GM TK-421 Agents of Edgewatch

Game Master CtotheZ

AoE Slides
Loots
Skills


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AoE Slides

GM Screen:
4d4 ⇒ (3, 4, 1, 2) = 104d6 ⇒ (3, 1, 1, 5) = 104d8 ⇒ (5, 1, 8, 6) = 204d12 ⇒ (4, 9, 2, 2) = 174d20 ⇒ (3, 13, 11, 15) = 421d100 ⇒ 46

Crit success!

Towerr, initially taking the summoning circle as decorative, learns his lesson the hard way. But after a solid hit something from a past memory from his long dead civilization, or perhaps some divine intervention, snaps his body into action. He raises his shield and firmly plants it in the ground, breaking the intricate lines and runes making up the trap. He wrenches with all his might and lifts up part of the floor, irreparably damaging the spell keeping the devil on this plane. With a frown and what can only be an expletive in the guttural language it speaks, the devil disappears with a pop.

This wasn't scripted into the AP but I enjoyed the innovative thinking. Also have a Hero Point Towerr. I'm comfortable with that being the first action from the agents in the round. I'll hand wave the bleed as well. Mason passed the fort save. You're still injured and locked in the room.

Tracking Stuffs and things wrote:


*** Out if Combat***
Bold may act

Roscoe (-12hp)
Mason (-20hp,)
Towerr ( -15hp)
Rocky (-9hp)


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

Good thinking Towerr, if it wasn't for you we would be dead for sure. At least we know now that Prachett is definitely up to something. We need to heal up and then go find him, what you guys think?

[Ooc]If everyone agrees then Roscoe will then start to heal people up by first doing Rejuvenating Flames then doing Trear Wounds on someone while I regain my Focus. Then rinse and repeat.[ooc]

Rejuvenating Flames on all
Healing: 1d4 ⇒ 3

Treat Wounds on Mason
Treat Wounds DC15: 1d20 + 9 ⇒ (9) + 9 = 18
Healz: 2d8 ⇒ (5, 4) = 9

Rejuvenating Flames on all
Healing: 1d4 ⇒ 2

Treat Wounds on Towerr
Treat Wounds DC15: 1d20 + 9 ⇒ (8) + 9 = 17
Healz: 2d8 ⇒ (2, 8) = 10

Rejuvenating Flames on all
Healing: 1d4 ⇒ 2

Treat Wounds on Myself
Treat Wounds DC15: 1d20 + 9 ⇒ (1) + 9 = 10
Hurt Myself: 1d8 ⇒ 5

After failing to heal myself I will ask the group, You mind if I use a Healing potion?

Battle Medicine Uses:
Towerr

Spells:
Cantrips Known: Detect Magic, Electric Arc, Ray of Frost, Read Aura, Stabilize, Guidance, Gouging Claw 1st-Level Spells: Hydraulic Push, Burning Hands, Heal, Horizon Thunder Sphere 1st-Level Spells Left: 4/4 Focus Points Left: 1/1


AoE Slides
Tracking Stuffs and things wrote:


*** Out if Combat***
Bold may act

Roscoe (-17hp)
Mason (-4hp,)
Towerr ( Full hp)
Rocky (-2hp)

I think that's correct. Feel free to check my math. Rejuvenating Flames doesn't effect the caster, just the allies, correct.


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

You are correct with the math and you are correct on the Flames its just something that I forgot. lol

Maybe I need a bit more practice patching myself up.

Roscoe will decide to use a Heal on himself and drink a potion.
2-Action Heal: 1d8 + 8 ⇒ (2) + 8 = 10
Minor Healing Potion: 1d8 ⇒ 4

If Towerr is ok with tapping each of us 1 time then we would be all full. Also I forgot until just now that Rocky also has Lay on Hands that can help, but I already used the spell so remember that for later.

