GMTrex's PFS [Normal Mode] 5-07 Port Godless (Inactive)

Game Master Andrew Trexler

Blackfire Compound
Mission: find missing Riftwardens led by Jahani Jodinaj


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Sovereign Court

Male Tiefling Magus 4/ Rogue (Unchained) 3 HP: 45/45 AC:21 Touch: 14 FF: 17 F/R/W: +6/+9/+5 CMD: 19 Percep: +9 Init: +4 Arcane Pool: 8/8

GM/Kargen:

"Yes, although I hope I can trust the... less vocally inclined in our party to deal with 'Maroc' appropriately."

With that, Oriandor aids Kargen in escaping quietly and trying to lay low for the short term before more Pure Legion descend upon the bathhouse.

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

GM:
I have not played either scenario.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Kargen/Oriandor:
The two intrepid Pathfinders successfully make it out the door into the street. Not a minute later, a troupe of six Pure Legionnaires enters the bathhouse. What do you do?

Everyone Else:
Okay, that's fine. Just lie out your asses then. :) Or just tell him as much as you know, little though it is. He doesn't need much. "Well? Where is she? Did you see her? Are sure she's alive?" Kline asks impatiently.

When replying, please specify who else is nearby (so say 'Downstairs' or 'Everybody Else' or 'Kargen/Oriandor') so that folks beside me know what to read.

Sovereign Court

Male
Skills:
Acrobatics:+17;Local:+5;Disable Device:+21;Intimidate:+12;Stealth:+11;Bluff:+14
Half Elf Slayer 4/Swashbuckler4/Aldori 1/ CL 9 (HP:76/76)(AC:27 FF:21 T:18)(F:+6/ R:+16/ W:+6)(Init:+12)(Perception:+13)

"Should some of us go look for the others?"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Everyone Else (Downstairs):
Kline shakes his head at Fenrik's suggestion. "That place will be swarming with the Legion by now. Best hope they made it out on their own. Now what do you know about Sasha?" There is a tone of urgency in his query.

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

Do we actually know the answer to this?


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Probably not, so just relay what the VC told you. Or make something up.

EDIT: this is an RP opportunity, not a puzzle. Not entirely certain why it's written in as a roadblock, to be honest.

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

GM/Oriander:

"I don't know that there's much we can do for them. I hope Maroc had another way out of that place. Let's find a place to hunker down and keep a low profile in hopes they can find us."

Sovereign Court

Male Tiefling Magus 4/ Rogue (Unchained) 3 HP: 45/45 AC:21 Touch: 14 FF: 17 F/R/W: +6/+9/+5 CMD: 19 Percep: +9 Init: +4 Arcane Pool: 8/8

GM/Kargen:

"Think I could use a glass of wine.", the tiefling quips. "Otherwise, we can attempt to check the streets for anything else about the Riftwardens."

Silver Crusade

NG Female Halfling Ranger (Beast Master) 6 - [HP: 40/40 | AC: 24 T: 16 FF: 19 | F: +5 R: +10 W: +3 Misc: +2 vs fear | Init: +5 | Perc: +12 (Humans +4 Evil Outsider +2 Forest +2) ]

GM:
"Sorry, 'at's all we know 'bout Sasha, Kline. Venture Captain Obo in Manaket tol' us that, so you could ask 'im."

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

GM/Oriander:

"Fine then, let's find a place away from here to get a drink. Then we can work the crowd." Kargen leads them away from the bathhouse.

Sovereign Court

Male
Skills:
Acrobatics:+17;Local:+5;Disable Device:+21;Intimidate:+12;Stealth:+11;Bluff:+14
Half Elf Slayer 4/Swashbuckler4/Aldori 1/ CL 9 (HP:76/76)(AC:27 FF:21 T:18)(F:+6/ R:+16/ W:+6)(Init:+12)(Perception:+13)

GM/everyone else:
Directed at Kline "Whoa, first you tell us what you have heard, then we tell you what we know."

Sovereign Court

Male Tiefling Magus 4/ Rogue (Unchained) 3 HP: 45/45 AC:21 Touch: 14 FF: 17 F/R/W: +6/+9/+5 CMD: 19 Percep: +9 Init: +4 Arcane Pool: 8/8

Kargen/GM:

"I think we past by a pleasant café about two blocks from here. Perhaps some Kelish naan may be in order, too."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Kargen/Oriandor:
As more of the Pure Legion arrives and seals off the bathhouse, the pair of adventurers stalk off into a side-street and find a quiet cafe with Kelish naan. "What can I get you gentlemen?" asks the Garundi at the counter.

