DMD's Shattered Star Table A

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Male Half-elf (Varisian) Psychic 1

Initiative: 1d20 + 1 ⇒ (12) + 1 = 13


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5


And take your surprise round d actions, you've got the drop on them. They're expecting trouble but they didn't hear you yet.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Surprise round:

While they are flat-footed, Zadira slips into the room, moving past their overturned table to a position where she can shoot them with no cover.

Silver Crusade

Female Human Inquisitor 1/ fighter 1

Init:1d20 + 1 ⇒ (8) + 1 = 9

Mallory Charges around the corner to get as close as possible to the two.


Female Human (Varisian) Bard (Archaeologist) 2| HP 17/17; AC 16, Touch 13, FF 13; | F:+2 , R:+6, W+3; Uncanny Dodge| Init +3; Perception +8/+10 (dim light or darkness); Darkvision 60ft | Archaeologist's Luck 7/7

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5 (What crappy rolls we got. Dice bot's against us.)

Surprise Round

Bel moved quietly into the space, remaining behind the corner/wall providing her some cover from the two crossbow wielding women. She waited to see what they would do next as she watched Mallory and Zadira who were nearest the upturned table.


Male Half-elf (Varisian) Psychic 1

Eskander takes up position behind Bel, hopefully gaining some cover as well. And waits to see how quickly the women respond to Mallory and Zadira's advance into the chamber.


Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
I wasn't expecting we'd get a surprise round - that kinda reduced the need to have someone take the hits as we went into the room.

Seing everyone get ready to engage the Tower Girls, Saria closes her eyes and gives a small prayer, asking the spirits to bolster their fellow pathfinder 's resolve.

Surprise round: Cast Bless on party (+1 to attack and saves vs fear for 2 minutes)

I got a pretty decent initiative roll - I'll post my actions for the next round as well in case I go first so things can move along faster.

As everyone starts moving into the room, Saria follows suit, placing herself as best as she can to shield Eskander and Bel, while also threatening both opponents with her spear. She stares at the one right in front of her and tries to cloud her mind.

Confusion Curse, Will DC 16 or be confused for two rounds


Yeah, when I originally answered the question about the immediate action spell I forgot that technically you can't ready an action outside of combat. Also, Saria does, in fact, act first!

The two women were waiting, but they did not realize how close the intruders were to entering the room and as a result are caught completely off-guard!

Round 1

Everyone is up!

DM Rolls:
TRwil: 1d20 + 1 ⇒ (15) + 1 = 16
TLHxb: 1d20 + 3 ⇒ (3) + 3 = 6
TRHxb: 1d20 + 3 ⇒ (15) + 3 = 18

The Tower Girl on the right blinks strangely in response to Saria's spell. She shakes her head and says to her partner in a low growl, "Kill the mage first!" Neither of them are able to hut their target and both draw their short swords, ready to fight over the table if necessary.

Everyone is up. Timing order: Eskander, Mallory, Zadira and Bel, then Saria at the top of Round 2!


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira shoots at the closest foe.

Attack (longbow): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 (point blank)
Damage (piercing: 1d8 + 1 ⇒ (8) + 1 = 9 (point blank)

Of course, crit fail, but max damage. Dicebot is toying with me.


Male Half-elf (Varisian) Psychic 1

Eskander pops his head out of cover, and focuses his will on the one standing. Stop! he attempts to command her.

Cast Daze, will save DC14

Silver Crusade

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Female Human Inquisitor 1/ fighter 1

Mallory closes with the one Zadira shot. She power attacks with her longsword! 1d20 + 4 ⇒ (20) + 4 = 24 1d8 + 6 ⇒ (7) + 6 = 13

Confirm: 1d20 + 4 ⇒ (7) + 4 = 11


Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

Sorry it took so long to post - work was pretty crazy last week and left me completely exhausted

If they shot us, both me and Mallory should have gotten an attack of opportunity, right? I'll roll it in a spoiler below in case I'm misinterpreting the rules.

AoO?:

Attacking the one closest to Mallory
Attack (-2 Str, 1 BAB, 1 Bless): 1d20 ⇒ 16
Damage: 1d8 - 2 ⇒ (5) - 2 = 3

With her curse having no effect, Saria follows Eskander's lead and tries to stop the movements of the other Tower Girl.

