GMTrex's PFS [CORE] 04-15 The Flaxseed Dilemma (Inactive)

Game Master Andrew Trexler

Briefing | Tactical Map


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Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The light from the rising sun performs a splendid dance upon the windows of Venture-Captain Sheila Heidmarch’s Magnimarian manor house as she pours the coffee. Her young servant brings in a platter of fine pastries and well-ripened fruits, setting it within easy reach before withdrawing quietly.

Scarab Sages

Pentament quickly grabs two plates and examines the food closely before selecting only the best from each dish. He makes a wall of muffins around the outside of the first plate--one blueberry, one cranberry, two chocolate chip, and one pumpkin spice--an expert move that lets the plate hold extra pastries without any falling off. Once the plate is prepared, he adds a chocolate stuffed croissant, apple and cheese danishes, a cream puff, three of those wonderful cheesecake bites, a lemon square, and coconut macaroon; and then layers the top of the pile with sugar cookies.

Pentament turns to the fruit tray and simply puts one of each on his second plate (except for the bananas, of course), and starts walking back to his seat. Hmm . . . best not to offend my hostess by refusing her gifts. Perhaps she doesn't know how evil bananas are. Most big folk don't. Pentament pulls an about face, expertly tipping the plate to catch a runaway apple, and adds the smallest banana to his fruit plate. There! Now nobody can claim Pentament is being rude.

As each new Pathfinder enters the room, Pentament licks his fingers clean, wipes them on his doublet, then offers his hand in greeting, "Pentament Ulgolmul at your service!"

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

The smell of beer comes first when Galant get inside the room.

Hips ! Hi... I'm Ga... Galant. What a night ! Hips ! People know how to party in this town.
He almost falls in one of the chair and smiles to the Venture-Captain once he finally reach some precarious balance.
In Cayden's Name, I'm ready for the mission !
Then he quickly falls asleep, snoring quite loudly.

Galant is a young varisian man, with a rapier on his side, a strange blue breastplate made of some sort of creature skin. He wears a symbol of Cayden Cailean around his neck. He smells of cheap ale and cold tobacco.

Grand Lodge

Dri'na HP 22/22 | AC 17 T 14 FF 14 | Fort +6 Ref +6 Will +2 | Init +3 | Per +5 Low-Light Vision
CLW:
37/50
Gnome Druid HP 17/17 | AC 17 T 13 FF 15 | Fort +6 Ref +4 Will +6 | Init +2 | Per +8 Low-Light Vision

A bit of screaming could be heard coming from down the hall just before the office doors open, followed by a two legged dinosaur running in, with what looks like a stick in its mouth. A few moments later, gasping for breath, enters a small, green haired gnome. Dressed in furs, and with quite muddy feet, the gnome rests his hands on his knees for a couple of moments before looking up. "Give me back my beatin' stick! You know I dont..... like..... Oh hi everyone!" Just noticing the people in the room, Ribli bows slightly, "I'm Ribli, and this troublemaker is Dri'na....... my stick!" Leaping for the club in the beast's mouth, the gnome over shoots, and lands face first into the side of the desk of the Venture-Captain.

Silver Crusade

Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities

A dwarf in polished armour and carrying a lot of weapons stands near the table and helps himself to a pastry.. Taking care not to get any crumbs in his beard which is held in place by a magnificent silver clasp of Torags hammer. Among the weapons on his back is a silver war hammer a cold iron great axe and a bow and a quiver full of arrows."Greetings Lady Hindmarch. I am Jarsk. I take it we do not have another sleepwalking pathfinder to deal with today"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Venture-Captain Heidmarch purses her lips in a prim line at Jarsk's question and waits for Ribli to get a handle on his pet while nodding for someone to wake Galant. Then she begins in her characteristic low, breathy voice.

"As I'm sure you’re well aware, much of the reason Riddleport was founded where it was is because of its easily defendable position as well as the enigmatic Cyphergate, which has baffled scholars since its discovery. The Pathfinder Society has a keen interest in the Thassilonian monument as well, since solving its mysteries would undoubtedly unlock a number of other secrets regarding that lost empire. The Order of the Cyphers has been amassing support from outside sources for some years now, and scholars from all over the Inner Sea have come to aid Elias Tammerhawk and the cyphermages."

