Dungeon Master S's "Deepmarket Deception" [CORE] (Inactive)

Game Master Chris Marsh

Subtier 3-4
TACTICAL MAP | HANDOUTS

Contraband:


  • A dose of blue whinnis poison
  • A pistol from Alkenstar,
  • A piece of bawdy artwork depicting a Gokan celebrity
  • A jade unholy symbol of Fumeiyoshi
  • A jade unholy symbol of Lady Nanbyo
  • A jade unholy symbol of Lamashtu
  • box containing half a dozen oracular fingerbones smuggled out of Po Li


Initiative Quickpost:

[dice=Baddies]d20+0[/dice]
[dice=Will]d20+3[/dice]
[dice=Merisiel]d20[/dice]
[dice=Caerwynn]d20+2[/dice]
[dice=Simon]d20+7[/dice]
[dice=Ragnar]d20+0[/dice]


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MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

It is an option, but at 30' it could be a while...

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

Oh, that doesn't sound good! Caerwynn worries, rushing forward to survey the scene. She's nearly knocked over by the strong chemical aromas. What in the Hells is that?! "This doesn't look good, this doesn't look good! How did Will get down there?" She hurriedly pulls out a pre-knotted rope from her backpack and lowers it into the pit.

Should be a DC 0 to Climb up, so take an accelerated climb for DC 10 instead.

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

"I'll stop him laughing " say Lem as he moves up and begins casting sleep


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Caerwynn moves quickly to get Will out of the pit as Lem gets a spell started to hopefully make this a short fight.

Round 2:
Simon: Go
Baddies: TBD
Will: TBD
Caerwynn: TBD
Ragnar: TBD
Merisiel: TBD

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Since Sleep is being cast, Simon will change his mind of spell.

Standard Action
Simon will cast Flaming Sphere at the rat. DC 16 reflex save negates
Flaming Sphere: 3d6 ⇒ (2, 1, 1) = 4 Ew!


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Simon opts for a different approach. The sphere starts off somewhat weak REF: 1d20 + 6 ⇒ (9) + 6 = 15 but still singes the 6-legged freak.

Despite the fiery orb, the kirrix dashes forward and exhales a noxious cloud that envelopes both Caerwynn and Ragnar. Both need to make FORT saves.

The wayang, giddy now with the serum he ingested, rushes over and tosses a bomb directly at Caerwynn ATK: 1d20 + 10 ⇒ (8) + 10 = 18, and it's a direct hit! DMG: 2d6 + 4 ⇒ (4, 4) + 4 = 12. Both Ragnar and Simon need to make REF saves. 6 DMG on a fail, 3 on a success (DC 16.)

Round 2:
Simon: Flaming Sphere
Baddies: ATK
Will: Go
Caerwynn: Go
Ragnar: Go
Merisiel: Go

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Reflex Save: 1d20 + 3 ⇒ (1) + 3 = 4 Getting those low rolls out of the way I guess, lol.

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

Ugh, and I thought about casting wind wall instead. But were the odds it would have a gaseous breath weapon?

Fort: 1d20 + 5 ⇒ (14) + 5 = 19 Caerwynn immediately regrets her choices and grits her teeth.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

FORT DC is 12.

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Will sits up, and looks around the pit.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

If there is nothing to find, then he will proceed to cast a CLW on himself with his wand. It would be a shame to die from a second fall if I was just to much in a hurry to heal these broken bones first.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The pit appears empty (and new actually, you may be its first victim.)

Round 2:
Simon: Flaming Sphere
Baddies: ATK
Will: CLW
Caerwynn: Go
Ragnar: Go
Merisiel: Go

DM:

Kirrix: 3
Wayang: 0

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

Fort vs Breath: 1d20 + 3 ⇒ (9) + 3 = 12
Reflex vs Bomb: 1d20 + 2 ⇒ (18) + 2 = 20

Seeing his foe is far away, Ragnar holds his charge and touches his ring, using his bonded item to re-cast spectral hand! HP: 1d4 ⇒ 3

HP 11/17


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Raganr's defense is impressive as the dwarf casts a spell to bring forth a ghostly hand...

Round 2:
Simon: Flaming Sphere
Baddies: ATK
Will: CLW
Caerwynn: Go
Ragnar: Spectral Hand
Merisiel: Go

DM:

Kirrix: 3
Wayang: 0

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Lem should have moved up at the end of the last round was posting from tablet so couldnt move him if needed here is a fort save
fort save: 1d20 + 5 ⇒ (17) + 5 = 22

Lem finishes casting sleep targetted just behind the rat thing and then casts Hideous Laughter at the wayang "Laugh yourself to sleep"

both will dc 15


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Yes, and you past the FORT

The gnome's spell completes and:

Kirrix: 1d20 + 2 ⇒ (12) + 2 = 14 Zzzzzzzzz
Wayang: 1d20 + 1 ⇒ (17) + 1 = 18

The rat creature falls asleep!

