[PFS - PbP Game Day 3] 5–08: The Confirmation - Table 2 (tier 1-2) (Inactive)

Game Master StephNyan


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Opened for dotting.

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Dot

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Dotting.

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Dot.

(And I assume this is to make it easier to find? As I said.. new to PbP, so may have a few silly questions as we start)

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Dotting will mark you as a character and player in the campaign. If you look above you will see player and character tabs. It also lets the GM know you are active on the page.
Any entry would work. Dot is used because...well I don't actually know. Just the way it's done I guess


One meaning of the word 'dot' is 'to mark with or as if with a dot or dots.' Making any post in a Gameplay thread makes the game show up in your Campaigns tab, which is the tab that offers easy access to all the games you're playing in. I was thinking 'dotting' on this forum could refer to how placing a dot would be enough to essentially mark a game this way.

I could be wrong, but it seems like a neat explanation :)

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

OK, cool - and that's how I found this again (through my Campaign tab). I really do appreciate everyone's help. Hopefully I'm done with asking the goofy questions now *grin*

Silver Crusade

Male Nagaji Paladin 8 | AC: 25/11/24 (22/11/21 without shield) | HP: 86/86 | CMB: +12, CMD: 23 | F +13, R +7, W +12 | Perc +4 | Init +1
Attack:
Gamin +13/+7 (1d8+12/19-20), +4 (+8) smite evil

I was told it's called dotting because of the dot that appears next to the thread in the threads list once you've posted in it.


I see, makes sense.

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

O I C


The invitation delivered last night was remarkably simple,especially given the importance of the occasion: “Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.”

The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table.

"Welcome! Welcome, my students! Please, have a seat!" With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. "Can you believe it? It all started here years ago—well, over four hundred of them at least. Under this very roof the Pathfinder Society was born."

"But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives. Allow me to introduce you to Janira Gavix," he says as he motions for an excitable halfling woman to approach. She wears a large backpack and carries all manner of tools, pouches, and scroll cases around her waist. Shaine continues, saying, "Janira here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation."

Janira speaks up in an enthusiastic and cheerful voice, "Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen."

Master Shaine hops to his feet. "Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well." With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself.

You may each make 1 Knowledge (Geography) roll to learn the following. (Also open the 10+ spoiler if you may open the 15+ spoiler.)

Knowledge (Geography) DC10+:
At the center of the Isle of Kortos stand the Kortos Mounts, the points on the island.

Knowledge (Geography) DC15+:
Entire tribes of centaurs, harpies, and minotaurs constantly vie for territory up and around the Mounts, with harpies being the most common at higher altitudes and centaurs controlling the lower slopes and foothills.

You may each make 1 Knowledge (History) roll to learn the following. (Also open the 15+ spoiler if you may open the 20+ spoiler, etc.)

Knowledge (History) DC15+:
Also known as the Low Azlanti, the gillmen are an amphibious humanoid race believed to be the last descendants of the ancient Azlanti people.

Knowledge (History) DC20+:
During Earthfall, the Starstone struck Golarion and destroyed the human empires of Thassilon and Azlant. It is said that gillmen’s ancestors survived the cataclysmic event because they received the blessing of an aquatic entity that allowed them to breath underwater.

Knowledge (History) DC25+:
Most scholars believe the terrifying aboleths were responsible for the gillmen’s transformation. Any alliance between them appears to have fallen apart over the millennia, however, and the gillmen are now an independent people.

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

May we make an untrained roll?
A stout looking dwarf at another table turns around with his mug of beer in his hand. In a very rough voice he says.
"Piep it do'n a bit will y'lad. Ah'm tryin to 'njoy a beer here."
At the mention of the mission he looks puzzled for a moment.
"Oooooh. It bee that late l'ready. M bee th'nkin it still bee ev'ning. M not ev'n teered 'n the least b't!"
He start a bouldering laugh. Suddenly a wolf head pokes from under the table and starts howling with him. He turns his table around and seems to listen intently to the briefing.
"Wooldn't h've minded soome fresh air aafter a good' ol drink! But ah thin' a musty cave mus' do for nooow."

