Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
"Cave their heads in or lop 'em off!" TT yaps maniacally. The histrionics extend the effects of her bardic performance (Lingering Performance; 2 rounds). The one-eyed bard tries to jab the nearest slaver with her flaming blade but the attack is rather iffy. Vesica +1 flaming short sword (IC): 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13 for magic, piercing damage (IC): 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6 plus fire damage: 1d6 ⇒ 6
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
To keep things moving forward, I'll bot Alenthieal. The elf archer sends two more arrows into the fray, aiming at the spellcaster (if possible). Alenthieal longbow shot #1: 1d20 + 7 ⇒ (3) + 7 = 10 for piercing damage: 1d8 + 2 ⇒ (6) + 2 = 8 (x3) Alenthieal longbow shot #2: 1d20 + 7 ⇒ (19) + 7 = 26 for piercing damage: 1d8 + 2 ⇒ (3) + 2 = 5 (x3)
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
Sea Ranger wrote: I'm getting serious Monty Python vibes off these guys. "Message for you, sir..." Maybe we'll run up against the temple's BBEG soon and he'll turn out to be Tim the Slaver.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
"Not just any mage--we have a scion of Mordenkainen with us!" TT shouts back. "You are truly overmatched!" Bardic performance: Inspire courage +1.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
EltonJ wrote:
Who is being targeted and needs to make a saving throw?
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
EltonJ wrote:
Actually...TT got a bit hyperactive and checked both exits for traps (rolled an adjusted 20 for the single door and a 29 for the double doors). AND she threw open the doors as well. She's a busy little bee! ;)
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
A gentle reminder that we all go first in initiative, followed by the bad guys...just in case you want to do more than talk or charge without making an attack roll. ;) TT's taken her actions: Opening the door(s) (standard) and getting out of the way (move).
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
TT gives a nod to her comrades and then flings the door(s) open to whatever area the enemy voices came from. Then she immediately scoots out of the way so the party archers might get a clear shot....
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
Vesica Disable Device Check (remove trap): 1d20 + 14 ⇒ (15) + 14 = 29
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
Vesica tells the others about the magical trap on the southern doors, suggesting that perhaps everyone vacate the immediate premesis if/when she tries to remove it. Sorry; I had Vesica do waaaay too much in my last post, fully expecting there wouldn't be any traps in the area. (Foolish of me--this is an old-school AD&D module!) I'll take things more slowly going forward...and will wait for the others to chime in on what to do/where to go next.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
@GM: Thanks. Also, the Slave Pits Map 1 and Slave Pits Map 2 links at the top of the page no longer work. Tavern Tale presses an ear against the door on the eastern wall, listening for any sound coming from beyond. Then she scans it for traps. After reporting any findings (and given enough time), the bard-rogue moves to the set of double doors to the south and likewise checks them for traps. Vesica Perception Check: 1d20 + 8 ⇒ (5) + 8 = 13 Vesica Perception Check (locate traps--east door): 1d20 + 9 ⇒ (11) + 9 = 20 Vesica Perception Check (locate traps--south double doors): 1d20 + 9 ⇒ (20) + 9 = 29
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
"Looks like a map of the temple." I believe it depicts the Slave Pits Map 1 linked on the page. @GM: Where is the party currently in regard to that map?
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
TT casts detect magic before examining the chest's contents. Assuming that nothing pings, she unrolls the map and examines it, telling the others what she sees.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
"Ooh...a locked chest! Let me take a closer look.... Everyone stand back!" TT checks the chest for traps and then tries to pick the lock (or remove any trap she finds.). Vesica Perception Check (locate traps): 1d20 + 9 ⇒ (14) + 9 = 23 Vesica Disable Device Check: 1d20 + 14 ⇒ (4) + 14 = 18 Additional Disable Device Rolls, If Necessary:
Vesica Disable Device Check: 1d20 + 14 ⇒ (2) + 14 = 16 Vesica Disable Device Check: 1d20 + 14 ⇒ (11) + 14 = 25 EDIT/ADDENDUM Vesica Spellcraft Check (Kehlysch's spell): 1d20 + 6 ⇒ (15) + 6 = 21
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
The bard giggles at Kehlysch's words and chivalry. "Mostly my friends just call me TT," she tells the ex-slave, opting not to give away her true name just yet. "And Chestman's pretty much got it right: we're in the area to smash this slavery ring. The honor and glory go to Gothia and Heironeous." In a sideways whisper, the bard jokes, "The gold and loot we gain goes to the rest of us!"