Battle Medicine Uses:
Towerr

Spells:
Cantrips Known: Detect Magic, Electric Arc, Ray of Frost, Read Aura, Stabilize, Guidance, Gouging Claw 1st-Level Spells: Hydraulic Push, Burning Hands, Heal, Horizon Thunder Sphere 1st-Level Spells Left: 3/4 Focus Points Left: 1/1


Female CG Vanara Monk/Barbarian 4 w/ Blessed One Dedication|HP 62/62|AC 21|Fort +10e|Ref +11e|Will +8e|Peception +8e (Low-Light)|35ft Move|Focus Spell: 2/2|Icons: ◆◇↺

Rocky will try to unlock the door

Thievery to unlock the door: 1d20 + 7 ⇒ (1) + 7 = 8


Female CG Vanara Monk/Barbarian 4 w/ Blessed One Dedication|HP 62/62|AC 21|Fort +10e|Ref +11e|Will +8e|Peception +8e (Low-Light)|35ft Move|Focus Spell: 2/2|Icons: ◆◇↺

Thievery to unlock the door: 1d20 + 10 ⇒ (12) + 10 = 22


Agent Ken Mason | NG Kitsune Investigator 4 | HP 40 | AC 20 | Fort +8E Ref +11E Will +9E | 25ft Move | Perc +9(+2Init)/+11 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6[/dice] [dice=Precision]1d6[/dice] [dice=Crit]1d10[/dice] [dice=Fatal]1d10[/dice]

should be all updated here.

also, had forgotten that with Underworld Investigator, i gain extras on my Pursue a Lead. specifically i can use thievery in regards to the subject. examples they give are picking open a safe or stealing a clue from the person. not sure if it would apply, as it's gm discretion for all of them, but could use Clue In to assist with the door picking? (as it is tangentially related to investigating Pratchet, currently 1 of my leads)


AoE Slides

That won't be necessary. Rocky was successful. But for future ruling it seems a bit of a stretch for the intended use. If you were trying to stealthily unlock a lock to obtain a clue that's another situation. Here you're more trying to effect an escape. Once everyone has completed leveling up we will continue.


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

Roscoe is updated. Will update Rocky today


Female CG Vanara Monk/Barbarian 4 w/ Blessed One Dedication|HP 62/62|AC 21|Fort +10e|Ref +11e|Will +8e|Peception +8e (Low-Light)|35ft Move|Focus Spell: 2/2|Icons: ◆◇↺

Rocky is updated.


Male LG Tower Shield Champion 4 w/ Bastion Dedication | 56 HP | 21 (23/25) AC | Fort 10e | Ref 7t | Will 10e | Perc 8t | 20ft Move Note: Everburning Torch in Shield Sconce | Low-light Vision

Towerr is updated as well and a huge update to background.


Male LG Tower Shield Champion 4 w/ Bastion Dedication | 56 HP | 21 (23/25) AC | Fort 10e | Ref 7t | Will 10e | Perc 8t | 20ft Move Note: Everburning Torch in Shield Sconce | Low-light Vision

Its no problem Roscoe. As a champion of Arqueros, I am sworn to protect. In the heat of the moment, I thought it best to ruin what was keeping that creature in this plane. I am just happy my actions were true, for fear of what would have become of us had we been stuck in this room any longer with that thing. Luckily, fear can be a great tool if used correctly... as well as a sounding crack to the dome. Towerr rubs the back of his head with much humility. Also, apologies for being the one to almost get us killed... again...


Male LG Tower Shield Champion 4 w/ Bastion Dedication | 56 HP | 21 (23/25) AC | Fort 10e | Ref 7t | Will 10e | Perc 8t | 20ft Move Note: Everburning Torch in Shield Sconce | Low-light Vision

Once my focus restores, I will use lay on hands for 12 hp on Roscoe. Also, since that will bring him to nearly full health, what say everyone we get a move on so not to give Pratchet too much time to make a get away.

Having said that, could just have Rocky use lay on hand so we dont have to wait for my focus to restore. Either option is fine by me.


AoE Slides

OK with everyone looking ready a brief recap: Thexagents fell victim to a trapped summoning circle but were able to upset the trap and save their own lives. Some healing was done and Rocky picked the lock allowing escape from the trapped room. I'll let your concensus determine if you want your focus points back or not. Enough time has elapsed that Pratchett could be anywhere in the building or gone all together.

