Written in Blood PFS#2-15 (Inactive)

Game Master lucklesshero

Written in Blood is a PFS game for tiers 1-5 set in the Lands of the Linnorm Kings


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The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

We leave. With all haste.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Craggark - GM said in this post: "Assuming you promised not to kill the decoy and hear his story any of you from the Linnorm Kingdoms(can make an untrained check) or anyone of you with a rank in knowledge local may make a DC:10 check to know the following flaw in the Decoy's story. (Spoiler omitted)" Seems like it would be worth knowing, since you already made the roll.

Jamir rolls his eyes at the approaching guards.

"You realize this is barely going to qualify as a chase, don't you? They're wearing even more heavy gear than the city guards back in Cassomir did..."

Jamir keeps talking as the group runs, hanging back with Torvald although he could easily keep pace with their longer-legged comrades. Along the way, he points out what he considers excellent hiding places, but which would be completely impractical for any of the other members of the group.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

Jawhar huffs and puffs trying to keep up with the others, through the encumbrance of his armor.

"Beware a trap when we get there.

This fool just happenned to overhear one of the thugs mention this plan?

I find that unlikely. What better way to put the blame on Pathfinders than to lure them to the armory and discover them in the act of raiding the armory?

We should pause before we are in sight of the armory and look around first."

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

"Yes, I was concerned that our chest might be in danger, speaking of traps. If this cum-stain, Hjort can hire 20+ people to fight his pathetic battle for him in a province that doesn't give a rat's ass about him, what does that say about his ability to hire a squad to raid our inn?"

The half-orc shrugs. "It's no matter; Abadar will secure our fortunes or not. I simply want my boot on this brigand's neck. Also, that sad-sack wretch of a decoy makes no sense, though I think he's telling us what he thinks is the truth. There's no way that Trollheim would have the power to influence the other provinces here in the Lands of the Linnorm Kings to purge Pathfinders. It doesn't work like that. The armoury is this way; let's proceed with cautious haste as Jawhar said."


male Snows of Summer

Your party heads straight south across the market to a blank, wooden structure straddling the line between the market and a secured residential district. All seems quiet, though a small group of guards are speaking to one another quietly out front in Skald. The guards haven't noticed you approach. One of them points toward the armory while they continue to talk.

Your party is about 80ft away from the guards. You just turned a corner and the armory is at the end of the street. There doesn't appear to be much cover between you and the guards (it being day time, snow on the ground, not too many people on the street). The guards don't seem to be paying attention to your end of the street at the moment. Instead it appears their attention is focused on the armory. Before proceeding make a knowledge local check Craggark at +2. You may also make perception checks.

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

Huffing as he tries to keep up, and absurdly grateful for Jamir's company even though he knows the halfling is faster than he, Torvald talks as he runs. "Is this Darkwine fellow seen as weak-kneed or something? Seems to me something as straightforward as a failed raid on an armory wouldn't be nearly enough to topple the warlord of a large city, but then again human political structures rarely make sense."

Perception: 1d20 + 4 ⇒ (13) + 4 = 17


male Snows of Summer

I can stop you at 80ft or you can move closer. There's a slightly edited map in the google drive folder entitled "city street" it shows PC's position relative to the guards right now. Assume the Armory is just behind them just off the map.Note you can begin this encounter anywhere between lines 20-22 and rows A-D just let Jamir know where you want your pawn placed once he readies the slide

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

Ready Action to drink my Shield elixer

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

Knowledge Local: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Perception: 1d20 + 3 ⇒ (18) + 3 = 21

Craggark understands Skald, and attempts to listen in from
80ft away.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Map is up. Adjust your position as you wish.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

I'll throw my Perception roll in, but defer to others on whether we want to be close or far away

Perception: 1d20 + 3 ⇒ (11) + 3 = 14

"Are those real guards? If they are, we should alert them to the danger.

If they are in disguise, perhaps we should still shout out. The last thing we want is to be seen ambushing alleged guardsmen in the street."

PvE wand is in hand.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

"That makes sense if they are who they appear to be, Jawhar. If they are Hjort's men, though, I worry that we will warn him as well."

Anything unusual about the guards' behavior?

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Grrrrr.


male Snows of Summer

Craggark overhears the following, should we go in now or wait for back up? straining to hear because it's difficult to tell which one is talking at this distance, he hears another reply not my call you're squad leader. one of the guards glances up, *whisper* there's a momentary pause and the guards turn toward your party, You people hey! what are you doing? Step forward and surrender your weapons, in the name of Castilian Darwine!All of them already had their axes in hand, now the turn toward the party their lead member motioning for you to drop your weapons.

