[PFS] First Steps, part I: In Service to Lore (Table 1) (Inactive)

Game Master StephNyan

Map of Absolom


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Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Muchiko didn't bother looking at the finer details of the key.
"Why not just try it on any of the chests."

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Mary's response shatters his opinion of her and the hardening of his facial expression is the only indicator that he doesn't take the insult lightly. "I see." It's the only response he cared to give at Mary's retort before turning his back on the childish paladin.

Perception -Fail: 1d20 + 3 ⇒ (5) + 3 = 8

Perception - Pass: 1d20 + 3 ⇒ (20) + 3 = 23

He notes the corrosive nature of the The Glass Jar and warns the others if they hae not already discovered it's purpose.

Perception - Fail: 1d20 + 3 ⇒ (9) + 3 = 12

Perception - Blue Stone Key - Pass: 1d20 + 3 ⇒ (16) + 3 = 19

Spellcraft - Blue Stone Key - Pass: 1d20 + 5 ⇒ (9) + 5 = 14

Finally acclimated to nights, sorry for lapse. :(

Holding the basket had been a simple task and when the key was retrieved he couldn't help but notice the finer details...

"The key bears a faint aura of transmutation magic. Be wary."

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

"This blue stone key is etched and so is the red chest. I am not sure but they might go together. I think I'll try it and find out." Evan puts the blue stone key into the red chest and turns.

I did not pass the perception check to look at the spoiler so I have no idea but it is a guess.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Oh! I thought you had passed it, it's a little late now but...

Evan's suggestion is quickly agreed upon by Vitarri who nods in agreement when Evan says it looks like the blue key and red chest go together.


Evan puts the blue stone key in the keyhole of the red lacquered chest, and without having to turn the key the chest opens. The red lacquered chest holds a key forged into the end of a jeweled scepter.

Perception DC 16:
You hear a slight click as a mechanism activates. From a slit in the 15-foot-high ceiling a small, golden key drops 6 inches down on a cord.

1 minute and 54 seconds have passed.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

Vitarri's hand snaps to his sword hilt at the sound of the mechanical click. His eyes dart to see the golden key hanging from a cord and he clicks his tongue in annoyance for being so jump. He absolutely hated puzzles and games, prefering a more straight forward approach.

"Another key up by the roof. Shall I knock it down?"

If no one protests~ ;)

Vitarri hefts his Javelin and takes aim at the cord, hoping to sever it in one shot...

Javelin: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Vitarri cuts the cord the golden key hangs on. It falls into the opened red lacquered chest, and lies next to the other key.

2 minutes have passed.

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

Perception: 1d20 + 8 ⇒ (17) + 8 = 25 Just to see the spoiler

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

"Nice shot Vitarri!! Now we have two keys to use on the other chests. I like this game it's fun. I wonder what we get as a prize at the end. This reminds me of the fair games we had back in my village but this one is much harder." Evan grabs both key out of the red chest and inspects them.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

High Survives, Low Broken?: 1d100 ⇒ 44

Vitarri barely glances as the Javelin breaks on impact with the roof. Nodding to Evan when the smaller man praised him for his accuracy. He hoped they would be done with this puzzle soon. It was not his forte at all...

I am enjoying this, Vitarry dislikes being trapped in a box! :)


@Vitarri: If you hit your target, you don't have the 50% chance to retrieve your ammo.

Evan notices nothing special about the keys, except one's tiny and gold and the other has a scepter with jewels attached to it.

2 minutes and 12 seconds have passed.

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

Evan walks up to the steel box and puts the small gold key in the narrow keyhole. "This looks like it might fit here."


Evan unlocks the steel chest with the gold key, but doesn't open the chest yet. He carefully lifts the lid of the chest can now see the mechanism of the trap he expected earlier. (Disable Device DC 15. You can of course try this several times. I'll treat each try as 1 turn.)

At the bottom of the steel chest lies the map of the Salhar burial vaults beneath Sothis, and a wand of knock. (CL 3rd, 11 charges) All that's left now is to escape the vault itself.

When someone reaches into the chest with the trap still active, check this spoiler to see what happens:
Everyone within 10 feet of the chest will have their skin turn blue for 3d20 minutes. Roll Will DC 11 to resist.

2 minutes and 18 seconds have passed.

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

"I knew that it would work." Seeing the trap Evan goes to work with his Masterwork Thieves' Tools.