The door now open to the hallway, the agents see a distinct lack of their host. Do they give chase or search the room?


Agent Ken Mason | NG Kitsune Investigator 4 | HP 40 | AC 20 | Fort +8E Ref +11E Will +9E | 25ft Move | Perc +9(+2Init)/+11 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6[/dice] [dice=Precision]1d6[/dice] [dice=Crit]1d10[/dice] [dice=Fatal]1d10[/dice]

"Something is definitely up at this hotel. With Pratchett having left us to our own devices, he's definitely looking suspicious. No hard proof yet, but looks like we have some free reign to investigate. If there's concern of frightening the guests, well, maybe that's a good thing. Having devils appearing in ones room tends to frighten folks more. And without being too derogatory here, we've only seen just one guest. No one else around for that to be much of a concern."

if possible, would like to try and recall knowledge on that creature again, plus maybe learn a bit more about the summoning circle before we leave the room. mostly just to detail in the report later, but potentially to help out if we find another circle or similar creature

also, for exploration mode, my perception goes up to +10, but only if i move at half the normal speed for searching/seeking (usually it's 1/2 speed, i move at 1/4 speed)


AoE Slides

Without remains to study Mason isn't sure he can recall enough about the creature to recall any information he wasn't able to recall.... But if he's interested in recalling the details to give an accurate account for reporting purposes he might recall there are others who could help him with identifying the devil back at the precinct. Recall. Anyone want to chime in with your plans? Search the room? Give chase after Pratchett? Some third thing?


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

Let's go after Pratchett. Once we get him then we can do a full shakedown of this hotel.


Agent Ken Mason | NG Kitsune Investigator 4 | HP 40 | AC 20 | Fort +8E Ref +11E Will +9E | 25ft Move | Perc +9(+2Init)/+11 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6[/dice] [dice=Precision]1d6[/dice] [dice=Crit]1d10[/dice] [dice=Fatal]1d10[/dice]

”Without knowing where he went, he’s got a bit of a home ground advantage. Let’s take things slow, and kick in a few doors. See what other mysteries this place is hiding and waiting to ambush us.”

back in the hall and looking around. Perhaps check the “rented but no answer room?”


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

That's true no need to rush into things too crazy. Let's look over this room first then and move on to the rented room then the rooms we haven't checked. We should keep our guards up because we don't know if there are other traps like this around.


Male LG Tower Shield Champion 4 w/ Bastion Dedication | 56 HP | 21 (23/25) AC | Fort 10e | Ref 7t | Will 10e | Perc 8t | 20ft Move Note: Everburning Torch in Shield Sconce | Low-light Vision

Less you all don't want to make our status known, I can yell for Pratchett to confirm whether or not he is indeed innocent. I may also warn any other guests that there yet may be. Even with all the walls and doors in this establishment that may muffle my voice, I can make my voice fill the entire structure, possibly even the street should there be any windows ajar.


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

I do not want to cause a panic which would cause more harm than good. We should look around first to make sure that we can find Pratchett to take care of this.


AoE Slides

Roscoe gives the room a good look over and notices an inconsistency with the imp statues. While one has two red eyes, the other has one red and one clear eye. He examines the mismatched eyes further and discovers the clear eye is part of a magical device he recognizes from use in the precinct in the interrogation rooms. It is known as a reusable recording rod . Roscoe activates the rod, playing back the brief scene of the agents tussle with the devil.

Upon leaving the room and heading into the hall, Mason observes, or rather fails to observe, any increase in activity in the hotel. All is quiet, as it was before. As he proceeds out into the hall, the voices of Towerr and Roscoe seem to trail off and then become inaudible much sooner than the agent would expect. He begins to suspect some sort of enchantment may be muting sounds between the rooms in the hotel.


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

Roscoe will point out the information that he finds to Mason.Definitely good evidence of Pratchett being guilty. If it's possible to remove then Roscoe will remove it to show for evidence if not he will just document it. Let's go see some of these other rooms. Should we let ourselves in to the room that Pratchett said was occupied but no answer.


