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Ryder Koss's page
206 posts. Alias of wisepeppy.
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Human Sorcerer 3 (Maestro Bloodline)
Ryder replies to Trinia, "I promised you I'd ensure your safety - I wanted to know where they were taking you. I hoped I could somehow keep you safe. I'm very sorry that I failed you; I honestly believed you'd be safe at the Citadel. But don't worry, my buddy Dylan is just as concerned for your safety as I am - he'll find a way to get us both out of here. Ammy will tear down the walls himself, I'm sure. ...and Ralof, well he'd take on the entire camp of thieves himself if it seemed like the thing to do. So don't be sad, I've been blue enough for the both of us," Ryder says with a downward glance at his previously glowing frame. "You should have seen me, the runes at the door had me lit up like a candle, in spite of me being invisible." With that Ryder begins to sing, very loudly, the Korvosan equivalent of Swing Low, Sweet Chariot. If the song mentions being 'blue', so much the better. If there's bars on the cell and a cup or something to drag across them, Ryder does so, loudly and obnoxiously, between each line of the song.
Human Sorcerer 3 (Maestro Bloodline)
Ryder will give Trinia a little smile and say, "Hey there, come here often?"
Human Sorcerer 3 (Maestro Bloodline)
She doesn't seem very fast...
Ryder will turn and RUN! He'll make a full on bolt to get out of there. If the glow stays with him, he'll duck in through one of those doors you mentioned we passed provided he's out of sight of everyone. If the glow dissipates right away, then he'll keep running for the gate to get out of the castle.
Hopefully he makes it to a hiding place where he can wait for the glow to fade.
Stealth to hide: 1d20 + 2 ⇒ (17) + 2 = 19
Regardless what happens, Ryder isn't going to take a stand and get himself killed. If he gets cornered by someone armed and ready, he'll put his arms up, drop to his knees and say that he surrenders.

Human Sorcerer 3 (Maestro Bloodline)
Per discussion with J-Wo on Hangouts, Ryder follows Trinia and her escort through some corridors for about a minute, until they reach a gate with a single guard that lets the procession through. Ryder will follow behind - not too close, and go through if and when the path is clear and there's no risk of getting 'pinched' and noticed.
stealth: 1d20 + 2 + 20 - 5 ⇒ (14) + 2 + 20 - 5 = 31 (invisible, moving more than 1/2 speed)
Ryder will proceed through the door and down the hall after the group several paces behind, with one hand outstretched so that he can see his hand if he's about to enter an anti-magic field like what was at the Citadel.
If Ryder encounters an amf, he'll back off and take cover somewhere and work up his disguise as mentioned above, if possible...
Kn Arcana: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: 1d20 + 0 ⇒ (14) + 0 = 14
If Ryder gets 'stuck' between an amf and the guard at the door, he'll just hang tight for a minute and watch & listen to what goes on...

Human Sorcerer 3 (Maestro Bloodline)
Ryder will follow Trinia as far as he can while still invisible, careful not to pass a 'point-of-no-return' on his remaining invisibility - meaning he'll turn back to return to someplace he saw that he knows he can hide, so as not to risk losing his invisibility with nowhere to go. He'll keep count in his head to track the time.
Assuming this occurs, once Ryder gets to a hiding spot (an empty room, a closet, a commode, garbage shoot, alcove, waiting room, whatever), he'll prepare a disguise for himself. Ryder will disguise himself as the most mundane sort of person that might be milling about the castle, say maybe a servent or something. Preferably somebody 'well dressed', where he can use his jewelry to boost his disguise, since he doesn't have his disguise kit with him. (Maybe a court Jester?? - I doubt it, but maybe the Sleeves would allow me a costumy mask?) To disguise his personal features, Ryder will cut his long hair with his dagger and go for a tossled unkempt look. I'm assuming that previously he had long loose hair like in his Avatar, such that cutting it would be a good dramatic change to boost his disguise in this situation, since Sabina knows what he looks like.
Take-10 move-stealth's while invisible: 10+2+20=32 (as many as needed)
If Ryder needs to stop for a moment while invisible to let someone pass by or something, or if someone he's following appears to have heard something...
