GM Dak - PFS First Steps: I, II, & III (Group 2) (Inactive)

Game Master Dakcenturi

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Scarab Sages

Male Human (Garundi) Fighter (Tactician) 2 | AC 18 T 12 FF 16 | HP 20/20 | F +4 R +2 W +3 | Init +3 | Perception +7

Jirani returns to the party at the pier, and relays his findings. "Shall we try this door, or shall I follow the ledge all the way around in case we get lucky with a broken window?"

Shadow Lodge

Male Human (Ulfen) Bard (Savage Skald) 3 | AC 15 T 11 FF 14 | HP 24/27 | F +3 R +4 W +4 | Init +1, Perc +7 | BP - 17/17 rnd | Spells : 4/4 1st

Replying to Jirani :

"It sounds it though I don't speak it either. Perhaps in time our companions could help us to learn. I've not dealt with gnolls, you do come from an interesting land. For myself I know my native Skald as well as Varisian which I picked up on my way south."

When Jirani starts to work his way around Mind your step friend

Olik will take a look at the wood that makes up the walls to see if it's decayed anywhere.

In a low voice he'll ask his companions "Is anyone skilled with locks? If not then let's have the most nimble of use complete the circuit Jirani has started. If we can get in quietly it would be best."

Grand Lodge

Half-elf Ranger || AC 17 - Tch 14 - Ff 12 || HP 15/18 || Fort/Refl/Will +4/+7/+2 || CMD 17 || Perception +11/+13 (Low-light vision) || Atk +7/1d8+1

Tamarie will be looking back, seeing what's keeping everyone!

Curiosity killed the half-elven ranger

Scarab Sages

Male Human (Garundi) Fighter (Tactician) 2 | AC 18 T 12 FF 16 | HP 20/20 | F +4 R +2 W +3 | Init +3 | Perception +7

"It looks sturdy enough, and I don't mind making the attempt. Though I'm not much of a swimmer, if I should slip. Seas of sand, after all. Anyone more comfortable with the drop into the sea want to volunteer?"


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

As Tamarie checks the door, she finds it is indeed locked. Olik checking the wood finds that while the building is old and in disrepair the walls seem sturdy.

Grand Lodge

Half-elf Ranger || AC 17 - Tch 14 - Ff 12 || HP 15/18 || Fort/Refl/Will +4/+7/+2 || CMD 17 || Perception +11/+13 (Low-light vision) || Atk +7/1d8+1

"Sure, Jirani, I'll go. Hold my bow, please."

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 0 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tessa follows behind Tamarie, making it to the half elf's side as she finds the door to be locked. "I wonder if the others have found a way to get in, other than this door. I don't really want to be seen trying to smash the door down in this neighborhood."

Silver Crusade

Cleric 1| AC 14 T 11 FF 13 | HP 9/9 | F +3 R +1 W +5 | Init +1 Perc +3| Chan. En. 5/5, Icicle 5/6

Can anyone pick the lock quietly? If not I would say we let Jirani look all the way around for another quiet entry point, so he can let us in.

Scarab Sages

Male Human (Garundi) Fighter (Tactician) 2 | AC 18 T 12 FF 16 | HP 20/20 | F +4 R +2 W +3 | Init +3 | Perception +7

"Thank you, Miss Tamarie. Here... I have something that might help you find an open window." He swings his pack off, and digs through it briefly before pulling out a crowbar and handing it to her.

Silver Crusade

Cleric 1| AC 14 T 11 FF 13 | HP 9/9 | F +3 R +1 W +5 | Init +1 Perc +3| Chan. En. 5/5, Icicle 5/6

To Tamarie in Elven

Elven:
Volker says very sarcastically, "If you slip and get all wet I will come save you!"

Grand Lodge

Half-elf Ranger || AC 17 - Tch 14 - Ff 12 || HP 15/18 || Fort/Refl/Will +4/+7/+2 || CMD 17 || Perception +11/+13 (Low-light vision) || Atk +7/1d8+1

"Thank you." she says, and you are uncertain as to who she was addressing this.

I don't know what to roll, so here:
Swim (if she falls): 1d20 + 0 ⇒ (6) + 0 = 6
Acrobatics (I assume for the ledge?): 1d20 + 5 ⇒ (19) + 5 = 24

Grand Lodge

Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield

wow do a little work at work.and the thread explodes keep it up

Watching everyone scurry around Salador amswers the question.

I may know a thing or two on locks. Knowledge is power or so I am told.

