[GAMEDAY XI] GM Roll4's RACE FOR THE RUNECARVED KEY (Inactive)

Game Master roll4initiative


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The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

Astingaire releases a sigh as he spies the webs coming his direction.

Reflex: 1d20 + 4 ⇒ (10) + 4 = 14

He tries to will himself through the strands of webbing.
CMB: 1d20 + 3 ⇒ (5) + 3 = 8

He makes little progress.

"It is at times like these, when we can all take heart in the divine intervention of Aroden," he begins to orate.

All allies who can hear his "bless" receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Silver Crusade

Male Elf Paladin 1

Reflex: 1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Caelreth manages to avoid the sticky webbing and slashes at the shock-lizard.


Halflight Path
Leon the Brute wrote:
Is the wagon covered or can Leon see the caster?

It is a fully enclosed, box-like gypsy wagon with a door at the back.

Astingaire amazingly gets caught in an area with little to no webbing when the spell is cast, however, he gets stuck when he takes a step.
Pulling sticky webs from his face, he "inspires" his teammates with Aroden's blessing.

@Caelreth: You still need to make a reflex save vs. the lizard's shock for 3 (or 1) nonlethal damage.
The lizard squeals in pain as Caelreth slashes it with his sword. It seems very angry as jolts of electricity crackle in intensity about its body.

Those in the web (20' radius white circle), please make a Reflex save (DC 12) at the start of your turn.
Anyone in the effect's area when the web spell is cast must make a reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

Corba, Malakar, Beren, & Leon are up! Bless is in effect (+1 atk & dmg)

Combat Status (Round 3 cont.):
Caelreth: pending Ref save vs. shock.
Corba:
Malakar:
Astingaire: 3 nl
Beren:
Leon:
Shocker Lizard: -6 hp
Orange Merc: -8 hp, (asleep, rnd 3)
Yellow Merc: (asleep, rnd 2)
Driver boy 1: scared
Driver boy 2: run away!
Wizard: demoralized (2 rnds).

Liberty's Edge

LN Human Fighter 3 | Mods: NA | HP 37 (-0) | AC/Tch/FF 17/11/16 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1 | 2 Star Reroll 0/1 (g dog) | Perc: -1, SM: -1 | Init: +1

Leon shrugs at the other stable boy running and turns to the action. He skirts the fire and pulls his big farm implement out as he shambles to the cart, ”Imma peel ya out likah sardeene.”

He starts chopping at the side of the wooden vehicle.

MW Scythe + IC: 1d20 + 8 ⇒ (17) + 8 = 25 for Slashing + IC: 2d4 + 7 + 1 ⇒ (1, 1) + 7 + 1 = 10


Halflight Path

I'm going to rule that the walls of the wagon are similar to a strong wooden door:
Hardness 5; hp 20; break DC 23.

Leon hacks a sizable hole in the side of the wagon, but it's not nearly big enough for him to climb through.
Current wall hp: 15

The wizard shouts towards the wall in reply to Leon.
"Have at it, bandit! Then I shall be forced to blast your face with some magic missiles!"

Sovereign Court

GM TOP's #0-14: The Many Fortunes of Grandmaster Torch (CORE) Female NG Halfling Bard 3 | HP 21/21 | Riding dog HP 13/13 | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +5, R: +7, W: +4 (+2 vs. Fear) | Init +2 | Perc +5 | SM +16 | Speed 20ft (40ft on riding dog)

Reflex: 1d20 + 6 ⇒ (15) + 6 = 21

Corba manages to avoid the web. She tries to confuse the wizard with her own magic.

"You shouldn't not do nothing - not now."

casting daze (DC 15 Will negates) on the wizard.

She then manages to move out of the web.

Escape Artist - ACP: 1d20 + 2 - 0 ⇒ (12) + 2 - 0 = 14

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Beren decides to help Leon's efforts with fire. He calls out a quick incantation in his husky voice, and a ball of flame appears in his palm. He hurls the flame at the front corner of the wagon, possibly setting it aflame!

A new ball of flame immediately appears within his palm.

