Skull & Shackles (solo, complete) (Inactive)

Game Master Whack-a-Rogue

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Island of Empty Eyes

Infamy: 50
Disrepute: 1
Plunder: 21/22


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Olga nods politely as you sit next to her. It seems she's going to be all business during the meeting.
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After an excellent meal, the meeting begins. The first issue on the agenda is something of immediate interest to you: distribution of the Sargavan tithe.

In exchange for protection from Cheliax, the former colony of Sargava pays an annual tithe to the Pirate Lords of the Shackles. As the newest member, you're now eligible for a portion of this. Normally, newcomers only earn a quarter share and must go through a multiyear proving period in order to earn a full share. However, Tessa Fairwind (who's responsible for presenting this item) believes your exploits thus far make you worthy of a full share of the tithe. Kerdak Bonefist, however, vehemently disagrees, citing tradition.

If you'd like, you can make arguments (and an Influence check) for or against either position. You can also spend 1 point of Disrepute to guarantee a particular council member will vote the same way you do. All pirates are susceptible to bribery, so you can spend as much Disrepute as you'd like.


Retired to SUMITHA

Sipping his small ale as the two sides debate, Elek watches as Captain Bonefist and Captain Fairwind discuss the annual tithe. Even though he'd sat near Captain Olga, who seemed to be all business today, he was in Tessa's 'corner.' As the conversation waned, he rapped the table in front of him, like a judge would pound a gavel. Standing he held the cursed harpoon hand at shoulder height, clear for all to see; gesturing towards Kerdak with his right hand. "Captain Bonefist is a traditionalist, as am I. There has been a Captain Kardforgató sailing the Shackles since my Great grandfather Alexander Kardforgató rebelled against Cheliax. So, I understand Tradition as does out Pirate Lord." Giving a light smile, "He's been the Hurricane King my whole life. Even as a child when I was Cabin boy to my father, who died and passed his title to me, the last of the Kardforgató's." He looks around the table giving a cheeky wink, "That we know of."

Turning back towards Bonefist, "Now, as my father's heir, I'm not here to collect the seven years of tribute owed, but to look towards the future. A Future where those who are strong and making the Shackles stronger, are not punished for their youth but given equal share with their peers." He looks around the table. "All of you 'earned' the right to be here, whether it was this year, or forty years ago. The tithe from Sargava permits you to make yourself stronger, which makes the 'Shackles' stronger." His smile becomes less. "We need all who have earned the right to sit at this table strong, not just those who have been here for years."

He turns towards Tessa, "Captain Fairwind has brought a proposal that will make sure the tithe of Sargava will fulfill its purpose, to strengthen all of the Shackles, not just parts." He pauses turning towards the other captains, his face taking on a darkness not normally seen. "And from the threats I've seen, all of us will need to be as strong as possible to survive." Nodding to Tessa, then to Bonefist, he sits down.

influence: 1d20 + 33 ⇒ (5) + 33 = 38


After all speeches are given, the votes are cast. It's a dead tie: Tessa, Arronax, the Master of Gales, Delemona, and Olga all vote in your favor. The other pirate lords vote against you, but it might be possible to sway Mase and/or Cerise. Before a revote is conducted.

Spending Disrepute as in my previous post will do so, guaranteeing you the win. The choice is yours.
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Item #2
The next item on the agenda also concerns the Sargavan tithe. While each pirate lord receives individual tribute, the majority of the tithe is supposed to go toward the improvement and defense of Port Peril, as well as upgrading the Shackles fleets. Cerise Bloodmourn suggests that this year, almost all of the funds go toward creating towering statues of "our glorious leader" in all of the Shackles' major ports. She claims this will increase the infamy of the Shackles. All of the pirate lords seem to support this idea - except for the Master of the Gales, who openly points out the project would be a ridiculous waste of money that only serves to inflate the Hurricane King's ego.


Retired to SUMITHA
Your Benevolent Dictator wrote:
Spending Disrepute as in my previous post will do so, guaranteeing you the win. The choice is yours.

Clearly my five didn't help much, don't know that I want to deal with another vote, I was hoping to save the disrepute, but I guess it's not to be. Yeah, go ahead and use the disrepute, hopefully he'll have a chance to earn more while it Port Peril

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Item #2
Furrowing his brow as Cerisa presents her proposal, Elek is relieved the 'Maser of the Gales' has the good sense to point out what a ridiculous waste of money it was. Waiting to see it Tessa or Olga will help point out the obvious, he shakes his head as his two friends sit quietly by. Realizing if he doesn't say something whatever money the first vote would have garnered him, will be lost with this one. Closing his eyes for a second he breathes in deeply then stands, turning to Cerise hoping to not offend her or the hurricane king. "Captain Bloodmourn, you've been to my island. If you want to put a scarry statue at your port please, come get one of mine, I will give it to you free of charge."

He turns towards Bonefist, "If we want to intimidate our opponents the best way is to put more ships into the fleet. Sadly if our enemies make it to our ports to admire our statues, then we've already lost whatever advantage we have and any infamy those statues would provide."

Turning to the other captains, "I for one already have plenty of scary statues, and if you, like Captain Bloodmourn think a scary statue will intimidate our enemies better then you and you captains, please come take one of mine. But I've lost two ships this year, one to the Chelish the other two the 'Consortium' and I could use those funds to rebuild and take the fight to them."

influence: 1d20 + 33 ⇒ (6) + 33 = 39
Wow, another terrible roll, if this one isn't high enough to alter the vote, go ahead and spend another disrepute.


Item #1
After another spirited round of arguments, you're able to change Mase's mind by reminding him that you've befriended a naiad. With his vote, you secure yourself a full share of the Sargavan tithe.
Loot: You'll receive 12,000gp at the end of the council meeting.

Item #2
Arguing against the Hurricane King is practically a lost cause, and despite a very sound argument, you're only able to get Tessa to vote with you.
It'll cost 4 Disrepute to sway enough people to gain the majority. Let me know if you wish to do so.