Salador will take out a set of tools and work on the lock

taking 20 is 23 if not allowed taking 10 is 13

perception trap: 1d20 + 5 ⇒ (6) + 5 = 11

disable device: 1d20 + 3 ⇒ (16) + 3 = 19


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Tamarie walks around the rest of the building and doesn't find any other apparent entrances. There are very few windows and those that are present are so dirty you can't see through them.

Salador works on the lock for a bit, but eventually hears a click as the lock pops, making the door able to be opened.

Grand Lodge

Half-elf Ranger || AC 17 - Tch 14 - Ff 12 || HP 15/18 || Fort/Refl/Will +4/+7/+2 || CMD 17 || Perception +11/+13 (Low-light vision) || Atk +7/1d8+1

Great job, Salador!"

Satinder will return the crowbar, and pick up her bow.

Grand Lodge

Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield

Salador will open the door and walk in looking around for any other people that may be present.

If you all are quite finished fooling around lets get this iber with.

Salador will stay in the doorway waiting for the others.

perception: 1d20 + 5 ⇒ (20) + 5 = 25

Silver Crusade

Cleric 1| AC 14 T 11 FF 13 | HP 9/9 | F +3 R +1 W +5 | Init +1 Perc +3| Chan. En. 5/5, Icicle 5/6

In Sylvan "Bravo"

Volker will look into the opening while standing near Salador's location.

perception:
perception: 1d20 + 3 ⇒ (6) + 3 = 9

Shadow Lodge

Male Human (Ulfen) Bard (Savage Skald) 3 | AC 15 T 11 FF 14 | HP 24/27 | F +3 R +4 W +4 | Init +1, Perc +7 | BP - 17/17 rnd | Spells : 4/4 1st

"Well done indeed. does anything seem amiss in there?

"Perhaps one of our sharper eyed members could keep an eye on the dock while we're inside?"

If no one else feels like it Olik will stay just inside the doorway so he can watch the dock while being out of site. If someone else is willing he'll enter the building and look around.

Perception 1d20 + 5 ⇒ (6) + 5 = 11

"We should be mindful of traps, it sounds as if some shady business was handled here."

Grand Lodge

Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield

Smilimg at Volker when he speaks to him he returns inkind.

Sylvan:
Well you are quite welcome. I see you are learned. I loved learning languages I know seven now including common and Shoanti, my mothers tongue. after you good cleric


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Light spills into the musty warehouse from the recently opened door. Darkness fills the warehouse, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. Darting illumination comes from light reflecting off the water through a splintered hole in the floor. You can make out some crates and what looks like coffins from the small amount of light entering the building. A lingering smell indicates some of the contents are certainly spoiled.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 0 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

"Go ahead, Olik. I'll keep a lookout here to be sure no one sneaks up on us. You go find our crate."

Tess takes the man's spot at the doorway.

Perception 1d20 + 6 ⇒ (7) + 6 = 13

Silver Crusade

Cleric 1| AC 14 T 11 FF 13 | HP 9/9 | F +3 R +1 W +5 | Init +1 Perc +3| Chan. En. 5/5, Icicle 5/6

While peering inside the doorway Volker says in Sylvan,

Sylvan:
"I've also learned enough to let others move before me. "

Volker slowly steps back, so as to take up the rear of the party.

Scarab Sages

Male Human (Garundi) Fighter (Tactician) 2 | AC 18 T 12 FF 16 | HP 20/20 | F +4 R +2 W +3 | Init +3 | Perception +7

Jirani takes the crowbar back, but keeps it out, "I expect we'll need it soon anyway."

"Mr. Salador. No wonder you didn't want to talk about what you can do. You're a thief!" He smiles at him with some admiration.

"Traps? Yes, I suppose you're right. I can lead."

Jirani squeezes past Olik into the warehouse, keeping an wary eye out.

Roll:
Perception: 1d20 + 6 ⇒ (7) + 6 = 13


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CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Jirani steps into the warehouse, without a light source though you can only make out the rough shapes of crates throughout the warehouse and coffins that line the north wall. You can see some very dim light coming from the south side of the warehouse were there seems to be a hole in the floor.

???:

???: 1d20 + 11 ⇒ (3) + 11 = 14
???: 1d20 + 11 ⇒ (9) + 11 = 20
???: 1d20 + 11 ⇒ (7) + 11 = 18

Silver Crusade

Cleric 1| AC 14 T 11 FF 13 | HP 9/9 | F +3 R +1 W +5 | Init +1 Perc +3| Chan. En. 5/5, Icicle 5/6

Volker looks around the doorway to see if there is a light source that can be easily taken.
Volker will take a light source should one be easily available.

perception?:
perception: 1d20 + 3 ⇒ (8) + 3 = 11

Volker slowly walks inside the warehouse.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Volker walks in but sees the same as Jirani. There are no aparent light sources to be found in the small portion of the warehouse you can actually see well. The only noise you hear is that of the sea, specifically coming from the southern end of the warehouse where there is a hole in the floor.