Actions:

Standard: cast produce flame (2 min duration)

Ranged touch, IC: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18 I think this is AC 5 to target a square, but maybe not, since the wagon is only part of this square, and I don't want to hit the horse, which is also part of this square.
damage, fire: 1d6 + 2 ⇒ (6) + 2 = 8
throwing the flame reduces the spell duration to 1 min


Halflight Path

Wizard Will Save: 1d20 + 2 ⇒ (18) + 2 = 20
The wizard ignores Corba's mind trick.


Halflight Path

Malakar is caught in the webs. Picking sticky strands from his face, he manages to conjure a blob of acid and flings it at the sparky lizard.
Ranged Touch: 1d20 + 2 ⇒ (20) + 2 = 22
Acid Dmg: 1d3 ⇒ 2
crit?: 1d20 + 2 ⇒ (7) + 2 = 9
The lizard yelps in pain again, yet continues to hold its ground at the wagon door.

@Malakar & everyone else:
It's been a week now since Malakar last posted. If someone else wouldn't mind posting/botting for him from now on, it'd be greatly appreciated. I only have a phone for all of this. It takes me hours just to write a post for the game. It's quite a lot to do along with work, paying attention to the GM thread for this special, home life, etc... Plus, this is only my 3rd time GMing a PbP game. I hope you all understand. Thanks!
-------------

Beren tosses a ball of flame at the wagon, which quickly catches on fire. The wizard is unfazed by Corba's mind trick. The Aspis wizard glances at the small flames licking through the cracks of the side planks. As the flames increase, smoke billows into the cabin.
"Are you all friggin' crazy!?!"
He shouts, beginning to panic.
"You're not the usual run-of-the-mill bandits, are you!?! Why are you doing this? We've done nothing wrong!!!"

The angry and injured shocker lizard sends another bolt at Caelreth.
Caelreth Reflex save from earlier: 1d20 + 3 ⇒ (2) + 3 = 5
Nonlethal Shock: 1d8 ⇒ 8
Caelreth Reflex save now: 1d20 + 3 ⇒ (3) + 3 = 6

The Aspis mercenaries continue to snore as faeries with sugar plums dance in their heads.

Leon moves to hack at the wagon leaving the young driver to his own devices. The wagon driver gets up, letting the loose coil of rope drop to the ground, and darts to the northern wagon. Whimpering in panic, the boy begins to climb up into the driver's seat. As he does so, an alarm goes off, the annoying sound blaring through the woods.
Ah-WOO-Gah! Ah-WOO-Gah! Ah-WOO-Gah!..

The wizard --eyes wide momentarily in shock from everything going on around-- throws his head back and arms up in frustration as he lets out a heavy sigh.
"ugh... Really!?!"
He licks his finger and sneers as he points at Caelreth. A bolt of force punches the elf's chest.
Magic Missile damage: 1d4 + 1 ⇒ (4) + 1 = 5

Those in the web (20' radius white circle), please make a Reflex save (DC 12) at the start of your turn.
Anyone in the effect's area when the web spell is cast must make a reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

Bold are up. Bless is in effect (+1 atk & dmg)

Combat Status (Round 4):
Caelreth: -11 nonlethal, 5 pts lethal from magic missile. (Knocked out).
Corba:
Malakar:
Astingaire: 3 nl
Fire!: (Roll 1d8. Spreads in that direction clockwise starting from north).
Beren:
Leon: wagon wall @ 15/20 hp
Shocker Lizard: -8 hp
Orange Merc: -8 hp, (asleep, rnd 4)
Yellow Merc: (asleep, rnd 3)
Driver boy 1: Wagon seat.
Driver boy 2: gone!
Wizard: demoralized (1 rnds).

Liberty's Edge

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LN Human Fighter 3 | Mods: NA | HP 37 (-0) | AC/Tch/FF 17/11/16 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1 | 2 Star Reroll 0/1 (g dog) | Perc: -1, SM: -1 | Init: +1

I’m assuming they aren’t because that would be insane leaving them like that overnight, but are the horses hitched to the wagons?


Halflight Path

I was wondering the same thing! I'm a Colorado, Arizona, California native and obviously haven't watched enough cowboy movies! Hit me up in PM for help in ruling! I was just hoping for a non-violent solution to all of this! I'm pulling my hair out, lol!

