The Sorcerer's Island (Inactive)

Game Master Michael Riter

Roll 20 Map is Here


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Male Fetchling Oracle 9 | HP 55/55 | Darkvision 60' | AC 19/14/17 | F11 R12 W14 | CMD 20 | CC 17/21 | Per 9 | Init 2

Bolest clambers down the ladder a few moments after Lady Kheti makes her rather more rapid descent, humming a quiet tune to himself. "Hello, Sir Andross! It's a pleasure to make your acquaintance, and I look forward to working with you." He smiles genially, approaching and extending a hand in greeting.

"Wonderfully dark in here, I rather like it. Though, I suppose that's probably by necessity rather than choice. Hm. I should see what magic might be able to aid in that matter..." Bolest trails off, his brow knit. The friendship of a vampire could be quite valuable, and an extremely useful resource. I'll have to explore what options are available to endear myself to him. Plus he seems like he could be a pleasant enough fellow.


Andross smiles warmly at your greeting Bolest and shakes your hand eagerly.* "And it is a pleasure to make your good acquaintance as well. Sorry about the darkness, after two hundred years in isolation, you tend to forget that not everyone could see in such conditions."

*Bolest Sense Motive DC 10:
Bolest, this handshake he gives you is FAR too strong, to the point where he almost crushes your hand. You get the feeling that he doesn't have much experience around other people, especially concerning matters of his superhuman strength.


M Dwarf Fighter 6 / inquisitor 3 | HP 88/88 | AC:23, T:15, F:19 | CMD:25, CMB:+11 | Save (F+11, R+7, W+6) | Init:+6 | Perc: +13 , DV 60'

Bromen makes his way down into the chamber but different than some of his companions he has little to say to Andross. Unlike the simple forms of summoned undead, easily associated with a necromancer's foul casting, a vampire was a product of another cursed with the disease. Deep in the past there were evil arcane magics, no doubt, but so indirectly and so far in the past that the diviner's presence in front of him did not offend the dwarf as much as it did his Pharasman companions.

Does not mean he is going to run up with as friendly a reaction as Bolest did, either, but he feels no need for promises or bravado. Yet.

The dwarf nods his agreement to Lady Kheti's comment. "Aye, if we're ready then let's get at it. I fer one could leave now, if the rest of ye are."


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

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Action/Skill List
Perception: 1d20 + 13 + 1d8 ⇒ (7) + 13 + (3) = 23
Diplomacy: 1d20 + 8 + 1d8 ⇒ (14) + 8 + (5) = 27

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Marcum stands at the edge of the cellar entrance. The cold and dark are about as inviting as the tunnels beneath Cassomir. But something tells me I can safely assume it's not Corgunbier that awaits me below. Even with that comforting thought, the Investigator can't help but imagine the wide-eyed insanity of a derro's face lunging up at him from the darkness.

Easy, old boy. He chides himself. Rather than let imagination cloud reason, he slips his hand into his inner coat, fingers brushing the steel surface of at tubular flask. Before he uses it, however, Kheti steps forward and magics a stone to shed light into the area below.

Satisfied, Marcum descends and listens to the conversation. Andross' cause, while it does tug at the heart strings, does not remove his reticence entirely. There is only so long a bolt of cloth can remain in a gentleman's club before it smell entirely of pipe smoking and spirits. Andross is in a race between redemption and condemnation. I hope Sarenrae knows what she's doing. Even the divines make questionable choices now and again...

"Marcum Xavier Aldridge, at your service. In taking a poll of those opting for boldness, I would like to add and interrogative to the list, prior to departure. For you, our esteemed guide, our host indicates this is 'the chance you've been waiting for'..." Marcum bows his head respectfully. "...in your dissertation of positive qualities, would you be so bold as to include just what 'chance' is it this island and the dread Acererak afford you?" He gestures to the others. "And what part are we to play? I've been party to expeditions where the true goals were hidden and caused needless dismay to those concerned."


Andross dips his head. "Ah yes, my master did mention that, didn't he?" The vampire walks over to his books, and carries them to a shelf, starting to place them in empty spaces in a careful order.

"You see, When I was sent on the mission that cost me my life, I was a man reaching retirement age. My field work was coming to an end, as my body could not continue at its peak performance against the servants of evil, be they undead or outsiders. If I continued, my life was surely going to end needlessly, something the Dawnflower wouldn't have appreciated.

"And so, I was to take one last quest for the Society. It was simple enough, just clear away a den of vampires just outside Absalom. Perhaps if I had been just a bit younger my body could have handled it, however well... it gave way. While fighting the last of the vampires off, I fear that I suffered a heart attack." Andross gives a small grimace. "That blood frenzied beast decided that as a punishment for slaying his brethren, he wouldn't make me a thrall, rather, an intelligent undead.

"When the Society finally sent someone else over to make sure I was safe, it was too late. She killed the other vampire, and returned my body to the Grand Lodge, not realizing yet what I had become. Sarenrae saved me that day and continues to save me every day of this unholy life. You see there are two types of vampires. Those with a hunger for blood, who become frenzied if they do not feed, and those who have an innate bloodlust, and become frenzied if they do... I am mercifully one of the latter, and so can abstain.

"But to more directly answer your question. This island will give me the opportunity to truly redeem myself in the eyes of my Goddess. I fear that most of the spells I know will prove to be useless on this island, as most of them help with the art of divination, which seems to be... hindered on the island. Still, by coming with you, and play even some small role in Acererak's destruction, I would finally be at peace, and would gladly allow you to send me into the afterlife."


M Dwarf Fighter 6 / inquisitor 3 | HP 88/88 | AC:23, T:15, F:19 | CMD:25, CMB:+11 | Save (F+11, R+7, W+6) | Init:+6 | Perc: +13 , DV 60'

Bromen's suspicions start to rise, and he can be silent no longer.

