GM Brayden's PFS First Steps: "In Service to Lore" (Group 2)

Game Master Brayden Green

Pathfinder Society "First Steps." This is the introductory phase to pathfinder society.


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The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

As she scans the jars, her eyebrow raises. She taps her lip while her mind races, Hrm, all of them almost full.. as if they haven't been touched.

"I guess you're right Auntie. You can never bee too prepared. I'm wondering though.. with so many sick kids, why do these medicines seem like they've rarely been used? I mean.. there's dust on some of them, and almost all of them are full."

Pulling a couple from the shelf at random, she shows them to Lore and Bander. "See."

Turning a steady gaze at Auntie, her voice neutral. "So what do you give the children?"


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**
Lorelendral Teklet wrote:

Lore does look closely at the stockpile of medicines... For someone who needs these medicines so badly for the children, why does she have so much saved up here... what is she giving the kids? Lore looks at the medicines with a little sigh of surprise and hands the package over to Auntie to place in with the rest. We weren't told to withhold the medicine, just to deliver, observe, evaluate and report.

She looks at Shi and Bander again with another shrug... and looks at Auntie, to see what her response to Shi's remarks is. For such a philanthropist, she has quite a stockpile of medicines she is supposedly usihng, and quite a bit of gold.. wonder where she gets it all... she could be selling children when they get well. Lore has to fight to keep the look of horror off her face as this thought runs through her mind.

just to clarify, and make sure you have the right picture: this isn't an orphanage, and within random kids off the streets... This is like a hospital, but a hospital for kids, and that their parents take them to and pick them up from when they are done, and so it would be nearly impossible for her to sell the children out for under the parents. I. Now, if the parents where complicit in it, then that's another thing altogether.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

oh... i thought it was more of an orphanage... still the parents could be complicit or she might just sell the orphans among the patients. Just a thought. but thanks for the clarification

Grand Lodge

HP 9/9 AC 14 CMD +12 Touch 12 Flat 12 (Punch Dagger)+0;1d4+X (Bomb 7/7)) +3;1d6+4 F +3 R +4 W +1 INIT +4 Perc +6 CMB +0 ; M Half-Orc Alchemist (Mindchemist)/1

Outside:
Giving up on his own line of questioning, Ahzrin turns to Thaddaeus. "Well, I'd say we've troubled this one quite enough. I'm thinking we head inside and see what our compatriots have uncovered."

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

Lore watches Auntie's response to Shi's question. It seems a good question after all. Why all these unused medicines when children are coughing and sniffling upstairs? She examines the medicines she can see for their type and efficacy.

It's a good question Auntie... please do tell us what you DO give the children if you're not giving them this medicine.

heal check 1d20 + 3 ⇒ (9) + 3 = 12

darnit not very good

Liberty's Edge

Ahzrin:
Actually...so long as our comrades are occupying old Auntie it may give us a chance to take a "self guided tour".


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

She closes the safe and says, with apprehension, "I think I have a confession to make. I am an alcoholic. I know I played it off earlier as a night time thing, but the truth is, most days I'm liquored up, and some days I can't remember much of what goes on. I think the kids just heal on their own, and I lock the medicine in here, so no one will discover my secret.

I've been doing this for 3o years now. I think it's time for me to retire. Tell the silver crusade that they won't need to look any further into whether or not I am a legitimate charity, because I will be closing my doors.

I'm just too old and fragile to be doing this anymore, and I can't get over this alcohol dependency that I have. I'll go send a message to the merchants guild that I am unfit to continue."

She slumps her shoulders and walks out the door, not waiting for anyone to follow.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

you can sense motive, if you want

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Sense Motive 1d20 + 5 ⇒ (15) + 5 = 20

Shilyn looks at the elderly lady then at the others. "Auntie, the kids like you and your stories. I wonder.." Her voice trails off into a thoughtful respite. After a moment, she continues, "With all the young Society members.. perhaps we could get one of the healer candidates assigned to help the kids as part of their training. Auntie could tell stories and help out."

With a soft smile she concludes, "The money brought in from the parents could go to the Society, with a stipend for Auntie. What do you think?"