Disable Device: 1d20 + 11 ⇒ (15) + 11 = 26

"I got it!! I got it!! I found the map to the vaults!! That was fun can we try another one?"

Damn I should have opened it with out disabling the trap. Evan would look like a smurf and Vitarri.....well we all know what he would look like. LOL


The door has a keyhole too by the way.

2 minutes and 24 seconds have passed.

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

"Muchiko break that jar and get the key so we can try it on the last chest." As Muchiko does that Evan will inspect the door out of the room.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Written on the back of the plain wooden door is the message: “Within these cases lies your quest and your way out.” Evan also notices the door has a keyhole.

2 minutes and 30 seconds have passed.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri moves to break the glass as Muchiko hesitates momentarily. Sorry Muchiko ;) He wanted to be done with this bothersome trap...

Do I need to roll anything for breaking the jar Stephnyan?

???:

Grumpy Smurf


Vitarri smashes the jar against the floor. Some of the acid splashes up, onto Vitarri's leg. (1 point of acid damage for Vitarri.)

The jeweled key that was in the jar lies on the floor, in between the shards.

2 minutes and 36 seconds have passed.

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

"Let's try the keys and get out of here."

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

Evan walks over to the key from the broken jar and kicks it away from the liquid and glass that surrounds it. Ripping a piece of cloth of his shirt Evan pickup the key and inspects it.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


While Muchiko urges the others to try the keys, Evan inspects the new key they obtained. Evan notices nothing special about the key, except it's jeweled.

2 minutes and 48 seconds have passed.

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

Evan uses the key from the jar on the last unopened chest.


GM rolls:
Will save Evan: 1d20 + 2 ⇒ (2) + 2 = 4

Nothing happens when Evan uses the key from the jar on the copper-banded chest.

2 minutes and 54 seconds have passed.

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)

"Wrong key, or did you turn it the wrong way?"

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

"Not sure let me try the other way then if that doesn't work I'll try this other key." Evan turns the key the other direction within the lock to see if that works. If not he will use the scepter key on the chest.

Does this chest have a keyhole? By your description of all the chests the copper banded chest was the only one that did not have a keyhole in the description. Was that just left out or does it not have a key hole? I think we may have to use the wand of knock I found in the other chest to open it. Only thing is no one in this party can use the wand.

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

"Alright lets recap!" Vitarri's voice rises momentarily. "We've found what we came for right? We've found the map of the vaults and one chest to open along with two keys." He nods at the one Evan is using and the jeweled like one(?). He considers for a long moment before gesturing back at the way they came in. "Lets use those keys to get out of here, we have what we came for don't we?"


GM rolls:
Will save Evan: 1d20 + 2 ⇒ (20) + 2 = 22

Evan turns the key into the otehr direction, but still nothing happens. When Evan tries the scepter key the chest still doesn't open.

@Evan:
You see the chest fade into a faint outline and realize it to be an illusion. The others don't see this.

3 minutes and 12 seconds have passed.

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)

Mary pulls the crowbar from her backpack. "Anyone want to try using this?"

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

Evan stands up then walks right through the copper banded chest. "That is a good illusion it had me fooled. That tricky old sage! Let's get out of here I am getting hungry again. Mary didn't you say you where going to buy me dinner at the docks?" Walking up to the door out of the room Evan tries the key from the water jar first. "I'm guessing this other key is the one for the Vaults."

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri laughs when the Halfling walks through the chest and shrugs. "Dunno what the other key is for, I know without you we'd be stumbling here for awhile..."


Evan tries the key from the jar, but it doesn't open the door. He then tries the jeweled key, and the wooden door unlocks. On the other side of the door the party's greeted by the servant who led them to the vault. "That's quite fast," the servant says, and inspects every member of the party. "None have turned blue I see."

The party exits the vault after 3 minutes and 30 seconds.

"You can keep the map and wand, but please give back any keys you have on you." The servant waits for the party to hand over the keys they have on them. After that the servant informs the party Amenopheus has left for the day. "If you wish to speak to him, perhaps you should try back tomorrow. Either way, I'll show you the way out."

The servant escorts the party to the estate's exit, and opens the door for them. "I'll inform the master of your succes. You have passed."


It's quite obvious which task you'll head for now, so feel free to proceed:

The Ascendant Court

At the center of the City at the Center of the World lies the Ascendant Court—Absalom's religious hub, the site of ascension of four gods, and the final resting place of the Starstone itself. The Ascendant Court is the religious center of Absalom, holding the preponderance of the city's temples as well as the cathedral of the Starstone Located at the physical center of Absalom, it serves as a hub between other districts: all roads in the Ascendant Court lead to the Starstone.