"Wait.....ye said they sent ye to clean out a vamp nest alone, but now yer tellin' us ye're a 'diviner'? What were ye gonna do, question them into submission? Somethin' isn't adding up here....."

Hidden goals, secret agendas.......what have ye gotten yerself into?


Andross nods understandingly. "I was once able to channel positive energy and swing a sword with ease. Add to the fact I was armed with several dozen bottles of bottled sunlight, and it isn't so surprising I got as far as I did."

Yes, bottled sunlight. Check the undead slayer's handbook. As for why he isn't able to channel now, think of it from a metagaming perspective. He retrained from Cleric to Oracle, which also explains why his spell selection is more limited than a Cleric's.


Male Fetchling Oracle 9 | HP 55/55 | Darkvision 60' | AC 19/14/17 | F11 R12 W14 | CMD 20 | CC 17/21 | Per 9 | Init 2

Sense Motive 1d20 ⇒ 5
HAH! Perfect.

Bolest rubs his hand gingerly, but smiles. "You have nothing to apologise for, at least not to me. I rather enjoy the darkness, reminds me of home." He smiles again, this time in a slightly more reassuring manner, and steps back, clearly not wanting to interrupt the conversation further.


M Dwarf Fighter 6 / inquisitor 3 | HP 88/88 | AC:23, T:15, F:19 | CMD:25, CMB:+11 | Save (F+11, R+7, W+6) | Init:+6 | Perc: +13 , DV 60'

one of the coolest things in that book, the rest was kind of meh IMHO


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

Marcum closes his eyes and inclines his head. "That satisfies my line of inquiry for the moment." He looks to the others, especially Brommen, to make sure he's not overlooking their concerns. Then he looks back to Andross. "I think we are prepared for departure."


Andross' eyes widen for a split second "Of course, how could I forget?" He turns around and quickly runs into his back room, flinging opens chest near his coffin. "The Decemvirate had me construct these for a special occasion. Magic items that contain the Breath of Life spell. Normally such a thing wouldn't be possible, but with the Ten's resources, I was able to enhance these items to release the spell after the heart stops. There is, however a spiritual componant to it."

He picks the up a scroll, reading it and touching his coffin which shifts into a small piece of parchment, which he then slips into his robes. He goes back in the chest and picks up a variety of items and hands one to each of you. [b]"You see, when the body dies, the soul head to limbo. I have constructed these items so that if they are on your person at the time of death, your soul can choose when to return to the body, as long as it is withing an hour of your death.. The interesting part of this is that since the spell being used is a modified version of Breath of Life, you need not worry about the... Adverse side effects that normally come with a resurrection or raise dead spell."[\b]

This is going to count as a bonus life of sorts as this is particularly deadly, yet I want you to complete the story. Choose an empty magical item slot and you can fill it with this item. As long as neither your body nor soul are completely destroyed, it should work.


M Human Paladin (Undead Scourge) 9

Wolfric accepts the medallion passively, his mind obviously far, far away.


Male Fetchling Oracle 9 | HP 55/55 | Darkvision 60' | AC 19/14/17 | F11 R12 W14 | CMD 20 | CC 17/21 | Per 9 | Init 2

Bolest accepts the charm with a smile, snapping it around his wrist as a bracer and looks at it closely. "Wonderful craftsmanship. Well done to you!"


Female Human Ranger 9 HP 74/74 | AC23, T17, F17 | CMD28, CMB+11 | F+9, R+13, W+9 | Init:+6(10) | Per +18(22), Stealth +18(22), Surv. +15(19)

Following the movement, Kheti takes an under-tunic that seems to shring to her size while she holds it. What am I doing? Five minutes and I just accept anything? Paxton is already gone but I'm not. Get a hold, Kheti.

Shaking in to smooth it out, she folds it neatly an puts it back with a resolute attitude. "Thanks for the offer, but I will do without"


Andross raises a single eyebrow before placing it in a satchel that he picked up from his room. "I think I will take it with me anyways. You never know when it might be of use."

Are y'all ready to head to the island now?


Female Human Ranger 9 HP 74/74 | AC23, T17, F17 | CMD28, CMB+11 | F+9, R+13, W+9 | Init:+6(10) | Per +18(22), Stealth +18(22), Surv. +15(19)

Ready


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

Marcum watches as the others react to the offered tools. He holds out his hand for the ring alternative and inclines his head in gratitude. But in a team of slipping it upon his finger he places it into one of the pouches on his bag.

I'll take some time to study it before putting it on... He notes Kheti out of his peripheral. If it proves to be safe, why eschew an invaluable tool.

To Andross, he nods his readiness.


M Human Paladin (Undead Scourge) 9

Snapping out of his thoughts, Rick looks to Andross. "Apologies. but have you any rings left? I quite forgot the necklace I wear, and I fear a second may strain my neck."

Ring hands back the medallion and retrieves a ring instead.

"Thank you. I am ready."


M Dwarf Fighter 6 / inquisitor 3 | HP 88/88 | AC:23, T:15, F:19 | CMD:25, CMB:+11 | Save (F+11, R+7, W+6) | Init:+6 | Perc: +13 , DV 60'

Bromen also takes one of the bracers, but also does not put it on yet. That spell is divine, sure enough, but tolerating a vamp n' trusting one are two very different things.

Noticing that he is not the only one reluctant to accept the gift on blind faith, the dwarf stows the item in his pouch for later inspection.

"Looks like we're all ready then?"


Male Fetchling Oracle 9 | HP 55/55 | Darkvision 60' | AC 19/14/17 | F11 R12 W14 | CMD 20 | CC 17/21 | Per 9 | Init 2

"Aye, sir. I think we're ready."


He guides you all to grab a slight hold of him and after making sure everyone is secure, Andross closes his eyes, says the magic words, and nearly not even a second later, you are all whisked away and find yourselves standing on the middle of a ship's deck. As you find your footing, you can hear Andross curse in Osirion and quickly cast another spell. Almost immediately he vanishes from sight, but those who were holding onto him can still feel him.