If I'm not mistaken some people have torches and others have low-light vision. :)

Scarab Sages

Male Human (Garundi) Fighter (Tactician) 2 | AC 18 T 12 FF 16 | HP 20/20 | F +4 R +2 W +3 | Init +3 | Perception +7

Jirani crouches within the light of the door. He pulls off his backpack again, and pulls out a torch and flint and steel. A moment later, he has the torch lit, drops the flint and steel back into it, and expertly slings his backpack on again, swapping the torch from one hand to the other as necessary. He picks up the crowbar, and resumes his sweep for traps, as he makes his way further into the warehouse.

Room full of coffins lit by a torch? Yeah, this feels familiar. Didn't smell like this, though. Hope that's not from the coffins.

Shadow Lodge

Male Human (Ulfen) Bard (Savage Skald) 3 | AC 15 T 11 FF 14 | HP 24/27 | F +3 R +4 W +4 | Init +1, Perc +7 | BP - 17/17 rnd | Spells : 4/4 1st

Seeing Jirani going to light a torch

Hold a moment friend. Olik takes out a copper and chants for a moment and it suddenly puts forth a bright light. Cast light on the coin Too much dry wood and rot in here for fire.

Olik will hold the coin to provide light until he can find a convenient crate he can put it on to light the warehouse. Once Jirani starts to move in I'll move along with him (at his side) keeping ~5' between us.

Grand Lodge

Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield

does.anyone have a light spell you can cast on a coin and throw down there? And actualyy I'm an alchemist not a thief but knowing how to do things pays off mkre than not. case in point today.

Salador will give a look of annoyance at the theif comment. Salador.continues to stand at the top of the stairs not wanting to vo into the unknown.

Scarab Sages

Male Human (Garundi) Fighter (Tactician) 2 | AC 18 T 12 FF 16 | HP 20/20 | F +4 R +2 W +3 | Init +3 | Perception +7

Jirani smirks at the annoyance of the prickly th- 'alchemist'.

Ah, that's a little different, he thinks, as Olik lights a coin.

"Good idea. Thank you." Jirani puts away the unlit torch and proceeds to look for traps in the light of the coin.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Walking further in to the warehouse, Olik 5 ft. behind Jirani, more of the warehouse begins to be lit. You see more crates lining the floors and walls of the warehouse.

Perception-Jirani: 1d20 + 6 ⇒ (18) + 6 = 24

Jirani:
Now with a better vantage point of the hole in the floor you see a crate over the hole, seemingly held up by two planks of wood. The crate is marked with three crows arranged in a triangle.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 0 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

I'm still holding watch at the doorway, DM.

Scarab Sages

Male Human (Garundi) Fighter (Tactician) 2 | AC 18 T 12 FF 16 | HP 20/20 | F +4 R +2 W +3 | Init +3 | Perception +7

"There. Over the opening."

I think anyone following us in can read what's in the spoiler, since I'm pointing it out. Do the two planks of wood look like they're different from the flooring in the rest of the warehouse, or does it just so happen that only two planks of the flooring remain under it?

Grand Lodge

Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield

Salador will walk halfway down the stairs as the light begins to illuminate the warehouse.

Shadow Lodge

Male Human (Ulfen) Bard (Savage Skald) 3 | AC 15 T 11 FF 14 | HP 24/27 | F +3 R +4 W +4 | Init +1, Perc +7 | BP - 17/17 rnd | Spells : 4/4 1st

Knowledge checks to see if I recognize/know anything about the logo

K:Local 1d20 + 2 ⇒ (17) + 2 = 19
K:History 1d20 + 2 ⇒ (14) + 2 = 16
K:Nobility 1d20 + 2 ⇒ (12) + 2 = 14
K:Religion 1d20 + 2 ⇒ (13) + 2 = 15

On our way towards the hole to take a closer look Olik will give the coffins a good look. No touching, just looking :) Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Silver Crusade

Cleric 1| AC 14 T 11 FF 13 | HP 9/9 | F +3 R +1 W +5 | Init +1 Perc +3| Chan. En. 5/5, Icicle 5/6

Coin tricks, meant to impress feeble folk.
Volker maintains position keeping his eyes on the happenings around him.