Heidmarch takes a bite out of a chocolate-filled biscuit--one of the few Pentament left behind--before continuing. "Just recently, however, we received word from Elias himself that several of the visiting scholars haven’t arrived in Riddleport Bay as expected. It seems as though a band of raiders, led by the Vudran pirate Alejia Netrav, has been intercepting the ships at sea, killing the crews, and destroying the ships. While Riddleport is hardly a stranger to the likes of pirates, Overlord Cromarcky has declared it illegal for any ships that wish to return to Riddleport Harbor to attack ships bearing the Riddleport flag. Alejia’s ship is clearly coming from Riddleport--the attacks all took place just outside Riddleport Harbor--but attempts to identify her ship have been unsuccessful so far."

She coughs lightly into a napkin. "I needn’t explain to you that the Pathfinder Society is also very much interested in the secrets of the Cyphergate, and that the deaths of these knowledgeable scholars have severely hindered progress in unraveling the artifact’s mysteries. The unexplained attacks are beginning to wear on the other sailors of Riddleport as well, and if something isn’t done about the matter soon, there will be no shortage of civil unrest, if not downright anarchy." She spits the word like a fish-bone.

"In a few days, a ship called the Topaz Titan is scheduled to arrive in Riddleport Harbor from Minkai, bearing the acclaimed Tian scholar Hirako Gurukaza--who is also a former member of our Society. We fear that he may be Alejia’s next target, and your task is to prevent her assault at all costs, both ensuring Hirako’s safety and shoring up our relationship with Tammerhawk. I have heard rumors that some of Alejia’s cronies have been storing their stolen goods somewhere in the Wharf District, so that might be a good place to start your investigation. While in Riddleport, keep a low profile and try to avoid pulling any of the crimelords into the situation. Tammerhawk would appreciate discretion and subtlety if possible. Regardless, there is little time to waste, as there is no knowing exactly when the pirates will choose to strike the Topaz Titan."

The Venture-Captain takes a long sip of her coffee and awaits her agents' questions.

Scarab Sages

"Mmm . . . fantastic . . . mhmm . . . my compliments to your pastry chef, Madame." Pentament grabs the last sugar cookie and pops it into his mouth whole, "mmmhhhmmm . . . Alejia's cronies probably aren't the only ones hiding stolen goods in the Wharf District. How do we find the right smugglers? Do we at least know their aliases or what they stole?"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Heidmarch nods. "True enough for Riddleport. Still, even a city as lawless as Riddleport rarely sees human cargo being smuggled--and thus the fact that Alejia is targeting arriving scholars' ships might be a place to start." She pauses briefly. "While she is a lowly pirate, Alejia possesses more enemies than friends in Riddleport, having back-stabbed many business partners to get to where she is now. Her sudden disappearance and recent activities have only spurred public resentment of her, and many would like to see her dead. A few questions in the right ear could go far. In any case, don’t be surprised if your investigation gets you entangled with some of her less savory ex-associates."

Grand Lodge

Dri'na HP 22/22 | AC 17 T 14 FF 14 | Fort +6 Ref +6 Will +2 | Init +3 | Per +5 Low-Light Vision
CLW:
37/50
Gnome Druid HP 17/17 | AC 17 T 13 FF 15 | Fort +6 Ref +4 Will +6 | Init +2 | Per +8 Low-Light Vision

Panting slightly as he rubs the neck of his companion, the gnome looks quizzically as Sheila. "So, we are to look for these goods without drawing too much suspicion? I think I can do that, but Dri'na can't speak so good yet, and tends to nip at those she don't like." Ribli then grabs a chocolate filled pastry and bites into it before frowning slightly and placing it back onto the platter. Turning about and walking towards the window, he continues, "Oh, are we going to be on a boat? Last time I was about to go on one, Dri'na had a stubborn fit and wouldn't board!"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

"A ship, yes. Trade between Magnimar and Riddleport is strong at present, and there are ships leaving several times a day to traverse the Varisian Gulf for the City of Cyphers. I have arranged passage for you on a Taldan cargo ship called the Opparan Opal that will be leaving within the hour. Hurry to the docks, and you’ll be in Riddleport before you know it."

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Discretion and Hips ! Subtlety are my two names Hips ! Says an - almost - wake up Galant. After smiling to the Venture-Captain trying to better fix his hair he asks
Do we act as Pathfinders or do we hide this fact ? If I have understood well, there is several forces in Riddleport and we will work for one. Do we know more about the other ?

