Chaosorbit's PFS #7-10: The Consortium Compact (Inactive)

Game Master Chaosorbit

Delroya's Letters

Diobel Warehouse


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Grand Lodge

Male Elf (SNowcaster) 1 Sorcerer, Frost Elemental / HP 7/7 / AC12 / FF10 / T12 / CMD 11 / Init +2 / Saves (Fort+0 / Ref+2 / Will+3) / Perc+3 / Speed 30ft

Either the sewer people are under the dim shroud of the Whip or they are diseased, Frost did not care, he hoped no one was clumsy enough to get surprised by one if it attacked.

Readies an action to sent a frost ray at one if it attacks.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine sloshes through the water to the other side of the tunnel and couches (partial cover) behind the prone man in the sewer alcove. As he moves, he whispers to Dimble, while gesturing to the movement by the sewer pipe. Some varmint down yonder.
After crouching in a defensive stance, he'll check the status of the other guy while training his gun down the sewers towards the movement.

If trouble starts, he'll call for Throck to move up to take a position between him and the enemy.

Liberty's Edge

Male Dwarf Brawler Lvl 1. 11/11 HP / AC 17 / FF 14 / T 13 / CMB +4 / CMD 17 / Initiative +5 / Saves ( Fort +3 Reflex +5 Will +0) / Perception +0 / Speed 20

Slaine, let's leave these zoned out creatures to their dreams and move towards the action. I don't think you'll have any trouble shooting over my head if we need it....

perception: 1d20 + 0 ⇒ (6) + 0 = 6

I try and head closer to the statue to see what is moving. I also have a mace ready in each hand.

Silver Crusade

Maps and Handout

Kados also succesful leaps the muck. While Slaine sloshes through it, as he does a strong chemical odor threatens to overtake him.

Need a Fort save DC12 from Slaine.

Slaine positions himself.

Throck stands guard on the ladder, and Faceshifter draws out his rapier. Frost Seeker continues a weary eye toward the afflicted, realizing they are potentially dangerous.

Dimble, mace in hand edges closer, but doesn't see what Slaine is talking about.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Fort save: 1d20 + 4 ⇒ (5) + 4 = 9
Craft:alchemy: 1d20 + 3 ⇒ (14) + 3 = 17
Just in case my alchemy skill helps me avoid or resist the muck.

Silver Crusade

Maps and Handout

Slaine feels sickened as he moves through the sewer muck. He can tell in an instant there is chemical reagent run off in the mire. He likely won't feel better until he has a chance to wash it away from his clothes and gear.

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Oi!! I shoulda seenit sooner. Watch the muck, it'll soak into yer clothes n make ye gag! Slaine chokes out between retches. He sets his knee on the prone figure so he can monitor it for movement and peers down his musket looking for any further movement by the pipe.

I'm assuming I've assessed the dude on the ground as being prone and drugged. If my Heal/Perception check makes me feel like he's a threat, I'll pay closer attention to what he's doing.

Silver Crusade

Maps and Handout

No threat.

Slaine can see occasional movement at the end of the pipe, but whatever it is doesn't completely reveal itself.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

How long to clean off my clothing? If I can, I'll do that now. Otherwise, I'll pause for rogues.

Silver Crusade

Maps and Handout

Yes, you can used your waterskin and douse your clothes.

Liberty's Edge

Male Dwarf Brawler Lvl 1. 11/11 HP / AC 17 / FF 14 / T 13 / CMB +4 / CMD 17 / Initiative +5 / Saves ( Fort +3 Reflex +5 Will +0) / Perception +0 / Speed 20

Dimble would like to move east about 4 spaces and then ready an action to attack if someone jumps me. Otherwise will try and look around. With Slaine's warning I will do my best to not walk or fall in the much.

I can't remember, do I move myself or do you? Would I offer another perception check after move?