Not to rest on that he adds another spell, Wayang: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12, but the Wayand thinks the whole thing is hi. larry. us. The creature drops down and grabs his belly. The laughter is so shrill that it hurts your ears.

Round 2:
Simon: Flaming Sphere
Baddies: ATK
Will: CLW
Caerwynn: Go
Ragnar: Spectral Hand
Merisiel: Magic!

DM:

Kirrix: 3 Sleeping
Wayang: 0 Laughing

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

"A flutter of wind, life and death do so entwine, a fine hidden cloak," Caerwynn intones in a low voice. She momentarily takes a hand off the rope to draw a line in the air. Free action to take off my hand, standard action to cast wind wall along the blue line indicated on the map. Bombs have a 30% miss chance, striking the ceiling on a failure, and gases can't pass through it (including breath weapons, if the rat awakens). The wall is invisible. Free action to grab the rope again:

"Take the rope, Will! Quickly!"


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The fast acting druid moves to protect the party.

Round 3:
Simon: Go
Baddies: TBD
Will: TBD
Caerwynn: TBD
Ragnar: TBD
Merisiel: TBD

DM:

Kirrix: 3 Sleeping
Wayang: 0 Laughing

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Great teamwork!

Move Action
Simon directs the Flaming Sphere to the wayang so as to not wake up the rat. DC 16 reflex save to negate.
Flaming Sphere: 3d6 ⇒ (4, 1, 6) = 11

Second Move Action
He takes out his wand of Magic Missile.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Simon moves his spell to the wayang trying to press the advantage provided by Caerwynn. REF: 1d20 + 10 ⇒ (7) + 10 = 17, and despite it's impressive reflexes, the wayang only barely manages to get out of the way.

GAH! YUP NYUCK VA MUDD"

Wayang Language:

WAKE UP YOU STUPID THING!

WILL: 1d20 + 2 ⇒ (17) + 2 = 19

The wayang gathers his senses, stands and tries a bomb. He continues to scream at the rat, but is too far to kick it in the hindsixths to wake it up. Windwall: 1d100 ⇒ 29 The bomb gets taken by the wind and smashes against the ceiling.

POODO!

Round 3:
Simon: FS and MM
Baddies: ATK
Will: Go
Caerwynn: Go
Ragnar: Go
Merisiel: Go

DM:

Kirrix: 3 Sleeping
Wayang: 0 Laughing

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

For future reference, the 2nd save from hideous laughter is a full round action. So he wouldn't have been able to stand up and throw yet. I might be saying this for future turns. :p


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

MY bad, thanks for the heads up.

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

Ragnar sends the hand with the ghoul touch to give the wayang a bad touch!

Melee touch: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 Fort save DC 18 or paralyzed for 1d6 + 2 ⇒ (5) + 2 = 7 rounds!


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Despite the wayang's unfortunate position, the bad touch misses.

POODO!

Round 3:
Simon: FS and MM
Baddies: ATK
Will: Go
Caerwynn: Go

Ragnar: Miss
Merisiel: Go

DM:

Kirrix: 3 Sleeping
Wayang: 0 Laughing

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Lem begins casting another sleep spell at the Wayang


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Lem goes for a repeat, trying to keep the wayang on the ropes.

Round 3:
Simon: FS and MM
Baddies: ATK
Will: Go
Caerwynn: Go

Ragnar: Miss
Lem: Sleep

DM:

Kirrix: 3 Sleeping
Wayang: 0

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Will grabs the rope and begins climbing.

Climb: 1d20 + 6 + 5 ⇒ (17) + 6 + 5 = 28

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

Caerwynn grips the rope tight under Will's weight. Unwilling to take the risk of letting go with one hand, she instead strains her senses. She feels the static filling the air by the circulating wind and draws it to herself. Her hair stands briefly on end before quickly deflating, and a small bolt of energy is thrown at the wayang.

Lightning Arc @ Wayang (Touch Attack): 1d20 + 4 ⇒ (12) + 4 = 16
Electricity: 1d6 + 1 ⇒ (4) + 1 = 5

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Since I'm next, gonna go ahead and post. Will be playing an AP tomorrow. :)

What happened when the gnome went missing? Gnomebody knows where he went!

Standard Action
Simon hopes he can stop the wayang from waking up his ally. He casts Hideous Laughter at the Wayang, hoping his joke was good enough. DC 18 Will Save to negate.

