#0-13: The Prince of Augustana [Tier 1-2] by GM Rutseg (Inactive)

Game Master Balacertar

Augustana maps
Chronicles


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Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Appraise: 1d20 + 2 ⇒ (1) + 2 = 3

Liberty's Edge

Male Dwarf 1

Strom takes up the book in his hand, flipping through the pages swiftly.

Appraise check: 1d20 ⇒ 7

"Any 'o ye 'ave a need for this? I think it's for potions. Or maybe soup.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Appraise: 1d20 + 2 ⇒ (9) + 2 = 11

Unfortunately Terval is not versed in alchemy.


Iron Gods: Iron maps;

The group does not know what the alchemist might have been working on.

Anyway, there is little other thing to do but to go forward east through the major channel, and so, the party does once recovered from the fight. After fifteen minutes walking...

Ahead is a junction where a smaller sewer line once joined the main passage. The ceiling of the smaller passage partially collapsed, filling most of that tunnel with rubble. The surface of the rubble pile seems to shift strangely and closer examination reveals thousands of tiny vermin fleeing into cracks and shadows.

K. engineering DC 20:

The rest of the ceiling is sure, it is not going to collapse further.

Perception DC 21 or K. dungeoneering DC 20:

A hollow point in the ceiling above the rubble could present a bigger danger as it traps sewer gas. It should be save as long as you do not approach a torch or other fire source.
Someone could use Disable Device to secure the place and avoid the gas to spring.

Although the stones block the tunnel, some sewage does manage to trickle through.
The area of rubble is difficult terrain to traverse.

Sewer junction map

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Know Dungeon: 1d20 + 5 ⇒ (1) + 5 = 6
Perception: 1d20 + 3 ⇒ (6) + 3 = 9

"Rats!" Terval Loads his Sling and clearly wants to shoot at the teething black masses.

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Knowledge (Dungeoneering): 1d20 + 6 ⇒ (10) + 6 = 16

"Some sort of nasty creepy crawlies," Brand says, looking at the masses. "A card and a spell would take away two out the fifty or so that seem to be there. Did we grab anything from that alchemist that might get a bigger batch all at once?"

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

Knowledge Dungeoneering: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 3 ⇒ (20) + 3 = 23

"Aha! You see, there is a spot here in the ceiling- it's trapped some sewer gas! Don't get the torch close or it will explode! Let me see if there's someott I can do. . ."

Disable Device: 1d20 + 7 ⇒ (12) + 7 = 19

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

Perception: 1d20 + 2 ⇒ (11) + 2 = 13

Rats? How cliche Leena looks equally disgusted and dissapointed. "I believe Terval took most of the alchemists concoctions. howabout we just toss a vial of fire and get this over with.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

"Yes I did, but its probably a bad idea to use while there is sewer gas waiting to explode." Terval checks in his bag for the alchemist belongings. "I think that one is acid. Might be good enough to rid us of the Rats if we need to."

When somebody has disabled the device Terval will throw an acid flasks at the rats to get rid of them, unless its save to use an alchemists fire by then.

Liberty's Edge

Male Dwarf 1

Knowledge Engineering check: 1d20 ⇒ 10
Knowledge Dungeoneering check: 1d20 + 4 ⇒ (6) + 4 = 10

Coming from a family of dwarven engineers, the structure of the tunnel shouldn't be as puzzling to Strom as it apparently is. It must be because of human engineering. So shabby compared to dwarven engineering.

Either way, Strom is glad his companions could make sense of it.

"Aye, let's disarm it and then burn them to damnation!"


Iron Gods: Iron maps;

When Hrothman approaches to have a closer check on the point of gas the spiders below get agitated, more and more start to gather. The half-orc attempts to secure the gas while Strom approaches. He fails, but fortunately he does not trigger the gas pouch.

Initiative:

Brand: 1d20 + 5 ⇒ (17) + 5 = 22
Hrothman: 1d20 + 3 ⇒ (14) + 3 = 17
Leena Ridalla: 1d20 + 2 ⇒ (4) + 2 = 6
Strom: 1d20 + 1 ⇒ (16) + 1 = 17
Terval: 1d20 + 3 ⇒ (17) + 3 = 20
Spiders: 1d20 + 3 ⇒ (7) + 3 = 10

The spiders though have organized and a myriad of them get out of the rubble covering most of the walkway and approaching Hrothman dangerously!

K. nature DC 11:

This is a spider swarm. They are diminutive, which means only area spells, splash weapons and similar can deal damage to them.
They are poisonous and distracting.

Round 1: Brand, Terval, Hrothman, Strom, Spider swarm, Leena

Everyone but Leena can act before the spiders.
Note you cannot see the spiders unless you approach the light source (the yellow circles) to them. Of course those with darkvision, can see normally.

