Agents for Hire (Inactive)

Game Master Johnny_Panic

A group of newly commissioned investigator agents set out on their 1st missions.

You: New agents an ad-hoc group sent by the "AGENCY".

Current Location: On The road in the badlands headed to FangFern Forest

Current Synopsis:
Destroy the Evil Drow seeds.

Goals and plans:
* Get the evil Drow seeds 200 miles to a wizard who can destroy them and set the trapped souls free.
* Try not to mess up or get killed.


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Male
Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1 Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)| Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)

"Impressive, 'Helldrick'." Lazastrahd looked on with admiration of Warlock's quick-thinking. "Impressive".


Remembering the instructors said that securing witnesses was very important Seljak, clearly worried asks, "Um, what happens if the compulsion wears off while she's going there?"


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

"Then hopefully our witness will be wise enough to go on her own volition." Khardon said. "Given our time frame, and how we can't spare anyone for an escort, I think that this is our best course of action."


Once you tell her where the Agency is, she lets go of Bones and then runs out the room.

So where where are the missing Lords, whose wives you had found, the Master Willicks and the real Helldrick?

Time is ticking away..

Before she goes how ever she dose point the way Master Willicks went
[or The real Helldrick uses Illusion to look like Master Willicks]

A new area of the map is now open to you and leads to some steps leading up, could this be the tower! she talked of.


HP:24|BaB:2|AC:17 T:13 FF:14 (5% fortification)|Fort:3(+2 vs poison) Ref:5 Will:3(+2 vs Mind Affecting, +1vs emotion, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5, Negative energy 2|See in Darkness
Resources:

After the nice lady leaves, Warlock Bones will address the group. "Sorry about that deception. I know that it isn't an ideal situation, and I do feel a little scummy about it, but... she seems like she got whammy'd pretty damn hard if she can't even remember her own name. Might as well use it to our advantage as well."


Watching the girl with acid on her shoe leave, Seljak noticed he steps leading up. Pointing towards the steps, "Do you suppose those lead to the tower, or is there second floor?" Grasping his scattergun in both hands he moves to the steps and begins to climb them keeping a keen eye out for clues and Master Willicks.

perception: 1d20 + 5 ⇒ (10) + 5 = 15


Yes at the top of the steps you hear muffled talking.
Some kind of argument. See map.

if anyone gets close to the door could you roll a stealth roll.


Male
Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1 Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)| Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)

Stealth: 1d20 + 5 ⇒ (19) + 5 = 24
Perception: 1d20 + 8 ⇒ (3) + 8 = 11


You get close but you can't make out what is being said.

Another my try


Male
Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1 Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)| Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)

Perception: 1d20 + 8 ⇒ (20) + 8 = 28 Yeah, that did it.
Lazastrahd motions to his fellows to keep quiet as he listens.


Seeing the dark elf move quietly towards the door, Seljak begins to follow. But when he see's Lazastrahd put a finger over his mouth, Seljak recognized the universal sign to be quiet and froze in his tracks. Not trusting the wooden floorboards not to squeak under his massive weight.


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"HELLDRIK this was not the plan, we wanted to show what they could do to the consortium not kill its representatives."

"You'er such a fool Willicks you and your pet crafter, this was never about impressing the consortium"

"Who ARE YOU!! why do this!!"

"Lets just say your a small part of a much bigger plan, now tell me where you put my control gem!?"

"Never, go to the hells"

"Yes but not yet, now...where...is....the...gem"

"ARRRR!R!!!!!"

"Do you want more"

More screams come out of the room.


Male
Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1 Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)| Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)

Lazastrahd attempts to open the door, holding his revolver at head-level.


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

Jixxe approaches the door right behind Lazastrahd with his mace drawn.


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

”Something in there? Let’s get this done right.” Khardon said, coming in behind the other two with his revolver loaded and ready.


The door will open.
Whats the order of entry? and who is doing what?


Male
Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1 Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)| Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)

Lazastrahd has the door and is going in first.

The drow opens the door rapidly, brandishing his revolver before him.