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
TT scampers over to the bound man and frees him. "I am called Tavern Tale," the one-eyed teen says before introducing the others by name. "If you have magical powers--or even just knowledge of the temple's layout--you'd be a big help. We're here to free all slaves we might find within." The bard-rogue gives Gothia a firm nod of affirmation, hoping to earn a brownie point from the paladin.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
* bump * If we're waiting on a Diplomacy roll from Gothia, I think she didn't make one because with a +9 modifier she'd auto-succeed on the Aid Another action even if she rolled a 1. The young bard casts a sideways glance at the bound man in the shadows, trying to get a bead on his trustworthiness. She gives the others a shrug and a nod, indicating that she didn't detect any red flags regarding the apparent captive before returning her full attention to the strange guardians of the temple. Vesica Sense Motive Check: 1d20 + 7 ⇒ (10) + 7 = 17
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
"If you and your people didn't actually take the slaves and only care to their keeping and feeding, we need not come to blows. Leaves this place or let us pass and do not hinder us further while we're in this place. Do you accept our terms of mutual nonviolence?" Vesica Diplomacy Check: 1d20 + 9 ⇒ (19) + 9 = 28
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
TT would relay what she knows of aspis to the others. If it comes to Diplomacy--and they understand Common--TT has a +9 modifier to Diplomacy checks.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
Vesica initiates a bardic performance to inspire courage in her comrades: "Squash them like the bugs they are!" The roguish bard also moves forward a bit (though not far enough to engage with the approaching enemy). Inspire Courage +1 initiated. Vesica Knowledge (nature) Check: 1d20 + 6 ⇒ (16) + 6 = 22 The only Knowledge check I put a skill point in. If the creatures are something that doesn't fall under those described under the Knowledge (nature) skill, TT can only hit a DC 10 since she's not skilled in any other Knowledge categories and gave up Bardic Knowledge for her archetype.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
TT does as Gothia asks with a smile, feeling more and more confident that she's sinking lower on the paladin's "To-Smite List." "Lead on!" she tells Gothia. I figure TT can be in the second rank for marching order: close enough to the front so she can scoot ahead if there's a need to search a suspicious looking area for traps.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
TT casts a light spell on someone's weapon (Gothia? Sea Ranger?) and then activates her flaming short sword to shed more light on the nearby area.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
@Chestman: Want that healing spell and 6 hps?
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
Vesica watches Gothia impressively break through the main doors of the old temple. She scoots to join the paladin, stopping to ask if anyone else needs healing more pressingly than herself. Vesica cure light wounds (????): 1d8 + 3 ⇒ (3) + 3 = 6
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
A belated "Welcome to the game" Kehlysch! @GM: Is the Slave Pits Map 1 that you posted what we should be using as we assault the temple?
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
"Happy holidays, one and all!
I'll expend a use of bardic performance to inspire competence on you all to help get folks through any last-minute shopping and/or gift wrapping, long travels, or Diplomacy checks to deal with annoying family during our time off. Best Wishes to all!
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
"Get these people to safety!" a grimacing TT tells Gothia and Chestman. "I can help our archers!" Before returning to the battle, Vesica takes a moment to cast cure light wounds upon herself; then she draws her sling as she hustles back toward Sea Ranger and Alenthieal. Vesica cure light wounds (self): 1d8 + 3 ⇒ (3) + 3 = 6
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
Heh. I was siccing Gothia on Chestman for suggesting that we use the slaves to detect traps!
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
ChestmanBarrelhouse wrote: We use them to check for traps! "Sic him, Gothia!" Meanwhile, TT will pass around a bowl of popcorn.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
I guess we get the rescued slaves to whatever cover we can find and then raid the temple so there will be minimal reprisals for the rescue?
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
OK, Vesica won't be a hero--she'll make a run for cover as well.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
As another arrow rips a gash into Vesica's leg, those near her see a change come over the teen. Her teeth clench, her eyes narrow and seem to darken...and faint wisps of darkness begin to swirl around her hands. Then she shakes her head and suddenly reverts to the happy-go-lucky Tavern Tale you've come to know over the past few weeks. Turning to the others she yells, "If you need it, I think I can distract the archers for a few seconds. Or should we just run??!!" If a distraction is required, TT will make herself a target by hurling insults at the archers while taking the total defense action (+6 to her AC, thanks to having 3+ ranks in acrobatics--AC 23 total). Running is probably safer, though. ;)
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
Although she's clipped by an arrow, Vesica grits her teeth and continues to take the fight to the guards trying to herd the slaves back to the temple. "Oh no you don't!" Vesica +1 flaming short sword: 1d20 + 4 ⇒ (5) + 4 = 9 for magic, piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4 plus fire damage: 1d6 ⇒ 3 Terrible! But at least she might provide a flanking opportunity for someone more martially inclined....
