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Abra considers for an instant and says, "that seems like a good idea. I'm sure there are more of them out here and people seem to have been messing with the caves. It is best to beat feet and get out asap."


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Abra fires of a couple shots now that he is able to compose himself. Finishing off the one on the other side of the pit.
Long Bow: 1d20 + 9 - 2 + 4 ⇒ (11) + 9 - 2 + 4 = 221d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Long Bow: 1d20 + 9 - 2 + 4 ⇒ (15) + 9 - 2 + 4 = 261d6 + 3 + 4 ⇒ (5) + 3 + 4 = 12

The worm in the pit seems to be doing something, but it is out of sight for the time being

With one worm remaining in the pit what is your plan. It is your turn to act. There is no confusion this round.

The bold may act
Zel
Worms (-xx/-xx/-6)
Abra
Marcus
Von


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Zel is up!


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Will (Zel): 1d20 + 13 ⇒ (18) + 13 = 31
Will (Liv): 1d20 + 1 ⇒ (11) + 1 = 12

Marcus: 1d100 ⇒ 80
Liv: 1d100 ⇒ 85

Marcus and Liv attack your allies. Von you and Zel act normally. Abra counts as your ally but is basically a stranger to you.


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My bad Marcus, you did hit. Still getting my sea legs back.

Von creates another pit. Though the creature manages to jump back, it pushes it much further from the fight.

Ref: 1d20 + 8 ⇒ (18) + 8 = 26

Marcus finishes the one in front of him off.

Zel and his crew fire their ranged attacks on their "enemies," correct or otherwise, who are not in the pit.

The Seugathi, now two pits away, casts confusion on the group.

Please roll a Will save.

The bold may act
Zel
Worms (-xx/-15/-6)
Abra
Marcus
Von


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The team, mostly unphased by the psychic onslaught, is able to act.

The bold may act:
Zel
Worms (-56/0/0)
Abra
Marcus
Von


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Will (Zel): 1d20 + 13 ⇒ (13) + 13 = 26
Will (Liv): 1d20 + 1 ⇒ (6) + 1 = 7

Von Will Reroll: 1d20 + 7 ⇒ (14) + 7 = 21

Liv will attack Zel to the best of her ability.


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Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it.

Reflex save: 1d20 + 8 ⇒ (14) + 8 = 22

If the bard has the spell, certainly!


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We will resolve the confusion, and then it will be your turn. I will try to be more organized with the remaining parts of this fight.

Don't forget you have a bard follower with you.


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DC 20 will vs confusion if you are within 30ft

The whole team manages to keep their wits about them, ignoring the psychic onslaught.

Von's mind is shocked back in time to a day pouring over books when he encountered the name SEUGATHI, worm-like monsters with a hideous face of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails. Aside from what he has experience he knows that they are CE. They possess powerful magic like confusion, suggestion mind fog and phantasmal killer. They are also resistant to bludgeoning damage (slash and piercing work).

Von casts acid pit under one of the creatures, causing it falls in.

Ref: 1d20 + 8 ⇒ (10) + 8 = 18 Damage 3d6 + 2d6 ⇒ (2, 4, 4) + (4, 1) = 15

This puts the creature far enough away that unless you are directly above the pit, you will not affected by its aura.

The farthest worm cast dispel magic, trying to return his ally to the fight, but fails.
Caster Level: 1d20 + 6 ⇒ (7) + 6 = 13

The pit then causes the creature to back up, putting everyone but Marcus out of the range of the aura (this creature's ref save happens if he ends its turn next to the pit, so I believe it is fine now).

The worm nearest Marcus attacks him.
Sword: 1d20 + 11 ⇒ (4) + 11 = 151d8 + 3 ⇒ (4) + 3 = 7
Bite: 1d20 + 5 ⇒ (16) + 5 = 211d8 + 1 ⇒ (4) + 1 = 5+fort save DC17

I need two will saves from Marcus, 1 each from the other two, please.

The bold may act:
Zel
Worms (-56/0/0)
Abra
Marcus
Von


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Roll a sense motive to see if their actions demonstrate a recognizable behaviour pattern. I know its not Raw but i thin it makes sense.


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Alright, all, if you are ready to go, review the fight, as it was a hard one, and you worked through some of the enemy's abilities.

You are fighting purple worms with arms that are wielding wands they confuse you when you are within 30ft of them. They have the ability to control the actions you take when your mind is controlled.