Not far from the Starstone Cathedral one can find a number of major temples such as Sarenrae's Temple of the Shining Star. When the party gets closer to the Temple of the Shining Star, traveling in the cart Vitarri rented for the day, they get a feeling something’s wrong.

Sense Motive 15:
From one of the alleys a young man with a face you could easily forget or miss in a crowd watches the party. He has short-cropped light brown hair, a light complexion, and forgettable brown eyes. The young human wears rumpled worker’s clothing with a heavy coat over his chain shirt. When you see him, he walks into the crowd and disappears from view.

Temple of the Shining Star

Arriving at the Temple of the Shining Star, you’re immediately directed to Ollysta Zadrian. This paladin of Sarenrae is young in her years, but holds herself with the poise of a queen and warrior simultaneously. As she notices the party’s arrival, she strides forward, addressing the group in a strong voice.

”Thank the light of Sarenrae you have arrived! I knew Ambrus would come through for us in the Silver Crusade. I desperately need you to bring medicine to an orphanage and let me know if the headmistress, Gilga Baltwin, is deserving of our charity. Since our quest began, the needy have clamored for our aid, and I suspect some are abusing our generosity. It may sound cruel, but there are plenty of dishonest people out in the world eager for easy gold.”

”Do you know of the Silver Crusade? After discovering so many factions splintered the Society, a number of us banded together to proliferate the cause of charity and kindness using the Society’s resources. As it is said, ‘The Dawn brings new light’ and I’ve made it my life’s work to use our recent darkness to bring a new light to the world and to the Pathfinder Society. I apologize for straying off point. Will you bring this parcel of medicine to Auntie Baltwin’s Home for Recovery in the Eastgate district?”

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

GM, is it possible to coat some arrowheads in the viper's venom? If so Muchiko would ask some1 to push at the head of the snake. Then letting it dry up before putting those tipped arrows seperate from the others.

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

While traveling through the Ascendant Court

"I think our Venture-Captain has been spying on us all day. Maybe he doesn't trust us? I'll have to ask him why when we get back."

Rolls:

Sense Motive: 1d20 + 6 ⇒ (19) + 6 = 25

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Sense Motive 1d20 + 7 ⇒ (12) + 7 = 19

He watches the young man with his intense gaze, watching him disappear into the crowd with interest. At Evan's words he nods."Perhaps, it's common for a CO to check on his new recruits from time to time. Don't let you guard down however either."

Ascendent Court

He watches the hoity toity Saranraen with an even look, he softens up considerably when she mentions the orphanage and seeing if it was on the up and up. "Do you have evidence of misdeeds or anything in specific for us to watch for?" They're would be hell to pay if this Gilga Baltwin was messing with kids, he doesn't hide the interest in his question.


@Muchiko: Not possible.

"I don't have any evidence of misdeeds, neither anything specific to watch for. You might want to ask around in the neighborhood, before heading to the orphanage itself."

Roll Diplomacy (Gather Information) or Knowledge (Local) while moving through the neighborhood to learn more.

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)

Sense Motive: 1d20 + 3 ⇒ (13) + 3 = 16

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Vitarri nods to Ollysta. "If there is any sign we will find it..." He is sincere in his words to the representative of the silver crusade.

assist diplomat: 1d20 ⇒ 17
knowledge local: 1d20 + 1 ⇒ (20) + 1 = 21
both are untrained :(

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

Evan sits back and listens to Ollysta, overwhelmed by his surroundings of the Temple of the Shining Star. ...I know i am small but I feel smaller now being in this grand temple in the middle of the city in the middle of the world..

After the ground exit the temple

"I have an idea! I could get to the orphanage before the rest of you and blend into the children just to see how this Gilga Baltwin treats them and maybe hear a few things."

Asking aroudn the neighborhood.

Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17
Knowledge(local)Untrained: 1d20 + 2 ⇒ (20) + 2 = 22

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)

"Sounds like a great idea Evan."

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

You'd need childlike feat to pull that off..

"As much as your posture may fit a kid's height, your face isn't childish enough. Besides, the person who manages the orphanage must know every single kid, like a tribal chief knows his troops."


