PFS First Steps: I, II, & III (Group 1) (Inactive)

Game Master Dakcenturi

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Grand Lodge

F Human (Varisian) Fighter (Free Hand Fighter) 1 | AC 15 T 12 FF 13 | HP 11/11 | F +3 R +2 W +0 | Init +2

"Mr. Karela, I don't suppose your friend left you a spare key to his warehouse, did he? Or perhaps good Trippen here will know a few things about dealing with logistics. I'm afraid my skills in this area are mostly only good for knocking things down."

Grand Lodge

M Human Sorcerer 1 | AC 12 T 12 FF 10 | HP 11/11 | F +2 R +2 W +2 | Init +6 Character Sheet

Callanto shrugs, It seems its Mr Karela's property, and so rightfully his, right?


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

Karela looks at Polami "Well, you see he left in a bit of a hurry and didn't leave me a key. I trust you'll be able to find a route inside. It's a bit rundown and the guards don't pay it too much attention."

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

"It sounds a bit fishy to me, but the Venture-Captain did ask us to come and take care of an errand for Mr. Karela. That's good enough for me. Never did have much interest in the city trying to enforce a bunch of laws they made up and stuck to everyone. But I don't have any ideas for how we sneak in undetected. We're supposed to be done with these errands by the end of the day, so we can't really wait to do it tonight. I guess we go take a look, maybe there's a quiet alley or something to help us hide while we figure out how to get in."

Turning to Karela, Terrill adds, "Where did you say this warehouse is? By the docks?"

Silver Crusade

Male Halfling Rogue 1 | AC 18 T 15 FF 14 | HP 10/10 | F +3 R +5 W +1 | Init +4

"Well the first thing i think we should do is casually spot the place out. It doesn't sound like there are any guards right? So if we were just walking through then it wouldn't be that big of a problem to check it out."

Trippen ponders to himself briefly "Getting in i'm sure won't be a problem. I can think of fourteen different ways depending on how it looks. Generally warehouses like these are taller, it wouldn't be difficult to get on the roof and lower ourselves in without being spotted. We can see if there are any alley ways or backdoors. The easiest way though, would to get someone to let us in."

Grand Lodge

F Human (Varisian) Fighter (Free Hand Fighter) 1 | AC 15 T 12 FF 13 | HP 11/11 | F +3 R +2 W +0 | Init +2

"Trippen, if you think you can get us in, then I think we should go take a look. I would hate to think of this fine gentleman's belongings ending up in the hands of an uncaring government."


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

Guaril promptly responds to Terrill "It's located at the end of a long pier so there aren't a lot of options to approaching from somewhere else. You're Pathfinders, I'm sure you'll figure something out." He twirls his mustache with a grin.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

"Well, Trippen seems like the man for the job, and we're not getting it done standing here. Master Karela, we'll see you when we've finished the job."

With this, Terrill turns for the door and heads out.


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

Following the Varisian's instructions, you have no difficulty locating the warehouse.

Called a pelican warehouse, these buildings perch at the end of piers, allowing a ship to load and unload farther out from the busier docks. 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.

The pier this particular pelican warehouse sits on stretches 100 feet from the boardwalk and the docks proper, and stands 15 feet above the water. 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. The building looks abandoned and in disrepair. The windows are dark and dirty and provide no view into the structure’s interior. A small boat bobs in the water below, tethered to the pier by a stout, salt-crusted rope. The warehouse’s heavy wooden front door is locked.

A small, five foot wide, ledge runs along the outer wall of the warehouse.

Grand Lodge

M Human Sorcerer 1 | AC 12 T 12 FF 10 | HP 11/11 | F +2 R +2 W +2 | Init +6 Character Sheet

Callanto walks straight towards the door, ignoring the fisherman and the children, and reaches into a pocket for a key. He tries a couple more pockets and pouches still pretending to look for a key. I must have left the key back at my shop, he says to the group behind him. Then takes a few steps backward and looks at the door and warehouse.
bluff roll 1d20 + 8 ⇒ (17) + 8 = 25
perception 1d20 ⇒ 6

Grand Lodge

M Human Sorcerer 1 | AC 12 T 12 FF 10 | HP 11/11 | F +2 R +2 W +2 | Init +6 Character Sheet

Callanto laughs, I forgot about my new wand, he says pulling out the wand of knock.. He aims the wand at the door.
Spell craft 1d20 + 5 ⇒ (18) + 5 = 23
oops, rereading the link you sent for that wand GM I see I get a plus 10 on that roll!

