consortium compact (Inactive)

Game Master DoubleGold


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DungeonMaster

Read or skim if you like, I copied and pasted the stuff you are suppose to receive, so it may be kind of messy cause of the format

Water laps steadily at the pier as sailors, laborers, and
merchants rush busily around Absalom’s port. The
venture-captain’s summons called for a meeting
aboard the Sixwing Drake, a sleek sailing ship.
The Drake’s captain, a Varisian woman and fellow
Pathfinder named Zarah Zendrani, stands at the
helm of her vessel. “It’s not like Valsin to be
late,” she mutters, furrowing her brow.
As if on cue, a tall and meticulously
groomed man pushes his
way through the crowd
and up the gangplank,
cursing audibly. “Whoever
supervises this mess of a
port needs to be dumped in
the sea!” he grumbles.
The tall man looks around at
those gathered before him. “Just the
group I requested. Perfect. I’m Venture-
Captain Ambrus Valsin, and I took great
care in selecting just the right Pathfinders for this assignment.”
Valsin reaches into his belt pouch and withdraws a small, folded
paper before continuing. “A few days ago, I received a curious
note from a rather unexpected source. It’s not every day that I
get a request from an agent of the Aspis Consortium.” Captain
Zendrani’s eyes widen, and Valsin smiles knowingly. “But Magali
Delroya does not appear to be your typical Aspis agent. As you
surely know, the Aspis Consortium pursues a variety of activities
across the Inner Sea that the Pathfinder Society finds abhorrent.
It seems that Delroya has been working with them for some
time, but can no longer stomach the snakes herself. She wants
to stop a shipment of an experimental drug from leaving Diobel
later this week. It’s bound for a number of locations across the
Inner Sea region. According to Delroya, she can’t ask the local
authorities for help, because the Aspis Consortium has already
struck a deal with a faction of the Kortos Consortium, a powerful
merchant collective. Her hands are tied, so she’s come to us
for help. In this note, she outlines three different tasks that
would help to disrupt the Aspis long enough for her to move
the shipment to a secure location, out of the clutches of the
consortium. Once you accomplish two of these tasks, she’s
willing to meet with you, but not before.
“Normally, I wouldn’t trust an Aspis agent at any hour of
the day. But our sources in Diobel have confirmed the Aspis
and Kortos consortia’s activities. Everything checks out, so we
are presented with a unique opportunity. If we help Delroya,
we might not only strike a financial blow against the Aspis
Consortium, but we could also reveal their dealings with the
Kortos Consortium—and possibly prevent their arrangement
from turning into a more formal alliance. Furthermore, we hope
to stop this drug from spreading across the Inner Sea region,
and if we—if all of you—do a good enough job, we might even
convince Delroya to join the Society. A turncoat agent would be a
valuable asset in our ongoing run-ins with the Aspis Consortium.
“Take some time to look over Delroya’s note and the tasks she
has set for you. If you have any questions, now is the time to ask.
Remember, the Aspis Consortium is a long-time enemy of the
society, but the Kortos Consortium, while certainly suspicious, is
not our enemy. It is a complex organization with many factions,
and we should avoid antagonizing any of them, except when
necessary to oppose the Aspis Consortium.”

Player handout 1 Delroya's note.

Venture-Captain Ambrus Valsin,
I write to you out of desperation, and I can only hope that you hear me out, though
you may consider me an enemy. Our paths crossed years ago, and though we did not
see eye to eye, I trust that you will do what is necessary—what is right—regarding my
request to you today.
I am an agent of the Aspis Consortium operating out of your neighbor city, Diobel.
The Aspis Consortium has long been active in Diobel, but now its foothold is stronger
than ever: House Locosta of the Kortos Consortium lends aid to the Aspis’s smuggling
operations in exchange for valuable alchemical ointments from across the Inner Sea
region.
For years I have worked as a broker and go-between for the Aspis Consortium, but my
employment with them will soon come to an end. I recently discovered that the consortium
is experimenting on the poor and destitute of Diobel with a vicious and unpredictable
drug called whip. Next Fireday, Aspis agents will send a large shipment of this drug to
many cities across the Inner Sea region, with the intention of expanding whip experiments
and perfecting the drug. I intend to stop them, but I need your help. I cannot go to the
authorities—the Aspis’s arrangement with the Kortos Consortium offers it too much
protection.
I have made arrangements to move the shipment to a more secure location, where it
can be disposed of properly. You will forgive me for not trusting you with the location
immediately—first, I need proof of your Pathfinders’ skills and their willingness to help
me. The three tasks I describe on the attached note will each thwart the Aspis agenda.
Perform any two of these tasks and the consortium should be sufficiently delayed as to
allow me to enact my plans—and I will know that you are serious about offering aid.
When I joined the consortium, I did not know the extent of its evil—their members’
willingness to do anything for gold, no matter the harm caused. I cannot stop the group,
but I can be a thorn in its side. Lend me aid, Valsin. Send me your Pathfinders. Prove that
you are better than the Aspis Consortium.
Magali Delroya

