GM FurtiveZoog's PFS First Steps, Part I: In Service to Lore (Omega) (Inactive)

Game Master FurtiveZoog

A PbP run of PFS 'First Steps, Part I: In Search of Lore'. (Map: Where on Golarion - Absalom) (Map: Absalom (pdf)) (Handout: Assignment 17) (The Map)


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Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

The alchemist sighs.

"Yes, I believe you are right." He looks away and contemplates his ink-stained fingertips.

"It would do these children no good to withhold the aid now. We will pass our findings on to Allysta Zadrian, and hope the Crusade can ensure its gifts are being put to their best use."

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Being a former slave, the fact that sick and defenseless children are made to work irritates Herman to no end. He listens and watches the drunkard old woman carefully as she explains the "light work" the children are required to do making sure she isn't lying.

Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15

If he can't tell anything else is amiss, he looks over the more sickly children upstairs. He sings some songs to earn the children's trust and then asks to make sure they are getting all they need and there is no funny business here.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Diplomacy/Gather: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31

If none of that searching around reveals anything more amiss, Herman will agree to give the medicine to the woman for the children's use. He will however, be making a negative report to the Silver Crusade, recommending the children be relocated to a safer more compassionate place where they don't have to work.


GM Roll:

1d20 + 8 ⇒ (5) + 8 = 13

Herman senses that the she is lying, and that she knows the children aren't supposed to be farmed out as laborers in the community.

As Herman searches the house, Auntie Baltwin becomes increasingly agitated, but is still cowed. He does not, however, find anything more obviously suspicious or incriminating.

It does seem that the children are getting what they need, mostly through Auntie's healing abilities, consisting mostly of home remedies and magic, based on the items you see and what the children tell you. Of great annoyance to Auntie Baltwin, the children are most eager that Herman come back and visit them with more songs and stories.

Back at the temple to Sarenrae, the paladin Ollysta Zadrian listens to your reports with increasing concern. "Thank you for your reports. These are weighty matters to consider. While it appears that she is doing good for the children, the drinking and meanness are of great concern. Even more so, she is using them as unapproved child labor, and likely pocketing significant profits, especially given that most of the children have families that pay for her services."

Where to next?

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"Now that it's done, let us head to the store. We could find some interesting things in there."


You make your way to the south of Absalom to the seedy Docks district, and find the shop, The Pickled Imp. This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup. The shopkeeper, a greasy-haired Varisian with a thin mustache, shouts from behind the cluttered counter:

“Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need.”

Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or supposed Azlanti porcelain, he begins again.

“Well met. I am Guaril Karela. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special. This is one of those cases.

“There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure the once things get sorted out, the city will seize most everything else anyway.

“My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me.”

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

"Just point us in the right direction, and the crate is as good as yours, good sir." says Herman cheerily. He's just glad to be away from that depressing orphanage. Obviously there's something shady going on here, but that just makes for good theater.

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Amaruu sighs At least this mission is more interesting than some foolish old woman and her children.... my talents are wasted here.

"If someone did take the goods you are interested in, would you want us to reclaim it from them?"


"Yes, that retrieving the goods would be most welcome, but I don't think anyone has taken anything yet. Your prompt help is thus most appreciated."


I'll post the next step, but, as always, please feel free to go 'backwards' if there questions or comments for the last step.
I've added a link to The Map above.

The planks on the pier are sturdy but weathered. A few local fishermen and some kids sit scattered along the pier casting nets or bobbing lines into the waters below.

Perched on the end of the long (100') pier fifteen feet above the water, supported on pilons, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the building’s windows and only the movement of gulls and pelicans stirs the scene. (These are a style of warehouses called "pelican warehouses", sitting at the end of long piers, out of the way of the busy dock region.)

A small boat bobs in the water below, tethered to the pier by a stout, salt-crusted rope.

Knowledge (Local), DC 15:

Many of them either accommodate smaller vessels that are in a hurry or larger ships unable to find an open dock. Rare these days, most pelican warehouses lie in disrepair, withered from storms and salt, and every year it seems another one falls into the harbor.

An increased tax on this type of property keeps many of the owners from rebuilding and some have even relinquished the titles to their small warehouses, allowing them to fall into the hands of squatters and smugglers—or into the bay itself.

