Thod runs Cyphermage Dilemma (Inactive)

Game Master Thod


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Grand Lodge

It takes approx half an hour until the crew appears.

They look run down, garb more fitting to beggars as to seamen - and some look old and decrepit. But you also notice a spring in their strides and their eyes that belies their age.

Soon the ship is ready to leave.

Sherven Twobeards has a quick look at the map.

"I would suggest to sail half way out of the Varisian Gulf just around Delvil's Elbow. There is a mark here on the map. A tiny island. I don't know this one - but it is likely it is their hideout.
If you want to rescue the Topaz then we have to intercept them. Just around Devil's Elbow is a small farming village dedicated to Erastil. There are some save places to put anker and stock up cheaper as here.
From there - at the first signs of the sun being up - we will sail on. That should still give us more than enough time to intercept them just a few islands before the rendevouz point.
We could sail through the night - but then the danger is greater to miss her. And sailing so close to shore at night also isn't recommended - even for a dwarf who sees in the night. A ship isn't turning fast enough for this being an advantage - rather the opposite as too many think they see danger early enough ..."

Not waiting your answer he has his sailors get the sails ready. It is a wonder to follow blind Jake. Moments ago he seemed disoriented - but once up the rigging he seems to feel his way despute being on the ship the first time.
Ancient Hubert also seems to rejuvenate 2 centuries as he glides across the ship.
Argus Nobeard is a strange view - this might be the first clean shaven dwarf you have seen. But you dare not asking him why.
Hobble seems not to miss his second leg - he seems more stable when the first waves hit you as most of you."

Please let me know when you want to have the Gippli walk the plank.

Sovereign Court

Male Human Bard 3 HP(24/24) | F +2 R +6 W+3 | AC17 CMD 16

Artemis sighs.

"Another trip by boat, likely with a fight at the end of it. I'm supposed to be rubbing shoulders with high society and making discoveries, not freezing in a wasteland or getting soaked to the bone on small boats.

Shadow Lodge

Char Sheet Elf Rogue (Scout) - HP: 17/17, - AC: 17/T: 14/FF: 13 - Perception: +8 (Trapspotter/Low light) - F:+1 / R: +7/ W: +1 - CMB: +2 - CMD: 16, Speed: 30

Chanix empties Gippli's pockets of all his vials and bombs and weapons and components. He then walks the ex-captain to a six foot long board suspended out over the bay.

Here's where you get off Gippli. I'll cut you loose so you can swim to shore in appreciation for your information and the use of the ship. Don't make me regret this.

Sense motive for betrayal 1d20 + 8 ⇒ (8) + 8 = 16

Chanix urges the ex-captain forward with his rapier and slices his bindings with a dagger.

Grand Lodge

"The water will kill me, it will kill me."

Mumbuckle the Grippli jumps into the stinking water.

Mumbuckle Fort Save: 1d20 + 3 ⇒ (11) + 3 = 14

He swims with ease away from the ship - and despite his whining - he seems tough enough to avoid Harbour Gut from ingesting any of the water in the harbour.

Chanix:

Sense Motive: You have seen these types before - no backbone and they will won't backstab you - until someone stronger appears. This is a follower - who won't do anything on his own.

Mumbluckle is actually the name - and Grippli is a humanoid type of monster. Sorry if I missed the first part and got the second wrong. I have the scenario on my iPad and on a USB stick - so often I post without looking it up.

The Exchange

HP 4/22 Init +2 Melee +4 AC: 20 Touch: 12 FF: 18 Fort: +6 Ref: +2 Will: +1 CMB +4 CMD +16 CMD(Trip) +23 CMD(Bullrush) +22 CMD(Overrun) +17 Dwarf Fighter Phalanx Soldier Archetype / 2

Toren cracks an eye at the sound of the splash in the harbour. He further opens his eyes when he sees the dwarves who arrived. "Hey there fellas, Toren's the name. Where'd ya learn ta sail a boat? There's nary a body o water where I've hailed from!"

Grand Lodge

Toren "Stand" Still wrote:
Toren cracks an eye at the sound of the splash in the harbour. He further opens his eyes when he sees the dwarves who arrived. "Hey there fellas, Toren's the name. Where'd ya learn ta sail a boat? There's nary a body o water where I've hailed from!"

"Indeed - our kind are rare among the seas. But some of us hear the song of the sea - and fall in love with this harsh mistress.

Once you have tasted her there isn't a way back for many. So we go back whenever we can - to die one day on sea."