Agent Ken Mason | NG Kitsune Investigator 4 | HP 40 | AC 20 | Fort +8E Ref +11E Will +9E | 25ft Move | Perc +9(+2Init)/+11 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6[/dice] [dice=Precision]1d6[/dice] [dice=Crit]1d10[/dice] [dice=Fatal]1d10[/dice]

As the others catch up, Mason informs them of the possible enchantment in the halls/walls to lessen sounds.

”I dunno that the recording device indicates Pratchett directly, but it is suspicious. It could have been put there by Raslo, of another patron. Possibly even been there for a while and no one noticed. Let’s keep looking around.”


Male LG Tower Shield Champion 4 w/ Bastion Dedication | 56 HP | 21 (23/25) AC | Fort 10e | Ref 7t | Will 10e | Perc 8t | 20ft Move Note: Everburning Torch in Shield Sconce | Low-light Vision

"If we're going to be looking around, I believe it is within our best interest to do so hastily. The longer we dally, the more time this possible ruffians have to make their getaway."


Male LG Tower Shield Champion 4 w/ Bastion Dedication | 56 HP | 21 (23/25) AC | Fort 10e | Ref 7t | Will 10e | Perc 8t | 20ft Move Note: Everburning Torch in Shield Sconce | Low-light Vision

"Also, if there is indeed some sort of spell preventing our voices from traveling past these rooms, suppose this spell runs throughout the establishment. If that's the case then there is a chance any attempt at calling out to Pratchett may be futile, unless the spell only covers the rooms or maybe just this room... If you would all want me to, I will cast BULLHORN upon myself and fill every corner of this building with my calling for Pratchett. From where I stand my voice can be heard several hundred feet away (500ft) and I will call Pratchett out under suspicion of illegal use of witch craft and sorcery and to make his presence known if he wishes to denounce these claims, otherwise deem himself guilty and under our custody until proof of innocence is provided.

If there is no spell then there is a chance any civilians outside of this establishment may hear my demands so there is also that to consider."


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

If Pratchett and Raslo are behind this I want to catch them as much as you do but I think that you calling that out will cause unnecessary panic. Panic we do not want to spread. I think we should follow Masons lead and clear the rooms, find clues, and hopefully find Pratchett and/or Raslo. Do you all think we should let ourselves into the room that Pratchett said was occupied and there was no answer?


Male LG Tower Shield Champion 4 w/ Bastion Dedication | 56 HP | 21 (23/25) AC | Fort 10e | Ref 7t | Will 10e | Perc 8t | 20ft Move Note: Everburning Torch in Shield Sconce | Low-light Vision

"I say at this point we should check any room that was denied to us. For all we know, he could have been deceiving us the whole time. Best case scenario, it's either evidence on Pratchett or someone is actually occupying the room, upon which we apologize for our intrusion. Worst case scenario, it's another Demon...


Agent Ken Mason | NG Kitsune Investigator 4 | HP 40 | AC 20 | Fort +8E Ref +11E Will +9E | 25ft Move | Perc +9(+2Init)/+11 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6[/dice] [dice=Precision]1d6[/dice] [dice=Crit]1d10[/dice] [dice=Fatal]1d10[/dice]

"Probable cause and all that. We don't currently have enough evidence against him, but he's looking a lot shadier than he was earlier this evening. Any areas that were previously denied access, chalk it up to him not wanting to out himself from the get go. As for shouting after him, that might be a really bad idea, as it would give him forewarning that we're after him. Might give him time to prepare a 'welcome' for us or even just to flee. No, I think the less info we give him, the better for our wellbeing."

Mason then gets ready to breach and clear the "occupied" room.


Male LG Tower Shield Champion 4 w/ Bastion Dedication | 56 HP | 21 (23/25) AC | Fort 10e | Ref 7t | Will 10e | Perc 8t | 20ft Move Note: Everburning Torch in Shield Sconce | Low-light Vision

With a tinge of frustration, Towerr agrees with his companions. "You both make a good case. We'd best be quick then with the searching in any case."