Item #3
The next item on the agenda is an interesting one: potential treasure. Recently, a rumor has been spreading that the location of the legendary sword Aiger's Kiss has been found - somewhere on the Isle of the Black Tower. Anticipating a surge of treasure hunters, Avimar Sorrinash suggests Ollo be granted salvage rights over the island and its surrounding waters. His reasoning: Ollo is the closest significant settlement. Jolis Raffles disagrees. During the last council meeting, he'd made a similar request and was voted down. That's unfair, and he won't stand for it. As arguments begin, the other council members (who don't have a real stake in the matter) seem undecided.


Retired to SUMITHA

In for a dime in for a dollar right, use the four disrepute to kill that really terrible Item #2

Item #3
Does Elek have a dog in this fight? Is it Sorrinash gets salvage rights and goes after it, or Raffles get's salvage rights and goes after it? How can Elek get salvage rights? Would he have to pay the other two off?

Listening to the arguments, Elek ponders how he may place himself in the discussion as he considers what he knows about the legendary sword and the Isle of the Black Tower.

Knowledge (arcane): the sword: 1d20 + 12 ⇒ (14) + 12 = 26
Knowledge (civilization) the sword: 1d20 + 21 ⇒ (3) + 21 = 24
Knowledge (civilization) the island: 1d20 + 1 ⇒ (16) + 1 = 17
Knowledge (geography) the island: 1d20 + 3 ⇒ (7) + 3 = 10
Knowledge (martial) the sword: 1d20 + 12 ⇒ (14) + 12 = 26
Lore (Ancestors)the sword: 1d20 + 10 ⇒ (9) + 10 = 19
Lore (Ancestors): 1d20 + 10 ⇒ (9) + 10 = 19


It takes a lot of work, but you eventually manage to convince enough people to defy the Hurricane King that the ridiculous statue plan is defeated. You've probably made an enemy or two in doing so, though.
Good call. Spending tribute on statuary would have resulted in Plunder being worth less for the rest of the campaign.
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It depends on whether or not you're interested in going after the sword. If Avimar wins, he'll expect 20% of anything found in the Black Tower. If Raffles wins, the island is treated as "finders keepers."

The Legend of the Black Tower
It's been 25 years since infamous pirate Captain Tevenida Aiger (known in the legends to have been a powerful cleric of Norgorber) led a raid on the Isle of the Black Tower and its foul mistress, the Shrouded Queen, whose mastery over ocean currents and strange monsters had rendered the nearby sea lanes dangerous for any pirates seeking a shortcut into the lucrative shipping lanes. Captain Aiger lost her sword, her ship, and her life in that raid, but the Shrouded Queen was defeated and the sea lanes around her isle opened again. Yet while the Shrouded Queen no longer menaced the surrounding seas, something remained active within her Black Tower, for all attempts to retrieve Aiger's Kiss have failed. With this year being the silver anniversary of the Shrouded Queen's defeat and the loss of Captain Aiger's magical sword, the tale seems to be on everyone's lips, along with speculation about Captain Aiger's son, an unpleasant man with the nickname of "Barracuda," of whom very little has been heard of late. Many suspect Captain Aiger's son of being but the latest fool to go missing in the Black Tower, while others muse that he's fled the Shackles completely, unable to bear the shame of the loss of such a potent heirloom. In any event, all agree that the time is right for someone to seek out Aiger's Kiss and rescue the sword from the Black Tower!


Retired to SUMITHA

Thinking about the legend of the Black Tower, Elek stood, "There are several ilands near the Isle of Empty Eyes, If anyone took treasure from them without proper payment..." He looks around the table, he shrugs "Well" giving a wolfish smile.

Looking towards Raffles he nods, "Captain Raffles, I'm sorry to hear you were not permitted Salvage rights, I wasn't here then." He gestures towards Sorrinash, "But that is no reason to deny Sorrinash's claim. I am in favor of a captain expecting salvage rights from an Island near their domain." Nodding towards his former guest, "I fully support the Salvage rights, and would consider it unconscionable not to pay the twenty percent."

influence: 1d20 + 33 ⇒ (11) + 33 = 44


Raffles is visibly angry as your words prove to be the deciding factor. The final vote is 8 aye, 4 nay.
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The next item is presented by Hardluck Massey on behalf of Captain Harrigan. Harrigan's former first mate (a man named Scags Rotgram) has apparently been engaging in unsanctioned piracy against Sargavan vessels. Massey wants the man and his ship to be declared outlaw. The Hurricane King opposes this idea. In his opinion, this issue isn't worth the council's time, and he recommends it be immediately dismissed.


Retired to SUMITHA

Listening carefully to the conversation, Elek disliked the idea of someone jeopardizing the cash cow that is the Sargavan tithe. But he dislikes doing anything that Captain Harrigan wanted done even more. Being willing to share his opinion, apparently even when not asked, Elek stands. "If Harrigan is that offended by his former first mate's actions, why hasn't ne come to Port Peril and spoken to more of the council." He looks around the room at the different council members. "Has he spoken to any of you? It sounds like he has ulterior motives that I'd rather not have any part of."

influence: 1d20 + 33 ⇒ (16) + 33 = 49


It seems the majority of the council agrees with you, as "Massey's" measure is swiftly defeated.
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Item #5
The next item on the agenda is presented by none other than Tessa Fairwind. She reveals to the council that she's been conducting extensive research and investigations over the last few months and has finally reached a conclusion with the help of "a certain unnamed individual." (she gives you a clandestine wink) She believes there's a Chelish sympathizer among the pirate lords and wants monetary support in finding this traitor. The Hurricane King refuses to even entertain the thought. In his opinion, even if there is a traitor, the idea that Cheliax can actually pose a threat to the Shackles is laughable. Besides, Tessa's basically saying that someone here is a "wolf in sheep's clothing," and that's rather insulting.


Retired to SUMITHA

Since were the pirates, wouldn't they be 'sheep in wolves' clothing?

Nodding back Clandestinely of course back at Tessa, Elek is proud as she shares the information that he had acquired. Somehow not surprised the 'Hurricane King' did not want to believe the information. Shaking his head he stood. "Captain Fairwind was friend to my parents. It was a Chelish ship that took them. I've 'ran into' five different cheilsh ship in the short time I've been back in the 'Shackles' So I believe there is something amiss. If Tessa Fairwind's says it's worth looking into, then I'm willing to spend a little money to learn more."