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

"Ah! Spiders! These look too small for me to smash with an axe!" Hrothman says as he backs away.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Know Nature: 1d20 ⇒ 7

I assume I move before Hrothman and occupy the space where he is currently located.

Terval shouts "Strom retreat a step so I don't hurt you!" and then prepares to throw the acid Bomb as soon as the spiders come into my light cone.

Acid Flask Attack:

Acid Flask +1 Range: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Brand comes up behind Terval and asks, "Can I grab one of those alchemy thingies from you? My spells won't work on these buggers," and assuming permission is given, begins retrieving an alchemist's fire from Terval's backpack.

Brand used both of his 1st level spell slots to prepare infernal healing so he could fill the party healer role and there aren't any AoE cantrips.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

"Take the green ones or we might all explode." Terval tries to direct Brand towards the Acid Flasks.

Liberty's Edge

Male Dwarf 1

Strom moves back a bit, positioning himself in front of Hrothman but far enough from the spiders. "Go ahead lad!"

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Forgot to roll damage

Dam Acid Flask: 1d6 ⇒ 1


Iron Gods: Iron maps;

Hrotman and Strom retreat while Terval prepares an acid flask to throw at the spiders.

Brand steps towards the halfling and retrieves one of the flasks too.

The spiders start to advance through the walkway, and when they are almost to reach Strom, Terval tosses one acid flask that burst burning away some of them and splashing on the one following behind.

The despicable vermin start crawling up Hrothman's and Strom's legs!
Hrothman swarm damage: 1d6 ⇒ 3
Strom swarm damage: 1d6 ⇒ 3
Fort DC 11 vs distraction or you get nauseated 1 round.
Also, another Fort DC 11 (poison) or lose Str damage: 1d2 ⇒ 2

Red swarm: 1 damage, slightly damaged
Blue swarm: 1 damage, slightly damaged
Hrothman: 7/10 hp
Strom: 11/14 hp
Round 1: Leena Round 2: Brand, Terval, Hrothman, Strom, Spider swarm

Everybody can act!

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

"Lets retreat once more and pepper them with Alchemists fire this time. We should be far enough to avoid blasting up the tunnel."

Tetrval retreats backwards and readies one of the alchemists fires. He throws it at the swarm as soon as Strom and Hrothman have retreated far enough to be at a save distance.

Attack:

Alchemists fire: 1d20 + 3 ⇒ (17) + 3 = 20
Fire Dam: 1d6 ⇒ 6

Liberty's Edge

Male Dwarf 1

Strom retreats even more, following Terval's advice. He runs with his short legs, for once having a pursuer with even shorter legs!

Fortitude save vs distraction: 1d20 + 5 ⇒ (13) + 5 = 18

Fortitude save vs poison: 1d20 + 5 ⇒ (9) + 5 = 14]

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

Hrothman withdraws behind his companions again.

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Brand throws his flask and then moves a step back to follow Terval's advice and grab an alchemist's fire, saying, "Good plan. Let's light these buggers up!" Targeting the same swarm as Terval unless he dropped it

Acid Flask: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 1 ⇒ (5) + 1 = 6


Iron Gods: Iron maps;

With the others retreating, Terval and Brand have a clear path to throw their alchemicals.

Both acid and fire burst around the spiders that quickly disperse. Fortunately it seems the fire does not trigger the gas bag.

Combat is over!

Red swarm: 11 damage, dispersed
Blue swarm: 11 damage, dispersed

Hrothman: 7/10 hp
Strom: 11/14 hp

Still the rubble in the junction is still there, with the danger of the gas too. You will need to jump over the minor channel to continue walking to the east DC 5, can take 10 avoiding to use any fire in the area. Or Hrothman can try to disable the gas bag once more. You could also avoid jumping and explore the pipe to the north.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

"How about we check out that alley. Before more spiders ataack us from the back after we used up all our alchemists fire."

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

"Here, let me try again to close this door."

Disable Device: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

"Alley sounds fine," Brand says in response to Terval. Being out of combat, Brand has stashed the alchemist fire he grabbed and has gone back to shuffling his cards.

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

"Yes lets head through the alley. Shall we get into our marching order then?" Leena waits for the rest of the party to get past her then resumes heading onward.


Iron Gods: Iron maps;

This time Hrothman skillfully blocks the pocket of gas. With the water current the remaining gas slowly disperses rending the place not dangerous.

You set foot into the side tunnel trying to endure the mixed stench to rooting food and rancid humidity. Your light pushes back the darkness as you file up the minor sewer line to the north for half-mile. Then, the tunnel abruptly ends at a nexus of pipes, the largest of which is only one foot in diameter.