Stealth, still: 1d20 + 2 + 40 ⇒ (10) + 2 + 40 = 52 (Invisibility - not moving)
Stealth to hide and remain silent while disguising:
Stealth: 1d20 + 2 ⇒ (16) + 2 = 18
Disguise: 1d20 + 4 + 2 + 2 + 2 + 2 ⇒ (10) + 4 + 2 + 2 + 2 + 2 = 22 (Skill rank, garnet amulet, inscribed ring, Sleeves of many garments, circumstance bonus for cutting hair) I used a +2 bonus for each jewelry - I can't remember if that's what you granted for those or not - I can't see the Google Doc notes on my phone. Adjust the result as needed.
Ryder will remove and hide his backpack, longsword, and crossbow if needed to pull off his disguise, but will keep everything that's small enough to keep on his belt & bandolier under his clothing without spoiling his diguise (i.e. wands, scroll cases, dagger, potions, etc).
After disguising himself, Ryder will continue along the direction that they were taking Trinia. If he were to encounter Sabina returning along the way, Ryder will hide his face by looking busy, or turning away to intently 'study' some art or architecture. (A Mr. Bean kind of moment, if you will).
As needed:
Bluff: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28 (Skill rank, circumstance bonus for being in disguise?) Adjust the result as needed.
Stealth: 1d20 + 2 ⇒ (10) + 2 = 12
Human Sorcerer 3 (Maestro Bloodline)
Three minutes indeed. Poor impulsive Ryder has himself in a pickle now...
Ryder steps inside the gate and moves to an out-of-the-way area where he can watch the procession. He thinks to himself, Now what, Ryder? He will follow Trinia, but keep some distance, stopping to improve his stealth if he suspects suspicion. He'll look for a place to hide along the way so that he can come out of invisibly and build a disguise.
As applicable...
Perception: 1d20 + 0 ⇒ (3) + 0 = 3
Stealth, moving: 1d20 + 2 + 20 ⇒ (13) + 2 + 20 = 35 (Invisible)
Stealth, still: 1d20 + 2 + 40 ⇒ (4) + 2 + 40 = 46 (Invisible)
Kn. Local: 1d20 + 2 ⇒ (9) + 2 = 11
Human Sorcerer 3 (Maestro Bloodline)
Regarding the armored women:
Kn Local: 1d20 + 2 ⇒ (11) + 2 = 13
I was thinking we might have met up somewhere away from the castle, so I didn't post any convo w/Sabina along the way. Ryder will try his hand at getting Sabina to let them in with Trinia...
"Please let us remain with Trinia while she awaits interrogation. We gave her our word we'd ensure her safety. We promise we won't be any trouble. You know this whole thing is wrong; I believe that Trinia is innocent, and she should have been left in safety at the Citadel and interrogated there tomorrow as planned."
Diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23
When Ryder is denied, he will 'storm of angrily' and will find a place out of sight to use an invisibility scroll on himself when the gate opens and will then move inside the open gates if possible.
Stealth: 1d20 + 2 + 20 ⇒ (10) + 2 + 20 = 32 (Invisibility)
If he actually gets in, I'll post what he does next...
Human Sorcerer 3 (Maestro Bloodline)
Ryder waits just long enough to whisper some quick questions to Cressida without Sabina or her guards hearing...
"How did they know? If they are framing her, she's not safe in there, what are we going to do? Her accuser is dead?
I feel like the accuser being dead is news... If Ryder already knew that, disregard that question.
Ryder won't let Sabina get far without catching up. He'll say to Cressida before he leaves, "Send word to Dylan and the others that they're taking Trinia."
Human Sorcerer 3 (Maestro Bloodline)
Ryder will take no action until they approach him. He'll stand in the portal and inquire, "What's the meaning of this?!"
..."No!" Ryder protests,"You can't take her! She's not safe unless she remains here until she's interrogated!"
Assuming Sabina has none of that, and Ryder in no position to stop them (since Cressida herself can't), "...Then I'm going with her. I gave her my word that I'd ensure her safety until the truth could be found."
