[PFS] Signs in Senghor (Inactive)

Game Master Matthais777


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Plunder and Peril Ship 1 Plunder and Peril Ship 2

Sathos can tell... this is gonna take a few hours, just chipping away at stone with his weapon.

I ain't about to lie to ya

Gideon says wincing as Sathos chips at the stone.

Yer the only reason I'm getting out! But momma didn't raise a fool, no she didn't. I tell ya what I know now, ya got no reason to finish chipping me out of here and make sure I get home safe. I ain't about to betray you... after all, the snakes left me here to die, that will put a damper on one's loyalty, no matter the gold... but ya won't get a peep from me until I'm safe.

Grand Lodge

Female Lawful Neutral Gunslinger (Musket Master) 1/ Investigator (Empiricist) 5 | HP 41/41 | AC 18 T 13 FF 15 | CMB +5, CMD 18 | F: +5, R: +10*, W: +6* | Init: +5 | Perc: +12*, SM: +8 | Speed 30ft | Inspiration 5/5 | Grit 1/1 | Active conditions:

Hannah flushes a bit at the compliment, but it doesn't seem to throw her off a bit.

******************************************

Looking at the wand, Hannah gets a stroke of genius.

"Hey, if any you guys can activate that wand. We could summon one of the elemental thingies and they should be able to burrow him out right? I mean its worth a shot"

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

Brilliant Hannah, I was just contemplating the same thing. I can use it.

Can the Earth Elemental pull him out? If it will work I will use the wand to cast Summon Momster II for a small earth elemental.

knowledge(planes): 1d20 + 8 + 1d6 ⇒ (11) + 8 + (4) = 23 in case you want to know if I would know in character

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

That is a great idea!


Plunder and Peril Ship 1 Plunder and Peril Ship 2

I don't know if it technically works, but it's such a great idea I'll GM fiat it.

It takes a little bit of Pantomiming from Socraties, since he doesn't speak the language of earth, but he eventually gets the idea across, and the little earth elemental reaches down and slowly scoops the stone away from Gideon as if it where mud instead, slowly pulling him out. He gasps and collapses to the floor, coughing and taking deep breaths. You realize that his breathing must have been restricted by the stone, not enough to suffocate him but to make his time in there even worse. He coughs a few times more and slowly stands up, taking any aid if offered.

Thank you... thank you... now... Can we get out of here? Those froggy folk are nasty buggards.... where throwing leeches and snakes on me while i was trapped in there... they ran out just before you showed up... heard the fighting, but there is no telling if more heard it..

He starts to limp towards the door... it's clear that the damage he's suffered has not left him in good shape.

Grand Lodge

Female Lawful Neutral Gunslinger (Musket Master) 1/ Investigator (Empiricist) 5 | HP 41/41 | AC 18 T 13 FF 15 | CMB +5, CMD 18 | F: +5, R: +10*, W: +6* | Init: +5 | Perc: +12*, SM: +8 | Speed 30ft | Inspiration 5/5 | Grit 1/1 | Active conditions:

"Now that you are out of the rocky situation. What does the Aspis want in the ruins?"

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Steinfaust adds with a smile.
"Confessions good for soul!"


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Gideon tries to waggle his finger, but realizes his error quickly and instead groans as he tries to resist the urge to hold his mangled hands.

Home safe first, confession second loves. It may be good for the soul, but I'm interested in the body at the moment... and what's left of mine!

Sense Motive 10+:
He's dead set on getting out of here alive, and truly believes that telling you is gonna hamper his chances, if only by risking you leaving him once you have what you want. Your his best chance, and telling you only risks you leaving him here... nothing is going to convince him otherwise.

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

Sense Motive 1d20 + 7 ⇒ (4) + 7 = 11

Grand Lodge

Female Lawful Neutral Gunslinger (Musket Master) 1/ Investigator (Empiricist) 5 | HP 41/41 | AC 18 T 13 FF 15 | CMB +5, CMD 18 | F: +5, R: +10*, W: +6* | Init: +5 | Perc: +12*, SM: +8 | Speed 30ft | Inspiration 5/5 | Grit 1/1 | Active conditions:

sense motive: 1d20 ⇒ 15

fine then..sense this is like getting water from a stone. Let's get you back to main land.