Scarab Sages

Male Human (Garundi) Fighter (Tactician) 2 | AC 18 T 12 FF 16 | HP 20/20 | F +4 R +2 W +3 | Init +3 | Perception +7

"Go slow. That's an suspicious coincidence to find the one crate we need be set apart so."

Jirani will lead the way slowly, still checking for traps, and take a closer look at the position of the crate. How big is the crate? If we let it drop into the rowboat that's moored outside, does it look like it would be too big? Is the floor of the warehouse on the same level as the pier (15 ft above the water)?

Grand Lodge

Half-elf Ranger || AC 17 - Tch 14 - Ff 12 || HP 15/18 || Fort/Refl/Will +4/+7/+2 || CMD 17 || Perception +11/+13 (Low-light vision) || Atk +7/1d8+1

Upon hearing Jirani mention that this could be dangerous, Tamarie snaps out of her 'happy' phase, and a sudden harshness comes over het face.

"I will join you inside, gentlemen, for I believe my eyes can see a little bit further than yours."

Tamarie will position herself so that she can keep an eye on the surroundings inside, yet remain in line of sight of Tessara.
She will also notch (nock?) an arrow on her bow, and be ready for anything that could happen.

"Could be a trap? Maybe someone can steer the boat underneath? Make sure it doesn't drop in the water?"

Rolls:

Perception: 1d20 + 7 ⇒ (11) + 7 = 18 (+2 vs animals)

Shadow Lodge

Male Human (Ulfen) Bard (Savage Skald) 3 | AC 15 T 11 FF 14 | HP 24/27 | F +3 R +4 W +4 | Init +1, Perc +7 | BP - 17/17 rnd | Spells : 4/4 1st

Using the boat may be a good idea. Let's get closer and see what there is to see first. Also if we can open the loading doors is should provide quite a bit more light."

Once Olik completes his actions from the prior post he will continue to follow Jirani. Also the light spell will last for 10 minutes, I know we're off the clock so just let me know when 8 or so minutes have passed.

Silver Crusade

Cleric 1| AC 14 T 11 FF 13 | HP 9/9 | F +3 R +1 W +5 | Init +1 Perc +3| Chan. En. 5/5, Icicle 5/6

That boat appeared to have a mast preventing it from slipping under the warehouse, if I'm not mistaken
Volker re positions himself so as to have a better vantage point of the container with the markings that the group has been looking for.

Grand Lodge

Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield

so how does the cargo get fom the boat to the warehouse?

Shadow Lodge

Male Human (Ulfen) Bard (Savage Skald) 3 | AC 15 T 11 FF 14 | HP 24/27 | F +3 R +4 W +4 | Init +1, Perc +7 | BP - 17/17 rnd | Spells : 4/4 1st

I didn't get a look at the side of the building but I imagine the ships pull up to the side of the building and they hoist the cargo through the double doors over there.

Before we worry too much about how to move it, let's get a better look at the crate and it's precarious position. It certainly has the feel of a trap about it, I don't see how the floor would mysteriously fall away in just such a fashion as to leave a single crate. I'm not even sure how the floor fell away. The rest of this place is ill repaired but solid enough.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 ( 0 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Just an FYI, I'll be out most of the day tomorrow. Please run Tess as necessary to not hold the game up. Thanks.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

The group moves further into the room Jirani leading the way followed by Olik, with the light of his coin. Looking around you notice numerous crates all over the place. There is a crane system that runs north to south to the loading doors.

Thinking back on the boat, it is likely you would be able to fit it under the warehouse and the hole if someone was capable of maneuvering it there. The two planks holding up the crate are indead part of the floor, it looks as though much of the rest of the floor has rotted away around it and gave way into the bay below.

???:

???: 1d20 + 11 ⇒ (8) + 11 = 19
???: 1d20 + 11 ⇒ (5) + 11 = 16
???: 1d20 + 11 ⇒ (18) + 11 = 29

Tamarie:
As you move further into the warehouse you hear something clawing and scratching along the floor somewhere near the west wall, maybe half way down to the south of the warehouse. You likely think it is some kind of animal or possibly animals.

@Jirani would need a knowledge engineering to have any idea about how the boat would hold up if the crate dropped into it. The water is 15 feet below the floor of the warehouse and the bottom of the bay is 15 feet below that.

Grand Lodge

Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield

Salador will move up behind some crates next to brother Volker.

well if it is a trap we should think before we act, but I'm sure you already know that

Shadow Lodge

Male Human (Ulfen) Bard (Savage Skald) 3 | AC 15 T 11 FF 14 | HP 24/27 | F +3 R +4 W +4 | Init +1, Perc +7 | BP - 17/17 rnd | Spells : 4/4 1st

Assuming nothing crazy happens in the next few moments

Let's see if we can brighten it up a bit more in here.