Grand Lodge

Malakar | Male LN Small Halfling Wizard 1 DARK ARCHIVE | HP 7/7 | AC 13, T 13, FF 11 | CMD 6 | F +2 R +5 W +3; +2 vs. fear | Init +2 | Perc +3 | Speed 20ft | Spells 1st 3/3 | Acid Dart 6/7 | Active Conditions: None.

"Ahhhh! Take this you filthy lizard!"

Malakar conjures up a globule of acid and lobs it at the shocker lizard.

Acid splash, ranged touch: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
damage: 1d3 ⇒ 3

But the seems to just melt the side of the wagon.


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Halflight Path

I already botted you, Malakar. It was almost a crit. You're welcome to use your attack instead. ;)


Season of Ghosts

A white raven begins circling overhead. The bird is Sheila Heidmarch’s signal that you should wrap things up and head back to Heidmarch Manor with or without the Aspis Consortium’s gold.
______________

Table GMs, this is your 24 hour warning. Act Two concludes September 22nd!

Liberty's Edge

LN Human Fighter 3 | Mods: NA | HP 37 (-0) | AC/Tch/FF 17/11/16 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1 | 2 Star Reroll 0/1 (g dog) | Perc: -1, SM: -1 | Init: +1

Leon ignores the stable boy. Horses aren’t even hooked up, he ain’t taking a cart, that’s for sure.

He turns back to the burning wagon and swings again, ”Imma comin in. Yu beddah figgah out if dis hole gonna be an escape route or dat box gonna be yur coffin.”

MW Scythe + IC: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 for Slashing + IC: 2d4 + 7 + 1 ⇒ (2, 2) + 7 + 1 = 12


Halflight Path

Nevermind, Malakar. I forgot it's a new round.

The alarm continues to blare across the countryside.

Malakar tosses another acid blob, hitting the wagon's back end next to the door.
Caelreth lies unconscious on the ground snoring almost in unison with the sleeping mercenaries.
Leon hacks at the wagon's wall, tearing apart the planks.

Those in the web (20' radius white circle), please make a Reflex save (DC 12) at the start of your turn.
Anyone in the effect's area when the web spell is cast must make a reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

Bold are up. Inspire Courage is in effect (+1 atk & dmg)

Combat Status (Round 4 cont):
Caelreth: K.O.d
Corba:
Malakar:
Astingaire: 3 nl
Beren:
Fire!: (Roll 1d8. Spreads in that direction starting from north).
Leon: wagon wall @ 8/20 hp
Shocker Lizard: -6 hp
Orange Merc: -8 hp, (asleep, rnd 4)
Yellow Merc: (asleep, rnd 3)
Driver boy 1: on horse
Driver boy 2:
Wizard: demoralized (1 rnds).

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

Astingaire continues his loud litany of prayers.
All allies who can hear his "bless" receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

He again tries to will himself through the strands of webbing.
CMB: 1d20 + 3 ⇒ (8) + 3 = 11

He curses his poor luck.

Sovereign Court

GM TOP's #0-14: The Many Fortunes of Grandmaster Torch (CORE) Female NG Halfling Bard 3 | HP 21/21 | Riding dog HP 13/13 | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +5, R: +7, W: +4 (+2 vs. Fear) | Init +2 | Perc +5 | SM +16 | Speed 20ft (40ft on riding dog)

Corba calls out to the wizard.

”Look, you are surrounded and all your allies are either down or running away. We just want the gold. Give it to us and we will leave. I will even heal all wounds we caused.”

Perform: Oratory (Diplomacy): 1d20 + 13 ⇒ (7) + 13 = 20 Versatile Performance

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Wishing he had a way to dispel what must be a magical alarm, Beren calls up to the driver over the keening klaxon sound that rings through the night air. "Just that alarm, or any other traps on this thing?"

He approaches the back of the wagon, and gives the door his own best examination. "What do you wanna bet this is where the gold is?"

Kuti heels with her companion, remaining faithfully by Beren's side.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


Halflight Path

Only a few hours left 'til this chapter is called to an end...