Move Action
He will roll the Flaming Sphere one last time, targeting the Wayang. DC 16 Reflex Save negates.
Flaming Sphere: 3d6 ⇒ (3, 1, 3) = 7
The Flaming Sphere then dissipates.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Will makes solid progress up the rope (You can double move this way: Climb: 1d20 + 6 + 5 ⇒ (12) + 6 + 5 = 23) moving quickly he gets to the floor again.

Meanwhile Caerwynn zaps the wayang, resulting in a yelp of pain from the shock. After the electricity, Simon moves the fire again, REF: 1d20 + 10 ⇒ (9) + 10 = 19, but again the wayang twists away. Another joke from the gnome leaves the wayang WILL: 1d20 + 1 ⇒ (1) + 1 = 2 LAughing uncontrollably at the punchline.

Round 4:
Simon:
Baddies: Suck
Will: Go
Caerwynn: Go
Ragnar: Go
Lem: Go

DM:

Kirrix: 3 Sleeping
Wayang: 5 Laughing

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

Caerwynn concentrates and another lash of lightning streaks into the wayang. She shuffles down the hallway to make room for Will. "Quick, take care of the sextipede while it sleeps!"

Lightning Arc (Touch Attack) @ Wayang: 1d20 + 4 ⇒ (18) + 4 = 22
Electricity Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

Gritting his teeth, the spectral hand tries again! Touchy!: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13 Fort Save DC 18 or be paralyzed for 1d6 + 2 ⇒ (5) + 2 = 7 rounds!

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

"Sleepy time laughing boy" says Lem as he finishes casting sleep (Will dc15)

If the wayang is still laughing cast sleep again if not he then looks at how to get round the pit and begins singing a little shanty to help Will climb "Hey ho and up Will rises! Hey ho and up Will rises! Even in a dungeon!"

bardic inspire competence +2climb

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Will climbs out, stands up and draws his weapons again.

"So, what'd I miss?"


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The druid's spell shocks the laughing wayang, producing a rather ear splitting sound. Ragnar tries again with the spell, but the wayang continues to elude him. Lem tries yet another sleep spell, Will: 1d20 + 1 ⇒ (15) + 1 = 16 and the enemy STILL rebuffs the party!

Round 5:
Simon: Go
Baddies: TBD
Will: TBD
Caerwynn: TBD
Ragnar: TBD
Lem: TBD

DM:

Kirrix: 3 Sleeping
Wayang: 10 Laughing

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Will, I think you need to get over there. Let me help you climb on the wall!

Move Action
Simon pulls out a scroll of Spider Climb.

Standad Action
He uses the scroll of Spider Climb on Will.

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Lem finishes casting sleep for the final time (will dc15 ) then casts Heroism on Will before he shimmies across the pit (+2 morale on attacks saves and skills for next 40 mins)

"Go get em Will"


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Wayang Will: 1d20 + 1 ⇒ (10) + 1 = 11

THIS time the spell holds and the wayang drops. The battle was intense, but in the end you've got 2 prisoners.

Out of combat.

Save your Heroism spell, he fell before you cast it. The party can definitely "deal" with either before the spells wear off. Just let me know how and what you do.

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

I suggest we get rid of the rat, and then perhaps I can cast a Charm Person on the wayang? Will can climb over and search around as well as take care of the rat.

If others agree, then Simon will cast a Charm Person on the wayang. DC 17 Will.

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

"Sounds like a plan. I hate rats anyway..."

Will uses the spider climb to climb over, and coup de grace the rat (assuming that is possible).

Then he finds a way to secure and gag the wayang. (Have silk rope, so that should work).

Once that is complete, he looks for a way to un-trigger the trap door.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Will quickly dispatches the kirrix, and ties up the wayang (being careful not to wake him yet. It doesn't take him long to find the lever to reset the trap.

Dark Archive

HP 27/27; AC 10, T 10, FF 10; F+4, R+2, W+6, +2 if spell/SLA; Perc +1, Init +0, CMD 13 (17 vs trip or bull rush)

"Slippery little eel, isn't he? Perhaps we ought to drop him in the pit and leave him here. Spike it shut.." Ragnar thinks out loud.

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Simon looks at Will gagging the wayang.

Oh, that works as well. Will, can you reset and disable the trap so we can come across?

Simon will cast Detect Magic for any magical gear in the room or on the bodies. Let me know how many Spellcraft checks and I will get to rolling. (Assuming there is magic to be had)

Also, Simon would appreciate if someone helped him use his wand of Cure Light on himself, or if Lem (pregen) wants to use his, he is also welcome. :)


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

There are a LOT of papers in this room, but as for magic, only on the wayang prisoner:

2 magic potions, magic cloak, magic flask

Nonmagical items of interest on him. alchemists’ fire (4), antiplague (5), antitoxin (2), rhinarium paste, smelling salts, alchemist’s kit, formula book, mwk thieves’ tools, bronze Aspis Consortium badge

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18 Potion #1 - IDENTIFIED
Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13 Potion #2 - NOT IDENTIFIED
Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13 Cloak - NOT IDENTIFIED
Spellcraft: 1d20 + 10 ⇒ (15) + 10 = 25 Flask - IDENTIFIED

Others with Detect Magic and Spellcraft welcome to try as well. :)


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Potion of Lesser Resotration and a flask of reconcoction...

