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Duskwall Scoundrels (Inactive)

Game Master DMRaven

Crew & Character Sheets


51 to 100 of 111 << first < prev | 1 | 2 | 3 | next > last >>

Playbook: Spider | Stress: 1/9 | Trauma: None | Level 1 Harm: Slash to the Ribs / None | Level 2 Harm: None / None | Level 3 Harm: None | Coin: 0 | Stash: 0
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It is a very strange feeling, I have to agree. Flying by the seat of your pants and just coming up with details is both fun and also a little nerve-wracking. I've been riding along by the seat of my pants and enjoying myself.


1 person marked this as a favorite.

Fortunately, no need to come up with a brothel name when there's a perfectly good one sitting right there in Smiles character sheet...


I was checking the crew & character sheets and you got my friend and a rival mixed up.


Kobolum wrote:
I was checking the crew & character sheets and you got my friend and a rival mixed up.

Fixed


Crowl "Smiles" Strathmill wrote:

That sounds pretty exquisite to me. I'm going to be going with 3 load for the mission, Smiles isn't wanting to stand out too much and would rather be quick on his feet.

Do we get the additional +1d to our engagement for it being a murder in our hunting grounds?

You do! I realized I should have posted that long OOC bit here anyway.

So, you get 1die to start +1 for using his weakness, +1 for being on your hunting grounds and -1 for other circumstances.

As a result, your engagement roll is...
Engagement: 2d6 ⇒ (6, 6) = 12


Awesome! Two sixes? You guys are on a roll. Okay. I'll post the start of the engagement later tonight!


Playbook: Spider | Stress: 1/9 | Trauma: None | Level 1 Harm: Slash to the Ribs / None | Level 2 Harm: None / None | Level 3 Harm: None | Coin: 0 | Stash: 0
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Holy hell! A critical success! Woot! I look forward to seeing how things are progressing then.


Tycherosi - Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0

All we need to do is keep rolling like that and this campaign will be a cakewalk!


Sorry for being so quiet this weekend. Will probably not get a post up until sometime later tomorrow.


Oh! Shadow, I'll offer you a Devil's Bargain.

You can get +1 die on your Sway roll to convince the woman to lie to the Bluecoats, but it'll cost you 1 coin. ...I don't even know if you start with any coin?


Playbook: Spider | Stress: 1/9 | Trauma: None | Level 1 Harm: Slash to the Ribs / None | Level 2 Harm: None / None | Level 3 Harm: None | Coin: 0 | Stash: 0
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We spent all our coin on the factions earlier, so we basically have no money to our name, at least nothing substantial. He could Sway her or he could use Command and just try to scare her into compliance or something.

Scarab Sages

Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: Cut Hand/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0 | Load (Std) 1/5

I believe there's an action for throwing your weight around for bribes and such in the book, but your dicepool is your crew's tier, so he'd be rolling 2d6 take the low. Yeesh.


Tycherosi - Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0

I'll pass on the devil's bargain and roll another 1d6. It's interesting that it's crew tier based.

Scarab Sages

Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: Cut Hand/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0 | Load (Std) 1/5

Actually, my memory's a little fuzzy, I can't remember if it's the crew's tier or your Lifestyle.

Either way, it's 0 right now.


Basics of the die roll: You roll between 1 to 4 dice, generally. You do not do any math and are not rolling successes (not really). Instead you take the single highest roll and determine the action from there. A roll of 1-3 means your action goes wrong and something bad happens. A roll of 4-5 means your action goes off but something bad happens. A roll of a 6 means your action goes off and nothing bad happens.

Additionally, from what I understand, you cannot get a +1die from both the Devil's Bargain and a Push. You can choose to Push to gain +1die and also take a Devil's Bargain (I like Smiles' suggestion as it lets me add a complication later on) for increased effect. I'll say your position is Risky, it's a brothel and crime is prevalent in the district. Your effect is limited, however. She'll tell the Blue Coats what you want but if they push too hard, she'll give in as she has no loyalty to you. If you take the Devil's Bargain...we can go ahead and say instead she's got some kind of attitude toward authority as it is and won't give up your name in hopes she can call in that favor later.


Also, Bell, adding them to your alias/sheet is fine! And thank you for the bargain suggestion. I felt I could run a later favor easier than a tag a long though.

Scarab Sages

Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: Cut Hand/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0 | Load (Std) 1/5
Bell wrote:

but note that you can only push yourself OR accept a devil's bargain per skill check, not both.]

You cannot take both a push and a devil's bargain, it's one or the other. Says so right on each character playbook.