While asking around in the neighborhood the party learns the following:

Miltivis, who runs a nearby market, claims he’s served Auntie Baltwin for over 30 years, and while a good customer, she is quite demanding and often rude to the other customers. He says she’s kept his supplier of fine whiskeys in business for decades.

Gilga Baltwin’s neighbors Travost and Tirelle Anthos are frankly tired of the noises the children make and the retinue of cats—though they do appreciate the latter’s mousing skills. They admit to being happy when Auntie Baltwin sends the children “off into the town” during the day, as it gives them a few hours of peace and quiet before they return in the evening.

Auntie Baltwin’s Home for Recovery

Nearly swarming with cats and children, this fine upper-class home appears to be clean and in good condition considering the number and ages of its inhabitants. Three young boys shoot marbles in the dirt near the side porch, and inside strewn toys and more cats lie about on the floors. A few children take care of chores, while coughs and sneezes softly erupt from the children’s dormitories upstairs.

There's no map for this location. If you want anything to happen you'll have to step inside and explore, and/or interact with one of the inhabitants you see :)

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)

Mary approaches the three young boys playing marbles.

Getting down on one knee to be more eye level, Mary says "Hello young sirs. How are you doing on this fine day?"


The boys look up at Mary, and one of them stands up. "Hello darling, I..." The boy doesn't get to finish sentence, as he's whacked against the head by one of the other boys. "Behave," the second boy whispers.

"We're fine," the second boy says to Mary, "just playing a game, miss." The third boy nods in agreement, and quickly glares at the boy who's rubbing the back of his head with a pained face.

Silver Crusade

Female Human Paladin (Divine Hunter)/2 (HP 18/18 | AC:20 | T:13 | FF:17 | CMB: 4 | CMD:17 | Fort:+7 | Ref:+6 | Will:+5 | Init:+5 | Perc: +5 | Speed 20)

"Why such a harsh reaction? You're not misbehaving in my opinion. In fact, I like it when someone calls me darling. It's a compliment. Let me take a look at your head."

Mary takes a look at the boy's head for bruises. "Hmm, the light here isn't bright enough for me to see well. Come with me over here and let me get a better look at your head." With a wink and a nod, Mary motions for the boy who got hit in the head to walk away from the other boys for a second.

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

GM, what is the parcel we're supposed to drop off here? Liquor?

Arriving at the orphanage, Muchiko takes a moment before she steps in.
....this, is an orphanage?
Walking alongside Mary and the following scene, Muchiko tries to see if anything could be traced from the boy's mannerism.
Sense motive: 1d20 + 2 ⇒ (6) + 2 = 8
Guess not

"I'm heading inside to see if the lady is in the house. But she sounds like a complete alcoholic to me, so hopefully there will come a sane sort of response from her."

Muchiko, along with anybody perhaps, heads inside and looks around quickly.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Grand Lodge

Male Male Garuda-Blooded Aasimar (Plumekith) Cleric of Gorum 1] (HP 11/13 | AC:17 | T:12 | FF:15 | CMB: 2 | CMD:14 | Fort:+4 | Ref:+2 | Will:+5 | Init:+3 | Perc: +3 | Speed 20 | 2/3 Channel)

Per Ollysta Zadrian: I desperately need you to bring medicine to an orphanage... I suspect its herbs and curatives primarily. :/

Grand Lodge

F Human Ranger 2 Hp 24/24 AC 16/T13/FF13 F+4 R+6 W+2 Init+3 Per+7 Speed 30

Vitarri, it's meant with sarcasm. :)

Liberty's Edge

Male Gnome Bard (Animal Speaker) 2 | HP 19/19 , NLD 0 | AC 19 FF 17 Touch 13 | Init. +2 | F +3 R +5 W +3 | CMB 0 CMD 12 | Speed 15 ft
Special Abilities/Skills:
Bardic Perf. 10/10 day ... Acrobat -1, Bluff +5, Climb +1, Diplo.+9, Handle Animal +9 (+13 Dogs), Know(nature) +7, Linguistics +5, Percep. +6, Perf. (wind) +9, Ride +5, Swim +1, UMD +9

Evan draws his cloak over his head and sneaks in the building after the others enter. Looking for a headmasters quarters or kitchen where Gilga Baltwin maybe.

I am going to try and ease drop on Gilga Baltwin before the other talk to her and after the others give her the medicine and leave.

Stealth: 1d20 + 11 ⇒ (5) + 11 = 16

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