"I almost forgot, most people wouldn't bare the sight of a vampire." You hear him say, as sailors peer over at you, shrug and tell the Captain that you've all finally arrived. "We shouldn't be here for too long. I will be hiding in the cabins, just be sure to find me when we dock so I can guide you there." With that you can feel him let go of you and scamper off.

Now if there is something specific you want to do either on the ship or once you get to the shore, tell me now. You WON'T find Andross until you actually get to shore.


Female Human Ranger 9 HP 74/74 | AC23, T17, F17 | CMD28, CMB+11 | F+9, R+13, W+9 | Init:+6(10) | Per +18(22), Stealth +18(22), Surv. +15(19)

Now that she knows what she is facing, Kheti spends some time on the ship's deck to meditate and change her spell selection.

Then she asks the ship's Captain for the authorization to climb up the main mast and join the look-out in the crow's nest to have a better vision of the island as they come in.


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

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Investigator Abilities:

Extracts (formulae book)
'➣' Denotes Spell Selection
'■' Denotes Spell Used
Level 3 (3/day)
➣ Fly
➣ Gaseous Firm
➣ Remove Curse

Level 2 (4/day)
Alter Self
Blistering Invective (DC 16)
Cat's Grace
Cure Moderate Wounds
Darkvision
Defensive Shock (4d6)
Fire Breath (DC 16)
Invisibility

Level 1 (5/day)
Comprehend Languages
Cure Light Wounds
Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
Expeditious Retreat
Firebelly (DC 15)
Illusion of Calm (DC 15)
Jump
Keen Senses
Reduce Person
See Alignment
Shield
True Strike

Offense
Speed 30 ft

Melee
+1 Rapier +10/+5 (1d6+1/15-20 x2)
➣ keen, cold iron
➣ Main hand:+10/+5, 1d6+1
➣ Main w/ light off:+8/+3, 1d6+1

+1 Sword Cane +10/+5 (1d6+1/x2)
➣ bane (undead)
➣ Main hand:+10/+5,1d6+1 plus 2d6 (undead)
➣ Main w/ light off:+8/+3,1d6+1

Mwk Dagger +10/+5 (1d4/19-20 x2)
➣ Main hand:+10/+5,1d4
➣ Main w/ offhand:+6/+1,1d4
➣ Main w/ light off:+8/+3,1d4

Wooden Stake +9/+4 (1d4/x2)

Ranged
+1 Short Bow +10/+5 (1d6+1/x3),
➣ Darkwood
➣ Blunt Arrows x20
➣ Regular Arrows x20

Special
Studied Strike +3d6
Trap Sense +3
Studied Combat
Swift Alchemy

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Action/Skill List
Diplomacy: 1d20 + 8 + 1d8 ⇒ (6) + 8 + (7) = 21

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Couple of Questions
Marcum will want to get a lay off the land (deck) first. What sort of ship is this? Is it Osirion in origin along with the crew? Are there other passengers on board...from where?

I'll make a proper post upon reply.

Doombringer:

His main goals are to first; chat up the crew for some local intel, then second; fabricate his extracts. For the second, he won't need much time, but he would like some privacy, and he's willing to bribe if necessary. I want to get recent info before deciding on extracts.


Pit Fiend

Marcum:
Okay, with that roll, you could approach the Captain of the ship, who is doing nothing but steering at the moment. When you ask him about getting a private room, he says you could borrow his quarters... for 5 gold.

The ship itself is from Absolom, and you can see many different people performing jobs here, but most of them are humans and halflings. It is a fairly large vessel, and you think there are definitely upwards of one hundred people traveling as passangers.

These people haven't been to the island yet, but you should be there within an hour. (The sun looks like it just set maybe an hour ago.


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

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.
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Investigator Abilities:

Extracts (formulae book)
'➣' Denotes Spell Selection
'■' Denotes Spell Used
Level 3 (3/day)
➣ Fly
➣ Gaseous Form
➣ Remove Curse

Level 2 (4/day)
Alter Self
Blistering Invective (DC 16)
Cat's Grace
➣ Cure Moderate Wounds
➣ Darkvision
➣ Defensive Shock (4d6)
Fire Breath (DC 16)
➣ Invisibility

Level 1 (5/day)
Comprehend Languages
➣ Cure Light Wounds
➣ Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
➣ Expeditious Retreat
Firebelly (DC 15)
Illusion of Calm (DC 15)
Jump
Keen Senses
➣ Reduce Person
See Alignment
➣ Shield
True Strike

Offense
Speed 30 ft

Melee
+1 Rapier +10/+5 (1d6+1/15-20 x2)
➣ keen, cold iron
➣ Main hand:+10/+5, 1d6+1
➣ Main w/ light off:+8/+3, 1d6+1

+1 Sword Cane +10/+5 (1d6+1/x2)
➣ bane (undead)
➣ Main hand:+10/+5,1d6+1 plus 2d6 (undead)
➣ Main w/ light off:+8/+3,1d6+1

Mwk Dagger +10/+5 (1d4/19-20 x2)
➣ Main hand:+10/+5,1d4
➣ Main w/ offhand:+6/+1,1d4
➣ Main w/ light off:+8/+3,1d4

Wooden Stake +9/+4 (1d4/x2)

Ranged
+1 Short Bow +10/+5 (1d6+1/x3),
➣ Darkwood
➣ Blunt Arrows x20
➣ Regular Arrows x20

Special
Studied Strike +3d6
Trap Sense +3
Studied Combat
Swift Alchemy

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Action/Skill List
Perception: 1d20 + 13 + 1d8 ⇒ (3) + 13 + (8) = 24 (listening)
Bluff: 1d20 + 13 + 1d8 ⇒ (15) + 13 + (7) = 35 (hide I'm listening)
Diplomacy: 1d20 + 8 + 1d8 ⇒ (14) + 8 + (2) = 24 (should I need to pry)
Sense Motive: 1d20 + 10 + 1d8 ⇒ (18) + 10 + (1) = 29

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Marcum leans in close with the group as the vampire disappears from view and whispers. "I shall ply the captain with a few questions, learn more about our vessel. Then I shall work the passengers for information." He straightens his coat and brushes at unseen dirt on the sleeve then taps his cane on the deck once. "I'd hate to be taken unawares by some Esoteric Society of the god-lich Acererak secreting their way to the island. And perhaps the others on board might have useful information."

