[PFS] PbP Gameday V: GM Harker Presents #4-21 Way of the Kirin (Inactive)

Game Master Justin L. Warren


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Gamemaster | CC Map | S4 Map

Open for Dotting.

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Dot

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

polka dot

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

slow dot


Gamemaster | CC Map | S4 Map

Chapter 16: The Way of the Kirin

Venture-Captain Amara Li is waiting in a well-maintained private garden behind a house on a quiet street in Ramparassad, the capital city of Dtang Ma, a nation in eastern Tian Xia. She speaks once everyone has arrived and has had an opportunity to enjoy tea. ”When first I arrived in Absalom two years ago, I had a simple but nuanced mission: to increase communication and sharing of resources between the Pathfinder Society and its counterpart in Tian Xia by establishing the Lantern Lodge’s position on the other side of the world.” She pauses briefly to sip her tea, before adding, ”More than a year ago we successfully purchased and restored the house known as Hinojai, which was once a base for the Way of the Kirin. When we acquired Hinojai, it was as much a gambit to attract the attention of the remaining agents of the Way of the Kirin as it was an opportune acquisition of real estate. And indeed, a man claiming to be an agent of the Way recently contacted me by leaving me a message here.”

”Although the Way of the Kirin fell into ruin with the fall of Lung Wa a century ago, its far-reaching resources remain valuable, and it still commands great respect. If the Pathfinder Society could ally itself with the Way, the relationship would be of immense benefit to both organizations.”

Amara’s voice reveals her satisfaction as she says, ”Pathfinders, we are on the cusp of just such an alliance. In a day’s time, we shall meet with this representative from the Way of the Kirin, and you are to act as security for me and ensure that the meeting is a success. I do not expect any trouble from the Way, but after all of the betrayals and double-crosses that the Society has experienced over the past few years, I worry that this is an elaborate setup by the Aspis Consortium. I have arranged for us all to be transported to the site early tomorrow morning, so take care of any errands you have in Ramparassad this afternoon. There are no settlements near our destination, and we will be spending the night there. I expect you understand the need to be fully prepared.”

Amara Li stares into the dregs of her tea as though she were attempting to discern some lost thoughts in the green leaves floating at the cups bottom, then looks up. ”Ah yes—before the negotiations begin in earnest, I will host a formal tea ceremony to set the tone. I encourage you to participate, though doing so is not required. I would, however, expect you to dress appropriately for the event.” With that she stands and waits to accept any questions.

The following is a Knowledge (local) or Diplomacy (gather information) concerning the recent activity of the Golden League in the area. If you speak Dtang, Nagaji, or Tien, you get a +2 bonus to the check. You may read any spoiler that falls on or below the DC you roll for the check. If you do poorly on the Knowledge (local) check, you may also roll the Diplomacy (gather information).

Knowledge (local) or Diplomacy (gather information) DC 15:

Golden League toughs have been more visible than usual in Ramparassad, though they have not caused much trouble.

Knowledge (local) or Diplomacy (gather information) DC 20:

Members of the Golden League have been spotted all over Ramparassad, and it looks as though they are watching for someone.

Knowledge (local) or Diplomacy (gather information) DC 25:

A Minkai member of the Golden League visited Ramparassad recently—the local Xun all seemed afraid of him. Named Mikogu Shimazi, he is a ruthless man with a reputation for throwing away the lives of his subordinates to accomplish a goal.

Knowledge (local) or Diplomacy (gather information) DC 30:

Once a friend of the Way of the Kirin, Shimazi turned his back on the organization when it refused to support him against an enemy. He has since joined the Golden League and denounced his former friends.

If you wish to buy anything in Ramparassad before we get started, feel free. We'll start in earnest once everyone checks in or on Monday whichever comes first.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

local: 1d20 + 7 ⇒ (1) + 7 = 8

Valik, listens to the report given to him for the mission at hand. He thinks back to the local area, and any important info, but he cannot think of anything as his only though is the food that he had a few hours prior.

I should have eaten more before I departed

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Diplomacy (gather information): 1d20 + 6 ⇒ (7) + 6 = 13

"The Way of the Kirin? What are they? Who leads them?" asks Vailis while playing with his black and red tunic "Do you expect troubles during the ceremony? Who might know about it?"