Olik takes out two more coppers, casts light on them and then tosses one towards the back wall and a second towards the double doors.

From his current position roughly 6 squares East and 5 squares South for the first and 8 squares due South for the second.

Any info from the prior knowledge checks on the logo or scan of the coffins?

Scarab Sages

Male Human (Garundi) Fighter (Tactician) 2 | AC 18 T 12 FF 16 | HP 20/20 | F +4 R +2 W +3 | Init +3 | Perception +7

"Well, I'm probably not the greatest trapfinder, but I don't see any. I think the floor's just rotting away beneath it. I wouldn't trust those two boards to take anyone's weight, though."

"I still like the boat idea. I think it'll fit beneath us, but I don't know how we'll get it over here. I've got some rope. I thought we might be able to pry up one of the floorboards, thread the rope through and tie it to the boat, and pull it under the hole, but it's a big boat. Not sure if we have the strength."

Jirani looks around, and his eyes stop on the crane system. "Here's a silly idea. What if we put the rope through that crane system, tied it to one of us and then lowered him or her down to grab the crate? Hmmm... it may be too bulky for them to lift, though... let's see, if we had a net, we could put it under the crate and the rotted boards, tie the ends up, and then use the crane to lift the crate... any other ideas?"

Grand Lodge

Half-elf Ranger || AC 17 - Tch 14 - Ff 12 || HP 15/18 || Fort/Refl/Will +4/+7/+2 || CMD 17 || Perception +11/+13 (Low-light vision) || Atk +7/1d8+1

"Gentleman, I may be too jumpy here, but with you all talking about traps and coffins... Well, I can hear scratching from around here. Maybe it's nothing, but couldn't hurt to ready your arms, while we are looking around, could it? Could be just mice or cats, but could be worse, and I don't want to be caught off-guard."

While walking in, she will go over what she thinks to be a good plan.
"Seems to me that it would be a good idea to first get someone to steer the boat under the crate, in case it should fall through the floor. Second, maybe I, presuming i'm the lightest, could try to tie a rope to the crate while being on my belly to distribute the weight. We could then get the strong ones to lift up the crate by means of that crane. What do you think?"

Did I just volunteer to crawl into the middle of a room that could be filled with zombies? It's a good thing auntie isn't paying attention.

Olik: you know you can only keep one 'light'-spell active at all times, right? As soon as you cast it the second time, the first one will deactivate.

Grand Lodge

Human 6Male Human (Shoanti) Alchemist 1 | AC 15 12T 13F | HP 6/8 | F2 R4 W0 | Init 4 | Perc 5 | Bombs 4/8 day (1d6+5, 6Splash 15R 1/2) pot 1CLW 1Shield

At hearing the concerns of Tamarie, Salador will pull a vile out of his pouch and some black powder from his pouch.

A pinch of this and a little swirl
my lovely bomb is ready to hurl

looking up at the others

I may be wrong here but if there is a crane couldn't we use it to hook the crate

Shadow Lodge

Male Human (Ulfen) Bard (Savage Skald) 3 | AC 15 T 11 FF 14 | HP 24/27 | F +3 R +4 W +4 | Init +1, Perc +7 | BP - 17/17 rnd | Spells : 4/4 1st

Oops, my mistake with the multiple light casting thanks for pointing that out.

If the water isn't too rough I believe we could get the boat into position using rope and the pier. Does anyone have any experience with boats? I think that and the crane are probably our best bets but let's get closer so we can see if there's anything on the crate we can attach to or if we need to get a rope around it. I have a spell that might help with that if need be.

Respecting Tamaries warning Olik switches the coin to his buckler hand and draws his sword. He then moves up past Jirani to get to the crate by itself and puts the coin down on it.

I'm looking to get to the square immediately SW of the light brown crate by itself.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Olik:
You aren't familiar with the symbols aside from it fits the description given to you by Gurial, the coffins just look like coffins, nothing out of the ordinary.

Soon after Tamarie speaks up you see three large dire rats crawl out from the crates and advance towards you to attack.

Initiative-Tamarie: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative-Jirani: 1d20 + 1 ⇒ (2) + 1 = 3
Initiative-Tessara: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative-Volker: 1d20 + 1 ⇒ (11) + 1 = 12
Initiative-Rats: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative-Olik: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative-Salador: 1d20 + 4 ⇒ (10) + 4 = 14

Surprise Round - Tamarie, Salador, Rats, Olik

Normal Turn Order - Tessara, Tamarie, Rats, Everyone else

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