Silver Crusade

Maps and Handout

Go ahead and move yourself. Sometimes I will move folks if they indicate it but don't do it. If crossing the muck, you can make an acrobatics check to jump over. Feel free to do another perception check.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Dousing and scrubbing off the muck, Slaine mutters to himself about the shabby, chaotic state of "durn lawbreakers". Once cleaned, he calls for Throck. Oi, Throck! Commere an give me a place to rest meh musket. Go down th' one side an don' touch the sludge. Knowing Thock's difficulty with complex instructions, he also mimes the directions and warning. Once Throck comes up alongside, he'll hop across and take cover behind the dwarf and begin advancing him forward toward the pipe.
I'll make the movements on the map, but won't advance any further until others have a chance to go (or David tells me to go). Essentially, I'm trying to provide cover fire for whatever might pop out of the tunnel at Dimble.

Acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18
Action readied to fire musket while staying behind Throck (partial cover)

Liberty's Edge

Male Dwarf Brawler Lvl 1. 11/11 HP / AC 17 / FF 14 / T 13 / CMB +4 / CMD 17 / Initiative +5 / Saves ( Fort +3 Reflex +5 Will +0) / Perception +0 / Speed 20

perception: 1d20 + 0 ⇒ (17) + 0 = 17

Dimble is quietly muttering, Hope their aren't any traps down here....14 blasted rouges in our party....grumble, grumble....

The Exchange

M Tiefling Asura-Spawn Rogue 1. Monk 1 23/23 HP / AC 20 / FF 16 / T 19 / CMD 21 / Initiative + 10 / Saves ( Fort +4 Reflex +10 Will +5) / Perception +10 / Speed 30

Kados jumps the gap and tries to duck into the alcove

Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21

stealth: 1d20 + 9 ⇒ (5) + 9 = 14

Looking forward trying to gain more insight into the situation.

perception: 1d20 + 9 ⇒ (3) + 9 = 12

Silver Crusade

Male Half-Orc, HP:17, AC: 18, Flat Footed: 13, Touch AC: 15, CMD: 16/+1, Initiative: +5, Fort: +4, Reflex: +10, Will: +4, Perception: +7, Sense Motive: +2, Speed: 30ft Rogue (Unchained) 2

Faceshifter moves in behind Kados keep close to the wall and the shadows.

Silver Crusade

Maps and Handout

As the other get into position, Dimble eases forward until he can get a look into the sewer pipe. He spots a large beetle lying in wait within.

The Exchange

M Tiefling Asura-Spawn Rogue 1. Monk 1 23/23 HP / AC 20 / FF 16 / T 19 / CMD 21 / Initiative + 10 / Saves ( Fort +4 Reflex +10 Will +5) / Perception +10 / Speed 30

Kados to Faceshifter Whats going on up their?

Liberty's Edge

Male Dwarf Brawler Lvl 1. 11/11 HP / AC 17 / FF 14 / T 13 / CMB +4 / CMD 17 / Initiative +5 / Saves ( Fort +3 Reflex +5 Will +0) / Perception +0 / Speed 20

Dimble tries to make motions resembling a bug and beetle. Facial expressions and tail waggles to imitate a bug. Trying to be quiet.

If no one can make heads or tails of my hand signs and charades he whispers back about seeing one large beetle.

If no one makes signs to discourage me, I shift my weapon to my sling and attempt a shot to draw it out. I move east 4 spaces and then place a shot, hoping to draw him towards me, leaving his back and flank exposed.

sling: 1d20 + 4 ⇒ (14) + 4 = 181d4 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Male Elf (SNowcaster) 1 Sorcerer, Frost Elemental / HP 7/7 / AC12 / FF10 / T12 / CMD 11 / Init +2 / Saves (Fort+0 / Ref+2 / Will+3) / Perc+3 / Speed 30ft

Seeing Dimble use his hand signals and hearing him whisper, Frost Seeker moves closer to get a better view and in the process shoves the incoherent woman in front of him in the water.
She is probably better off physically dead than dead in the mind. Sorry he whispers

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

With Throck and his "light" shield, Slaine can probably make out the beetle now that it's in the open and he was aware of its general presence already.
If the beetle looks threatening at all, Slaine will take a shot in the surprise round. Otherwise, he doesn't want to make a deafening bang in the sewers for nothing.
Jes hold still, varmint. No one hurts Dimble when I'm around. 'Sides, this won't hurt a bit, 'cuz you'll be dead.