Daze, Will DC 15


Saria Fartul wrote:
If they shot us, both me and Mallory should have gotten an attack of opportunity, right? I'll roll it in a spoiler below in case I'm misinterpreting the rules.

They had cover from the overturned table.

DM Rolls:
TGwil: 1d20 + 1 ⇒ (13) + 1 = 14
Belbow: 1d20 + 4 ⇒ (6) + 4 = 10

Bel peeks around the corner and fires a shot at the Girls, but her arrow only sinks into the table. Mallory ably drops one of the women with a mighty thrust of her sword. The other woman is struck by magical disruption of her mind from both Eskander and Saria.

Round 2

Everyone is up!


Male Half-elf (Varisian) Psychic 1

Eskander grips his spear tightly, and steps out into the hallway to try and help support Mallory as a broken chair leg flies off and smashes into the woman recovering from the magical assault on her mind. The chair pieces mostly disintegrate, instead smashing into the far wall of the chamber.

Telekinetic Projectile: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d6 ⇒ 6


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira steps closer and shoots again at point blank range.

Attack (longbow): 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 (point blank)
Damage (piercing: 1d8 + 1 ⇒ (4) + 1 = 5 (point blank)


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Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

Saria carefully closes with the woman who is still standing. Holding her spear to the side with her ungloved hand, she throws some punches at the Tower Girl - hoping to distract her enough to help Mallory land a hit.

Aid another (Attack vs AC 10, +2 to hit for Mallory if successful): 1d20 ⇒ 4

Silver Crusade

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Female Human Inquisitor 1/ fighter 1

With aid, Mallory power attacks the other woman. 1d20 + 6 ⇒ (20) + 6 = 26 1d8 + 6 ⇒ (5) + 6 = 11
wow
confirm: 1d20 + 6 ⇒ (15) + 6 = 21


Sorry, blew past my on deadline and then some. I was way more worn down than I realized!

Saria's arrow causes the remaining Tower Girl to flinch and drop her guard long enough for Mallory to deliver a devastating stab to the chest that slays the woman instantly.

Since you'll surely ask, each of the TGs had the following gear: smokestick, tanglefoot bags (2) studded leather, hand crossbow with 10 bolts, short sword, climber's kit, grappling hook with so-foot silk rope, hooded lantern, oil, second-story harness, thieves' tools, 15 gp. The lanterns are in the corner of the room currently burning on low.

B6c and B6d are both empty except for some scattered trash and some buckets that served as bathrooms for the guards.

With the immediate threat dealt with, the team can see the flickering of an open flame in the room to the south. A small cook fire has been built in the center of the floor with spits
holding the sizzling carcasses of two donkey rats. The broken scraps of a crate now serving as fuel are stacked nearby, and blankets have been pushed together into a large bed roll. There is no way forward from here.

Perception DC 20:
There is a door concealed toward the south of the room with the cooking fire.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira loots the bodies and grabs the lamps, giving them to anyone who wants to carry them, and if no one does she turns them off.

Also, if anyone wants any of the loot on the tower girls, just say the word.

Then, when the mop-up is done, she goes to examine the room with the cookfire.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23

Hey... there is a hidden door back here. Let's put the fire out first though... don't want to fill this place with smoke.

Is the door locked?


The door is not locked and there is a bucket of water to extinguish the cooking fire.


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Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Saria looks around the adjacent rooms, but finds nothing but dead ends, until Zadira points out the hidden door.

"That makes more sense - I was wondering why they would post two guards here with nothing but dead ends! And that strange rat downstairs had to be here somewhere."

"I agree with you Zadira, it might be safer to put the fire out before we leave. I'll see if I can pick up any noise coming from behind the door in the meantime."

Perception: 1d20 + 11 ⇒ (15) + 11 = 26


Male Half-elf (Varisian) Psychic 1

Wow, secret doors and everything - this place is a marvel! I may carry one of those tanglefoot bags to try and help more. Eskander takes some quick notes, and indicates he's ready to push on.


My apologies for the added delay, I've been slammed IRL and a little sick all week! Hope everyone is doing okay!

The murals in this room are scratched and faded. Several portions of the wall and floor show signs of past chipping. An empty plinth where a statues once stood rests by a small alcove.