Grand Lodge

male human swashbuckler(rondelero)3, HP 28/28 AC 20, T 15, FF 16, F +2, R +7; W +3, Init. +6(+8 w/panache); Perception +7

Glad to be of service, sir and ma'am. I'm just glad I managed to get here on time...that storm almost cost me a day of travel. Miklos says as he peruses the note. Well, if you think she's trustworthy, that's good enough for me. I am more than willing to undertake this mission.

Grand Lodge

M Human Warpriest 1
Profile:
[Init 3, HP 8/11, F4 R3 W5, AC18 FF 15 T13, CMB 2 CMD 15.
Loot sheet

"Hmm. We should act to shield the poor from the ravages of this drug - Pharasma knows the merchants of this evil deserve divine retribution. I remain concerned though of the motives of this agent, Delroya. She says she wants to destroy the shipment but that may not be the truth. We should be watchful for risk of betrayal." He leans back on the ships rails, Count me in. Miklos, will you join me in prayer to the Grey Lady, for our success in this mission?"

Grand Lodge

male human swashbuckler(rondelero)3, HP 28/28 AC 20, T 15, FF 16, F +2, R +7; W +3, Init. +6(+8 w/panache); Perception +7

Sure...but if I get laid low by a pillar of flame, it's not your fault. It would likely be due to something I did in my youth... Miklos jests.

Grand Lodge

M Human Warpriest 1
Profile:
[Init 3, HP 8/11, F4 R3 W5, AC18 FF 15 T13, CMB 2 CMD 15.
Loot sheet

"Miklos, the Grey Lady would not bring you to her with a pillar of flame," Kyrus said, in a reassuring voice. Turning to look out to sea, he adds softly to himself, "It would be I who would be her chosen instrument of retribution..."

-Posted with Wayfinder

Liberty's Edge

Male Halfling Sorcerer (Starsoul) 2 - HP 14/14, AC 13, T 13, FF 11, F +3, R +4, W +5, Initiative +2, Perception +2, Concentration +5

Muroi listens to Miklos and Kyrus, he keeps his distance, for now, trying to avoid the prayings.

Talking to Venture-Captain Ambrus Valsin with a smile on his face, "It is good to see you again, sir. I am here to do my best and help my fellows. What are those three tasks?"

Turning to Kyrus and Miklos "Hello, my name is Muroi. I am here to help you in this mission."

Dark Archive

HP:13 || AC:14 T:13 FF:10(+3Dex) CMD:13 || Fort:1 Refl:1 Will:2 || Init:5 Perception:6 ||CN Male elf sorcerer (crossblooded) 1 / fire 1 || Daily spells S:1/1 Wiz:1/1

Flipping through the spell book in his hand, Glexit listens to the other society members. " I am Glexit Nenroy. I am also at your service. It seems that there is quite the adventure ahead of us. Regardless, the tasks at hand will be completed.". Even as he speaks, Glexit never takes his eyes off his spell book.

Grand Lodge

M Human Warpriest 1
Profile:
[Init 3, HP 8/11, F4 R3 W5, AC18 FF 15 T13, CMB 2 CMD 15.
Loot sheet

"The Lady's greetings to you, Glexit and Muroi. A brace of arcane casters. Indeed we are blessed." Kyrus scratches his chin, thoughtfully."Forgive me Muroi, for I have never worked alongside one of the smallfolk before, but you have a more square jaw and serious demeanour than I would have expected."

-Posted with Wayfinder


DungeonMaster

The man looks at you going from nervous to confident. I'm glad you are all eager to join, I hope you pathfinders are ready. The three tasks are stop the drug experiment testing, move the shipment to a more secure location and deal with those behind the operation. I'm counting on you all to be trustworthy and useful pathfinders.