Silver Crusade

Male Halfling Rogue 1 | AC 18 T 15 FF 14 | HP 10/10 | F +3 R +5 W +1 | Init +4

Trippen looks slightly dissapointed "Well that's a good way to do it" he says as he slowly attaches the grappling hook he had prepared back to his backpack.

Although i'm sure you still picked the lock, the correct roll is a caster level check- so you require a 1d20+1+10, so you technically got a 29. and unless this lock is crazy, you probably took it out. Also, now my lockpicking set will get dusty.


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

The lock on the door pops open allowing access to the warehouse.

Grand Lodge

M Human Sorcerer 1 | AC 12 T 12 FF 10 | HP 11/11 | F +2 R +2 W +2 | Init +6 Character Sheet

I'm sorry Trippen, Callanto says, noticing the hafling's disappointment. If you'd like you can lock the door when we leave.


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

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

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Whispering to the party, Rilmor says, "Does anyone want to scout it out? It looks like something might have been here already or is still here."

In the meantime, Rilmor looks from the doorway into the warehouse.

Perception/Darkvision (Take 10): 10 + 10 = 20

Silver Crusade

Male Halfling Rogue 1 | AC 18 T 15 FF 14 | HP 10/10 | F +3 R +5 W +1 | Init +4

"Does anyone mind if i light a torch?" Trippen whispers, "I Really hope this guy is using those coffins for storage. Not of bodies that is." He begins to pull out a torch but doesn't light it just yet.


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

Rilmor:
You see a large number of coffins against the north wall, there are crates and boxes throughout other parts of the warehouse. Updated your guy to see 60ft with Darkvision on the map

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor whispers a description of the room to the party. "There are a bunch of coffins stacked up against the north wall. There's a set of small boxes right as you enter and another set next to the far wall. There's one crate in the middle near us, but I'm not sure if it's the one we're looking for."

"I don't see any other signs of trouble right now. If you're going to light a torch, we might as well head in as a group." Rilmor prepares to follow the group into the warehouse (weapon and shield out).

Grand Lodge

F Human (Varisian) Fighter (Free Hand Fighter) 1 | AC 15 T 12 FF 13 | HP 11/11 | F +3 R +2 W +0 | Init +2

Polami gestures at the door. "After you," she says to Trippen with a smile. Then she makes sure that she is the next one in the door behind him, sword at the ready.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill suggests "Perhaps we should draw our weapons after we step inside, if our goal is to look like we belong here..."

He then steps inside the door after Trippen and Polami, slipping his bow off his shoulder and nocking an arrow once he's through the door.

Grand Lodge

M Human Sorcerer 1 | AC 12 T 12 FF 10 | HP 11/11 | F +2 R +2 W +2 | Init +6 Character Sheet

Callanto will cast light on Polami's sword, and follow in behind her.

Grand Lodge

F Human (Varisian) Fighter (Free Hand Fighter) 1 | AC 15 T 12 FF 13 | HP 11/11 | F +3 R +2 W +0 | Init +2

Polami smiles. "Have you seen this neighborhood? There's nothing unusual about a drawn weapon."


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

Can I get perception checks from everyone as they enter the warehouse?

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

"Good point, Polami."

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor continues looking around for traps and ambuses as the group enters the warehouse.

Perception (Take 10): 10 + 10 = 20

Silver Crusade

Male Halfling Rogue 1 | AC 18 T 15 FF 14 | HP 10/10 | F +3 R +5 W +1 | Init +4

Trippen lights the torch in his left hand while drawing his rapier in his right. "Not needing a torch must be nice." he says wistfully. " But this building was locked, do you really think we need weapons?" trippen approaches a row of coffins to examine them before glancing around the room.

perception +6 traps +7: 1d20 + 6 ⇒ (19) + 6 = 25

Grand Lodge

M Human Sorcerer 1 | AC 12 T 12 FF 10 | HP 11/11 | F +2 R +2 W +2 | Init +6 Character Sheet

Perception 1d20 ⇒ 18
Callanto glances over Polami's shoulder.