The secret door would have been nearly impossible to spot from this side of the room. There is a narrow passageway to the west and a cool breeze flows through the room, sucking the smoke from the cooking fires out with it.


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Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

Everything's fine on my end. Hope you're feeling better!

"I'm guessing that way leads to the small alcove we saw higher up when we first arrived - if you pay attention you can feel a slight breeze going towards it and pulling the smoke along." Saria gestures towards the passageway leading east as she speaks, and then glances around the room, eventually approaching the small alcove.

"Seems like another dead end - but I thought the same on the previous room! The breeze has to come from somewhere, right? And we didn't notice it in the room before this one. I'm guessing there's another secret door around."

Saria searches the room, starting with the alcove, trying to pinpoint the entry point for the breeze.

Perception: 1d20 + 11 ⇒ (7) + 11 = 18


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira helps look for a possible way forward.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20


It would have seemed less like a dead end if I had not forgotten to mention the open window! I've also adjusted the map since those Perception checks show you the path...

The breeze flows through a large open window in the span's chamber. The boat used to reach the piling can be seen tied up several stories below. Zadira notices aome rope run through pistons just outside the window. It looks like it was recently hammered into place based on the fresh tool marks. With patience and skill, or luck, it would be possible to climb across.

It is a DC 15 Climb check in good weather like this. Taking 10 is possible.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Looks like we have to climb across.

She tugs on the rope to make sure it isn't rigged as a trap, then attempts the climb.

Climb: 1d20 + 10 ⇒ (13) + 10 = 23


Male Half-elf (Varisian) Psychic 1

Eskander looks down, and then gulps, before putting on the climbing harness and making his way, very slowly, across.

climb: 1d20 + 1 ⇒ (17) + 1 = 18


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Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

Saria looks worriedly at the rope, and then at the boat below.

"I, err, don't really think I can make that climb - I'm not much of a climber, and with this armor, I think I'll probably end up down below."

Saria ponders for a bit, before removing her armor and laying it carefully near the window.

"If you can spare me some more minutes, I think I might be able to safely join you - just need to prepare the right spell."

Assuming we have the needed time, I'd like to prepare Monkey Fish in one of the open spell slots - with no armor penalty and a climb speed, I get a +6 to climb, enough to take 10 and be successful.

"Sorry to make you wait. Had to leave the armor behind, but I figured it'd be best to keep up with you instead of just twiddling my thumbs down there."

Prepared Spells
0th: Daze, Light, Guidance, Detect Magic
1st: Bless and one open slot.


After crossing and re-entering the Crow, the group finds a short passage with murals painted along the walls showing strangely dressed Thassilonian priests placing bodies into crypts. Several niches in the walls may have once been burial crypts themselves, but today, the hall is strewn with bones and the niches lay empty.

Perception DC 15:
A thin, nearly invisible line is stretched across the hall at the far end near where the passage opens to a larger room.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Perception: 1d20 + 12 ⇒ (13) + 12 = 25

Zadira starts forward and then motions everyone to halt as she sees a trap.

She says quietly

looks like a trigger line up ahead. Hold here and let me check.

She looks at it to see if it can be disabled or if they just need to go under (carefully).


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It is a very simple alarm-type trap. Simply identifying it and stepping over it is good enough to avoid it.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira makes sure everyone knows about the trap so they can carefully step over it.


Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

Saria looks at the walls closely as they make their way through the hallway.

"From the murals I guess this hallway was some sort of burial site? A pity it seems to have been thoroughly looted quite some time ago."

"It does make me wonder though - what do you think was the purpose of these pilings? We've seen quite a number of different rooms already."

She stops as Zadira signals the trap and then carefully follows her, stepping over the wire.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira responds to Saria as she is making sure everyone sees the trap.

It's an interesting question, but not sure. The Thassalonian ... are those priests?... seem dressed strangely. Maybe burial rites of some sort, but I mean, could also be some dark ritual for all I know.


I can't get the map updated just yet, but have some text on the next section you enter, lol.

Around the corner the passage turns north. A ten foot hybrid fifteen foot chamber contains a fountain in the west wall. A
tinkling rill of water runs from a demon-shaped mouth on the
wall into the fountain.