"Okay, okay!!! Put the fire out!!!"
The wizard drops to his knees in surrender and flings his wand of web out the door which lands at Malakar's feet. He grabs the shocker lizard by the tail and quickly, but gently slides it into its cage in the corner of the wagon.
(Hopefully, Beren quickly extinguishes the flames lapping at the corner of the wagon.)

The wagon driver undoes the quick release loop from the horse's muzzle and takes off into the forest. A few seconds later, a loud "thump" sound of a forehead hitting a low tree branch and a yelp of pain from the wagon driver can be heard deeper in the woods.

After a few moments, the web spell dissipates and the mercenaries begin to awaken.

With spare ropes available in the wagons, the group manages to tie the Aspis agents up and remove any weapons on their person. On the wizard, you find a note in his pocket regarding the terms of sale of a non-intelligent rare magical beast for 20,000 gp.
With a few threats from Leon, the wizard shuts off the alarm spell blaring from the north wagon.
Beren finds a large chest filled with gold trade bars.

During this time, the wizard and mercenaries wonder who you are.
"You're not ordinary bandits. Who are you? The Aspis will hunt you down, you know..."

Caelreth is healed up, and with Corba's promise, she stops the wounded mercenary's wound from continuing to bleed.

Do any of you have any last words or actions for the Aspis agents before taking off with their gold?

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Now that the Aspis were being helpful, Beren returns to the burning wagon and pretty quickly puts the fire out. Beren has create water prepared; he can douse the fire at the rate of 4 gallons per round.

"We taking the beast, too? Seems pretty valuable, and we know who to sell it to," he clarifies, pointing at the note with the terms of sale.

To the Aspis' question, he only responds vaguely. "We're just really well informed--and really committed--bandits. Your unlucky day."


Season of Ghosts

The next morning, two hours before the auction is slated to begin, Sheila Heidmarch calls everyone back to the theater for another emergency briefing. She appears greatly agitated and her tenor is one of immediacy.

”My friends, we have little time and much work to do, so I’m going to make this simple. While you were dealing with the Aspis Consortium, my informants in the city investigated the individuals you reported on from last night’s gala. It seems a number of them have sufficient funds to jeopardize our efforts. In what little time remains, I need you to prevent as many of them from participating in the auction as possible. My agents will provide each of your groups with a mission brief. Once you complete the task, return here to inform us of the results, and we shall quickly set you upon another mission. Again, we need you to complete as many missions as you can before the auction starts. But remember to keep your efforts clandestine and try not to kill anyone important. We’re still trying to win the auction somewhat legally.”
______________

Table GMs, begin Act Three. Act Three will conclude October 12th!


Halflight Path

“I think we got lucky with our merchant friend, Falrig Sneve. He mentioned that he was trying to conserve funds for the auction, so we sent him an invitation to stay at Haruka House on the grounds of our manor. If you have yet to see it, Haruka House sits alone on the west side of the main house and is the most luxurious of the four Thassilonian cottages on the property. As far as I can tell, Sneve suspects us of no foul play. Still, we can’t have him mucking up the auction, can we? Thankfully, I doubt we have to do much. Ensure no actual harm comes to him, though, as such would reflect poorly upon Heidmarch Manor and the Pathfinder Society. Rather, somehow trick him into believing the Runecarved Key is cursed and he should withdraw from the auction without any further urging.”

How you attempt to convince Sneve is entirely up to you. You can attempt to fool him through the use of social skills, create some kind of phantasm to haunt Haruka House, or use a combination of the two.

Haruka House is on slide 6.


Halflight Path

*Poke*

The group strolls over to Haruka House. On the way there they discuss how they're going to deal with Falrig.

Liberty's Edge

LN Human Fighter 3 | Mods: NA | HP 37 (-0) | AC/Tch/FF 17/11/16 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1 | 2 Star Reroll 0/1 (g dog) | Perc: -1, SM: -1 | Init: +1

Leon grunts, ”We prolleh can’t beat ‘em up. Ya wants me ta shake da walls o sometin ta make ‘em tink dere a ghost?”

