Welcome to Alkenstar! (Inactive)

Game Master Violant

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Still waiting on the porch keeping a keen eye out, Onnello hopes the others will be able to convince the alchemist to come along quickly.

If you need a perception check from the porch he'll take 10(17)


IG Slides OoA Slides

Alright. Sorry for the delay, job-app hell again.

Gattlebee steps into view, looking a bit bewildered, before he gasps in mock surprise. "You're the group Dunsmith sent to escort me, right? Well, you managed to make it through the traps alright, besides one," he says as he steps on a floorboard as wooden bullets shoot out in the gulf between the lot of you, and him, causing the trap to be disarmed.

You notice that he carries with him a cage containing a chameleon... albeit one with six legs, presumably mutated a tad by the Mana Wastes radiation, but not enough to result in the more... infamous mutations that causes creatures, beasts, and animals to wreck havoc.

"Alright. Any more questions to ask before we head out? I might need to stop by the All Yeast Brewery a bit before we get to our actual destination, though."

Perception DC 25: 1d6 ⇒ 1


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

"We are the group sent to escort you. Do you have anything on you that might be....dangerous...in the wrong circumstances?" Thraag asks while trying not to say Dunsmith's name outloud.


IG Slides OoA Slides

Yeah should have said that he was whispering Dunsmith's name.

"Besides being an alchemist and being able to make bombs out of nearly anything," he says with a chuckle, "no."


Hearing the others make contact with Gattlebee, Onnello steps in the doorway. Looking at the little Alchemist, he nods, "We were told you would want to go to the Brewery and have planned for that." He gestures towards the house, "Do you have a back door or are we exiting the way we came?"


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

"Wear this hat as well, it will hide what you look like. The lizard might be a problem. Can we put a cloth over the cage?" Thraag says as he offers the Hat of Disguise.


IG Slides OoA Slides

Gattlebee dons the hat, turning into a clean-shaven male dwarf as bits of his height leave him. "Arright," he says in an unfamiliar-to-him voice with the hat masking his true identity, "Just lemme reset the traps and get Slick. Ah bolts, where’d that lizard go? Slick!"
The sounds of breaking glass and shattering woodprecede a calamitous sight: Gattlebee’s six-legged chameleon suddenly growing first to the size of a cat, then a dog, then a horse, all in a matter of moments. The chameleon, as startled as anyone, smashes through the table in the middle of the lab and clambers about, spilling papers and alchemical equipment everywhere. Gattlebee pinches the bridge of his nose, exasperated. "Ah, bolts. Slick’s gotten into the growth serum again. You see the shrink potion anywhere? Never mind; what am I asking you for? Just take care of this. I gotta get my coat from the other room, anyway. Try not to kill 'im."

Everyone roll initiative to try to catch that lizard. You can try to make a DC 15 Perception check to find the shrinking potion as a move action.

Slick Initiative: 1d20 + 6 ⇒ (2) + 6 = 8


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Narl takes a quick glance around at the aforementioned shrink potion...

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

...but not seeing it, sighs and tries to wrestle the enlarged lizard.

Combat Maneuver/Grapple: 1d20 + 4 ⇒ (8) + 4 = 12


GM Violant wrote:
Everyone roll initiative to try to catch that lizard. You can try to make a DC 15 Perception check to find the shrinking potion as a move action.

Since Onnello didn't enter the house, does he need to roll init. or perception?

just in case: init: 1d20 + 4 ⇒ (9) + 4 = 13
just in case: perception: 1d20 + 7 ⇒ (3) + 7 = 10


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12

Perception in case: 1d20 ⇒ 3 I have heard tell of a giant lizard, but is there really a giant lizard?

Grand Lodge

Initiative: 1d20 - 2 ⇒ (12) - 2 = 10

just in case perception: 1d20 + 5 ⇒ (2) + 5 = 7


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

I was not expecting my 12 to be among the higher perception rolls.


