GM Bret’s PbP Gameday XIV Core What Prestige is Worth

Game Master BretI

Core PFS1 #10-08 What Prestige is Worth for PbP Gameday XIV

Slides
RPGChronicles sign in, you don’t need an account to sign in.


201 to 250 of 401 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Liberty's Edge

1 person marked this as a favorite.
Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

"Or get hurt in the process" Two Blades muttered under his breath

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 0/1;music available 22/22; Spells avail:L1 6/(5+1)L2 0/4;L3 3/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +9; Will +6 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Massaging his temple, Khellek thinks. "We have only limited time, so having two 'teams' will let us cover more ground." he finally concludes.

"So perhaps if we head to the Ghetto of Outcasts, while Ms Zarta continues to ply her charms at the market, we may have the best chance of success."

Liberty's Edge

Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

"Sounds good old man!" says Grog smiling at Khellek.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 (+ 14 temp) | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle nods. ”Sounds like a plan,” she says, trying to force a smile.

Zarta always makes me feel uncomfortable anyhow, she thinks.

Liberty's Edge

Male
Botting instructions:
Korvan would attack the closest enemy or whoever is attacking a companion, ranged first//[dice=+1 DW Composite Longbow 1st]1d20+12[/dice]…[dic [dice=+2 Adamantine Falchion 1st]1d20+15[/dice]…[dice=DMG]2d4+
Half Elf
Skills:
Acrobatics:+14;Climb+9;Handle Animal:+3;Survival:+11:Track:+12; Stealth:+8;K(Nature):+7
Fighter 7/Ranger 2 CORE[HP:96/96][AC:25/14/22][F:+12;R:+9;W:+5][INIT:+8][Perc:+18]

"What should be the 2 teams?"


Zarta says “I can handle the market on my own. The rest of you scrumptious little biscuits find your way to the ghetto. Wish there was a better place to look, but right now that is the lead we have.

I will update again later today.


With Khellek leading, you find the Ghetto of Outcasts. It takes you an hour to get there.

You have now been in Hell for about seven hours.

The broken wasteland outside Dis teems with the damned, who scratch out a squalid existence in the shadow of the city's mountainous walls. Remnants of buildings sit half-broken beneath the glacial advance of the walls, and the agonized moans of the souls imprisoned within the wall harmonize with the more energetic screams of the partially trapped petitioners slowly joining them.

Now to find someone who knows anything about one of Leventi‘s agents.

Suggested options include:
Knowledge (local), Knowledge (planes), or Survival check to track.
Diplomacy or Sense Motive check to rely on locals' directions

Relying on directions from the locals is likely to take longer.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 0/1;music available 22/22; Spells avail:L1 6/(5+1)L2 0/4;L3 3/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +9; Will +6 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"The stories of Hell are replete with tales of souls who have come to regret their moral choices. It may be that we could find one such who would be willing to help us.." suggests Khellek. He takes out a reference books and flicks through it. "Here we have the tale of Hrogicia of house Arionne. While he relished the power that slaves gave him in his mortal life, he was less taken with the roles being reverse upon his death. Surely there will be similar petitioners."

know(planes)(loremaster T10): 10 + 30 = 40


The trail leads to the base of the city walls, which are inexorably crushing and consuming the souls of three former Hellknights: maralictor Devin Madras a human make who was a paladin of Iomedae, arminger Aurora Tesk, and arminger Ria Dresk. They are a male human, female tiefling and female half-elf, respectively.

There was once a forth member of their party, Teena Forester, but evidently she now works for Leventi.

When you find them, they are unresponsive. You will need to inspire them to speak by cajoling them, reminding them of their pride as Hellknights, or just being infectiously cheerful.

Diplomacy, Knowledge (religion) or Perform (comedy or oratory) check is the suggested method of getting them to respond.

Dark Archive

1 person marked this as a favorite.
Bard-9: HP 62/62; GM reroll @+4 0/1;music available 22/22; Spells avail:L1 6/(5+1)L2 0/4;L3 3/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +9; Will +6 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

I know I am dominating the skill challenges here, but at least for knowledge skills, that is what Khellek is built for, and doesn't that often get to shine in. Hopefully you all enjoyed showing him up in combat. But if someone else wants to lead in one or two then I won't be offended.

