[PFS] PbP Gameday 3: #5-08: The Confirmation (1–2) and First Steps (Inactive)

Game Master bluedove

Current Encounter Map

Mission List

Map of Absalom


251 to 300 of 584 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Grand Lodge

. Male Human (Varisian) Wizard 2 / HP 14/14 / AC 12 / T 12 / FF 10 / F +1 / R +2 / W +3 / Init +4 / Perc +8 / CMB +1 / CMD 13 Dagger +1/+3 (1d4/19-20) Light crossbow +3 (1d8/19-20) Magic Missile 2d4+2

Round 3 action was to move out of the cave. Round 4 (Move action) Move 30’(Standard action) Cast magic missile at the Minotaur. Round 5 action (Move action) Move 30’(Standard action) Use bonded spell and cast magic missile at the Minotaur again if the thing is still alive.

Boldren moves up and begins weaving the arcane energy around him into a glimmering bolt of energy. Once the bright blue bolt of energy reaches its maximum potential, Boldren sends it racing towards the Minotaur.

Damage Magic missile: 1d4 + 1 ⇒ (2) + 1 = 3 First Magic missile (Round 4)

Damage Magic missile: 1d4 + 1 ⇒ (4) + 1 = 5 Second Magic missile (Round 5)

Liberty's Edge

Male Tengu
Resources:
Channel Positive(2d6): 3/6 rem.;Lore Keeper (At will, Touch Attack/learn DC 21 about target), Rebuke Death 6/day(1d4+1),.;Studied Target 2
Stats:
Sla7Cl3|HP:47/93|AC: 31(35)/T:16/FF:28|F: +12(13)/R: +10(11)/W: +11(12)(13)|BAB: +9|CMB: +12|CMD: 28/26FF|Spd 30|Init: +4|Perc: +23| Stealth: +21|Acr: +7|S.M.: +8| Surv: +10(15 to track)|Dip: +10|PFS#145296-1

Welcome back, figured it was the holidays eating you, actually.

Strength Roll to finish crossing stream: 1d20 + 4 ⇒ (11) + 4 = 15

Spoiler:
Swim check would be DC 15, made the Strength check?

"ARRRRRKKKKKK! STUPID MUD!"

Clearly, being a bit bigger threw the birdly fellow off, and that was the reason it stuck so well on its leap across the river.

It trudges forwards, muttering the sorts of words that would leave even residents from the seedier parts of Absalom probably covering their ears, then like some gigantic aquatic terror finally emerges from the other side.

"Hey, big, ugly, and feeble, why don'tcha take on someone your own size?"

Intimidate(Untrained): 1d20 - 1 ⇒ (12) - 1 = 11 That'd be an attempt to either Demoralize the minotaur, or at the very least get its attention so Jorag can get over to heal Draco.

I know Wei finished crossing the stream, but how far does he get after, or was that the end of a movement? Also, Havok is in the lower right square of Wei if he moves directly forward across.

Grand Lodge

Male Half-orc Cleric of Kurgess 2 (Varisian Pilgrim)
Stats:
HP: 19, Initiative: +1, Perception: +3, Sense motive: +8, AC: 11 (T: 11, FF: 10), CMD: 12, Fort: 6, Refl: 2, Will: 7

Holding his ground, Jorag called to Kurgess, bright motes of energy filling a large area around him. "By His will, stay the hand of death that the battle may be won!"

Channel Energy: 1d6 ⇒ 6

Grand Lodge

Elf Magus 7 | HP 45/45 | AC 17 [21 shield]; Tch 13; FF 15 | F +6; R +4; W +5 | CMB+8; CMD 20 | Speed 30 ft | Init +2 | +2 Scimitar: +10 (1d6+5/18-20) | Perc +13

Kiri overcomes nearly slipping on the log and continues to close with the minotaur. She whispers a few arcane words, which cause her scimitar to glow with a frosty light. use a point from arcane pool to make weapon +1

Once she reaches the beast, its huge presence causes her to hesitate, and she swings weakly to keep it at bay.

scimitar atk: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 4 ⇒ (5) + 4 = 9

