
Amberly Tamm |

"That's not how you whistle, Snips! Like this!"
Amberly whistles a jaunty little tune like a pro.
Cause, you know, she IS ONE.
Perform: 1d20 + 5 ⇒ (13) + 5 = 18

LoreMaster GM |

The kid is now just too terrified to answer. He needs a social skill to get info from him

Amberly Tamm |

Amberly flutters her purple eyelashes at him. "Come on, Snips! You don't want me to get hurt, do you?"
Diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13

LoreMaster GM |

Anyone want to aid Amberly... hint hint. (Aiding works the same as 1st edition, right?

Lunarius Riel |

"Look, you might be a bit intimidated by the fact that we're a large group of very strong and capable people, and your only by yourself, completely defenseless, but honestly, we are not trying to hurt you!" Lunarius flashes what he hopes to be his most reassuring smile...
Diplomacy, Aid: 1d20 + 2 ⇒ (12) + 2 = 14

LoreMaster GM |

Thanks for pointing me to that. I am still working get the hang of the new system.
With Kell's help, Amberly gets the kid to talk. I am so sorry! I am a fool for thinking I could pull this off. I was hoping that leading you into a trap would earn me some credit with the Barbers. They probably heard me whistle and are getting read to ambush you soon... I am sorry!
So I am still waiting to get ownership of this thread, so the map issue will be a bit tricky. Here is a link to maps slides. I won't be able to put it at the top of the map until I get ownership. Until then, I will keep reposting the link as often as I remember to. The maps link under my name is to a different game.
The first slide is an alleyway map. You each can put your character in the green area where ever you want to represent your expectation to get attacked. You know that the enemies will come from the left and right sides of the map to try to flank you.
Currently, I am concerned that we have only gotten 3 of the 5 payers back that should be here. I hoping to hear from them soon. If they do not appear by tomorrow, I will send them a PM. If I don't hear from them still, I will look for replacements.
**EDIT**
I just went and looked and "The Chess" player as gone missing in all of his games since 8/14, so it does not seem like we will be getting him back (but he is welcome to come, unless we end up needing to do recruitment). I PM'ed yogadragon since he seems to be active on the forums.

LoreMaster GM |

You need to copy and paste your profile picture to the map. If you are unfamiliar with how to do that, I will move them later day when I get home from work.

LoreMaster GM |

Sorry, yesterday got busy and forgot I said I was going to put people's icons on the map. Everyone's pawn is now on the slide, the right of it. You may place it anywhere within the green rectangle. I will continue once all pawns are put there. The red arrows represent the ways the Barbers will likely come towards you from.
I have talked to yogadragon and he plans to come back to this game. I will play with the 4 player adjustment. Feel free to ask any other questions.

LoreMaster GM |

Yogadragon just dropped out. I will take us through this fight using Tolo as your 4th. I will begin recruiting to fill in the 3 missing place for the remainder of this adventure. I am sorry guys that this has been such a hassle to play. I am really hoping we can get this going and keep it going. I will update this evening with the start of the combat. Thank you for your patience.

Amberly Tamm |

Oh! If we have three open spots I might know three people who could join us! My husband and kids all play PFS play-by-posts on the forums and haven't had any luck getting into any Playtest games (although we have started Doomsday Dawn at home together, so they know how to play). I will know in... five hours when they get home from school/work.
If they do join they'd be in for the other two scenarios after this, as well. Mind waiting so I can check with them?

LoreMaster GM |

That would be perfect! That is exactly what we need. I just deleted my post off of Cottenseed and will hold off on it till I here from you. Thank you, that will be a life saver!
I will be posting for combat in a few hours!

Amberly Tamm |

Perfect! I'll send you a PM as soon as I get a chance to ask them.

Lunarius Riel |

Oh! If we have three open spots I might know three people who could join us! My husband and kids all play PFS play-by-posts on the forums
BTW, good job on your blog! Always fun to read about people passionate about their hobby :-)

Amberly Tamm |

Amberly Tamm wrote:Oh! If we have three open spots I might know three people who could join us! My husband and kids all play PFS play-by-posts on the forumsBTW, good job on your blog! Always fun to read about people passionate about their hobby :-)
Thanks for checking it out! We've been so busy these last two weeks since school restarted I feel like I'm constantly behind. Haha.