"Maralictor Devin? How does a Paladin on Iomedae find himself chained to the very walls of Hell itself? Once upon a time you vowed to fight for justice and honor. Now, perhaps, is a chance to redeem yourself, and who knows, maybe even your companions as well? For if once you were dedicated to The Inheritor, then surely she might once again look kindly on your deeds - were they worthy. Would you abandon your companions to this fate? Or are you willing to chance your arm once again for what is right?"

religion(loremaster T10),headache: 10 + 27 - 4 = 33

BTW if the combination of my knowledge skills and loremaster is making this too trivial then I'm happy to step back a bit. That previous combat was pretty brutal, and I'm hoping we won't have too many of them, as it could easily have gone south very fast.

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

Numair, meanwhile simply tries cajoling them.

"Just because you have literally gone to Hell, does not mean you have to give up. Remember who you were, and whom you want to be!"

Diplomacy, Hell Headache(TM): 1d20 + 23 - 2 ⇒ (14) + 23 - 2 = 35.


1 person marked this as a favorite.

Honestly Khellek without those sort of skills we would need to be rolling each time you moved between locations. You did need the +5 you got from that early check in order to move as fast as the group is.
I do not want to think about how poorly my core character would do in this scenario. Hell does not like Chaotic Good.

Khellek and Numair are able to rouse the three former Hellknights. Once roused, the three are curious about your group and why you are in Hell. Once one of you mentions Leventi, all three recognize the name. They relate how Leventi was the devil who shepherded them to Hell and tempted their comrade Teena Forester into his service. They consider her taking a deal from that devil a betrayal of their camaraderie and a sign of weakness.

The four of them were members of the Order of the Pike operated out of Fort Inevitable in the River Kingdoms and died during a bandit ambush in 4690 AR.

They still don’t understand why they are in Hell.

At this point they fear being crushed by Dis's walls in body and spirit, and would prefer to be free so that they could at least be destroyed on their own terms. You realize that you would need to be careful if you attempt this as you do not want to attract the wrong sort of attention to yourselves.

If you want to be careful about extracting them, the attempts would take one hour each and require a successful combat maneuver, Escape Artist, Knowledge (engineering), or Profession (miner) check for each person.
Not recommended, you could do it much faster but that would attract the wrong sort of attention.
There are other things that can be done as well.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 (+ 14 temp) | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

”Did Leventi turn your compatriot to evil? That must be awful for you all. Anything you might tell us about the deal, if you know might help us in our mission.”

Dont worry, Khellek, we would be in terrible shape without you getting us so far along. And same for Numair’s diplomacy!


Spoiler:

Doodle: 1d20 + 0 - 2 ⇒ (19) + 0 - 2 = 17
Grog: 1d20 + 0 - 4 ⇒ (18) + 0 - 4 = 14
Khellek: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30 versatile performance
Korvan: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
Numair: 1d20 + 0 - 2 ⇒ (16) + 0 - 2 = 14
Two Blades: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17

The three seem to think there must have been some trickery used to get Teena to work for Leventi but do not know the details. In life they had worked together, so her taking a deal that was only for her is seen by them as a betrayal.

Khellek believes there may be some resentment because they were not offered such a deal. It is difficult to say as their spirits have been ground down by the wall.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 0/1;music available 22/22; Spells avail:L1 6/(5+1)L2 0/4;L3 3/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +9; Will +6 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Let us see what we can do to free you. However, if we succeed, your aid in our own mission would be very much appreciated."

He starts to examine the wall and its advance on the unfortunate Hellknights.

engineering(T10, loremaster): 10 + 30 = 40


Khellek at first looks at it as an engineering problem and quickly realizes that he has to take into account the planar properties of Dis.

How can we help?” All three seem equally eager to be out of the wall.

Your knowledge planes even with the headache is more than enough to get one person free in an hour.
I should add that there is no penalty for failing other than the wasted time.

Liberty's Edge

Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

Grog tries to track.

survival: 1d20 + 12 ⇒ (18) + 12 = 30


Track what? I’m missing what you are trying to accomplish here Grog unless it is related to this in which case the group has already found it.
Would you like to use that roll for a Combat Manuever to release one of the Hellknights here?

Also Khellek, it looks like the roll was Kn Engineering. I mis-spoke above. So many skill checks for so many related things. I’m glad this is being done PbP.

