Monster, Vermin, and Goblin Management. We've received complaints that you have unlicensed Goblins and Wolves running around. We're not to concerned about the Wolves, they're generally clean animals, and they only kill when threatened or hungry. Hard to blame them for that. But Goblins are a disease and fire harzard. Can I see your Goblin Permits please?"

Bluff: 1d20 + 5 ⇒ (20) + 5 = 25
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16

Erick's basically trying to confuse the *$*&& out of him.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Wow, talk about the perfect time to roll a 20


Female Human Swashbuckler 11| HP: 80/10 | AC: 27, T:18, FF:18 | CMD: 30 | CMB: +8| Fort: +5 | Ref: +14: Will: 3*/+4 | Init: +14 | Perception: +14 | Panache: 4

Nice! Aelrick Von Lichtenstein, eh? Hahaha... I think of that movie every time I my character trudge along. Great movie!

Shadow Lodge

Kersh at first looks at Erick with stern hostility but as he progresses with his speech the hostility gives way to confusion... by the end of it he is positively puzzled... he takes a breath and with a slow and hush tone he says "What the hell are you even talking about?"
He is not falling into your world of madness, but after this speech his guard is definitely lowered.

if you want to take action now this translates into an initiative malus. you are also free to move before you make your turn but you cannot surround him as a free action (he would react to that, but you can always use your first move action to do that.)
Or you can continue in a non-violent way if you want to lead the conversation somewhere.

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