Dark Archive

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Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

"I have a spell that can make a person or object glow. If one of you--someone who's good with words and can be convincing--tells Sneve that I can cast a spell that detects a curse, I could cast it on him. Then, we just 'share' that I did the same for all of us this morning, we all glowed, and now we're visiting everyone who was at the auction to warn them. If the curse is strong enough to affect people who were only in the room with the Key, imagine if you actually possessed it or tried to use it!"

Liberty's Edge

2 people marked this as a favorite.
LN Human Fighter 3 | Mods: NA | HP 37 (-0) | AC/Tch/FF 17/11/16 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1 | 2 Star Reroll 0/1 (g dog) | Perc: -1, SM: -1 | Init: +1

”Beddah plan den mine. Houses are hardta shake.”

Liberty's Edge

LN Human Fighter 3 | Mods: NA | HP 37 (-0) | AC/Tch/FF 17/11/16 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1 | 2 Star Reroll 0/1 (g dog) | Perc: -1, SM: -1 | Init: +1

As they walk Leon recalls something and turns to Beren, ”Hey dere magic guy, can youz make dis magic Healy stick work? I geddurt a lot so dey told me ta buy onna dese.”

CLW wand


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Halflight Path

Great job on the Aspis Gold encounter, team!!! No NPCs killed & you got the chest full of gold!
I knew you'd make me proud. ;)

Approaching Haruka House, you see that it is a quaint little guest cabin. A serene pond with flowering lily pads sits behind the cottage. Papyrus reeds in select spots around the pond provide shade for the coy gently swimming in the placid water. (Just some flavoring.)

I'll move us along tomorrow with Beren's plan and initiate the encounter since I haven't heard any objections to it yet. I'll assume the PC with the most pleasant demeanor (Corba?) will be the one knocking on the door.

Sovereign Court

GM TOP's #0-14: The Many Fortunes of Grandmaster Torch (CORE) Female NG Halfling Bard 3 | HP 21/21 | Riding dog HP 13/13 | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +5, R: +7, W: +4 (+2 vs. Fear) | Init +2 | Perc +5 | SM +16 | Speed 20ft (40ft on riding dog)

It seems the forum goblins ate my post. So here it is again:

”I like this plan. But shouldn't we have some idea what this curse will do to the people who were affected?”

Corba tilts her head to the right, looking thoughtful.

”Anyone want to take the lead with the talking?”

Any volunteers?


Halflight Path

A few moments after knocking on the cabin door, Falrig Sneve opens it and looks a bit surprised. It takes a moment for him to recognize a few of you from the gala.
"Oh... Oh my goodness. I wasn't expecting company. Good day, friends. Is there something I can help you with?"

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none
Corba Nana wrote:
Any volunteers?

Corba has the best Bluff; lead away!

Liberty's Edge

LN Human Fighter 3 | Mods: NA | HP 37 (-0) | AC/Tch/FF 17/11/16 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1 | 2 Star Reroll 0/1 (g dog) | Perc: -1, SM: -1 | Init: +1

Leon will attempt to assist, but you got this!

Liberty's Edge

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LN Human Fighter 3 | Mods: NA | HP 37 (-0) | AC/Tch/FF 17/11/16 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1 | 2 Star Reroll 0/1 (g dog) | Perc: -1, SM: -1 | Init: +1

”Hey dere buddy. We worried about ya. Deres a curse runnin about.”

Bluff Aid: 1d20 - 2 ⇒ (6) - 2 = 4

Sovereign Court

GM TOP's #0-14: The Many Fortunes of Grandmaster Torch (CORE) Female NG Halfling Bard 3 | HP 21/21 | Riding dog HP 13/13 | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +5, R: +7, W: +4 (+2 vs. Fear) | Init +2 | Perc +5 | SM +16 | Speed 20ft (40ft on riding dog)

”Good day? Hardly. You see, there's trouble. Last night I felt a little strange, so I asked my friend Beren here, if he could have a look. Turns out, I'm jinxed with the curse of Ill Omen! And not only me, everyone else here has been feeling a little strange, so Beren checked all of them - and himself, too - with the result that we are all cursed!”

She makes a dramatic pause.