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

Spellcraft: 1d20 + 6 ⇒ (14) + 6 = 20
Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16

"Oh, those are ..."

Caerwynn pulls a thin rod from a long sleeve and touches it to her burns. CLW: 2d8 + 2 ⇒ (6, 5) + 2 = 13

I am happy to use others' wands for their healing, go ahead and roll.

She pulls her loose shawl tighter over her shoulders and shivers slightly. "Glad that's over with. I hope no one heard us." She wipes cold sweat from her brow and starts glancing over the papers.

Anything of note?

The Exchange

Bluff/sense motive +9 perception +7/8 1 L1 0/3 bard perform roundsi 0/8 hp 28 AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 28 (4d8+4) Fort +2, Ref +11, Will +4; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7,

Lem pulls out his own wand "I have a healing wand let me help you there Caerwynn"

19 charges before we start burning stuff that can carry over into next adventure would also like to cast heroism on Will when we are done here have a feeling next encounter after this is less than 40 minutes away in game time also no spellcraft check for Lem as he's doing a Kyra no skill ranks in spellcraft !!?!?

Sovereign Court

Gnome Enchanter (CORE) 7 | HP 67/51 | AC 17*^ | T 13^ (17 incorporeal)* | FF 15* | CMD 12^ | F +7 | R +7^ | W +7 | +2 vs. illusion | Init +7 | Perc +1 | Sense Motive -1 | Dazing Touch 8/8 | Arcane Bond 1/1 | Reroll 1/1 | Active Conditions: False Life (16 HP), Haste(^), Mage Armor (*)

Cure Light Wounds Wand: 1d8 + 1 ⇒ (7) + 1 = 8

One charge used.

My scroll of Spider Climb on Will lasts 30 minutes, so maybe we can press on after a quick glance at some papers.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Caerwynn identifies a potion of Remove Disease.

The papers are EVERYWHERE.

DC 22 Knowledge (local):

The aspis badge on the wayang is a fake!

You begin to go through the workshop. Reams of paper exhaustively detailing experimental processes are crammed into drawers underneath the table. These notes include procedures for creating kirrixes and his ideas for refining his "flask of reconcoction." Many of the pages are stained with blood or alchemical ingredients. While the papers fill most of the space under the table, the eastern row of drawers is packed with someone else's notes. No one bothered to lock these drawers— Some of these reagents are circled.

DC 15 Knowledge (arcana):

Most of the circled reagents are used in conjuration spells.

Letters hidden among the trade documents detail arrangements between Tseka and a local thieves’ guild called the "Dragon Fangs." They reveal that she regularly hired them to beat up her enemies and to replace local merchant’s trade documents with forgeries. The documents also disclose that the author was gathering magical reagents by a variety of means, including stealing them in transit and purchasing them legally. She also compiled extensive lists of ingredients and lists of prices.

DC 15 Profession (merchant):

You realize that this document compares the prices for goods across dozens of different merchants, and you recognize shorthand on the document that suggests that Tseka was planning on starting her own business and undercutting the competition.

A small wooden coffer in the back of the bottom drawer contains narrow bars of a dull, dark gray metal.

DC 18 Appraise:

The metal is glaucite, an alloy of adamantine and iron that can only be found in Numerian ruins.

The drawers also contains evidence that links Tseka to the Korholm Agenda, a faction within the Aspis Consortium that has defied standard practice of avoiding direct conflict with the Society. These notes include schematics depicting various rooms in the Grand Lodge, and speak of plans to have someone named Marnarius lead an army out of the Hao Jin Tapestry. These papers have a VERY strange and complex scent to them... Does anyone have the Scent ability? In fact, one of the trade documents carries a very careful array of dozens of subtle smells.

Grand Lodge

Human Naturalist 5 | HP 48/48 | AC 20 FF 18 Tch 12 | CMD 16 | F+7 R+4 W+9 | Perc +13 | Init +2
Per Diem:
Lightning Arc: 8/8 | Spells: [3rd] 3/3 [2nd] 4/4 [1st] 6/6

The handwriting is different between the alchemist's and Tseka's notes? So this may not be Tseka?

Caerwynn wrinkles her nose. "Odd smell to these. Maybe a scent signature." No Scent ability and can't prepare the spell because it's not CORE. :P

"How are we planning to get Tseka out, by the way? Anyone have a haversack handy?" she asks, while stuffing the more important papers into her pack.

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