LoreMaster GM |

After you guys get outside and ready for the "ambush" you see 4 people com sneaking up. Luckily, Tolo was ready for it and maybe can take one out before they are ready!
Well... this is an awkward posting back and forth between myself since Tolo is the only one who beat the enemy haha
Amberly perception: 1d20 + 3 ⇒ (5) + 3 = 8
Lunarius perception: 1d20 ⇒ 18
Kell perception: 1d20 + 5 ⇒ (15) + 5 = 20
Tolo perception: 1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 5 ⇒ (17) + 5 = 22
Bold May Act
----------------------------------
Round 1 statusNormal
-------------------------------------
Tolo
Red Lackie
Dark Blue
Light Blue
Pink
Kell
Lunarius
Amberly

Tolo Rockaxe |

Tolo sees the enemies approaching. Too arms allies. Time to give Phrasma a few more souls. He then steps back to be in a better defensive possition for his allies and readies an attack if the thugs get with in reach of his axe.
Dwarven Waraxe: 1d20 + 5 ⇒ (17) + 5 = 22
damage (s): 1d12 + 4 ⇒ (10) + 4 = 14
1 action to move 2 actions to ready an action.

LoreMaster GM |

The dark blue lackey moves up to Kell, pulls out his dagger and attempts to swing at him once, but his dagger misses him by just a bit.
The red lackey moves the exact same way the dark blue one does and slices at Kell. The surprise of the attack makes it hurt a bit more but still not a big hit. 3 damage to Kell
The pink lackey move up, planning to attack Tolo. But when he gets close, Tolo swings his axe and removes the guy's head.
The light blue lackey pulls out his dagger and moves but is unable to get close enough to use it.
Everyone's turn! Amberly, I am so glad your family will be joining us! They can join us right after this fight.
1d20 ⇒ 6
1d20 ⇒ 11
2d4 ⇒ (1, 2) = 3
Bold May Act
----------------------------------
Round 1 statusNormal
-------------------------------------
Kell -3
Lunarius
Amberly
----------------------------------
Round 2 statusNormal
-------------------------------------
Tolo
Red Lackie
Dark Blue
Light Blue
Pink -14

Lunarius Riel |

Lunarius gulps, but then starts frantically waving his arms around. Suddenly, 3 jets of bright blue energy emerge from his fingertips and each one streaks towards a different thug.
Magic missile red, damage: 1d4 + 1 ⇒ (4) + 1 = 5
Magic missile dark blue, damage: 1d4 + 1 ⇒ (2) + 1 = 3
Magic missile light blue, damage: 1d4 + 1 ⇒ (3) + 1 = 4

*Kell* |

"What sort of choices lead you to this point, I wonder." posits Kell as the first man stabs at him, and Kell's dodge puts him right into the path of the second man's blade.
Turning to the man who stabbed him, Kell calls down a bolt of lightning on him. Spending one SP on Tempest Surge.
Reflex Save DC 15: 1d10 ⇒ 8 Effects will depend on the results of the save (see page 264)

Amberly Tamm |

Amberly whips out her tambourine with a flourish and spins in place, shaking her instrument and singing all the while.
"Welcome to the battle! We're here to test our mettle! Our time is NOW! Your time is RUNNING OUT!!!" 1 action, casting the inspire courage composition cantrip. All of my allies within 60 feet (all of you) get +1 on attack rolls, damage rolls, and saving throws against fear.
While she shakes her tambourine and gives her hips a little wiggle and sings a powerful note! "Wa-o-wa-AAAAAAAAH!" A pair of rainbow-coloured music notes appear in the air before her and fly at the two big jerks picking on Kell! 2 actions, casting magic missile. One flies at the red enemy on Kell, and one flies at the blue enemy on Kell.
Force Damage (blue): 1d4 + 1 ⇒ (3) + 1 = 4
Force Damage (red): 1d4 + 1 ⇒ (1) + 1 = 2
Amberly continues to sing, dance, and play her tambourine!