Grand Lodge

F Human (Varisian) Fighter (Free Hand Fighter) 1 | AC 15 T 12 FF 13 | HP 11/11 | F +3 R +2 W +0 | Init +2

"I always think I need a weapon," Polami answers the halfling. "And sadly, I'm usually right."

She looks around the doorway and warehouse interior, grateful for the light Rilmor has provided them.

Perception: 1d20 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Male Halfling Rogue 1 | AC 18 T 15 FF 14 | HP 10/10 | F +3 R +5 W +1 | Init +4

"Its an empty building. What could possibly want to hurt you in here? Theres just a few coffins, which are hopefully empty. Noooothing to worry about"

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

"Until we get a closer look at that hole in the floor, and can be sure nothing came in that way, I think I'll follow Polami's example and keep a weapon in hand. And I trust we'll all keep an eye on those coffins until our business here is done, eh?"

Scarab Sages

male human Musket master 3 | AC 19 T 15 FF 14 | HP 28/28 | F +5 R +7 W +3 | Init + 6 | Perception +7

Omar also will look around.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16


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

???: 1d20 + 11 ⇒ (5) + 11 = 16

Looking around you notice numerous crates all over the place. There is a crane system that runs north to south to the loading doors. As you enter the warehouse you hearing the skittering of small claws and see some rather large, ugly looking rats scamper through the crates in the south, obviously coming in your direction.

Initiative:

Callanto: 1d20 + 6 ⇒ (18) + 6 = 24
Omar: 1d20 + 1 ⇒ (12) + 1 = 13
Polami: 1d20 + 2 ⇒ (4) + 2 = 6
Rilmor: 1d20 ⇒ 12
Terrill: 1d20 + 3 ⇒ (11) + 3 = 14
Trippen: 1d20 + 4 ⇒ (6) + 4 = 10
Rats: 1d20 + 3 ⇒ (18) + 3 = 21

Surprise Round
> Callanto, Rats, Terrill, Omar, Rilmor, Trippen [Polami didn't notice the rats in time to act :P]

Scarab Sages

male human Musket master 3 | AC 19 T 15 FF 14 | HP 28/28 | F +5 R +7 W +3 | Init + 6 | Perception +7

Omar will shoot at a rat (rapid shot). ooc: guess they aree within 30ft.

Attack 1d20 + 4 ⇒ (5) + 4 = 9 Damage 1d6 + 1 ⇒ (1) + 1 = 2
Attack 1d20 + 4 ⇒ (18) + 4 = 22 Damage 1d6 + 1 ⇒ (1) + 1 = 2

Silver Crusade

Male Halfling Rogue 1 | AC 18 T 15 FF 14 | HP 10/10 | F +3 R +5 W +1 | Init +4

suprise round you only get one action, so you can't rapid shot. Trippen runs into a more defend-able possition with a large crate on his left and the coffins on his right. This way he will also have a better chance to flank the rats if they run to attack strait in.

i move dead last, so do i wait to post for everyone else? Or just post now to speed things up?

Grand Lodge

M Human Sorcerer 1 | AC 12 T 12 FF 10 | HP 11/11 | F +2 R +2 W +2 | Init +6 Character Sheet

Callanto, being behind Polami, will move into position on the surprise round in order to color spray as many rats as possible on his imitative in the regular round,


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

Callanto moves up to get in position to cast on the rats, drawing their attention.

The rats scurry over to Callanto preparing to bite at him. Omar let an arrow fly to no avail as it sticks into one of the crates. Trippen moves around Callanto to try and get into a better position.

Surprise Round
In any order >Terrill, Rilmor

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill steps to the side of the doorway and lets fly the arrow he had knocked, aiming at the farthest of the dire rats. His shot flies true, skewering the rat.

Move one square north, fire longbow at Dire Rat 2

Longbow attack, with Point Blank Shot: 1d20 + 4 ⇒ (18) + 4 = 22
Longbow damage: 1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Male Aasimar Cleric 3 | AC 17 T 11 FF 17 | HP 15/15 | F +4 R +1 W +7 | Init +1

Rilmor looks at all the rats rushing the party. His eyes grow wide for a moment and he hesitates a moment before his training comes back to him. He begins chanting...