Knowledge (Local), DC 20:

Smugglers sometimes use small boats to slip under the warehouse, sawing a hole in the floor or prying boards in the night, and sneaking in to loot the place or just drop a crate into their boat from above and paddle away in the night.

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

Just to be clear I got the impression aunt Baltwin was only send the well orphans to work and the sick were getting better (both orphans and children with families from the neighbourhood) was I wrong?

"None of you are worried about the legality of what we are doing?" says surprised, "I've often found to the law contradicts the right but I know not everyone shares my views."

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Storn's nostrils flare as he inhales the sea air, obviously cheered a bit after leaving the orphanage.

"Good, this is good. Old warehouse to loot, maybe a thief to beat up, and the worst grog money can buy to celebrate after. Do we approach boldly, or send the sneaky ones in first?"


Xeno: Actually, at least as I was telling it, not-so-well children were also going to work, as evidenced by the boy with the bad lungs doing chimney work. It also had some orphans, but was mostly non-orphans just there for recovery; the ones with families, at least, were paying for the services.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Know Local: 1d20 + 8 ⇒ (10) + 8 = 18

"These old pelican warehouses are falling into disrepair and disuse all over the city. The tax code makes them less attractive than others. No surprise our shady friends are using this place, they not even own it, just found it abandoned and co-opted it."

Herman sneaks up to take a look in a window or listen at a door.

Stealth: 1d20 + 4 ⇒ (4) + 4 = 8
Perception: 1d20 + 10 ⇒ (3) + 10 = 13


There is a filthy, oily film on the windows, inside and out, that prevents any view of the interior. Listening at the door reveals no sound coming from within.

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Amaruu creeps ahead the best that he can.

stealth 1d20 + 6 ⇒ (10) + 6 = 16
Perception 1d20 + 6 ⇒ (20) + 6 = 26

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

If the warehouse door is unlocked, Herman will open it. If it is locked, he will step aside and let someone else try to disable or brute force it.


The warehouse is locked, and the door appears study, but Amaruu perceptively finds a hidden key sits sandwiched between two rickety slats on the building near the doorframe. Amaruu does not hear anything else from the inside, either.

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. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled.

Perched in the middle of the hole, teetering on split planks, sits a large crate stamped with three crows arranged in a triangle —the very crate you have come to find. Handholds cut into the stout wooden crate ring the rim. Other barrels, boxes, and crates sit stacked along the walls of the warehouse. Just inside the door sits a handful of crates and kegs of beer. Most of these smaller crates and barrels contain foodstuffs in various states of freshness. Some crates reek of rot. Stacks of simple coffins sit against the east wall. The rest of the crates stacked along the north and south walls contain (just from names on the crates, what is visible between boards, and various open crates) simple sundries including beer, blocks of clay, coffee, coils of rope, dried fish, lead ingots, nails, nets, raw cotton, rough wool, spare sails, timber planks, various pulleys and tools, and cheap weapons.

A crane, used for loading and unloading boats, clings to a rail running the length of the warehouse, hanging 5 feet below the high ceiling, and can slide out to extend past the loading doors along the west wall.

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Amaruu will continue to sneak quickly and move in and find the crate with three crows. Once he gets to the crate he searches the crate. Amaruu casts Detect Magic specifically at the crate. If he finds something to alarm him he takes out his crowbar and starts prying open the crate.

perception 1d20 + 6 ⇒ (8) + 6 = 14


Detect magic finds nothing magical about the crate. As you approach the crate, however, you can tell the boards around the hole and, especially, the boards leading to the crate are rotted and splintered and that the wrong move could send the crate tumbling into the harbor.

You would guess that the crate, depending what is in it, could weigh 200 lbs., more or less.

GM Rolls:

creature's Stealth: 1d20 + 11 ⇒ (19) + 11 = 30
creature's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14

Group Perception and Initiative rolls:

Amaruu Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Boomkin Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Herman Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Storn Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Tromos Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Xeno Perception: 1d20 - 2 ⇒ (3) - 2 = 1

Amaruu Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Boomkin Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Herman Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Storn Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Tromos Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Xeno Initiative: 1d20 + 3 ⇒ (10) + 3 = 13


Check the bonuses in the group rolls, if you will, for accuracy.

As you are inspecting the hole and considering plans for getting the crate, some creatures come stealthily scrambling at you and are upon you before anyone notices them! They are three filthy rats, each the size of a small dog, with coarse fur, long scabby tails, and eyes that seem to glitter with malicious, ferocious intent.