Dark Archive

HP: 22/22 | AC: 11 (11 Tch, 10 Fl) | CMB: +1, CMD: 12 | F: 4, R: 1, W: 8 | Init: +1 | Perc: +5, SM +3 Channel Negative 6/6 Sorcerer Spells (4/4), Cleric Spells: bless, cause fear, cure light wound, shield of faith Domain Powers: Death 6/6 Law 6/6 Bloodline 6/6

The gaunt Kuthite abstains from the buffet, and remains silent throughout the briefing, before quietly asking,

"You mentioned that Mr. Guruzaka is a former Pathfinder. Did he leave the Society on good terms?"

Once she answers, he pauses for a moment before turning to the others.

"I don't believe I've worked with any of you before, so it might be helpful to compare talents. Some of us might blend in at a dockside bar..." he glances pointedly at the Caydenite, "while I might fit in with a more scholarly crowd, or environments some of you might find...uncomfortable"

Scarab Sages

"Nice to meet you! Name's Pentament Ulgolmul. I'm an inventor-slash-alchemist-slash-scholar-slash-food-critic-slash-performer-sl ash-all around helpful kind of gnome."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4
Galant the Gray wrote:
"Do we act as Pathfinders or do we hide this fact ? If I have understood well, there is several forces in Riddleport and we will work for one. Do we know more about the other?"

"I don't see a compelling reason to flaunt your identities. There many pirate gangs in Riddleport, only the most famous of which are the 12 Pirate Bosses, of which Overlord Cromarcky is principal. Take care amidst that web."

Beaumont wrote:
"You mentioned that Mr. Guruzaka is a former Pathfinder. Did he leave the Society on good terms?"

"Indeed, we are quite pleased to see him involved with this project--the Society would be strengthened by the opportunity to work with him again."

The Venture-Captain sets down her coffee. "If there are no further questions, I have arranged passage for you on a Taldan cargo ship called the Opparan Opal that will be leaving within the hour. Hurry to the docks, and you’ll be in Riddleport before you know it."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The sea voyage to Riddleport is swift and without much incident, and the Pathfinders soon find themselves in the bustling Wharf District. Word from the Cyphermages is that the Topaz Titan will arrive in two days' time.

I'll take two (separate) Knowledge (Local) or Diplomacy (Gather Info) checks.

Scarab Sages

GM:
Knowledge (local): 1d20 + 8 ⇒ (3) + 8 = 11
Knowledge (local): 1d20 + 8 ⇒ (2) + 8 = 10
Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16
Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16

"Are any of you folk gifted with the gab or a head full of facts?"

My preference is to aid another. If I am the primary and don't already know the information, I'll spend a few hours talking to the locals.

Grand Lodge

Dri'na HP 22/22 | AC 17 T 14 FF 14 | Fort +6 Ref +6 Will +2 | Init +3 | Per +5 Low-Light Vision
CLW:
37/50
Gnome Druid HP 17/17 | AC 17 T 13 FF 15 | Fort +6 Ref +4 Will +6 | Init +2 | Per +8 Low-Light Vision

"Gab? What is a gab?" Ribli asked, tilting his head to the side. "Aside for facts about nature, I'm not one to keep out of the wilds. Cities bother me."

Diplomacy: 1d20 + 2 ⇒ (4) + 2 = 6
Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18

Scarab Sages

"Hmm . . . I'm not really a linguist, or even an historian, so I'm not sure where the word comes from, but . . . someone who has the gift with the gab can convince people to say and do things they wouldn't normally say or do."

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Let me a few hours to make accointances in pub or public houses and I will find our culprit !

Says Galant who seems to know quite well how to navigate on a boat or in the disreputable part of town...

Diplomacy (Gather Information): 1d20 + 6 ⇒ (5) + 6 = 11
Diplomacy (Gather Information): 1d20 + 6 ⇒ (19) + 6 = 25

Silver Crusade

Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities

"you and me both Ribli. Stinky humans never want to talk to me unless I flash the gold. Can't think why "


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

After 1d4 ⇒ 4 hours of poking heads into shops and chattering at bars, the Pathfinders learn a few things. Pentament shares a sandwich (or, more precisely, several sandwiches) with a halfling at a pricey inn off the Wharf called The River Runner, and the fellow (named Imil Shallowkeel, or so he says) shares that Alejia's gang is well-known among the pirate gangs of Riddleport--even before her latest unlawful attacks on the Riddleport flag. "Ruthless, the lot of 'em. Very efficient at commandeering and sinking their targets though, got to give 'em that. I hear they switch ships or even alter them somehow to conceal Alejia's true whereabouts."