Human Sorcerer 3 (Maestro Bloodline)
Ryder will remain with Trinia for the night, to ensure she is safe, unless relieved by one of the others...
Human Sorcerer 3 (Maestro Bloodline)
Regarding the the anti-magic field:
Kn Arcana: 1d20 + 5 ⇒ (12) + 5 = 17
Kn Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
Human Sorcerer 3 (Maestro Bloodline)
Ryder will remain with Trinia at her cell until Cressida arrives. He wants to be sure that a zealous member of the guard won't harm Trinia.
Human Sorcerer 3 (Maestro Bloodline)
As soon as the creature drops dead from Amendithas's mighty strike, Ryder shouts, "I'm going after Tr... tr-our prisoner, to make sure sh... he gets to the Citadel." Ryder glances around to see if anyone is even around who would care...
With that, Ryder turns and runs to catch up with Trinia and the guard.
Human Sorcerer 3 (Maestro Bloodline)
R4: Ryder holsters his bow, quick-draws his wand of Magic Missile, and plugs one into the creature.
MM: 1d4 + 1 ⇒ (1) + 1 = 2
Human Sorcerer 3 (Maestro Bloodline)
For round 3, Ryder will try another Flare DC 14 Fort save or be dazzled 1 minute.
After that, all Ryder really has to offer in this situation is a wand of MM... If the creature understands common or Dwarven, I could try to Beguile him for a round...
Human Sorcerer 3 (Maestro Bloodline)
For Round 2, Ryder will stand his ground and cast Flare on the creature. DC14 Fort save or be dazzled 1 minute.
Human Sorcerer 3 (Maestro Bloodline)
Wonder if Ryder knows anything about the creature...
If applicable:
Kn Arcana: 1d20 + 5 ⇒ (6) + 5 = 11
Kn Local: 1d20 + 2 ⇒ (10) + 2 = 12

Human Sorcerer 3 (Maestro Bloodline)
J-Wo and I were discussing recently how he, along with other GMs who have commented online about running this campaign, if given the opportunity to run the campaign again, would have done more gameplay before the King's death, so that the players would have a greater appreciation for how Korvosa is supposed to be, and so that our characters would have instilled in them a genuine love for the city, as this is what best suits the campaign as written (not to imply that your characters have to feel this way) . So, whereas I may have been more inclined for Ryder to take a more "who-cares" attitude to the general plight of Korvosa, Ryder will now be embracing his 'new-found' love for the city, for the sake of game play. I mention this now because this scenario I think exemplifies this slight shift in Ryder's attitude, whereas I maybe would have Ryder yell "Run!", I now believe it more appropriate for Ryder to be somewhat more compassionate to the plight of the citizens (as I think Dylan already would be), so...
Ryder yells at the Guard "Get her to Cressida and send reinforcements!"
Depending on whether or not Ryder can take a ranged shot on his turn without penalty...
Human Sorcerer 3 (Maestro Bloodline)
Ryder says, "I can make her invisible when we get down to the street, but it will only last a few minutes."
Human Sorcerer 3 (Maestro Bloodline)
"Not with us. We give you our solemn word that you will be safe. You can come with us freely, or we tie you up. We cannot let you go." Ryder nods to Amendithas as a hint to get the rope out of his backpack. "Come with us and tell your side of the story to Cressida, she will help you."
Diplomacy: 1d20 + 4 ⇒ (9) + 4 = 13
Human Sorcerer 3 (Maestro Bloodline)
Ryder doesn't have a chance with the square 5 obstacles, so he will move one square forward, and again the following round to meet up with the others on square 7.
Ryder will offer some words to reassure Trinia, "Don't worry, if you're innocent, you have nothing to worry about from us. We'll take you to the Citadel where you'll be safe from those who would want to enforce vigilante justice upon you. The Guard will investigate and get to the bottom of this. Field Marshal Cressida sent us to protect you. You're not safe on your own in the city right now."
Human Sorcerer 3 (Maestro Bloodline)
Ryder has some ground to make up... he looks at the tightrope and considers crossing it, but decides against it. He instead tries for the Narrow Rooftop Leap...