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

sense motive 1d20 + 3 ⇒ (9) + 3 = 12

Lore looks from Auntie to Shi. It seems a logical suggestion and Auntie I'm assuming sounds legitimately repentant and sorry to her.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Shilyn:
Part of her statement was a lie. There was true reaction there, and for the most part she was being truthful, but she is lying about something there, perhaps to hide something worse.

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Giving her idea a bit of time to sink in, she looks at Auntie again. Crossing her arms over her chest she says sternly, "But.. before we go to the Society with this proposition, I really think you need to tell us everything.. and I do mean everything"


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

There is nothing more to tell, she says. I'm finished, and it should be so. I will send the message, or you may send it yourselves. I am ashamed of my habit, and I now wish to see the end of my secrets.

bluff 1d20 + 8 ⇒ (2) + 8 = 10

sense motive DC 10:
There is more to it, though she isn't likely to tell you what it is, as things stand.

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

sense motive: 1d20 + 5 ⇒ (4) + 5 = 9

Letting out a sigh, Shilyn simply nods to Auntie and glances at the others with a shrug holding her peace while she thinks.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Everyone in the room: Give me a WIS and an INT roll.

People outside of the room: What are you guys doing? Haven't heard from you in a while...

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Int 14: 1d20 + 2 ⇒ (17) + 2 = 19
Wis 12: 1d20 + 1 ⇒ (5) + 1 = 6

Liberty's Edge

GM Brayden:
it was my plan to sneak back in the house to snoop around a bit...just wasn't sure if Ahzrin was on board with that idea or not. (per my last post)

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

sense motive 1d20 + 3 ⇒ (10) + 3 = 13

int 10 1d20 ⇒ 18
wis 16 1d20 + 3 ⇒ (13) + 3 = 16

Grand Lodge

HP 9/9 AC 14 CMD +12 Touch 12 Flat 12 (Punch Dagger)+0;1d4+X (Bomb 7/7)) +3;1d6+4 F +3 R +4 W +1 INIT +4 Perc +6 CMB +0 ; M Half-Orc Alchemist (Mindchemist)/1

GM and Thaddaeus:
So sorry guys, had an impromptu first session of Warhammer Fantasy Roleplay today... took way longer than expected

Ahzrin nods to Thaddaeus and follows him to the house. "I think that may be wise."


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Bander's rolls:

1d20 ⇒ 8

1d20 ⇒ 15


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

I'll update what you know, and what you think later tonight.


sense motive roll Bander: 1d20 + 3 ⇒ (17) + 3 = 20
Also my intell roll is a +4 and wis at +1

+


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**
Chrystrom wrote:

sense motive roll Bander: 1d20+3

Also my intell roll is a +4 and wis at +1
+

Good to know. I didn't want to go digging for it. I was sure that you'd give me the modifiers once back on.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Okay. Those in the room.

You have figured out that:

A) She is an alcoholic, and has admitted to such. That right there fulfills the mission that she isn't a legitimate charity, as that will shut her down. YOu can't be drunk and have a business involving kids.

B) There is a distinct lack of kids running around and getting into things. There is evidence of a lot of kids circulating through this place. Lots of bowls that have been cleaned for food, many chairs, lots of toys. THere is not, however, an overwhelming presence of healthy boys. That is strange, to you.

C) She has lots of money, and lots of untouched medicines in her safe. That begs the question: How are kids getting well if she isn't using the medicine in their behalf? Also, the medicine isn't dusty, but it isn't being used. Why isn't the medicine "gathering dust" if it isn't being used? Where is all this money coming from?

D) She is wanting to cop up to the alcoholic charge, and while she seems truthful about it - along with it being fairly obvious she is one - you think that she is still hiding something. Why would she be so quick to shut down her business as it is, if she is hiding something much more.

As I said in "A" you have already found that she isn't a good charity, so you can be done with this if you want to. You could also try to get to the bottom of it if you want, as well. It is your game :)


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

outside dudes:
The news that kids were going off into the town would be a weird thing to you, knowing what you do about the place. This is a place where kids go to get better, and then the parents are called upon once the children are healthy. If the children were healthy, why aren't the parents immediately called to come get them and to get payment for their care and open up another spot? And if they aren't healthy, then why would you send sick kids into a town instead of caring for them?

