Tiger's Heart (Inactive)

Game Master Torvald Torvaldson

Our adventure begins in the small town of Belric, just on the western edge of the Arthfell Forest in Andoran.


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AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

if i recall correctly....the consortium agent told my party at the time that they were willing to pay each of us 100,000 gp for us to acquire the scepter...they were looking to aquire it...not sell it....so youre right Turran...they arent here to sell it...and its likely not on those ships....


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

if i recall correctly....the consortium agent told my party at the time that they were willing to pay each of us 100,000 gp for us to acquire the scepter...they were looking to aquire it...not sell it....so youre right Turran...they arent here to sell it...and its likely not on those ships....


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Ok, let’s try Turran’s plan.

Head to wealthy area, see if we can find where auction will be held and who might be selling and where they are located.

perception: 1d20 + 21 + 5 ⇒ (20) + 21 + 5 = 46


During a day of loitering and observation in the well to do area of Cassomir, Turran sees a large manor that has been well guarded with magic sigils and wards. He points this out to Irisse who sees multiple guards doing their best to remain discreet. As well, she observes a large number of servants going in and out of the building, moving furniture, bringing in food, and many other activities that clearly indicate they are setting up for some type of large event.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

I imagine one of the servants or someone delivering goods there could easily be motivated to talk if we lined their pockets with a shiny coin or two....


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

I'm guessing this is the auction's location. I suppose we could try to find out when the auction is from the servants. I wonder if they'd know about the scepter or what else is on the block.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed studies the comings and goings of individuals entering and exiting...is there are servant that looks to be in charge....
any others of interest

perception: 1d20 + 20 ⇒ (2) + 20 = 22


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Does Irisse believe casting locate object will trigger some sort of response from the wards?


Knowledge arcana or spellcraft check


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

know arc: 1d20 + 10 ⇒ (14) + 10 = 24


Irisse gently probes the perimeter of the building with -detect magic- and determines that there are significant spells in place to prevent scrying or other forms of divination from penetrating and seeing within. As well, enchantments have been put in place to prevent spells like teleport, dimension door, gate, and the like from working. Finally, she finds some type of spell that disables the ability to enter via the etherealness or the astral plane. Clearly something of significance is being planned here.


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Irisse will refrain from casting locate object.

How many entrances to the building?

Ideas anyone?


One main entrance on the street and at least 3 side entrances for servants and supplies (that you can see).


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

i think we should identify someone...perhaps staff at the site....or people making deliveries...and loosen their lips with coin.Perhaps its not magic thats called for at the moment...rather good ol physical investigation...we could disguise ourselves....and attempt to gain entry, either as servants, or staff...or we can gain a seat at the auction....a radical move would be to use the orb to summon a dragon..and steal the scepter....although we can wait till the consortium gains the scepter...if they do....or whomever does...and try to take it then


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

either way...we need more info....and unfortunately we arent gonna get that through spells....so lets follow and befriend...we can perhaps charm them once away from the manor


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

I have nothing better to offer than what Weed's been pitching. At least in terms of at least getting more information from the servants. Is there such thing as a smoke break in this city? Do we find any servants loitering in the alley?

Perception: 1d20 + 14 ⇒ (12) + 14 = 26

Dar is also open to trying to gain a seat at the auction, but we don't even know if it is in this house for sure.


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Not opposed to asking questions of servants, etc.

But don’t think we have enough money to buy the Scepter back, nothing close to 400,000 gold in any event.

Our most valuable item is probably the Orb and selling/trading it isn’t really an option as the Rakshasa can probably use either the Scepter or the Orb in their ascension ritual.

Does Irisse believe if the group reported the Scepter as stolen to local government or law enforcement that would have any effect?

What about the tunnels/dungeons under the city that were mentioned, Cassomir’s Locker? Have we heard anything about treasure down there to possibly gain some huge amount of gold for the auction? Are the tunnels underneath the whole city as to possibly allow another entrance to this building? Can Irisse study the building so that she could use locate object to pinpoint it from underground?


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Great thnkiing Irisse regarding Cassomirs locker...with all things considered thats the best option....it would be handy to be able to find a secret entrance to this manor....please study it and see what spells would help us....let us question a servant or delivery person about when this auction (if it is in fact such) is occuring...and any other details we can glean


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Yeah, I didn't think we'd be able to buy the scepter at auction, merely locate it and verify its presence.

Second Irissë's question about whether reporting the scepter as stolen to the authorities would have an effect.

And searching the Locker sounds fine with Dar. He offers that we might miss the auction so we need to figure that out first.


Does Irisse believe if the group reported the Scepter as stolen to local government or law enforcement that would have any effect?

She does not think it would have any positive impact. While the country of Taldor certainly believes in some level of law and order, they are no friends of Osirion and you would have some high burden of proof to demonstrate that any item was stolen.

What about the tunnels/dungeons under the city that were mentioned, Cassomir’s Locker? Have we heard anything about treasure down there to possibly gain some huge amount of gold for the auction.

You hear lots of valuable things that MAY be down there somewhere, but you will not have anywhere near enough time to figure out what and where (auction is in 2 days).

Are the tunnels underneath the whole city as to possibly allow another entrance to this building? Can Irisse study the building so that she could use locate object to pinpoint it from underground?