Liberty's Edge

Male
Botting instructions:
Korvan would attack the closest enemy or whoever is attacking a companion, ranged first//[dice=+1 DW Composite Longbow 1st]1d20+12[/dice]…[dic [dice=+2 Adamantine Falchion 1st]1d20+15[/dice]…[dice=DMG]2d4+
Half Elf
Skills:
Acrobatics:+14;Climb+9;Handle Animal:+3;Survival:+11:Track:+12; Stealth:+8;K(Nature):+7
Fighter 7/Ranger 2 CORE[HP:96/96][AC:25/14/22][F:+12;R:+9;W:+5][INIT:+8][Perc:+18]

Korvan is impressed with Khellek and Numair and Doodle's ability to thrive in social settings.... something he has never gained the talent to do amicably. He just stands guarding the others.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 (+ 14 temp) | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle is waiting for Khellek to try and figure out how to free the three. ”I hate to just leave them there. They probably know more they will tell us if we save their souls,” Doodle explains to the others.

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Being a member of Liberty's Edge, Two Blades smiled at the chance to assist others in breaking the chains of tyranny. Taking instructions from Khellek, he helped where he could.

Escape artist: 1d20 + 10 ⇒ (4) + 10 = 14

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 0/1;music available 22/22; Spells avail:L1 6/(5+1)L2 0/4;L3 3/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +9; Will +6 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

khellek is certainly going to help at least the first, depending on how others go we might want to stick around to try the others. Of course we are more likely to get help from them if we help all of them. Meta gaming slightly, we likely are doing well on time with the quick travel between locations, so spending an extra hour here may be a worthwhile way to spend some of that.

@GM, I did an engineering check rather than planes, but the results will be the same. I did forget to include the hell-ache penalty though, so the total should only be 36


Khellek frees Devin. He thanks the sage and waits for his companions.

Unfortunately the fortifications actively cling to the Hellknights and Two Blades is not able to free anyone.

Since I was wrong about the checks once, I will repeat what can be used to free someone.
combat maneuver, Escape Artist, Knowledge (engineering), or Profession (miner) check.

We can go on to the next hour or Grog, Korvan, Noodles, Numair can attempt checks.
Once again, remember if you are being discreet each check takes an hour.

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

I would be utterly garbage at any of those checks, so I am more than happy to wait for Khellek to free them.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 0/1;music available 22/22; Spells avail:L1 6/(5+1)L2 0/4;L3 3/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +9; Will +6 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek smiles as Devin is released. "Are you able to help free you companions?" he asks. "Or perhaps if not, you would spend some time with the Grandidierite Sage. He has some questions that you may be able to help us with..."

He gestures to Grog. "I think your muscles may be of use here as well."

Hopefully Grog, or Korvan can get someone free with a CMB check. Between Doodle and Numair we may be able to get extra information out of Devin while we are trying to free the others.

If there is one or two left attached then..

"I think it is worth trying to free the last of these knights. Together they may be more persuasive."

Happy to spend another hour or two, hopefully just one if either Grog or Korvan roll well.


Everyone has a CMB, so they have a chance to Aid on that. It isn’t mental, so no Dis penalty. Just need someone to lead.

Although he was once a proud knight of the inheritor, Devin doesn’t want to get anywhere near that wall again.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 (+ 14 temp) | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle can auto aid a CMB attempt.

Liberty's Edge

Male 1/2 orc Rng 7/Ftr 2 | HP 78 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+15; CMD 27 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 7/Fighter 2

@GM sorry I thought we could still track.

Grog tries to muscle his way.

CMB: 1d20 + 15 ⇒ (3) + 15 = 18


Grog also finds he is unable to get anyone free. It is freaky the way the wall moves and clings to the people.

It would really help if either you or TwoBkades had rolled double digits. Horrible dice luck there.

Worst case, it takes three hours to get the people out. Anyone who wants to try again, go ahead. I assume Khellek will also get someone out, correct?

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

I mean, would casting a Grease spell help them to slip out at all?

Liberty's Edge

Male
Botting instructions:
Korvan would attack the closest enemy or whoever is attacking a companion, ranged first//[dice=+1 DW Composite Longbow 1st]1d20+12[/dice]…[dic [dice=+2 Adamantine Falchion 1st]1d20+15[/dice]…[dice=DMG]2d4+
Half Elf
Skills:
Acrobatics:+14;Climb+9;Handle Animal:+3;Survival:+11:Track:+12; Stealth:+8;K(Nature):+7
Fighter 7/Ranger 2 CORE[HP:96/96][AC:25/14/22][F:+12;R:+9;W:+5][INIT:+8][Perc:+18]

Korvan tries his hand at using some muscle...