Also, buying up shores of alcohol would be a red flag. Not telling you how to play your game, but that would raise some serious questions in your mind, that you would either want eventually answered by her, or at least brought to the group. Also, although the neighboors were helpful, you think they might be a little more helpful to someone that wasn't either a half-orc, or a man all clad in armor. Someone a little more... diplomatic, maybe. No offense. :)

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"Well, Auntie, if you're not going to be running a hospital any longer, you won't be needing all that medicine. Did it all come from the Temple? We can return it for you if that's the case. My boys outside will be happy to load it into our coach for the return trip." Lore watches Auntie's reaction closely.

Curious here, the children said Auntie gave them 'magic soup'. Are these all medicines designed to go into soup? (my heal check for this is below) Most medicines are foul tasting and designed to be infused into teas, or take directly, not made into yummy soup. Sounds more like she's using that old remedy 'chicken soup' and trusting time to make them better... maybe she's selling the medicines on the street to addicts or running a black market or something. Just my 2 cents on the subject.

heal check 1d20 + 3 ⇒ (15) + 3 = 18

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

"Bander, would you be so kind as to keep an eye on Auntie. We still need to check on the kids upstairs. We've seen a handful outside playing, heard some coughing from upstairs, but still haven't seen a single kid in the house. 'Twould be best if she's nearby to answer questions as we poke around."

Pondering a moment, Shilyn looks at Lore and says, "Lore.. mabye we should have Ahzrin take a look at these medicines. Maybe all his reading and stuff could shed some light on them."

Turning on her heals, she walks briskly toward the door to call the others.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

DING DING DING!!! What have we got for the Gnome, Jonny? Except with that heal check, you would know that there are medicines here that would treat things that couldn't be cured by just time, too. So it has to be something more than just chicken soup...

No, not all of it came from the temple. Not much came from there at all. You have no authority to seize anything beyond what belongs to the temple. That is up to the authorities in Absalom along with the city guard.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"Perhaps we should take back the medicines that came from the temple then and be on our way. Obviously you probably won't be getting more donations from the Temple." Lore smiles at Auntie, but it isn't a warm smile this time, it is a knowing smile that says 'gotcha, you reprobate.'

aren't we a bit out of our league here?... our task was simply to deliver and report back, not to be agents of her downfall or anything, right? So should we just report back and let the Temple and the City authorities deal with her after that? Auntie seems to think we have authority to seize what belongs to the temple, but we weren't really even given that authority - our job was just to deliver and report. We are ready to do that. Should we do more? It's not in our mandate and we have other tasks to perform. Just saying. After all, Lore is no paladin or anything else remotely LG.

Liberty's Edge

Thaddaeus (and presumably Ahzrin) will head back into the house...stopping to see if the rest of the party is within earshot.

Perception 1d20 + 2 ⇒ (11) + 2 = 13


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

You can hear them talking. You can head to the back room they are talking if you want.

Liberty's Edge

Ahzrin:
Sounds like they're too close for us to get away with sneaking around on our own...let's join them and see if what we've learned about 'ol Auntie makes her shake in her slippers a little bit!

Thaddaeus follows the voices and barges into the back room.

Seems as though Auntie's neighbors have a few interesting things to say about what goes on here...how goes the tour?

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"I think the 'tour' is over, Thaddeus, though we haven't been upstairs to observe or talk to the children yet. I really don't think it's necessary at this point. Auntie is something of an admitted drinker and isn't using these medicines on behalf of the children. Even she says it's time she shut down operations. I am loathe to just leave her here to abandon the children while we go back to report, but I'm afraid that's what she might do."

Since our assigned job was to simply deliver and report, we can complete our mission, but I hate to leave without summoning the guard first. What do you all think?

