Rilmor Kinnon |
"Where does the hole fall to? Is it a basement?" asks Rilmor. "Maybe we could look around for some stairs if it's a basement."
"And it's sounding like we don't have the skills to properly operate the crane mechanism we're seeing"
Polami Telera |
”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.
Polami groans. "You're not helping," she replies.
She starts to look through the other stacks of crates in the room. "Do you think we might be able to find some tools around here that might help? I really don't want to have to climb out there after that."
GM Dak |
Trippen goes to the double doors and removes what was barring them shut and opens it up, letting light fill the rest of the warehouse.
Omar if you plan to drive the boat see the details below:
Driving Vehicles: When a driver takes a driving action, she must make a driving check to determine the maneuverability and speed of the vehicle that round. The vehicle's propulsion determines what skill is used for the driving check. A driver can always make a Wisdom check in place of a driving check. The base DCs for all driving checks are DC 5 and DC 20. Use the lower DC when the driver is not in combat and the higher DC when the driver is in combat.
Driving Check = Survival
So, I need you to roll Survival, six checks, to get into position (One to get the boat away, one more to get aimed the right direction, and two additional to move the distance to under the hole. One final check to actually stop under the hole.
Callanto |
Callanto tries to assist Polami with getting the nets in place. It seems we have a plan with the crane, and two back up plans in case the crate falls through. They can't say we didn't try!
GM Dak |
After Omar easily moves the boat into position and Polami and Callanto rig some nets under the crate each of them holding on end across the hole from each other, things seem ready for the rest of the plan to be carried out.
Trippen spends some time but manages to get the jist of the crane operation pulling one set of chains to move it north and south and another set to lower the end with a hook on it down or raise it up.
Terrill Mayern |
Terrill crosses his fingers and says to Trippen, "Sure hope this works. Depending how heavy it is, if that box falls onto Omar's boat, it'll probably take box, boat and our buddy straight to the bottom."
Looking up, he adds "Lady Luck, your blessing would be welcomed right now."
GM Dak |
Dex-Trippen: 1d20 + 4 ⇒ (19) + 4 = 23
Trippen maneuvers the crane into position and hooks the hook onto one of the handles of the crate with surprising ease. He lifts it off the rotting wood and hoists it over to the normal floor where he sits it down with no difficulties.
Terrill Mayern |
Without getting too close to it, Terrill calls down the hole, "We're done! Trippen pulled it off! Come on up and take a look."
He then looks around the warehouse and continues, "So, Karela said we could help ourselves to anything else in the warehouse, and that the city was going to seize all this stuff anyway. I don't like the idea of the city government deciding which people should have which stuff, and I'd be happy to upset their plans a bit.". With a barely perceptible smile, he adds, "Shall we take a look in some of these coffins, Polami?"
Callanto |
Callanto will wait until Omar gets back inside the warehouse and then attempts to open up the crate. Who would rig a trap on an old crate, he asks a he lifts up the top.
GM Dak |
Polami and Terrill investigate the coffins to find that they are indeed empty and just look like they are being stored to ship somewhere for use later.
Callanto cracks open the crate after luckily not finding any traps. The rescued crate holds a smaller mahogany box inside, which contains five books and a few loose sheets of paper in a leather folder. The titles and subjects seem completely unrelated to each other: Practical Thaumaturgy In Accordance with Creation, Geographic Anomalies of the Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of Dragons: An Illustrated Reference, Lost Sarusan. The leather folder contains cargo manifestos, warehouse inventories, and other financial logs from a dozen different merchant houses and trade guilds. These look like exactly what Karela was looking for.
The crate also contains 10 sets of masterwork thieves’ tools, three flasks of alchemist’s fire, a flask of acid, a dozen jars of various inks, a footprint book, adamantine weapon blanch, three bags of powder, a deck of marked cards, and two sets of average loaded dice.
Items with URLs are from the Advanced Players Guide. Note For those of you new to PFS any gear you pick up during the scenario you do not carry forward after the end of the scenario. You have an opportunity to purchase items at the end of the scenario including anything that is found on your Chronicle Sheet. You can take stuff and use it, just remember it doesn't carry forward.
GM Dak |
The group gathers up their new found equipment and head back to Guaril to return the documents. Getting back to the Pickled Imp you find Guaril tending to the shop.
The Varisian smiles as you hand over the books and papers. He tosses the books aside, "Very well done indeed! I will see too it personally that you each receive a fair compensation for your work! I assume you have other business to attend to, so I will not belabor you with coin counting. Your funds will be waiting for you by this evening at the Pathfinder Lodge. Good luck, and if you ever need anything less . . . mundane for your 'work', you know where to find me."
He begins to walk to the back of the store room to look through the papers.
With all your tasks completed you make your way back to the Grand Lodge to report on the events.
Callanto: 1d20 ⇒ 5
Omar: 1d20 + 1 ⇒ (7) + 1 = 8
Polami: 1d20 ⇒ 7
Rilmor: 1d20 + 7 ⇒ (5) + 7 = 12
Terrill: 1d20 + 7 ⇒ (10) + 7 = 17
Trippen: 1d20 + 4 ⇒ (19) + 4 = 23
On your way back a throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering.