As the guards turn, Craggark instantly recognizes their livery as that of the Castilian's personal guard. He also notices the front door of the armory is slightly open. All of you notice that none of the guards fits the description of Hjort or Runa (in fact there's no female guards).

You can all give me sense motive checks on these guards. No need for more perception checks there's nothing else to learn in this encounter

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

After Craggark relays the above information:

Sense Motive: 1d20 + 3 ⇒ (4) + 3 = 7
* Yep, still in character

Jawhar steps forward with his hands raised.

"Greetings, guardsmen.

We just came upon information that the Armory was about to come under attack by a Chelaxian agent named Runa White and an Ulfen collaborator named Hjort Fastaxe.

They plan to raid the armory and plant false evidence that will destabilize the rule of Castilian Darwine.

We are willing to aid you in thwarting this plot. Do you require backup?"

Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

"The woman is an Asmodean priest. She is, by definition, up to no good."

Diplomacy, aiding Jawhar: 1d20 + 3 ⇒ (20) + 3 = 23


male Snows of Summer

I said put down your weapons! the leader seems very angry and motions the rest of the guards to advance. unbuckle your weapon belts and let them drop to the ground! You tell them! he's pointing to Craggark and talking in Skald.

the guards advance 20ft towards the party. Still waiting on sense motive checks from Torvald, Jamir, and Craggark. They don't seem interested in parlaying in common. Instead pointing directly to the Frostkin 1/2 Orc assuming he speaks Skald.

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15

Given their experiences in Trollheim so far, Torvald wasn't in any mood to be trusting. "What's the play, gentlemen? Even if they're legitimate they aren't likely to tell strangers like us much," he whispers.

Louder he calls out. "We'll take ourselves elsewhere, sirs, but we've been attacked twice in the last two days, we're not about to disarm ourselves."

If they keep approaching all angry-like I'm going to go ahead and drink that potion

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Sense motive: 1d20 ⇒ 7

Sorry - jammed at work.


male Snows of Summer
Torvald Stonecask wrote:

[dice=Sense Motive]1d20+1

Given their experiences in Trollheim so far, Torvald wasn't in any mood to be trusting. "What's the play, gentlemen? Even if they're legitimate they aren't likely to tell strangers like us much," he whispers.

Louder he calls out. "We'll take ourselves elsewhere, sirs, but we've been attacked twice in the last two days, we're not about to disarm ourselves."

If they keep approaching all angry-like I'm going to go ahead and drink that potion

sense motive Torvald only:
You sense these guys are extremely angry about something and very suspicious of your party. They seem professional but, there's no doubt they're ready to fight. It seems highly unlikely you'll be able to parley with them unless you follow their instructions and give up your weapons. But, whether or not they are, who they say they are, you just can't tell.

male Snows of Summer
Jamir "Hamstring" Montajay wrote:

[dice=Sense motive]1d20

Sorry - jammed at work.

Jamir:
you just know these guys seem very angry about something. They're moving toward your group ordering your group to drop your weapons. You can't tell if they are who they say they are. Craggark may have indicated they are wearing the livery of the Castilian Darkwine, but then again the Decoy said that Hjort's crew would dress up as guards too..could your targets chose the livery of the Castilian's personal guard instead of the city guard? You just don't know. All you know is there's a group of heavily armed me dressed in guards uniforms approaching your group ordering you to drop all your weapons, with the implicit threat of violence if you don't comply.
The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

No weapons visible apart from a cestus on his forearm, if they consider that a weapon. His lone hand axe is strapped to his pack in the back. Brawler FTW.

Sense Motive: 1d20 - 1 ⇒ (20) - 1 = 19

in Skald:
"Gentlemen, I can see that you're from Freyr Darkwine's personal castellan guard, which makes me worried that the foul play has already happened. I also see that the door to the armoury is open, and that wouldn't occur without good reason."

He takes a deep breath and looks around at his colleagues, unfastening his cestus and dropping it.

in Skald:
"We have been attacked twice by Hjort Fastaxe and his goons in the past few days, and we've just learned that he's been planning an attack on the armoury. Hjort is claiming to be a survivor from the Blood Ram tribe from the far west, and if he's inside, we are fighting the same enemy."

Diplomacy AA: 1d20 + 7 ⇒ (9) + 7 = 16

I count a 22 Diplomacy check, with the +2 from me and from Jamir.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

Slowly unbuckle weapon belt and let it fall to the ground.

I will hold the PvE wand in my shield hand, letting the shield hang down with the other hand empty and held out.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Are they serious? Craggark and Jawhar had better be right about this!