Tarri/Nokazi/Tarquin/Fenrik/Baal:
Read Tarri's most recent post. Kline gives Tarri a long stare before grunting noncommittally. "Fine. I guess that will have to do. Bloody ridiculous lot, you Pathfinders, all this silly secrecy." The Taldan turns to Nokazi and thumbs at Baal. "As for the Legion, ask your friend here. They followed him down the stairs, swords drawn, so I'm guessing he'd know something. Maybe they were after me, maybe after you. Maybe I did some smuggling, maybe I didn't. Anyway, that's all in the past now. We're all wanted criminals at this point." Kline shakes his head. "If you're after the Riftwardens, you've got your work cut out for you. Like I said, they got snatched by the Blackfire Adepts. They're holed up in their disguised compound in one of the residential districts. Security will be heavy, and you have two days at most. Now, if there's nothing else..." Questions?

Sovereign Court

Male Tiefling Magus 4/ Rogue (Unchained) 3 HP: 45/45 AC:21 Touch: 14 FF: 17 F/R/W: +6/+9/+5 CMD: 19 Percep: +9 Init: +4 Arcane Pool: 8/8

GM/Kargen:

"Ah, yes, I'd like a light bread and cheese plate, with a glass of your house wine.", Oriandor replies before turning to Kargen. "And for you, good friend? My treat."

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

in the tunnel:

"What can we expect from them and how can we recognize their base? Also do you know if they have a link with the legion."

-Posted with Wayfinder

Grand Lodge

Male Human; Magus 5/Swashbuckler 1/Wizard 1; 69693-22
Stats:
HP 21/46; AC 24 (R) /20 (T) /14 (FF); CMD 21; Saves 8 (R) / 5 (F) / 7 (W); Initiative +5; Perception +12;
spells:
Magus 4/5 Lvl 1; 2/2 Lvl 2;; Wizard 3/4 Lvl 1
Consumables:
6/7 Arcane Pool; 3/5 Pearl of Power; 4/5 Potion CLW; 8/8 Versatile Evocation; 20/50 MAWand; 0/3 Panache
Attacks:
+13/1d8 + 8

GM/Tunnel Rats:
"The Pure Legion did not say why they were entering, but anytime that an Enforcer enters someplace like the baths as they were, it only can mean trouble. I tried to distract them, because I did not want them dead, but apparently, they had other plans."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Oriandor/Kargen:
"Right away, right away," says the Garundi. He pulls out a cheese plate and a loaf of bread. "Anything for you, sir?" he asks of Kargen, uncorking a wine bottle.

Baal/Tarquin/Tarri/Fenrik/Nokazi:
Kline gives a hearty laugh that echoes off the tunnel walls. "Ha! With the Legion? Ah ha haha! Didn't the Decemvirate brief you at all? The Blackfire Adepts seek the destruction of civilization using terrible outsiders. They're not welcome in Rahadoum just as they're not welcome just about anywhere. They're not nice people, and the Riftwardens oppose them. If you need a comparison, think of them like the Aspis Consortium to your Society, though that assumes either side qualifies as 'the good guys.'" The Taldane gives a slight cough. "Anyway, their compound is on the northwestern edge of the city in the Seasalt residential district. They're posing as slavers and maintain an open business as such, so it shouldn't be too hard for you to find."

Kline shrugs at Baal. "Maybe, maybe not. No time to find out now. At least you took 'em down quick."

Other questions?

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

GM/Oriander:

"Wine will be good, thank you. And perhaps some of those fried pieces?" He nods to another table enjoying delicious appetizers. "They smell wonderful."

Sovereign Court

Male Tiefling Magus 4/ Rogue (Unchained) 3 HP: 45/45 AC:21 Touch: 14 FF: 17 F/R/W: +6/+9/+5 CMD: 19 Percep: +9 Init: +4 Arcane Pool: 8/8

GM/Kargen:

Oriandor waits until the waiter leaves before talking quietly about the mission.

"So, let's make some assumptions. First, the others escaped with Maroc or will clear a very bloody path trying to do so. In either case... they're most likely safe. Second, Maroc gave them the information we're looking for. Third, we need to assume that the Rift wardens are alive somewhere, as our mission is a failure otherwise. So... that being said, do you think the wardens are hiding somewhere in the city or somewhere nearby?"

