Azuth65 Posted February 20, 2019 Posted February 20, 2019 1d20+5 =18, nope. I'm going to burn an HP to reroll. 1d20+5=17 Craaaap. Second HP. 1d20+5=14, adjust to 19 = 24. Yikes that dice roller hates me tonight.
RocketLord Posted February 20, 2019 Posted February 20, 2019 (edited) So, Pan is bluffing to keep Baal occupied, and to make him think that coming here might not have been such a good idea: Bluff: 1d20+21 = 35 And some illusions for theatrics. Edited February 20, 2019 by RocketLord
Cubismo Posted February 20, 2019 Author Posted February 20, 2019 (edited) Opposed Sense Motive vs DC 35 Bluff: 22. The Bluff is a Success! Baal is definitely questioning why he's been bothering with this deal, which in game terms translates into everyone getting a +5 to all their Interaction Checks against him from here on out. If anyone wants to follow up RocketLord's Bluff with an Intimidate, Diplomacy, Bluff or check than go right ahead. Edited February 20, 2019 by Cubismo
Cubismo Posted February 20, 2019 Author Posted February 20, 2019 Opposed Sense Motive vs DC 21 Intimidate: 38. The Intimidate is a Fail. @Azuth65 Do you wanna have a go?
Azuth65 Posted February 25, 2019 Posted February 25, 2019 Spend Hero Point for Beginner's Luck in Intimidate. 1d20+7=21 + 5 = 26.
Cubismo Posted February 25, 2019 Author Posted February 25, 2019 Opposed Sense Motive vs DC 26 Intimidate: 36. Alas, another Failed Intimidate. I'll post Baal's response (and counter offer) later today.
Cubismo Posted February 26, 2019 Author Posted February 26, 2019 If anyone wants to argue with Baal and convince him to let Mike and the rest keep their souls without a fight you're going to need to make a very high Diplomacy, Arcane Lore or Civics roll. If no one wants to bother with diplomacy or lawyering than we can just start combat. Also, for those curious, Baal is being completely earnest about his offer here.
Zeitgeist Blue Posted February 26, 2019 Posted February 26, 2019 (edited) I don't know, Baal's offer sounds pretty convincing to me. Let's throw in Forever Boy's soul too to sweeten the deal. Edited February 26, 2019 by Zeitgeist Blue
RocketLord Posted February 26, 2019 Posted February 26, 2019 Please, Pan's soul is a vintage edition. Its worth much more than a few mortal souls.
Azuth65 Posted February 26, 2019 Posted February 26, 2019 So, I assume we're all in agreement that Baal can shove his offer and we take these souls back the hard way? Because Gauss is ill-equipped for "politely making a deal for the return of dumbass' souls"
Zeitgeist Blue Posted February 26, 2019 Posted February 26, 2019 (edited) We could try using Salvo's high Arcane Lore skill but besides relying on luck to give us a high roll we could try lowering the DC first. Somehow. The end use for an Arcane Lore skill would be to give Baal something more valuable and/or less effort to get for him than the souls of the kids. Let me start with a few questions and see if Salvo can know things from her Knowledge (Arcane Lore). What kind if effort would Baal need to exert to enact shackling and taking their souls? How valuable are four souls to him? What are the things in life and Hell Baal enjoys/wants or needs, especially to stay on the top of the demonic pile? Knowledge (Arcane Lore): 1d20+15 = 31 Edited February 27, 2019 by Zeitgeist Blue
RocketLord Posted February 27, 2019 Posted February 27, 2019 Agreed to the no soul selling. Again, Pan's soul is worth much more than that. Let's see how the knowledge works out, and if nothing else, Pan can try to distract Baal to give everyone a cheap shot at him.
Cubismo Posted February 27, 2019 Author Posted February 27, 2019 Salvo's Arcane Lore Questions What kind if effort would Baal need to exert to enact shackling and taking their souls? - Little. They damned themselves to Hell inadvertently by summoning Baal in the first place, thus Baal owns their souls now. That being said, taking them physically to Hell right this second is impossible since Baal is recovering from his weakened state. It will take him another hour before he can teleport himself and rest of Sam's friends to Hell. How valuable are four souls to him? - Individually very little. Sam and all his friends are weak-willed warlocks whose souls aren't worth much in Hell. Still, four is better none and Baal wants every soul he can get so he transform them into demonic legionnaires for his army. What are the things in life and Hell Baal enjoys/wants or needs, especially to stay on the top of the demonic pile? - More souls means more soldiers for his demonic army. Without a steady supply of them he can't replace soldiers lost in the endless feuds between his follow Princes of Hell and that would mean one of rivals could eventually defeat him altogether. The idea of that happening is one of the few things that genuinely scares him, which is why he'd be willing to go to such lengths to grab a few more souls. Beyond that, Baal respects those who display guile and a talent for deception and enjoys watching manipulators out-think their opponents with political and legalistic maneuvering. The fact that such behavior can lead to mortals committing evil (Mike) and damning themselves to Hell is an added bonus.
RocketLord Posted February 27, 2019 Posted February 27, 2019 I say Salvo go next with that knowledge, then Forever Boy and Gauss can follow that up.
Zeitgeist Blue Posted February 28, 2019 Posted February 28, 2019 Yeah, the best idea I have is to offer Baal Salvo's magical services instead. Create an artifact, probably of Divinen or Logos descriptor, that would probably be a mechanical drawback for Infernal entities. Then he could use it for his war instead of just four more souls for his demon army. Hopefully I'll get to the IC post today or tomorrow.
RocketLord Posted March 4, 2019 Posted March 4, 2019 Bluffing to try and support Nicole's scheme: 1d20+21 = 26, so 31 with the interaction bonus. Not my best roll, but meh!
Cubismo Posted March 4, 2019 Author Posted March 4, 2019 (edited) Opposed Sense Motive: 1d20+20 31. Since Forever Boy has the higher bonus the Bluff is successful. All Interaction Rolls against Baal are now a +10. Still going to need a Diplomacy, Arcane Lore or Civics roll to clinch the deal. Edited March 4, 2019 by Cubismo
Cubismo Posted March 11, 2019 Author Posted March 11, 2019 @Zeitgeist Blue OK. Salvo can get away with not having to sign that rather unfair contract by making an Intimidate check or either a Diplomacy, Arcane Lore or Civics check if she would prefer. Remember she has +10 to the roll. She can also just decide to try and blast Baal in the face. That's totally still an option.
RocketLord Posted March 11, 2019 Posted March 11, 2019 Going for a Bluff to get Baal to hand over the contract so they can read it all together, even the small print, and give them a moment to confer without him listening in. Bluff: 1d20+21 = 22+10 = 32 I... will spend a HP to reroll that. New bluff: 1d20+21 = 38+10 = 48. Much better!
Cubismo Posted March 11, 2019 Author Posted March 11, 2019 Opposed Sense Motive: 1d20+20 22 Salvo has the contract already but your Bluff does get Baal to give you more time to read the contract over. FYI: The contents of the contract can be summed up as having a lot of unfavorable clauses on what constitutes to making a difference in the wars of Hell. A civic or arcane roll can give you more details and ways to maneuver around it, though.
Zeitgeist Blue Posted March 12, 2019 Posted March 12, 2019 Knowledge (Arcane Lore) to try and maneuver around it. This is without any other bonus besides Salvo's skill bonus. Knowledge (Arcane Lore): 1d20+15 = 24
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