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

You arrive in the shallow waters outside the small farming and fishing village dedicated to Erastil before nightfall. It seems a fair and festivities are happening at the moment.

Across Avistan, few festival days are as anticipated or celebrated as widely as Archerfeast. Despite the holiday's origins in the worship of Erastil, common countryfolk from the Lands of the Linnorm Kings to Taldor celebrate the height of summer with a day set aside for establishing new relationships, enjoying current camaraderie, and celebrating the gifts of the gods.

While the festival's traditions emphasize contests of marksmanship—still a prominent part of any Archerfeast celebration—most have expanded to exhibit talents of all types, from baking and storytelling to racing and mock combat. Aside from encouraging a fair-like atmosphere, many of the displays and competitions serve one of two secondary purposes: either as a way for merchants to show off their superior livestock and wares, or—more popularly—as a way for eligible men and women to show off to each other.

While the day's events at most Archerfeast fairs are filled with games, food, and crafts, the night brings dancing, drinking, pranks, and the crowning of the princes and princesses of spring and summer for the two single youths and two single adults who faired best in the day's events. The festivities continue late into the evening, but end promptly at midnight, so that—in true Erastilian fashion—the next day's responsibilities are not overly impeded. For those not of Erastil's flock, however, private parties, drinking, and trysting carry on long into the next morning.

The captain reminds you to be back on ship by dawn - but otherwise to enjoy yourself. He then sets out to get provisions for the ship.

Grand Lodge

As promised - the Archerfeast. Feel free to enjoy, be jolly, take part. Food and drink is free and the villagers welcome you and invite you to party with them.

The Exchange

HP 4/22 Init +2 Melee +4 AC: 20 Touch: 12 FF: 18 Fort: +6 Ref: +2 Will: +1 CMB +4 CMD +16 CMD(Trip) +23 CMD(Bullrush) +22 CMD(Overrun) +17 Dwarf Fighter Phalanx Soldier Archetype / 2

Toren walks around the Archerfeast, eating and drinking, although not to excess on the drink. He looks for any games he might participate in, anything related to gems or precious stones.

GM:
He also looks for his salt

Perception 1d20 + 1 ⇒ (11) + 1 = 12

Sovereign Court

Male Human Bard 3 HP(24/24) | F +2 R +6 W+3 | AC17 CMD 16

Artemis steps off the ship.

Well, this is an unexpected welcome.

He makes his way into the festival to sign up for any archery contests. While waiting for these to occur he takes a seat somewhere near the middle of the festival and begins playing songs detailing his adventures.

Grand Lodge

Male Definitely-Not-A-Sczarni-Hitman 8 Human [Varisian] [ HP 68/68 (0 NL) | AC 21 Tch 14 FF 18 | Fort +9 Ref +6 Will +7* | CMD 27* | Init +3 | Perc +7 | Effects: none ]

Markus enjoys the simple pleasures of the villager's lives and plays the part of the gracious guest.

He even participates in the festivities by unpacking his complex mechanical organ and, with his tiny simian, putting on his usual performance.

Shadow Lodge

Char Sheet Elf Rogue (Scout) - HP: 17/17, - AC: 17/T: 14/FF: 13 - Perception: +8 (Trapspotter/Low light) - F:+1 / R: +7/ W: +1 - CMB: +2 - CMD: 16, Speed: 30

The Archerfeast festivities are welcome to the senses that have known only battle and near death these past few days. The fresh food of a farming village is most welcome to the palate.

No need to stir up any trouble here. Let's see if we can't cut loose instead of necks and coin purses.

Chanix sets off looking for games involving skills of quick hands, acrobatics, maneuverability and accuracy.

Perception for the appropriate games including sleight of hand games1d20 + 7 ⇒ (10) + 7 = 17

He happens across the merchant area and stops to admire the fine adventuring gear being sold. Chanix offers to compete in the name of the merchant who endorses him with better equipment, blades or tools.

Diplomacy to any merchants with better weapons, thieves tools, boots than he possesses 1d20 + 1 ⇒ (19) + 1 = 20

Grand Lodge

Tal takes in the sights, sounds and smells of Archerfeast, taking note of vendors selling good mead. He will most certainly partake...but will first try his hand at any archery contests he happens upon.