Grand Lodge

HP 9/9 AC 14 CMD +12 Touch 12 Flat 12 (Punch Dagger)+0;1d4+X (Bomb 7/7)) +3;1d6+4 F +3 R +4 W +1 INIT +4 Perc +6 CMB +0 ; M Half-Orc Alchemist (Mindchemist)/1

Ahzrin follows Thaddaeus and Shilyn back into the room and can immediately observe from the tense body language that something untoward has occurred. He nods as Thaddaeus speaks.

"Indeed, interesting is quite the appropriate term." He turns to Auntie Baltwin. "I believe it's time you become completely forthright with us, Madame."

"It appears that the children are being sent off during the day and then returned here, rather than being collected by their parents? Where are they going?" He directs the question to the rest of the group as well as to Auntie. "It also appears that Auntie Baltwin has been buying large quantities of liquor!" He speaks the last as if it holds vast import, an Aha! moment, if you will.

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Hearing Ahzrin's words, Shilyn looks over at the others. "Sending them out during the day? Why? Don't tell me.. begging for coins 'to help a sick kid'?" Her brows furrow a bit at the thought.

"Would make sense.. send out sick boys during the day when people are out to market.. Hrm.. But then.. that could just be my.. um.. experiences," she says quietly suddenly looking at the floor.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Ugh, I need a drink... she says, and raises a small silver flask up to her lips, and ... **DISAPPEARS!** Then you hear some footsteps running upstairs.

WE AREN'T NECESSARILY IN COMBAT, JUST DOING THINGS IN INITIATIVE COUNT

Initiative rolls (ok to click - just hiding for clutter purposes ):

Chrystrom1d20 + 1 ⇒ (6) + 1 = 7

Shilyn1d20 + 6 ⇒ (7) + 6 = 13
I need those stats up at the top of your char name Shilyn... ask if you need help

Lore1d20 + 2 ⇒ (7) + 2 = 9

Ahzrin1d20 + 4 ⇒ (18) + 4 = 22

Thadd1d20 + 4 ⇒ (2) + 4 = 6

Auntie Baltwin 1d20 - 3 ⇒ (5) - 3 = 2

Initiative will be:
Ahzrin
Shilyn
Lore
Chrystrom
Thadd
Auntie

Starting at round 1: (Auntie just used a surprise round and was the only one to act.)

Tell me what you plan on doing, and move your character on the **MAP**

Anyone up for the boardgame version of "I Spy?" On a related note, I do wish Paizo would provide me with unneccesary maps... sigh

Liberty's Edge

Well for whatever reason she's sending them out; the fact is that this is a place for sick children to become well...and I doubt running about all over town is a cure for what ails them. This stockpile of unused medicine, this no small amount of coin, and a history of alcohol abuse confirmed by both Auntie's private stash and by one of her neighbors? Auntie I think its safe to say that caring for children is not the job for you. Such a pity.

We'll be making our report to the Silver Crusade in short order. I'd imagine they'll have a few questions of their own. If you have any interest in redeeming your good name as well as your soul I'd suggest you give whatever children are staying here now the medicine that they need and begin contacting their parents to come and take them home. There probably isn't an apology good enough for the trust that you've betrayed...but were I you I'd give it a shot.

Give Auntie the package...I'd prefer that she give that medicine to the children; who knows how long that other stuff has been sitting in the safe.

You're old Auntie...and probably only a few years away from meeting your gods. Try to do so with a cleaner conscience than the one you have now.

As Thaddaeus finishes his words Auntie disappears into thin air.

Son of a.... Guess I should make a shorter speech next time.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"Oh, what a sneaky old witch," Lore says, surprised by the woman's sudden disappearance.

Liberty's Edge

We've done our part...let the Crusade come and clean up this mess. I have no interest in wasting our precious time chasing an invisible old lady in her own home. Besides...we have a few other matters to attend to before the day is done.

Grand Lodge

HP 9/9 AC 14 CMD +12 Touch 12 Flat 12 (Punch Dagger)+0;1d4+X (Bomb 7/7)) +3;1d6+4 F +3 R +4 W +1 INIT +4 Perc +6 CMB +0 ; M Half-Orc Alchemist (Mindchemist)/1

"And furthermore... Ahz begins to continue his pontification when Auntie disappears. His mouth works like a fish out of water for a moment then he dashes for the stairs in a jingle of glass vials.