Silver Crusade

Maps and Handout

Dimble signals and everyone gets ready. Dimble creeps forward and launches a sling bullet, it's a tough shot into that pipe, but the bullet finds the mark and the beetle flops over dead. Stirred by the sudden action 2 more beetles suddenly emerge.

Initiative
Dimble: 1d20 + 5 ⇒ (20) + 5 = 25
Faceshifter: 1d20 + 5 ⇒ (9) + 5 = 14
Frost Seeker: 1d20 + 2 ⇒ (1) + 2 = 3
Kados: 1d20 + 10 ⇒ (10) + 10 = 20
Slaine: 1d20 + 8 ⇒ (16) + 8 = 24
Throck: 1d20 + 2 ⇒ (17) + 2 = 19

Beetles: 1d20 + 2 ⇒ (1) + 2 = 3

Roll-off
Frost Seeker: 1d20 ⇒ 13
Beetles: 1d20 ⇒ 5

Round 1
Dimble
Slaine
Kados
Throck
Faceshifter
Frost Seeker

Beetles

You all may act!

Liberty's Edge

Male Dwarf Brawler Lvl 1. 11/11 HP / AC 17 / FF 14 / T 13 / CMB +4 / CMD 17 / Initiative +5 / Saves ( Fort +3 Reflex +5 Will +0) / Perception +0 / Speed 20

Dimble will attempt to sling a stone at the beetle closest to him.

sling: 1d20 + 4 ⇒ (18) + 4 = 221d4 + 4 ⇒ (3) + 4 = 7

Silver Crusade

Maps and Handout

Deadeye Dimble drops another dung beetle!

As they emerge you get a better look at them, they are housecat-sized beetle is a dull brown color that’s brightened with two glowing green-yellow spots on its carapace.

Grand Lodge

Male Dwarf Fighter 1 16/16 HP / AC 21 / FF 18 / T 14 / CMD 17 / Initiative +2 / Saves ( Fort +7 Reflex +2 Will -1) / Perception -1 / Speed 20

Throck moves as close to the beetles as possible and readies an action to strike the beetle if it tries to get past him.

Silver Crusade

Male Half-Orc, HP:17, AC: 18, Flat Footed: 13, Touch AC: 15, CMD: 16/+1, Initiative: +5, Fort: +4, Reflex: +10, Will: +4, Perception: +7, Sense Motive: +2, Speed: 30ft Rogue (Unchained) 2

Faceshifter runs over and prepares to attack a beetle if one gets close enough
I'll go ahead and role for my attack

attack: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 0 ⇒ (4) + 0 = 4

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Seeing the beetles emerge, Slaine takes aim at the larger one (if there is one) and fires. BOOM!

Musket point-blank shot: 1d20 + 7 ⇒ (10) + 7 = 17
Attack resolves vs the beetle's touch AC (and he's flat footed!). Using move action, will reload the musket with a paper cartridge.

Silver Crusade

Maps and Handout

Blammo! Slaine shoots the beetle.

Damage: 1d12 + 1 ⇒ (10) + 1 = 11

Do I have the damage right? Go ahead and roll damage at the same time as attack roll. Saves time.

The beetle splatters.

There seems to be no sign of Laszo, examine his workbench, organized but all the flasks and jars are empty.

Liberty's Edge

Male Dwarf Brawler Lvl 1. 11/11 HP / AC 17 / FF 14 / T 13 / CMB +4 / CMD 17 / Initiative +5 / Saves ( Fort +3 Reflex +5 Will +0) / Perception +0 / Speed 20

I'm sorry, where are the workbenches and flasks and jars?

Great job team! Hey Slaine and Frosty, can you reach over and pull the druggie out of the drink? I don't think much of her but I'd hate to have her on my conscious by neglecting her. Everybody has their demons they battle....

Now, to get down to business. Can we divide up and explore this end of the tunnel and check out that side part of tunnel being blocked by the other druggy? I've never seen beetles like these before, anyone know anything about them?