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Harry has a knowing smirk on his face as he stands in the corner listening to the Master. He never formally studied history, but he's pretty well read.

roll:
(Knowledge(History): 1d20 + 1d6 + 9 ⇒ (20) + (6) + 9 = 35).

Harry straightens up, clears his throat, and mentions " Gillmen are part of the leftovers, the survivors, of the Earthfall event. That was a really long time ago for anyone who didn't bother with history - maybe not as old as your mom, but we're still talking thousands and thousands of years ago." Harry looks out at the departing Master of Scrolls and mutters, sotto voce "Older than the Master of Scrolls too, maybe even". He continues back in his louder voice "They're descended from the Azlanti - got a pretty strong claim to it too, unlike that doofus selling weapons round the corner, and are sometimes called Low Azlanti as a result. Somehow, during the event someone - probably Aboleths - got ahold of the survivors and gave them gills. Now, while they probably wanted servants, the deal between the Aboleths and the Gillmen didn't appear to last, because they're certainly not allies now nohow!"

Harry pauses, and thinks. Unfortunately, he just never really got into maps - dusty things showing pictures that didn't look anything like the real world! Still, he knows a bird from a fish, and a mountain from an ocean. "Huh. Kinda weird some sorta fishman wanting to go traipsing about in the mountains like that. Wonder if it's wet in that cave."


You may make Knowledge checks untrained, but keep in mind you cannot make an untrained Knowledge check with a DC higher than 10.

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Harry thinks about some of those history book he read - maybe some of them had maps?

Dice roll:
Knowledge Geography: 1d20 ⇒ 9
.

Yeah. He's pretty certain they did. And mountains is mountains. They're sure not the city!

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

know geography, untrained: 1d20 + 1 ⇒ (12) + 1 = 13

well this should a fun job. chilly checks his daggers and gear. All good.
anyone know what opposition we will face?


Waiting for Acher to show up. Then we're good to go :)

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Apologies. For some reason remembered this as starting on the 3rd...

A tall, tan woman rests leaning against the wall as the halfling speaks, an oversized hammer resting besides her. As she listens to Shane's remarks, Acher finishes her drink and smirks genially as she glances around the room to the rest of her 'class'.

"Well, about time we get to prove we're worthy of the wayfinders, eh friends? 'Course the 'training' could've already cost us an arm or a spleen, but better late then never I suppose"

Janira goes up next, and as she details the nature of their confirmation mission Acher furrows her brow in focus as she listens intently. When the recitiation finishes, the fighter shrugs her shoulders. "Can't say I've ever heard of these gillmen myself; not much of water to explore up on the plateau. Glad to see you've got a bead on them thoguh.", she says, nodding to Harry. Turning back to their guide, Acher asks "Are these sightings normal around these parts, or do you suspect they're up to no good?" Approaching Janira as she talks, Acher ends up towering over the halfling, but a good-natures smile spills across the warrior's face as she peers down.

Also StephNyan: in the month since signups Acher's reached level 2. If this is a problem let me know and I can either bow out or switch to a 'suspiciously-similar' new level 1

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

sigh. I wish I was 2nd level


@Acher: You may play The Confirmation once with a level 2 character. If you haven't yet done this, Acher's welcome! :)
I've got a question though: could you connect a profile to your main account, Zoomba? I tried to inform you the game had started, but it's not possible to send PMs to people who haven't connected a profile to their main account. It doesn't matter much what you place in your profile, even if it's just a dot, but being able to receive PMs may come in handy in the future.

@Chilly: It should happen soon!^^

When Acher asks about the gillmen sightings, Janira seems excited to explain about them. "The gillmen are a humanoid race much like humans save for the three piscine gills on both sides of their necks. They’re a little secretive but not outright hostile. Most live in or near the water. The only known permanent surface settlement of the gillmen is in Escadar. Why they’re venturing into the foothills of the Kortos Mounts is a mystery. That’s exactly what you are being asked to find out. I've only seen a gillman appear there twice, on the occasions I mentioned earlier. Meaning my last sighting was about five months ago."