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

The cleric begins to talk to the man again
We are all friends here. After all, saving other friends is what friends do. Don't you want to be our friend or at least my friend? he says as he casts Charm Person on the man
DC 14

For some reason my charming trait isnt being calculated by Herolab

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

I understand you trepidations to give us information, but if you can't prove to us you know what we need we can't leave. I don't expect you to give up everything, but give us something, you at least have your Aspis badge to prove who you are, yes? We are here to gather evidence of the Aspis defiling the city to bring back to Senghor. Right now I have no reason to believe you have that information and am inclined to say we need to venture further into Boali to find something to assure success in out mission, which means either you come with us or we leave you to fend for yourself.

As Socraties says all this he looks around to his companions to make sure they also understand his concerns about returning to the port under false pretenses.

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

I hope my spell will work :)


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Will: 1d20 + 2 ⇒ (6) + 2 = 8

Gideon twitches a few times as the magic takes hold of him, attempting to resist and failing. As Socrates questions him, he nods to him, a faint glazed look in his eyes.

Sure love, my badge is in my left breast pocket. I'd grab it, but... uh..

He motions to his mangled hands. It's easy enough to grab and show the shoddily made aspis bronze badge... the badge offered to their lowest agents.

The boss was sent in to Boali to collect some stone tablets with weird looking markings etched into them. I was in the process of procuring one earlier when I was so rudely interrupted by the floor swallowing me up. My ex-mates took it and ran for it, probably to take it back to the boss. If I recall correctly, that going to be the tenth one in Shinri’s set. Once, I overheard her calling them the Twelve Rites during her meditations. She’s begun talking to herself when she thinks no one is listening.

He shakes his head at his old boss.

She's gonna have the other stones we collected in possession I recon, if you want proof of her being up to something.

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

Thank you Sir Gideon. I say we get him to our boat, and head back in for theses stones.

Leaning away from Gideon to the others to whisper, though he can likely still hear, We can tie him up on the boat just to be safe, I am sure our navigator can get him a little food and drink while we at gone.

Turning back to Gideon he asks a barrage of questions as they begin to set forth. Unless anyone has reason to not head out yet.

Any chance you can tell us exactly where to find your former boss? Or her weeknesses, or of any traps or secret entrances/pathways to her camp, you know anything to give us a leg up on getting those Rites from her? By the way you don't also happen to know what these Twelves Rites do or are for do you, they sound very interesting and I don't believe I have heard of them before.

knowledge: 1d20 + 8 + 1d6 ⇒ (19) + 8 + (6) = 33 In case there is actually a chance I could knowledge something about them.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Gideon twitches once again as the magic convinces him to speak.

Shinri? Why would you want to go see her? She is the most terrifying person I’ve ever met. She stays at the base in Senghor, a place called Windrell Holdings near the pier. Her office is in the back, but she always has cronies on lookout, usually a pair outside her office and one watching the front desk keeping away the riffraff.”

He shakes his head.

Can't say she HAS any weaknesses. She earned her spot with the Consortium as a Bronze agent by coming up with good plans and cracking any skulls that popped up along the way. I’ve been a part of her crew in Bloodcove for two years, and let me tell you, it’s much better to be standing behind her than in her way. Shinri was born on the streets. She’s a natural fighter, tough as crocodile and furious as a hippo, but lately she’s been even more ‘Shinrey’ than normal. That’s a word we use when we’re safely out of earshot. Over the last few months, she has been meditating for four or five hours at a time, and she’s been using all kinds of strange fighting techniques she never used to, things you
don’t learn on the streets. This might sound strange, but I think she is actually talking to someone when she meditates. Someone, or maybe something?”

He shrugs.

As for the twelve rites, I’m not sure, but they definitely aren’t just some hunks of old stone. When I touched that one earlier, I could feel the magic inside of it— dark magic. It sent chills down my spine worse than when I saw the boss punch that guy in the head so hard, one eye popped clear out of his skull.

Socrates mentally confirms that whatever the twelve rites are, it's an obscure magic that he's not heard of before.

He looks about nervously.

Can we get out of here now? I got the willies...

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

See what happens when friends do nice things for friends? he says to the captured man. Do you think that there is anything else we should know, between friends and all?


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Gideon shakes his head.

Nah mate, nothing more that I can think of.

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

As a friend, I should tell YOU more about worship of the Savored Sting, she can help you in many ways he replies

The Exchange

Half-Orc 2

Sorry for delay guys - Labor Day events.

Ugly asks Gideon, "You said 'the tenth one in Shinri’s set'. How many is she looking for, and where is the dig site?"


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Gideon shakes his head.

Well... I mean, it's called the twelve rites, so twelve maybe? Got no clue, just a guess. As for the dig site, this whole city really. We've been hunting up pieces all over the place... we've been avoiding this section cause it's Boggard territory. We haven't met up with the rest of the crew in a few days though... maybe they found the other pieces already?