”We quickly figured out that it must have to do something with the display of the Key. That was the only place where we were all together. And if you recall, somebody even said, that the key itself might be cursed. I paid no attention at the moment, because, you know, rumors are just that: rumors. And usually you have to touch a cursed item to be affected. But now I'm really worried. What if the key is an evil artifact that can curse you even by looking at it? So we are tracking down everyone who was there to make sure they are ok - or if they are not, that they at least know and can do something about it.”

She gestures at the druid.

”If you allow it, my friend Beren will cast a spell on you to detect if you are cursed or not. If you are jinxed like us, you will glow.”

Bluff: 1d20 + 5 ⇒ (4) + 5 = 9

Uh-oh... :-/ Well, it's too late to take 10, right? In any case, I take all the aids I can get, please...


Halflight Path

Yowch. A bluff of 9. I'll wait for the others to make their aid checks, then I'll roll Sense Motive.


Halflight Path

Falrig's eyes go wide in shock.
"C-c-cursed!?! I knew it! I heard people at the gala saying it was cursed and it does look to be a quite sinister object. Oh, goodness. I can't have an item like that in my collection. What if..."
He pauses in mid sentence and gives a look of doubt as Corba's face is about to crack into a grin.

The other 5 of you will all need to succeed on an Aid check to hit the DC actually provided in his stat block. It turns out I don't roll for his Sense Motive.

Liberty's Edge

LN Human Fighter 3 | Mods: NA | HP 37 (-0) | AC/Tch/FF 17/11/16 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1 | 2 Star Reroll 0/1 (g dog) | Perc: -1, SM: -1 | Init: +1

I already failed my Aid so that probably sinks us. Might just move to plan C (for charm person).


Halflight Path
Leon the Brute wrote:
I already failed my Aid so that probably sinks us. Might just move to plan C (for charm person).

Oh, yeah. We'll move to the next bluff, diplomacy, or intimidate check. Or successful use of a spell.


Halflight Path

Falrig seems doubtful about your claim. He looks at you with suspicion.
"Heyyy. Wait a second. Is the key really cursed?"

Sovereign Court

GM TOP's #0-14: The Many Fortunes of Grandmaster Torch (CORE) Female NG Halfling Bard 3 | HP 21/21 | Riding dog HP 13/13 | AC 18 T 13 FF 16 | CMB 1, CMD 13 | F: +5, R: +7, W: +4 (+2 vs. Fear) | Init +2 | Perc +5 | SM +16 | Speed 20ft (40ft on riding dog)

”See? See? The curse is already heavily affecting me - I cannot speak of anything without making a grimace, so everyone is immediately doubting my words!”, Corba sobs dramatically.

Bluff, Take 10: 10 + 5 = 15

Astingaire and Malakar can auto-aid to Bluff with Take 10, which makes a result of at least 19. Don’t know if Caelreth is willing to lie, he would also succeed with Take 10. Leon and Beren need to roll.

Liberty's Edge

LN Human Fighter 3 | Mods: NA | HP 37 (-0) | AC/Tch/FF 17/11/16 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1 | 2 Star Reroll 0/1 (g dog) | Perc: -1, SM: -1 | Init: +1

You can’t take 10 on Aid Another.

”Ya man, what she said.

Bluff Aid: 1d20 - 2 ⇒ (11) - 2 = 9

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

Sorry I was out of pocket for a few days. Back now.

Astingaire actually has a +8 modifier for Bluff as his modifier is derived from a Bardic Versatile Performance Ability (Versatile Performance (Acting)).

Can any PC attempt the check or are we limited to one PC as the "lead"?

For now, I will make a check for Astingaire. If he is permitted to take "lead" then use his result. Otherwise, consider it an Aid for Corba.

"If I may add my own observations..."

Performance (Acting) using VS for Bluff: 1d20 + 8 ⇒ (15) + 8 = 23


Halflight Path

Any character can attempt the check. And, correct, you cannot take 10 on aid checks. Nor can you take 10 on these social checks.

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

"If you let me cast this detect curse spell, we'll know soon enough. The results are immediate and obvious if you truly are cursed."