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

We are not the most observative of groups.

How big is the lizard? Tiny, Small, Colossal?


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

INIT: 1d20 + 2 ⇒ (4) + 2 = 6
PERC: 1d20 + 7 ⇒ (18) + 7 = 25

Erryll hadn't exactly announced that he was detecting for magic, and wasn't exactly planning to take anything without asking either, but when the Duke of Demolition said there was a missing potion, well, Erryll was all over that.


IG Slides OoA Slides

The Lizard is Large. Put yourself in the same room as the chameleon! (Had a hiccough with job applications, blegh, but I am back to full posting capacity). If you grapple the lizard, you can make an Acrobatics or a STR check to see if you can get it in there, translating from the 2e Acrobatics or Athletics.

Erryll manages to find the shrinking potion among the assorted alchemical and magical potions and elixirs dotting the table. Meanwhile, explosions are heard as Slick knocks things off of tables, causing an explosion that misses all of you as volatile agents intermix.

After the lizard is slightly startled, it sticks out its tongue at Thraag, causing the Occultist to be stuck to the lizard's tongue! Grappled condition, but only for Thraag and not the lizard.

Tongue CMB: 1d20 + 11 ⇒ (9) + 11 = 20

Everyone's up!


Hearing the noise inside the house, Onnello leans in from the porch calling out "You all ok?"

Without an answer to the earlier question, I'll assume Onnello is delaying.


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

Thraag calls out at Onello, "Get in here and help shrink this blasted lizard before it eats me!"

Thraag grabs at the tongue as he speaks!

Concentration: 1d20 + 5 ⇒ (13) + 5 = 18

Melee Touch Attack: 1d20 + 5 ⇒ (5) + 5 = 10

I use one point of my Transmutation pool to do Size Alteration. The concentration works so I have the charge on my hand. If the 10 touches the lizard it must make a DC 14 Fortitude save or have it's size reduced by one step. This is like Reduce Person, but is not limited by the type of creature. If it fails to touch, I just hold the charge for now.


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

Flinching at the repeated small explosions, Narl redoubles his efforts to grab the giant lizard.

Combat Maneuver/Grapple: 1d20 + 4 ⇒ (18) + 4 = 22

Grand Lodge

Was it ever announced that Onnellp found the shrinking Potion earlier?

Told moves in to help thraag. "let me give you a hand there"

Aid Another: 1d20 ⇒ 20


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Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21
Told Hidrer wrote:
Was it ever announced that Onnellp found the shrinking Potion earlier?

Erryll found it five posts up.


Ninja'd by Narl, but will leave be.

Told Hidrer wrote:
Was it ever announced that Onnellp found the shrinking Potion earlier?
GM Violant wrote:
In searching through the rooms, you find enough reagents, alchemical and magical, to fill a crate or two, but whatever amount you all could carry is pretty much worth nothing except a few copper, so it's not really worth it. In addition, you find a potion of Reduce Person as well, labeled as "Shrinking Potion," but nothing else of note.

Up to you, Onnello didn't find the reduce person potion perse he found the CLW and asked if anyone knew what it was.

Smiling as he shakes his head, Onnello calls back to Thraag, "Only way I'm helping with a lizard is if I get to shoot it."

I'll be out of town for the weekend, if the next round comes up, Onnello will stay on the porch watching for anyone approaching.


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IG Slides OoA Slides

Melee Touch: 1d20 + 1 ⇒ (17) + 1 = 18

Erryll manages to shove the potion onto the tongue of the creature, causing it to gradually shrink as Gattlebee goes into the room to personally find it himself, as he's already prepared. "Oh, seems you already have it. Should we head out then," he says as he walks towards the door, barely waiting for all of you.

I think we can manage with 4. Ready to move on?

Grand Lodge

"Good find Erryl, that could have been a nasty fight" Told says as he follows behind Gattlebee

I'm good with 4 people


Good as well

Seeing Gattlebee ready to exit the building, Onnello gestures towards the gate, "Let's get out of here."