Grand Lodge

M Human Warpriest 1
Profile:
[Init 3, HP 8/11, F4 R3 W5, AC18 FF 15 T13, CMB 2 CMD 15.
Loot sheet

"Venture-Captain, you can have faith I will see the job done if Pharasma wills it. Do you have any more information, or know of contacts who do, to aid us in our task?"

-Posted with Wayfinder

Liberty's Edge

Male Halfling Sorcerer (Starsoul) 2 - HP 14/14, AC 13, T 13, FF 11, F +3, R +4, W +5, Initiative +2, Perception +2, Concentration +5

Muroi smiles nervously at Kyrus, Am I not a common smallfolk? what does it mean? Well, I assume not every person is equal. I guess that is the most fantastic fact on this world. Can you imagine that every people act the same way?

Grand Lodge

M Human Warpriest 1
Profile:
[Init 3, HP 8/11, F4 R3 W5, AC18 FF 15 T13, CMB 2 CMD 15.
Loot sheet

"Hmm." Kyrus observes the halfling mage. "Your words hold wisdom."

Turning to the Venture-Captain, "Are we complete? I had heard we were to be joined by others - a holy warrior-archer maybe, and an alchemist perhaps? Or are we four sufficient for your purpose today?"

-Posted with Wayfinder

Dark Archive

HP:13 || AC:14 T:13 FF:10(+3Dex) CMD:13 || Fort:1 Refl:1 Will:2 || Init:5 Perception:6 ||CN Male elf sorcerer (crossblooded) 1 / fire 1 || Daily spells S:1/1 Wiz:1/1

Smirking at the thought, " Our party does seem a bit small. Maybe more of a challenge for us?". Glexit turns towards the Venture Captain as if expecting an answer. . " The tasks will still need completed, yes?"


DungeonMaster

I also need knowledge local check

A. MEETING AT THE OYSTER
The first of three possible tasks in Diobel’s Bristles
District involves disrupting a meeting between agents of
the Aspis and Kortos consortia at the Overflowing Oyster,
a seedy tavern. Read or paraphrase the following as the
PCs approach the Overflowing Oyster.

The Overflowing Oyster is a dirty, broken-looking building that
barely fits between the fishing tackle shop to its north and the
junk shop to its south. Hanging over the door is a creaky sign that
shows a painted oyster with pearls spilling from its gaping shell.
The interior of the Overflowing Oyster displays a mix of rickety
furniture and gaudy decorations, from strands of obviously fake
pearls hanging over the kitchen’s entrance to wooden carvings
of sultry mermaids and cheap paintings of ships at sea.

You can disrupt the meeting by breaking out combat with people there, but don't kill anyone or by making skill checks. It does not say what kind of skill checks you need to make, only the DC, I'll accept any Cha based skills, and any other skills as long as you give me a reason that would work. I don't want to see just a Nature skill or a stealth skill rolled, I want you to give me a reason why that helped disrupt the meeting. You can just roll bluff and cha skills without reason, but I'd prefer you'd roleplay it, like "hey we changed the meeting location or how about a 5,000 gold offer" while you lead them out to nowhere.

Dark Archive

HP:13 || AC:14 T:13 FF:10(+3Dex) CMD:13 || Fort:1 Refl:1 Will:2 || Init:5 Perception:6 ||CN Male elf sorcerer (crossblooded) 1 / fire 1 || Daily spells S:1/1 Wiz:1/1

Glexit looks at the other Pathfinders with glaring eyes and also cautious of others that may be listening."Anyone have an idea of how to disrupt this so called meeting? I don't know if taking them all into combat is the wisest decision. Considering where we are. Any bright ideas? He states once again as if perplexed at what is going on.

Grand Lodge

male human swashbuckler(rondelero)3, HP 28/28 AC 20, T 15, FF 16, F +2, R +7; W +3, Init. +6(+8 w/panache); Perception +7

I have an idea...might not be the best, but we can find out. I think if I go to one of the agents and try to strongarm him. We can convince him to not show up for the meeting and therefore it fails. Thoughts?

thinking using know. local to get info on ahents and intimidate to get them to bow out...possible?

Liberty's Edge

Male Halfling Sorcerer (Starsoul) 2 - HP 14/14, AC 13, T 13, FF 11, F +3, R +4, W +5, Initiative +2, Perception +2, Concentration +5

"Well, let's give your idea a try, Miklos. If this doesn't work, we can create a fire on the meeting place. Or we can let them think there is a fire."