"Are you two serious? You had better be right about this - there have been too many people trying to kill us since the moment we walked into this city! Usually it takes people a while to get to know me well enough to want to kill me!"

Jamir is obviously upset, but as he shouts at his friends, he unbuckles his sword belt and drops his rapier and dagger to the ground. Next, he unhooks his club from the loop hanging off his armor and tosses it on top of his rapier. He then unslings his halfling sling staff and adds it to the growing pile. Finally, he unhooks the pouch of sling bullets from under his cloak and unceremoniously drops it onto the rest, glaring at the guards as he does.

These uniform-wearing bureaucratic desk-riding tin soldiers had better give me a receipt!


male Snows of Summer

we need to wait and see if Torvald surrenders his potions/weapons


male Snows of Summer

Tell the Dwarf to put the potion on the ground and back away! he says in Skald as the move forward cautiously.

The guards move forward another 20ft. If Torvald doesn't speak Skald and Craggark doesn't translate, Torvald's readied actions to drink his shield elixir automatically goes off


male Snows of Summer
Craggark wrote:

No weapons visible apart from a cestus on his forearm, if they consider that a weapon. His lone hand axe is strapped to his pack in the back. Brawler FTW.

[dice=Sense Motive]

you can read Torvald's spoiler; you feel the same except; the uniforms look like the real deal so if these guys are imposters they must of stole the uniforms from the Castilian's castle; the most heavily guarded place in Trollhiem or found the person who makes those uniforms

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

"Torvald! Please put your potion down. These are friends, but they are stressed out and need us to show that we are not a threat."

Craggark paraphrases the guards' words into Taldane for all.

Craggark looks at the dwarf. "It's ok. Please put it on the ground. Please. Now."

Silver Crusade

1 person marked this as a favorite.
Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

"I'm a friend and I'm stressed out, but nobody's asking them to disarm..." Grumbling and convinced this isn't a great idea, the dwarf sets the potion carefully on the cobblestones. Then he unbuckles the spiked gauntlet and drops it as well.


male Snows of Summer

The leader guard looks at the others as Torvald let's his gauntlet fall. He nods at the other guards. They all trot forward and....

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6
lucklesshero wrote:
The leader guard looks at the others as Torvald let's his gauntlet fall. He nods at the other guards. They all trot forward and....

That's cruel to leave us hanging like that :D


male Snows of Summer

The guards stop short one in front of each of you. The leader comes up to Jawhar and speaks in common with a heavy accent, You , you're the leader? he waits for the answer.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

"As much as any of us is the leader. We are simply a group of friends who inadvertently tumbled into a plot against Castilian Darwine and would like to see that plot stopped.

The people plotting aginst Castilian Darwine have also tried to kill us on multiple occasions the past couple of days, so we would like to see them pay for this.

I am willing to speak for the team. However, if you prefer to speak with Craggark so that you can converse in your own tongue, he is equally able to speak for the team.

We would like to help you to deal with the threat against Castilian Darwine and protect the armory. Please, let us assist you."


male Snows of Summer

The leader studies Jawhar intently, Hmm, we were called here by some local citizens about a disturbance inside the armory. I don't believe your involved. He looks at your blood stained clothes and pieces of broken glass still stuck to some of your clothes. His nose wrinkles at the smell of stale beer from the puddle, Craggark was laying in at the Horned Helm.No...if you were involved you wouldn't have given up your weapons. Another of the guardsmen comes over and whispers in his ear.

DC:15 perception to hear the whisper

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

Perception: 1d20 + 3 ⇒ (17) + 3 = 20

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Not that Jamir would understand Skald, anyway...


male Snows of Summer

*whisper* corporal you know we've orders to wait till re-reinforcements arrive..umm..but, if these be allies?

The corporal taps his chin thoughtfully then he addresses Craggark and Jawahr, You! addressing Craggark. your a bastard 1/2 breed from the Stormspears right? Why do you want to help? You speak the language but, you're not from here. I don't doubt a few of the taverns in Trollhiem have asked you to leave....what stake you got in this? he pauses only a second before turning to Jawhar, And you...your not even from these lands! From the look of of you and your friends you've already been in a scrape today... speak for yourself..why do care if Castilian Darkwine's armory is in danger? Is this just a revenge thing?

The corporal motions his men to lower their weapons and waits for your responses.

even though he was addressing Craggark and Jawhar any of you can pipe in here.


male Snows of Summer
Jamir "Hamstring" Montajay wrote:

[dice=Perception]1d20 + 6

Not that Jamir would understand Skald, anyway...

whoops..forgot they'd only be speaking in Skald (to each other)..we'll just pretend Craggark hears the whisper..