GM Violant, is the bridge first or the brewery?


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

Narl finds the the lizard much easier to grapple once it's been returned to its original size. Holding it by the tail, he wordlessly hands it Gattleebee as the alchemist walks past.

Shaking his head in bewilderment at the others, he heads out to direct Gattleebee into the wagon he's procured.

Also good with 4.


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1
Onnello Ustradi wrote:

Good as well

Seeing Gattlebee ready to exit the building, Onnello gestures towards the gate, "Let's get out of here."

GM Violant, is the bridge first or the brewery?

"genius idea! let's!"


IG Slides OoA Slides

Alright. Tech issues fixed, Tyrant's Grasp session finished. Let's get moving to make up for lost time. Guess we're still rolling with 5 then?

"Alright," Gattlebee says as he picks up and pets his mischevious now-normal-sized pet chameleon as it changes colors to match his shirt, somewhat concealing itself as if it heard the talk of shooting it. "Now that slick's all normal sized again, let's head out." Once you do head out, you're pretty much the talk of every street you head on, and some people start asking Gattlebee questions about pyronite, which he politely refuses to answer -- giving vague excuses about not wanting everyone to have access to such a powerful weapon.

You finally, after a while of walking, arrive at Bottleneck Bridge, which your successful preparations have determined there would likely be an ambush here... which admittedly you still kind of run into one regardless. A wide stone bridge connects the two shores of a rushing river. Carts and carriages frequent the center of the bridge while pedestrians stay toward the edges. The calls of vendors hawking their wares echo on the stonework as the merchants eagerly entice passersby to their wooden stalls. The twenty-foot-wide bridge runs forty-five feet, north to south. There are three fishmongers trying to sell their wares to some street vendors that look at you... suspiciously, but then they take out ornately decorated weapons and pounce (metaphorically) on you once they see Gattlebee -- two seeming alchemists armed with pistols and vials, and one gunner armed with only a non-ornate pistol.

"That's them! Those are the guys that are protecting Gattlebee! Get 'em for the boss!"

Erryll Init: 1d20 + 2 ⇒ (14) + 2 = 16
Narl Init: 1d20 + 1 ⇒ (20) + 1 = 21
Onnello Init: 1d20 + 4 ⇒ (15) + 4 = 19
Told Init: 1d20 - 2 ⇒ (16) - 2 = 14
Thraag Init: 1d20 + 2 ⇒ (12) + 2 = 14

Bombadiers Init: 1d20 + 4 ⇒ (4) + 4 = 8
Gunner Init: 1d20 + 3 ⇒ (18) + 3 = 21

You did expect something might go down here thanks to your preparation in advance (no surprise round), so it doesn't really take you by surprise when a single shot is fired, at Told specifically, by the non-alchemist of the bunch.

Pistol: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d4 + 1d6 ⇒ (1) + (2) = 3 Gun Smuggler.

Told, you take 3 damage. You all are up! I'm going to be creating the map and the enemies here shortly. Everyone, move you character to roughly about where Told is.


IG Slides OoA Slides

He's disguised, so let's make this group sound like a bunch of idiots.

As the Gun Smuggler shoots, you hear a bombadier screeching at her to stop. "They're supposed to be disguised! How in Brigh's name do you expect us to get away with murdering some random passerbies because they're the right number of people! Think, idiot, think!"

At this point you see the two alchemist lower their weapons, but the gunslinger still has her weapon raised. "I just have a gut feeling, okay! Something tells me this is them!"

Both gunchemists' guns are lowered, gun smuggler still believes its you. What do you do? Thanks for alerting me I goofed, Onnello. I was originally going to have them roll perception to see if they can see through the disguise... but now I guess we're just going with a twitchy-fingered gun smuggler. As a result, you can probably get by this without violence.


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

I am not a talker. Anyone want to try and bluff our way through?


