Part 1 The Hassashar Trade Route (Thunderscape PbP) (Inactive)

Game Master BinkyBo

>combat map rd1<


House Rules
Implant Salvage
A salvaged implant may provide a value up to half their original
creation cost which can only be put toward creating similar implants.
Any implant greater than Basic requires a character with the Craft
Magic Arms and Armor feat to successfully preserve its worth during
recovery.

Combat Initiative
I will roll everyone's initiative.
1st phase = All whose initiative is higher than the enemy go first - in whatever order you happen to post.
2nd phase = the enemy.
3rd phase = all with initiative below the enemy.

Group Decisions
Once one player makes a suggestion and a second confirms, I will "move"
the party in that direction soon after... unless there is an objection.
Make your objection known IC in gameplay, or a quick OOC in discussion
if you don't have a chance to post at that time.

Aqiribast >mission map<

tank crew:
~~~~~~~~~~~~
Human Cannoneers
~~~~~~~~~~~~
Otto Krebs
Human expert 1/warrior 1
N Medium humanoid
Init +1; Senses Perception +4
----- ----- ----- ----- -----
AC 13, touch 12, flat-footed 11 (+1 armor, +1 Dex, +1 dodge)
hp 13 (2 HD; 1d8+1d10+4)
Fort +4, Ref +1, Will +2
----- ----- ----- ----- -----
Speed 30 ft.
Melee combat knife +2 (1d4+1/19–20)
Ranged holdout pistol +2 (1d6/x3)
----- ----- ----- ----- -----
Str 13, Dex 12, Con 15, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 13

Feats: Dodge, Additional Traits
>Siege Crewman: You have spent some time as a member of
a siege crew in defense of one of Aden’s great cities. You gain
proficiency with one siege weapon and gain a +1 trait bonus
to your Intelligence checks when aiming a catapult, cannon, or
similar siege weapon. (proficiency with light cannon)

>Grim Optimism: As a standard action, you can joke about a troublesome
situation to lighten the load of dealing with it for yourself and
others. You and all allies within 30 feet who can hear you gain a +2
morale bonus on saving throws against fear and pain effects for 1d4
rounds. A character cannot benefit from this effect more than once in
24 hours.

Skills Acrobatics +5, Climb +6, Craft(Machinery) +6, Disable Device +6,
Know(Engineering) +8, Perception +4, Profession (soldier) +7, Survival +4, Swim +6
Languages: West Common, East Common

Gear: Padded Armor, Combat Knife, Holdout Pistol, 10 rounds, canteen,
(7) rations, Flint and Tinder, Compass.

Heinrich Krupp
Human expert 1/warrior 1
N Medium humanoid
Init +3; Senses Perception +5
----- ----- ----- ----- -----
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 13 (2 HD; 1d8+1d10+4)
Fort +4, Ref +2, Will +3
----- ----- ----- ----- -----
Speed 30 ft.
Melee combat knife +3 (1d4/19–20)
Ranged holdout pistol +3 (1d6/x3)
----- ----- ----- ----- -----
Str 11, Dex 15, Con 14, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 14

Feats Weapon Finesse, Additional Traits
>Siege Crewman: You have spent some time as a member of
a siege crew in defense of one of Aden’s great cities. You gain
proficiency with one siege weapon and gain a +1 trait bonus
to your Intelligence checks when aiming a catapult, cannon, or
similar siege weapon. (proficiency with light cannon)

>Competitive: Whenever another creature within 30 feet attempts a skill
check and you attempt a check with the same skill before the start of
that creature's next turn, you gain a +1 trait bonus on your check
(this includes attempting an opposed skill check against the creature).

Skills Acrobatics +6, Climb +5, Craft(Machinery) +7, Disable Device +8, Know(Engineering) +9,
Perception +5, Profession (soldier) +8, Survival +6, Swim +5
Languages: West Common, East Common

Gear: Padded Armor, Combat Knife, Holdout Pistol, 10 rounds, canteen,
(7) rations, Flint and Tinder, Compass.

~~~~~~~~~~~
Dwarven Gunners
~~~~~~~~~~~
Hans Steinfaust
Male dwarven warrior 2
NG Medium humanoid
Init +2; Senses Perception +5
----- ----- ----- ----- -----
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex)
hp 15 (2d10+4)
Fort +5, Ref +2, Will +1
----- ----- ----- ----- -----
Speed 20 ft.
Melee Combat Knife +3 (1d4+1/19–20)
Ranged Rifle +5 (1d10/×3)
----- ----- ----- ----- -----
Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 10
Base Atk +2; CMB +3; CMD 15

Feats Point-blank Shot, TF Swap Places
Skills Climb +4, Perception +5, Profession(soldier) +5
Languages: West Common
Gear: Hide Shirt, Combat Knife, Rifle, 20 rounds, canteen,
(7) rations, Flint and Tinder, Compass.

Gretal Steinfaust
Female dwarven warrior 2
NG Medium humanoid
Init +2; Senses Perception +5
----- ----- ----- ----- -----
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex)
hp 15 (2d10+4)
Fort +5, Ref +2, Will +1
----- ----- ----- ----- -----
Speed 20 ft.
Melee Combat Knife +3(1d4+1/19–20)
Ranged Rifle +5 (1d10/×3)
----- ----- ----- ----- -----
Str 12, Dex 15, Con 14, Int 10, Wis 13, Cha 10
Base Atk +2; CMB +3; CMD 15

Feats Point-blank Shot, TF Swap Places
Skills Climb +4, Perception +5, Profession(soldier) +5
Languages: West Common
Gear: Hide Shirt, Combat Knife, Rifle, 20 rounds, canteen,
(7) rations, Flint and Tinder, Compass.