Any other questions ask we don't want to start on a TPK.


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I'm going to start us up again. This is a tough fight, so I wanted to give everyone some time to review where we were.


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There seem to be three constant auras that you save against each round. Everyone needs to make the save each round but the confusion only lasts for 1 round. The creatures as an immediate action can decide the outcome of the confusion.

Von because you I was not clear about the duration I thought it would be quick and fairer to give you a pass next round as I accidentally gave the others one this round.

Zel and Liv only need 2 saves around currently.


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Confusion it is always only the round you fail for this ability. But you have to roll against it every round. I lost that part of the post so Von you get a pass this round because everyone got one this round but I need will saves from everyone again. DC 20 or you are confused.

Marcus attacks and finds that the worms are much more armored than he initially thought. Liv manages to land some solid hits finding soft flesh between the armor.

The creatures continue to attack Marcus but start looking for easier prey.

Sword: 1d20 + 11 ⇒ (11) + 11 = 221d8 + 3 ⇒ (6) + 3 = 9
Bite: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 1 ⇒ (3) + 1 = 4+fort save DC17

Sword: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 3 ⇒ (5) + 3 = 8
Bite: 1d20 + 10 ⇒ (5) + 10 = 151d8 + 2 ⇒ (7) + 2 = 9+fort save DC17

Your guide Abra manages through the chaos to get a second blow.

Longsword: 1d20 + 9 - 2 + 4 ⇒ (3) + 9 - 2 + 4 = 141d8 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Longsword: 1d20 + 9 - 2 + 4 ⇒ (15) + 9 - 2 + 4 = 261d6 + 3 + 4 ⇒ (1) + 3 + 4 = 8

The bold may act:
Zel
Worms (-56/0/0)
Abra
Marcus
Von


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Sorry for the long delay all

Marcus is able to fight off the effects of the confusion but Von is not so lucky. Marcus attacks landing one solid blow. This focuses the ire of the two creatures as they continue attacking the fighter.

Sword: 1d20 + 11 ⇒ (17) + 11 = 281d8 + 3 ⇒ (1) + 3 = 4
Bite: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 1 ⇒ (4) + 1 = 5 +fort save DC17

Sword: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 3 ⇒ (2) + 3 = 5
Bite: 1d20 + 10 ⇒ (9) + 10 = 191d8 + 2 ⇒ (7) + 2 = 9 +fort save DC17

Your guide Abra comes running in and takes a swing at one of the worms landing a solid blow.

Longsword: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 271d8 + 3 + 4 ⇒ (7) + 3 + 4 = 14 hitting the one to the north that Marcus hit.

The bold may act:
Zel
Worms (-30/0/0)
Abra
Marcus
Von


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It happens before your action there is no save vs immediate action.


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One of the creature strains its mind in Von's direction (immediate action). Your clear mind gets muddy and you feel the need to attack an ally (creature's special ability).


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This worm-like monster has a hideous face of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails.

I will need two DC20 will saves from everybody if you fail you are confused.

With Marcus leading the way two of the creatures attack him.

Sword: 1d20 + 11 ⇒ (20) + 11 = 311d8 + 3 ⇒ (5) + 3 = 8
Sword: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 3 ⇒ (4) + 3 = 7
Bite: 1d20 + 5 ⇒ (7) + 5 = 121d8 + 1 ⇒ (3) + 1 = 4+fort save DC17

Bite: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 2 ⇒ (4) + 2 = 6+fort save DC17

The bold may act:
Zel
Worms
Marcus
Von

Don't get about your companion from leadership.

The fat merchant and his two sons seem affected by the mind-effecting magic you are trying to resist. Abra leads the back away a little. "I will get the soft ones clear and return to help."


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Back and catching up. A long flight from Japan so I'm a little jet-lagged, but I'm working on it.


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Yes you were dispatched from the PFS with them.


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Initiative :

Marcus: 1d20 + 2 ⇒ (7) + 2 = 9
Von-Dai: 1d20 + 2 ⇒ (6) + 2 = 8
Zeltiyeli: 1d20 + 3 ⇒ (12) + 3 = 15
?: 1d20 + 9 ⇒ (4) + 9 = 13

Zel the mortar and brick that blocks the side path you blast apart and three tri-mandibled worms slither toward the group.