LoreMaster GM |

Lunarius sends a volley of magic missiles flying every which direction! They seem to cause lots of damage in every direction that they fly but they do not knock anyone down.
Kell focuses on the person who stabbed, casting a electric based spell on him. Kell surrounds him in a swirling storm of violent winds, roiling clouds, and crackling lightning. As the storm fades, his foe is dead on the ground.
Amberly starts singing and playing her tambourine, encouraging her allies as she joins Lunarius by sending more magic missiles out into the fight. He first missile strikes the last enemy standing by Kell, dropping him as well. She then turns to send one at the last lackey. Sadly, that the last one is still standing, but clearly with one foot in the grave.
So, I forgot I was playing Tolo. I will post this then as Tolo. The last enemy has 1 HP and Tolo does massive damage so hopefully he ends this fight. Awesome job guys! Nice use of magic missile.
dc 15 reflex: 1d20 + 4 ⇒ (8) + 4 = 12
Bold May Act
----------------------------------
Round 1 statusNormal
-------------------------------------
Kell -3
Lunarius
Amberly
----------------------------------
Round 2 statusNormal
-------------------------------------
Tolo
Red Lackie -13
Dark Blue -7
Light Blue -6
Pink -14

Tolo Rockaxe |

Tolo steps forward, Don't worry, I will finish this last one off. He then focuses in on his inner power and rage. He grows pale in the face and you feel like you see some spirits moving about but only out of the corner of your eyes. He then swings he dwarven axe at the enemy.
Rage Dwarven Waraxe: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
damage: 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10 8 slashing damage 2 positive energy damage.
1 action to step, 1 action to enter rage, 1 action to strike.

LoreMaster GM |

Does anyone have a healer's tools to try to administer first aid to one of the downed enemies, to question them?
Tolo once again does massive damage to the already injured Barber. The combat is over and there are dead bodies spread throughout the ally way. Snipes is sniveling in fear after see all of this happen. What do you do?

Amberly Tamm |

Amberly ends her song with a flourish!
Nope, no healer's tools here! If no one has a way to heal them I'll cast soothe on one, but I'd rather not. Heals are hard to come by in the playtest and we might need it.
Healing: 1d6 + 4 ⇒ (1) + 4 = 5

LoreMaster GM |

Kell is able to bring one of the Barbers back up pretty easily. Huh... why did you save me?

Amberly Tamm |

"We're investigating the Rose Street Murders! So spill it, pal! Are you and the Barbers in on it? HUH?" She gives the man an 'intimidating' look.
Intimidate: 1d20 + 3 ⇒ (12) + 3 = 15

LoreMaster GM |

The lackey sees thoroughly intimidated, probably the fact that all of his friends are laying dead around him helps. Hey hey hey! No need to get hostile. Ill tell you what you want to know! We have been afraid for their lives and scrambling to figure out who is behind the murders. The Barbers’ only lead so far is that whoever is killing seems to be targeting former slaves. He thinks for a moment, and decides it is best for his health to give you all the information.
The Barber also knows that the former slaves are all ones freed during the Fiendflesh Siege a little over a year ago. Among those was Remna, a former scullery slave with a mean streak, who joined the Bloody Barbers and shaved part of her head after being freed, then disappeared mysteriously about a week ago. The Barbers have questioned several witnesses to track down the killer and get revenge, but the only helpful information they found was that the probable killer wore metal armor and seemed to have difficulty controlling the right side of their body.
I helped you! Can I go free now? I will explain to the rest of the guild that this fight was all a misunderstanding!

Amberly Tamm |

"Hmmm... Renma... Metal armour... Difficulty controlling the right side of their body..." Amberly seems to be in thought...
Suddenly she grins. "Alright! You're story checks out, pal! Next time don't try to shank people and your pals won't end up dead! Yeah?" She lets the man go. "Run along, now. And be sure to explain this was all a big misunderstanding!" She waves goodbye. "Tata!"
Then Amberly turns to face Snips. "Now, what did we learn today?" she asks with a big grin.