Surprise Round (1 Standard action or Move action): *Rat Creatures

Round 1 (next round): Herman, *Rat Creatures, everyone else.

Treat squares with barrels or crates as difficult terrain and as providing the creatures with Cover unless you are adjacent to the creatures or have a clear path between you and them.

Knowledge (Nature), DC 10:

The animals are dire rats. Fairly obviously...

Knowledge (Nature), DC 15:

The bite of a dire rat can inflict a disease called "filth fever", with symptoms showing in 1 to 3 days.

Bite attack v. Amaruu: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 211d4 ⇒ 2
Bite attack v. Boomkin: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 171d4 ⇒ 2
Bite attack v. Tromos: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 131d4 ⇒ 4

The three rats strike, biting the legs and arms of Amaruu, Boomkin, and Tromos!
Make DC 11 Fort saves

Round 1: Herman now, then the Rat Creatures, then everyone else.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Is there a map up? I can't seem to find it.

Fortitude: 1d20 + 3 ⇒ (7) + 3 = 10


Hi, Tromos. Yes it is up - look up above where it says "GM FurtiveZoog's PFS First Steps, Part I: In Service to Lore (Omega)
Game Master FurtiveZoog

A PbP run of PFS 'First Steps, Part I: In Search of Lore'. (Map: Where on Golarion - Absalom) (Map: Absalom (pdf)) (Handout: Assignment 17) (The Map)
The last one is the current Map.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Thanks, I see it.

Knowledge (Nature): 1d20 + 9 ⇒ (19) + 9 = 28

G~@&+&n rodent expert up in here. I'll wait until his turn to play it out.

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Is it assumed our weapons are sheathed because we didn't say otherwise?
fort save 1d20 + 3 ⇒ (16) + 3 = 19


I would say they would probably be sheathed for you, Amaruu, in this instance because you were preparing to open and search the crate, if you could. For most people, I would say they would probably have weapons out - but that is something of a character choice. Seem fair?

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Herman takes advantage of his small size and weaves through the boxes and crates directly south of him and stabs at the nearest rat with his halfling sized longsword.

Longsword: 1d20 ⇒ 11
Damage, if a hit: 1d6 ⇒ 1

All in all, a pretty feeble attempt.


Yeah...

Herman squirms through the crates but misses the rat, nicking a crate.

rat attack against Herman: 1d20 + 1 ⇒ (16) + 1 = 171d4 ⇒ 2

The rat bites back at his new attacker, nipping Herman on the arm.
Herman, make a DC 11 Fort save.

rat attack against Boomkin: 1d20 + 1 ⇒ (4) + 1 = 51d4 ⇒ 1

rat attack against Amaruu: 1d20 + 1 ⇒ (20) + 1 = 211d4 ⇒ 4
crit confirmation: 1d20 + 1 ⇒ (12) + 1 = 131d4 ⇒ 4 Not confirmed.
4 damage and another DC 11 Fort save.

The rat attacking Boomkin misses, but the rat attacking Amaruu seems determined to give the inquisitor a worthy opponent.

Everyone else is up!

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

"Ah hah! Gorum smiles upon us, we have a battle at last! Come at me ratties and die like the men you aren't!"

Storn enthusiastically swings down at the rat he has flanked with Herman, trying to split in two.

Attack+Flank: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage: 2d6 + 3 ⇒ (6, 1) + 3 = 10

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Amaruu steps to the side while pulling out his serrated blade (only one), held in a two-handed reverse grip.

Fort Save 1d20 + 3 ⇒ (11) + 3 = 14
attack 1d20 + 4 ⇒ (15) + 4 = 19
damage 1d8 + 4 ⇒ (7) + 4 = 11


Storn enthusiastically splits one rat into two neat halves, and Amaruu slices his rat into ghastly, serrated halves.

Which side, Amaruu? I've been forgetting to show coordinates, sorry.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Assuming the failed save means Tromos caught rat-itis.

Tromos cries out in horror as the rat sinks its teeth into his calve. He shakes his leg free and jumps backward.

"Dire rats!" he shouts to his companions. "Their bite transmits filth fever, an... urg." He grits his teeth. There will be time to explain the symptoms afterwards.

A hand dives into the alchemist's bag fumbles around for a moment, and retrieves a flask of multicolored liquids. Two layers of opaque liquid swirl inside, segregated by sheet of some thin crystalline subtance. A plug of cork with a needle embedded on the interior side stops the top of the flask.