I'm assuming there may be disrepute needed to pay, if so pay it.
influence: 1d20 + 33 ⇒ (9) + 33 = 42


It'll take 1 Disrepute to guarantee the council votes your way. I'll assume you pay it. XD

Although brand new to the council, your opinions are already proving to be influential. It's a close vote, but Tessa's granted the additional funding she's requested - to the visible irritation of Bonefist. As soon as the voting concludes, the Hurricane King slams his fist on the tabletop and declares the meeting adjourned. The other pirates quickly vacate the premises. When you return to your ship, there's a metal bird waiting for you with a message clenched in its beak.

"My friend! It pains me to darken your accomplishments, but I feel I must. Despite your triumphs of late, their remain those who do not accept you as deserving of the prize you've been awarded. If you expect to keep your isle, you'll need to fight for it. Even as I pen this warning, know that your old nemesis Barnabus Harrigan is bolstering his own fleet, funded through his recent spate of success raiding the Chelish shipping lanes. And he will come for you as soon as he is ready.

"War is coming to the Shackles, whether Bonefist wants to admit it or not. We have a traitor - or perhaps traitors - in our midst, and when the Chelish navy sails south, it will divide us through our own greed and betrayal if we are not ready. I intend to survive this war - and to do so, I'll need all the help I can get. I hope to see you survive as well, but to do that, you must strengthen your fleet. I will join my resources to yours, but for the immediate future, I must retain a low profile - I fear I have drawn too much attention to my plans already. Seek out friends and allies if you can: they will serve better than those bought with coin. Bolstering your infamy can only help as well - some of the topics that came up in the council meeting seemed to me good places to start.

"Until I contact you again, keep the silver raven as proof of my word. Sell it off if you wish... after that party you threw at your fortress, I suspect you might need the spare coin.

- Tessa
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Silver Raven Figurine of Wondrous Power (sells for 1,800gp)
This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.


Retired to SUMITHA

Spending some time studying the note, Elek begins two mental lists; the topics from the council meeting to aid his disrepute and the short list of his friends. As he headed to bed, He quickly began considering some the other council members and what he could do to garner their support.

Will gather information and disrepute on the morrow, but will roll knowledge on council members, to determine who and how he may gather their help. He feels comfortable enough to speak with Big Olga (and Tessa of course) so really asking about anyone else on the council.
Knowledge (civilization): 1d20 + 21 ⇒ (2) + 21 = 23
Knowledge (martial): 1d20 + 12 ⇒ (15) + 12 = 27
Lore (Ancestors): 1d20 + 10 ⇒ (3) + 10 = 13


While you don't know any of the council members particularly well, Arronax Endymion is a former Chelish admiral who left under mysterious circumstances. He's personally killed at least six people who've asked him for details, so the pirates of the Shackles have learned not to ask any questions ... or question his loyalty. You also know that Delemona Burie is a devout Caydenite, so she's vehemently opposed to all forms of slavery.


Retired to SUMITHA

I know gaining infamy takes part of the day, how much more can he do? If he has time left in the evening after asking about pegsworthy he will go speak with Endymion and or Burie (or are they elsewhere by now?)

Waking early the next day, and having given the crew five days leave, Elek spends the morning spreading tales of his accomplishments. Meeting his officers at a local pub for lunch, he asks Jack to see if 'Wide Olga' and her ship the 'Beckoning Nereid' were still in port and when she planned to ship out.

Spending the afternoon asking about his old friend Merril Pegsworthy, trying to find out where the old sea dog was and how he'd been doing.

infamy: 1d20 + 33 ⇒ (10) + 33 = 43
gather information: Merril Pegsworty: 1d20 + 39 ⇒ (9) + 39 = 48 for hours: 1d4 ⇒ 1 half an hour
gather information: Merril Pegsworty: 1d20 + 39 ⇒ (12) + 39 = 51


You've done pretty much all you can for the day.

After boasting a bit, you gather what rumors you can about Merril Pegsworthy. He's based out of Firegrass Isle, you learn, and currently boasts a fleet of three ships.


Retired to SUMITHA

Having had Sandara use a portion of the plunder to give to the crew for their shore leave, Elek took the morning of the second day in port selling the remainder of the plunder in the 'Revenges' hold.

Later in the day, he wandered from pub to pub, inquiring about Arronax Endymion, attempting to learn his whereabouts and the strength of his fleet.

What would Elek know about him?
Knowledge (civilization): 1d20 + 21 ⇒ (4) + 21 = 25
Knowledge (martial): 1d20 + 12 ⇒ (20) + 12 = 32
Lore (Ancestors): 1d20 + 10 ⇒ (2) + 10 = 12
gather information: Arronax Endmion: 1d20 + 39 ⇒ (9) + 39 = 48 for hours: 1d4 ⇒ 2 so an hour
gather information: Arronax Endmion: 1d20 + 39 ⇒ (20) + 39 = 59


1d20 + 33 ⇒ (17) + 33 = 50
While you don't have a lot of plunder, you're able to sell it for quite a good price. (gain 1,400gp)

Shortly after you begin making inquiries about Arronax Endymion, you're approached by a well-dressed man. "Greetings. I am Chambros Egrossa, first mate of the Tyrannous. If you have the time, Admiral Endymion wishes to speak with you about a mutually beneficial arrangement. Would you please accompany me to the docks?"

Knowledge Results: While his reasons for deserting remain unknown, Admiral Arronax Endymion is one of the most powerful pirate lords. He entered the Shackles with a flotilla of warships and is one of the only individuals who's sailed into the Eye of Abendego and out the other side. Two weeks after his arrival, he laid siege to Hell Harbor, overcame its defenses with ease (sinking a dozen pirate vessels in the process), and became its newest lord. Arronax is fond of traditional Chelish opera but forbids native Chelaxians from setting foot in his domain. The majority of pirates look at him with great suspicion, but Arronax's military might is currently too strong for them to challenge him.


Retired to SUMITHA

Extending his hand to the first mate of the 'Tyrannous Elek smiles, "It would be my pleasure." Gesturing towards the docks, he follows Chambros Egrossa.

Sorry I didn't get a post up last night. I Wasn't sure if I should start the conversation or wait, so waiting


Admiral Arronax meets you aboard his ship, greeting you with a hearty salutation. He seems worried and distracted, though, and is quick to get to the point.