Ahz is going to head upstairs, keeping eyes, ears, and nose peeled for anything out of the ordinary.

Perception 1d20 + 6 ⇒ (2) + 6 = 8

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"I agree Thaddeus. I think we should report back to the temple. Maybe we could send for the Guard. I'm tempted to have them make sure she doesn't take off with the gold and medicines, but again, that's not part of our mission here. But chasing an invisible woman around her own home where she knows all the ins and outs would likely prove fruitless."

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

"Perhaps, but then.. if it's a theives ring and we stop it.. it'll look good for the Society," Shilyn says as she steps briskly into Auntie's room to check on the possibly ill-begotten wealth. "And if she makes a break for it.. she'll need coin," she says quickly over her shoulder.

Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

"That's why I think we should summon the guard before we leave."


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

You hear some footsteps, a door open and slam, then some more footsteps.

That's the end of round one.

Round 2, unless you want to break initiative and just head out.


Woah end of round one? Bander hasn't even done anything..umm

"Ok the frackin’ old lady just frackin’ disappeared. I got to say I wasn’t too interested in this whole gods’ damned affair up until now, but if she can pull magic like that then she’s got my attention. I say we finish our investigation and get to the bottom of this. And hell there might be some interestin’ things just lyin’ around, not to mention that stash of gold in her room, waitin’ for us to ‘discover.’ We are fricking pathfinders right? Gettin’ to the bottom of stuff is what we do.”

Bander unsheathes his sword and heads up the stairs, secretly hoping someone is going to come with him since he no longer has the skills of a soldier to see his bluster through.

Perception Bander: 1d20 + 6 ⇒ (15) + 6 = 21
+

The Exchange

Female Half-Elf HP 36/36 AC 16 CMB +5 CMD 18 Touch 13 Flat 11 (Melee Weapon: +1 Rapier)+10;1d6+6 (Ranged: Short bow) +7;1d6+0 F +2 R +7 W +5 INIT +3 Perc +15 Rogue 4 - Sorc 2

Leaning back against the cabinet with the safe, Shilyn's eyes and ears train on the door. "Well.. I'll stay here and guard the safe if someone's going to go fetch the guard. There's a lot of coin here.. and someone wishing to flee the city would want to leave with it."

Almost as an after thought she adds, abeit a bit quieter, "I promise not to touch any of it."


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**
Chrystrom wrote:
Woah end of round one? Bander hasn't even done anything..umm

Bander, You're right. That was your round 1 action.

FYI to all, I consider talking more than 2 sentences (15-20 words-ish or more) a standard action. :)


Oh and to add to my last post

As Bander stomps up the stairs he quickly pauses and calls out, "Hey you damn ball of fur you get on up here with me. I ain't trusting you down there by yourself."

With the stiff dignity of a offended cat Eli stalks over to his master as if it was what he inteded to do all along and then pointedly ignores Bander as he follows his human up the stairs.
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Grand Lodge

HP 69/69 AC 21, 13, 20(18 T 12 FF 17); bab 7, (scimitar) +9/+4, (lt xbow) +11; F +10 R +7 W +11; INIT +3; Perc +22; CMB +6 CMD 19; channel 8/8 | gnome cleric(theologian)/5; exalted/6 | -01 *
skills:
skills: Acro -2, Bluff 3, Diplomacy 11, Escape Artist -3, Heal 7, Know religion 12, Know planes 5 know nobility 5 Perception 22, perform oratory 6, Profession (chef) 16, Sense Motive 3, Spellcraft 6, Stealth 3, surv 3

I really hate splitting a party - usually leads to trouble imo, but, it seems we are already split
"How about I summon the guard, while you and Thadd guard the lady's stash here."

this is a large city - usually there are kids or wandering messengers around who will carry a message for a copper or two, or a silver whatever is normal for the city, I'm assuming I would know that. Lore doesn't plan on running down the guard herself, but sending a runner to find a guard officer and have him come to the house.

Lore heads to the front door to find a runner to send for the guard.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

It is a move action to get all the way to the top of the stairs for Ahz and Bander in round 2.

Map of upstairs

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