DungeonMaster

At Miklos, if you have knowledge local, you roll it anyway, as the knowledge local check comes before this part and will help you along the way, you will still get to do another check. For those of you have not rolled skill check on paizo it is ]dice=local]2+1d20[/dice] on with the brackets facing the right way. Still waiting for the newbie to post, but you all can continue with your actions anyway.

Grand Lodge

male human swashbuckler(rondelero)3, HP 28/28 AC 20, T 15, FF 16, F +2, R +7; W +3, Init. +6(+8 w/panache); Perception +7

know local: 1d20 + 4 ⇒ (1) + 4 = 5


DungeonMaster

Unfortunately Miklos knows nothing useful. Okay, so what is the plan?


DungeonMaster

Okay, I'm going to force this along, picking a solution for you. Hey, you looking at me funny?!
As a commoner throws an unarmed punch at Miklos hit: 0 + 1d20 ⇒ 0 + (11) = 11

Five unarmed commoners are fighting the heroes and the heroes are up before the rest of the commoners, you can use weapons or not, but they are unarmed and at least one each is within 15ft of a hero.
Combat begin

Grand Lodge

male human swashbuckler(rondelero)3, HP 28/28 AC 20, T 15, FF 16, F +2, R +7; W +3, Init. +6(+8 w/panache); Perception +7

Gah...notifications was off again...didnt know there was a new post...

Miklos looks at the commoner and throws a jab at him.

attack: 1d20 + 1 ⇒ (9) + 1 = 101d4 ⇒ 3

Dark Archive

HP:13 || AC:14 T:13 FF:10(+3Dex) CMD:13 || Fort:1 Refl:1 Will:2 || Init:5 Perception:6 ||CN Male elf sorcerer (crossblooded) 1 / fire 1 || Daily spells S:1/1 Wiz:1/1

"I will see if I can slow him down"smiling if amused at the thought.
As Glexit smiles he raises his hands in front of him. As he does his eyes glow red as if fire was lit behind them. As his hand raise a ray of bitter cold air leaves his fingertips.

Ray of frost: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d3 ⇒ 1


DungeonMaster

As a ray of frost in shot out, everyone panics as magic is used. That guy could kill us all. You broke up the meeting.

Feel free to roleplay for a day, then I move on with the next task.

Liberty's Edge

Male Halfling Sorcerer (Starsoul) 2 - HP 14/14, AC 13, T 13, FF 11, F +3, R +4, W +5, Initiative +2, Perception +2, Concentration +5

"WOW! So they are afraid of magic. I could create flare to scare them. Well, this first job is done."

Grand Lodge

male human swashbuckler(rondelero)3, HP 28/28 AC 20, T 15, FF 16, F +2, R +7; W +3, Init. +6(+8 w/panache); Perception +7

They were likely scared of my martial prowess....or maybe not... Miklos jests. We should think hard about our next move...


DungeonMaster

soon after the meeting is broke up, one minute later, an evil thugs and and evil storyteller show up I was hoping that other person would post, but you will have to fight with just three of you This is outside the bar in an open space, they are 20 feet from you.

init: 2 + 1d20 ⇒ 2 + (2) = 4 Sareth Markell Thug
init: 2 + 1d20 ⇒ 2 + (10) = 12 Storyteller Rukaina Hasheen
init: 5 + 1d20 ⇒ 5 + (19) = 24 Miklos
init: 2 + 1d20 ⇒ 2 + (19) = 21 Muroi I
init: 5 + 1d20 ⇒ 5 + (13) = 18 Glexit

Heroes are up


DungeonMaster

Okay so what are the heroes doing, you are all before the enemies, if you want a map I can put one up, but I'm doing theater of the mind of this small combat. The thus and the storyteller are the bad guys.

Grand Lodge

male human swashbuckler(rondelero)3, HP 28/28 AC 20, T 15, FF 16, F +2, R +7; W +3, Init. +6(+8 w/panache); Perception +7

Miklos readies his blade and slices at the thug. I had hoped it wouldn't come to this...but you brought it on...

attack: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 4 ⇒ (6) + 4 = 10

Liberty's Edge

Male Halfling Sorcerer (Starsoul) 2 - HP 14/14, AC 13, T 13, FF 11, F +3, R +4, W +5, Initiative +2, Perception +2, Concentration +5

Muroi smiles and casts a cold ray that leaves from his right hand and goes to the other enemy, he will avoid to attack the same guy that Miklos is attacking.