The Exchange

Half-Orc 2

Ugly says privately to the group,"I think we should not head back just yet and have a quick look in the city. If we can find the other two pieces first, it will truly spoil their plans to complete the set. Let's tie him up, and leave him with the boat."

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

He is my friend for a while the elf comments.

The Exchange

Half-Orc 2

Just a few hours right, Caelhal?

Grand Lodge

Nagaji Bloodrager/ 2 HP: 20/20 | AC 17 (11 FF/16 T) | F:+4/ R: +1/ W: -3 | Init: +6 | Perc: +5 | CMB: +6 | CMD: 17 |

"Let's get 'im to the boat 'n then keep searchin'. No need to drag 'im around the island. He's practically useless right now." He offers the barest of shrugs in Gideon's direction, "No offense."

Grand Lodge

Female Lawful Neutral Gunslinger (Musket Master) 1/ Investigator (Empiricist) 5 | HP 41/41 | AC 18 T 13 FF 15 | CMB +5, CMD 18 | F: +5, R: +10*, W: +6* | Init: +5 | Perc: +12*, SM: +8 | Speed 30ft | Inspiration 5/5 | Grit 1/1 | Active conditions:

"agreed lets take him to the boat and back to shore. We could use his testimony to help us get more favor with the city counsel and possibly remove any aspis influence." Hannah shakes her head at ugly. "I do not think tying him up is necessary. In his current state, I do not think he is capable of any real sabotage or subterfuge. I think the sailor can handle him if he gets squirrely."

Grand Lodge

Nagaji Bloodrager/ 2 HP: 20/20 | AC 17 (11 FF/16 T) | F:+4/ R: +1/ W: -3 | Init: +6 | Perc: +5 | CMB: +6 | CMD: 17 |

"Well, I just meant to the boat, then we finish lookin' about. Not leaving yet. Don't like the idea of this lady completing her set of evil rocks."


Plunder and Peril Ship 1 Plunder and Peril Ship 2

The team leaves the building, and as they discuss what to do with Gideon, they hear something. What starts as a distant murmur quickly turns into loud, reverent chanting. Two words repeat over and over, a noticeable excitement building with each syllable:

“Great Queen! Great Queen!” Suddenly, a thunderous crash shakes a nearby structure. As the building begins to crumble, a half dozen Aspis agents rush past the entryway. A roiling torrent of water follows on their heels.

Bursting forth with a spray of water is a massive winged frog like creatures, it's many eyes moving and tracking everyone, both the Aspis and pathfinders alike! It let's out a great croaking roar and waves it's froggy arm forward, and the waves rush forward like a great wall of water!

PATHFINDERS, RUN! THE BOLD MAY ACT!

This is a modified version of the chase rules. Instead of chasing someone, you are being chased! Each round, everyone can preform one action, be it a spell, a check, ect. Right now, a rushing wave of swamp water is rushing towards you! Give me either an Escape Artist, or a Swim check!

Grand Lodge

Female Lawful Neutral Gunslinger (Musket Master) 1/ Investigator (Empiricist) 5 | HP 41/41 | AC 18 T 13 FF 15 | CMB +5, CMD 18 | F: +5, R: +10*, W: +6* | Init: +5 | Perc: +12*, SM: +8 | Speed 30ft | Inspiration 5/5 | Grit 1/1 | Active conditions:

Hannah tries her best to avoid the crushing waves.

escape artist: 1d20 + 6 ⇒ (18) + 6 = 24

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

Socraties pulls and drinks his extract of Touch of the Sea.

The Exchange

Half-Orc 2

"Time to go!" Ugly is out the door and runnning side by side the Aspis. He grabs a wooden board from the debris, letting the water propel him forward. He nods at their frantic looks, "G'afternoon fellas."

Swim: 1d20 + 6 ⇒ (19) + 6 = 25

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Swim: 1d20 ⇒ 18

Grand Lodge

Nagaji Bloodrager/ 2 HP: 20/20 | AC 17 (11 FF/16 T) | F:+4/ R: +1/ W: -3 | Init: +6 | Perc: +5 | CMB: +6 | CMD: 17 |

Swim: 1d20 + 1 ⇒ (11) + 1 = 12

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

3 hours

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

Swim check 1d20 ⇒ 11


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Hannah and ugly work together with Sathos to keep the others above water, including poor Gideon, as the waves drown several Aspis agents. Socrates simply downs a potion and rides the waves out, letting the magic keep him safe.