Liberty's Edge

AC 18 (T 12, FF 16). HP 12, Fort +4, Ref +4, Will +1 Init +2, CMB 5/CMD 18, Speed 30ft
Attacks:
Unarmed Strike +5 (1d6+4) 20/x2, Heavy Spiked Shield +5 (1d6+4) 20/x2, Javelin +3 (1d6+4) 20/x2
skills:
Acrobatics +2, Intimidate +3, Knowledge (engineering) +4, Perception +5, Swim +4

So Havok moves forward first and to the bottom a bit, taking advantage of the cover Draco is giving, then diagonally going up to enable flanking for later and protection from Jorag.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Ouch! That was a lot of hurt there! You are going down, minotaur! Draco attempts to strike the final blow.
Curve blade attack: 1d20 + 3 ⇒ (19) + 3 = 22
Confirm Crit: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d10 + 4 ⇒ (8) + 4 = 12
Crit Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Minotaur sausage, anyone?

Liberty's Edge

Male Tengu
Resources:
Channel Positive(2d6): 3/6 rem.;Lore Keeper (At will, Touch Attack/learn DC 21 about target), Rebuke Death 6/day(1d4+1),.;Studied Target 2
Stats:
Sla7Cl3|HP:47/93|AC: 31(35)/T:16/FF:28|F: +12(13)/R: +10(11)/W: +11(12)(13)|BAB: +9|CMB: +12|CMD: 28/26FF|Spd 30|Init: +4|Perc: +23| Stealth: +21|Acr: +7|S.M.: +8| Surv: +10(15 to track)|Dip: +10|PFS#145296-1

Didn't realize I had movement left after getting out of the water! Strike that Demoralize effort! Moving up and whacking at the 'taur!

Bastard Sword Attack: 1d20 + 6 ⇒ (2) + 6 = 82d8 + 4 ⇒ (8, 8) + 4 = 20


Female Human Rogue Hell's Vengeance Combat Map

Initiative Order - Round 3
-----------------------------------
Mira - move, remove bayonet
Draco - double move
Jorag - move and cast shield of faith on Draco
Havok - runs
Kiri - double move
Janira - attempts to disarm, fails
Boldren - completes casting enlarge person, moves
Wei Ji - runs
Minotaur - strikes Janira for 14 damage, knocking her unconscious
--------------------------------------Round 4
Mira - shot hits for 8 damage on Minotaur
Draco - crosses stream and strikes for 11 damage
Jorag - crosses stream and moves to Janira
Havok - crosses stream and goes on defensive
Kiri - crosses stream
Janira stabilize?: 1d20 + 1 ⇒ (9) + 1 = 10
Boldren - moves, MM for 4 damage
Wei Ji - stuck in stream
Minotaur - strikes Draco for 12 damage
--------------------------------------Round 5
Mira
Draco - Crits on M for 18 damage, downing M
Jorag - channels for 6
Havok - strikes for 10 damage, finally ending the M
Minotaur Gore AOO on Havok: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2

Despite his egregious wound, Draco grits his teeth and redoubles his attack, slicing deeply with the flexible curve blade into the Minotaur's belly. The great beast drops his axe and clutches at entrails as they try to escape his body, falling to his knees and then onto his bovine face.

Jorag's healing sweeps over all within range, unfortunately including the Minotaur! Janira groans as she begins to stir and the monster's head lifts again. From his prone position, he tosses his head, trying to gore Captain Havok as he comes within range, but it's a feeble effort. Havok slams his fist down on the creatures sloping skull, a great crack of bone crying his success. The beast slumps down, bleeding heavily from his gut and ears.

Janira sits up slowly, cautiously. "You did it! You saved me! Thank you! Thank you all!" Her eyes well with joyful tears as she crows her thanks and praise.