The bold may act:
Zel
Worms
Marcus
Von


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Beyond the Twisted Door, the Halflight Path is a roughly 15-foot-wide, 15-foot-tall tunnel that winds up through the cliff at a steep but manageable slope. The tunnel begins as a natural-looking cave, with minimal work done to widen it, but as it climbs, it passes through numerous distinct regions-places where the tunnel has been painted with crude pictographs or decorated with elaborately carved pillars and frescoes, or where it becomes a mirror-smooth tube or a square-walled path filled with right angles, like a labyrinth in which every wrong turn has been blocked off.

Sometimes it emerges briefly onto narrow ledges along the cliff face, and at one point the tunnel even opens up into a larger chamber where both walls are carved with elaborate porticos and balconies, its many doors and archways all carefully locked and barred or bricked up completely. Abra explains that “maintaining the barricades that separate the Halflight Path from the rest of the passages below Kaer Maga is one of the Duskwardens' chief jobs.” Passage through the Halflight Path takes 2 hours, with the limiting factor being Bolgar Grumm and his hand cart, which takes up most of the tunnel and is pulled by his two sons. All three Grumms are noticeably nervous in the tunnel, and flinch at every distant roar or shriek that filters through the walls.

Please describe to me how you are moving through the tunnels are what precautions you are taking to protect your charges.


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Your guide waves over your three new traveling companions. "I'm going to get my gear. You prepare them however you need to then we will be on our way."

Bolgar Grumm and his strapping but dull-looking teenage sons Tuggus and Marl trundle over. "So we are traveling together. You three look like a fine sort. How did you fall in with the like of the Duskwardens."


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"See that wayward bunch of traders? They need passage and there are too many of them for me to guard alone. If you assist me you can travel for free and you will not have to wait for me to deliver them and return before you can enter. If that is agreeable I will introduce you and we can get going."


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A Duskwarden breaks from the group to speak to you. Looking about 30 years old, with a thick brown beard and hard but handsome features, the man introduces himself "Hello I’m Abra Lopati, a member of the Duskwardens.” He shakes your hands and jovially "you look like a bunch who can pull their weight for that reason I could even let you jump the line under the right conditions.”.


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You have arrived at 9am well rested after a few days of travel. If you walk up to the gate you see, standing next to the door, is a small knot of authoritative-looking figures carrying weapons and wearing light armor. All are dressed in brown and gray uniforms with a sigil on the right breast-a golden arch against a midnight blue background. These are the Duskwardens. They are experts at navigating this path as they are the keeps of it.


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You are directed to the doc where you are met by a crooked-toothed old riverboat captain. "So you're the ones the bigwigs want to send upriver. Sobeit than come on aboard and we will get you where you need to go."

After many days on the water, your boat the Lucky Jenny finally arrives at the bottom of the great cataracts that come pouring down the Storval Rise, a thousand-foot-tall cliff face that slices Varisia nearly in half and separates the fertile lowlands from the rough and craggy Storval Plateau.

Othlo and his crew can go no farther. The barge moors to one of the piers alongside several other ships that have traveled up the Yondabakari to visit the Asylum Stone.

Othlo informs you, “most of these travelers head east, taking the long, steep road that follows the Yondabakari up through the narrow crack the river cuts in the cliff wall. A few brave souls even portage canoes and other small boats up the trail. However, there is a less traveled road that breaks away and trails northeast along the bottom of the Rise. This is the fastest way to Kaer Maga, and leads just a few miles to the Twisted Door and the bottom of the Halflight Path.

Local DC15:
The Halflight Path is the most famous entrance to Kaer Maga, used primarily by those who value speed over safety. From a door in the foot of the Storval Rise, this subterranean tunnel winds its way up through the cliff to emerge near the city entrance called Meat gate. Originally part of the mysterious and extensive dungeon complex beneath the city, the path has had its many branchings carefully bricked up in order to create a single passageway usable by merchants and travelers. This route is maintained by the Duskwardens, Kaer Maga's elite society of rangers and spelunkers dedicated to keeping the path open and safe, and to keeping the dangerous creatures of Kaer Maga's Undercity from getting out and terrorizing the city proper.
The path is open each day from dawn to dusk, as night is when the Duskwardens cease guiding groups and focus on patrols, explorations, and maintaining the defenses.


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For ease and getting things going don't work about the ioun stones. They don't count against wbl.


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To make things easier you can either add everything up sell and buy as usual or take the value of the gear you all have and buy gear until you hit 23000. I don't want you to fall behind your NPC. If you do this any unclaimed loot other than story-related items is handed into the pathfinder society. Everyone has to agree to the second option for it to work.