-Posted with Wayfinder

Liberty's Edge

Male Human Inquisitor of Erastil 9 [hp 69/69; F+11, R+12, W+11 (+2 vs. charms); AC 22/15/17; Init +7, Perception +14, Sense Motive +16]

GM/Oriander:

Kargen nods. "Good assumptions. Also, I don't think Riftwardens made enemies of the Pure Legion. They had been here a long while and even if things changed, the Legion doesn't seem the type to hide its arrests. So we should be relatively safe asking if any knows what happened. Once we're out of here lets try to pick up any rumors about their whereabouts."

-Posted with Wayfinder


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Okay, so spoilers are going to get super obnoxious if we continue with them much longer. With that in mind, I've created a 'Recruitment' thread for this campaign that is actually "Kargen and Oriandor's Rahadoumi Adventure." Kargen and Oriandor, head over there and try to refrain from reading the Gameplay thread for the time being.

Tarri/Tarquin/Baal/Fenrik/Nokazi: stick around here in the Gameplay thread and try to refrain from reading the 'Recruitment' thread. Now you don't have to use spoilers! Yay!

It's around this time that the main party starts to hear a great deal of shouting from beyond the secret door, though it doesn't sound like fighting. The party's two erstwhile companions have not returned. Nevertheless, the Pathfinders now know where to find the Riftwardens. Any other questions for Kline? You can do a variety of things at this point. Scout out the compound, look for Kargen and Oriandor, prepare/buy equipment for an assault, etc. What do you do?

Sovereign Court

Male
Skills:
Acrobatics:+17;Local:+5;Disable Device:+21;Intimidate:+12;Stealth:+11;Bluff:+14
Half Elf Slayer 4/Swashbuckler4/Aldori 1/ CL 9 (HP:76/76)(AC:27 FF:21 T:18)(F:+6/ R:+16/ W:+6)(Init:+12)(Perception:+13)

"I say we take the time to scout around the compound. Those other boys are big kids and can handle themselves. We still have a job to do regardless if they meet back up with us, get caught or get killed. Scout the compound and see the best ways to get in."

The Exchange

AC 19 (25 w shield, mutagen and haste) (T 12, FF 17). HP 45, Fort +8, Ref +8(+9 due to haste), Will +5. Init +2, CMB 9/CMD 21, Speed 30ft/40ft on charge, run and withdraw
Attacks:
Corrosive Bite +7/9 (1d6+9/1d8+13) +1d6 acid, Corrosive Claws +9 (1d6+13+1d6 acid), Cold Iron/Silver Morningstar +7 (1d8+14), Mwk Comp Longbow +7 (1d8+6), Alch. Bomb +7 (3d6+7) 20/x2 Splash [Fire]
Skills:
Craft (alchemy) +21, Disable Device +13, Fly +6, Intimidate +17, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +13 [Find Traps +15], Sleight of Hand +6, Spellcraft +8, Survival +6

"Navi can fly around in a moment and find Kargen and Oriandor for us. She knows which direction I am so she drag them back to us. Let's start with scouting the compound." Tarquin agrees.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

"Alright, if that's it, it's time for me to leave. Best of luck." Kline says, walking into the darkness of the tunnels. Turning back, he adds, "One last piece of advice. Remember that explosions and swordplay are fine in a dungeon, but you’re looking at an urban raid in a city with a good police force at an estate that pays its taxes. Once you start cutting down Blackfire Adepts, you won’t have long before the local guards surround the place. Act decisively." And with that, he takes his leave.

How would you like to scout the compound? And Tarquin, let me know when you send out Navi and with what instructions. Azir's a big city.


AC 24 (T 17, FF 17). HP 19, Fort +4, Ref +7, Will +2. Init +2, CMB 3/CMD 9, Speed 15ft/ Fly60ft (perfect)
Attacks:
Melee shortsword +3 (1d2-4/19-20), Ranged shortbow +10 (1d2-4) At will Detect evil, detect good, daze (DC 10) 1/day—color spray (DC 11)
skills:
Bluff +8, Craft Alch + 7, Diplomacy +8, Disable device +8, Escape Artist +11, Fly +17, Knowledge Local +7 Perception +12, Sense Motive +4, Sleight of hand +7, Stealth +23

Navi darts around and exits the tunnels as Tarquin and the others look for an exit themselves. She heads back towards the bathhouse and asks around the if anyone has seen her friends. She describes them as best as she can and hopes for the best.
diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16
Take 10 on stealth unless talking to people to avoid getting too much attention


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Navi finds immediately that (at least in this part of the city near the Bathhouse) describing her friends in detail prompts people to gasp, stop talking to her, and go find the Legion. She returns to report that you are all wanted criminals, sought in connection with the 'Jistka Bathhouse Incident.' She's probably better off looking for them herself.