Gamemaster | CC Map | S4 Map

"The Way of the Kirin is an organization that existed before the fall of Imperial Lung Wa, with an extensive trading network and mercenary armies that they contracted only to clients who met certain criteria. Certainly you can see the advantages that an alliance would offer. We will be meeting with one of the leaders during the negotiations, I will introduce you then." Amara Li answers Vailis' first round of questions, then addresses the second, "I certainly do not expect any trouble from the Way of the Kirin, and we have taken considerable measures to ensure this mission is secret. Even so, I am certain that both the Golden League and the Aspis Consortium would leverage every resource to prevent this alliance. Your presence is necessary to defend against any potential disruption from our enemies in case they have discovered our plans."

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

diplomacy, gather information: 1d20 + 12 ⇒ (5) + 12 = 17

well, that sucks...

"The Golden League has been more active in Ramparassad lately; they're toughs have been making their presence known, but they haven't been any trouble. Yet."

No purchases. I think. I believe I mentioned my +1 greatsword, +1 natural armor amulet, masterwork transformation for the lucerne hammer, and splash weapon purchases elsewhere


Gamemaster | CC Map | S4 Map

As soon as we hear from at least one more players, I'll move us along.

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

Knowledge (local): 1d20 + 6 ⇒ (13) + 6 = 19
Diplomacy (gather information): 1d20 + 4 ⇒ (7) + 4 = 11

"Who are the Golden League, exactly?" Ophelia asks, eyebrows twitching together over the rim of her teacup. "I don't believe I've heard of them." After a moment, she blurts out her second question: "And what should we wear to this ceremony?"

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

knowledge local: 1d20 + 7 ⇒ (5) + 7 = 12
No purchases, unless he needs to buy clothes for the event.

-Posted with Wayfinder

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale nods at Ophelia's question.


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Gamemaster | CC Map | S4 Map

Amara Li nods to Ophelia and begins to explain, "Much as the Society has gathered rivals in the Inner Sea, the Way of the Kirin has made many enemies in Tian Xia. The Golden League is a powerful criminal organization with influence throughout Tian Xia. They are masters of subtle manipulation, bribery, thuggery, and assassination. Their enforcers are called Xun—merciless thugs who don’t hesitate to maim or kill a person for the league families they serve. They are easy enough to spot by the nearly full-body tattoos that they favor. Should you see any Xun here in Ramparassad, keep clear."

"For the tea ceremony, typically one wears a formal court dress or formal armor. I doubt that our contact will be particular about which you choose."

Last chance to make any additional purchases in town. The next part is a little complicated on my end, but I'll try to get it up somewhat soon.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

since we are bodyguards, this is not really a social mission, right?

if social, preparing Honeyed Tongue, otherwise, sticking with Challenge Evil

also, Quiella is carrying her Pearl of Power again

-Posted with Wayfinder

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

do I gather that we should get something other than the formal wear we have purchased in previous social scenarios?

-Posted with Wayfinder

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Pretty sure I sold my old formal wear...because..ranger don't dress up well..So I'll be buying that again.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Oh! I'm very close to the 6K gold required to add spell storing to my +1 rapier. Looking to see if I can find enough stuff to sell back. Can I change PP into gold?

I'm 450gp shy.

I bought that stupid wand of cause fear for 750 and only used 6 charges. So 750*(44/50)/2 = 330. Is that right?

Sell ioun stone (200/2) = 100gp
Sell Antiplague potion (100/2) = 50 gp

If I'm right about the wand, then that is 330+100+50=480

That would leave me with 30 gold to my name, woot!


Gamemaster | CC Map | S4 Map

Since Amara Li specifically mentioned you are there for protection, you might assume that you should focus on that.

As for the formal wear, that's already been addressed by the Venture-Captain, although I will underscore that she said your participation in the tea ceremony was optional.

Mel, as long as you spent gold on the wand and not PP, you can sell it back I believe. You can't cash in PP for gold per se, although you can buy one object for up to 150gp for 1 pp or one object for up to 750gp for 2 pp.