And also, DMRaven, I know you might be hesitant to pull a GM fiat and say no now, butyou can speak up in the future if you don't quite approve of a devil's bargain. I just thought I'd pitch in, I figured you would say something before he went on ahead. (plus nothing says she can't still get her hands on more blackmail material this way, wink wink)


Tycherosi - Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0

Okay, then, why don't we do this: I'll just push and take to stress to get a +1 die, which should put me at 1 die even. I'll mark the stress and then did you want me to roll again or just take the first die I rolled?


First die rolled and no devil's bargain so we have limited effect? Sounds good!

Scarab Sages

Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: Cut Hand/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0 | Load (Std) 1/5

@DMRaven I feel like now might be a good time to discuss the Silence Potion Vial. I might have to use it, I might not, we'll see, but exactly how it works will factor heavily into what I do if things go bad.

So, in the rulebook, there's a contradiction. Both times it says that everything within ten paces (~25 ft) is incapable of making noise for a few moments. However, in the Lurk playbook section, it says you drink it, and in the craftables section, it says when it's broken. Personally, I feel like throwing/shattering the vial makes more sense. Drinking a potion and having a wide area of effect centered on me doesn't...quite feel right.

The second thing to determine is the limitations of it. Does the silent effect not penetrate walls, floors, and ceilings and remain just in the room? Does it penetrate walls and floorboards in a 25 ft. sphere? Does it penetrate some materials and not others?

SO basically, if I break it in this room, am I gonna have to worry about the room below us, on either side of us, and generally around us getting caught up in it, thus rendering it a mostly futile gesture, or will it stay safely in this room?


I'd agree that breaking it works. I'd say if you drink it then its centered on you, so you don't need to break it if that's your intention. A bit of both.

I don't think it'd penetrate walls or anything like that, it'll be constrained by thick wood and such.


Alright Murder is turning out to be fairly difficult to thoroughly engage the entire party. Especially when ya'll are rolling well without any real complications/consequences popping up. It's definitely something I see as a problem for playing Assassins as an entire crew.

Any suggestions?

---_Edit: Some questions to help me come up with a few ideas and to help us all get better into character.

I suppose I don't -need- you to roll a 4 or 5 to throw a complication out there, but.

Questions, try to answer these from first-person and feel free to do so in the [u]Gameplay[/u] thread.

Bell: did the two of you and Claret establish a signal for you to intervene and come in through the window? If not, Bell, what would make you move through the window?

Also for Bell: You're perched on a rooftop and people don't generally look up...but what if one does? That might be fun...

For Smiles, how do you think the Madame will react when/if she finds out your murdering someone in her brothel?

For Claret: How do you feel about the Captain now? What do you think of your crew-mates that they've made you the point-woman on this aspect of the job?

For Shadow: Do you trust this stranger, the blonde-haired Skovlandic prostitute? What will you do to her if she tells the Blue Coats?

For Crooked: You already see Smiles' ambitions, how does it make you feel to have him setting you up to do the real work of sneaking some drugs?


Playbook: Spider | Stress: 1/9 | Trauma: None | Level 1 Harm: Slash to the Ribs / None | Level 2 Harm: None / None | Level 3 Harm: None | Coin: 0 | Stash: 0
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It is merely this situation that hasn't lent itself to us all using our talents. When things go well, characters have a relaxed time. We're having good rolls but it only takes a few unresisted rolls to take things from controlled into desperate.

@Raven - I see Madame Tesslyn could be very...business-like over it. Considering her connections and the groups she's involved with, she might be even impressed if we do it quiet enough and subtle enough. Maybe she'll want a payment for using her establishment for our wicked deeds.

I still stick with the idea that 4/5 should be the only ones that have a complication directly align with it. However, introducing new complications are just obstacles we have to get past. Just make sure to telegraph the danger, let us have a chance to jump on it before it becomes bigger.


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Oh! Ghosts would totally have a reason to go haunting around a Hollow right? Bell is going to get a visitor. Time to pull the Think Off Screen move..


Playbook: Cutter | Stress: 2/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
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Sorry guys, been busy, I'll get something up later tonight.

Scarab Sages

Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: Cut Hand/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0 | Load (Std) 1/5

S+*%.


Tycherosi - Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0

Shadow would make her a ghost, and probably not the nice way.

Liberty's Edge

DMRaven wrote:

Alright Murder is turning out to be fairly difficult to thoroughly engage the entire party. Especially when ya'll are rolling well without any real complications/consequences popping up. It's definitely something I see as a problem for playing Assassins as an entire crew.