Turning to Chilly next, Janira answers his question about the opposition to be faced. "There are the inhabitants of the local area. Centaurs control the lowlands and surrounding wilderness of the Kortos Mounts. The areas farther up the Mounts are controlled by minotaurs, and the icy peaks are home to tribes of harpies. They’re always vying for territory, but with any luck, we should be able to avoid them and reach the caves without conflict."

Janira pulls out a large leather-bound journal and opens it on the table. "Before we set out, we should all get to know each other and review our plan. After all, the most important factors that determine whether an expedition will be a success are cooperation and preparation! I’ll go first!"

"My name is Janira Gavix, and I joined the Pathfinders about four years ago when I came of age. I grew up in Eastgate, and I'm the oldest of seven. I signed up with the Society to travel the world and taste all the fine foods it had to offer, but I quickly took to the Scrolls and its focus on learning and preserving knowledge. I'm hoping to get published in the Pathfinder Chronicles someday, and become a Pathfinder Chronicler."

"Although I've mostly worked with Master Shaine, I've picked up some tricks from the Master of Swords and the Master of Spells as well. I hope I can pass on a little bit of what they've taught me to you as well! Guess you never grow out of being the biggest sister, huh?" she jokes, straightening her posture to stand at her full height of two feet ten inches. "In any case, I've been on quite a few missions since my own Confirmation, but this is the first time I've been in charge of leading one."

"What about all of you? What made you want to join the Pathfinder Society?" she asks, her eyes kind and expectant as she looks around the would-be Pathfinders before her.

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

The dwarf stand up on his chair and holds his beer in the air, he bellows a response his wolf howling with him.
"FOR ADVENTURE!"
He puts the mug to his mouth and drains it in one go. After the display he sits down again and pets his wolf on the head.
" 'sh a good R'ri"

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly thinks about the question. traveled a lot when I was a young sprout. Wanted to see more. Pathfinders go everywhere. Find stuff, maybe set things right, make a bit o' coin. Have some good fights. Thought I'd be part of it.

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Harry leans back into the corner, smirking. "I'm in it to make a quick coin. And, I hate not knowing things. It was maybe a good idea to get out of the old neighborhood for a bit, as some mugs were starting to threaten getting rid of my nose...something about sticking it where it don't belong"

Harry glances over at Chilly "It's like my friend here said - 'find stuff, maybe set things right, make a bit o' coin'. Those are my goals too."

Harry gestures inquisitively at an empty chair at the dwarf's table, and raises his eyebrow as if to say May I? "It doesn't hurt none, as my new friend here mentioned, that's we won't be bored either."

Harry looks around at Acher, Chilly, and Dinuci. Don't hurt none that I've got three big burly types along with me if there's trouble neither, but he wisely keeps that particular thought to himself.

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

Dinuci summons a broad grin and replies to Harry's inquiry.
" 'fcoorse ya may sonny. Ah'm fine wit' heading off too."

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

”Seven?” booms Acher. ”And I thought being one of five was bad.

”Why’d I join the society? Heh, why not? I’ve gotten into a few scrapes in my time, but there’re things out there that go on, big things, and way I see it we’re one of the few lots willing to find them. 'Sides: I never could turn down a good challenge, even a stupid one."


"Which brings us to the details of the mission at hand," Janira says with an eager grin. "After reviewing my mission reports personally, Master Shaine believes it is no coincidence that each time they entered the caves it was during a full moon, so it is also no coincidence that you have been called here now, just a day before the moon is full again. We both believe that tomorrow night is our best chance to find out why these caves are important and what exactly the gillmen are doing in there."

"The caves we’ll be travelling to lie under the base of the Kortos Mounts. We’ll need to spend every minute of daylight possible to reach the caves by foot, crossing over the Cairnlands, taking the paths to Diobel, and finally making our way through the wilderness. With any luck we won’t run into any of the local inhabitants. Once in the caves, we’ll need to work together to explore and determine whether any gillman are present or have been recently. Keep an eye out for any other clues that might hint at the caves’ significance, too."

"I've mentioned various inhabitants earlier, but I should add to that. There’s always the chance we may run into bandits along the way, and there are dozens of kinds of predators in that forest. That’s why we should always be as prepared as possible."