Everything happening quickly, Onnello begins to move as the three 'fishmongers' 'throw down.' As the shot rings out, he realizes Told is wounded. Moving quickly as the 'bushwhackers' rant at each other. Stepping towards the 'gunner' he draws the revolver from his hip. "You two can leave." Pointing the sandalwood handled revolver at the shooters head "You shot my friend." pulling the trigger.

Vindictive Smite AC 20, Move action within 10 ft drawing weapon, attack Revolver, (vindictive smite), deadly aim
attack: 1d20 + 6 + 2 - 1 ⇒ (17) + 6 + 2 - 1 = 24 damage: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5 well, that could have been better.

Grand Lodge

probably too late to use Diplomacy now hey?


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

LOLOLOLOLOLOLOLOLOL "Something tells me "this is them" hehehehehe, and what? You must be the brains of the operation? What a piece of trash. Imagine how a good hit might have worked out? Imagine if you could actually sling that gods fracking gun. What a dirtbag. AND your shot was worthless."


DIPLO: 1d20 + 2 ⇒ (4) + 2 = 6
INTIM: 1d20 + 7 ⇒ (20) + 7 = 27

"I'll tell you a secret though, it's a good secret too. I know a spell. A spell we call Nassik Cheen in the Underdark ... here, we'd probably call it Unerring Weapon. I can cast it on myself, but what would be the point of that, right!? Yeah no. I would cast it on one of my friends, they're angrier than I am. So if another bulet is fired, you will be dead, on the ground, and all you will have left is my laughter in your ears and my spit running down your face as you bleed out in the street. Yes ... I would stay to watch."


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1
Told Hidrer wrote:
probably too late to use Diplomacy now hey?

We may not need to ...


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Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

Narl had his sword drawn even before Onnello fired his shot, but he holds his charge until he sees how the gunmen respond to Erryll's threat. To back the threat up, Narl growls something about being happy to try out the witch's magical Underdark weapon.

Aid Another(Intimidate): 1d20 + 7 ⇒ (14) + 7 = 21


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Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

Thraag tries to look threatening as he shakes his spiked chain to show they are armed.

Aid Intimidate: 1d20 ⇒ 20

Grand Lodge

Told draws his weapon and says "I might not be the one you meant to shoot, but if it's a fight you want you've got one here if you don't walk away"

Aid Another intimidate: 1d20 + 5 ⇒ (15) + 5 = 20

wasn't sure if this was aid another or Bluff. If I need to re roll let me know


IG Slides OoA Slides

The gun smuggler mumbles something in Osiriani ("was sure you..."), before fleeing so hastily that a few loose objects fall out. First and foremost was the Two items in the pockets of these is a pistol radiating with magic, flickering in the wizard-winds common to Alkenstar. Assuming you identify it, you know that it is a +1 Pistol, along with ten firearm bullets.

The second item, is a flyer for the Longhorn Lounge, a club for rodeo champions. The words “last bell before sundown” are scribbled on the back of the flyer, with a bit of singed paper as well, perhaps from alchemical expirements gone awry.

The other item is a crumpled order form for alchemical reagents. This kind of order form is fairly common among Alkenstar businesses that move a lot of inventory. This particular form doesn’t list any items, however. Rather, Gattlebee’s name and address are scrawled on it in a clumsy, almost childish hand.

As you spend time collecting these items, a slight crowd gathers before you, wondering what the commotion was. You notice multiple figures draped in the same fishmonger garb speaking in Dwarven (despite none of them being dwarves, notably) as you continue to make your way around the bridge; at roughly the same time, you can hear explosions going off.

Dwarven:
"Oh Brigh, why did that literal hothead ask specifically for the new hires to track after them! Send a few more their way, ones that won't run dropping a decent weapon! Maybe that spellcaster."