Tromos presses his thumb down on the stopper, shattering the separator. As the contained substances come into contact, they begin to froth and bubble violently. He flings the flask at the ground, aiming slightly behind the rat to mitigate friendly fire.

Tromos takes a 5-foot step from I19 to I20. He throws a bomb at the 17/18 J/K intersection.

Ranged touch attack vs. AC 5: 1d20 + 3 ⇒ (3) + 3 = 6

Rat takes 6 splash damage, DC 15 Reflex save for half. Edit: Forgot about Point Blank Shot, attack should have been 1d20+4. No matter this time.


giant rat reflex save: 1d20 + 5 ⇒ (14) + 5 = 19

The giant rat is caught in the explosive, firery splash, but it is quick and nimbly dodges most of the deadly rain. Still, it is gravely wounded.

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

M19

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

Unable to get to one of the beast and attack, Xeno moves away over the crates in I16 before come back towards the rat to cut off an escape route (J15) and draws her rapier.

Acrobatics (to look good jumping over crates on the way over): 1d20 + 6 ⇒ (1) + 6 = 7


Xeno stumbles badly over the crates and barrel, and desperately tries to make it look like she meant to do that.

Herman, *Rats, Tromos Storn, Xeno, Amaruu have gone. Now it is just Boomkin and then Herman again.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

Back to civilization.

Boomkin moves in and smacks the rat,

Quarterstaff: 1d20 + 0 ⇒ (2) + 0 = 2

, to no avail.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Herman DC 11 Fort: 1d20 ⇒ 19

Herman takes the bite, but disengages the rat before any filth can infect the wound. (hopefully). It's the first wound of his Pathfinding career, and his dramatic side takes over.

"Oh, it bit,me! Ouch, that hurts! Take that you foul biting rat!"

Herman slashes at it again with is longsword managing only to scratch it, if that, with his feeble strength.

Longsword: 1d20 ⇒ 15
Damage: 1d6 - 1 ⇒ (2) - 1 = 1


So close!
rat attack against Herman: 1d20 + 1 ⇒ (16) + 1 = 171d4 ⇒ 1

The rat is poked by Herman and just manages to nip Herman back!

There is nothing about Fort saves getting easier, is there?

Everyone else is up! It shouldn't last long, with luck.

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

"You saved one for me Herman! Much disemboweling will be done in your honour!"

Bellowing out an off-key song to his bloodthirsty God, Storn viciously kicks at the huge rat, trying to lift it from the ground before he hacks it with his enormous sword.

Attack+Flank: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11
Please confirm this crit: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Crit: 2d6 + 3 ⇒ (2, 5) + 3 = 10

Move action to 5-foot step to K19, standard action to destroy everything.


That puts it at -20, I think.

The rat is probably cleaved in twain, although there is so little left of it that it would be difficult to tell for certain.

Now, as the mists of blood settle across a sea of carnage, you assess your wounds, and likely turn to matters of healing.

Eventually, you turn your minds back to the purpose of this mission, rescuing the crate.

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

With the battle over Amaruu quickly scans the battlefield then casts Cure Light Wounds on the wounds from the rat bites.

Cure Light Wounds- heal 1d8 + 1 ⇒ (1) + 1 = 2 HPs

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Delighted with himself, Storn stomps between the party and grabs his weatherbeaten holy symbol.

"Gorum heal us!"

A gentle white light shines forth from his holy symbol, passing through everyone and healing their wounds.

Channel Energy: 1d6 ⇒ 6

3 uses remaining.

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

"Becareful friend. In places this might struggle to hold your weight when you are not slamming your foot into it. So anyone care to open the crate so we can see what we are stealing."

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Amaruu will take out his crowbar.

"Lets try this again..." as he attempts to pry the crate open.


As Amaruu approaches edge of the hole, bits of wood break of and fall into the bay and the crate shudders a bit on its precarious perch.

Amaruu might be able to get there without disaster, and he might not.

You can try it without a safety/backup plan, but I wanted to make sure I gave you fair warning.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

Now that you've said it lol

"The owner might not like his crate wet,"

How heavy does it look like?


It is tough to tell just by looking at it, but 4 or 5 feet long, a foot-and-a-half or two feet wide, probably the same high... It could weigh 200 lbs. - more or less depending on what is inside. If it is all books and papers (or metal) it could be more.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"Hold on Amaruu,"

Anything we can use around?