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"As we have done before we will have you focus on the feeling the stone stimulates in you. Then I will correlate that with the lore about the the rune lord. We will send you to the closest port and you will take care of the rest."

As you begin to focus on the power of the stone your vision drifts across the landscape to a city on a clifftop. The city of towers is surrounded by stonewalls covered in grotesque faces.

As you describe the scene the venture captain says, "Bloody Kaer Maga. Well, we have a contact there. But he is not really a pathfinder anymore. But he owes me and should take care of you. I believe you will be looking for the Shard of Gluttony if the pattern holds meaning you will need this pink rhomboid ioun stone. Your new teammate will meet you on the riverboat that will take you there. What else do you need from me?"


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She gave you the stone before the mission and you will get one before this mission as well.


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"Well I'm glad you made it back in one piece. Though it does all seem a little more harrowing than I had hoped. I will find you some extra hands." with the declaration she writes something on a slip of paper and hands it to an assistant who reads it and goes running. "Who has attuned to the lastest stone? Let's start processing your visions and locate the next shard."


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If you would like you can have a cohort at your full level rather than taking multiple weaker follers as you get to higher levels. We can adjust the balance of this as we go. I offer this because you may prefer to run one stronger character rather than several weaker ones.


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I'm happy with this decision. Leadership in a 3 person AP works for me.


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With the Shard of Lust, you can use it to learn the location of the next shard in the. Knowing the risk, of course, think to activate the Shard of Lust with the pink and .green sphere ioun stone given to them by Sheila Heidmarch, so as to avoid the shard's curse. While this curse won't affect you as profoundly as it did Ashamintallu, it could cause some embarrassing situations nevertheless! With the false Sorshen exposed and slain, various surviving denizens of the dungeons beneath the Lady's Light eventually make their way out of the dungeons to find new haunts. The remaining survivors of the nearby humanoid tribes slowly recover and settle back into an uneasy equilibrium of simmering hostility. Sheila Heidmarch certainly expects an update and she likely has another ioun stone for you to use to awaken the next shard.

Most of that should be covered here. Anyone can have as many Ioun stones as they want. You don't know of any risks having a bunch but that does not mean they don't exist.

"Hello." says the oddly enthusiastic Venture captain. "How did your search for the lush shard go? Are you all part of a commune now?" she jokes with a wry smile.


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Marcus was off by 2 so aid or trip would have gotten you there.

With their lives on the line and an opponent that will burn everything down to kill them Von, Marcus, and Zel rally every last bit of will and violence they can muster. The whips, chains, and force weapons and missiles tear through the creature's body.

The creature lies dead before you.

Loot:
potion of cure serious wounds (4), wand of dimension door (14 charges); Other Gear +1 keen guisarme, boots of haste, spell component pouch

You feel magically drawn to the next room.

The walls of this oddly shaped room appear strangely molded, their surfaces like sweaty pink clay infused with bits of glittering
crystal. The floor looks like dry, cracked mud dark red in color, and the ceiling arches only eight feet overhead. A disturbing sound fills the space, resembling the endless exhalation of some bizarre, hulking beast. A mosaic of a coiled snake sits on the floor in a small alcove to the side, while all along the walls of the strange room sit numerous interesting-looking objectsbut none more intriguing than the triangular shard of red metal that sits alone on a shelf at eye level.

Von inside you find a spellbook:
4th-charm monster, confusion,
phantasmal killer
3rd-dispel magic, fireball, hold person,
reckless infatuation
2nd-flaming sphere, glitterdust, hideous
laughter, touch of idiocy, unnatural lust
1st-burning hands, charm person, mage
armor, magic missile (2), protection from good, shield
+ all enchantment spells from level 1-4

Loot:
a large pouch containing a dozen tourmalines worth 100gp each, six black pearls worth soo gp each, and two blue sapphires worth 1,ooo gp each, as well as a bag of holding (type II) containing an orb of consumption, a pair of red leather boots of striding and springing, four spider silk drawstring pouches worth so gp each (two pouches each contain 1 dose of dust of appearance, 1 dose of dust of dryness, and 1 dose of dust of illusion), an immovable rod, a whispering coin, a pair of goggles of the night, a ring of minor electricity resistance, and a +1 light fortification breastplate

Finally, in a place of significance you see Shard of Lust, which sits in a place of honor alone on a
shelf in the northern wall.