He reaches into an inner pocket producing a steel flask from which he takes a nip. Sending it back to his pocket he then produces a black bowler hat and places it on his head. A tip of respect to the others and he departs.

----------

Among the passengers, Marcum will surreptitiously listen in on conversations to gather what info proves useful. Here's some things he's looking for...

  • "Tourists" seeking the island. They may have bits of info of which they don't know the value
  • Strange behavior / interest. Cultish nuances that Marcum knows owing to his past investigations
  • Rumors of others seeking the island that maybe didn't make the trip or were on another vessel

If there's anything of interest that begs inquiry, Marcum will make an approach and chat them up.

I'll halt there in case I'm reading too much into the voyage scene.

Doombringer:

He'll ask for the room in confidence. Sleight of Hand to slip the captain the gold.
Sleight of Hand: 1d20 + 12 + 1d8 ⇒ (5) + 12 + (4) = 21


Pit Fiend

Marcum:

Marcum, you hear whispers of a Technic League being interested in this island, though also hear that their journey may be delayed for some time, as they have some mysterious and 'secret' technology that they might be transporting with them.

You also catch a glimpse of a name, whispered so briefly that it might have caught even you unawares: Pan-el Tahb,

No need to worry about overthinking anything. It's always good to have someone who likes to ask these sorts of questions, so I could leak out hints about future events, or bits of backstory.


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

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.
.
.
.

Investigator Abilities:

Extracts (formulae book)
'➣' Denotes Spell Selection
'■' Denotes Spell Used
Level 3 (3/day)
➣ Fly
➣ Gaseous Form
➣ Remove Curse

Level 2 (4/day)
Alter Self
Blistering Invective (DC 16)
Cat's Grace
➣ Cure Moderate Wounds
➣ Darkvision
➣ Defensive Shock (4d6)
Fire Breath (DC 16)
➣ Invisibility

Level 1 (5/day)
Comprehend Languages
➣ Cure Light Wounds
➣ Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
➣ Expeditious Retreat
Firebelly (DC 15)
Illusion of Calm (DC 15)
Jump
Keen Senses
➣ Reduce Person
See Alignment
➣ Shield
True Strike

Offense
Speed 30 ft

Melee
+1 Rapier +10/+5 (1d6+1/15-20 x2)
➣ keen, cold iron
➣ Main hand:+10/+5, 1d6+1
➣ Main w/ light off:+8/+3, 1d6+1

+1 Sword Cane +10/+5 (1d6+1/x2)
➣ bane (undead)
➣ Main hand:+10/+5,1d6+1 plus 2d6 (undead)
➣ Main w/ light off:+8/+3,1d6+1

Mwk Dagger +10/+5 (1d4/19-20 x2)
➣ Main hand:+10/+5,1d4
➣ Main w/ offhand:+6/+1,1d4
➣ Main w/ light off:+8/+3,1d4

Wooden Stake +9/+4 (1d4/x2)

Ranged
+1 Short Bow +10/+5 (1d6+1/x3),
➣ Darkwood
➣ Blunt Arrows x20
➣ Regular Arrows x20

Special
Studied Strike +3d6
Trap Sense +3
Studied Combat
Swift Alchemy

-----------

Marcum leaves the side of the captain and ventures among the passengers to gather information.

Doombringer:

The merest whisper of his old nemesis draws Marcum's full attention. He stops short, hand gripping down on the owl pommel of his cane until his knuckles ache. Context...I must have context...

He steps to the rail of the ship, turning his collar up at the cooling air of night's approach. He observes the vicinity from which the name had been spoken, trying to ascertain the source. If he manages to spot the person who said it be will study him and make surreptitious approach. (Studied Target)

Finding a spot next to the person (if possible) he'll stare out into ocean past the rail as he speaks sidelong to the individual. "The winds carried that name out of the sands, last I heard it. You trade in dangerous syllables to speak it so boldly and without care."

His tone is a warning one, as though speaking to an acolyte who risks uncovering private matters of those far above his status.

Action/Skill List
Bluff: 1d20 + 13 + 1d8 ⇒ (15) + 13 + (3) = 31
Intimidate: 1d20 + 8 + 1d8 ⇒ (12) + 8 + (6) = 26
》Studied Target on the person to whom I speak

Or there's no one to discover and I'm left wondering if I was hearing things?


Pit Fiend

Stealth: 1d20 + 14 ⇒ (11) + 14 = 25
Using your earlier perception roll, I'd say you lose track of the person who said the name in the crowd of people on this ship.

Everyone else? What are you doing, if anything?


Female Human Ranger 9 HP 74/74 | AC23, T17, F17 | CMD28, CMB+11 | F+9, R+13, W+9 | Init:+6(10) | Per +18(22), Stealth +18(22), Surv. +15(19)

Just realize it is night.

Damn those bloodsuckers and their light vulnerability, says Kheti as she realises the light is fading and she will not see anything of the island.

Sliding down from her post at the top of the main-mast, Kheti looks for the ship Captain again.

What kind of ship is it? I mean is it a ship from the Navy, or a civil one?

Profession soldier: 1d20 + 10 ⇒ (11) + 10 = 21


Pit Fiend

This is a civillian vessel with lots of mercanary looking types on it. It looks like the ship itself was built to transport people and supplies, yet not to fight at the very least.