She thinks this may be possible. There are very likely tunnels underneath the building that may or may not grant entrance and she could certainly identify it from underground but would guess that any wards on the building would extend their protection underground.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed studies the comings and goings of the help and those directing them and tries to identify a likely target who can answer some questions....discreetly of course....and if possible follow them if they leave looking for opportunity....

perception: 1d20 + 20 ⇒ (15) + 20 = 35

stealth: 1d20 + 4 ⇒ (6) + 4 = 10


After a bit of hustling, Weed finds a likely candidate who is willing to talk with him because he thinks Weed is enlisting in the Taldorian marines (his freshly shaved pate).

Ask your questions Weed.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

1. he seems like an important person...what type of work does he do?
2. Im looking for a bit of work before i leave with the marines....is there a chance he can get some work there with him for the next couple days?
3. what is all the fuss about the manor?


The man explains that he works for one of the finer restaurants in the city and they have been hired to cater for a significant event at one of the more notable nobles homes. He would love to help a fellow marine out, but they are nearly complete with most of the work and are fully staffed. He says he will keep an ear out for any opportunities that come up and asks where he can find Weed if they do.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed answers...."alas my fine fellow....i will be shipping out....so if its not today or tommorow....its of no use...just looking to earn a bit of coin....whats a rich folks manor like anyway....whats the celebration all about for these fancy folk...wouldnt it be a sight to behold to see such a place..."


Indeed it would and under any other circumstance I'd invite you in for a tour, but whatever the upcoming event is demands the highest security and they aren't letting anyone in that isn't thoroughly vetted.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

"oh not just a gathering of fine folk eh? probably the latest tasting of some fops creation I imagine...nothing too important i gather...can i buy ya a drink?"


Tell me where you'd like to go with this Weed vs. trying to post back and forth.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

i would like to get him drunk and question him more as to secret entrances to the manor.....or an inkling of what the gathering concerns


Make a diplomacy roll.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

diplomacy: 1d20 ⇒ 17


The man has a few drinks with you but doesn't know anything about secret entrances. He is pretty sure that the event involves the sale of some significant antiquities and has heard that many rich buyers have come to the city as a result.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed thanks him and leaves to find his companions....


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

So what are our next steps? Should we head into the sewers? Does anyone have a better idea?


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Get inside and get the item back, not sure how we get inside with all the security. Maybe we can bluff our way in or go into the sewers and hope we can find a secret entrance of some kind.

Or try to get the item back after the auction from the purchaser.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

I think youre right Irisse....magic wont work for us here....why dont we check the sewers for secret entrances first....if not...try to bluff our way....last resort aquire it after


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

“Let’s go then.”

Enter Cassomir’s Locker.

perception: 1d20 + 21 + 5 ⇒ (14) + 21 + 5 = 40


After asking about for entrances to the Locker, you discover that most of the known entrances are guarded. You hear word of a few that may just be sealed (bricked up, etc.). In addition these ruins and catacombs largely lie under the dock areas of the city, not the city itself.

If you simply want to access the regular sewers beneath the streets, that is a much simpler task.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

i say sewers under the streets as close to the manor as possible


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Dardanius agrees with Weed. He helps look around close to the maner for a discreet ingress.

Perception: 1d20 + 14 ⇒ (10) + 14 = 24


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

perception: 1d20 + 20 ⇒ (2) + 20 = 22

knowledge dungeoneering: 1d20 + 1 ⇒ (13) + 1 = 14


The party finds a likely entrance point to the sewers not far from the heavily guarded and protected mansion. Taking their time they find the right opportunity to slip unnoticed into the dank stank of tunnels that draw away funk from the more civilized parts of the city.

You head in the direction that you think leads towards the auction building for about 100' before the tunnel branches either right or left. You don't think either direction leads you closer to the auction.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Look at both sides

perception: 1d20 + 30 ⇒ (3) + 30 = 33
dungeoneering: 1d20 + 18 ⇒ (15) + 18 = 33


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

check both sides for secret doors

perception: 1d20 + 20 ⇒ (11) + 20 = 31

dungeoneering: 1d20 + 4 ⇒ (2) + 4 = 6


Turran looks around and feels fairly positive that the way the effluent is flowing means the right passage should lead towards the auction building at some point.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Down the right passage:

Perception: 1d20 + 14 ⇒ (8) + 14 = 22


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

follow along......and looking for anomalies in the walls that might show secret doors....can anyone detect magic and what the direction is that might indicate where manor is....

perception: 1d20 + 20 ⇒ (2) + 20 = 22


I/T: 2d20 ⇒ (2, 20) = 22

The party follows the narrow elevated walkway that is on either side of the 5' wide channel of flowing filth looking for what they think might be the area of the auction house and an entrance to it. After 150' or so of slightly winding passage Turran spots a slightly off colored stone that he is certain is part of a secret door.


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Cast detect magic and study the door.

percpetion: 1d20 + 21 + 5 ⇒ (19) + 21 + 5 = 45

Do we want to cast invisibility sphere or any other spells before trying the door?


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

I'll cast Stoneskin on myself and Invisibility Sphere centered on Irisse

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