Gamemaster | CC Map | S4 Map

If you want to make any additional purchases, just indicate that in your next post.

The next morning your group, Amara Li, and some servants are teleported to an island. The Venture-Captain reveals that you are now on a small volcanic island at the northern end of the Minatan Archipelago.

A black stone pier juts out from the beach, though years of pounding surf and use make it impossible to discern whether it was magic or skilled hands that constructed the pier. Igneous black sand peppered with chunks of dark gray rock makes up the beach. Further up the hill, the landscape is filled with strange shapes eroded from the charcoal-colored stone. Wild basalt beasts, bizarre pumice chimneys, igneous archways, and twisted stone snakes line the winding mile-long path that crawls up the steep hillside. The black tiles of the lighthouses’s rooftop is just barely visible between two of the more serpentine stone menhirs. A light mist dampens the docks and darkens the stone to a glossy black. The mist blocks vision from afar.

After a fairly long walk, you finally reach the house where the negotiations will be conducted. A lighthouse towers above a two-story house. Both structures are made primarily of the local soot-colored basalt. The lighthouse appears to be intact, but the manor has fared less well—its windows lack screens and its roof sags, suggest it has suffered badly from decades of neglect. These structures perch at the edge of a cliff, with the north-facing side of the house supported by tall stilts anchored deep into the cliff.

As you enter, Amara Li reminds you of your mission, "So, please attempt to make this building as defensible as possible in case of trouble. You may use anything you find for that purpose, as well as make any alterations to the structure as necessary. You have two hours until our guest arrives."

* * *

Okay, so as stated above, you'll need to make the house more defensible within two hours. I'll leave it up to you all to figure out how you want to do that, but I'll give you some hints if you are struggling. To aid in that purpose, I've supplied a map of the house and some brief descriptions of the rooms. If you want to search a room for potential supplies, it will take 5 minutes of your two hour limit. If you take 20, it will take a full hour of game time (as per the scenario). I'll let you know how long it takes for each action. Let me know if you have any questions.

Here is a link to the map.

General Notes about the House
*There are many large windows as per the map
*There is spare furniture throughout the house except where noted.
*The residence is located on edge of a cliff.
*The floor plan on top is the first floor, the floor plan in the middle is the second floor. The circle at the bottom is the top of the lighthouse.

A1. Entry
The front door is a strong wooden door. There is probably nothing in this room to find.

A2. Kitchen
The kitchen has several large, empty chests that once served as pantry space, an oven with openings in the top for pots of various sizes, a sink, and a single wooden stool. You can make a 5 minute long Perception check here.

A3. The Great Hall
Two massive bay windows with window seats topped with ruined silk cushions face north and offer a spectacular view of the ocean and a cluster of smaller islands. A fireplace sits to the south. You can make a 5 minute long Perception check here.

A4. Lighthouse Storage
This circular room has a simple wooden door and contains a jumble of old supplies. It might take up to 15 minutes to search this room, although that time is reduced with a higher Perception check.

A5. Spare Room
This room is devoid of furniture, making its original purpose difficult to discern, but you do note it's directly above the main door. There is probably nothing in this room to find.

A6. Master Bedroom
A large, rotting bed dominates the master bedroom along side a relatively well-preserved desk and chair. The ceiling sags from water damage and the floor in the center of the room slants alarmingly. There is probably nothing in this room to find.

A7. Lightroom
The lighthouse rises 30 feet and is built of the same dark basalt as the nearby house. A slightly arched covered bridge connects the second floors of the two structures. Inside, the lighthouse contains only a small storage area (area A4) and a wooden spiral staircase that winds its way up to the tower’s top. A trapdoor at the top of the stairs exits to a narrow walkway with a railing that encircles the middle of the small room that houses the lantern. You can make a Perception check to look around this room as well.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Can "aid another" be done?

Valik, still having the fancy garb will decide to attend the formal tea ceremony, but only if it doesn't conflict with preparation for the potential threat. He walks into the entry way, and notices the string wooden door. He pushes on it a few times to ensure it would indeed withstand some punishment. Afterwards, he takes a very methodical approach in going from room to room assessing each room for anything helpful that the group might be able to use to better fortify themselves against any danger.