Grand Lodge

Female Halfling Cleric 4/Rogue 1/Evangelist 2 HP 38/38 | AC: 27 /T: 18 /FF: 20 | Perc. +14 | F: +7 / R: +10 /W: +10 | CMB +2 | CMD +19 | Speed 40(50) | Init. +4

This is what Priscilla lives for! She is ecstatic by the sudden change of environment. She welcomes the invitations to dance, the taste of grilled fish, the tales of Others both villagers and companions along with some light drinking. She thanks Dresna for the. blessed opportunity. She would be happy to surprise people at contest if such arrised.

Grand Lodge

At the end of the fest each participant is given a small crown of yew twigs. Chanix and Tal for their archery, Artemis and Markus for music, Priscilla as a great person who spreads happiness and Toren for games of strength.

Crown of Spring and Summer: Expertly whittled from a single branch of yew, this circlet resembles a fully-drawn bow wreathed in early summer flowers. Earned for your exemplary performance in the many contests and festivities of Archerfeast, the crown allows you to relive the glories of Erastil's annual festival of skill and fertility. As a swift action, you may compliment a single ally, granting both the ally and yourself a +1 morale bonus on skill checks, ability checks, and saving throws for 1d4+1 rounds. If either you or your ally rolls a natural 20 on a skill check, ability check, or saving throw while this bonus is in effect, extend the duration of the effect by 1 round. After the crown has been used once, the magic fades and it becomes a mundane keepsake of Archerfeast 4712 ar.

Depending how you enjoyed the feast you can also choose from one of the below:

Debauchery: While the faithful of Erastil slept, you indulged in private parties, drinking, and trysting, and nothing can ruin your mood. Until the end of the scenario, you suffer a –1 penalty on saving throws against sleep effects that would make you fatigued or exhausted. You also gain a +2 bonus on saving throws against spells with the emotion descriptor, and on spells and effects that would make you shaken, frightened, or panicked. When this boon is used, cross it off your Chronicle sheet.

Diligence: You retired before midnight in order to be alert and awake for work the next day. Until the end of the scenario, you gain a +2 competence bonus on all saving throws against sleep effects or effects that would make you fatigued or exhausted. When this boon is used, cross it off the Chronicle sheet.

I need you e-mail addresses to get the boons send out. I do it now in case we overrun the time for the Archerfeast boon. I would have loved to rpg a little bit more - but I'm home on my own for a week and need to get the household and kids organized.
It eats into posting times.

Grand Lodge

Toren:

Sorry - once again you feel let down. Whatever you are send to fetch - it seems nowhere to be found.

Dwarven Patience and you will get there. You haven't missed it yet.

Shadow Lodge

Char Sheet Elf Rogue (Scout) - HP: 17/17, - AC: 17/T: 14/FF: 13 - Perception: +8 (Trapspotter/Low light) - F:+1 / R: +7/ W: +1 - CMB: +2 - CMD: 16, Speed: 30

Chanix wakes up face down on the boarding plank of the Lionfish. He's stirred by the dwarves preparing the ship for departure and slowly oozes his way aboard.

Calistria, you've touched me again.

The night was longer than his memory is willing to recall. Chanix hits the deck literally as he falls over and passes out again.

The Exchange

HP 4/22 Init +2 Melee +4 AC: 20 Touch: 12 FF: 18 Fort: +6 Ref: +2 Will: +1 CMB +4 CMD +16 CMD(Trip) +23 CMD(Bullrush) +22 CMD(Overrun) +17 Dwarf Fighter Phalanx Soldier Archetype / 2

Toren chuckles at his "fallen" friend. "Chanix...better dead drunk then dead eh?" He laughs out load again and sits down in an unobtrusive spot so as to be out of the way of the seafaring dwarves. He reaches into his beard and pulls out a piece of bread and starts to chew on it chuckling to himself every so often.

Sovereign Court

Male Human Bard 3 HP(24/24) | F +2 R +6 W+3 | AC17 CMD 16

"Hey Toren, lets drag him about...I'd say about 5 feet this way, and roll him over. That should put him in about the same spot where he woke up yesterday after he got healed."
Artemis says, as he joins in with Toren's laughter.

Shadow Lodge

Char Sheet Elf Rogue (Scout) - HP: 17/17, - AC: 17/T: 14/FF: 13 - Perception: +8 (Trapspotter/Low light) - F:+1 / R: +7/ W: +1 - CMB: +2 - CMD: 16, Speed: 30

Chanix mumbles into the deck, "Barshender, whairs my stror hatt!"