Any suggestions?

The best thing I can think of is to expand the scope of murdering a bit. Many jobs will of course have a primary target and that can't be avoided but multiple primary targets could help, and coming up with obstacles that we can't just bypass with the engagement roll would require more participation from everyone. John Harper is running this game here: Rollplay: Blades in the Dark

Which features a group of Assassins and may help come up with ideas.


That is helpful! I looked at it a bit this morning and plan to run some in the background while I do other things. Thank you!!


Playbook: Cutter | Stress: 2/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
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Okay rule question time, I had to roll an insight and since I didn't have any I had to roll two dice and take the lowest I got four and six when resisting a consequence you take six stress minus the highest dice , but I don't know how that applies to this situation since I didn't have any insight so do I take the four or the six?

Liberty's Edge

You subtract the lower result from the 6 stress. So, 6-4 for 2 stress taken.


Playbook: Spider | Stress: 1/9 | Trauma: None | Level 1 Harm: Slash to the Ribs / None | Level 2 Harm: None / None | Level 3 Harm: None | Coin: 0 | Stash: 0
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I will be responding in the morning, got a headache brewing right now.


Sorry for the lack of posting the last couple of days, I should be able to get something up tomorrow or Tuesday. Unfortunately the dreaded combination of multitude of high-priority work projects, flu-riddled child, and graduate exams struck simultaneously.


Okay! Back on track. Hopefully.
First, on Shadow's request..I'm not sure how to handle this. From what I understand in the lore, Hallows are just like people, but without a spirit. The only real impact this seems to have is letting them become possess vessels and be made into vampire bodies. I'm having trouble envisaging anything spirit-focused that would incapacitate a hallow other than ghosts...but essentially the impact of ghosts on the Captain's guards is mysteriously absent.

As a result, I'm reluctant to provide a flashback benefit here. Shadow could get something, but something that significant would cost stress...and at the same time it would end up having a Limited impact due to the guard's mysterious nature. I don't really feel comfortable giving stress for something of limited effect. I think the idea has merit, but as a long-term project sort of thing as opposed to a flashback opportunity. Feel free to provide alternative viewpoints of course!

Second, for Smiles, I want to clarify how I saw the scene. The guard was with weapon out, practically moving on top of Smiles. Smiles scrambles out of the chair and flees into the alleyway, pulling out a weapon as he does so. Sound about right? This is essentially a violent scene where the drugged guard (giving you say..an increase effect on actions? until he just passes out anyway) was about to attack Smiles. He wouldn't have had the ability to just walk away but it would have been more of a controlled flee.

I'll wait to confirm this before moving the action to the street and determining consequence for Smiles.


Crooked,

I'm waiting to figure out Smiles before I post for you too. What I'm planning is Smiles taking a level 2 harm as consequence (desperate position) and escaping out the door and into a side alley (probably reducing the harm by 1 level with a resistance roll).

The guard will then come bumbling down the alleyway. Drugged, emotional, and face to face with a concealed pistol.

Alternatively, I'm not sure if he'll even make it to the door. How quickly should the potion work?


Playbook: Cutter | Stress: 2/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0
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No Items Selected

Well considering the nature of the plan I imagine the potion would have probably work within a minute or so.


Tycherosi - Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0

Okay, I didn't know that about Hallowed, but my character would have. How about getting some sort of chemical similar to pepper spray or mace? I don't want to damage the brothel (since they were nice enough to agree to let us work here). A face full of that will disable someone for a moment.


Oh! I like that. Now I imagine you all working to kill Alric but leave the two guards alive and incapacitated.

So..yeah! Pepper spray (or something suitably equivalent) for..let's say 2 stress. It'll count as an Unusual Weapon type thing, 0 load.

Crooked, that sounds good. So enough to chase out the door...but not much else.


Tycherosi - Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0

Done and done. Now to post my action.


Oh damn! I nearly forgot about the ghost!

Scarab Sages

Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: Cut Hand/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0 | Load (Std) 1/5

Alright, so what kind of lights does this place have? If they're electric, the next thing I'm gonna try and do is shoot them out. My plan kind of hinges on my not-very-handy-in-a-fight character being able to see in the dark, which would even the odds with crazy axe man a bit.

DMRaven wrote:
Now I imagine you all working to kill Alric but leave the two guards alive and incapacitated.

...Please don't tell me we agreed to this. Crew, back me up. Incapacitating someone is loud, and takes time, and I'm not nearly tough enough to choke this guy out. So, I'm just going to shoot him. Preferably twice, in case I miss or I don't have to spend one of my shots on the light.