Female Human Ranger 9 HP 74/74 | AC23, T17, F17 | CMD28, CMB+11 | F+9, R+13, W+9 | Init:+6(10) | Per +18(22), Stealth +18(22), Surv. +15(19)

Opening her cape so that her uniform and rank are easily seen, Kheti marches towards the Captain and introduces herself formally: "Lady Kethi of House Ahnkamen, Fifth sword of the First Guard. I've been detached for this mission and I have a few questions for you. It shouldn't take too long."


M Dwarf Fighter 6 / inquisitor 3 | HP 88/88 | AC:23, T:15, F:19 | CMD:25, CMB:+11 | Save (F+11, R+7, W+6) | Init:+6 | Perc: +13 , DV 60'

Bromen stays close to the group but says little. He does not know much about sailing or soldiering so he does his best to stay out of everyone's way. He tries keeping an eye on both Marcum and Kheti as they scatter across the deck to go about their business.

Still unsure of exactly what they have just been dumped into, the dwarf specifically looks for anyone on the ship that is paying a little too close attention to the five new arrivals, especially anyone who is watching while trying not to be noticed.

Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25


M Human Paladin (Undead Scourge) 9

How often you end up whisked up in an adventure you neither sought or desired? You are are unlucky man Wolfric Paxton.

True enough, but there's nothing for it. Fate is fate, I may as well prepare.

Rick, who had to this point been gazing numbly across the expanse of blackening water, shakes himself and walks to an out of the way corner and takes a seat.

From his pack he removes whetstone, oil, and cloth and sets to cleaning and preparing his weapons and armor for the trials ahead.


Pit Fiend

Bromen, no one looks or seems suspicious to your astute dwarven senses.

The Captain rolls his eyes at you Kheti. "Seems like lots of people do today. Fire away."


Female Human Ranger 9 HP 74/74 | AC23, T17, F17 | CMD28, CMB+11 | F+9, R+13, W+9 | Init:+6(10) | Per +18(22), Stealth +18(22), Surv. +15(19)
Doombringer the DM wrote:

Bromen, no one looks or seems suspicious to your astute dwarven senses.

The Captain rolls his eyes at you Kheti. "Seems like lots of people do today. Fire away."

"Yep, I know. I bothers the hell out of me when I have to stop for questions while I'm on duty. But like you I try to earn my pay."

"Is it the first time you're stopping here at this island or have you been here already?
Are you going elsewhere afterwards? If so, do you have other people stopping here as well?
Are all of those disembarking commissioned by the same people as us? If not can you point me to them?"

sense motive to see if the Captain is telling the truth: 1d20 + 5 ⇒ (19) + 5 = 24


Pit Fiend

"Nah, this is my second trip. The first time around, I transported a group of mages and craftsman to set up a little base camp. Most people here were contacted by the Pathfinders, but I don't think everyone actually works for them. Bloody hell, as long as I get paid, I don't care who they are.

"I've got one more trip after this. A group of Osirion crypt breakers. That's it Ithink."

You think he's being honest.


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

.
.
.
.
.

Investigator Abilities:

Extracts (formulae book)
'➣' Denotes Spell Selection
'■' Denotes Spell Used
Level 3 (3/day)
➣ Fly
➣ Gaseous Form
➣ Remove Curse

Level 2 (4/day)
Alter Self
Blistering Invective (DC 16)
Cat's Grace
➣ Cure Moderate Wounds
➣ Darkvision
➣ Defensive Shock (4d6)
Fire Breath (DC 16)
➣ Invisibility

Level 1 (5/day)
Comprehend Languages
➣ Cure Light Wounds
➣ Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
➣ Expeditious Retreat
Firebelly (DC 15)
Illusion of Calm (DC 15)
Jump
Keen Senses
➣ Reduce Person
See Alignment
➣ Shield
True Strike

Offense
Speed 30 ft

Melee
+1 Rapier +10/+5 (1d6+1/15-20 x2)
➣ keen, cold iron
➣ Main hand:+10/+5, 1d6+1
➣ Main w/ light off:+8/+3, 1d6+1

+1 Sword Cane +10/+5 (1d6+1/x2)
➣ bane (undead)
➣ Main hand:+10/+5,1d6+1 plus 2d6 (undead)
➣ Main w/ light off:+8/+3,1d6+1

Mwk Dagger +10/+5 (1d4/19-20 x2)
➣ Main hand:+10/+5,1d4
➣ Main w/ offhand:+6/+1,1d4
➣ Main w/ light off:+8/+3,1d4

Wooden Stake +9/+4 (1d4/x2)

Ranged
+1 Short Bow +10/+5 (1d6+1/x3),
➣ Darkwood
➣ Blunt Arrows x20
➣ Regular Arrows x20

Special
Studied Strike +3d6
Trap Sense +3
Studied Combat
Swift Alchemy

-----------

Action/Skill List
Bluff: 1d20 + 13 + 1d8 ⇒ (15) + 13 + (7) = 35
Intimidate: 1d20 + 8 + 1d8 ⇒ (13) + 8 + (2) = 23
》Studied Target on the person to whom I speak

------------

The investigator stands at the port side rail trying his best to not grind his teeth. His time spent undercover at the White Grotto had left him with a taste for the theatrical, so putting up a front was as natural as playing 'Gildenab' in Jimahd's "Simple Tapestries". But he still has to deal with his thoughts. Had what he heard been imagination? His intent, the proximity to Osirion, all these things playing part to fool his senses?

There is no way to be sure. Not now anyway. Marcum resolves to maintain his focus and stay on task. He drums a familiar beat along the railing and steps away. He slips between the crowds and finds his way to the aft castle. Through the single door he passes, a brief nod and a note passes to the sailor there and Marcum disappears into the interior.