Ribli runs into a gruff-looking dwarf coming from a gas-forge by te Wharf, who shares that the dockside Wharf District has fallen on hard times. Although once one of the most prosperous parts of Riddleport, in recent years the district has declined into a state of shabbiness, and crime is rampant throughout many of the run-down shops and warehouses.

Galant has a little more luck in the Golden Goblin Gambling Hall, though not luck of the monetary variety. Sitting at a Ghoulette table, which employs an animated goblin head that insults the players, the Caydenite strikes up a chat with the dealer, Lixy Parmenter. Shady folk have been paying locals in the Wharf District to keep quiet about anything they might see or hear, and some mercenary dockhands have found work hauling oddly-shaped cargo to what was thought to be a derelict building. Lixy leans in low, palming a few chips from the drunk man seated next to Galant. "I even heard, friend, that some pirates paid dockworkers to look the other way as they led a gagged and blindfolded bloke from a large crate into a derelict warehouse on the edge of the Wharf. Now how 'bout that, friend? Chips in please!"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The foul, mucky weather is enough to make any possible source of refuge look at least a little more hospitable, but the tattered sides of this rundown building have clearly seen better days. The waterlogged boards that hold it up have numerous holes that have been boarded over with newer planks. The warehouse’s few windows are high off the ground and intermittently broken; those still intact are far too grimy to see through anyway. While the building itself hardly looks like a viable base of operations, a flicker of light can be seen from within. The east and west loading doors are closed, as well as the narrower south door, which has a sliding peep hole built into it at eye level.

DC 10 Survival (Track):
The smaller, south door sees considerably more traffic than either of the loading doors.

Map of the warehouse. I'll add pogs depending on your approach.

Scarab Sages

"Those rotten boards don't look so sturdy. I'm willing to bet they won't stop a little magical scrying." Pentament casts detect magic and circles as much of the building as possible, from a distance of 20 ft. away.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Pentament's circuit reveals no detectable magic within the decrepit building.

Dark Archive

HP: 22/22 | AC: 11 (11 Tch, 10 Fl) | CMB: +1, CMD: 12 | F: 4, R: 1, W: 8 | Init: +1 | Perc: +5, SM +3 Channel Negative 6/6 Sorcerer Spells (4/4), Cleric Spells: bless, cause fear, cure light wound, shield of faith Domain Powers: Death 6/6 Law 6/6 Bloodline 6/6

Survival: 1d20 + 3 ⇒ (20) + 3 = 23

In a hushed whisper, Bo comments, "The southern, smaller door seems to be the one people use the most. Doesn't seem much freight moves in and out."

Scarab Sages

"I didn't detect any magic inside, so if there is any resistance, it should be slight."

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

After loosing a lot of money at the Golden Goblin Galant's luck turned when the dealer tells him about what's going on in the Wharf district.
After meeting back with his comrades they decided to go where the warehouse stands.

A few feet away from the warehouse he asks Is one of you able to tell a good lie ? We could try to pass for one of the gang ?
The other way is if someone good with locks. I'm not with either of it.

Silver Crusade

Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities

"I don't lie but I have an hammer and an axe if I the door is locked " say Jarskas he readies his bow and inspects the ground nodding at Beaumont s assesment

Grand Lodge

Dri'na HP 22/22 | AC 17 T 14 FF 14 | Fort +6 Ref +6 Will +2 | Init +3 | Per +5 Low-Light Vision
CLW:
37/50
Gnome Druid HP 17/17 | AC 17 T 13 FF 15 | Fort +6 Ref +4 Will +6 | Init +2 | Per +8 Low-Light Vision

Ribli nods absentmindedly before shaking his head, "No, I will be truthful. Telling lies isn't good, and can come back to haunt one later on. Dri'na and I can wait with Jarsk." Bringing out his shield and club, the gnome stands beside the ranger with his raptor.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

So, which door and who's knocking?

Scarab Sages

"If the south door see the most traffic, and we do not wish to be seen, should we not use the loading doors?"

Grand Lodge

Dri'na HP 22/22 | AC 17 T 14 FF 14 | Fort +6 Ref +6 Will +2 | Init +3 | Per +5 Low-Light Vision
CLW:
37/50
Gnome Druid HP 17/17 | AC 17 T 13 FF 15 | Fort +6 Ref +4 Will +6 | Init +2 | Per +8 Low-Light Vision

"I agree, that would be the better idea. We don't want the guards on our tails if caught entering a place we shouldn't be in."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

The party moves toward one of the loading doors quietly, and finds that it is locked. From the inside.