"Now, before we head out, if there aren’t any more questions, we should take a moment to go through your gear and make sure nothing important gets left out. Like I said, we should be as prepared as possible."

"Do you have the common adventuring gear such as rope, a light source, food, a way to make fire, and sources of healing? Additionally, you may want to make sure you have a few other handy items like alchemist’s fire and antitoxins, if you have the gold to spare."

Janira looks around, jumps up, and takes it upon herself to check your gear. "Hmm... yeah... Most of you have some kind of splash weapon... Does only Dinuci have a rope? Hmm... Chilly has antitoxin... Oh wow, does no one have healing potions? Are you going to completely rely on someone's daily spells for healing?"

This scenario's meant to learn new players/characters the basics. This includes carrying the proper items with you.

I'll give you a moment to go over your gear, and to purchase things you may want to add to your items. When that's taken care of, we'll be going on an adventure! :D

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

"Heh, perhaps you're right Ms. Gavix. I can think of a few times an extra healing elixer would've come in handy."

Acher will purchase 2 cure light wounds potions and a torch.

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly buys a cure light wounnds potion and food for five days.

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

Dinuci's eyes widen as she mentions that only he has rope.
" 't cannot bee! None a ya all g't roope?! How can ya'll l've without roope?!"
He exclaims. As for the healing potion he thinks for a bit.
"Don't be hav'n te money. Spent me times in the woods, not making money. Ah'm be using me healing spells."

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

"Come on Dinuci. Rope makes it too easy! Where's the fun in climbing like that?" Acher flashes a grin at the dwarf.

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

"N't for climbin'only ya know. S'me rope is always useful y'know. For example you could use it to hang your teapot above a fire. Mighty useful that."
He says as he pulls his teapot out of his bag and puts it on the table.
"Or ye could use't with a bocket to f'tch w'ter from a well."
He rummages through his backpack and fishes out his bucket and puts it on the table next to the teapot.
"F'shing's a bit hard though ye b'tter not try that! But grappling hooks! S'of good use with som' roope."
He pulls out his grappling hook and puts it on the table in the bucket. He seems to be thinking for a bit and comes t o a conclusion.
"Nah th't be 'bout it for the roope."

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

"I can do a bit of healing, but only for myself I'm afraid. As to rope... I'm a city boy. What legitimate use does a city boy have with rope?" And besides, I can't hardly carry another pound and still move forward. I'll have to drop stuff off if we find anything good. Hmm. These mooks look strong. Maybe one of them would be willing to carry stuff for me?

Harry nods his thanks to Dinuci, and sits. He looks askance at the wolf. When it doesn't look like it's likely to eat him, he mutters "Good Doggy" and smiles at it. The pack he had been carrying slides from his shoulders and leans heavily onto the chair behind him.

"With a bit more cash, I'd maybe try to find a better grade of pack - I've heard there are some made particularly well for carrying heavy loads. And, I'd love to be prepared for any situation, but for now, I'll have to rely on my wits. And with MY wits, I ain't never been unarmed!"

Before heading to the tavern for this meeting, Harry went and bought an Alchemist's Fire and an Acid, but he forgot to mention that to the GM - otherwise, he'd hit of the shop on the way out of town for them. He'll add those to his gear now before he forgets again!

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly grins. well, you can use it to hold your pants up. Lots of uses for rope, if ye think a bit.

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

"My mother was worried I'd swing from a rope some day, and I don't think she meant as an acrobat neither. She saw how I was as a kid, always needing to know what's been hidden away but good. I may have developed a bit of an allergy to it as a result"

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

He stuff his bag again and puts it on his back. He slides from the chair and lands with a heavy thud on the floor.
"R'dy to go!"

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Harry stands up, looking with distaste at the heavy pack. He knows he's got what he needs within it - but will it be enough? But, he can't shoulder any more wait - he'd be as flat as the Osirian economy if he added any more to it!