It becomes obvious that the prince came from the intact tunnel when he floated by this point.

Liberty's Edge

Male Dwarf 1

"Hmm, seems like a dead end. Seems we 'ave no other choice then to go through the spiders..", Strom wasn't to keen about it but he saw no other choice.

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

"Eh, hopefully we've come through the worst of 'em," Brand says nonchanlantly, "and besides, we can always just outrun 'em if need be. They're just little things. I'm sure that would work," he says with a smile and no additional logic to back up the claim.


Iron Gods: Iron maps;

Tracing your way back to the previous junction, you come back to the main tunnel and start walking east. Soon you reach another intersection where a minor sewer line flows into the main line from the south. Graffiti covers much of the walls here, most of it simple drawings. Prominent among them is a large stylized drawing of a wyvern in shiny gray paint. Also among them is an image of a skull crawling with bugs and an arrow pointing back to the west from where you came.

K. nobility DC 10:

The Graffiti clearly means that the Steel Wyvern’s claim this territory.

Another graffiti is the representation of a beggar’s bowl holding a coin and a key with an arrow pointing to the south. Underneath the picture of the bowl is the word “Almsman.”

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Know Nobility: 1d20 + 1 ⇒ (12) + 1 = 13

"Lets see what we have here. There are steel wyverns where we came from. Not anymore I assume. This beggar priest is in the south. Does anybody remember the description of the prince? Did he come by the priest?"

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

"He specifically said he passed the Almsman, so I imagine south is our route?" it's a bit more of a question than statement, as Brand is not typically comfortable in the role of decision-maker. After answering, he looks down at the cards he's shuffling and waits for someone else to decide if they'll follow his insight or not.

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

"Well it is our this is our only clue we have left about the whereabouts of the portal. so I say we go south and go from there"


Iron Gods: Iron maps;

As most of the group think the south is the best direction, there is were the Pathfinders head to.

After a couple of miles walking through the dark corridor and enduring the stench, the tunnel turns again towards the east. Finding another similar graffiti, you press on resolved, avoiding another minor tunnel.

Ahead a faint light glimmers in the dark. Slowly it resolves into a crude lantern held by a toothless old beggar who holds a chair leg in his other hand. Beside him stands a scrawny youth, similarly armed but obviously terrified. Behind the two derelicts is an open door bearing the symbol of the beggar’s bowl, coin, and key.

The old man eyes at you warily as you approach. He speaks up with a rusty and unsteady voice "If yer intentions be peaceful, Abadar makes you welcome."

Sense Motive DC 15:

Although the two men try to put on a brave face, they pose absolutely no threat. If attacked, they will probably flee for their lives.

New Sanctum map available!

Liberty's Edge

Male Dwarf 1

Strom eyes up the two would-be guards up and down. A curious lot. An old man and a young man with less confidence than a child, it seemed.

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

"Aye, we pose no threat to ye'. We're lookin' for the Almsman. Is he in there?"

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Sense Motive: 1d20 + 1 ⇒ (15) + 1 = 16

With Strom handling the situation well, Terval stands relaxed and puts his hands into the pocket of his yellow jacket smiling like thr friendly halfling next door who just came over for tea.


Iron Gods: Iron maps;

The beggars look at each other and whisper something, then back at you "You are no beggars, but you do not look like Steel Wyverns either. I suppose you can pass..."

Beyond the door, a short flight of steps leads up into what appears to be the basement crypt of a church of Abadar. Perhaps two dozen beggars huddle among sarcophagi, some sleeping, some haggling over bits of junk or scraps of food laid out on blankets.

A tall man in clean robes wearing a plain copper mask walks among them. As you enter he regards you coolly and says, "If you respect this sanctuary, I offer you what sanctuary I can. Otherwise, begone!"

Heal DC 10:

You spot at least three of the beggars laying down are ill. An Osirian man with tattoos of a shepherd's crook on his right wrist and a threshing flail on his left wrist. The other two seem native from Andoran.

[ooc]DC >14

Spoiler:
They are diseased with filth feaver.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

Heal: 1d20 + 1 ⇒ (17) + 1 = 18

"We do respect your sanctuary father. We are merely passing through."

"One of our man came by your place in the last few days while fleeing down this tunnels. Have you or one of your man noticed him or anybody else coming down from further down these tunnels"

When he sees the ill men he talks to the Priest. "These man seem seriously ill. This looks like Filth Fever to me. They aren't looking well . Do you need any help?"

Liberty's Edge

Male Half-Orc Rogue 1 AC 16 T 13 FF 13 HP 2/10 F +1 R +5 W Init +3 Perception +4

"Filth fever, you say? That isn't contagious, is it old chap?" Hrothman bows to the man who offered sanctuary, "I respect any sanctuary when offered, but of course, customs must be preserved and obeyed."