After a few minutes, on the wood and cobblestone streets of Alkenstar, you encounter more openly hostile entities surrounding you. Two from one end, two from the others -- you're boxed in. The murmuring grows louder as you make your way into what appears to be a busy market, what do you do? Do you try to escape them, or do you decide to fight them in a busy market square (so crowded in fact, that it's extremely difficult to get your Gattlebee Wagon in)?

If you all decide to flee, I'll need either an Acrobatics check to maneuver through the crowd, a Knowledge (local) to go with its general flow, or an Intimidation to get them to move -- though granted fighting the hostiles would get them to move anyways!


IG Slides OoA Slides

Before the above, sorry

Forgot we were in rounds... the bombadiers flee at 4x speed once they realize things have gone awry.

As the two gunchemists, trails of fluids spilling from vials as they run break-neck pace away from everyone into the crowd. The roguish pistolero, on the other hand, still attempts to stand his ground, but his pistol is at his side is practically begging. "What do you want? I... I thought you were someone we had been hired to keep track of?"

Your turn if you want to ask him questions or anything, sorry for not looking up at previous messages again and forgetting we were in rounds.


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Not concerned with the two running off, Onnello Keeps his revolver leveled at the man. Shaking his head, "You shot the wrong person." Cocking his hammer back he squeezes the trigger, the large caliber revolver roaring in response.

Vindictive Smite AC 20, attack Revolver, (vindictive smite), deadly aim
attack: 1d20 + 6 + 2 - 1 ⇒ (19) + 6 + 2 - 1 = 26 damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Grand Lodge

"well boys what we do here?" Told asks looking at the group

Told is bad at all these options so he'll just follow along


IG Slides OoA Slides

Welp, between the two shots. That certainly does it. 13 Damage is certainly enough.

You see the man, lowered pistol in hand, fall over unconscious as he lie there bleeding out from the two nearly point-blank gunshot wounds. A crowd begins to form around you, with some people staring directly at you (some suspiciously, some curiously).

If you wish to loot the fallen-over man, you will find a +1 Pistol and 10 firearm bullets. Two pieces of paper, however , fall out of the man's pocket as he falls (assuming you actually pick them up):
- a flyer for the Longhorn Lounge, a club for rodeo champions. The words “last bell before sundown” are scribbled on the back of the flyer, with a bit of singed paper as well, perhaps from alchemical expirements gone awry.
- The other item is a crumpled order form for alchemical reagents. This kind of order form is fairly common among Alkenstar businesses that move a lot of inventory. This particular form doesn’t list any items, however. Rather, Gattlebee’s name and address are scrawled on it in a clumsy, almost childish hand.
[/spoiler]

Regardless, looking at the face of the unconscious man, he was certainly fearful for his life. And, given the retributive response, that fear was certainly somewhat justified. The two other gunmen run away, trailing alchemical reagents that suddenly stop past a point, as if they realize they started leaking reagents.

Anyone who speaks Dwarven can hear a conversation, not really hidden, but no Dwarves are even present in the conversation:

Dwarven:

"They let them get away because they have hats on?! Really?! Oh for Brigh's sake... Send the spellcaster's group after them, failing that get the shieldmarshals to question them, including making sure no magical disguises are used. If they're truly as wanted as Lyzerius thinks, that should do 'em in."

Regardless of the anger-laden conversation, the crowd around you gathers, some of the passerby-s hoping the gunmarshals get involved to deal with the situation rather quickly -- i.e. deal with the literal unconscious body in the middle of the bridge.

He's merely unconscious, but bleeding out. What will you do?


GM Violant wrote:
Welp, between the two shots. That certainly does it. 13 Damage is certainly enough.

I think it was 16 (11+5)

Shaking his head, Onnello looks at the man. Leaning over he puts the muzzle of his revolver against the man's head. "You shouldn't go around shooting peoples friends." Squeezing the trigger, the revolver echos loudly across the bridge.

Turning to the others, he adds, "If you weren't ready to fight you should have stayed home."

As he begins to load his revolver he turns, ready to push his way through the crowd. "It's time to go."