I am checking out each room I come across and collecting everything that could be useful. It is bad enough the Aspis want to interfere, but two threats is another challenge. Spread out or group together, either way find what you can but don't loose track on time.

Kitchen: 1d20 + 18 ⇒ (11) + 18 = 29
Great hall: 1d20 + 18 ⇒ (13) + 18 = 31
Lighthouse storage: 1d20 + 18 ⇒ (12) + 18 = 30
Spare room: 1d20 + 18 ⇒ (15) + 18 = 33
Master bed: 1d20 + 18 ⇒ (16) + 18 = 34
Lightroom: 1d20 + 18 ⇒ (9) + 18 = 27

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale searches with Valik.

Kitchen: 1d20 + 11 ⇒ (15) + 11 = 26
Great Hall: 1d20 + 11 ⇒ (2) + 11 = 13
Lighthouse Storage: 1d20 + 11 ⇒ (6) + 11 = 17
Spare Room: 1d20 + 11 ⇒ (14) + 11 = 25
Master: 1d20 + 11 ⇒ (12) + 11 = 23
Lightroom: 1d20 + 11 ⇒ (10) + 11 = 21

Can the chests in the kitchen be moved? I assume the meeting occurs in the great hall?


Gamemaster | CC Map | S4 Map

You can aid another, but it still takes you 5 minutes per check.

Valik and Halkale first search the kitchen. They discover a family crest stamped into the tiles of the oven.

Knowledge (nobility) 15 or Linguistics 20:

It's the family crest of the Tsuneo family, well known in the area for being involved in numerous business interests.

Five minutes later, they search the Great Hall. They find a secret door that leads to some old lava tubes underground. They appear to go quite some distance.

I'll give the others a little time to declare what they are doing for the first 10 minutes, then we'll move on to what Valik and Halkale find in the other rooms.


Gamemaster | CC Map | S4 Map

Yes, the chests can be moved, and so can the spare furniture in the other room. The meeting will occur in the great hall, yes. As you prepare, Amara Li and her servants begin to clear it.

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Vailis will nod then while the others start to register, he moves towards one sofa close to the windows. There, he sets a book over the cushions and closes his eyes.

Softly, he starts a chanting in Abyssal. He keeps doing that until suddenly a puff is heard and within a misty smoke appears a little humanoid. Vailis rises his eyes and looks at his eidolon "Welcome Coco"

"As much as I know you are an expert on architecture and other affairs, I guess if you could help me and my group to explore and secure this building" explains the half-elf. The eidolon nods with a smile "It will be an honor Master"

Coco looks around the Great Hall where he was called.
Perception (Coco): 1d20 + 4 ⇒ (17) + 4 = 21
Perception (Vailis): 1d20 + 4 ⇒ (12) + 4 = 16

The eidolon then checks the crest found by Valik and Halkale when it is called its attention.
K. nobility: 1d20 + 15 ⇒ (2) + 15 = 17
"This is the family crest of the Tsuneo family, well known in the area for being involved in numerous business interests." explains Coco.

Afterwards Vailis explores the Lighthouse while Coco checks the whole integrity of the house.
Perception (Vailis): 1d20 + 0 ⇒ (9) + 0 = 9
K. engineering (Coco, house structure): 1d20 + 18 ⇒ (18) + 18 = 36

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Can Mel set traps to make noise at any of the doors or windows? How long for each? He has a ton of string and crap from that maze we went through.

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

"see if you can find some glass or other noisy junk we can put under windows or behind doors. Since everyone is checking inside, I'll go take a look at those supports."

-Posted with Wayfinder

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

is +1 magically enhanced masterwork platemail formal enough? If not, I suppose Quiella will do the studded-leather-under-courtier's-outfit thing again. That would be 16AC/15FF. :(

"Make the house more defensible?" Quiella frowns at all the windows and possible entrypoints. Inside, she eyes the various stairways and frowns even more. "This place is a nightmare for six people to defend."

I'm kinda' stumped...

At the reveal of the secret tunnel, Quiella offers to explore where it leads by herself so the others can continue their search. "I can't see far, but I can see in the dark. Hopefully this ends in solid stone and is not another potential entry point for ill-doers."