AoE Slides

GM Screen:
4d4 ⇒ (4, 4, 1, 1) = 104d6 ⇒ (3, 2, 1, 4) = 104d8 ⇒ (8, 6, 1, 8) = 234d12 ⇒ (3, 9, 1, 1) = 144d20 ⇒ (7, 17, 6, 11) = 411d100 ⇒ 73

The agents find themselves before a locked door that does not appear trapped. They could attempt to pick the lock, force the door, or move on. The door remains as quiet as it had during their previous attempts at making contact.


Agent Ken Mason | NG Kitsune Investigator 4 | HP 40 | AC 20 | Fort +8E Ref +11E Will +9E | 25ft Move | Perc +9(+2Init)/+11 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6[/dice] [dice=Precision]1d6[/dice] [dice=Crit]1d10[/dice] [dice=Fatal]1d10[/dice]

"Looks like you're up Rocky. Or do you want me to give it a go?"


Female CG Vanara Monk/Barbarian 4 w/ Blessed One Dedication|HP 62/62|AC 21|Fort +10e|Ref +11e|Will +8e|Peception +8e (Low-Light)|35ft Move|Focus Spell: 2/2|Icons: ◆◇↺

let's see what I can do. I'm a bit out of practice

Theivery: 1d20 + 10 ⇒ (1) + 10 = 11


Agent Ken Mason | NG Kitsune Investigator 4 | HP 40 | AC 20 | Fort +8E Ref +11E Will +9E | 25ft Move | Perc +9(+2Init)/+11 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6[/dice] [dice=Precision]1d6[/dice] [dice=Crit]1d10[/dice] [dice=Fatal]1d10[/dice]

”Ooh. Tough luck slugger. Maybe let me give it a try then while you sort out your tools.”

Mason pulls out the small set of picks and gives an attempt at the lock.

Picky picky: 1d20 + 7 ⇒ (19) + 7 = 26


AoE Slides

That is a crit success so no need for additional rolls.

Mason steps up to the lock and masterfully succeeds where Rocky failed. The monk sighs, looking over her broken tool set.

The door opens revealing a room that is packed tight with a full-sized bed, a smaller children’s bed, a crib, and a dresser with a stuffed fabric goblin sitting atop it. The candy-striped walls are lined with pictures of clowns and happy-looking animals. There are signs of current occupation, including several bags and suitcases is various states of being packed, though no one appears to be in the room at the moment.


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

Roscoe would like to carefully check out the room.

Perception +8t


Agent Ken Mason | NG Kitsune Investigator 4 | HP 40 | AC 20 | Fort +8E Ref +11E Will +9E | 25ft Move | Perc +9(+2Init)/+11 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6[/dice] [dice=Precision]1d6[/dice] [dice=Crit]1d10[/dice] [dice=Fatal]1d10[/dice]

Mason moves in and also gives a thorough look at the room.

Perception +10E for seeking/searching


AoE Slides

GM Screen:
4d4 ⇒ (1, 2, 4, 3) = 104d6 ⇒ (3, 3, 1, 4) = 114d8 ⇒ (1, 7, 2, 2) = 124d12 ⇒ (10, 7, 9, 12) = 384d20 ⇒ (2, 11, 17, 18) = 481d100 ⇒ 43

The agents toss the room. They find the occupants clothes appear to be for at least four different sized humanoids, possibly Dwarven from the sizes, cuts, and fashion styles (probably two adults and two children). There is also the normal accoutrement like jewelery, toiletries, and toys one might expect a moderately wealthy family would travel with.


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

Ok looks like nothing of note in this room. Lets head out to check the next room.

I placed us in front of the next room to make it easier on where we are going assuming we are traveling together like normal. Having Towerr open the door when we are in position like normal.


AoE Slides

This windowless stone bedroom is decorated entirely in brass and iron, with a massive brass four-poster bed in the center of the eastern wall, a wrought-iron clothes rack, and two iron chairs at a metal table in a small alcove to the west. The walls are painted with red and yellow flames and hung with shadowbox-style artwork formed of overlapping thin steel plates, all depicting a fiery city of onion domes and minarets.