Soon enough, the team is able to escape the rushing waves by climbing across one of the buildings. As everyone mounts the walls, the mighty Mobogo lets out a deafening croak that seems to rumble the very stone around you.

Reflex to cover your ears, will save to power through the terror.

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

reflex: 1d20 + 6 ⇒ (5) + 6 = 11

The Exchange

Half-Orc 2

REF: 1d20 + 9 ⇒ (16) + 9 = 25

Ugly is not so quick with his wits, thankfully his hands are much quicker. "What the hell is that thing?!"

Grand Lodge

Nagaji Bloodrager/ 2 HP: 20/20 | AC 17 (11 FF/16 T) | F:+4/ R: +1/ W: -3 | Init: +6 | Perc: +5 | CMB: +6 | CMD: 17 |

Reflex: 1d20 + 1 ⇒ (10) + 1 = 11

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Will: 1d20 + 4 ⇒ (19) + 4 = 23

Grand Lodge

Female Lawful Neutral Gunslinger (Musket Master) 1/ Investigator (Empiricist) 5 | HP 41/41 | AC 18 T 13 FF 15 | CMB +5, CMD 18 | F: +5, R: +10*, W: +6* | Init: +5 | Perc: +12*, SM: +8 | Speed 30ft | Inspiration 5/5 | Grit 1/1 | Active conditions:

Hannah attempts to cover her ears in time to shut out the croak...

reflex: 1d20 + 7 ⇒ (1) + 7 = 8

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

Ref 1d20 + 3 ⇒ (17) + 3 = 20
Will 1d20 + 5 ⇒ (1) + 5 = 6


Plunder and Peril Ship 1 Plunder and Peril Ship 2

The team is blasted with the croak of the great beast, forcing several of you to your knees. Poor gideon falls forward in shock, landing on his crushed hands and screaming in pain, fresh blood coming from his guantlets. Luckily, Ugly and Steinfaust grab people by the collars of their shirts and drag them forward back up onto their feet, and not much time is lost.

As the team leaps down from the rotting building, they find themselves in the middle of a Aspis encampment filled with Aspis agents! Luckily, they are far to busy to pay any attention to the pathfinders. Unluckily, the reason is the giant flying frog dragon that is coming this way!

The team has to make it out of this crowd, and fast!

An Intimidate check to get people out of your way, or a bluff to distract Aspis agents will work here!

The Exchange

Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

If allowed, I would like to try a perform check to distract the Aspis from everyone else. If not then I will try the bluff.

perform: 1d20 + 10 ⇒ (13) + 10 = 23

Bluff: 1d20 + 2 ⇒ (1) + 2 = 3

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

bluff 1d20 + 6 ⇒ (6) + 6 = 12 bluff

He finds an attractive Aspis cretin and says Hey cutie, why dont we beat this joint and have some real fun?

The Exchange

Half-Orc 2

Intimidating Prowess: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

”OUT OF THE F#@%ING WAY!”

Grand Lodge

Female Lawful Neutral Gunslinger (Musket Master) 1/ Investigator (Empiricist) 5 | HP 41/41 | AC 18 T 13 FF 15 | CMB +5, CMD 18 | F: +5, R: +10*, W: +6* | Init: +5 | Perc: +12*, SM: +8 | Speed 30ft | Inspiration 5/5 | Grit 1/1 | Active conditions:

Hannah quickly draw her fire arm points it the group, "Move or I'll blow your head off."

intimidate: 1d20 + 4 ⇒ (1) + 4 = 5

Dark Archive

Init +2; Senses low-light vision; Perception +5 AC 18, touch 12, flat-footed 16 (+3 armor, +2 shield +2 Dex) hp 18 (3d8) Fort +3 Ref +3, Will +5; +2 vs. enchantments Immune sleep

Hannah aint so scary :)

Grand Lodge

Nagaji Bloodrager/ 2 HP: 20/20 | AC 17 (11 FF/16 T) | F:+4/ R: +1/ W: -3 | Init: +6 | Perc: +5 | CMB: +6 | CMD: 17 |

Intimidate: 1d20 + 11 ⇒ (8) + 11 = 19

"MOVE!!" Then adding with an ominous grin, "or don't."

Scarab Sages

Male Oread Hunter 5
Spoiler:
27/27 // F5/R3/W4 // AC 16/T10/FF16 // Perc +8

Steinfaust and grumbler roar to aid Sathos with the intimidate.
Steinfaust
Intimidate: 1d20 - 1 ⇒ (12) - 1 = 11
Grumbler
Intimidate: 1d20 - 2 ⇒ (6) - 2 = 4

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