"AGENCY AGENTS! Put your hands up!"
Intimidate: 1d20 + 6 ⇒ (18) + 6 = 24


HP:24|BaB:2|AC:17 T:13 FF:14 (5% fortification)|Fort:3(+2 vs poison) Ref:5 Will:3(+2 vs Mind Affecting, +1vs emotion, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5, Negative energy 2|See in Darkness
Resources:

Preferably towards the middle, but I'll take anywhere.

"Helldrick here." Warlock Bones says sardonically, finger gun at the ready.


Warlock Bones wrote:
Preferably towards the middle, but I'll take anywhere.

Behind Khardon sounds pretty close to the middle. As posts read the order is Laastrahd, Jixxe, Khardon, Warlock and I guess Seljak is behind him leaving Daniel behind Seljak.

Nodding in agreement with Khardon, Seljak, gets ready to go through the door. Seeing the dark elf opening the door, Seljak nods as Lazastrahd announces them as agents. As Jixxe and Khardon followed the dark elf, Seljak realized that his shotgun would be dangerous to his fellow agents, so he lowered the gun and began to draw out his flail. Chuckling as 'Bones' held up his dangerous finger he followed the tiefling towards the doorway.


As you enter the room you see Helldrick standing over Master Willicks who is tied to a seat, wound on his leg.

Helldrick frowns while master Master Willicks face lights up with hope.

Master Willicks
"Thank the gods"

Helldrick is holding a dagger and as you come in goes behind Willicks
now holding the dagger to his throat. He has 80% cover

"Shut up Willicks or you die"

Helldrick, looks at you all.

"Well done you did not fall my little plan, shame Elsble is dead but who cares now, one more move and I kill him"

Willicks looks shocked and sad at the fact Elsble is no more.

"Your a monster, thank the gods I saw past you magic hell spawn"

Helldrick
"You want to be carful what you say Willicks seems one of your rescuers is just like me."

Then to Bones.

"Should I kill this rasist, brother on the blood?"
But his maniacal laughter after saying that shows he is being facetious.

GM rolls:

Roll 1 1d20 + 8 ⇒ (17) + 8 = 25
ROll 2 1d20 + 5 ⇒ (4) + 5 = 9
Roll 3 1d20 + 12 ⇒ (15) + 12 = 27

Perception DC9:

There is poison on the dagger

Perception DC9:

The room is boobytrapped and there is no other person in here but them two and you lot.

DC 12 Diable devise to stop the hole place going boom with fire.

Perception DC25:

With his free and he seems holding a magic device.

DC27 spell craft to know what it is.


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Khardon kept his revolver pointed at the madman. In an even tone and a loud, clear voice, he said: "Poisoned dagger in left hand, magical device hidden in right, and the room itself is trapped. Logically speaking, he probably is using his hidden device to control the trap."

Locking eyes with the man, he continued: "If ye surrender, ye get to live. We have enough guns trained on ye, that even with the trap, ye'll be sure to die. There is nay reason that this has to be the hard way."

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22


perception: 1d20 + 5 ⇒ (11) + 5 = 16

Seeing the poison on the blade, Seljak freezes behind his fellow agents. Slowly, while Helldrick monologues Seljak puts way his flail while he continues looking around the room. Seeing the trap just before Khardon begins to try and talk the tiefling 'down' Seljak draws out his lockpicks, whispering to Khardon. "Sir, try and keep him distracted I'll deal with the trap."

'I hope he wasn't offended.' Realizing in his nervous state he had called the experienced dwarf 'Sir' again, Seljak shakes his head as he ducks down and begins to try and deal with the trap.

Happy to try the trap, how much time will it take Seljak to deal with it?
disable trap: 1d20 + 10 ⇒ (20) + 10 = 30


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

Hearing Seljak, Khardon glanced at Warlock. "Ye heard him lad. Sounds like a task more suited to ye."


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

Jixxe moves closer to Seljak and assists in the dismantling of the trap.
dd: 1d20 + 6 ⇒ (16) + 6 = 22


Male
Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1 Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)| Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)

perception: 1d20 + 8 ⇒ (5) + 8 = 13
Why did I know memorize 'grease' this evening? Lazastrahd thinks to himself. Must try to take him alive.
"So, Helldrick, why go through all this trouble?"