Don't think knowledge local will help with this but will roll anyway to see if it might.

knowledge local: 1d20 + 4 ⇒ (3) + 4 = 7 I am a bar cook so if I know they're edible maybe I could roll that???

Silver Crusade

Maps and Handout

The bench is right by where Dimble stands. Dimble is not sure what kinds of beetles they are but you notice that even though they are quite dead, they remain luminescent, glowing steadily.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Oops! I'm still getting back into this PbP thing. Sorry! Damage for musket is correct.

Slaine nods at Dimble and starts to move toward the downed druggy. As soon as he sees the alchemist bench, he can't resist a peek to see if Laszo left anything interesting behind. Calling to the elf, he asks him to drag the drowning druggy up. Throck's available if needed for brute strength.

What'er yeh got there, Dimble? This slummer makes some bad brew, but he keeps a nice bench! Lemme see what's goin' on here.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Craft:Alchemy: 1d20 + 3 ⇒ (6) + 3 = 9

The Exchange

M Tiefling Asura-Spawn Rogue 1. Monk 1 23/23 HP / AC 20 / FF 16 / T 19 / CMD 21 / Initiative + 10 / Saves ( Fort +4 Reflex +10 Will +5) / Perception +10 / Speed 30

Kados Missing out on the action starts looking for clues for the where abouts of Laszo.

perception: 1d20 + 9 ⇒ (5) + 9 = 14

Grand Lodge

Male Elf (SNowcaster) 1 Sorcerer, Frost Elemental / HP 7/7 / AC12 / FF10 / T12 / CMD 11 / Init +2 / Saves (Fort+0 / Ref+2 / Will+3) / Perc+3 / Speed 30ft

Frosty pulls the drowning human out of the water. After that he casts detect magic in the area of the alchemists table and all around the sewer
Let's see if this alchemist left anything for us to work with here.

Liberty's Edge

Male Dwarf Brawler Lvl 1. 11/11 HP / AC 17 / FF 14 / T 13 / CMB +4 / CMD 17 / Initiative +5 / Saves ( Fort +3 Reflex +5 Will +0) / Perception +0 / Speed 20

Can you guys think of anything we could use that glowing goo for? Might replace a light spell if we rub it all over throck....

Silver Crusade

Maps and Handout

After pulling the woman out of the sewers, Frost Seeker casts detect magic and it comes up empty. You search around and don't find anything helpful. It seems Laszo doesn't keep his work products or any of his notes here when he's not with them.

Feel free to rub bug goo on Throck if you want. LOL

Silver Crusade

Male Half-Orc, HP:17, AC: 18, Flat Footed: 13, Touch AC: 15, CMD: 16/+1, Initiative: +5, Fort: +4, Reflex: +10, Will: +4, Perception: +7, Sense Motive: +2, Speed: 30ft Rogue (Unchained) 2

Faceshifter creeps back into the shadows
stealth: 1d20 + 14 ⇒ (8) + 14 = 22

Grand Lodge

Male Dwarf Fighter 1 16/16 HP / AC 21 / FF 18 / T 14 / CMD 17 / Initiative +2 / Saves ( Fort +7 Reflex +2 Will -1) / Perception -1 / Speed 20

Throck accepts the goo, thinking he is getting a bath (and for him it is, especially since the goo is an improvement on his current stench). He put a little in a bag to clean his shield later.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine moves up to the rat statue, looking for anything of interest on or around it.
Durn bugs an' now a stone rat stature! What sort of confounded thing is this? Don' look natural and a don' like it!

If he fails to find anything in/around the stature, Slaine will suggest seeing if we can get any info from the druggies before going back to the junction and trying a different branch of the sewers.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Silver Crusade

Maps and Handout

Slaine searches around the rat statue, but no secrets does it hide.

Going from one druggie to the next, you find a small vial of something hidden in one of the druggies' mat.

You are able to get enough info from them to indicate that someone they called 'The Leper' works mainly at night.