As far as scouting the compound, you can make Knowledge (Local) or Diplomacy (Gather Info) rolls to learn more about the compound from the locals. This will be complicated by your outlaw status, so I'll need an additional check from whoever does the talking -- Kn Local or Stealth or Disguise or some other relevant skill (convince me) to represent laying low.

Alternatively, you all can sneak your way over to the compound and literally scout it out with your eyes. Or something creative. Surprise me!

Sovereign Court

Male
Skills:
Acrobatics:+17;Local:+5;Disable Device:+21;Intimidate:+12;Stealth:+11;Bluff:+14
Half Elf Slayer 4/Swashbuckler4/Aldori 1/ CL 9 (HP:76/76)(AC:27 FF:21 T:18)(F:+6/ R:+16/ W:+6)(Init:+12)(Perception:+13)

Fenrik changes clothes and goes out to scout the compound and talk to the local vendors in the area...Kn Local: 1d20 + 6 ⇒ (12) + 6 = 18 looking around the neighborhood...Perception: 1d20 + 9 ⇒ (9) + 9 = 18 pretending to buy a house in the area and thus asking questions about crime, city watch, neighbors, the compound, prices, temples, fires...Bluff: 1d20 + 10 ⇒ (18) + 10 = 28 and even going towards some back alleys to get a better views of the compound...Stealth: 1d20 + 10 ⇒ (8) + 10 = 18


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Fenrik learns a great deal during the 2d4 ⇒ (2, 3) = 5 hours he spends scouting. Other folks can join in or do other things during this time.

The Blackfire Adepts’ compound is located in the northwestern edge of the city, which tends to see slightly less foot traffic. The compound purchases a large quantity of fish soup and bread each day to feed the slaves, and the owners allow the delivery people to enter the compound.
Depending on the circumstances, a serious incident could see the city watch show up in anywhere between 5 and 20 minutes. The compound has its own guards, but they can’t compare to the full force of Azir’s city watch. As is the case in most parts of the Inner Sea region, the Blackfire Adepts are not tolerated in Azir. Although tipping off the authorities would ensure that a small army descends on the Blackfire Adepts, the Pure Legionnaires would almost certainly round up any they find on the property for questioning--including the Pathfinders and Riftwardens--and that could take months to sort out. Few would dare deny the Pure Legion entry, and even the Blackfire Adepts would likely admit these soldiers to avoid causing a larger incident. Several nearby robberies over the past month have inspired the city watch in this district to patrol more frequently; they would likely show up in 5 to 12 minutes of anyone sounding an alarm. However, a recent push to recruit more guards suggests that the city watch may be short-staffed, so they are unlikely to arrive in under 10 minutes.

Fenrik also learns that sewers of Azir extend to the Black Adepts’ compound, but as the surrounding area has become drier and drier over the centuries, little water flows there. A set of doors near the compound’s foundation in the sewers may grant access to the facility.

Sovereign Court

Male
Skills:
Acrobatics:+17;Local:+5;Disable Device:+21;Intimidate:+12;Stealth:+11;Bluff:+14
Half Elf Slayer 4/Swashbuckler4/Aldori 1/ CL 9 (HP:76/76)(AC:27 FF:21 T:18)(F:+6/ R:+16/ W:+6)(Init:+12)(Perception:+13)

Fenrik returns and tells the others what he discovered.

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

Nokazi will scout with Fenrik after he finds some decent clothes to change into.

Stealth: 1d20 + 16 ⇒ (1) + 16 = 17

Perhaps the only suitable clothes were too brightly colored.


AC 24 (T 17, FF 17). HP 19, Fort +4, Ref +7, Will +2. Init +2, CMB 3/CMD 9, Speed 15ft/ Fly60ft (perfect)
Attacks:
Melee shortsword +3 (1d2-4/19-20), Ranged shortbow +10 (1d2-4) At will Detect evil, detect good, daze (DC 10) 1/day—color spray (DC 11)
skills:
Bluff +8, Craft Alch + 7, Diplomacy +8, Disable device +8, Escape Artist +11, Fly +17, Knowledge Local +7 Perception +12, Sense Motive +4, Sleight of hand +7, Stealth +23

When Navi returns from her fruitless search she scouts the inside of the building up ahead, going from nook to nook, small box to under the table. Getting a count on the number of enemies, their positions, possible safe entry points and hopefully an idea of where the Riftwardens are in the building.
stealth: 1d20 + 23 ⇒ (14) + 23 = 37

She can detect evil and detect good in order to be a good radar.