Acrobatics (Jump): 1d20 + 2 + 10 ⇒ (13) + 2 + 10 = 25 (+10 from Jump spell)
Ryder easily succeeds at making the jump and moves two squares from square 3 to square 5.
The spell will last a minute... I'm assuming I've got 10 rounds?
Human Sorcerer 3 (Maestro Bloodline)
I like round summaries just to mark each round and consolidate what happened that round... Otherwise they kind of blur together since we don't post in order each time.
Human Sorcerer 3 (Maestro Bloodline)
Ryder uses the wand of Jump on Amendithas, and then uses a move action to advance one card.
"Jump accross that gap!"
Human Sorcerer 3 (Maestro Bloodline)
Ryder quick-draws his Jump wand and says to Amendithas, "Hey Ammy, which one of us is making that jump?"
Human Sorcerer 3 (Maestro Bloodline)
Ryder will move-action to move one card, while drawing his wand of Jump as part of that move action, will then cast it on himself, and then Quick-Draw reholster his wand.
Meanwhile he'll shout after Trinia "Please stop! Let us help you prove your innocence!"
Human Sorcerer 3 (Maestro Bloodline)
Perception: 1d20 + 0 ⇒ (3) + 0 = 3
For someone interested in the divination of Harrowing, Ryder sure can be an oblivious fool...
Ryder drops to his hands and knees to look if she's under the cot.
Human Sorcerer 3 (Maestro Bloodline)
Perceptions:
out back: 1d20 + 0 ⇒ (6) + 0 = 6
in Trinia's: 1d20 + 0 ⇒ (3) + 0 = 3
Human Sorcerer 3 (Maestro Bloodline)
While the others keep trying the door, Ryder is going to check out the adjacent flats to see if there's a way through to the back door of Trinia's flat...
GM Grecko, via Hangouts wrote: One of the things you would have noticed as you went up the stairs, are several neighbors in various other flats. Most of them just shut there doors as you guys came up. Others just stared at you. Ryder will run up to someone who is 'just staring' showing his Korvosan Guard emblem, "I need through your flat to the back side!" If they just stare, or argue, or attempt to shut Ryder out, Ryder will just force his way through the door and run through the flat to the back side. "Step aside!"
As applicable...
Diplomacy: 1d20 + 4 ⇒ (6) + 4 = 10
Intimidate: 1d20 + 8 ⇒ (10) + 8 = 18
Strength: 1d20 - 2 ⇒ (14) - 2 = 12
Human Sorcerer 3 (Maestro Bloodline)
Ryder looks for a place to look inside the flat, and tries to peer inside if able, and/or puts his ear to the wall to listen.
Perception: 1d20 + 0 ⇒ (11) + 0 = 11
If nothing can be seen or heard from within, Ryder will say "Let's go in" Ryder will try the door; if locked he'll motion for Amendithas to break through.
Human Sorcerer 3 (Maestro Bloodline)
Per the Hangouts discussion, the ret-con is that the location of Zellara's (aka "Ryder's new home") is still unbeknownst to the Citadel/Cressida, so a Korvosan Guard did not show up at Ryder's door. The meeting will take place at the Inn, and Ryder will not be in attendance.
Human Sorcerer 3 (Maestro Bloodline)
Regarding the Harrow Readings, a summary is perfectly suitable to me, as long as it returns some value, subjectivity speaking, of course. Ryder wouldn't pay for something that doesn't have value to him, and I'd want that value to translate into a game play effect (meaning an advantage if the reading was accurate, ie actual foreshadowing of events to come, whether - though accuracy is perhaps not guaranteed...). I think the summary you gave is perfect... Maybe a tish ambiguous for my liking, but perfectly suitable. Ryder (and myself included) will be anticipating events related to the reading. Maybe he'll be more apt to utilize his wand of Jump, for example.
Human Sorcerer 3 (Maestro Bloodline)
Re Ryder's Harrow reading from Jarvis: Cost? Results?
Ryder would be at Zellara's on the morning in question.