LoreMaster GM |

The guy quickly gets up and runs off.
Snips is still shaking from seeing his first real combat. I... I don't think this life is cut out for me... or.. I am not cut out for it.
When you get back to the venture captain, The investigation seems to be getting more dangerous and you should have this in case of emergency. He hands you a minor elixir of life.
END OF PART 1!
I will post to begin part 2 in a little bit.

LoreMaster GM |

At that moment, you notice that there are three others in the room besides Ambrus Valsin. Tolo, from what I have been told, you are being reassigned. I have no further information on the situation but you are needed immediately. On that note, I have wrangled up some replacements for your missing allies.
The man points to the first new person, a gnome From what I understand, Amberly already knows her, but this is Annabelle. She is a monk who going to help you with the rest of this investigation. He moves on to point to the next person, a goblin. This is an honored guest, Old Wrinkleface. From my file, it says he is a Chieftain of a tribe of goblins! Lastly, he points to the half-orc. Hmm my file seems to be lacking a name for this one, but I do know that he is a follower of the Dawnflower. Let us hope his light can guide you where you are about to go.
As my letter mentioned, the Sewer Dragons have always been good sources of information for us, so I need you to go down to the sewer to ask some questions. Hopefully this will get us closer in the investigation. That is all I have for a briefing since the kobolds will probably be the one giving the task to you.
With that, you arrive in a cramped operating base for the Sewer Dragons within the sewers of Absalom to meet with Engashez.
Dragonspeaker Engashez gesticulates wildly while pacing within the tight confines of a foul-smelling side chamber in the sewers. The energetic and elaborately attired kobold strides around a deep circular pit in the center of this chamber, waving her hands to accent her ongoing speech.
Bandits! Intruders! Not-true dragons! These new kobolds, these so-called ‘Dragon Sharks,’ are a blight upon the Sewer Dragons’ dominion of Absalom’s most grand sewer ways. They cannot be allowed to continue their intrusion into our territory and must be stopped. You will help us, yes? The Pathfinders have always proven to be firm allies in the past, and it’s time our allies made their presence known in these sewers.
Engashez looks down into the out-of-place pit, a hint of disappointment in her eyes. Especially after one of our other allies decided to wander off! She then looks up and nods her head vigorously. Yes, you can go with Fazgyn Trap the Dragon Sharks between two sides and crush them for the glory of the Sewer Dragons and Chief Yiddlepode!
This is your time to ask questions like a typical briefing, even if it is from a kobold. Also feel free to roleplay introductions. When you are satisfied with your questions, put a post saying you are ready and we begin part 2!
Also you can make a Society (Recall Knowledge) or Underworld Lore (Recall Knowledge) check for some additional information.

Hobb Tallman |

The half-orc gives his companions a nod. "I am Hobb Tallman! Proud servant of the Dawnflower! PRAISE SARENRAE!" He claps his hands together loudly, as if in prayer.
---
In the sewers Hobb draws his scimitar and brandishes his holy symbol -- a wooden carving of a winged fire woman. "ILLUMINATION!" he bellows, causing his scimitar to glow with a bright light. Then he crouches down and heads into the sewers. "This place needs a good cleansing by fire!" (Casting light on my scimitar. Lasts 24 hours.
---
As they speak with the kobolds Hobb nods to the little dragonspeaker. "We will aid you in your battle against the Dragon Sharks! Tell me, what do we know of our enemy?"
Society: 1d20 - 1 ⇒ (3) - 1 = 2

LoreMaster GM |

They’re kobolds from the other side of Kortos. They’ve come here trying to push their way into our territory, thinking sewers and coasts are the same. We’ll show them that no one intrudes on Sewer Dragons’ domain!
If you aren't familiar with the lore of Pathfinder, Kortos is the island that Absalom is on. And Absalom is the city that this whole adventure takes place on. It is a huge city that is described as "the city at the center of the world".
Sorry, your society roll was not high enough to recall any relevant information.