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

When he gets back inside, Mel makes sure the servants setup the Everburning Torch as part of the decorations, near where our gal will be sitting in the main room, so we do not get thwarted by darkness again.

He keeps his ioun torch on him, but not circling (ie, in his belt pouch). No sense attracting attention.


Gamemaster | CC Map | S4 Map

Vailis takes a minute to summon his eidolon Coco, then the two search the Great Hall, but find nothing of additional interest.

Coco then attempts to get a feeling for the integrity of the whole house. The majority of the house and lighthouse appears to be composed of basalt, but the roof is sagging on the house, and the windows will easily break under any sustained assault.

Vailis examines the lighthouse in the meantime, estimating that there is bound to be some useful items in the first floor storeroom. At the top, it appears the lighthouse lantern is still function, but suffers from a broken lens and glass panes.

Melufiuos looks around for materials for traps/alarms the doors. I'll assume you'll find the necessary materials for your traps, Mel. Just let me know the locations where you want to place them and what you want them to do exactly. Every trap you place takes you 5 minutes and you'll need to succeed on either a Craft (traps) or Disable Device check.

Quiella sees that the passage appears to extend far underground, but she suspects that her talents might be better spent helping the others prepare the house's defenses, especially if enemies appear before guests do. If you wish to proceed regardless, just let me know.

Aren't sure what do to? Intelligence or Wisdom check DC 10:

You can use the furniture to create makeshift barriers on the windows or doors.

I'll reveal what Valik and Halkale find in the 'next 10 minutes' a little later when I have more time. In the meantime, everyone else please either clarify what you wanted to do for the 'first 10 minutes' or state your actions for the 'next 10 minutes.'

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

OK, clarifying my first ten minutes. Instead of checking the supports, he just asks the Eidolon if they look like they could be easily dislodged and cause the house to fall off the cliff. He then runs upstairs and checks to see if there is any oil left in the lighthouse... Don't want to barricade myself in a burning building.

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Is there any reason for anyone to be in the upper floors? Can we just clog the two stairways and then secure the first floor?

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Instead of making traps, Mel waits for Coco's assessment of the house. The eidolon believes the house is secure on its foundations and shows no signs of falling off the cliff. The Magus then makes his way to the top of the lighthouse to see that the lantern is out of oil, but could be lit if oil was added and the wick was relit.

Moving on to the next ten minutes.

Continuing their methodical search of the house, Valik and Halkale next search the lighthouse storage room. With their eagle eyes, what could have been a 15 minute search is reduced to 5 minutes. They find two rusty bear traps, and a 20-gallon barrel of whale oil (probably for the lighthouse lantern). They also find pieces that look like they belong to a catapult. They surmise it might be possible to reconstruct the siege weapon if pieces of furniture were used as substitute for missing parts.

Fashioning replacement parts for the catapult takes 30 minutes and a successful Craft (carpentry) check. Afterwards, someone will need to make a successful Disable Device, Knowledge (engineering), or Profession (siege engineer) check to assemble it. This can be retried if you fail the first rolls, but takes 10 extra minutes for each retry.

Checking the spare room next, neither Valik nor Halkale find anything useful, but they do surmise that since the room is directly above the front entry, you could fashion murder holes in the floor to either fire projectiles or launch harmful substances if an unwanted visitor comes in the front door.

Keeping track of time (2 hour limit)
Halkale (20 minutes)
Mel (10 minutes)
Ophelia (No actions taken yet)
Quiella (10 minutes)
Vailis and Coco (10 minutes)
Valik (20 minutes)

I need actions from Mel, Ophelia, Quiella, and Vailis/Coco for the next 10 minutes.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

I meant to ask you. Was it 2 hours total for our whole group, as we would be at 70 minutes in out of the 120? Or would each PC get 2 hours, and since I would search each room in about 30 minutes (give or take with given rolls), We would just use my rolls and use the other 90 minutes to fortify the house?