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

Torvald barks out a laugh. "The word 'revenge' connotes a emotional motivation. I prefer to think of it as risk management--Hjort and Runa f+$*ed with us to get at the Pathfinders. If we f*!~ them right back, maybe people will leave us alone."

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Jamir attempts to aid whichever of Craggark or Jawhar takes lead.

"Why do we want to help? Sir, I mean no slur on your fair city, but the good folk of Trollheim are just a bit... suspicious of foreigners. And by foreigners I mean anyone from outside the city borders. You are correct that I have no personal interest in who rules Trollheim. But if a couple of foreigners with ill intent attempt to overthrow your Castillan, how much worse will that suspicion grow to be? No, if there are those who would sully the reputation of all visitors to Trollheim, then we are duty-bound to try to stop them, or my name is not Jamir Montajay, of the Cassomir Montajays!"

At the end of his speech, Jamir reaches reflexively to his waist, where his rapier should hang. Because his blade lies on the frozen ground with his other weapons, instead of drawing it with a flourish he just grasps at the air ineffectually.

Diplomacy AA: 1d20 + 3 ⇒ (9) + 3 = 12

Grand Lodge

1 person marked this as a favorite.
Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

"We came to Trollheim to confer with a respected scholar and friend of a man whom we all admire.

Upon arriving as the sage's home, we found it burned to the ground and no sign of the sage. As we held a solemn moment of prayer to plead for his safety, we were attacked by a group of thugs who turned out to be working for the agents we mentioned, Runa White and Hjort Fastaxe.

Worried for the safety of the sage, we went in search of these agents, tracking them down to a nasty hell called the Horned Helm where they had been meeting.

We entered and saw a man who we thought to be Hjort. As we began to question this man, we discovered that a trap had been laid. Runa and Hjort had hired a couple of thugs to incite the hell into a bar brawl.

After we settled the bar fight, we were able to question this man who looked like Hjort. He had overheard a plan to assault the armory and plant evidence that would implicate our sage and contacts he has in Kalsgard.

Trollheim is a fine city, but as you say, it is not our city. However, the agents who are organizing this plan have attacked us twice, abducted our friend, and have threatened to frame a man that we greatly respect.

We want to see Runa and Hjort taken down and brought to justice. Helping to save the city and your Castilian are secondary objectives that resonate with the sense of adventure and honor that breathes through each of us.

Rest assured, we are not here seeking glory. Let us help stop this plot. Once we have located our friend and have seen Hjort and Runa punished, we will be on our way. All glory for saving the city will rest squarely on your shoulders."

Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12

Can we assume that to be an AA of Craggark's attempt?


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male Snows of Summer

you guys already passed a very tough diplomacy check this is just roll play..don't sweat it

The Exchange

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Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

Perception: 1d20 + 3 ⇒ (14) + 3 = 17

Craggark puffs out his chest. He speaks in Taldane, and follows by interpreting each line in Skald.

"I am Craggark of the Miusunnit. My mother is Irikh Stonyfish, Speaker of our people. I may be half-breed, but the blood and the people of the Erutaki flow through me.

I am also a Pathfinder, and we have been sent, as my priest colleague has said, to find a sage in your city by the name of Skagni. We found his home burned to the ground and were ambushed by thugs with orders from a Hjort Fastaxe, reportedly of the Blood Ram tribe to the west. Our investigations have uncovered a plot of his to besmirch the honourable name of the Pathfinder Society by attacking the armoury and planting evidence of our organisation's involvement.

We only recently found out this hard-fought information after being ambushed again at The Horned Helm by Hjort's men. Additionally, there has been evidence of an Asmodean servant, Runa White, in league with this Hjort Fastaxe. We came here as soon as we could, but noting that Freyr Darkwine's personal guard was already here, we knew that we were too late to stop the beginning of the assault."

Here he smiles and cracks his neck.

"We are all too happy to help end the assault, however, by aiding the honourable castellan guard."

Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

I was being very careful not to mention the word "Pathfinder" in this city. Still, well done. Perhaps now is a good time to try to boost the fame of the Pathfinders.


male Snows of Summer

The corporal clears his throat, *ahem* Well met then Craggark of the Miusunnit, I am Corporal Ironbow Nilsson of Trollhiem and member of Castilian Darkwine's personal guard. Pointing to the other guardsmen, and these men are my squad. He looks back toward the armory.We were patrolling the neighborhood with our Sargent, when one of the locals informed us that, there was a disturbance at the armory. When we arrived, we found the door ajar and no one inside responded to our hails.This is how you see it now. Our Sargent set off to the castle to gather reinforcements. He left us orders to let no one leave until his return. The corporal spits on the dirty snow covered cobblestone. We wanted to go in and investigate but, our Sargent is an unforgiving task master. The corporal offers up empty palms as if, feigning helplessness.