Terrill Mayern |
Terrill moves to follow Polami, but says quietly to the group, "Keep a hand to your weapons as we head into this alley. When we left the Pickled Imp, I felt sure we were being watched, though I couldn't see anyone. Makes me a bit nervous, so we should keep an eye out for trouble."
As he says this, Terrill scans the crowd watchfully, then looks down the alley before proceeding in.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Callanto |
After hearing Terril's warning, Callanto looks around the alley nervously.
Perception 1d20 ⇒ 7
GM Dak |
Walking down the alley you align yourselves in some semblance of order to protect against ambush. Before getting to a narrow section of the alleyway you see a group standing ahead of you and strange mists boil up behind you. The remaining common folk scatter at the sight leaving you and a group of four others in the alley.
Of the opposing group you make out a woman young and lithe, with red hair hanging in ringlets that just brush her shoulders. She wears a long skirt, embroidered with silver and black thread and a high-necked woolen blouse. She carries a dagger and a shortsword on her hip. Another woman in the rear with full golden blonde hair frames her healthy, smiling face, punctuated with steely blue eyes and thick red lips. She wears a well-made, green silk dress in the most current fashion with a shimmering black scarf draped across her shoulders. A light crossbow is cocked, with bolt loaded, in her left hand, and she has a dagger on her right hip. In the front with a face you could easily forget or miss in a crowd— short-cropped light brown hair, light complexion, and forgettable brown eyes— the man wears rumpled worker’s clothing. He is resting his hand easily on the dagger hanging on his left side, and has a rapier in his right hand. Finally, the halfling male with his comical handlebar mustache, is an easy face to remember, but when madness fills his eyes, he’s a sight one soon wants to put as far from memory as possible. The halfling, has a very large greataxe gripped firmly in both hands, resting across his shoulder.
Initiative-Callanto: 1d20 + 6 ⇒ (20) + 6 = 26
Initiative-Omar: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative-Polami: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative-Rilmor: 1d20 ⇒ 15
Initiative-Terrill: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative-Trippen: 1d20 + 4 ⇒ (8) + 4 = 12
Initiative-Deandre: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative-Halli: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative-Larkin: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative-Ledford: 1d20 + 2 ⇒ (13) + 2 = 15
Surprise round-
>Terrill, Rilmor, Deandre, Ledford, Halli, Larkin, Trippen, Omar.
Trippen |
Wrong again! I seriously didn't think they would attack us in public. oh well... what do you know... absolutely zero flanking options. And i'm nearly last in initiative again. I'm a really sucky rogue lol.
"You know, there are plenty of witnesses around here." trippen says as he takes a defensive stance
standard action total defense
Terrill Mayern |
Trippen - at least your initiative roll sucked... Just Acrobatics past them and you'll have flanking all day.
As Terrill draws his bow off his shoulder and nocks an arrow, he says "Something tells me they're not bothered by being seen, Trippen." Raising his eyes briefly to the sky, he adds quietly, "Lady, lend your blessing and power to my bow."
Standard action: draw weapon; Swift action: activate Destruction judgment, +1 to damage rolls
GM Dak |
Rilmor and Terrill draw their weapons to prepare for battle. Deandre whistles and motions for the others to attack as she begins murmuring a prayer only moments later to be surrounded by an nearly transparent bubble that fades away moments later.
Ledford lets out a battle cry and charges straight into the fight and swings brutally at Polami.
Attack: 1d20 + 5 + 2 - 1 ⇒ (5) + 5 + 2 - 1 = 11
Damage: 1d10 + 4 ⇒ (7) + 4 = 11
The axe glances off her armor as she jerks out of the way, narrowly missing the blow. The woman in the back claps and jumps up and down excidetly for a moment as she points her finger in the direction of Polami speaking arcane words.
RT Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Damage-Acid: 1d6 + 1 ⇒ (5) + 1 = 6
A bright green beam springs from her finger and clashes into a nearby wall, the woman screams in irritation at the miss. The forgettable man moves up behind the halfling trying to find a way to get into the fight.
Round 1 -
Terrill, Rilmor, Deandre, Ledford, Halli, Larkin, Trippen, >Omar.
Terrill and Rilmor can post as well to start the next round.
Terrill Mayern |
Terill prefers not to tangle in close combat unless he has to, but he doesn't want to leave Polami completely to her own devices. Whispering a word to Desna, he takes a quick step back from the fray and lets fly at the axe-wielding lunatic halfling.
Five-foot step towards Trippen, invoke Justice judgment (got my judgments mixed up, but it's only a swift action to change), take a shot at Ledford.
Longbow attack, Point Blank Shot, Justice judgment: 1d20 + 5 ⇒ (12) + 5 = 17
Longbow damage, Point Blank Shot: 1d8 + 1 ⇒ (8) + 1 = 9
Callanto |
what Polami said!
Polami Telera |
Polami missed all the warning signs of the attack, but her reflexes saved her as she managed to avoid both the halfling's axe and the wizard's acid.
"I hate surprises," she groans, and circles her rapier around the haft of the angry halfling's axe.
No worries. I'll just have my action the previous turn be drawing my sword.
This turn, Polami will attempt to disarm the halfling. If successful, she will take a 5' step forward and to the right. (Otherwise she will hold to maintain the front line.)
Disarm: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
I'm assuming that's a disarm, so I went ahead and moved her.