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


GM FurtiveZoog wrote:

Other barrels, boxes, and crates sit stacked along the walls of the warehouse. Just inside the door sits a handful of crates and kegs of beer. Most of these smaller crates and barrels contain foodstuffs in various states of freshness. Some crates reek of rot. Stacks of simple coffins sit against the east wall. The rest of the crates stacked along the north and south walls contain (just from names on the crates, what is visible between boards, and various open crates) simple sundries including beer, blocks of clay, coffee, coils of rope, dried fish, lead ingots, nails, nets, raw cotton, rough wool, spare sails, timber planks, various pulleys and tools, and cheap weapons.

A crane, used for loading and unloading boats, clings to a rail running the length of the warehouse, hanging 5 feet below the high ceiling, and can slide out to extend past the loading doors along the west wall.[/ooc]

And perhaps more outside or brought with you... ;-)

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

"My thanks," Tromos nods to Storn. He frowns at the hole in his leggings where the rat's teeth had made their mark.

"Anyone bitten by these creatures would be wise to seek further healing after we finish our business," he announces. "Some can resist the effects of the disease, but for others, it can bring enfeeblement, paralysis, and even death." He mentally reviews the directions to the Temple of the Shining Star.

"I would be sorely disappointed to lose our cargo now, having come all this way," he says. "How many tool we have on our persons, I don't know, but perhaps we could cobble together some sort of rope-and-pulley system with this crane."

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

So the only crate we need to get into is the ONE that is in a precarious position. Hmmm. OF course it is...

Herman looks about for how to control the boat lift. He wonders if it's possible to maneuver the lift over the crate, hook up the crate, and then move to safer ground. So he's looking for controls, a net or hook to attach the crate, or anything along those lines.

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

"I think the crane can be moved over this crate, if we can figure a way to connect the box to the lift. Then we can slide the boat crane back out of way of the hole."

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Community / Forums / Online Campaigns / Play-by-Post / GM FurtiveZoog's PFS First Steps, Part I: In Service to Lore (Omega) All Messageboards

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Working of a PFS run of PFS First Steps, Part I: In Service to Lore with a second group.


Hi all,

First up, please make sure that your Pathfinder number/character number is easy to find on your character sheet!

Second, especially if you are new, please take a look at the "Campaign Info" tab where I am trying to develop a good guide to starting PbP PFS play and to how I run games. It's a work in progress, and I'm still learning.

Then, I've been remiss in one of the GM 'duties'...

The Guide wrote:

Your Duties as Game Master:

As a Pathfinder Society Organized Play Game Master
running a session at a convention or an in-store event,
you have the following duties.
• Introduce yourself.
• Encourage your players to introduce themselves (and
their characters).

So, since this is online, just share what you want, if you want. You can introduce your character best, I think, on the gameplay thread, or add some OOC info about them here.

I'm Matt, a 42-year-old father of a two-year-old boy, staying at home while my wife goes through an accelerated nursing school program. As I said on the Campaign Info page, I am relatively new to PbP, PFS, Pathfinder, and GMing, though I have now finished as an online player in three games and as a GM in two. I am hoping online gaming will help keep me sane, especially now that I am need to give up my in-person game for time reasons.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Hello Matt, and thanks for running part 1 for us! I am also 42, father of 2 girls, I have a real job in with a fortune 500 company and live in the Nashville TN metro area. I have played pbp for nearly a year, and am GMing in several AP currently. I played my very first live PFS game this afternoon and had a blast doing it.

My character is Herman Halfshanks, a halfling bard (detective). His skill is investigation and diplomacy with some magic throuwn in. He is not a fighter, and will stay near the back in combat, taking a front position in negotiation and investigation.

Looking forward to running with you guys again, and welcome to new guys!

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

GM FZ:
I want to use cash to upgrade to MW light crossbow for 300gp and seling my current for 50% of prd or 17.5. Will that work for you before we start?


Buy whatever you like, Herman, although I get that a MW light crossbow is 335 gp, or 317.5 net when you 'trade in' your current crossbow.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Alias is updated with the MW weapon and new gold. Your total is correct. Herman is left with 75.8 gp.