Perception DC 15:
There is a lantern resting on the edge of the fountains lip. It feels warm to the touch.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Perception: 1d20 + 12 ⇒ (20) + 12 = 32

Zadira sees a lantern and notes that it is still warm. She informs the others.

Is the demon's mouth where the water is coming from big enough to be used as a tunnel?

Also, on the map... is there something we missed to the right of B9?


No, it's a very small fountain opening, maybe an inch in diameter at the most. Right of B9 is just open water past a sort of concealed (from the outside) window. The shady floor portion is the top of the arch that marked the boat landing four floors below.

Map is updated. From this room everyone can see the hallway continues to the north and forks to the east a little ways ahead. From here, the north hallway looks to open up to a small room.


Female Half-elf Shaman (Name-keeper) 2 | HP 17/17; AC 12, Touch 12, FF 10; | F:+1 , R:+2, W+8 | Init +6; Perception +11; Low-light vision

"With their choice of decoration" Saria gestures at the demonic looking fountain "I wouldn't be surprised if you're right about it being a dark ritual of some sort"

As Zadira points out the still warm lantern, Saria frowns and approaches quietly.

"That's odd. The obvious explanation is that someone passed by here not too long ago. Maybe another Tower Girl? But why would they leave the lantern here?"

Saria stops near Zadira and tries to listen to any noise coming from the room further down the hallway.

Perception: 1d20 + 11 ⇒ (10) + 11 = 21


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira thinks that the lantern means they are close to someone else who just came through here, so she waits for Saria, and then moves cautiously down the hallway, listening for signs of life.

Perception: 1d20 + 12 ⇒ (12) + 12 = 24


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Male Half-elf (Varisian) Psychic 1

Could they be.... invisible? Eskander asks the others, almost trembling with excitement as he sketches the demonic face in the fountain.


For a long moment, everyone is totally quiet. No one even breathes. Eskander breaks the quiet with his query, but everything remains still and quiet.

No one hears or otherwise senses anything.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira keeps moving forward with her weapon ready.


Zadira can see a very short passage that ends in a buried pile of anicent rubble. Sitting near the entrance is a wooden crate and a dully gray ampora. Just ahead, she spots a stairwell leading back down into darkness.

Meanwhile, back at Heidmarch Manor!

Tormnyr:
Some of the challenges presented to prospective Pathfinders are intended to be outside of their areas of expertise. Everyone knows this, but it was still jarring to sign up as a bodyguard and be assigned a mission to check into some Sczarni catburglar. Captain Heidmarch says, 'every expedition begins with an unsolved puzzle, and picking up the pieces seems tedious, but is obviously necessary.'

Fortunately, an old buddy from your Serpent Runner days had the sort of juicy gossip that seemed not just relevant, but timely. You reported to the Captain immediately based on the dire news.

"So your friend told you the Wreckwash Blades were planning to hit The Tower Girls hard, today? This is not good, we have a team at their headquarters right now! Damn!" The woman thinks for a moment, holding her chin in one hand. "Tormnyr? You can best serve the society in this moment by catching up to our team and extracting them immediately. We do not need them caught in the middle of a mob war! Come, let's find Natalya, she can guide you to the location." Sheila Heidmarch rushes you outside and down toward the cabins closer to the gate. She knocks on the cabin door and hurriedly tells that young woman who answers that she must get you to The Tower Girl's base as quickly as possible (and then to remain safe afterward).

Sokkla:
The city is large and quite busy, but The Marquise's shows the way with ease. The day is warm and clear and things seem rather calm, despite the large number of bustling pedestrians going about their business.

At the gate to the Pathfinder lodge, the half-elven guard Ebrylis raises an eyebrow at the chicken. "Uh, I'm sorry ma'am, but uh, livestock probably shouldn't be on the lodge grounds. I think Master Brios would really give me the business, y'know?"

I don't know exactly how your familiar would manifest this behavior just yet, but it would be communicating however it does as strongly as possible that you need to speak to the middle-aged, dark haired human woman standing a hundred yards away speaking with a man and a younger woman.