Rilmor casts Bless (+1 morale bonus on attack rolls and on saving throws against fear effects) on the party.


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

Terrill takes a shot and skewers a rat with his arrow pinning it to the floor. Rilmor bolsters the party for the battle with the rats.

Round 1
> Callanto, Rats, Terrill, Omar, Rilmor, Trippen, Polami

Scarab Sages

male human Musket master 3 | AC 19 T 15 FF 14 | HP 28/28 | F +5 R +7 W +3 | Init + 6 | Perception +7

Now it's time for Omar to use rapid shot:

Attack 1d20 + 5 ⇒ (4) + 5 = 9Damage 1d6 + 1 ⇒ (4) + 1 = 5
Attack 1d20 + 5 ⇒ (3) + 5 = 8Damage 1d6 + 1 ⇒ (2) + 1 = 3

Grand Lodge

M Human Sorcerer 1 | AC 12 T 12 FF 10 | HP 11/11 | F +2 R +2 W +2 | Init +6 Character Sheet

Callanto takes a five foot step back and casts Color Spray.


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

Will-R1: 1d20 + 1 ⇒ (13) + 1 = 14
Will-R3: 1d20 + 1 ⇒ (13) + 1 = 14

???: 2d4 ⇒ (4, 3) = 7

The two surviving rats lie unconscious on the floor after vivid, swirling colors spring from Callanto's hands and wash over the rodents.

Omar takes two shots at one of the rats, killing it with the second arrow.

I'll assume someone else performs a coup de grace on the other

With the rats dealt with there are no other sounds apparent in the warehouse aside from the sloshing of water coming from below the hole in the south. Now with a better vantage point of the hole in the floor you see a crate over the hole, seemingly held up by two planks of wood. The crate is marked with three crows arranged in a triangle.

Silver Crusade

Male Halfling Rogue 1 | AC 18 T 15 FF 14 | HP 10/10 | F +3 R +5 W +1 | Init +4

Trippen makes a show of sheathing his clean, bloodless rapier. "See, i told you we wouldn't need weapons." he says cheerily. He moves slowly over to the crate. Trippen walks over towards the crates. "That doesn't look sturdy at all." As a precaution, He takes a rope from his pack and ties it around his waist and chest in a makeshift harness.

Anyone have knowledge engineering? How sturdy to the planks look?

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill watches Trippen approaching the box and says "Do you want a couple of us to hold on to the other end of that line, in case the planks give out? Or we could loop the rope around the box, by walking around the hole at a distance, and try to slide it off the planks without getting near it."

No engineering knowledge here. Could try it untrained if DC is 10 or less.


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

Perception-Trippen: 1d20 + 6 ⇒ (20) + 6 = 26

Trippen moves toward the open hole, stopping before proceeding too close as he looks at the wood around the hole.

Trippen:
The wood around the area of the hole looks bad and rotten, bad enough that you are fairly certain it would be difficult to walk on without further collapsing the floor.

Grand Lodge

F Human (Varisian) Fighter (Free Hand Fighter) 1 | AC 15 T 12 FF 13 | HP 11/11 | F +3 R +2 W +0 | Init +2

Polami holds her lit sword up towards the stack of coffins and stares at it intently and shivers. "I hate coffins," she says at last. "They too often contain the dead and the once dead."

She glances at the rest of the group to discover that not only are they not paying attention to her, but they have had an entire combat that she didn't even notice. With rats.

She sighs. "And I really hate rats."

Silver Crusade

Male Halfling Rogue 1 | AC 18 T 15 FF 14 | HP 10/10 | F +3 R +5 W +1 | Init +4

"Well, if we step on the wood its going to fall. We could try dragging it but that would be equally risky. Its a big box and a small plank." Trippen searches the ceiling for a beam or support. "We might be able to hoist someone up and lower them to the crate. Have them secure it. Anyone have any other ideas?"

this is why i always pack a scroll of rope trick as a wizard :P

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

”If you’re worried about the floor falling through if we get near the box, those coffins are pretty long and sturdy. Could we use some of them like planks along the edge of the hole, and make ourselves a kind of walkway to the box? I’m sure Polami would be happy to work with the coffins…“ Terrill finishes with a smile.


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

Trippen looks up to notice a crane system running north to south in the warehouse leading to the double doors in the south.

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