Ray of Frost: Ranged touch attack: 1d20 + 4 ⇒ (19) + 4 = 23Damage: 1d3 ⇒ 1

Dark Archive

HP:13 || AC:14 T:13 FF:10(+3Dex) CMD:13 || Fort:1 Refl:1 Will:2 || Init:5 Perception:6 ||CN Male elf sorcerer (crossblooded) 1 / fire 1 || Daily spells S:1/1 Wiz:1/1

Glexit smiles. "Perhaps you should run in fear too.". Pointing at the nearest enemy.
As he does Glexit raises his hand and a cold blast of ice and wind leaves his fingertips.

Ray of Frost: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d3 ⇒ 1


DungeonMaster

The street thug takes a lot of damage as he is slashed and shot with rays twice but is still conscious. As the bartender does not like fighting too close to his store, so he pops out of the store really quick to finish off the thug then goes back inside to let you all deal with the storyteller. He doesn't want to get too close so he fire his mwk crossbow from a distance. firing into melee hit: 5 - 4 + 1d20 ⇒ 5 - 4 + (17) = 18 dmg: 1d10 ⇒ 3

The street thug is hit but survives it. 1 HP

The thug attacks Miklos with his dagger. hit: 4 + 1d20 ⇒ 4 + (8) = 12
then the storyteller tries to hit Miklos with his rappier hit: 1 + 1d20 ⇒ 1 + (4) = 5 they both miss
Heroes are up again


DungeonMaster

Heroes, earth to heroes, it is your turn. None of you took damage, only the enemies took damage. If you fire at an enemy that has been knocked out by someone else it will just go to the other enemy.

Grand Lodge

male human swashbuckler(rondelero)3, HP 28/28 AC 20, T 15, FF 16, F +2, R +7; W +3, Init. +6(+8 w/panache); Perception +7

Miklos lashes out with his blade at the thug again.

attack: 1d20 + 6 ⇒ (10) + 6 = 161d8 + 4 ⇒ (7) + 4 = 11

He then readies a defensive strike if the ither attacks him.

parry/riposte:
parry: 1d20 + 6 ⇒ (15) + 6 = 21ripostr: 1d20 + 6 ⇒ (13) + 6 = 191d8 + 4 ⇒ (8) + 4 = 12


DungeonMaster

Miklos slays the street thug.

Storyteller is left to fight. Muroi I and Glexit are up
This guy has a high AC including touch ac but low HP, I recommend using magic missile if you have it.


Sign up sheet:

Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

"You should of ran when you had a chance. My missiles do now miss." As Glexit raises his hand at the thug small missiles are seen leaving his fingertips.

These fools do not know what they are dealing with

Liberty's Edge

Male Halfling Sorcerer (Starsoul) 2 - HP 14/14, AC 13, T 13, FF 11, F +3, R +4, W +5, Initiative +2, Perception +2, Concentration +5

Muroi smiles ironically to the last one and casts a new cold ray.

Ray Of Frost = Ranged touch attack: 1d20 + 4 ⇒ (12) + 4 = 16

Damage: 1d3 ⇒ 3


DungeonMaster

As he gets hit...I thought you said your missiles do now miss, I was hoping you were right about that, that hurt. Then he feels a cold breeze at him. He tries to run away provoking from Miklos

opportunity attack from Miklos: 1d20 + 6 ⇒ (10) + 6 = 16
dmg: 1d8 + 4 ⇒ (5) + 4 = 9 and he dies.


DungeonMaster

The heroes arrive at the Blue Dragon bite, your task is to board the ship, but they won't let you on. You can convince them to let you on (diplomacy) or (bluff if you are lying about something like your mechanics to fix the ship or something), you can sneak on (stealth) or pretend to be one of them (disguise).

I also need a sense motive, or knowledge local or profession sailor check from everyone, just use your highest skill of the three. Then discuss who has what skills. It is easier for one person to roll a check preferably bluff or diplomacy and others aid. If stealth or disguise is used, each person would have to pass it, whereas only one has to pass bluff or diplomacy to get all three of you on board.


DungeonMaster

Come on, don't be shy, I realize none of you have diplomacy, but Muroi I has an 8 in bluff. If you fail in one way, you can still succeed in another. Others don't have ranks in bluff, so they just aid him by rolling 1d20+cha modifier. Muroi I has about a 70% of passing this including aids from others and the chance to pass the sense motive or knowledge local check to lower the DC

Muroi I, just come up with a good lie to be on board, mechanics, new to the crew, etc. You are nowhere near where you were from the last fight.