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HP:24|BaB:2|AC:17 T:13 FF:14 (5% fortification)|Fort:3(+2 vs poison) Ref:5 Will:3(+2 vs Mind Affecting, +1vs emotion, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5, Negative energy 2|See in Darkness
Resources:

Answer Laz's question first, I don't wanna overshadow anyone here...
I gotta ask Faust about this guy later. What a wierdo.
Spellcraft to identify magic box: 1d20 + 5 + 1d6 ⇒ (2) + 5 + (3) = 10
"I mean..." Warlock Bones begins. "Who's really the racist one? The person who assumes that you're a spawn of hell? Or the person who assumes that just because we have similar heritage, we have similar views." Warlock Bones ponders this for a second.
Perform Comedy to really get his attention: 1d20 + 9 ⇒ (7) + 9 = 16
"Alright, that one was a stinker. But to be frank, you do kind of look like a hellspawn. Pentagram on the stomach? It's pretty tacky to be frank. If you're going to dabble in the diabolical arts, at least make it subtle, eh?" Warlock Bones gives the tiefling a conspiratorial wink. "Keep your profane gifts a bit more... hidden." Warlock Bones gestures slightly to his sword cane, a subtle gesture.
Bluff to convey a secret (false) message to him that I'm on his side, as a fellow diabolist.: 1d20 + 9 ⇒ (13) + 9 = 22
"I dig the enchantment thing you've got going though, now that's a nifty trick you've got going on there. You got that girl so good that she thought I was you. Funny that, right?" Another conspiratorial wink, and Warlock Bones takes a step towards Helldrick, hands held up in a surrendering pose.
Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25


He smirk's at your questions and spots you disarming his trap.

"Nice try"

and then all is darkness, magical darkness, even dark vision can't see past it. There is a small of a window and a thud onto the floor with a bloody gurgling sound.


GM_Panic wrote:
He smirk's at your questions and spots you disarming his trap.

Oops didn't mean to get Master Willicks killed. Was Seljak successful disarming the trap or did he not have enough time?

As the light go out, Seljak hears the thud and bloody gurgling sound, Seljak says aloud, "I hope I didn't cause that!"


HP:24|BaB:2|AC:17 T:13 FF:14 (5% fortification)|Fort:3(+2 vs poison) Ref:5 Will:3(+2 vs Mind Affecting, +1vs emotion, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5, Negative energy 2|See in Darkness
Resources:

Not even a sense motive check, he's just that bad of a dude.

"I don't think there's going to be much point in chasing him at the moment. Too prepared."


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

Torsten 'tsked' in annoyance. "Agreed, Mr. Bones. Everyone out of the room!" He ordered, in a clear and commanding voice. "The room is trapped, the enemy has the means to set it off, and the hostage is killed. I won't lose any of ye due to anger or haste." Whether or not anyone listened to him was up to them, but the dwarf knew a losing situation when he saw one. Not that he was too angry. All in all, they had "solved" the mystery enough that he figured that they could report to their supervisors in a manner that would satisfy them. The case wasn't closed by any means, but they knew that Helldrick was their culprit, even if there was someone acting behind them. While one hostage had died, they had rescued enough that they could call the mission a success, with Master Willicks' death being another charge of murder heaped upon Helldrick. He could live with the outcome, so long as he didn't lose any of his comrades in the process.


Just to be clear, Seljak disabled trap with the aid of others,

Khardon is just about to leave the room when you all hear another breath. someone close is trying to breath.

O the humanity, If only someone can get to them in time and give them healing of some kind....

look up hint in the dictionary and you will see an image of a GM with a 400' neon sign behind them saying THIS DOOR!!


Hearing Khardon recommend they all leave the room, Seljak instinctively wants to follow orders. Pausing he remembered what his father had taught him. 'That those with power had a responsibility to protect the lives of the innocent.' Seljak new he had the power to do something, even in the uncommon darkness. "Khardon, lead the others out, I can smell Willicks, I'll get him out." Dropping to his hands and knees be began sniffing very carefully, he could smell the blood. He began moving cautiously sniffing as he went smelling his way towards whoever it was bleeding.

a little in the dark here. He's moving slow but it's a small room. How long would it take to find the body and does he smell anyone unfamiliar other than the person bleeding?
perception: 1d20 + 5 ⇒ (4) + 5 = 9 booooo


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

"Aye, good lad. Be careful in there." Khardon said, impressed with the orc's ability to navigate in the dark on scent alone.