-----------

Time passes and the slim man from Absalom emerges, placing his bowler hat aright and heading out to find his new companions. Instead of his fineries, he's garbed in more practical clothing with a rough leather duster over it all. However, seeing him up close, it's clear that Marcum keeps even his traveler attire in top nick.

He first spies the paladin and tips the brim of his hat in greeting. "Not much to report, I'm afraid, my good man." Marcum will greet the others if they're present. "It would seem we are not the only ones to seek this mysterious island. Outside the tourist and amateur spelunker, there is rumor of Numerian interest in the site." Marcum dips a hand into one of his hip pouches and withdraws some tobacco, then produces his pipe. "A fellow I know from the Clockwork Academy mentioned some of the metal monstrosities roaming that country. Strange gearing and the ability to operate without steam or magics... They are not in the business of leaving the confines of their borders with such machinations." He lights the pipe and takes a satisfying puff. "Whatever they think is on the island, they're willing to take the risk. If It's to be believed, they are on their way here but delayed due to the precious cargo they seek to deliver."

He finds a seat on a nearby crate and smile warmly. "So, what have you all been able to uncover?"

I'd imagine we're ready to hit the island?


M Human Paladin (Undead Scourge) 9

Wolfric looks up and smiles to see Marcum. "I have only managed to uncover my weapons from beneath the grime of travel."

Rick stands, his armor bright and shinning in the starlight. "I am no sleuth, Marcum: I'm sure you already know that."

"About this Numerian machine, what do you think it could be? Will it hinder us or prevent our leaving?"


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

.
.
.
.
.

Investigator Abilities:

Extracts (formulae book)
'➣' Denotes Spell Selection
'■' Denotes Spell Used
Level 3 (3/day)
➣ Fly
➣ Gaseous Form
➣ Remove Curse

Level 2 (4/day)
Alter Self
Blistering Invective (DC 16)
Cat's Grace
➣ Cure Moderate Wounds
➣ Darkvision
➣ Defensive Shock (4d6)
Fire Breath (DC 16)
➣ Invisibility

Level 1 (5/day)
Comprehend Languages
➣ Cure Light Wounds
➣ Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
➣ Expeditious Retreat
Firebelly (DC 15)
Illusion of Calm (DC 15)
Jump
Keen Senses
➣ Reduce Person
See Alignment
➣ Shield
True Strike

Offense
Speed 30 ft

Melee
+1 Rapier +10/+5 (1d6+1/15-20 x2)
➣ keen, cold iron
➣ Main hand:+10/+5, 1d6+1
➣ Main w/ light off:+8/+3, 1d6+1

+1 Sword Cane +10/+5 (1d6+1/x2)
➣ bane (undead)
➣ Main hand:+10/+5,1d6+1 plus 2d6 (undead)
➣ Main w/ light off:+8/+3,1d6+1

Mwk Dagger +10/+5 (1d4/19-20 x2)
➣ Main hand:+10/+5,1d4
➣ Main w/ offhand:+6/+1,1d4
➣ Main w/ light off:+8/+3,1d4

Wooden Stake +9/+4 (1d4/x2)

Ranged
+1 Short Bow +10/+5 (1d6+1/x3),
➣ Darkwood
➣ Blunt Arrows x20
➣ Regular Arrows x20

Special
Studied Strike +3d6
Trap Sense +3
Studied Combat
Swift Alchemy

------------

unnecessary roles in my previous post, sorry about that.

------------

"My information on the topic of those people is in short supply, I'm afraid. Metal monstrosities in the shape of men, burning beams of light that can sever men's limbs from their bodies? Poppycock if you ask me. But I've not lived so long in this profession by discounting every rumor that tickles my ear. Unfortunately, we'll just have to wait and see."

He shakes his head and puffs at his pipe. " I shall admonish you once again, my friend, on the topic of your ability. Do not sell yourself short. The most uncomplicated and clear thinking of minds can be the most astute. I've spent too many years feeding this brain with more information then it will ever use. And there are times that I can miss the obvious." He leans in close to the Paladin as though to share a secret word. "How about an agreement between you and I, my good man? If there's ever a useless tidbit of trivia you seek to know you've but to ask. And in return when I find mine falling short I may come to you for courage. Do we have an accord?"

He extends hand to the holy warrior.


M Human Paladin (Undead Scourge) 9

Rick smiles. I am really starting to like this man.

He takes Marcum's hand and shakes it firmly. "That seems fair to me." the paladin hesitates a moment then continues speaking while looking out across the water. "You know, I've known some men like you: the sort with knowledge of this and that and at least some skill in every field. And each one of them, without fail, lacked all kindness and humility. Until now that is."

Realizing he's gotten a bit too sappy and sentimental, Wolfric slaps Marcum on the back and strides more toward the center of the deck. "Now, what say you try to prove that rapier quicker than your mind?"

Rick draws his sword and stands waiting, blade held high.

LIKE THIS


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

.
.
.
.
.

Investigator Abilities:

Extracts (formulae book)
'➣' Denotes Spell Selection
'■' Denotes Spell Used
Level 3 (3/day)
➣ Fly
➣ Gaseous Form
➣ Remove Curse

Level 2 (4/day)
Alter Self
Blistering Invective (DC 16)
Cat's Grace
➣ Cure Moderate Wounds
➣ Darkvision
➣ Defensive Shock (4d6)
Fire Breath (DC 16)
➣ Invisibility

Level 1 (5/day)
Comprehend Languages
➣ Cure Light Wounds
➣ Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
➣ Expeditious Retreat
Firebelly (DC 15)
Illusion of Calm (DC 15)
Jump
Keen Senses
➣ Reduce Person
See Alignment
➣ Shield
True Strike

Offense
Speed 30 ft

Melee
+1 Rapier +10/+5 (1d6+1/15-20 x2)
➣ keen, cold iron
➣ Main hand:+10/+5, 1d6+1
➣ Main w/ light off:+8/+3, 1d6+1