"I know you and your ally Lady Fairwind have been rooting about for Chelish conspirators. You've doubtless heard the rumors that I'm one of them as a result. I assure you that nothing could be further from the truth - my hatred of Cheliax and her devil-besotted fools plumbs deeper than any well of loathing in the Shackles. But still, the rumors persist - in fact, they've been spreading of late in my own home port of Hell Harbor. I wish these rumors squashed, but to do so, I need your aid. I cannot directly move against the source of this latest campaign of falsehoods against me, but if you do this for me - if you teach these slanderers a lesson, I'll reward you with a squadron of my finest warships."

If you're curious, I put a picture of him in the usual spot.


Retired to SUMITHA
Your Benevolent Dictator wrote:
If you're curious, I put a picture of him in the usual spot.

Quite the snooty looking fellow.

Nodding, Elek listens carefully to the Captains offer considering the truth in Arronax's statement. The thought of adding a squadron of warships appealed to him greatly as did finding Chelish sympathizers. Smiling, "As you know my forefathers were Chelish and fought against the Thrunes." Lifting the cursed prosthetic, "And it was them that gave me this. I would be Happy to aid you in squashing these rumors, where do I begin my search?"

The sense motive is to determine the truth of it, the influence is to influence attitude
sense motive: 1d20 + 21 ⇒ (10) + 21 = 31
influence: 1d20 + 33 ⇒ (9) + 33 = 42


"From what I've been able to learn, the group most responsible has three members and is located somewhere in Hell Harbor. The 'Theater of Corruption,' I think."


Retired to SUMITHA

Hearing the 'Theater of Corruption' are spies, Elek gives an audible moan. He'd had them on his island during the party as entertainment. They'd heard all the conversations and seen all his defenses, as well as having had access to almost every ship there. Pinching his nose thumb and forfinger. "I know them, I've told my crew they have a five day shore leave. As soon as it's over I'll sail for Hell Harbor and have a conversation with Lady Isawyn, I will see that the lies are stopped, and the truth be known. As for the good lady and her cohorts, would you like to have word with them, or just that they never have a word with anyone again?"
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After the conversation with Admiral Arronax, Elek takes his leave, heading back to the 'Revenge' for the evening. Waking with the dawn, he spends the next day telling of the adventures of the 'Banshee's Revenge'. After a quick dinner with his officers, he begins Inquiring about the Caydenite Delemona Burie

infamy: 1d20 + 33 ⇒ (7) + 33 = 40
gather information: Delemona Burie: 1d20 + 39 ⇒ (1) + 39 = 40 for hours: 1d4 ⇒ 4 two hours
gather information: Delemona Burie: 1d20 + 39 ⇒ (8) + 39 = 47
What would Elek already know about her?
Knowledge (civilization): 1d20 + 21 ⇒ (14) + 21 = 35
Knowledge (martial): 1d20 + 12 ⇒ (14) + 12 = 26
Lore (Ancestors): 1d20 + 10 ⇒ (19) + 10 = 29


"What I really need is proof that they're spreading falsehoods. Otherwise, it'll appear that they've been martyred for speaking the truth."
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Delemona Burie is one of the founders of the settlement of Lilywhite on Motaku Isle. She and the son of the other founder rule jointly - although she's considered more influential due to her seniority. The two of them only have a handful of ships under their command, but they're allied with Tessa Fairwind, so most pirates know better than to cause trouble.


Retired to SUMITHA

Nodding his approval, Elek smiles, "Hard cold proof it is sir, I will the acquire evidence we need."
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After learning a bit about Captain Burie and her port, Elek heads back to the 'Revenge' and heads to bed. Rising before dawn of the fourth day in port, he again spends the better part of the morning and afternoon spreading tales of adventure.

As the evening wains, he starts to ask questions, wanting to find out if either Jolis Raffles or Avimar Sorrinash is still in port.

infamy: 1d20 + 33 ⇒ (5) + 33 = 38
gather information: Jolis Raffles: 1d20 + 39 ⇒ (4) + 39 = 43 for hours: 1d4 ⇒ 4 two hours
gather information: Jolis Raffles: 1d20 + 39 ⇒ (7) + 39 = 46
gather information: Avimar Sorrinash: 1d20 + 39 ⇒ (12) + 39 = 51 for hours: 1d4 ⇒ 1 half an hours
gather information: Avimar Sorrinash: 1d20 + 39 ⇒ (15) + 39 = 54


While you aren't able to gain any additional reputation, you do manage to learn that both Jolis Raffles and Avimar Sorrinash have left port, presumably headed to Bag Island and Ollo, respectively.


Retired to SUMITHA

After learning what he could about Raffles and Sorrinash, Elek heads back to the 'Revenge' and goes to bed. Rising before dawn of the fifth day in port, he again spends the better part of the morning and afternoon spreading tales of adventure. As the evening wains, he separates out the items the halfling carried that he did not want to keep and returned to the market to sell them. Returning to the ship late in the evening he's pleased to see the officers and crew are returning from their shore leave. Heading to his cabin he reminds Rakkaw to wake him with the tide.

infamy: 1d20 + 33 ⇒ (16) + 33 = 49
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Early the morning of the sixth day, Elek and his crew ready the 'Banshee's Revenge' to sail with the tide. As they sail out of Port Perils bay, he tells his helmsman, "Mr Rakkaw, set a course for Hells Harbor, we need to speak with some new friends." As the ship comes about, he pushes a steady wind into to the sails.

Anything interesting happen between Port Peril and Hell's Harbor?


1d100 ⇒ 39
The voyage to Hell Harbor is quick and uneventful.

Since you know where to find the Theater, there's no need to search for it. My main question is what time of day/night do you want to get there? In other words, are you aiming for openness or stealth?


Retired to SUMITHA

definitly sneaking in

Having sailed into Hell's Harbor at dusk, Elek waits until full night is upon them. Telling Sandara he'll be back in the morning, he retrieves the handy haversack and bag of holding from Breaker and the helm of comprehend languages form Iryani, he returns to the deck. Calling on the wind, he flies towards the 'Theater of Corruption' landing on a nearby building. Staying on the roof, he watches for a bit. Then using the scroll of Gaseous form, he carefull moves into the hightest point inside there building.