Harry shoulders the pack with a bit of distaste, muttering something about "Take a nice walk in the country, you'll love it. Things to do, weight to carry, people still trying to kill you." under his breath. He looks around at his companions: Dinuci, Chilly, Acher. He nods to himself, tightens up the pack straps and turns to look at Ms. Gavix. "I'm ready, ma'am"


"Okay, let's move out!" Janira leads you west out of Absalom and through the Cairnlands, picking up any last-minute purchases on the way out of the city.

From the Cairnlands, you travel along a well-worn path that leads toward Diobel, through the wilderness surrounding the Kortos Mounts. The journey is mostly uneventful, but while walking Janira takes her time to discuss Master Shane’s class on the history of Absalom.

As the party progresses deeper into the forest, the trees towering overhead begin to shield most of what remains of the day’s sun and the vegetation beneath grows denser. Janira pauses a moment and pulls out an intricate silver compass emblazoned with the Pathfinder Society logo: the Glyph of the Open Road. "I received this wayfinder when I successfully completed my Confirmation. Should we be successful on our journey, you will get your own as well."

She flips open the device and holds it in front of her; the initials J. L. are engraved into the inside of the device’s lid. After studying the compass inside for a moment, she remarks, "We’re on the right path. We need to keep heading northwest past those large rocks up ahead."

Most of the trees in this section of the forest have trunks that are too big for any creatures to share their space. Sporadic patches of light undergrowth provide areas for creatures to hide while restricting movement for those passing through. A large rock outcropping to the east rises nearly 20 feet above the forest floor, and a small sinkhole to the northwest drops off sharply, descending to the ground 10 feet below.

Before you can get moving again, a tree nearby falls. Two giant fleas emerge, scared out of hiding by the fallen tree. As they flee from the cacophonous noise, they proceed toward you.

Initiative:
Acher: 1d20 + 1 ⇒ (19) + 1 = 20
Chilly: 1d20 + 4 ⇒ (17) + 4 = 21
Dinuci: 1d20 + 4 ⇒ (14) + 4 = 18
Harry: 1d20 + 1 ⇒ (14) + 1 = 15
Riri: 1d20 + 2 ⇒ (2) + 2 = 4

Janira: 1d20 + 6 ⇒ (16) + 6 = 22

Flea (Blue): 1d20 + 2 ⇒ (8) + 2 = 10
Flea (Red): 1d20 + 2 ⇒ (4) + 2 = 6

Janira takes a 5-foot step away from the fleas and the party. As she draws her whip, she starts telling an anekdote. "It is said that Master Shaine once had a dog, and that dog have fleas. Less giant, though. He apparently got rid of the fleas by using a special kind of shampoo."

Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Turn progression - round 1:
Janira
Chilly
Acher
Dinuci
Harry

Flea (Blue)
Flea (Red)
Riri

Those in bold are up.

The map can be found below my name, under Confirmation. Move your token when you move in-game :)

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly draws both of his daggers, then steps five feet to between harry and the flea on the bottom left.
cobblers! I'd hate to see the dog those thing are on.
He stands calmly, waiting for the beast to act.

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Not sure if you'd prefer us to hold posts until it's our turn or not. I thought this way I wouldn't delay anything if I was asleep when my turn rolled around

Harry stares at the flea to the west. It seems to be just at the limit of his ability to hit with his bow- any farther away, and he'd have much less confidence in hitting. It's tough to find a long straight run longer than 60' in the city for practice shooting at those longer ranges. Hmm. Maybe there are some advantages to this country stuff. "There's a tree in my way, I don't have a clear shot to the west yet. When it moves though, I'll try to tag it!"

Harry tries to remember what he knows about fleas: Knowledge Nature: 1d20 + 1d6 + 9 ⇒ (19) + (5) + 9 = 33

"Jiminy, those things look big enough to carry off Fat Andrew back at The Pig's Paunch!"

Harry looks down at his bow, shrugs, and nocks an arrow. When the flea to the west moves past the tree in front of it, he'll try to hit it. Shooting a flea sounds like something the Weapon Master would do, but, even Harry may be able to hit these!