The young corporal looks back to his comrades and two of them nod approvingly. His voice lowers and he motions the party closer, in order not to be overheard. Here's the crux of it, some of those men inside the armory are friends. If they're in trouble, we're honor bound to help them. Problem is; we took an oath to obey orders on to death, when we joined the Castilian's personal guard. Now it ain't no thing for a northerner to sacrifice his life for a friend He pauses to give Craggark a nod of respect. But, none of us want to face the gallows or the dungeons, if our comrades are just in there passed out drunk from a night of revelry....if..ya get my meaning?Now he looks at the whole party with pleading eyes.

Our orders are to make sure no one leaves the area. But, our Sargent didn't say nothin' about letting some people in. Now I'd normally not let any non-authorized personal enter the Armory...but, seeing how these be special circumstances...maybe my men and I could be interviewing the locals while you four slipped inside and find out what's happened to our comrades?. He looks around and says..There's a suspicious looking fellow there! pointing to a stray dog digging through a refuse heap. Let's go find out what he's about men!

The corporal motions for his men to follow. All four men move towards a nearby alley as the dog scampers away. They leave your equipment on the ground, where you left it.

The guards will stay within a couple dozen yards of the front of the armory off to the side. They occasionally glance over their shoulders to see if the Party moves inside the Armory. If the Party takes more than a minute, the corporal will loudly announce. This is a dead end lead. Let's get back and guard the entrance. if the party doesn't immediately move toward the entrance and into the armory, after the guard's forewarning; they are not permitted entrance in to the Armory, as the corporal has had second thoughts, and is afraid the Sargent will return any moment.

*Edit* assume it takes you 3 rounds to pick up/re-buckle your equipment and another 2 rounds to approach the front door. That leaves you 5-6 rounds of preparation before, you hear the corporal's declaration of return.

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

Craggark straps his cestus back on and looks at Jawhar.

"Time for that wand, I think, Holy Man. Jamir? Torvald? I don't know about you, but I'm carrying an alchemist's fire and using it at first sight. Let's prep ourselves PROPERLY, gentlemen."

Craggark takes time to pull out his lone flask of alchemist's fire. He makes sure his dan bong is easily drawn, and just prior to entering the armoury, he performs a curious kata manueover.

Ready alchemist's fire in primary hand. Shield in off-hand. Use martial flexibility immediately prior to entering to gain Dedicated Adversary (Human POS)

"Ready," he says as the guards 'question' the stray dog in the street.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Jamir rearms himself as quickly as he can, glaring at the others as they each finish retrieving their weapons far more quickly than he does.

“Either you fellows are shockingly dishonest or woefully lightly armed. I am not sure which idea disturbs me more.”

Immediately before entering the armory - as Jawhar is tapping them all with the wand of protection from evil - Jamir covers his rapier with his oil of magic weapon. Following Craggark’s example, as they walk into the armory, Jamir pulls out his remaining vial of acid.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

After Buckling:
Round 1: Cast Shield of Faith on Jawhar
Round 2: Zap Torvald with PvE
Round 3: Zap Jamir with PvE
Round 4: Zap Craggark with PvE, Store Wand
Round 5, we enter hoping buffs will last.

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

Torvald grins at Jamir, flipping open the flap on his breast pocket to reveal two acid flasks, then flipping open his waist pouch to reveal four more mixed flasks. "Shockingly dishonest it is then!" he chortles.

Upon entering the first room he holds an acid flask in his gauntleted right hand and the Shield potion in his left, ready to drink the latter at the first sign of trouble.


male Snows of Summer

the front door to the armory is made of a heavy, thick wood and is bound by iron. At several points across the door, visible cracks and splintered wood can be seen. The battered door stands slightly ajar, opening inward to darkness. You open the doors and peer in cautiously. some light floods in the first 5ft of the hallway, But, the gloomy sky of Trollhiem is shrouded in clouds, leaving only the immediate entry with light. The rest of the hall is either dimly lit or, cloaked in blackness.

the first 5ft of the hallway is normal light. the next 5ft is dim light and beyond that darkness. People with low light vision can see 10 normal and 20ft dimly . People with dark-vision, can see their normal range. As soon as you enter please all give me perception checks. Jamir should have a slide up by tomorrow.

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

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