Maybe should have asked for more details, but the idea is to go in the top and work my way down, looking for information or proof that they are involved in something
UMD: 1d20 + 25 ⇒ (8) + 25 = 33


Elek Stealth: 1d20 + 21 ⇒ (4) + 21 = 25
Opposed Perception: 1d20 + 14 ⇒ (3) + 14 = 17

Turning into mist, you drift through the gap between two shingles and enter the Theater of Corruption. You find yourself in the auditorium, where you can see Isawyn and the rest of her troupe onstage. They appear to be discussing changes to their act in preparation for tomorrow morning's show.

Map's been updated. You can place yourself anywhere you'd like.


Retired to SUMITHA

Gaseous form is 2 min. a level, so 10 min? I have no idea how long it took to get here

Having moved into the building, Elek finds a place to remain unobserved once the gaseous form wears off. Staying behind the curtains of balcony seating, he tries to listen in to their conversation as he waits for them to head to bed. With the intent to search the theater for evidence once they are asleep.

I assume they live here? He'll take 10(31) on stealth and 19 (28) on perception while their in their meeting, and once they leave take the same afterwards searching the building. Any information that would help here?
knowledge (civilization): 1d20 + 21 ⇒ (12) + 21 = 33


Opposed Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Opposed Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Opposed Perception: 1d20 + 12 ⇒ (15) + 12 = 27

Sneaking quietly through the building, you find a fair amount of coins and jewelry. In addition, you find multiple writings proving that the three performers are Chelish agents sent to the Shackles specifically to discredit Arronax Endymion.

Potential Loot
4,800gp


Retired to SUMITHA

Sneaking quietly through the building, Elek collected the fair amount of coins and jewelry, along with the multiple writings proving that the three performers are Chelish agents sent to the Shackles specifically to discredit Arronax Endymion. into the bag of holding he'd gotten from Breaker. Deciding it was time to confront his previous employees he called on the wind, adding some of the prosthetics cursed magic to it so that it would endure. Flying towards the stage pointing the cursed cannon at the three sleeping actors. Speaking loudly over the storm, he tells them, "I think we need to talk about how you've framed Endymion."

So standard, call wind and extend it, then fly. He will stop about 30 ft away from them. at least 20 ft off the ground from the stage


As you ride the howling winds toward the performers, a spike-covered creature appears directly above you and attempts to wrap you up in a fierce bear hug!
Grapple: 1d20 + 22 ⇒ (16) + 22 = 38
At the same time, both women vanish from sight, leaving only the bearded dwarf - who appears to be rapidly growing muscles (aka starting to rage).

Enemy Initiative: 4d20 + 13 ⇒ (15, 20, 16, 4) + 13 = 68 (average 17)
Elek Initiative: 1d20 + 10 ⇒ (17) + 10 = 27
Now that the surprise round's over, you're up!


Retired to SUMITHA

Grappled, do the spikes do damage?

Surprised by the spike covered creature, Elek, draws his estoc as the thing wraps itself around him. As they plummet towards the ground, he feints with the estoc's pommel, jamming it at the creatures eye, then telling he cursed cannon, "Bù réncí, shèjí, Cì chuān" Jamming the cannon against the things ribs, as he tries to gouge the creatures eyes with the estocs crossguard.

grappled -4 dex, - 2 attack rolls - 4 wind, Feint attack: Expert Feint/Unlikely Feint/Feint strike/Fatal opening: Shadow Wake Arcing Arm Cannon: PA, sneak, fatal thrust Two weapon Attack: Ghost-touched Undead-bane Estoc:sneak, fatal thrust/Shadow Wake Arcing Arm Cannon: (attunement) Focused blast, Melee Archer, crafted blast: piercing, sneak, fatal thrust
feint: estoc: 1d20 + 29 - 2 ⇒ (15) + 29 - 2 = 42 If successful add + 2 to each attack
Feint strike: cannon: 1d20 + 21 + 1 - 2 - 2 - 4 ⇒ (19) + 21 + 1 - 2 - 2 - 4 = 33 for damage: 3d6 + 2 + 3 + 1 ⇒ (4, 5, 3) + 2 + 3 + 1 = 18 SA: 6d6 ⇒ (5, 3, 6, 3, 2, 6) = 25 nonlethal: 1d6 ⇒ 3
TWA: cannon: 1d20 + 21 + 1 - 2 - 2 - 2 - 4 ⇒ (7) + 21 + 1 - 2 - 2 - 2 - 4 = 19 for damage: 3d6 + 3 + 3 + 1 ⇒ (3, 1, 4) + 3 + 3 + 1 = 15 + 2 crafted blast SA: 6d6 ⇒ (3, 1, 5, 4, 6, 4) = 23 FT: 3d6 ⇒ (1, 1, 3) = 5 nonlethal: 1d6 ⇒ 3
TWA: Estoc: 1d20 + 21 - 2 - 2 - 2 ⇒ (3) + 21 - 2 - 2 - 2 = 18 for damage: 2d4 + 3 + 5 ⇒ (4, 1) + 3 + 5 = 13 SA: 6d6 ⇒ (1, 3, 5, 4, 4, 6) = 23 FT: 3d6 ⇒ (6, 6, 2) = 14
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Feint strike: cannon, confirm crit: 1d20 + 21 + 1 - 2 - 2 - 4 ⇒ (16) + 21 + 1 - 2 - 2 - 4 = 30 for damage: 3d6 + 2 + 3 + 1 ⇒ (4, 6, 1) + 2 + 3 + 1 = 17 + 2 crafted blast


Not yet!