You may all level up.


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She is still up but only barely. Basically, any damage will take her out.

Conversely, anything to push Marcus's first attack up to a hit will work. If Von pops up after Zel's turn he can still act.


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Despite the blindness only one attack lands and the creature is still alive and intends to take you all with her.

Damage: 7d6 ⇒ (4, 2, 5, 5, 2, 5, 2) = 25DC 18 Ref for half

Will: 1d20 + 8 ⇒ (12) + 8 = 20

"You better kill me now or you will be my slaves for eternity."

The heroes are up.


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Hi all. I'm feeling mostly better and ready to get back to life.

Will: 1d20 + 8 ⇒ (10) + 8 = 18

The creature is furious at her failures and crippled by blindness she lashes out. This time clearly motivated by fear rather than rage.

With little else to do she consumes you all in a fire ball.

Damage: 7d6 ⇒ (4, 4, 5, 2, 3, 4, 2) = 24DC 18 Ref for half

The heroes are up. She looks like she only has a little bit of fight left in her.


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I also have covid. It's my first time and it's less than ideal.


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"I almost had you fools." Seeing how close you came to rune she tries to cast confusion again, but fails.

Cast Defensively: 1d20 + 10 ⇒ (4) + 10 = 14

Last staggered round.


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Su are standard actions by default so, on your turn, you can touch someone with it and they can reroll.


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CRB FAQ:

Protection From Evil: Does this work against all charm and compulsion effects? Or just against charm and compulsion effects where the caster is able to exercise control over the target, such as charm person, command, and dominate person (and thus not effects like sleep or confusion, as the caster does not have ongoing influence or puppet-like control of the target)?

The latter interpretation is correct: protection from evil only works on charm and compulsion effects where the caster is able to exercise control over the target, such as command, charm person, and dominate person; it doesn't work on sleep or confusion. (Sleep is a border case for this issue, but the designers feel that "this spell overrides your brain's sleep centers" is different enough than "this spell overrides your resistance to commands from others.")

I believe that confusion works. Please correct me if there is an update to this I missed.


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Von's ray blasts wide. But, reading the woman's movements, Marus scores a tremendous hit. Zel is unable to capitalize on the creature's weakness.

Cast Defensively: 1d20 + 10 ⇒ (19) + 10 = 29

She casts a spell Von, Marcus, and Zel. Will save against confusion, please. DC 20. If you fail, roll your d100 on your turn and act accordingly.


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Marcus quickly lashes out with his whip, landing two hits, narrowly missing a vital location. Zel calls down a blessing to restrain the creature, which entangles the creature.

Ref: 1d20 ⇒ 8

Not to be outdone, Von coats the gown in grease, causing the demon to topple, landing with a splash in the viscous fluid.

The creature stands up, damaged and bloody (provoking) (she can not fail the Acrobacts check).

Everyone may act!


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The description of the magic is not enough to shake her confidence however, the collection of the previous barbs has left the creature open to intimidation. Zel notices that she is shaken and weakened (1 negative level).

Marcus, knowingly or unknowingly comes in with the perfect tactic to capitalize on her fear and self-doubt.

The creature looks at her hand as they start to change. The sudden realization that she has diluted herself for years comes crashing down on her. Zel knows she has taken another negative level for 2d4 ⇒ (1, 3) = 4 rounds and is staggered for three rounds.

The beautiful, dazed, six-foot-three demon struggles to compose herself.

Initiative :

Marcus: 1d20 + 2 ⇒ (10) + 2 = 12
Von-Dai: 1d20 + 2 ⇒ (7) + 2 = 9
Zeltiyeli: 1d20 + 3 ⇒ (2) + 3 = 5
?: 1d20 + 7 ⇒ (12) + 7 = 19

The Bold May Act:
Alu-demon
Marcus
Von
Zel


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With this last barb she begins to real. Sweeping everything off her deck, slamming her fist into the wall and tearing portraits of herself off the wall, her rage in near peak.

One more check if it is diplomacy, it has to be led by Marcus. If you want to use another skill, anyone can roll it. Be creative.

Also, roll a heal check to figure try and figure out how this is effecting her.


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The creature staggers back. Catching her weight on a desk and shaking her head. But you can sense frustration growing.

You believe that you have a moment to continue to press her, though if left long enough to comport herself, she may attack.


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Diplomacy, Intimidate, Bluff are all fine. Anything else can work if you can justify it.

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