Amberly Tamm |

Amberly waves goodbye to the sweep. "Bye Snips!"
Then she crouches down and searches the dead criminals for anything useful.
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
---
Back at the Grand Lodge, Amberly accepts the minor healing elixir on behalf of the group. Do you want it Lunarius? I imagine you don't have a way to heal yourself? Or you, Kell?
At the sight of the newcomers Amberly grins widely. "Annabelle!" she exclaims. She spreads her arms wide and wraps the other gnome in a hug. "I didn't know you would be joining us!" Amberly turns to the others and explains, "Annabelle is my little sister!" She gives Annabelle another enthusiastic hug and takes a step back.
Amberly is a chipper little gnome with bright pink skin and vibrant purple hair. Beads, ribbons and gemstones are braided into her wild hair, and strange earrings carved into curving hook like patterns pierce her ears. Her eyes are green and sparkle brightly, and her arms are covered in a riot of brightly coloured swirling tattoos which form unusual patterns and symbols with no discernible pattern or image. She wears a bright green crop top, a black shiny vest, and a skirt that looks like it's made of a rainbow of ribbons. On her back is a backpack, and on her hip is a sheathed short sword, and a rainbow coloured tambourine. Clearly this flashy gnome is an entertainer of some sort.
Amberly smiles brightly, twirls in place then gives a deep bow. She pops back up with a jungle of her tambourine and a bright smile. "Greetings fellow agents! I'm Amberly Tamm, tambourine virtuoso and yes -- before you ask -- there is such a thing! I dance, I sing, I make people happy, and today those people are YOU!"
With flourish she spins across the room and sticks her tiny pink hand up to Hobb. "Nice to meet you! I'm Amberly!"
Then she spins over to Old Wrinkleface and does the same.
---
At the entrance to the sewers Amberly wrinkle her nose. "Wow! It smells gross in there!" She gives her tambourine a shake causing it to glow in a rainbow of colours. Casting light on my tambourine.
Then she checks on her sister and heads into the sewer tunnels.
---
After introducing herself to the kobolds and their Dragonspeaker Amberly nods her head vigorously. "Oh, these Dragon Sharks have got to go!
Social: 1d20 + 2 ⇒ (15) + 2 = 17
"One of your allies wandered off? Who's that? What happened?"

Lunarius Riel |

Lunarius politely declines the offered healing potion. "Thanks, but I've already stocked up on potions before we left."
He goes over to the newcomers. "Welcome, all! I'm Lunarius, your friendly local wizard. I specialise in magic missiles now, but I hope that one day I can graduate to massive walls of fire!"
----
Noticing the strange pit, Lunarius tries to look inside.
Perception: 1d20 ⇒ 10
"Yes, any extra information you could give us would be most helpful!"
Social: 1d20 + 4 ⇒ (10) + 4 = 14

*Kell* |

Someone else should take it. I have spells.
Speaking of which, did we rest in between the ending briefing and then beginning of our trip into the sewers?
Earlier:
As the bandit runs off, Kell turns to one of the other downed men and calls down lightning on him, ensuring his demise. As he does so, he says to no one in particular "Nature demands balance in all things."
Now:
As the new members are introduced, Kell nods to each one in the manner of someone nodding to a respected colleage.
When the mission is explained, Kell exclaims "I thought Kobolds living in the sewers were an urban myth!"

LoreMaster GM |

In response to Amberly's questions about who wandered off, A loud oaf who was supposed to be guarding this section of sewer! I wonder where he and the other man want off to? It doesn’t really matter though; we have you to help us now!
She is also able to recall Kobolds are small reptilian humanoids that often inhabit deep forests or underground areas with little sun, largely because kobolds’ eyes are sensitive to bright light. And that kobolds love to engineer traps. As most other humanoid creatures are far more physically powerful than a kobold, most kobold tribes line their camps with countless traps to even the odds against intruders.
Lunarius would guess that the bit is used for cooking. I believe I gave you most of the information. The kobold stops to think for a moment. Ahh, the Dragon Shark out post is a small place, just set up there to annoy us. We can’t let that insult pass. You go with Fazgyn and stab them out of here. Be careful though. Some scouts say one of the Dragon Sharks is magic-blooded, but luckily nowhere near the skills of Varanog and our other great dragon-blooded!
Still one more bit of information to get from a high society roll, or underworld lore. Any other questions?
The book doesn't mention if each part is a different day or not, but most quests are since technically you could hop between tables to do all the quests so I will say you have rested since last fight.