Elek Falling Damage: 2d6 ⇒ (6, 5) = 11
Spell Resistance DC 22: 1d20 + 12 ⇒ (11) + 12 = 23
Spell Resistance DC 22: 1d20 + 12 ⇒ (20) + 12 = 32

Despite the surprise attack and nasty fall, you're quick to begin blasting away at your spiky attacker. While the cannon blasts aren't quite as effective as you expected, you still manage to deal a fair bit of damage. It responds by attempting to squeeze you tightly against its body.
Grapple: 1d20 + 22 - 6 + 5 ⇒ (12) + 22 - 6 + 5 = 33
Piercing Damage on Success: 3d8 + 9 ⇒ (3, 6, 7) + 9 = 25

The situation rapidly gets worse as the raging dwarf comes at you with a powerful haymaker, fists glowing with dark energy.
Unarmed Strike: 1d20 + 23 ⇒ (19) + 23 = 42 Damage: 1d3 + 9 + 4d6 ⇒ (1) + 9 + (3, 1, 4, 2) = 20
Ignore this Roll: 2d6 ⇒ (5, 5) = 10

Dwarf: 10pts damage
Monster: 59pts damage; disoriented (2 rds)


Retired to SUMITHA

Hitting the ground hard, having spikes driven into him and then the dwarf punching him Elek realizes he needs to change tack. Hoping the it would work he tells the cursed cannon, "Réncí" As it changes to 'merciful' he points it at the dwarf in a feint, "Your next dwarf" then turning the cannon back towards the devil he tells it " shèjí Yánggōng Dàn mù" Firing point blank at the devil repeatedly.

Good. bad or otherwise all damage is nonlethal, grappled -4 dex, - 2 attack rolls - 4 wind, Feint/Attack Shadow Wake Merciful Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Special Attack action: Shadow Wake Arcing Arm Cannon: (attunement) focused blast, Melee Archer, Barrage, crafted blast: Slashing, sneak, fatal thrust,
feint: verbal: 1d20 + 29 - 2 ⇒ (15) + 29 - 2 = 42 If successful add + 2 to each attack
Feint strike: cannon: 1d20 + 21 + 1 - 4 - 2 - 2 ⇒ (4) + 21 + 1 - 4 - 2 - 2 = 18 for damage: 4d6 + 2 + 4 + 1 ⇒ (1, 4, 1, 3) + 2 + 4 + 1 = 16 + 4 crafted blast SA: 6d6 ⇒ (2, 2, 2, 2, 3, 4) = 15 FT: 3d6 ⇒ (6, 5, 1) = 12 nonlethal: 1d6 ⇒ 2
Barrage cannon: 1d20 + 21 + 1 - 4 - 2 - 2 - 2 ⇒ (2) + 21 + 1 - 4 - 2 - 2 - 2 = 14 for damage: 4d6 + 2 + 4 + 1 ⇒ (3, 2, 2, 3) + 2 + 4 + 1 = 17 + 2 crafted blast SA: 5d6 ⇒ (5, 4, 2, 4, 5) = 20 FT: 3d6 ⇒ (4, 4, 5) = 13 nonlethal: 1d6 ⇒ 1
Barrage cannon: 1d20 + 21 + 1 - 4 - 2 - 2 - 2 ⇒ (8) + 21 + 1 - 4 - 2 - 2 - 2 = 20 for damage: 4d6 + 2 + 4 + 1 ⇒ (1, 1, 2, 4) + 2 + 4 + 1 = 15 + 3 crafted blast SA: 6d6 ⇒ (2, 3, 4, 1, 1, 2) = 13 FT: 3d6 ⇒ (6, 2, 2) = 10 nonlethal: 1d6 ⇒ 4
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
So does the 16 (14+2) hit?


Spell Resistance DC 22: 3d20 + 12 ⇒ (12, 10, 15) + 12 = 49

You continue to blast away at the creature - although your damage continues to be less than anticipated. (the 16 does not hit) Heavily damaged now, the monster continues to squeeze as the dwarf mercilessly pummels you.
Grapple: 1d20 + 22 - 6 + 5 ⇒ (19) + 22 - 6 + 5 = 40
Piercing Damage on Success: 3d8 + 9 ⇒ (6, 1, 2) + 9 = 18
Unarmed Strike: 1d20 + 23 ⇒ (18) + 23 = 41 Damage: 1d3 + 9 + 4d6 ⇒ (3) + 9 + (2, 3, 6, 6) = 29
Unarmed Strike: 1d20 + 18 ⇒ (13) + 18 = 31 Damage: 1d3 + 9 + 4d6 ⇒ (2) + 9 + (3, 4, 4, 2) = 24
Unarmed Strike: 1d20 + 13 ⇒ (12) + 13 = 25 Damage: 1d3 + 9 + 4d6 ⇒ (1) + 9 + (3, 6, 1, 6) = 26
Ignore this Roll: 4d6 ⇒ (3, 4, 1, 3) = 11

Dwarf: 21pts damage
Monster: 117pts damage; disoriented (3 rds)


Retired to SUMITHA

Feeling the spike penetrate his armor, Elek is unable to avoid one of the dwarves blows. Bleeding from several spots he perisists, telling the cursed adamantium and mithril canon. " shèjí Yánggōng Dàn mù" Firing point blank at the devil repeatedly.

Good, bad or otherwise all damage is nonlethal, grappled -4 dex, - 2 attack rolls - 4 wind, Feint/Attack Shadow Wake Merciful Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Special Attack action: Shadow Wake Arcing Arm Cannon: (attunement) focused blast, Melee Archer, Barrage, crafted blast: Slashing, sneak, fatal thrust,
feint: verbal: 1d20 + 29 - 2 ⇒ (1) + 29 - 2 = 28 If successful add + 2 to each attack
really?
Feint strike: cannon: 1d20 + 21 + 1 - 4 - 2 - 2 ⇒ (18) + 21 + 1 - 4 - 2 - 2 = 32 for damage: 4d6 + 2 + 4 + 1 ⇒ (3, 4, 6, 2) + 2 + 4 + 1 = 22 + 4 crafted blast SA: 6d6 ⇒ (5, 6, 2, 3, 5, 6) = 27 FT: 3d6 ⇒ (2, 2, 1) = 5 nonlethal: 1d6 ⇒ 1
Barrage cannon: 1d20 + 21 + 1 - 4 - 2 - 2 - 2 ⇒ (10) + 21 + 1 - 4 - 2 - 2 - 2 = 22 for damage: 4d6 + 2 + 4 + 1 ⇒ (5, 2, 4, 5) + 2 + 4 + 1 = 23 + 1 crafted blast nonlethal: 1d6 ⇒ 4
Barrage cannon: 1d20 + 21 + 1 - 4 - 2 - 2 - 2 ⇒ (2) + 21 + 1 - 4 - 2 - 2 - 2 = 14 for damage: 4d6 + 2 + 4 + 1 ⇒ (1, 4, 4, 1) + 2 + 4 + 1 = 17 + 4 crafted blast nonlethal: 1d6 ⇒ 2
If the 22 hits and drops the spiked fellow, Elek will use a move action to move up and back 20 ft, using acrobatics to try and avoid the AOO.
accrobatics: 1d20 + 11 ⇒ (16) + 11 = 27