When it's time, Harry will draw in a deep breath, relax, and on the exhale will release the arrow: To Hit with +1 comp bonus: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 1d6 + 1 ⇒ (6) + 1 = 7. He's got a feeling it's going to be a particularly sweet hit though - he's feeling centered, and there's only a small breeze.... confirm crit: 1d20 + 2 ⇒ (8) + 2 = 10 ...until he let's that arrow fly, and then it gusts, Zhols curse it!

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

The day's journey had been pleasant enough, Acher thought, but she was beginning to weary of this terrain. Too many trees, outcroppings and hills around here. Visibility is shot; why can't they just clear the area out? She bit her tongue. Quiet! This is one of the reasons you joined this Society, isn't it? To experience the new? So experience it! Still, there's just so much, green...

As they move forward, Acher mostly zones out as Janira attempts to describe Absalom's rich history, a city's a city- why focus on buildings instead of tis people, instead looking around furtively, trying to assess their surroundings. When the halfling stopped to pull out her compass, however, Acher let out a small intake of breath at the filigreed object. Beautiful! Now there's finally something that could be useful!

Her fascination is cut short as the crack of a falling tree rings out, shortly followed by the rustling of the two giant vermin emerging from the brush.

"Ha, finally something we can hit!" cries the warrior, tensing herself for combat.

As the scrapper moves down slightly and braces for a fight and Janira starts orating on their enemies, a grin splits Acher's face. She advances northwards, sidling to the left of a tree as she draws out her sling and, spinning it uickly, looses a stone at the flea before her.

Attack: 1d20 + 3 ⇒ (18) + 3 = 21 for Damage: 1d4 + 4 ⇒ (1) + 4 = 5

"In my experience a good smash'll get rid of fleas just as quick as shampoo Ms."


You can move as long as your name's in bold. The actions will resolve in the order they're posted, unless you specify you'll wait for someone else to act first.

@Chilly: Could you move yourself on the map next time? Thanks!

Chilly steps in front of Harry, while Harry tries to take aim at the flea. Thus aiming becomes a bit harder for Harry, but he has a feeling it won't matter for the shot he's about to make.

Acher's experience with giant fleas turns out to be lacking. Despite the great accuracy of her attack, the stone Acher slings at the flea proves to be less effective than shampoo would've been. It doesn't do any damage.

Harry:
Much like their smaller cousins, giant fleas are hemophagous insects that live in any kind of environment where they can feed upon blood. These creatures possess surprising agility and strength. Able to leap great distances, they flit about mindlessly, looking for easy prey. A giant flea can go for several months without feeding, but then gorges after such a fast.

Giant fleas can jump up to 120 feet as a full-round action. A flea can treat this jump as a charge, as long as the leap is made in a straight line. They have damage resistance against non-slashing weapons, and immunities against diseases and mind-affecting effects. With its bite attack, a giant flea can spread disease.

Dinuci isn't available this weekend. I'll bot him this round.

Knowledge (Nature): 1d20 + 5 ⇒ (2) + 5 = 7

Dinuci tries to remember something about giant fleas, but isn't able to. He takes out his battleaxe, and moves to Acher's left side.

Leap and bite: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 Damage: 1d4 + 1 ⇒ (3) + 1 = 4

The northern (blue) flea leaps at Acher, and tries to bite her. Acher easily dodges the attack.

The other flea moves toward Chilly. As it passes the tree it was behind, Harry releases his arrow. Harry's feeling proves to be correct, as he has no trouble hitting the flea. Though the flea's hide protects it from most of the damage the arrow could've done.

Knowledge (Nature): 1d20 + 8 ⇒ (13) + 8 = 21

Janira puts away her whip. She draws a wand while moving west, and continues to tell about Master Shaine's dog. "It's said to be a Labrador, a breed that's quite fond of water. Rumor has it, Master Shaine's Labrador likes to be washed with shampoo."

Turn progression - round 1:
~
Riri

Turn progression - round 2:
Janira
Chilly
Acher
Dinuci
Harry

Flea (Blue)
Flea (Red) -2HP
Riri

Those in bold are up! :)

Inspire Courage is still active.