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
You rolled 1d2d1 (??!!) for the attacks against Gothia and Vesica.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
TT stabs again and then steps back 5 feet to allow Alenthieal a clearer shot at the slaver guard. Vesica +1 flaming short sword: 1d20 + 3 ⇒ (7) + 3 = 10 for magic, piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7 plus fire damage: 1d6 ⇒ 5
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
ChestmanBarrelhouse wrote: Smash smash! I think we may be waiting on your dice roll to "Smash Smash!"
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
+1 inherent bonus to Strength.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
No one else seems to have put in a claim, so...first come, first served, I guess!
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
I'm assuming that Alenthieal will open with a volley of arrows.... After hesitating momentarily to allow Alenthieal a clear shot at the slaver guards, Vesica charges the rearguard, a somewhat crazed grin on her face as she tries out her new weapon for the first time. Vesica +1 flaming short sword: 1d20 + 3 ⇒ (16) + 3 = 19 for magic, piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4 plus fire damage: 1d6 ⇒ 6 plus precision damage (SA): 1d6 ⇒ 5
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
"Good plan!" TT tells Sea Ranger. Motioning for Alenthieal to follow, the petite human begins to scurry off through the underbrush, trying to move into ambushing position. She's tripped briefly by a stray vine underfoot but catches herself before face-planting. Vesica Stealth Check: 1d20 + 10 ⇒ (3) + 10 = 13
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
Vesica creeps along, also keeping an eye on the party's surroundings. Vesica Perception Check (Aid Another--Sea Ranger): 1d20 + 8 ⇒ (17) + 8 = 25 SUCCESS! +2 to Sea Ranger's check.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
The temple the slavers are operating out of is about a half-mile north of Highport; I assume we're moving in that direction. No idea what the environment or weather are like.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
Sure is quiet.... @Sea Ranger: Maybe roll a Perception check for Scout? (And maybe one for Smoke as well?)
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
"Perhaps we could have Scout check the place out from above and see if we can approach while remaining hidden or if we'll have to approach openly, claiming to be in the market for slaves."
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
@Sea Ranger: Yeah, I kinda thought that might be our plan at first, but when TT's first Gather Info check didn't get us what we needed, the GM's line about High Port being a town with loads of humanoids walking the streets made me change my mind.
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
TT tells the others what little she's learned about the slavers' headquarters. To Gothia she adds, "I'll be the first to spread the tale of our conquest over the slavers, and I'll make sure to say that it was done in the name of the mighty Heironeous!" Uncertain how to proceed, the somewhat shady bard ponders what she's heard of the god Tharizdun in the past. Then she suggests getting a room or two at an inn, fearing that staying too long in the streets might prove dangerous. If no one else has a plan for learning more about the slavers' base of operations, TT will tell tall tales in the tavern (hopefully earning enough coin to pay for meals and maybe a few rounds of drinks for her companions), keeping her eyes and ears open for any word of the slavers' dealings. Vesica Knowledge (religion) Check (Tharizdun): 1d20 + 2 ⇒ (12) + 2 = 14 (Hits DC 10 for the most basic info.) Vesica Perform (oratory) Check: 1d20 + 10 ⇒ (18) + 10 = 28 Vesica Perception Check: 1d20 + 8 ⇒ (6) + 8 = 14
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
Here! I'll even roll a check to try to learn some dirt on the slavers and their operations. Vesica Diplomacy Check (Gather Information): 1d20 + 9 ⇒ (9) + 9 = 18
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
"Um...if that's truly the case, can't Heironeous say a few more words...something along the lines of 'My armies of worshipers assemble here now to wipe this scourge off the face of Oerth!'?" TT asks, a little snarky in tone but mostly serious. "But unless my one eye deceives me, it's just you--representing Heironeous--and the rest of us, four kindly folks willing to put our lives on the line to possibly eliminate a great evil from the region. But if we just announce ourselves, that evil is going to crash down upon us all at once like a tidal wave and wipe us out. Am I wrong?"