Silver Crusade

Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities

I see 5 pathfinders Pentament, Ribli, Galant, Beaumont and Jarsk correct? Nobody is volunteering any lock picking skills

" Lets check the other big door is locked. If it is do we try the more regular used door which may be unlocked as our best way of getting the drop on whoever is inside. Or do we just switch to my axe?


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Yes, five. The sixth sign-up has not showed.

The other loading door is also barred from the inside; the smaller southern door is locked, but the lock appears to barely keep the door shut.

Scarab Sages

No lock-picking skills here, or really anything that would help with entry.

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

lets try bluff ?

Grand Lodge

Dri'na HP 22/22 | AC 17 T 14 FF 14 | Fort +6 Ref +6 Will +2 | Init +3 | Per +5 Low-Light Vision
CLW:
37/50
Gnome Druid HP 17/17 | AC 17 T 13 FF 15 | Fort +6 Ref +4 Will +6 | Init +2 | Per +8 Low-Light Vision

Ribli has no lock picking skills of the sort unfortunately, and two levels too low to help find a way in through wildshape.

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

I can try something. Captain Maldris gave me some tips about locks and restrains ! murmures Galant with a wink to his comrades.

He moves as silent as possible to the last door and tries to pick it.

Lock pick: 1d20 + 3 + 3 + 1d4 - 2 ⇒ (4) + 3 + 3 + (1) - 2 = 9 Use my Liberty's Edge Pins as disable device is one of the Favored Skill for my faction.
Lock pick (reroll 5*): 1d20 + 3 + 3 + 1d4 - 2 + 5 ⇒ (1) + 3 + 3 + (3) - 2 + 5 = 13

Yep, no luck :'(


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

Galant does his best and unfortunately the door stays shut. He makes enough noise though that the peep hole slides open and a pair of eyes glares out from under bushy eyebrows. "Oy! Get lost!"

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Oi ! Sorry lad. We were sent by, you know who. To take care of a package.

Tries Galant.

Bluff: 1d20 + 1 ⇒ (10) + 1 = 11


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

1d20 ⇒ 18

"Yeah, fat chance bud. Get lost!" The peep hole slams shut.

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Galant turns to those better build than him and says.

Time to let the Strength talk. before moving away from the door.

Grand Lodge

Dri'na HP 22/22 | AC 17 T 14 FF 14 | Fort +6 Ref +6 Will +2 | Init +3 | Per +5 Low-Light Vision
CLW:
37/50
Gnome Druid HP 17/17 | AC 17 T 13 FF 15 | Fort +6 Ref +4 Will +6 | Init +2 | Per +8 Low-Light Vision

"It seems that we are caught. He does seem rude though, so maybe a lesson in greeting others would suffice?" Ribli mentions as he begins to strap on his shield.

Silver Crusade

Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities

"We are here to inspect your warehouse" says Jarsk as he takes out his hammer and tries to smash the lock using both hands as he swings
hammer strike: 1d20 + 5 ⇒ (6) + 5 = 11
hammer damage: 1d8 + 3 ⇒ (2) + 3 = 5
"Doors fairly sturdy but look vulnerable to brute force" he adds as he prepares for another swing

Scarab Sages

Nothing to add, just checking in.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 4

It takes Jarsk several tries to smash through the door. When his hammer finally beats it down, a thick, lazy smoke comes drifting out the door, obscuring all sight within.

Dark Archive

HP: 22/22 | AC: 11 (11 Tch, 10 Fl) | CMB: +1, CMD: 12 | F: 4, R: 1, W: 8 | Init: +1 | Perc: +5, SM +3 Channel Negative 6/6 Sorcerer Spells (4/4), Cleric Spells: bless, cause fear, cure light wound, shield of faith Domain Powers: Death 6/6 Law 6/6 Bloodline 6/6

"It seem's they're onto us.

Bo retrieves his spiked chain, hoping one of the others will lead the way through the door.

Silver Crusade

Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities

"Poor visibility indicates unsafe storage of hazardous materials. Need to ensure all employees properly accounted for" and with that Jarsk heads in and keeps to the right hand wall as he explores inside

Moves in 20 foot if encounters nothing noteworthy will try another 20

Liberty's Edge

Cleric 4 AC21(T14,FF17) CMD18| HP 33/33| F +5 R +4 W +7 | Init +3, Perc +3, Sense Motive +7 |

Galant follows Jarsk, rapier in hand.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7

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