Gamemaster | CC Map | S4 Map

Everyone gets two hours to do whatever they want, you don't split the time between you. I'm just keeping track of how much time you've used so we're both on the same page. As for just letting you guys take care of the Perception rolls, I'll leave that to the other players.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Uh oh... I assumed we were guarding against an assassin. Catapult? Murder holes? We're gonna be sieged!

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

"Coco, can you help the others checking the rest of the house?" says Vailis "I will attempt to fashion some catapult parts from the furniture and call you once it is done so you can perhaps assemble it. I will call you"

The eidolon accepts and departs to the first floor for searching of the area.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Meanwhile Vailis works in the catapult parts.
Craft: 1d20 + 1 ⇒ (19) + 1 = 20

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella returns and sets about using the furniture to set up barricades, beginning with closing off the secret tunnel.

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel will setup a bear trap in the square NW of the stairway in A5 and one in A6, in the square north of the SE door.

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

He alerts everyone to their presence. If that is too dangerous, he'll set those up last.

If we were to make murder holes over the front door, could we find a way to boil the oil safely? So we could tip it over and have it go through the murder holes?

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Vailis begins refashioning parts for the catapult, while Coco searches the first floor rooms again. Other than some additional furniture for catapult parts and barricades, he doesn't find anything else of note.

Quiella begins setting up barricades, the first being on the secret door leading to the tunnels. In ten minutes, you can set up two 5 foot wide barricades, let me know where you want to place the other one.

Barricades will be added to the map as they are created, I've placed one in front of the secret door already.

Melufiuos begins setting up the rusty bear traps on the second floor. Mel, if you want to hide the traps to make them more effective, I'll still need either Craft (traps) or Disable Device check for both of them.

Traps are indicated by red callouts. It is assumed Mel gives everyone ample warning and instructions on how to avoid them.

Re: Boiling oil. It's probably not safe to boil the oil, but you could boil water and use it through the murder holes. It takes 1 hour to boil enough water to be useful. There's also probably enough supplies in the house to create a makeshift explosion similar to Alchemist's Fire with a high enough Craft (alchemy) check.

As thirty minutes passes, Valik and Halkale finish searching the noteworthy areas. In the Master Bedroom, they find a large, rotting bed dominating the room along side a relatively well-preserved desk and chair. The ceiling sags from water damage and the floor in the center of the room slants alarmingly. If certain boards are sawed in the right way, it might make a pit trap in the bedroom.

The specifics of the Lighthouse Lightroom have been already discovered by the other Pathfinders, the lens and some glass in the lantern are broken, and it's out of oil.

Keeping track of time (2 hour limit)
Halkale (30 minutes)
Mel (20 minutes; Still need checks to hide bear traps)
Ophelia (No actions taken yet)
Quiella (20 minutes; Still need to know where to place 2nd barricade)
Vailis (30 minutes, 10 more minutes until finished with catapult parts)
Coco (20 minutes)
Valik (30 minutes)

Potential Actions:

*Set up a barricade (5 minute duration, no check needed. Please designate its location)

*Create a trap (5 minute duration, Craft (traps) or Disable Device check. Please designate its location)

*Create murder holes on second floor (20 minute duration, Craft (carpentry) or Disable Device check. Takes 30 minutes if you fail check)

*Boil Water for murder holes (1 hour duration, no check needed)

*Create makeshift explosive for murder holes (1 hour duration, Craft (alchemy) check)

*Create pit trap in Master bedroom (10 minute duration, Craft (carpentry), Disable Device, or Knowledge (engineering) check)

*Create replacement catapult parts [Vailis] (30 minute duration, Craft (carpentry) check)

*Assemble catapult (Finish replacement parts, duration 5 minutes. Disable Device, Knowledge (engineering), or Profession (siege engineer) check)

*Something else which might work that you think up.

Still need some clarification from Quiella and Mel on their previous actions. I also need actions for the next ten minutes from Mel, Ophelia, Quiella, and Coco. Hopefully the spoiler will make it easier to plan/decide.