Silver Crusade

NG Female Halfling Ranger (Beast Master) 6 - [HP: 40/40 | AC: 24 T: 16 FF: 19 | F: +5 R: +10 W: +3 Misc: +2 vs fear | Init: +5 | Perc: +12 (Humans +4 Evil Outsider +2 Forest +2) ]

As owlbears are rather conspicuous, Tarri opts to cross the city using the sewers when the time comes. Until it's time to set out, she stays in the tunnels with Hugo, other than a small foray to find a suitably hidden entrance to the sewers.

Perception: 1d20 + 12 ⇒ (7) + 12 = 19

Stealth: 1d20 + 13 ⇒ (16) + 13 = 29


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Fortunately, a nat 1 is not automatic failure for skill checks.

Tarri finds a suitable entrance to the sewers after a bit of poking around. Nokazi buys himself a bright orange jumpsuit.

Navi heads to the compound to do some scouting. She finds a walled compound with four adjoining buildings, patrolled by a half-dozen guards and several other individuals. She detects some evil in one of the buildings and goes for a better look; unfortunately, a blast of fire hits her in the face as she comes through the window. Reflex: 1d20 + 7 ⇒ (3) + 7 = 10 Fire: 6d6 ⇒ (2, 1, 5, 4, 2, 2) = 16 She barely escapes with her life and returns to Tarquin to report this.


AC 24 (T 17, FF 17). HP 19, Fort +4, Ref +7, Will +2. Init +2, CMB 3/CMD 9, Speed 15ft/ Fly60ft (perfect)
Attacks:
Melee shortsword +3 (1d2-4/19-20), Ranged shortbow +10 (1d2-4) At will Detect evil, detect good, daze (DC 10) 1/day—color spray (DC 11)
skills:
Bluff +8, Craft Alch + 7, Diplomacy +8, Disable device +8, Escape Artist +11, Fly +17, Knowledge Local +7 Perception +12, Sense Motive +4, Sleight of hand +7, Stealth +23

doh forgot to roll perception >_<
Navi returns quickly to Tarquin to give report of what she finds then creeps back under his sleeve and melds with Tarquin's body.

She gains fasthealing this way so after two minutes she is back to full health.

Silver Crusade

NG Female Halfling Ranger (Beast Master) 6 - [HP: 40/40 | AC: 24 T: 16 FF: 19 | F: +5 R: +10 W: +3 Misc: +2 vs fear | Init: +5 | Perc: +12 (Humans +4 Evil Outsider +2 Forest +2) ]

Are we ready to go?

Sovereign Court

Male
Skills:
Acrobatics:+17;Local:+5;Disable Device:+21;Intimidate:+12;Stealth:+11;Bluff:+14
Half Elf Slayer 4/Swashbuckler4/Aldori 1/ CL 9 (HP:76/76)(AC:27 FF:21 T:18)(F:+6/ R:+16/ W:+6)(Init:+12)(Perception:+13)

"What is the plan?"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Tarri has voted for the sewers, so in absence of other suggestions, I believe that is the plan. You are still missing two party members; however, that need not be a hindrance necessarily. Up to you.

Sovereign Court

Male
Skills:
Acrobatics:+17;Local:+5;Disable Device:+21;Intimidate:+12;Stealth:+11;Bluff:+14
Half Elf Slayer 4/Swashbuckler4/Aldori 1/ CL 9 (HP:76/76)(AC:27 FF:21 T:18)(F:+6/ R:+16/ W:+6)(Init:+12)(Perception:+13)

"OK we go in through the sewers, say we come across guards, do we kill them, knock them out, ignore them? Say a an alarm goes off, what do we do then? Say the Do goody Legionnaires show up, do we fight them? Too much at stake to just say we waltz in and find the riftwardens."

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

"I would like to go back to the bathhouse and gather our equipment and missing companions assuming they are still there. A disguise would be prudent."

He says wearing an orange jumpsuit.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

What's the plan here, folks? Tarri wants to go through the sewers, Fenrik wants to work out more details on the plan, Nokazi wants to back to get his stuff from the bathhouse.

You know the rough layout of the compound (a walled courtyard with buildings in the corners), you know that there's something there that can dish out fire, and you know that most of you are wanted criminals.