Grand Lodge

You look around on the ship. It takes a while until you realize - Chanix isn't the only one who did enjoy last might until he early morning.
One of the barrels of rum seems drained - and no immidiate signs of the crew. Once you find them - well - they surely are ina very sorry state.
Leaving now seems out of any question.

Grand Lodge

Talhaearn awakens with a crown of twigs atop his head. Asmallish bird nearby is considering whether or not to nest there while Tal takes an account of the mead he sampled last night. He recalls being invited to an after hours party hosted by one of the mead vendors but can not remember much more beyond that.

As he stumbles back aboard the ship he trips over a seemingly lifeless Chanix while mumbling about the whereabouts of the Dwarves. He reaches into his pocket to find a small flask labeled "hair of the dog." A quick sniff identifies its contents as mead...so he downs it and feels ready to meet the day.

Right after a quick nap...

The Exchange

HP 4/22 Init +2 Melee +4 AC: 20 Touch: 12 FF: 18 Fort: +6 Ref: +2 Will: +1 CMB +4 CMD +16 CMD(Trip) +23 CMD(Bullrush) +22 CMD(Overrun) +17 Dwarf Fighter Phalanx Soldier Archetype / 2

"Looks like we might be draggin' more'n Chanix this mornin Arty. Tal there decided to take a nap on the deck! And did he say something 'bout the crew? Where are those little seadwarves? Does that barrel smelling suspiciously like rum seem to be open...and EMPTY?!"

Toren's torn between laughter and anger at the dwarves. He decides to go for both, laughing first and then looking for one of the crew to kick awake.

Sovereign Court

Male Human Bard 3 HP(24/24) | F +2 R +6 W+3 | AC17 CMD 16

"Seems like it. I really hope we can get to this scholar in time though. I would really hate to be in his shoes right now."

Grand Lodge

Male Definitely-Not-A-Sczarni-Hitman 8 Human [Varisian] [ HP 68/68 (0 NL) | AC 21 Tch 14 FF 18 | Fort +9 Ref +6 Will +7* | CMD 27* | Init +3 | Perc +7 | Effects: none ]

Markus wakens in a tangle of bodies to a pounding headache and Grigo pumping on his chest and screeching.

"It looks like we had quite the night, eh Grigo?", the Varisian says as he looks around at the tangled forms in various states of undress.

"We have to hurry, we have a ship to catch."

Markus returns to the Lionfish.

Shadow Lodge

Char Sheet Elf Rogue (Scout) - HP: 17/17, - AC: 17/T: 14/FF: 13 - Perception: +8 (Trapspotter/Low light) - F:+1 / R: +7/ W: +1 - CMB: +2 - CMD: 16, Speed: 30

Chanix wakes up and notices they are still anchored off Devil's Elbow. One by one he smacks all the dwarves awake.

"Why aren't we moving!?! You want one last adventure on the seas?? Or have you died already at the hands of self pity and drunkenness!? Let's get going!"

Grand Lodge

Female Halfling Cleric 4/Rogue 1/Evangelist 2 HP 38/38 | AC: 27 /T: 18 /FF: 20 | Perc. +14 | F: +7 / R: +10 /W: +10 | CMB +2 | CMD +19 | Speed 40(50) | Init. +4

Priscilla seems like she is talking and hugging everyone on the docks. "Bye... oh yes good bye to you too, you guys were such marvellous hosts, ... and say goodbye to your sweet daughter as well... bye... bye... OK one last hug and I am gone..."

She finally makes her way on to deck. "You guys look ready to meet pirates!"

Grand Lodge

Female Halfling Cleric 4/Rogue 1/Evangelist 2 HP 38/38 | AC: 27 /T: 18 /FF: 20 | Perc. +14 | F: +7 / R: +10 /W: +10 | CMB +2 | CMD +19 | Speed 40(50) | Init. +4

Skill check heal on the dwarves 1d20 + 7 ⇒ (16) + 7 = 23
Perhaps make them empty their guts, force feed breakfast followed by a channel energy ;P

Grand Lodge

Smulwarts seems really sorry "We have let you down. We have been so happy to e on the sea again - we are really sorry."

But it seems all this isn't helping. The few hours delay that it takes to get everyone ready and on the way seem that you have missed the rendezvous.

All that is left is to try the secret island on the map and hope not all s lost.

Grand Lodge

Male Definitely-Not-A-Sczarni-Hitman 8 Human [Varisian] [ HP 68/68 (0 NL) | AC 21 Tch 14 FF 18 | Fort +9 Ref +6 Will +7* | CMD 27* | Init +3 | Perc +7 | Effects: none ]

"Get us there, quickly", Markus growls, clearly frustrated at having missed the chance for an easy capture.