CMB: 1d20 + 14 ⇒ (1) + 14 = 15

Just... wow...

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Escape Artist: 1d20 + 10 ⇒ (14) + 10 = 24
Looking at the wall, Two Blades looked for a weak spot to help one of the Hellknights to escape.


Yes, spells can give a bonus to the roll. Surprisingly, they didn’t allow something like Freedom of Movement to auto succeed. The DC is high but not impossible.

Korvan looks and doesn’t see anywhere he could pull one of them out.

Although this time he makes progress, Two Blades realizes his attempt wasn’t enough. He thinks even doing his best he would need help to succeed.

High tier difficulty, at low tier he would have a small chance of succeeding alone.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 0/1;music available 22/22; Spells avail:L1 6/(5+1)L2 0/4;L3 3/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +9; Will +6 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek continues to consider the problem of the wall. "It is as much a metaphysical problem as an engineering one..." he starts. And he has a captive audience, literally.

It is Hell after all, and thus only appropriate that the knights should be subjected to a debate about how their questionable life-choices may have resulted in their after-life dilemma. However with experimentation he is able to work out that dwelling on their more wholesome memories and deeds seems to cause the closest bit of wall to somewhat hang back from them. Not enough to help someone fully engulfed perhaps, but for those still only lightly affixed...

Happy to spend another hour or two lecturing, calculating and freeing


Khellek frees Aurora while Grog frees Ria.

Using Grog’s roll here with his +15 CMB for a 33.

Having spent two hours freeing the trio, they thank you.

Devin produces Teena's Order of the Pike insignia, asking that if your group meets her in their pursuit of Leventi, they remind her of her duty; as Devin insists, “We do not serve Hell. We study and wield it to spread Law, no more.

The Hellknights are wary of entering Dis, preferring to instead scavenge weapons in the Ghetto of Outcasts that they might use to defend themselves. Likewise, they are not interested in leaving Hell so long as Leventi maintains ownership of their souls. If their testimony can be of use in undermining Leventi, though, they are willing to wait for their summons in a safe place.

Tholvinus Indicates this is likely yet another of Leventi‘s many crimes but it would be good if the group had something more than the testimony of some mortals.

You earn 1 Evidence Point for freeing the Hellknights.

What now?

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

Well, we can either go the the place Zarta was exploring earlier, or head back to the archives to look for the contracts relating to the Hellknights.

Thoughts, everyone?

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 0/1;music available 22/22; Spells avail:L1 6/(5+1)L2 0/4;L3 3/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +9; Will +6 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"There is always more to discover in a library." suggests the elderly scholar as he massages his temples.

"Is it just me, or does the screaming of the damned start to feel like someone driving a nail into your skull?"

Despite his age and headache, the elderly man seems suspiciously spry given how long the team has been busy.

"If we locate some documents I may be able to read them while those who need more sleep than an old man, get some shut eye." he further suggests.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 (+ 14 temp) | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle was fine with trying to locate the contracts of the Hellknights to see if that Leventi has double crossed them after all in the Faustian bargain.


It sounds like the whole group is going back to Fallen Fastness, correct me if I’m wrong.

You leave the trio of Hellknights, telling them you will contact them if needed.

It takes an hour for Khellek to navigate Dis and get you back to Fallen Fastness.

Numair once again invokes the writ and requests the contracts from the curator for Devin, Aurora and Ria. It takes a half hour to process the request.

Anything else that I’m missing?

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 (+ 14 temp) | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Not as of yet, I don’t think, GM.


As Khellek starts reviewing the contracts, Doodles receives a sending from Zarta. “I have an invitation for you from Rowane, one of Erecura‘s handmaidens. What is your progress and where can we meet?

You do have a chance to respond.

It takes two hours, but Khellek is able to analyze the contracts.

The Hellknights' contracts include two different documents both signed by the Hellknight Staebius Kalmp. The first damns his soul to Hell in exchange for the physical strength with which to subdue the untamed wilds. The second forgives the debt of his soul in exchange for the souls of his four subordinates, recognized by the contract's author as the signer's property.

Tholvinus remarks that signing away a subordinate's soul in place of one's own is quite irregular.