Here is some general guidance for people with gp or Prestige Points burning a hole in their pocket:

With gp you can purchase 1) any of the gear that you've found, 2) anything that is on the 'always available' list, 3) anything below the gp limit established by your level of fame, 4) and spellcasting services (pp. 22-25).

Page 26 has a table of what can be bought by anyone with Prestige Points, including "Free purchase up to 750 gp - 2 PP".

It does make sense to save, especially for a critically needed remove curse/disease/poison or raise dead spell, but a Wand of Cure Light Wounds is, IMO, a good splurge on using 2 PP, and a masterwork weapon, a MW backpack, something with continual flame cast on it, and some alchemical remedies all seem reasonable early purchases with gp.

It is a little muddled about how to do the recording of purchases in an online game. My suggestion is to write it all in after I send you the otherwise-completed Chronicle sheet, and to make your purchase public on the discussion or (if appropriate) the gameplay thread, which can serve as the public and permanent record of what you did and when. (Sending scans and re-scans back and forth would just end up making a mess, IMO.)

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Just checking in, and right, introductions. I'm Dave and live in northern Canada near Edmonton where I work at a University doing project management. I have a Pathfinder addicted wife (who I can't quite get to try PbP yet) and no kids as of yet. I've been playing PbP for a couple of months now, Pathfinder for a couple of years, and roleplaying games in general for around 20.

As stated earlier I'm not buying new equipment yet (saving is fun!) aside from that shiny wand of CLW you mentioned.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Checking in. Tromos is hot off the presses, so no points to spend.

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

Hi

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

Just a quick note I have made slight alterations to Xeno from last adventure as is aloud by PFS before 2nd level (reread some of the feats and thing I am planning to take and made some slight changes)
main things are scales are gone and dex up to replace for AC, however that means her Int droped and several things connected with it.

I'll be using the 2pp to get a Wand of CLW but saving the money.

I haven't updated gold as I didn't print out the record straight away (printer out of ink) and now it seems to be gone. So can't remember home much gp we got and what a 21 on day job gets you.


Hi Xeno, Sounds good.

I'll PM you the link to your Chronicle scan. I may have moved a folder or something...

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

I have to update Boomkin as a caster druid, I feel like having an animal companion in early game is a little bit op. I will also purchase a wand of CLW for 2 PP.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Just a heads up: Tromos is pretty abysmal at all the social stuff. On a day like today when the only updates are Diplomacy, etc. checks and matter-of-course continuances, rather than substantive updates to the party's immediate situation or other significant events of which he would be experiencing first hand, he's not gonna have much to say.

Of course I'll keep checking on the thread a few times a day at least, and he won't be some stonefaced barnacle that only lights up in combat. But, if the thread is still moving at a good clip, he won't feel the need to pipe in at every minor social junction.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

I bet there's a combat or two still ahead if I know PFS scenarios. Don't worry, Herman can handle the whole group's CHA based skills with an occasional aid roll.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Sure, that's what I figured. Not like this is an uncommon party dynamic. He's got plenty to do out of combat in the right situation, but UMD and Knowledge (the planes) probably won't be too useful in an orphanage.


There are some combats, and one in particular could be quite dangerous. But, this scenario is more problem-solving (which anyone can do) and investigating.


Hi all,

I have signed up to do the First Official PbP Gameday, doing a fairly short and easy scenario called the Mists of Mwangi (season 0, number 5). (We should be done with this one by then.)

I hope to do one table for each of my current In Search of Lore games. There is the small catch that you would need to register on the Warhorn site (Sign up page) and sign up for the table from there.

Player registration (which isn't up quite yet) closes Wednesday, Oct. 2nd, 2013, and the games will start on Oct. 5th.

Let me know if you are interested and registered with the site, and I'll keep you informed.

Thanks, Matt

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Went and registered, but don't see registration or link up yet...LMK when it is.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

So you register at the website for a table, but are you going to hold the scenarios at that website or here?

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Registered.


The scenarios will be here. Only the registration and such will be there.

I'm still not really sure how it will work, not having used the site before (and, well, it is the First of the events, too).

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Registered also, but don't know what event name to link to get to table sites. EDIT - found the messageboard thread here which has a link to the Warhorn site here where you can actually see all the games at once. (your link wass broken, Zoog). I actually signed up to run 00-01 Silent Tide also, we'll see if I get accepted.

Which Mwangi game is yours?


Both of the Mists games are mine (I think). How about we have this group do the second Mwangi group, and I'll have my first group do the first Mwangi group.