Bluff (aid another) DC 10: 1d20 - 2 ⇒ (12) - 2 = 10 Astingaire seems to have his under control, so this will be an aid towards Corba's next check


Halflight Path

You continue to try to convince Falrig that the key, and possibly him, are cursed. He accepts being subjected to your "detect curse" spell.
"Okay. Lay it on me," he says as he holds out his arms and tilts his head back.
"Oh please don't be cursed, oh please don't be cursed...
He mumbles under his breath.
Will save: 1d20 + 3 ⇒ (4) + 3 = 7
He opens his eyes and looks down at his glowing arms, body, and legs.
"Gahhh!!! I'm cursed!!! No no no no! This will not do. I don't want that terrible key anymore. I'm leaving."
Falrig runs around the cottage in a panic packing his belongings.

"Good luck to you and that cursed key."
He says as he exits the door and hurries off the grounds of Heidmarch manor.

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

"Well, I think we can return to the Venture-Captain; I don't think we'll see Sneve at the auction!"

Should we get another target now?


Halflight Path

With Falrig Sneve taken care of, you head back to the manor for another mission. You are offered refreshments while you wait.

After about 15 minutes, one of Sheila's assistants approaches your group. She congratulates you on a job well done convincing Falrig to withdraw from the auction. She then gives you your next mission...

“While we’re not sure how much of a threat Dymal Rinks poses to our winning the auction, we don’t want to take any chances. Our informants tell us that Rinks owes a considerable debt to the proprietor of the Matador, Master Basaale Minvandu. Short on the funds to cover his debts, Dymal Rinks hopes to cash in on the Runecarved Key as part of a wild investment scheme. Unfortunately for Rinks, Minvandu wants his debts paid immediately and has sent his collectors to track the halfling down. I suspect we can easily knock Rinks out of the auction by turning him over to Minvandu’s thugs. Still, I’m a little wary of this course of action as handing Rinks over to the bone-breakers may very well result in his death. Despite being a desperate little imp, Rinks is a decent arbitrator and if word gets back that we played a part in his death, it might make things difficult in the future. If you can avoid getting him killed it might help. Perhaps you can pretend to be thugs and scare him off or simply threaten to rat him out to Minvandu if he doesn’t back out of the auction. In any event, do whatever you need to do to drive him away. Oh, and he lied about his whereabouts. Our informants say he’s hiding out at the Galesford Inn in Dockway.”

You head across town to the Galesford Inn. Inquiring with the innkeeper and paying a generous tip supplied by the Heidmarch's, he tells you Rinks is up the stairs in the last room on the left.

We are on slide 7. Go ahead and discuss what your plan is.

The Exchange

Male CN Human
Holy Knight 3:
Bard 3
| HP 27/27 | AC 16 T 11 FF 15 | CMB +3, CMD 14 | F: +2, R: +4, W: +3; +4 vs. bardic performance, language-dependent, and sonic | | Speed 30 ft. (20 ft. in armor)| Spells: 1st lvl - 4/4 | Active conditions: NONE! | Perc: +4, SM: +5 Init: +1
Skills:
Acrobatics -2 (-6 to jump), Appraise +6, Diplomacy +9, Heal +7, Intimidate +7, Knowledge (religion) +9, Linguistics +8, Perception +4, Perform (act) +9, Sense Motive +5, Sleight of Hand +3, Spellcraft +8, UMD +9

"A bit of intimidation is likely to ward off this Dymal Rinks," Astingaire proposes. "We simply approach the man, explain how his scheme will come of no avail and that he is better off providing what coin he has to Minvandu's minions when they come."

"If that is insufficient to convince him, we could offer to broker some sort of installment deal to provide a payment plan to alleviate Rinks' debt and placate Minvandu's men. After all, I suspect that Minvandu is a man of business and realizes the value of having at least most of his owed coin at present rather than less and a lifeless corpse."

Liberty's Edge

LN Human Fighter 3 | Mods: NA | HP 37 (-0) | AC/Tch/FF 17/11/16 (Sleeping 15/11/14) | CMD 18 (+2 vs. Grapple) | F/R/W +7/+3/+2 (+1 vs. Fear) | Speed 30 ft (Nimble Moves) | FJC Orator 1/1 | 2 Star Reroll 0/1 (g dog) | Perc: -1, SM: -1 | Init: +1

The big man scratches his head, ”Why don we jus tellim de guys he owes money too r comin heah an he bettah split town fee gud?”

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