Dark Archive

HP 83/84 AC 20 TAC 13 FF 18 | CMD 19 | F +12 R +9 W +9 (inmune to sleep, +2 vs enchantments) | L1: 4/7 L2: 2/6 L3: 5/5 Sm: 6/9 Timelost Chronicler:1/1 | Senses Low-light +1 (Coco darkvision 60' +10)
Skills:
Diplomacy+7,Bluff+7,H.Animal+10,Arcana+5,Hist+6,Planes+5,Local+5,Linguistic s+9,K.nature+5,Stealth+1,Sense motives-1,Spellcraft+13,Use Magic Device+20,Concentration+17
Male Half-elf Summoner 9| - (Inactive)

Vailis will order Coco to help barricade the main doors to the house.

Then come back to the catapult and help assemble the pieces.
Coco K. engineering: 1d20 + 18 ⇒ (2) + 18 = 20

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I think Quiela will be looking to barricade every window and door on the first floor that she can, followed by the door on the second floor going out to the lighthouse, and the Windows on the second floor. If she runs out of time, she could barricade the door to the stairs going up instead

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

disable device: 1d20 + 12 ⇒ (15) + 12 = 27
disable device: 1d20 + 12 ⇒ (10) + 12 = 22

-Posted with Wayfinder

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

After he is done hiding the bear traps, he starts on the murder holes.
disable device: 1d20 + 12 ⇒ (11) + 12 = 23

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Coco works to barricade the front door with some furniture. He's confident the door will now be tougher to break down.

Quiella barricades three of the windows on the front floor. She figures there's enough materials to barricade nine more 5' foot wide spaces. Let me know if that changes where you want to barricade.

Melufiuos successfully hides his bear traps, then begins working on creating murder holes on the second floor.

As the next 10 minutes past, Vailis finishes refashioning parts for the catapult and Coco puts it together.

Now that the catapult is finished, you can place it somewhere on the grounds. It takes 5 minutes to move it, 10 minutes if you have to take it up stairs.

Quiella places more barricades, while Melufiuos continues creating murder holes.

Keeping track of time (2 hour limit)
Halkale (30 minutes)
Mel (40 minutes; 10 minutes until done with murder holes)
Ophelia (No actions taken yet)
Quiella (40 minutes; Placing barricades)
Vailis (40 minutes; Finishing catapult)
Coco (40 minutes; Helping with catapult)
Valik (30 minutes)

Potential Actions:

*Set up a barricade [7 remaining; Quiella] (5 minute duration, no check needed. Please designate its location)
*Create a trap (5 minute duration, Craft (traps) or Disable Device check. Please designate its location)
*Create murder holes on second floor [Mel] (20 minute duration, Craft (carpentry) or Disable Device check. Takes 30 minutes if you fail check)
*Boil Water for murder holes (1 hour duration, no check needed)
*Create makeshift explosive for murder holes (1 hour duration, Craft (alchemy) check)
*Create pit trap in Master bedroom (10 minute duration, Craft
(carpentry), Disable Device, or Knowledge (engineering) check)
*Place catapult on grounds (5-10 minute duration)
*Something else which might work that you think up.

Need actions for next ten minutes from Halkale, Ophelia, and Valik. The catapult is finished within this time frame, so you can't do anything with it yet.

Liberty's Edge

Male Human Ranger 7 | HP 61/61 | AC 18 | T 15 | FF 13 | CMD 24 CMB 9 | Fort +7 | Ref +10 | Will +4 | Init +7 | Perc +12 | Sense Motive +3|Low Light Vision| Frostfur: HP 57 AC 23 Large

Halkale goes outside with Frostfur to look for ways to attack the house.

H Perception: 1d20 + 11 ⇒ (16) + 11 = 27
F Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I see barricades on *5* windows, the front door, and the entrance to the secret passage. Is that correct?

-Posted with Wayfinder


Gamemaster | CC Map | S4 Map

Quiella, that's correct. Although it's not clear, but I think the opening opposite of the lighthouse is a door. You have materials remaining for 7 barricades after this 10 minute period.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik, when he sees the sagging, wonders how difficult it would be to create a hazard for the potential invaders. He looks at the floor, and the angle from various points in the room. He closes his eyes, and meditates for a few moments. He than get to work, with a focused mind in creating a potential pit trap for anyone crossing the floor.

K engineering, Ki point for a +4 bonus: 1d20 + 7 + 4 ⇒ (14) + 7 + 4 = 25

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