Grand Lodge

It takes several more hours to arrive at the island -marked on the map as Vipers Cove.

The only landing point on the rocky islet called Viper Cove seems to be through a cavern entrance that leads to a shallow cove concealed within the island itself. The walls of the cavern are lined intermittently with torch-adorned sconces, and another ship is already moored on the northeastern side of the embankment—Topaz Titan is emblazoned across its hull in orange letters that shine brilliantly even in the limited light. On the eastern side of the large cavern, two exits lead further into the cave complex.

A map will follow tomorrow.

Sovereign Court

Male Human Bard 3 HP(24/24) | F +2 R +6 W+3 | AC17 CMD 16

"Well this looks cozy, who wants to go first?"

Grand Lodge

Male Definitely-Not-A-Sczarni-Hitman 8 Human [Varisian] [ HP 68/68 (0 NL) | AC 21 Tch 14 FF 18 | Fort +9 Ref +6 Will +7* | CMD 27* | Init +3 | Perc +7 | Effects: none ]

"Toren, Tessa, and I will lead the way. Keep an eye out. This place will be trapped", Markus says as he exits the Lionfish.

The Exchange

HP 4/22 Init +2 Melee +4 AC: 20 Touch: 12 FF: 18 Fort: +6 Ref: +2 Will: +1 CMB +4 CMD +16 CMD(Trip) +23 CMD(Bullrush) +22 CMD(Overrun) +17 Dwarf Fighter Phalanx Soldier Archetype / 2

"Aye I'll go in the lead with me Tessa here, thanks Markus. I'll do the best I can to spot anything unusual."

Perception check notice unusual stone 1d20 + 3 ⇒ (16) + 3 = 19

Grand Lodge

Male Definitely-Not-A-Sczarni-Hitman 8 Human [Varisian] [ HP 68/68 (0 NL) | AC 21 Tch 14 FF 18 | Fort +9 Ref +6 Will +7* | CMD 27* | Init +3 | Perc +7 | Effects: none ]

"Chanix, keep an eye out too, but this time try not to get yourself gutted", Markus warns.

Shadow Lodge

Char Sheet Elf Rogue (Scout) - HP: 17/17, - AC: 17/T: 14/FF: 13 - Perception: +8 (Trapspotter/Low light) - F:+1 / R: +7/ W: +1 - CMB: +2 - CMD: 16, Speed: 30

"It's not so easy to gut me when I'm not alone."

Stealthing ahead of the group to the exits
1d20 + 8 ⇒ (12) + 8 = 20

Perception for traps on both exits that lead further into the caves 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23

Grand Lodge

Female Halfling Cleric 4/Rogue 1/Evangelist 2 HP 38/38 | AC: 27 /T: 18 /FF: 20 | Perc. +14 | F: +7 / R: +10 /W: +10 | CMB +2 | CMD +19 | Speed 40(50) | Init. +4

Remembering how things went down last time. Priscilla follows after Chanix.
Stealth 1d20 + 7 ⇒ (13) + 7 = 20
Keeping an eye and ear out 1d20 + 5 ⇒ (2) + 5 = 7

Sovereign Court

Male Human Bard 3 HP(24/24) | F +2 R +6 W+3 | AC17 CMD 16

Artemis brings up the back of the line, watching Chanix slip through the darkness.

Grand Lodge

Talhaearn follows...still a little groggy from the mead but keeping an eye out just the same.

Stealth 1d20 + 8 ⇒ (16) + 8 = 24
Perception 1d20 + 11 ⇒ (17) + 11 = 28

Grand Lodge

The entrance to the north has some rough stoner stairs leading up some 10 feet above the waterline. Toren regards them as very crude work -barely functional. Nature was given a hand here to turn some natural stones into stairs. But a dwarf could have done this much better.
The tunnel to the west also shows some minor work. It is a natural cave - but someone without the right skills has removed stones where they would have been in the way. But this was neither done to blend in nor to get it smooth.
Functional, minimal, human.

No artifical lights are seen into either direction.

The Topaz Titan seems deserted. All the goods are stacked on the west wall of the cove.

Grand Lodge

Male Definitely-Not-A-Sczarni-Hitman 8 Human [Varisian] [ HP 68/68 (0 NL) | AC 21 Tch 14 FF 18 | Fort +9 Ref +6 Will +7* | CMD 27* | Init +3 | Perc +7 | Effects: none ]

Markus leans over, touches Toren's polearm, and mutters a lyrical word in his native Varisian.