Female Human Bard (Brazen Deceiver) 3 / Rogue 1 | hp
TT scratches her head. "Yeah--they're considered slaves until they've helped us recoup all the gold--and then some--that we spent on them. Then they become true members of the crew and get a share of the booty from that point on." Though she uses makes a declarative statement, TT's tone sounds more like she's asking a question.
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Tread quietly in Riddleport, they say, and don’t look anyone in the eye. Tip-toe past the silent cathedrals of the Rotgut District with their heavy doors guarded by gurning gargoyles. In the poverty stricken streets whispers of a werewolf crime lord who devours children and the gnome sorcerer who is looking to unseat him. In docks that edge their way into the center of the City of Cyphers it’s night an uncommon sight for bodies to appear floating face down. Nobody expects the town guard to ever acknowledge their presence and they merely dispose of them. Another death un-mourned… A one hundred year storm, the old, sightless mystic in the skip had called it. The streets are mostly empty this time of night anyway and so very few of you have taken shelter in this temple of Callistra. Thunder booms outside shaking the glassware on the tables and the framed paintings of the goddess that dot the walls. There’s a small bar set against the far back wall of the room, wedged between two ornate, curved staircases where a beautiful, dark-haired Elvish man serves win and cider. Half melted candles cover the other surfaces in this front area of the temple painting everything in golden, flickering light. A gnome and a Tiefling converse at the bar, her tail making lazy trails down the lower half of his leg. Another crash of thunder outside. “Would you like a drink?” the Elf’s voice echoes through the room. “I don’t think this is letting up for a while,” he smiles.
A strange new cult has sprung up in the land with mysterious fiendish ties and with it, children have started to disappear from small settlements around the City of Cyphers, Riddleport. Our adventure starts with travelers seeking shelter from the rain in a Temple of Callistra… Finally decided to try my hand at running something on the boards here. Since this place is like the Pathfinder Nexus. I’m Cardboard Tube Knight and I’ve been role playing since 2008, playing Pathfinder since 2009 and DMing since 2009 also. I need a team of dedicated players, four or five to take on a Homebrew adventure and loosely adapted from the first game I ever played in only this time set in Golarion. I’d like to ask that people be able to post once per day and if there’s need for you to be away please tell me so that we can DMNPC your character or, if the absence is more permanent, find a suitable replacement. I’m a storyteller at heart and love roleplaying and writing. But I don’t want to put you all on the rails nor am I the perfect DM. So if you see something wrong or have a dispute, just tell me. Character creation rules are as follows -Characters Start at Level 1
I’d like the party to be a balanced skill set of different types, so the roles I’m looking to fill are: -Melee
If it comes down to it and someone has a really good character that doesn’t fit into this, I might let them slide by. Homebrew Campaign Traits Former Slave: You were sold into slavery at a young age in one of the many secret auctions around Golarion, as such you came to know a mysterious benefactor that helped you to earn your freedom. Perhaps she paid your way or perhaps she got you on your feet after you escaped. Regardless, your time in servitude taught you much about the nobility of the land and their history through overheard conversations. You gain a +3 on Knowledge Nobility and this is always a class skill for you. Finding Father: Maybe your father is all you have left in this world or maybe you’ve got little siblings and an ill mother at home, but your father’s mysterious disappearance and the hole it left in his wake has caused you to set out in search of him. From a young age he taught you to be wary of others, thus Sense Motive is a class skill for you and you gain a +3 bonus to discern the motives of others. Born Under A Bad Moon: There was a comet in the sky on the day of your birth and the moon was painted blood red as it passed. You’ve had visions all your life of a great calamity to come and you feel called to the road as there’s something inside of you telling you that the time is near. You know not of the hoard of tragedies to befall the land, but your resolve is steeled against hardship. You gain a +2 to WILL saves. Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +2 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. Fiendish Taint: Somewhere along you bloodline there was a person who dabbled in dark magics as a play for strength and wellbeing. Great tragedy was cast upon them and they were cursed, but in some form their dabbling garnered results. You begin play with one extra hit point and +1 on FORT saves. This isn’t first come first serve. Characters converted from other games are welcome and you have until October the thirteenth to get something in for me to review.
A while back the idea came to a friend of mine to use real world songs adapted here and for in game use. Examples would be removal of things that are dependent on technology from the song (like if a song mentions computers) and also at times cutting just a fraction of the song out to be used in game. This works best in an online environment unless you're just a good singer and depending on the game world, you might not have to change anything. But I can't think of too many songs and I was wondering if anyone else has ever had this idea or if anyone can just think of some songs that would be of good use. Even if they're just for the bard to play in-between action. |