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

Jixxe moves to the door and waits for Seljak to pull willicks from the darkness.


That fail means a con and fort roll for master Willicks.
DC14 1d20 + 4 ⇒ (6) + 4 = 10 Vs Poison[Take 2 points of con DMG]
DC12 1d20 + 3 ⇒ (5) + 3 = 8 Vs Bleed 1d2 ⇒ 1 more DMG
HP at 1
He cant take much more

Roll track again +2 this time.


Male
Skills:
Acro +8|Appraise +8|Diplo +9|Heal +6|Intim. +8(+11)|Kn. Arc +10|Percep +10|SM +12|Spell +10
CMB: +2, CMD: 14|F: +3, R: +2, W: +4|Init: (+3) +1 Drow|HP: 23/23|AC: 15 (11 Tch, 14 Fl)| Gestalt Investigator (Sleuth)\Wizard (Sword Binder)/3rd|Speed 30ft (30ft)|Sleuth’s Luck (Ex) (2/2)|Inspiration Pool (6/6)

Again stymied by circumstances, Lazastrahd quiets his mind, drawing his rapier, and touches the pommel to his forehead and casts heightened awareness on himself.
Perception (heightened awareness): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23


Its a simple survival or perception roll to track with sent +2 on that,DC10 now others can help


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

Perception Aid: 1d20 ⇒ 14

As Khardon pulled out of the room, given that he couldn't see anything, he called out "Ye got this, Seljak. Ye be the best man for this job." At the moment, moral support was the best that he could offer.


Continuing to sniff about, Seljak hopes to find master Willicks before it's too late.

track: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21


You find him, wetness and smell of blood but you can get him out the room. As you get him to the door, the others help you and your out the room.

So dose anyone have a means to stabilise him?


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

Khardon has cure light wounds and 1 cast left for the day. Seljak and the others would know that he can do this, so if the man can be brought to Khardon he can stabilize.


Male Human Investigator 2/Paladin 2| AC 17 T 13 FF 14 | HP 27/27 | F +7 R +8 W +6; +2 v. Poison | Init +3| Perc +5

Daniel seeing the body comes out says "Take him to Kardon and stand clear of the room." He then concentrates into the room trying to detect the presence of evil.


1d20 + 3 ⇒ (16) + 3 = 19

There no evil in the room


HP:24|BaB:2|AC:17 T:13 FF:14 (5% fortification)|Fort:3(+2 vs poison) Ref:5 Will:3(+2 vs Mind Affecting, +1vs emotion, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5, Negative energy 2|See in Darkness
Resources:

And Warlock Bones, despite his general incompetency, and gross disregard for the laws of anatomy at least regarding his own person, is a decent surgeon.


Khardon Wounds (0) HP (42) AC (24/14/21) Saves (6/6/6, +3 Hardy, extra +2 poison, +1 fear/enchantment/illusion) CMD (19, +4 stability) Init (+3) Lvl 1 (4/4) Inspiration (4/4)

He was top of his class before he was expelled from med school! The best unaccredited doctor one could ever hope for


hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand Hero points 1

Knowing he will be of little use at this time, Jixxe moves aside to allow for bones and khardon to examine willicks.


Jixxe make a perception roll plase


HP:24|BaB:2|AC:17 T:13 FF:14 (5% fortification)|Fort:3(+2 vs poison) Ref:5 Will:3(+2 vs Mind Affecting, +1vs emotion, +5 vs charm/compulsion)|Init:|Cold, Acid, Fire resist 5, Negative energy 2|See in Darkness
Resources:

He got expelled for wondering why everyone's tongue was too short and scheduling tongue extension surgeries.

Heal: 1d20 + 6 ⇒ (12) + 6 = 18


He stops dying and with another roll you can deal with the Toxin.


While Agent Bones is aiding the man they saved, Seljak moves to the eastern side of the room. Wondering if the door on that side may lead around to the room they had just left, he investigates the other door for traps.

perception: 1d20 + 5 ⇒ (19) + 5 = 24

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