Casting light on it.

Spell Failure - 1d100 ⇒ 36

"Let's move closer."

Grand Lodge

Priscilla:

You have enjoyed the Archerfeast - you made many new friends. You therefore regard the dream this night as more disturbing as normal.
You are out - it's dark - you can't see the night sky - so you are not sure where you are. You are meeting a beautiful woman. She looks at you and smiles - but the smile is marred by her tongue that rather looks like a vipers tongue.
The woman takes out a dagger - cuts herself in the arm. Blood drops to the floor where it hisses like acid. She then takes her dagger and smears the blood on it.
You seem just to be watching - as she approaches you - and rams the dagger into you. It burns where you are hit.
You fall down on your back - dying.

Suddenly you spot the stars where they haven't been before. They sparkle. And you realize - Desna I sending you a message and warning.

Grand Lodge

Perception:
There seem to be many tracks back and force from th ship - and they are recent. The ship just got unloaded.
There seems foodstuff and other items stacked outside that are all of lower value.

There seem to be no traps guarding he entrance. Likely the main safety for this cove is it's remote position. Without the map you would have sailed past ten times and still not spotted the entrance.

Grand Lodge

Male Definitely-Not-A-Sczarni-Hitman 8 Human [Varisian] [ HP 68/68 (0 NL) | AC 21 Tch 14 FF 18 | Fort +9 Ref +6 Will +7* | CMD 27* | Init +3 | Perc +7 | Effects: none ]

Markus draws the carved stick again and activates its magic.

Shield

After stowing it, he brings the party aboard the Titan.

The Exchange

HP 4/22 Init +2 Melee +4 AC: 20 Touch: 12 FF: 18 Fort: +6 Ref: +2 Will: +1 CMB +4 CMD +16 CMD(Trip) +23 CMD(Bullrush) +22 CMD(Overrun) +17 Dwarf Fighter Phalanx Soldier Archetype / 2

Toren looks at his weapon and then at Markus giving a sharp nod. He sets his shield in front of him again, leading his steps with it.

Grand Lodge

The Titan is deserted.

Some fresh blood still mars the planks - but no bodies or living people around.

Grand Lodge

Female Halfling Cleric 4/Rogue 1/Evangelist 2 HP 38/38 | AC: 27 /T: 18 /FF: 20 | Perc. +14 | F: +7 / R: +10 /W: +10 | CMB +2 | CMD +19 | Speed 40(50) | Init. +4

Nice write up!

The darkness eerily reminds Priscilla of the previous nights dream, she shivers at the thought.
What were you trying to tell me Desna, the pirate girl uses poison?

As a result of her dream and in preparation for the day Priscilla asks for the ability to detect poison instead of the ability to mend. Replace orison “Mending” with Detect Poison

Grand Lodge

Male Definitely-Not-A-Sczarni-Hitman 8 Human [Varisian] [ HP 68/68 (0 NL) | AC 21 Tch 14 FF 18 | Fort +9 Ref +6 Will +7* | CMD 27* | Init +3 | Perc +7 | Effects: none ]

Where are the tracks going to and from the ship going?

Shadow Lodge

Char Sheet Elf Rogue (Scout) - HP: 17/17, - AC: 17/T: 14/FF: 13 - Perception: +8 (Trapspotter/Low light) - F:+1 / R: +7/ W: +1 - CMB: +2 - CMD: 16, Speed: 30

Chanix sifts through some of the boxes to see what kind of goods they've been keeping here.
Stealth in opening some boxes quietly 1d20 + 8 ⇒ (20) + 8 = 28

He then checks the paths one more time to determine how much traffic went each way.
Perception for hearing noise or seeing lots or few footprints 1d20 + 7 ⇒ (11) + 7 = 18

Sovereign Court

Male Human Bard 3 HP(24/24) | F +2 R +6 W+3 | AC17 CMD 16

Artemis follows behind the group and states quietly.
"Well, I suppose the only question now is how far into the caves the ambush lies."

Grand Lodge

While Chanix sifts through the boxes Tal takes a closer look at the cave; looking more closely for traps; signs of traffic entering, etc.

Stealth 1d20 + 8 ⇒ (6) + 8 = 14
Perception 1d20 + 11 ⇒ (8) + 11 = 19 +1 for Trapfinding

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