Also, in a meta gaming sort of sense, these guys don't have souls and there are ghosts about. If we kill them, they probably won't be able to possess the corpses.


Electric lights! Probably a couple of lamps and an overhead light. Sorry for the slow response!


Tycherosi - Playbook: Lurk | Stress: 1/9 | Trauma: None | Level 1 Harm: None/None | Level 2 Harm: None/None | Level 3 Harm: None | Coin: 0 | Stash: 0

We never agreed to it, but there is a certain kind or irony in doing it anyway. Besides, Shadow prefers more subtle solutions to ending someone's life, like turning them into a ghost.


Ghosts come from spirits and both the guards are Hallows, who lack spirit.


For shadow:
To resist harm, you roll either Prowess, Insight or Resolve. You roll Insight for consequences from deception or understanding, Prowess from consequences of physical strain or injury, and resolve for consequences of mental strain or willpower.

Since the harm is physical "Deep cut to arm" you would roll Prowess. Your prowess score is equal to the number of actions you've trained in within prowess. In your case, that's 3d (1 for Prowl, Skirmish, and Finesse).

So you roll 3d and take stress equal to 6 - the highest die you roll. Resist rolls always succeed, but you are rolling to see how much stress you acquire. Usually a resistance roll reduces the severity of a consequence. So in your case it would go from harm 2 to harm 1.


Playbook: Spider | Stress: 1/9 | Trauma: None | Level 1 Harm: Slash to the Ribs / None | Level 2 Harm: None / None | Level 3 Harm: None | Coin: 0 | Stash: 0
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Sorry I've been quiet folks! I got really sick during training so this week kicked my butt.


Re: Rep:

You gain 2 rep, but then 1 extra for each tier above the target was. For some reason I thought you started on tier 1, not 0! Oops. I mainly wanted the group to get rep equal to their tier +2, so it'll still be 4 rather than 5.


Playbook: Spider | Stress: 1/9 | Trauma: None | Level 1 Harm: Slash to the Ribs / None | Level 2 Harm: None / None | Level 3 Harm: None | Coin: 0 | Stash: 0
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It doesn't look like any of us are friends with anyone who happens to have access to a witch or a physicker for healing. Would our crew's contact, Lydra, have something for it? I'll spend my 1 coin for the extra downtime event, just want to have a chance for an okay roll. Otherwise, we'd have to acquire an asset I think to have access to healing, yah?


That sounds pretty reasonable, we've already established that Lydra does contracts for a lot of different criminal types.

She happens to know of physicker who will help but not ask too many questions. He's an Iruvian named Andalo who happens to reside in Silkshore.


Playbook: Spider | Stress: 1/9 | Trauma: None | Level 1 Harm: Slash to the Ribs / None | Level 2 Harm: None / None | Level 3 Harm: None | Coin: 0 | Stash: 0
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So I was going to post this in the main chat but I felt it'd be too wordy and I didn't want to clog it up with OOC talking.

So the Spider gains XP whenever he uses conspiracy or calculation to overcome his challenges. I think I did that quite a few times, a lot of it through flashbacks. Setting up Vlaire as the minx that'd get the captain's attention, making sure the right "equipment" arrived at the room for the assassination, then having Masia go off and try to drug the one guard with a quick slip of the drink. I'd like to push for 2 XP but if you guys think differently, that's cool by me. :D

Now I wanted to check for the "express your beliefs, drives, heritage, or background" trigger. You have it that it has to be expressed in the mission but the character sheet says that it just has to be expressed. I think that'll be pretty hard to trigger than since most character development seems to happen in downtime and freeplay honestly. I don't think Smiles had shown any of these things regardless, maybe his early interactions with the group showcased his somewhat gentlemanly nature?

You Got A Friend In Me: 1d6 ⇒ 4
Yay. I did not overindulge so definitely no XP there.

As for Crew XP, I think we definitely hit the bolstering of the "Strange" reputation. Ghosts appeared and stalked through the building, a captain was found naked and dead surrounded by bondage gear. I think that should at least be 1 XP.

As for our drives, conflicts, goals, and nature of the crew? I think we showcased a bit of a conflict or schism in the group. There are the "truly strange" members of our group; Bell, Shadow, and Vlaire. I feel like Crowl and Masia are using the group's strangeness to their advantage more than indulging in it. So maybe 1 XP?

What do you guys think? I'm going to reread through everyone posts and try to help you all get some more XP goodness :D

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