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Harry calls out "As fun as pummeling these vampires would be, we need to cut them - piercing them is tougher with their exoskeletons, and they barely notice a bash." He drops his bow, looks longingly at it, and draws his dagger. He carefully maneuvers himself around the flea. Harry isn't able to get himself into the perfect position to help Chilly this time (Man, he's fast!), but maybe next time Chilly goes to hit the flea Harry can help out by providing some distractions. Hmm, what would distract a flea. I bet they'd like blood, but I'm not in the mood to cut myself for them. I'll just have to take a swipe at them once I'm in place

Harry realizes he forgot to mention some important things to his companions. He calls out in a loud, carrying voice "Giant fleas, like their lesser brethren, are prodigious leapers. I think we're safe from that now, but also like their pestulent cousins, they are disease bearers. Do you best to not get bit!". Harry knows there are formulae out there to cure diseases, but he doesn't know them yet, and his brews still only seem to work on himself. Yet another thing I need to work on when I have some time. Maybe there will be some interesting new ingredients out here!

As Harry is thinking about things, he starts to ponder the J.L in the wayfinder Janira showed them. Did she marry so young? Does she have loose fingers and big pockets like me? Didn't she say it was a gift from the master of scrolls though? What was his name? Does it end in an L? Maybe there's something going on there? Pay attention Harry! This thing will drain you before you can blink if you don't pay attention!

Grand Lodge

Female (HP 40/40 | AC: 19 | T:12 | FF:18 | CMD:19 | Fort:+10 | Ref:+5 | Will:+4 | Init:+1 | Perc:+6 | Speed 30) PFS#: 127063-3 Bloodrager 4

Acher's smile sours quickly as her bullet barely seems to leave a dent in her target. "Cor!"

But there's little time to dwell on her frustration, as the insect shuffles briefly and then launches unexpectedly at her face. The warrior ducks down and to the left as the creature's bite chomps harmlessly through the air. Still, the sheer ground it covered in an instant puts the Shoanti on edge.

All right, lets try this again... Acher thinks to herself as she drops her sling and unslings her trusty earthbreaker from her back. Ahe swings the massive weapon at the beast in front of her Attack: 1d20 + 7 ⇒ (6) + 7 = 13 for Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

I LOVE Earthbreakers....


Harry shares some useful information with the others. As he draws his dagger, Harry moves to a position that'll enable Chilly to easily flank the flea with him.

Acher takes her earth breaker, and slams it into the flea in front of her. The flea resists half of the damage from the earth breaker, but looks like it's about to go down.

Turn progression - round 1:
~
Riri

Turn progression - round 2:
Janira
Chilly
Acher
Dinuci
Harry
Flea (Blue) -5HP & Disabled
Flea (Red) -2HP
Riri

I don't want to do too much botting, which is why I'll give the others till tomorrow to post.

The Exchange

Male male human fighter (brawler) 1 (HP 19/19) | AC 19 | T15 | FF 14| CMB +3 | CMD 18 | FORT+4 | REF +4 | WILL -1| PERCEPT +0 | INIT +4 | move 30 F/2 brawler

Chilly slides right, lashing out with his blades
dagger 1: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
dagger 2: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11

crit comfirm: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6

damage: 1d4 + 2 ⇒ (1) + 2 = 3

sorry stephnyan, but I am keying this from a phone right now, and it won't let me modify the map. In a couple of hours I can access a computer, and I will do it then.


If you can't move yourself due to circumstances, like using a phone, I'm fine with an accurate description of your movement.

Chilly, I just moved you. You should be in the square you intended to move to.

Chilly moves in flanking position with Harry. He hits the creature with one dagger. Janira's tale about shampoo makes Chilly's attack just a little more lethal than he anticipated, and Chilly takes out the flea.

Turn progression - round 1:
~
Riri

Turn progression - round 2:
Janira
Chilly
Acher
Dinuci
Harry
Flea (Blue) -5HP & Disabled
Riri

That leaves Riri and her master to act.