DungeonMaster

Come on, don't be shy, I realize none of you have diplomacy, but Muroi I has an 8 in bluff. If you fail in one way, you can still succeed in another. Others don't have ranks in bluff, so they just aid him by rolling 1d20+cha modifier. Muroi I has about a 70% of passing this including aids from others and the chance to pass the sense motive or knowledge local check to lower the DC

Muroi I, just come up with a good lie to be on board, mechanics, new to the crew, etc. You are nowhere near where you were from the last fight.

sense motive: 9 + 1d20 ⇒ 9 + (11) = 20 Muroi knows the best way to get on board is to talk to the inspector.

Liberty's Edge

Male Halfling Sorcerer (Starsoul) 2 - HP 14/14, AC 13, T 13, FF 11, F +3, R +4, W +5, Initiative +2, Perception +2, Concentration +5

Sorry, weekend with family.

Muroi stands in first line, looking for the inspector. Once he recognizes the inspector, comes closer to him and says "Hello, sir. We are the new crew you were waiting for. Sorry if we arrived late. Anyway, we are here to help. What do you need we do?"

Bluff: 1d20 + 8 ⇒ (6) + 8 = 14

Grand Lodge

male human swashbuckler(rondelero)3, HP 28/28 AC 20, T 15, FF 16, F +2, R +7; W +3, Init. +6(+8 w/panache); Perception +7

[b]Aye...got held up by a wicked storm a few days out...blew us off course
a ways.
bluff aid: 1d20 + 2 ⇒ (12) + 2 = 14


DungeonMaster

Congratulations you got yourselves on board.
Your next task is getting into the captains cabin. You can use bluff to make them believe you have good reason to be in there, or politely ask for the keys. The heroes now know that the ship is a smuggling ship, so they get +4 to diplomacy checks, however bluff is their stronger skill. If you fail the this bluff check, there are other ways, but try this first

Liberty's Edge

Male Halfling Sorcerer (Starsoul) 2 - HP 14/14, AC 13, T 13, FF 11, F +3, R +4, W +5, Initiative +2, Perception +2, Concentration +5

Is there a guard at the door of the captain's cabin? Where is the captain?


DungeonMaster

No guard but it is locked, I recommend trying bluff first as there is no penalty for failing, then pick the lock, as if you get in with a bluff check, guaranteed there will be no unnecessary combat, while with a disable device you could be in a very hard combat if you fail and don't get out of the way in time.

Liberty's Edge

Male Halfling Sorcerer (Starsoul) 2 - HP 14/14, AC 13, T 13, FF 11, F +3, R +4, W +5, Initiative +2, Perception +2, Concentration +5

I don't know who has the keys, nor I have a good reason to enter into the captain's cabin, so...

Muroi comes to talk to the inspector and says: Sir, how are you? Sorry for bother you, but I have a dream and hope you can help me. I know that in this moment the captain is not in his cabin, I was wondering if you can let me in. My dream is to know how is the cabin from inside. I promise to you that I won't touch anything. Just let me see how it is. Please.

Bluff: 1d20 + 8 ⇒ (4) + 8 = 12

Grand Lodge

male human swashbuckler(rondelero)3, HP 28/28 AC 20, T 15, FF 16, F +2, R +7; W +3, Init. +6(+8 w/panache); Perception +7

bluff aid: 1d20 + 2 ⇒ (20) + 2 = 22Aye...he hasn't shut up about it since last port. Please, man...I'll buy you a flagon of the good stuff later...what say yw?


DungeonMaster

You can't make the check even with all the aid.
Your dream sir is just a dream, I'm sorry, but that is top secret info and I don't know you well enough to trust you with it. Feel free to explore the rest of the ship and dream on.

You can now steal his keys by having one person talk to him, while another uses sleight of hand, or you can disable device the door. If you fail either check, there will be a fight if you fail your stealth check after you fail either check. So you would have to fail two checks in a row for a fight to happen. Alternatively you can skip this quest, but your gold total will be reduced.


DungeonMaster

You all seem to be stuck so I have a suggestion. The door is made of wood. Glexit could cast spark cantrip since the door is flammable and it will burn away before anyone gets there in time to put it out. He will then have to make a stealth check to hide or if he wants he can use the vanish spell he has for an instant success, the he has to move, he can just say I move away from the area, because staying there is guilty. He will only burn one level 1 spell slot. The door is burnt away, you will automatically and eventually have time to recover what you need without fail.

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