Female Half-Orc Paladin (Chosen One/ Warrior of the Holy Light) 2 | HP 22/22 | AC 17 T 9 FF 17 | Fort +5 Ref -1 Will +4 | CMB +6 / CMD +15 | Initiative -1 | Perception +1 | Darkvision 60 feet |

Sokkla makes another grab but gets nothing save a single white feather for her efforts. The Marquise clucks and flutters away once more, weaving through and between the legs on the crowded street. Without warning it stops to peck at some crumbs, spilt on the steps of a large building. "Gotcha!" Sokkla scoops the wayward hen up and lovingly tucks it under her arm. "Now where have you brought me, Miss?"

Ebrylis wrote:
"Uh, I'm sorry ma'am, but uh, livestock probably shouldn't be on the lodge grounds. I think Master Brios would really give me the business, y'know?"

Sokkla gives a warm smile "That's OK sir. I wouldn't dream o' bringing livestock onto your grounds." the smile turns into a bit of a giggle "The Marquise here's poultry, not livestock. And besides, she's 'ad her fun for today. You promise to behave don't you Miss? No fowling." This time her innocent giggle isn't so easy to hide and the restless hen slips from under her arm and between the guard's legs.

"Sorry! Come 'ere you, 'afore I make drumsticks of you! Only narrowly avoiding dozen patrons as she bumbles forward, Sokkla finally scoops up the hen as it stops to scratch the ground. Looking up with a sheepish grin she sees a middle aged brunette staring at her. "Sorry!" she repeats for what feels like the hundredth time that day.


M Dwarf Fighter 2 (Brawler) | AC 21 T 12 FF 19 | CMD 16 | HP 22/22 | F+6 R+2 W+2 (+2 vs Spell/SLA/Poison) | Init +2 | Per +4 | Active: None

"No problem, Venture-Captain," the dwarf remarks. He lacks the surliness of many of the Society's dwarven members 5 Cha being rather common for dwarves in PFS and also lacks the incomprehensible accent that many seem to have. He has a slight Ulfen accent, but it is faint.

Tormnyr dons his armor, axe-gauntlet, and shield.

To Natalya, he asks, "What are the rules of engagement if we run into Tower Girls or Wreckwash Blades? Try to flee? Fight but leave them alive? Or no witnesses?"

In PFS, Sheila Heidmarch has some missions that are kind of murderhobo-ish. Tormnyr is going to be okay with doing the dirty work if it protects his team.


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira will examine the crate and the amphora, wanting to know what is inside, but trying to be as quiet as possible.

Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Stealth: 1d20 + 8 ⇒ (19) + 8 = 27


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In the Crow

Zadira quietly picks through everything to find some interesting historical artifacts. Firstly, the amphora itself would be worth some coin anyway, but when she picks it up, Zadira finds the weight rather extreme for a simple vessel. Inside are coins! Nearly two pounds worth of ancient Thassilonian coinage. Lastly, she finds a bronze statuette depicting a giant-like creature with runes etched all over the surface of its skin.

The amphora is worth 35gp, the coins are worth 486, and the statuette is worth 300gp.

At the Lodge

Before the Captain can answer Tormnyr, a chicken rushes forward in a flurry of clucks and feathers. "Why hello, there, pretty bird," She says in a bemused tone. She quickly replies to Tormnyr before dealing with the interesting bird and woman chasing it. "Get our people out of the way. Avoid dragging the Society into a war with either gang. If you have to pick sides, back the Blades. Rumor is the Girls have lost the support of the Sczarni and right now they stand in the way of the expedition." She whispers while leaning close, keeping Natalya behind her as she says this.

Ebrylis hustles over full of apologies himself but Heidmarch shakes her head. "It's alright, return to your post." She squats and gazes at the chicken as it pecks and scratches for bugs just to the side of the trail, cooking her head to the side for a moment. She stands upright again and addresses Sokkla, "In Magnimar, the Augurs told me a great feathered bird bearing wisdom would arrive in a crisis. This might be the first time in one thousand readings they got something half right." She looks at the woman's weapons and Armor. "This might be a happy coincidence, are you by chance looking for work?"


Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5

Zadira motions Saria and Eskander forward to show them the treasure, and then they pack it away. They check the rubble to make sure it isn't illusory or hiding a legitimate tunnel or hiding an enemy that could sneak up behind them, and then continue onward.

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