Your cannon deals minimal damage to the monster, which continues to try to squeeze the life out of you. Meanwhile, the dwarf continues to pummel you.
Grapple: 1d20 + 22 - 6 + 5 ⇒ (13) + 22 - 6 + 5 = 34
Piercing Damage on Success: 3d8 + 9 ⇒ (3, 6, 8) + 9 = 26
Unarmed Strike: 1d20 + 23 ⇒ (7) + 23 = 30 Damage: 1d3 + 9 + 4d6 ⇒ (3) + 9 + (4, 4, 2, 3) = 25
Unarmed Strike: 1d20 + 18 ⇒ (6) + 18 = 24 Damage: 1d3 + 9 + 4d6 ⇒ (3) + 9 + (5, 3, 1, 4) = 25
Unarmed Strike: 1d20 + 13 ⇒ (8) + 13 = 21 Damage: 1d3 + 9 + 4d6 ⇒ (3) + 9 + (4, 5, 2, 1) = 24

Dwarf: 21pts damage
Monster: 131pts damage; disoriented (2 rds)


Retired to SUMITHA

Realizing even at point blank range he'd missed the devil ? Elek feels more spikes penetrate his armor, but is able to avoid the dwarves blows. Bleeding from several spots he persists, telling tthe cursed adamantium and mithril cannon. " shèjí Yánggōng Dàn mù" Firing point blank at the devil repeatedly.

Good. bad or otherwise all damage is nonlethal, grappled -4 dex, - 2 attack rolls - 4 wind, Feint/Attack Shadow Wake Merciful Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Special Attack action: Shadow Wake Arcing Arm Cannon: (attunement) focused blast, Melee Archer, Barrage, crafted blast: Slashing, sneak, fatal thrust,
feint: verbal: 1d20 + 29 - 2 ⇒ (14) + 29 - 2 = 41 If successful add + 2 to each attack
Feint strike: cannon: 1d20 + 21 + 1 - 4 - 2 - 2 ⇒ (6) + 21 + 1 - 4 - 2 - 2 = 20 for damage: 4d6 + 2 + 4 + 1 ⇒ (4, 2, 5, 6) + 2 + 4 + 1 = 24 + 1 crafted blast SA: 6d6 ⇒ (5, 1, 6, 5, 3, 1) = 21 FT: 3d6 ⇒ (1, 5, 3) = 9 nonlethal: 1d6 ⇒ 2
Barrage cannon: 1d20 + 21 + 1 - 4 - 2 - 2 - 2 ⇒ (19) + 21 + 1 - 4 - 2 - 2 - 2 = 31 for damage: 4d6 + 2 + 4 + 1 ⇒ (4, 2, 2, 5) + 2 + 4 + 1 = 20 + 2 crafted blast SA: 5d6 ⇒ (6, 5, 6, 3, 5) = 25 FT: 3d6 ⇒ (1, 5, 6) = 12 nonlethal: 1d6 ⇒ 1
Barrage cannon: 1d20 + 21 + 1 - 4 - 2 - 2 - 2 ⇒ (20) + 21 + 1 - 4 - 2 - 2 - 2 = 32 for damage: 4d6 + 2 + 4 + 1 ⇒ (5, 3, 5, 3) + 2 + 4 + 1 = 23 SA: 6d6 ⇒ (1, 1, 6, 4, 3, 3) = 18 FT: 3d6 ⇒ (5, 6, 6) = 17 nonlethal: 1d6 ⇒ 3
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
If at any point in time Elek drops the grappler, he will use the rest of the shots on the barbarian sans the -2 -2, then he will move up and back 20 ft.
Barrage cannon: confirm crit: 1d20 + 21 + 1 - 4 - 2 - 2 - 2 ⇒ (18) + 21 + 1 - 4 - 2 - 2 - 2 = 30 for damage: 4d6 + 2 + 4 + 1 ⇒ (4, 6, 4, 2) + 2 + 4 + 1 = 23 + 1 crafted blast
Barrage cannon: confirm crit: 1d20 + 21 + 1 - 4 - 2 - 2 - 2 ⇒ (9) + 21 + 1 - 4 - 2 - 2 - 2 = 21 for damage: 4d6 + 2 + 4 + 1 ⇒ (3, 1, 6, 6) + 2 + 4 + 1 = 23 + 2 crafted blast


Your second shot causes the creature (which was a devil, by the way) to collapse. As its body falls, it fades back to whatever plane it originally hailed from. Free of the grapple, you quickly turn your cannon toward the dwarf, but your blast only seems to make him angrier. As you fly toward safety, he leaps after you! After unleashing a mighty punch, he drops back to the stage.
Unarmed Strike: 1d20 + 23 + 2 ⇒ (11) + 23 + 2 = 36 Damage: 1d3 + 9 + 4d6 ⇒ (2) + 9 + (1, 1, 4, 5) = 22
If this hits, you'll take a -2 penalty to CMD and a -3 penalty to attack and damage for the next 4 rounds.
Ignore this Roll: 2d6 ⇒ (1, 1) = 2

Dwarf: 66pts damage


Retired to SUMITHA

His chest throbbing from the final blow, Elek realized the damage would stay with him a bit. Hovering for a moment, he points the cannon away in a feint. "Surrender and I let Admiral Arronax decide what to do with you." Shrugging, he tells the cursed adamantium and mithril cannon. "shèjí Yánggōng Dàn mù" Firing point blank at the barbarian repeatedly.