+1 Sword Cane +10/+5 (1d6+1/x2)
➣ bane (undead)
➣ Main hand:+10/+5,1d6+1 plus 2d6 (undead)
➣ Main w/ light off:+8/+3,1d6+1

Mwk Dagger +10/+5 (1d4/19-20 x2)
➣ Main hand:+10/+5,1d4
➣ Main w/ offhand:+6/+1,1d4
➣ Main w/ light off:+8/+3,1d4

Wooden Stake +9/+4 (1d4/x2)

Ranged
+1 Short Bow +10/+5 (1d6+1/x3),
➣ Darkwood
➣ Blunt Arrows x20
➣ Regular Arrows x20

Special
Studied Strike +3d6
Trap Sense +3
Studied Combat
Swift Alchemy

------------

Action/Skill List
Rapier Attack 1: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23 non-lethal / crit threat
Rapier Attack 2: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21 non-lethal / crit threat
Rapier Attack 1 Confirm: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23 non-lethal
Rapier Attack 2 Confirm: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20 non-lethal
》He will not press and bring the dagger in on the attack. And he uses the flat of the blade.

------------

"It is only fair..." Marcum rises slowly, brushing aside his long coat to reveal the basket-hilted rapier and the matching dagger at his other hip. He draws them slowly, raising the rapier and saluting Wolfric formally. "You've allowed me to test your mettle, now it so my turn."

He settles into the Cat's Grace, rapier out across his middle, dagger to his left and low. At the paladin's nod, the Investigator launches forward. "My grandfather trained in Brevoy, passing..." He swipes across with the rapier, flat of the blade lashing out. "...unfortunately, his talent did not survive the generational gap..." Be side steps in anticipation of the arcing paths possible in Wolfric's options and pivots low to strike out once more.

He slips back into defensive posture and grins. "But I've managed over the years."

And there goes my rolls for the campaign...


Female Human Ranger 9 HP 74/74 | AC23, T17, F17 | CMD28, CMB+11 | F+9, R+13, W+9 | Init:+6(10) | Per +18(22), Stealth +18(22), Surv. +15(19)
Doombringer the DM wrote:

"Nah, this is my second trip. The first time around, I transported a group of mages and craftsman to set up a little base camp. Most people here were contacted by the Pathfinders, but I don't think everyone actually works for them. Bloody hell, as long as I get paid, I don't care who they are.

"I've got one more trip after this. A group of Osirion crypt breakers. That's it Ithink."

You think he's being honest.

"Thanks, Captain and good luck with your next trip", replies Kheti taking her leave to join her newly appointed companions.

Spotting two of them mock-fighting on the deck, she makes her way towards them and leans on the rail, enjoying the last moment of calm before the landing.

Men, I leave them for five minutes and they are already trying to outfight each other. And next, it's going to be the pissing contest.


M Dwarf Fighter 6 / inquisitor 3 | HP 88/88 | AC:23, T:15, F:19 | CMD:25, CMB:+11 | Save (F+11, R+7, W+6) | Init:+6 | Perc: +13 , DV 60'

Bromen's hand twitches, extremely tempted to spar a bit after so much inactivity in the last few days beyond travel, but he manages to resist the urge. He instead studies the two men as they exchange attacks, noting styles and tells for each of them. Knowing who he is going to be fighting with, how their styles might mesh with his own, would be critical to surviving the dangers ahead of them.

And knowing a weakness just in case is never a bad thing.........

He also spares a look for the uncharacteristically quiet fetchling, wondering how he fits into their little band and what he brings to the table.


M Human Paladin (Undead Scourge) 9

Two stiff slaps land, one on each wrist, and Rick winces with the pain of it. Too disciplined to recoil, the paladin ripostes bringing the pommel down on the investigator's right shoulder...

1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 19 non-lethal

...but Marcum is too quick, and Rick's wrists hurt far more that he will let show.


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

.
.
.
.
.

Investigator Abilities:

Extracts (formulae book)
'➣' Denotes Spell Selection
'■' Denotes Spell Used
Level 3 (3/day)
➣ Fly
➣ Gaseous Form
➣ Remove Curse

Level 2 (4/day)
Alter Self
Blistering Invective (DC 16)
Cat's Grace
➣ Cure Moderate Wounds
➣ Darkvision
➣ Defensive Shock (4d6)
Fire Breath (DC 16)
➣ Invisibility

Level 1 (5/day)
Comprehend Languages
➣ Cure Light Wounds
➣ Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
➣ Expeditious Retreat
Firebelly (DC 15)
Illusion of Calm (DC 15)
Jump
Keen Senses
➣ Reduce Person
See Alignment
➣ Shield
True Strike

Offense
Speed 30 ft

Melee
+1 Rapier +10/+5 (1d6+1/15-20 x2)
➣ keen, cold iron
➣ Main hand:+10/+5, 1d6+1
➣ Main w/ light off:+8/+3, 1d6+1

+1 Sword Cane +10/+5 (1d6+1/x2)
➣ bane (undead)
➣ Main hand:+10/+5,1d6+1 plus 2d6 (undead)
➣ Main w/ light off:+8/+3,1d6+1

Mwk Dagger +10/+5 (1d4/19-20 x2)
➣ Main hand:+10/+5,1d4
➣ Main w/ offhand:+6/+1,1d4
➣ Main w/ light off:+8/+3,1d4

Wooden Stake +9/+4 (1d4/x2)

Ranged
+1 Short Bow +10/+5 (1d6+1/x3),
➣ Darkwood
➣ Blunt Arrows x20
➣ Regular Arrows x20

Special
Studied Strike +3d6
Trap Sense +3
Studied Combat
Swift Alchemy

------------

Action/Skill List
》Studied Target (move action)
Rapier: 1d20 + 10 - 4 + 4 ⇒ (3) + 10 - 4 + 4 = 13 non-lethal

------------

Marcum brings his rapier parallel to his body, the steel an inch from his nose, dagger behind his back, his posture looking like a butler awaiting the pleasure of his lord.