Iron Gods: Iron maps;

The Almsman tone is visibly calmer when he answers you "I will need you to be more specific about who you are looking for. Many beggars and other people come and go through my place. We are a large community who coordinate efforts on different locations to maximize their profits as Abadar commands. Some people come by and then we never again see them, so... whom are you looking for?"

The masked man looks at those ill "We would certainly need help with those ill. The illness surpass the power of my prayers. But we have to solve our money issue before we can pay for a solution to them"

Liberty's Edge

Female Half-Elf Magus 2|Init +2|Perception +3|AC 16, touch 12, flat-footed 14|HP 16/16|Arcane pool 4/4

"The man we were referring to is old/ He is bald with a thin patch of white hair atop his head. His has sideburns that run downtomeet his mustache"

Leena turns to Terval, that alchemist did not perchance have anything that could aid these poor fellows did he?

Liberty's Edge

Male Dwarf 1

"He believes himself to be royalty, if that helps any." , Strom adds.

As he awaits an answer, he looks through the room at the beggars with a frown. It was never pleasant to see these kinds of places, alas every city seemed to have them.

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

When Leena mentions the alchemist, Terval replies:"Yes you are right there was something."

Then he start rummaging through his backpack until he draws forward the Flasks of Filth Fever Tonic. "I think the Silver chains gang asks for your forgiveness and has decided to donate these to your worthy cause. Although I assume that change of mind might only be temporary." He then gives 3 of the bottles to Almsman.

"As for the man we spoke of, it might have been that hew only drifted past outside, but that was not clearly to understand as he is very ill right now."


Iron Gods: Iron maps;

"There are many bald beggars, and it is not rare for the better standing to hate them to the point of wanting to burn them down and doing it... don't you have a name?" the Almsman goes silent when Terval shows the tonic "The silver chains? Have you... stole a remedy from the Steel Wyverns?"

Dark Archive

M NG Halfling Sorcerer (Arcane) | HP: 8/8|AC 14, Touch 14, FF 11| | Init: +3 | F: +2, R: +4, W: +4| CMB: -2, CMD: 11| Speed 20ft| Perc: +3, SM: + 1 | Active conditions: None | Spells Left 1/5 L1

"Well we had a small misunderstanding with them on our way through their territory, which left them with 3 fewer gang members. We also decided, that in order to make amend for the trouble they caused us they would donate their loot to our expedition. But if this bothers we can just refill the remedy into something else so that nobdy knows it belonged to them."

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

"In our defense," Brand says, never looking up from the cards he's shuffling, "the Steel Wyverns were being less than hospitable when we came through."

Liberty's Edge

Male Dwarf 1

Strom nods at Terval and his diplomatic approach to the situation. Very clever.

As a reply to the Almsman, Strom answer "Calls himself Gandros he does. Prince of Augustana. Ring 'a bell?". He eyes the Almsman, for his reaction at the mention at the name.


Iron Gods: Iron maps;

The copper mask makes it difficult to tell out the reaction of the Almsman, but after some seconds he does answer "I know where “Prince” Gandros dwels, but..."

The man turns towards Terval and Brand "So you defeated 3 of the Steel Wyverns... If you are that able combatants, we might come to an agreement here. Abadar teaches us help must not be provided if it is not in a way that motivates to provide something back, so society improves by collaboration. We have a problem with the Steel Wyverns, if you help us, I will share with you where Gandros lives"

"As I told you before, we coordinate here the work of the beggars and distribute the coin for better profit. Regretfully, most of the profit is taken by the Steel Wyverns for “protection”. I am in a fairly desperate situation. The Steel Wyverns are demanding a higher tribute than I can afford. They want me to steal from the temple above or give them access to it so they can steal from it" the man negates with the head and negates determined "I refuse to it. But they have warned me that they will destroy this sanctuary and beat anyone within it senseless if I do not pay."

"I swore a personal vow not to ever take up arms, but organized my workforce into resistance anyway. We are probably going to be beaten hard, but... if you were already able to kill some of those brigands... there is hope... What do you say, do we have a deal?" the man extends his hands openly, showing he has nothing else to hide.

Sense Motive DC 20:

You do think the Almsman tells the truth.

Grand Lodge

Melee: spiked gauntlet +1 (1d4+1), Ranged: Harrow card +7 (1d4+2) or Ray of Frost/Acid Splash +6 vs touch (1d3+1) Human Card Caster Magus 1; Perception +0, Fort +2, Ref +5, Will +2; AC 18, touch 15, FF 13

Sense Motive: 1d20 + 0 ⇒ (18) + 0 = 18

So close!

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