-2 CMD, -3 attack and damage: 1/4 rounds. all damage is nonlethal, grappled -4 dex, - 2 attack rolls - 4 wind, Feint/Attack Shadow Wake Merciful Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Special Attack action: Shadow Wake Arcing Arm Cannon: (attunement) focused blast, Melee Archer, Barrage, crafted blast: Slashing, sneak, fatal thrust,
feint: verbal: 1d20 + 29 - 3 ⇒ (9) + 29 - 3 = 35 If successful add + 2 to each attack
Feint strike: cannon: 1d20 + 21 + 1 - 4 - 3 ⇒ (18) + 21 + 1 - 4 - 3 = 33 for damage: 4d6 + 2 + 4 + 1 - 3 ⇒ (6, 1, 4, 2) + 2 + 4 + 1 - 3 = 17 + 3 crafted blast SA: 6d6 ⇒ (1, 4, 4, 2, 4, 2) = 17 FT: 3d6 ⇒ (4, 4, 3) = 11 nonlethal: 1d6 ⇒ 5
Barrage cannon: 1d20 + 21 + 1 - 4 - 2 - 3 ⇒ (14) + 21 + 1 - 4 - 2 - 3 = 27 for damage: 4d6 + 2 + 4 + 1 - 3 ⇒ (2, 4, 4, 5) + 2 + 4 + 1 - 3 = 19 + 1 crafted blast SA: 5d6 ⇒ (3, 5, 5, 6, 2) = 21 FT: 3d6 ⇒ (5, 5, 5) = 15 nonlethal: 1d6 ⇒ 6
Barrage cannon: 1d20 + 21 + 1 - 4 - 2 - 3 ⇒ (6) + 21 + 1 - 4 - 2 - 3 = 19 for damage: 4d6 + 2 + 4 + 1 - 3 ⇒ (6, 5, 3, 4) + 2 + 4 + 1 - 3 = 22 SA: 6d6 ⇒ (6, 1, 4, 1, 1, 2) = 15 FT: 3d6 ⇒ (2, 3, 3) = 8 nonlethal: 1d6 ⇒ 4
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).


You continue blasting away at the dwarf, dealing massive (but nonlethal) damage. He continues to rage, however, seemingly caught up in an unthinking battle frenzy. With another massive leap, he launches himself at you before dropping back to the stage.
Unarmed Strike: 1d20 + 23 + 2 ⇒ (2) + 23 + 2 = 27 Damage: 1d3 + 9 + 4d6 + 22 ⇒ (3) + 9 + (5, 3, 6, 5) + 22 = 53

Dwarf: 192pts damage


Retired to SUMITHA

Is he really jumping nearly 20ft?

Surprised at how high the dwarf can jump, he keeps the cannon trained on the dwarf, wondering where the other two have gotten off to. Shaking his head, he tells the cursed adamantium and mithril cannon. "shèjí Yánggōng Dàn mù" Firing point blank at the barbarian repeatedly.

move up and back to 30 ft.-2 CMD, -3 attack and damage: 2/4 rounds. all damage is nonlethal, grappled -4 dex, - 2 attack rolls - 4 wind, Feint/Attack Shadow Wake Merciful Cannon Expert Feint/Feint strike/Fatal opening/verbal Feint Special Attack action: Shadow Wake Arcing Arm Cannon: (attunement) focused blast, Melee Archer, Barrage, crafted blast: Slashing, sneak, fatal thrust,
feint: verbal: 1d20 + 29 - 3 ⇒ (13) + 29 - 3 = 39 If successful add + 2 to each attack
Feint strike: cannon: 1d20 + 21 + 1 - 4 - 3 ⇒ (10) + 21 + 1 - 4 - 3 = 25 for damage: 4d6 + 2 + 4 + 1 - 3 ⇒ (6, 3, 2, 3) + 2 + 4 + 1 - 3 = 18 + 1 crafted blast SA: 6d6 ⇒ (4, 5, 1, 5, 6, 5) = 26 FT: 3d6 ⇒ (6, 5, 3) = 14 nonlethal: 1d6 ⇒ 6
Barrage cannon: 1d20 + 21 + 1 - 4 - 2 - 3 ⇒ (9) + 21 + 1 - 4 - 2 - 3 = 22 for damage: 4d6 + 2 + 4 + 1 - 3 ⇒ (4, 1, 5, 2) + 2 + 4 + 1 - 3 = 16 + 3 crafted blast SA: 5d6 ⇒ (3, 6, 5, 2, 1) = 17 FT: 3d6 ⇒ (6, 5, 4) = 15 nonlethal: 1d6 ⇒ 4
Barrage cannon: 1d20 + 21 + 1 - 4 - 2 - 3 ⇒ (8) + 21 + 1 - 4 - 2 - 3 = 21 for damage: 4d6 + 2 + 4 + 1 - 3 ⇒ (1, 4, 6, 4) + 2 + 4 + 1 - 3 = 19 + 2 crafted blast SA: 6d6 ⇒ (1, 1, 1, 2, 2, 4) = 11 FT: 3d6 ⇒ (4, 2, 4) = 10 nonlethal: 1d6 ⇒ 1
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).


Yes! It's all thanks to the Raging Flier rage power. XD

You expected your first shot to drop the dwarf, but he somehow remains upright and combat capable until you put another two blasts into him. Unfortunately, you discover that his rage in one that only ends with death.


Retired to SUMITHA

So he appears to be dead?

Moving higher in the air, Elek shifts his attention from the downed dwarf to the room at large, looking for the other two members of the troupe. Speaking aloud, "I have the information I came after, any chance either of you want talk instead of fight?"

He moves as high as the ceiling will let him, and actively searches for the other two. Taking 10(28/34) on perception. Did he notice any doors open or curtains move, during the fight or after? Are there any open exits?


He appears to be dead, yes.

Your question is met with silence. There's no apparent sign of either of the troupe members. This likely means their magic either turned them invisible or teleported them elsewhere.


Retired to SUMITHA

Keeping a keen eye out as he hovers, Elek tucks his estoc under his arm and draws out his wand. Tapping himself once with the wand, attempting to restore the damage he'd suffered.

So move action, draws a wand, standard casts
UMD: 1d20 + 25 ⇒ (7) + 25 = 32
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
If uninterrupted by attack or some sort of movement, he will continue healing himself taking 10 on perception. Let me know how many rounds, and I will roll them at one time.

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