GM Screen:
4d4 ⇒ (4, 2, 3, 1) = 104d6 ⇒ (5, 1, 1, 5) = 124d8 ⇒ (7, 8, 7, 1) = 234d12 ⇒ (5, 6, 12, 1) = 244d20 ⇒ (1, 14, 9, 8) = 321d100 ⇒ 7

With Towerr defending and Rocky scouting they are unaware of any impending danger. Mason also over looks any impending danger, however Roscoe observes another summoning trap in the room.


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

Watch out guys there is another summoning trap here like the other room. We should probably disable it if we can.

What skill would we use to disable the trap?


AoE Slides

This will require an Acrobatics check to approach without setting off the trap, once that is successful I'll accept a magic school skill or Thievery to erase the rune and remove the danger.


Agent Ken Mason | NG Kitsune Investigator 4 | HP 40 | AC 20 | Fort +8E Ref +11E Will +9E | 25ft Move | Perc +9(+2Init)/+11 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6[/dice] [dice=Precision]1d6[/dice] [dice=Crit]1d10[/dice] [dice=Fatal]1d10[/dice]

”Yep. Let’s see what we can do here.”

Channeling some of his inner spirit, Mason attempts to light paws his way across to the rune and set about disabling it.

nothing mechanical, just for flavor

Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Occultism: 1d20 + 9 ⇒ (13) + 9 = 22


Agent Ken Mason | NG Kitsune Investigator 4 | HP 40 | AC 20 | Fort +8E Ref +11E Will +9E | 25ft Move | Perc +9(+2Init)/+11 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6[/dice] [dice=Precision]1d6[/dice] [dice=Crit]1d10[/dice] [dice=Fatal]1d10[/dice]

Acro Hero: 1d20 + 7 ⇒ (16) + 7 = 23


AoE Slides

Mason nimbly steps between the hard the see markings on the floor, avoiding triggering the summoning trap, then skillfully erases a few key elements rendering the trap inert.

"We search the room."

GM Screen:
4d4 ⇒ (3, 1, 3, 3) = 104d6 ⇒ (1, 5, 3, 1) = 104d8 ⇒ (5, 5, 8, 1) = 194d12 ⇒ (2, 8, 4, 3) = 174d20 ⇒ (15, 16, 17, 1) = 491d100 ⇒ 39

The agents notice one of the many tiny windows cut out of the towers in the metal landscape actually extends into the wall—a peephole closed on the other side of an area to the south. Possibly the coat closet behind the counter in the entry way.


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

I think we should check behind the counter to see if we can get into this secret area. Maybe that's where they are hiding things. What you guys think?


Agent Ken Mason | NG Kitsune Investigator 4 | HP 40 | AC 20 | Fort +8E Ref +11E Will +9E | 25ft Move | Perc +9(+2Init)/+11 search (Low-light) | Icons: ◆◇↺ |
bot:
◆ [dice=Devise a Stratagem]1d20[/dice] ◆ Strategic Strike, total result of X [dice=Piercing]1d6[/dice] [dice=Precision]1d6[/dice] [dice=Crit]1d10[/dice] [dice=Fatal]1d10[/dice]

i marked on the map a room with a gold star. is that where we are currently? if so, i suppose we could head over to the lobby and check there for the back room or whatever


AoE Slides

That is the correct location.


Male LN Gutsy Halfling Sorcerer/Bard 4 w/ Medic Dedication|HP 38/38|AC 18|Fort +6t|Ref +10e|Will +11e|Peception +11e|1st lvl 4/4 & 3/3|2nd lvl 4/4 & 3/3|Focus Spell 3/3|25ft Move|Icons: ◆◇↺

Moved us on the map in our usual formation and have Towerr open the door after Roscoe checks it for traps.


AoE Slides

GM Screen:
4d4 ⇒ (4, 4, 4, 2) = 144d6 ⇒ (5, 1, 5, 6) = 174d8 ⇒ (8, 7, 4, 4) = 234d12 ⇒ (5, 6, 12, 8) = 314d20 ⇒ (2, 2, 13, 6) = 231d100 ⇒ 62

The agents stand before a door that is locked, but Roscoe is certain is not trapped.

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