His blue eyes study Wolfric's movements, the surety the paladin possesses with the blade...nothing held back...a perfect conviction to the cause. A man to be followed. Now to convince him along the way it's worth staying this side of his goddess' embrace long enough to realize it.

His contemplations bleed into his next stroke, the flat of the blade woefully off target as Marcum commits to an attack on the man's left.


M Human Paladin (Undead Scourge) 9

1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28 non-lethal

Stepping to the right to capitalize on the wild attack, Rick slams the flat of his sword into Marcum's chest.


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

.
.
.
.
.

Investigator Abilities:

Extracts (formulae book)
'➣' Denotes Spell Selection
'■' Denotes Spell Used
Level 3 (3/day)
➣ Fly
➣ Gaseous Form
➣ Remove Curse

Level 2 (4/day)
Alter Self
Blistering Invective (DC 16)
Cat's Grace
➣ Cure Moderate Wounds
➣ Darkvision
➣ Defensive Shock (4d6)
Fire Breath (DC 16)
➣ Invisibility

Level 1 (5/day)
Comprehend Languages
➣ Cure Light Wounds
➣ Detect Secret Doors
Detect Undead
Disguise Self
Endure Elements
➣ Expeditious Retreat
Firebelly (DC 15)
Illusion of Calm (DC 15)
Jump
Keen Senses
➣ Reduce Person
See Alignment
➣ Shield
True Strike

Offense
Speed 30 ft

Melee
+1 Rapier +10/+5 (1d6+1/15-20 x2)
➣ keen, cold iron
➣ Main hand:+10/+5, 1d6+1
➣ Main w/ light off:+8/+3, 1d6+1

+1 Sword Cane +10/+5 (1d6+1/x2)
➣ bane (undead)
➣ Main hand:+10/+5,1d6+1 plus 2d6 (undead)
➣ Main w/ light off:+8/+3,1d6+1

Mwk Dagger +10/+5 (1d4/19-20 x2)
➣ Main hand:+10/+5,1d4
➣ Main w/ offhand:+6/+1,1d4
➣ Main w/ light off:+8/+3,1d4

Wooden Stake +9/+4 (1d4/x2)

Ranged
+1 Short Bow +10/+5 (1d6+1/x3),
➣ Darkwood
➣ Blunt Arrows x20
➣ Regular Arrows x20

Special
Studied Strike +3d6
Trap Sense +3
Studied Combat
Swift Alchemy

------------

Action/Skill List
Rapier Attack 1: 1d20 + 10 - 4 + 4 - 2 ⇒ (6) + 10 - 4 + 4 - 2 = 14 non-lethal
Rapier Attack 2: 1d20 + 5 - 4 + 4 - 2 ⇒ (15) + 5 - 4 + 4 - 2 = 18 non-lethal
Dagger Pommel: 1d20 + 10 - 4 + 4 - 2 ⇒ (8) + 10 - 4 + 4 - 2 = 16 non-lethal

Question on Crits: For other than sparring here, if my threat range is 15-20 on the rapier, if I score a 15 on the first roll, but the total of the attack doesn't hit the target's AC, does it even threaten the crit in the first place?

------------

Marcum staggers back from the pummeling. "My my, remind me to stop putting my body in front of your sword would you?" He forces a chuckle. "I find myself needing the prompting."

Instead of yielding, Marcum sees his opening. Launching into the Wind on the Grass, he spins towards Wolfric; two strikes with the rapier and one with the pommel of his dagger on the last spin.

But he realizes that while his strikes would have landed in full combat, his attention to maintaining the flat of the sword has caused his attacks to reverberate harmlessly.


M Human Paladin (Undead Scourge) 9

Slapping the first strike away with his off-hand, Rick spins to match Marcum allowing his armor to deflect the second strike.

Facing the man from Absalom once more, Sir Wolfric salutes with his blade, then sheathes it.

"You fight well: a tad flashy for my tastes...still." The big man shrugs and massages his bruised wrists.

"I must confess, I underestimated you." Wolfric nods his respect, then smiles. "But I dare say the size of our blades may have changed the outcome in a more deadly contest."

"Thank you for humoring me."


Investigator 9 | HP 58/58 | AC:21 (22twd), T:15, F:18 | CMD:19, CMB:+6 | Save (F+4, R+9, W+7) | Init:+7 | Inspiration 8/8 (1d8) | Perc: +13

"Humoring, eh?" Marcum returns the salute and whips his blades in figure eights before sheathing them. He presses a hand against his chest and shakes his head. "Next time, do let me in on the joke."

He takes a seat and pulls his trusty flask from his coat, this time offering the first sip of whiskey to Wolfric. "The honor and day to you, champion of the Shadowed Veil."

He offers a toast. "To a hopefully long friendship."


Pit Fiend

Unfortunately, by the rules, you would still have to hit AC on everything but a natural 20. I suppose I could be convinced to allow an 18-20 to auto hit, but for the confirmation your wild either need to roll a natural 20, or hit AC by natural means. Still, if you hit on a 15-17 I'll say that's a crit threat, only if you hit AC

And with that beautiful display, you hear hear a shout from the crow's nest. "Land ahead!" Those of you who decide to peer off the side of the ship can see the outline of the island of the distance; a seeming tropical wonderland, filled with palm trees and sand. As you get closer, you start to notice the outlines of people flying, working on the ground and... Buildings (no doubt constructed by magic, as it simply couldn't be done this fast by mundane means)

It looks like a small little town has been set up, and even though it is night time, you can see dozens upon dozens of light sources, illuminating the area like the streets of Absolom. It seems that no one is lacking for work, as there are merchants out on the roads, selling merchandise, people wandering off into the forrest itself, and people working on the buildings on the ground.

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