Harrow Draw: 1d6 ⇒ 4 = Int
I think I'll just refer to Zellara's as "home" now. Prior to the story beginning, Ryder's home was probably some place he was squatting, or someplace no one cared about, in Old Korvosa, so I'm assuming Ryder can just abandon whatever it was, and that he had no worthwhile belongings there (or otherwise went and collected any personal affects sometime ago).
Human Sorcerer 3 (Maestro Bloodline)
(5) He will go visit Jarvis for a Harrowing / Harrow Reading.

Human Sorcerer 3 (Maestro Bloodline)
Ryder's activities during the downtime:
(1) He touches base with Zellara's landlord and lets him know that Zellara had passed away and that he'll take over the rent as the new tenant and will pay whatever is next due. Ryder will indicate that Zellara was a friend of his, and show his Korvosan Guard badge if prudent to assure the landlord that there was no foul play on his part.
(2) He spends quite a bit of time alone at Zellara's developing/honing his new abilities:
Having been quite frustrated at the AtWM encounter regarding the cumbersome and awkward swapping of his crossbow for his wand, and considering the multitude of scrolls he now carries, he practiced and practiced drawing and holstering his weapons, wands, and scrolls until he could draw and holster anything he was carrying very quickly (Ryder takes Quick Draw as his 3rd level Feat).
He'll cast Ghost Sound and Ventriloquism and practice manipulating the sounds (the former much more than the latter, which has limited castings/day as a 1st level spell).
He practices his new Charm Person spell on Ralof, suggesting that it would be a good idea for him to clean Zellara's place top to bottom (assuming Ralof otherwise objects). DC 15 Will save.
(3) He visits Inara at the orphanage, asks her out to dinner.
(4) He scrounges around the area for a bar/inn where he can get in a performance. He'll use the opportunity to practice his new spells, Ghost Sound and Ventriloquism; as well as his new ability to Fascinate a crowd (i.e. 2 people at 3rd level). The Ghost Sound and Ventriloquism will just be used as neat tricks to add some flare to the show. He'll use the Ghost Sound to make the audience sound like their cheering or booing for things they shouldn't be, to comedic affect. Ryder will attempt to disguise the verbal & somatic components of the casting into his performance. This performance won't be quite so 'Stompy' as his last performance, but will still incorporate rhythm as the backbone of the performance (since that's really the heart of his Perform skill). He'll interact with the crowd in a more comedic fashion this time. He'll use his Fascinate ability to fascinate two men in the crowd: Ryder will invite an attractive waitress to stand near the men, and when she has their attention, he'll motivate the men to keep their attention there by offering them each 2 sp if they can keep their attention on her while the crowd counts to 10. He'll challenge the waitress to keep their attention by offering her 2 sp per man that she's successful with. Ryder will sit in front of the men and drum his hands on his legs and ask the crowd to start counting, and will then invokes his Fascinate ability to draw their attention away. DC 15 Will save. Since the effect only lasts 1 rnd/level, I'm assuming it would take 1 standard/full-round action (6 seconds) to invoke the ability, leaving ~4 seconds for them to turn to him in the nick of time and duly impress the croud.
Targeting a DC15 "Enjoyable" performance:
Perform: 1d20 + 8 ⇒ (4) + 8 = 12
Earnings: 1d10 ⇒ 4 sp
Human Sorcerer 3 (Maestro Bloodline)
Ryder says to Cressida, "Devargo was actually not that difficult to deal with. He was open to negotiation, and we were able to find a common ground without any issue. He has done Korvosa a great service, and he deserves the benefit of the doubt, and even some amount of leeway, should he come under the scrutiny of the Korvosan Guard in the future. He may prove to be valuable resource again in the future, and I think it would be advantageous to do what we can to maintain an amicable relationship with him."
I don't recall... has Dylan every accompanied us to Zellara's place?If not mentioned explicitely, I'll assume that Ryder found an opportunity to have taken Dylan there, or will do so now. Since Dylan is staying where Cressida knows where he is...
"I have some things to tend to. Dylan will know where to find me."
Ryder will go 'home' to Zellara's and see to maintaining the rent, and will exercise some newly manifested powers of sorcery...