Grand Lodge

Male (HP 9/11 -1 con | AC: 18 | T:12 | FF:16 | CMD:15 | Fort:+4 | Ref:+2 | Will:+5 | Init:+4 | Perc:+8 | Speed 20) PFS#: 131682-2
spells:
Level 1: 2/2

Thanks for the bot and the wait :) My wolf has a trip in his attack but I am unsure on how to use it. You have had such a situation before I believe, could you help me out? ^^
Dinuci whistles for Riri and nods with his at at the spot for him to attack. Riri moves in and he and dinuci attack simultaneously. Riri not completely used to combat misses the flea but pushes it into Dinuci's axe.

Power Atk roll: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Dmg roll: 1d8 + 5 ⇒ (8) + 5 = 13
Atk roll: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Dmg roll: 1d6 + 1 ⇒ (1) + 1 = 2


No problem! ;) I've posted the requested info in the spoiler below, together with some other (hopefully) useful info about animal companions.

Animal companion stuff:
Whenever Riri's bite is successful, she gets to make a free trip roll. I'd likely post it this way:

Bite: 1d20 + 2 ⇒ (9) + 2 = 11 Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Auto Trip on successful bite: 1d20 + 2 ⇒ (14) + 2 = 16

The +2 in the trip roll is Riri's CMB. A trip is a combat maneuver, after all. You use your CMB to make combat maneuvers.

Keep in mind CMB = Base attack bonus + Strength modifier + special size modifier. You've only added Str to CMB in Riri's stats. (Probably 'cause Dinuci himself doesn't have a Base Atk Bonus?)

------

Two more quick things, which may be useful, about animal companions! :O

1) They can respond to threats, but they don't usually do any complex maneuvers (like Flank) without a Handle Animal check. However, I believe flanking comes naturally to a wolf. So I'm fine with the way you did things. (Though it's probably best to learn Riri the Flank trick, in case another GM says she can't do it without the trick. Which would be the case for most animals.)

2) The Handle Animal DC for known tricks is 10. To push an animal companion to do something it doesn't know, you need DC 20. So let's say Riri doesn't know how to Fetch, DC 20. If she does know how to Fetch, DC 10.

------

And just a practical thing: it's probably better to make it slightly more obvious which rolls belong to Dinuci, and which to Riri :)

Dinuci swings his axe at the flea in front of him, and takes it down.

Combat's over!

Janira claps her hands. "Well done everyone! Those fleas were a piece of cake! Let me take a look at your wounds."

After the encounter, Janira is quick to provide any healing you may need. You all end up back at full health.

When your wounds are treated, Janira encourages you to pack up and move on in order to reach the caves by dusk. She strongly believes that if you don’t reach the caves tonight, any gillmen who are present may leave before you arrive.

Roll Survival!^^

The Exchange

Male Human Investigator 1 -- HP 10/10 || AC:13|T:11|FF:12 || Init:+1 || Fort:+1|Ref:+3|Will+1 || Speed:30 || Per:+5

Did that tree really fall in the forest just as we were passing by, or was someone trying to slow us down? If I say anything though, they're going to think I'm paranoid. Maybe someone doesn't want us there tonight though. All the more reason to hurry!

Harry goes back to where he had been standing when the attack started, and recovers his bow. He brushes some leaf litter from it, and is thankful that the softer ground here means he didn't have to worry about it shattering when he dropped it. Just to be safe, he'll carry that in his hand from now on, unless there is a rough patch that requires two hands en route to the caves. Once he sees how slippery a cave is, he'll re-evaluate whether or not to keep the bow on hand.

"I'm ready. I can't do very much for you, but, did anyone feel sickened after being attacked by the fleas?"

Harry gets ready to hurry through the woods - will he be able to figure out a smarter way of getting there? Survival: 1d20 ⇒ 8. Hmm. Maybe if we go back the way we came? Was the cave in the city? I don't think I'm adjusted to these woods yet...I'll keep my mouth shut and maybe someone else will have some idea of what to do. It doesn't feel natural, but I don't have to always be the smartest guy, right? But if someone does know, I want them to teach me how they figured it out. OK, so which of these mooks to suck up to? The half-pint? I'd look like a brown-noser at though. Got my butt kicked often enough for that before I figured out to quit talking to the adults when I was a kid.

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