Liberty's Edge

Male Dwarf Brawler Lvl 1. 11/11 HP / AC 17 / FF 14 / T 13 / CMB +4 / CMD 17 / Initiative +5 / Saves ( Fort +3 Reflex +5 Will +0) / Perception +0 / Speed 20

Do we need to go to the ship and then come back? Slaine, don't I remember you setting traps last time? Maybe we could leave a trap for the Leper, otherwise I fear he'll be aware we've been here. As high as these guys are I imagine they'll still remember us. Other thoughts? Should we still check out the other sewer leading south?

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Mus be some other handsome feller that you're thinkin' of. The only "trap" I keep is 'ol Betsy here. He says as he taps his musket. I figure we aught to git outa here and come back at night. We'll be cuttin' it close tho. Elf! Ye got any ideas what's in this here vial? I kin try some alchemy lookin' as well.

Craft Alchemy: 1d20 + 3 ⇒ (7) + 3 = 10

Silver Crusade

Maps and Handout

Craft alchemy or perception are the applicable checks. 10 doesn't get it though.

The Exchange

M Tiefling Asura-Spawn Rogue 1. Monk 1 23/23 HP / AC 20 / FF 16 / T 19 / CMD 21 / Initiative + 10 / Saves ( Fort +4 Reflex +10 Will +5) / Perception +10 / Speed 30

Kados takes a look at it.
perception: 1d20 + 9 ⇒ (15) + 9 = 24

Then starts looking for tracks

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Silver Crusade

Maps and Handout

Kados examines the vial and decides it must be an unrefined sample of whip.

Looking for tracks he can clearly tell that the vast majority of the traffic is in the areas you already have been in, to and from the ladder to the workbench. A few tracks lead to the other tunnels, but very few.

Grand Lodge

Male Dwarf Fighter 1 16/16 HP / AC 21 / FF 18 / T 14 / CMD 17 / Initiative +2 / Saves ( Fort +7 Reflex +2 Will -1) / Perception -1 / Speed 20

Should we follow the tracks, or wait until night time for the 'leper'

Silver Crusade

Male Half-Orc, HP:17, AC: 18, Flat Footed: 13, Touch AC: 15, CMD: 16/+1, Initiative: +5, Fort: +4, Reflex: +10, Will: +4, Perception: +7, Sense Motive: +2, Speed: 30ft Rogue (Unchained) 2

Faceshifter searches the table for any drugs called "Nae Nae"

Liberty's Edge

Male Dwarf Brawler Lvl 1. 11/11 HP / AC 17 / FF 14 / T 13 / CMB +4 / CMD 17 / Initiative +5 / Saves ( Fort +3 Reflex +5 Will +0) / Perception +0 / Speed 20

Throck, we don't have time to wait the leper out, as much as I'd like to. Hate to see him enslave any more people. We probably need to head to the docks to check into the boat. We're looking for the The Blue Dragon's Bite and it's supposed to be in the Trawl district. Documents in the captains quarters. Thoughts on how to get any of our nimble and sticky fingered friends on the boat? We might need a distraction....

Grand Lodge

Male Elf (SNowcaster) 1 Sorcerer, Frost Elemental / HP 7/7 / AC12 / FF10 / T12 / CMD 11 / Init +2 / Saves (Fort+0 / Ref+2 / Will+3) / Perc+3 / Speed 30ft

What do you suggest Dimble?
Frosty asks while flipping through a small spell book.
I can be somewhat distracting.

The Exchange

M Tiefling Asura-Spawn Rogue 1. Monk 1 23/23 HP / AC 20 / FF 16 / T 19 / CMD 21 / Initiative + 10 / Saves ( Fort +4 Reflex +10 Will +5) / Perception +10 / Speed 30

Before we leave the sewer Kados does a quick sweep down the tunnel to make sure we did not just miss the Leper. After that.

Kados suggests You can create a distraction and me and the orc can sneak onto the boat and accomplish our tasks

Silver Crusade

Male Half-Orc, HP:17, AC: 18, Flat Footed: 13, Touch AC: 15, CMD: 16/+1, Initiative: +5, Fort: +4, Reflex: +10, Will: +4, Perception: +7, Sense Motive: +2, Speed: 30ft Rogue (Unchained) 2

Faceshiftr grunts acknowledging Kados and nods

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