(These links weren't up when I originally posted, and they are having some difficulty working out multiple games for one GM, apparently.)

Edit: Well, I guess someone took my first slot, lol. We'll get this worked out eventually, I'm sure.

OK, I signed up for the second one. We'll just add people to that and if there are enough I will have them add another Mists, possibly mixing my two groups a bit. (Some people from each like won't want to or won't be able to play.)

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

I'm playing Mists now with another PFS character, so I probably won't compete for a slot.


Hey all,

If you post to these games by phone, you might be interested in this $1 "Wayfinder" app, for android (I'm not sure if anything else). I picked it up and it looks helpful, except I'm just not one for posting by phone (or generally interacting with my phone in any way besides talking).

~~ Matt

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Hey sweet, I could do that. I avoid posting by phone whenever possible but I'll give it a shot.

I'm registered for the Oct 5th event. How do I actually find and join your game?


Hi,

So, they moved things around and reset them (so Herman, you'll have to reapply, too, unless you are the level 2 bard signed up), but go here and look for FurtiveZoog.

It will be run at the Tier 1-2.

Liberty's Edge

Male Human
Stats:
Cleric 3 | AC 16/10/16| Saves F:+5 R:+1 W:+6 | Init +1 | Per +3
Status:
HP 24/24 | Spells: 1 (4/4) | 2 (3/3) | Channel (4/4) | Domain Powers (6/6) (6/6) | 29 bolts

Sweet, found it and signed up.


Good to hear, Storn. :)

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

I am the bard. Will be Lvl 2 when we finish this.


For new players like me, I started a thread Buying guides for early PFS prestige point purchases?

It has some good ideas so far, I think.


Hi All,

I'll be out of town on Wednesday, Thursday, and Friday with limited internet access.

~~ Matt


Hi All,

Since we are getting close to the end of this scenario, you can post here any Day Job rolls you want to perform and I'll add any extra gp to your chronicle sheet when I get it filled out.

Thanks,

Matt

PS - We really need to get this scenario done in the next few days since many are going to need their characters freed up for starting scenarios as part of the Online Game Day. So, please don't slack off too much on posting.

Liberty's Edge

M Halfling
Stats:
Bard 5 HP 28/28 NL 0 | AC 18, T 14, FF 15 | CMB +1, CMD 14 | F +2, R +8, W +5 | Init +3 | Perc +12, SM +11, | +1 Longsword +4/1d6-1/19-20/x2; Light Crossbow MW +8/1d6/19-20/x2

Day Job Perform Sing: 1d20 + 7 ⇒ (15) + 7 = 22

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

Unfortunately I'm going on holiday tomorrow, and while I'll have some access to Internet at final destination it will not be as good as here and I'm likely to be without for a day of travel. Please roll dice for me if you need to keep things moving

Profession Sailor: 1d20 + 2 ⇒ (3) + 2 = 5


Thanks for letting me know, Xeno, and have a nice holiday!

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Day Job: Craft (Alchemy): 1d20 + 9 ⇒ (3) + 9 = 12


Here is the link to my Mists of Mwangi First PbP Gameday game, for those who have registered. (It is filled and closed, unfortunately, if you hadn't.)

Play begins on Saturday, but please come by and check in at the Discussion thread.

Edit: Fixed the link.

Liberty's Edge

Tiefling; magus 1 HP 10/10; AC 22/14/18; Saves F:+4 R:+3 W:+0; Init +3; Per -2; Arcane pool 5/5

thank you for running again have fun with the game starting over the weekend.


Hi, I have the Chronicle sheets filled out (for my part) and should have them scanned and the links sent later tonight.

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

Can we make day rolls? If so:

Member of the Hunter's Lodge: Survival 1d20 + 6 ⇒ (11) + 6 = 17


Aww, I already filled it out. Someone wasn't paying attention in class!

Perhaps you could just add 10 gp to the day job space with my initials (MC) by the changed value since you have this posting for the proof.

If you want, though, I could redo it and rescan it a bit later.

Dark Archive

Male Human Inquisitor
Spoiler:
HP: 10/10, AC: 16, FF: 13, T: 13, Fort+3, Ref+3, Will+4, Perception+6, Initiative +5

No worries about making a new one, thanks for the game!


You're welcome! (And I'm just giving you are hard time, btw.)

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