Old Wrinkleface |
2 people marked this as a favorite. |

Society: 1d20 - 1 ⇒ (14) - 1 = 13
I don't have underworld lore. But I do have underground lore! Do I learn anything about the sewers or something?
Underworld Lore: 1d20 + 1 ⇒ (11) + 1 = 12
A wrinkly old goblin bows his little head at the Venture Captain. "Honoured, yes! You should be honoured I'M here! I am Old Wrinkleface! Ancient Chieftain of the Secrethouse Tribe! My whelps are many! And muchy much trouble! More trouble for you lot to handle, yes! Heeheeheeheee!" The old goblin lets out a fit of cackles. He leans on his cane, and groans. "Oh, bones ache at my age! Bones ache, but still good! Gooder than you think, I think, yes?" He giggles some more.
"Know Amberly, I do! Annabelle and Amberly are neighbours and friends of the Secrethouse Tribe. Give us lovely garbage! Yes!" He smiles, showing off his many missing teeth. "Others I know not! Offer greetings on behalf of my people! Yes!" He nods then he looks at Lunarius. "Fire walls much better than magic missiles! Keep studying! Yes! Then you get real fun!" He shakes Amberly's hand then grins. "Greetings done! Business now! Then paid! My whelps eat more than I can manage! Teach me to have too many, yes?" He bursts out into some giggling cackles.
"Sewer Dragons are allies of the Secrethouse Tribe. We use sewers too. Nice place! Yes!" He nods. "Not many cities have such nice comfy, tasty, sewers! And weather very mild! Yes! You not know how spoiled your poop is, I think! Sewers good!"
---
"Come! Sewers this way! Can tell by smell! Makes me hungry! Yes!" He uses his cane to help him walk, leaning on it and groaning the whole time. "Oooh! Owww! Ugh!" When the others complain, he lets out a giggling cackle! "Think your noses are spoiled! Yes!" He laughs some more and heads right into the sewers without a care.
---
"Many greeting again, Dragonspeaker Engashez! Old Wrinkleface, Honoured Chieftain of the Secrethouse Tribe I am! Happy to be speaking with you again! The Secrethouse Tribe and the Pathfinders stand with you. We will fight these Dragon Sharks with you! Yes!"
After hearing the others questions he nods. "Smash them, I will! Yes!"
"Talking done! Work now. Clubbing to do. Yes!"

- Annabelle - |
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Society: 1d20 - 1 ⇒ (16) - 1 = 15
Annabelle laughs at her sister's enthusiasm. "SURPRISE!" She gives her sister a big hug back then waves at all the other Pathfinders. Beside her is a small brown rabbit who looks around with wide eyes.
Annabelle is a petite little gnome with yellow skin and bright white hair that is very full and puffy. It sticks up all over the place, and then is pulled back into a long ponytail. Her eyes are brown and on her face is a curving tattoo that looks a bit like a twisted staff. She wears a pink dress that goes down to her knees and a gold cloak that hangs down to her calves. She wears a fancy gold and amber necklace, and yellow rubber boots on her feet.
"Like my rubber boots? I didn't want to wreck my regular shoes!"
After Old Wrinkle is done talking Annabelle looks at him. "Ew. Your home sounds gross, Wrinkle."
---
At the entrance to the sewers she picks up her rabbit and sticks her into the dangling hood of her cloak. The rabbit rides in there happily.
Then she pulls out a lantern and lights it. Holding it in one hand she heads inside.
---
"Of course we'll help." Annabelle says happily. "Now, where's this Fazgyn fellow?"
Ready!

Amberly Tamm |

"Chieftain Wrinkleface! Lovely to see you again."
She has no more questions for the kobolds.