Human Sorcerer 3 (Maestro Bloodline)
GM Grecko wrote: He leans forward. "Trust me, you will own him with these letters." Ryder thinks a moment, and looks to each of his companions for a quick nod of approval, or an opportunity to object, and then extends a handshake to Devargo, "We have a deal."
Ryder will tell the enforcer escort that he has a debt to settle with Anpugit, and will go back to his boat to give him the 50 gp still owed to him.
Once outside of Eel's End, Ryder will suggest an immediate return to the Citadel to turn the evidence over to Cressida.
Human Sorcerer 3 (Maestro Bloodline)
Ryder will partake of the food and drink that is being passed around, and will attempt to feed a little to the pseudo dragon.
Human Sorcerer 3 (Maestro Bloodline)
"The evidence is only worth 1000 if it will guarantee his arrest, furthermore, we can offer you no protection from the Guard. As I said, I will promise to put in a good word for you, to lobby on your behalf, and recommend leniency, should the scrutiny of the Guard come your way. I can tell you that our services thus far have been well regarded, and we are earning a level of respect from the Guard. Your help, along with our good word, will go a long way to earn you at least one small free pass, so to speak, but I must reiterate that we cannot protect you from the Guard if you over stretch any leniency you earn."

Human Sorcerer 3 (Maestro Bloodline)
"We only seek to uncover the truth and see that justice is served accordingly. If there is no wrongdoing on Amprei's part, then no ruin shall befall him. If, however, our suspicions are true, and Amprei is plotting to gain at the unlawful expense of Korvosa and its people, then it is our charge to protect Korvosa. We all call this city our home, and are personally vested in this cause. But, like you, we too have a monetary motivation, as we are in the employ of Korvosan officials. Mind you that we are NOT Korvosan Guard and we have no interest in any part of your operation here - in fact, if you are able and willing to help, in addition to gold and entertainment, we would be willing to lobby on your behalf for leniency from the Guard, should any scrutiny from them come your way in the future. So, do we have a deal at 1000 gold?"
Diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23
What is Ryder's knowledge of a pseudo dragon... How intelligent are they? Can they speak?
Dragons fall understand the realm of Arcana...
Kn Arcana: 1d20 + 5 ⇒ (9) + 5 = 14

Human Sorcerer 3 (Maestro Bloodline)
Ryder jumps right into a performance, "Fancy? You wouldn't know fancy if it drooled on your shoe!" Ryder quips with a smile. Ryder proceeds with a Stomp-esque rat-a-tatting procession around the room, drumming and stomping on whatever he comes across. He'll grab chair and slide it, and bang it, and rock it on the floor for effect, while stomping & clappping himself (imagine a solo version of this with a wooden chair). He'll kick the chair out away from him, then slide up to it himself, step one foot on the seat, one foot up on the back, and tip the chair backwards, creating a dramatic pause in the rhythm, punctuated by the thud of the chair onto the floor, and then immediately pick up the rhythm again. The only speaking Ryder will do will be to shout out the verbal for a well-timed, and harmlessly placed, Flare cantrip to punctuate the end of the performance.
Targeting a DC15 "Enjoyable" performance: Chair... umm.... drum-roll...
Performance: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 (+2 circumstance bonus for the awesome teaser earlier)
Flare is a verbal-only cantrip - I think I should be able to work it right into the rhythm fairly readily methinks, but if needed:
Concentration: 1d20 + 6 ⇒ (12) + 6 = 18
Human Sorcerer 3 (Maestro Bloodline)
Ryder bets on Amendithas.
Human Sorcerer 3 (Maestro Bloodline)
Ryder tosses another 10 gp on the table and stands at Dylan's end of the table. "Alright Dylan, you got this!" Ryder helps Dylan up on the table and says quietly to him, "Just grab some coins and end the game fast."
Human Sorcerer 3 (Maestro Bloodline)
When Devargo starts the betting, Ryder tosses 10 gold pieces onto the table and stands at Ralof's end of the table, "Alright Ralof, you got this!"