Tarquin, do you want to send Navi out again? Either to find your missing companions, or to scout again? Nokazi, do you go to the bathhouse? Does anybody else want to chime in?

Sovereign Court

Male
Skills:
Acrobatics:+17;Local:+5;Disable Device:+21;Intimidate:+12;Stealth:+11;Bluff:+14
Half Elf Slayer 4/Swashbuckler4/Aldori 1/ CL 9 (HP:76/76)(AC:27 FF:21 T:18)(F:+6/ R:+16/ W:+6)(Init:+12)(Perception:+13)

Fenrik just wants to ensure everyone knows what to do in the event of circumstances beyond the party's control arise, to avoid the party mis-communications that occurred at the bathhouse.


AC 24 (T 17, FF 17). HP 19, Fort +4, Ref +7, Will +2. Init +2, CMB 3/CMD 9, Speed 15ft/ Fly60ft (perfect)
Attacks:
Melee shortsword +3 (1d2-4/19-20), Ranged shortbow +10 (1d2-4) At will Detect evil, detect good, daze (DC 10) 1/day—color spray (DC 11)
skills:
Bluff +8, Craft Alch + 7, Diplomacy +8, Disable device +8, Escape Artist +11, Fly +17, Knowledge Local +7 Perception +12, Sense Motive +4, Sleight of hand +7, Stealth +23

Tarquin sends Navi out again to hunt for her friends, hopefully she will have better luck this time.

knowledge local: 1d20 + 7 ⇒ (17) + 7 = 24
perception: 1d20 + 12 ⇒ (14) + 12 = 26
diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25

Taking 10 on stealth for 33


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Where in the city are you sending Navi? Near the Bathhouse? Near the Blackfire compound? All the taverns? Somewhere else?

Sovereign Court

Tengu Sniper (slayer) 10 | HP 94/94 | AC 26 T 18 FF 21 CMD 32 | F+11 R+14 W+8 | Init +7 | Perc+23 SM+19 | Haste 10/10

"I think it is appropriate using lethal force against the Blackfire Adepts and their guards, but nonlethal force in the other circumstances. I also think we should use the sewers to gain entrance into the compound. However, we should first go back the bathhouse as it has been 6 hours since our encounter with the Pure Legion. Perhaps our missing companions have left a note or are waiting for us. Someone must know where they are."

My vote is visit bathhouse then sewers.


AC 24 (T 17, FF 17). HP 19, Fort +4, Ref +7, Will +2. Init +2, CMB 3/CMD 9, Speed 15ft/ Fly60ft (perfect)
Attacks:
Melee shortsword +3 (1d2-4/19-20), Ranged shortbow +10 (1d2-4) At will Detect evil, detect good, daze (DC 10) 1/day—color spray (DC 11)
skills:
Bluff +8, Craft Alch + 7, Diplomacy +8, Disable device +8, Escape Artist +11, Fly +17, Knowledge Local +7 Perception +12, Sense Motive +4, Sleight of hand +7, Stealth +23

Im guessing the taverns, afterwards the bathhouse. She already checked the bath house but got scared people. They don't know about this place yet I think...

-Posted with Wayfinder


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Navi:
There are A LOT of taverns in Azir; however, after ducking out just the seventh try she spots Kargen and Oriandor weaving their way through the shadows of a nearby market. Post a salutation (or whatever) over in the Recruitment thread!

Edit: Nokazi, if you want to visit the Bathhouse while Navi is out looking, you certainly can. Just make a Stealth/Kn Local/other check to represent discretion in moving across town.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Just under an hour later, Navi returns with the two missing Pathfinders--and everyone's gear!

Grand Lodge

Male Human; Magus 5/Swashbuckler 1/Wizard 1; 69693-22
Stats:
HP 21/46; AC 24 (R) /20 (T) /14 (FF); CMD 21; Saves 8 (R) / 5 (F) / 7 (W); Initiative +5; Perception +12;
spells:
Magus 4/5 Lvl 1; 2/2 Lvl 2;; Wizard 3/4 Lvl 1
Consumables:
6/7 Arcane Pool; 3/5 Pearl of Power; 4/5 Potion CLW; 8/8 Versatile Evocation; 20/50 MAWand; 0/3 Panache
Attacks:
+13/1d8 + 8

Baal looks up from his spellbook and lets out a snort. "About time you showed up. We're deciding how to go about this, so far we have three votes for the tunnels."

Baal then spends the next few minutes getting the two lost pathfinders caught up on everything.

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