LoreMaster GM |

First slide is updated to be a picture of Fazgyn.
Interesting that there is a Lore:Underground and Lore:Underworld. I think it is acceptable to roll on that. Unfortunately, you did not get any more information that what Amberly already had.
Engashez says to the group, Fazgyn is the most skilled trapper of all the Sewer Dragons. If you don’t know about kobold traps yet, he’ll teach you! He then points to a red kobold who had a group of five warriors with him.
Fazgyn introduces himself, Hello, city-folk. I am Fazgyn and I am the trap master. I will be treaching you everything you will ever need to know about traps! Let us walk to our target while I explain.
This part is supposed to work like a natural conversation and act like a video game tutorial on traps. Since natural conversations are not the strong suit of play by post, I will post the pieces of the conversation all at once and then the out of character explanations. You will then have the opportunity to ask your questions. I recommend following the same format, posting in character your question, and then in out of character ask it in game turns to familiarize yourself with the new terminology.
As you start your walk. Fazgyn begins his explanation. To find traps, you have to be trap-smart, and you get trapsmart by dealing with traps or being really good at spotting traps. If you’re not good at looking, you might miss the trap that kills you! Some hazards can be spotted only by creatures with a minimum proficiency rank in Perception.
It’s easy to get distracted by enemies and arrows and forget to watch for tripwires. Want to stay alive? Take a moment to look around.In combat situations (encounter mode), a PC needs to actively look for hazards with the Seek action.[/oov]
When I’m walking like this, I’m always looking. It takes effort unless you get really good at it. Some dragonbloods can sense magic and magic traps, but that also takes effort. You want to focus on sneaking? Hiding behind shields? Life’s full of choices, and my choice is to look for traps and stay alive.[ooc]In less strenuous situations (exploration mode), a PC needs to use the searching tactic or detecting magic tactic to uncover hazards.
Once you find a trap, you can jam it, trip it, reconfigure it—you name it. Or you can hit it until it’s gone, but that probably sets it off. Fazgyn rolls his head in exasperation and makes a disgusted sound. Disabling a typical hazard requires the Disable Device use of the Thievery skill, or the liberal application of brute force.
Or just use magic to kill magic traps. I don’t know the details, but it takes strong magic to do. Magical hazards can typically be dispelled.
Maybe it’s not a trap but it’s brambles or falling rocks or sky thunder or snakes. Use your outside smarts to avoid those.Environmental hazards are typically overcome with Nature or Survival checks.
Sometimes there are ghosts instead of traps—bad news. The more you know about spooky things, the more you can trick those ghosts into going away.Haunt hazards are typically overcome with Occultism or Religion checks.
I know I just threw at you for being non-trappers yourselves, did you have any questions?

Hobb Tallman |

Hobb shakes hands with the Pathfinders. "May Sarenrae bless you."
He listens carefully to Fazbyn's lessons.
No questions.

Amberly Tamm |

"Hey there, Fazgyn! I'm Amberly Tamm, tambourine virtuoso and yes -- before you ask -- there is such a --" Amberly's colourful introduction is cut short by her gagging at the stench of the sewers. "Ugh... I'm going to be sick..."
Amberly ignores the stench around her and tries her best to listen carefully to Fazgyn's lessons. "Oh, I see... Mmm hmm.... Uh-huh... Gotcha!" She nods. "Got it. Thanks, Fazgyn! You know, someone should write a song about you! And who better than me? Am I right?"
"Hmm..." She mutters to herself for a moment... the starts rapping out some spontaneous lyrics while bobbing her head up and down rhythmically.
"Fazgyn was a Sewer Dragon...
He was the best with traps, and that's no braggin'!
Scales of red, slice and dice til your dead,
Best of all? The knowledge in his head!
Pit traps, trip wires, and gas traps, too!
Dragon Sharks: we're coming for you!"
Perform: 1d20 + 5 ⇒ (14) + 5 = 19
She grins. "It's gonna be a hit! I can feel it!"

LoreMaster GM |

I will never not not be impressed with the skill of people like you and HMM. I am not musically talented at all so when people are able to throw together songs like that is awesome to me... I think I am going to give out my first hero point!
Amberly feels even as if the gods themselves are moved by her passionate performance and as if she is better able to handle the tasks ahead of her in response to it.

- Annabelle - |

Annabelle turns to her rabbit and says something to her in Sylvan.
Miraculously the rabbit replies!
Annabelle and the rabbit watch Fazgyn carefully!
Cool! I don't have any questions.
When her sister starts to rap out a song, Annabelle bobs her head and dances around!
Performace: 1d20 + 1 ⇒ (13) + 1 = 14
"Great one!"