#updatedMAP

Human Sorcerer 3 (Maestro Bloodline)
Kn.Local: 1d20 + 1 ⇒ (16) + 1 = 17
Ryder has seen Knivesies played before, but never taken part. It was a favorite among others who had also worked for Gaedren Lamm. Ryder is none too interested in volunteering to play. As the room is rearranged, Ryder steps away from the center of the room and watches, a little taken aback by how this meeting is unfolding. Ryder doesn't really notice Ralof draw his bow until after Dylan steps in. Ryder then, eyes wide, motions a little frantically for Ralof to stand down. Ryder turns back towards Devargo, "Umm... Knivesies, eh? Whew... I've seen it played, not really my game, but if it's entertainment you want, that I can do..." Ryder pulls his magic Sleeves off, and then puts them back on as (or simply 'changes' their appearance to) a flashy Entertainers Outfit, does a little skip-rhythm-dance (like 3-seconds worth), and takes a little bow, and gives Devargo an inquisitive look as if asking if he's interested in more...
*edit* I forgot to 'call my shot' on the Perform, but since I'm only giving a little 'taste' I didn't really think about it, but Ryder would have gone perhaps for an "Enjoyable" DC15 performance, just as a little taster... not too boring, but not risking looking too much a fool in a tense moment...*/edit*
Perform: 1d20 + 8 ⇒ (19) + 8 = 27
I put a shape on the map to represent the relocated table - I assumed cross-ways?
--->MAP<---
Human Sorcerer 3 (Maestro Bloodline)
"Indeed, and we may be able to offer more than just gold. The monetary amount is but a starting point for our negotiation. If I were to offer you 1000 gold, how might we settle difference?"
Human Sorcerer 3 (Maestro Bloodline)
Ryder will take a fake pull from Devargo's bottle if it's passed his way.
As applicable...
Sense Motive: 1d20 + 0 ⇒ (3) + 0 = 3
Diplomacy Assist: 1d20 + 4 ⇒ (4) + 4 = 8
Bluff: 1d20 + 8 ⇒ (18) + 8 = 26
"Well, it's simply a matter of naming your price then. How much will it be to buy him out?"
I could write a whole bunch of 'If-Thens', but I think maybe I'll just await a response... this could go down a lot of ways...

Human Sorcerer 3 (Maestro Bloodline)
So, because I avoided a 'mishap' with the scroll, I just failed to activate it, but it is not expended... I prolly could have tried again right away, but considering Anpugit was waiting, Ryder probably would have just hurried back anyway. But, not before taking the antitoxin. I didn't mention it in the last post about the scroll, but I was clear about it before - Ryder definitely took that opportunity to take the antitoxin.
Ryder follows Amendithas into the room and stands directly before Devargo, giving him a very slight yet noticable bow. Enough to show respect and appreciation for the audience, but nothing flamboyant or awkwardly out of place. "I won't waste your time or ours then. We are here seeking information about Darvayne Gios Amprei. We have reason to believe he's looking to benefit at the expense of Korvosa itself. We're willing to pay for any information you can provide that will lead to his plot being exposed."
If the bottle comes by Ryder, he'll take a healthy pull before passing it along.
I moved Ryder & Amendithas in, and Anpugit out:
***MAP***
Human Sorcerer 3 (Maestro Bloodline)
Perception: 1d20 + 0 ⇒ (17) + 0 = 17
Human Sorcerer 3 (Maestro Bloodline)
Ryder will nonchalantly excuse himself for a moment while the 'party' is assembling itself. Ryder will find an area away from the commotion, perhaps at the edge of the boat looking out, and will cast the Detect Thoughts spell, if he thinks he's found a place he can do so without raising suspicions.
DC4 CL check for Ryder to activate a 2nd level spell scroll...
CL check: 1d20 + 2 ⇒ (1) + 2 = 3
DC 5 wisdom check to avoid a mishap...
Wis: 1d20 + 0 ⇒ (12) + 0 = 12
Basically, as listed above and do we have an official clarification on this? My GM is of the opinion that my challenge modifier completely replaces the core Challenge mechanic. And he might be right but I've failed at my forum search-cu to find anything indicating this.
Thank you all for you help in advance!
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