1 Evidence Point for reviewing the Hellknights' contracts to confirm Leventi's suspicious deal-making.

Total 4 evidence, 12.5 hours

Liberty's Edge

Male Human (Shoanti) AC 22/T16/FF22 F+8/R+13/W+7 53/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects: Haste AC 23

Hearing of the duplicity, Two Blades frowned at the information. "I believe that one cannot give away what is not yours to give. I am sure that someone that is good at law would have a field day with that disclosure." He said.


Tholvinus says “Steal. It was an exchange of debt. You would need to check with someone better at contracts, but I doubt Hellknight Staebius Kalmp had a legal right to those four souls.

The imp shakes its head, saying “It robs Hell of a soul rightfully belonging here.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 0/1;music available 22/22; Spells avail:L1 6/(5+1)L2 0/4;L3 3/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +9; Will +6 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Would those four souls be the three that we rescued along with their more fortunate, and perhaps more duplicitous companion?" asks Khellek. "What are the names listed, or is the contract unspecific with respect to that?"

When word of the Sending arrives he offers a small yawn. "We should follow up everything we can, while we can."


Khellek the historian wrote:

When word of the Sending arrives he offers a small yawn. "We should follow up everything we can, while we can."

Moved to get things in chronological order.

Khellek the historian wrote:
"Would those four souls be the three that we rescued along with their more fortunate, and perhaps more duplicitous companion?" asks Khellek. "What are the names listed, or is the contract unspecific with respect to that?"

Tholvinus says “The four I was considering were maralictor Devin Madras and Hellknights Aurora Tesk, Ria Dresk and Teena Forester. My understanding is that all four were part of the horrible deal Leventi made with Hellknight Staebius Kalmp.

Looking directly at Khellek, they ask “Did I understand your summary of the contracts involved incorrectly?

That is consistent with what Khellek found reviewing the contracts involved. He didn’t get the contracts with Kalph or Forester because they were not requested, but it would be highly surprising if they didn’t show the same thing. The three you did get only changed the identity of the Hellknight whose soul was being offered as payment on a debt.

Liberty's Edge

1 person marked this as a favorite.
Male
Botting instructions:
Korvan would attack the closest enemy or whoever is attacking a companion, ranged first//[dice=+1 DW Composite Longbow 1st]1d20+12[/dice]…[dic [dice=+2 Adamantine Falchion 1st]1d20+15[/dice]…[dice=DMG]2d4+
Half Elf
Skills:
Acrobatics:+14;Climb+9;Handle Animal:+3;Survival:+11:Track:+12; Stealth:+8;K(Nature):+7
Fighter 7/Ranger 2 CORE[HP:96/96][AC:25/14/22][F:+12;R:+9;W:+5][INIT:+8][Perc:+18]

All this legal posturing gives Korvan a headache and reinforces his love for staying in the wild where life is simpler and safer.

Dark Archive

Bard-9: HP 62/62; GM reroll @+4 0/1;music available 22/22; Spells avail:L1 6/(5+1)L2 0/4;L3 3/3;+1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 0/1; Wand CLW 26/50; Loremaster 1/1; (free) knock 1/1; resist E 1/1; CMW 2/2;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 40; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 22 (FF:21); Fort +7; Ref +9; Will +6 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Well, fortune smiles on the brave, or perhaps just lucky." says the elderly scholar, a smile breaking his own stern face for perhaps the first time since his arrival in Hell.

"We located maralictor Devin Madras , arminger Aurora Tesk, and arminger Ria Dresk. We have their testimony available if required."

He examines the contracts again, checking that the soul offered in exchange for each of the unfortunate hellknights is indeed Staebius Kalmp.[/b]"

He glances around the group "We don't have the agreement of Teena though, she managed to make an earlier bargain to free herself. Though I admit to being curious about what that deal was, given her soul was already forfeit."

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 (+ 14 temp) | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle makes sure to tell the group of the sending message she received from Zarta. Doodle will update her after the current contract review is complete and ask her to meet the group again, at least to get the invite mentioned.


The reply would need to happen immediately and be 25 words or less, or you would need to use one of the sending scrolls that you got at the beginning of the adventure. You received multiple scrolls.

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 (+ 14 temp) | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle makes sure the others are good with her using a scroll. ”Found more evidence. Let’s meet at the same spot. We will be there directly,” she thinks as she uses the scroll to contact Zarta.

201 to 250 of 401 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Bret’s PbP Gameday XIV Core What Prestige is Worth All Messageboards

Want to post a reply? Sign in.