CDG: 4d8 + 8 ⇒ (5, 6, 8, 2) + 8 = 29

Edit: almost forgot the vindictive smite, I added it in.


Skills:
Appraise +9, Diplomacy +4, Disable Device +9, Arcana +9, History +9, Planes +9, Religion+9, Linguistics +9, Perception +6 (8), Spellcraft +9 (11), UMD +6
Attacks:
[dice=Telekinetic Projectile Attack]d20+4[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+8[/dice][dice=Spiked Chain Damage]2d4+7[/dice]
N Occultist 3; Initiative +2; 24/24 HP; AC 18, Touch 12, FF 16; CMB +6 (7), CMD 18 (19); Fort +6 (7), Ref +5 (6), Will +5 (6); Spells: 1- 4/4; Perception +6 (8)

"Yeah...we should get out of here before this draws even more eyes." Thraag says as he tries to get the cart moving through the crowd and is glad that they have the hats.

Grand Lodge

"I overheard some men talking in Dwarven. They are sending spell casters or shield Marshall's. Either way they know we are disguised and we should leave quickly" Told says while trying to figure out who was speaking

Perception: 1d20 + 5 ⇒ (3) + 5 = 8


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1
Told Hidrer wrote:
"I overheard some men talking in Dwarven. They are sending spell casters or shield Marshall's. Either way they know we are disguised and we should leave quickly" Told says while trying to figure out who was speaking.[Dice=Perception]1d20+5


"Yes, absolutely, quickly ... quickly AFTER taking that gun and those bullets. Nothing says "I'm on a secret mission" like leaving behind valuables. Could we at least try to LOOK like thieves instead of murder hoeboes? Thanks."

Erryll stops to take the pistol and ammunition from the fallen non-alchemist. Waste not want not.


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Paizo ate my post, then I got knocked out by COVID -- let's get his chase done so we can get to level 3 afterwards.

As you move forward through the bridge, you notice the foot traffic seems to get denser... as well as the Dwarven (not dwarven -- though) voices getting louder and closer in the midst of the crowd. As you go through the thickening crowed -- you realize if you merely wait that the group will catch up to you.

Dwarven:

"They entered the crowd! We're gaining on 'em! Annet! Toss it at 'em if you have to!"

Each of you has to decide how you get through the crowd -- you could try to go with the general flow using your know-how of general crowd movements, Knowledge (Local) try to weave through it with acrobatic finesse Acrobatics, brute-force your way through via shoving, STR or perhaps even scattering the crowd Diplomacy or Intimidate. You could even let them gain on you and confront them in the crowded streets, if you so desire!


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Smiling as Erryll picks up the pistol, Onnello "I'd rather not look like thieves or hobo's but that bastard had it coming, he shot Told."

Hearing Told's comment about the men talking in Dwarven, Onnello turns, seeing the men are following them. Having finished loading his pistol, he keeps it in hand. Wanting to move through the crowd, he considers firing the pistol in the air, possibly scattering the crowd. Instead, he tries to use his firm voice to calm and move the crowd. Calling out, "Please move quickly. Everyone needs to get across the bridge, it is not safe. There are those who mean violence."

diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25


Semi Non-Binary Masculine Half-Elf Bonded Witch 1 / Sorcerer 1

"Seriously people, get it done! Move! I sound mean, but he actually shoots people in the head. MOVE!!"

INTIM: 1d20 + 7 ⇒ (14) + 7 = 21

Grand Lodge

"Be on gaurd everyone, it sounds like they are gaining on us and have something to throw at us" Told says to his group before shouting "If you could all cooperate with my cohorts request it would be much appreciated!"

Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13

oof some bard I make


Human Mutated Defender Vigilante 2 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +6 | HP 9/21

Narl pulls his hood back to allow his disfigured face to be visible in the sunlight. "Get out of the way," he growls at anyone in his path.

Intimidate: 1d20 + 7 ⇒ (15) + 7 = 22

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