COMBAT OVER! Good job, team! ^_^

Liberty's Edge

Male Tengu
Resources:
Channel Positive(2d6): 3/6 rem.;Lore Keeper (At will, Touch Attack/learn DC 21 about target), Rebuke Death 6/day(1d4+1),.;Studied Target 2
Stats:
Sla7Cl3|HP:47/93|AC: 31(35)/T:16/FF:28|F: +12(13)/R: +10(11)/W: +11(12)(13)|BAB: +9|CMB: +12|CMD: 28/26FF|Spd 30|Init: +4|Perc: +23| Stealth: +21|Acr: +7|S.M.: +8| Surv: +10(15 to track)|Dip: +10|PFS#145296-1

The tengu stands quietly and watches over the area for any other assailants, any other dangers. He nods soberly as the combat resolves itself, thankful that no Pathfinders were lost.

"Thank you for drawing the minotaur away. That... that was very risky. Thank goodness we got to you in time. We've got so much stuff to talk to you about, and someone for you to talk to, even, if you want. You'll have to speak clearly though, he can't hear."

Explore, Report, Cooperate. I think we got it. is the unspoken thought on the avianesque fellow's mind.


Female Human Rogue Hell's Vengeance Combat Map

Janira smiles eagerly, but shakes her head. "No, no... This was your Confirmation, after all. But I'm anxious to hear all about it! I need to record this business with the minotaur while it's fresh in my mind. What happened after he knocked me out?" She plops down and begins scribbling in her journal, happy to wait for you all again if need be.

We can assume Jorag or Janira heals everyone up and you guys can go back and fetch your rope bridge, thus maintaining your ropes in your gear. There was one room left unexplored, but the scenario presents it as one or the other is sufficient. Boldren found the shortcut for skipping the last optional encounter. We are essentially done unless you'd like to give in character reports to Janira and/or Master Shaine.

Also: We have quite a bit of time left in the Gameday. Are we up for another jaunt? Post in the discussion thread on what you might like to play next or if you already have another game lined up and will be leaving our group. =D

Liberty's Edge

Male Tengu
Resources:
Channel Positive(2d6): 3/6 rem.;Lore Keeper (At will, Touch Attack/learn DC 21 about target), Rebuke Death 6/day(1d4+1),.;Studied Target 2
Stats:
Sla7Cl3|HP:47/93|AC: 31(35)/T:16/FF:28|F: +12(13)/R: +10(11)/W: +11(12)(13)|BAB: +9|CMB: +12|CMD: 28/26FF|Spd 30|Init: +4|Perc: +23| Stealth: +21|Acr: +7|S.M.: +8| Surv: +10(15 to track)|Dip: +10|PFS#145296-1

Please contribute other ideas and thoughts ICly, Wei's kinda swimming here. Also, he'll go and get the rope bridge after the party confers with Uori to let him know that his people have been laid to rest. We didn't really have time to tell him before running off to save Janira, and it's only fair to let him know.

"It may be our Confirmation, but you're our Expedition Manager. You get the credit as much as anyone else here-- if you hadn't taken the risk to get us to the research, we would not have been able to complete it. Explore, Report, Cooperate. Work with us, here?"

Wei will wince a bit when Janira asks for a recounting. This really isn't his strong suit.

"First off, you really didn't miss a lot. Expedition was on target and even followed the wisdom of the historical reference you made... Our ranged fire support--" the tengu glances to Mira "--was aiming and loading even as the deceased swung at you, letting off a solid shot to the thing's face.
Draco charged up despite the stream and the log and took a solid whack at it. When you dropped, Jorag sprinted to you, risking himself to get to your side. Strengthening his resolve and focus, Havok focused on defensive techniques while interposing himself between the big guy, you, and Jorag.
Kiri cautiously treated the log with the respect that was needed, it was slippery. Boldren dropped some arcane force on the target, I got stuck in the mud crossing the stream because I wasn't used to jumping while being bigger.
The minotaur turned its attention to the next threat, namely Draco, and gave the elf a shot that almost matched the intensity of the blow you took.
While that was going on, I think Mira was reloading for a second telling shot, though I think she held her fire due to the fact that I was in the way. Sorry Mira."

Mira wasn't listed as having an action in that last round, if she did shoot or take an action, please correct if that doesn't sound right?. Wei is guessing at that action, it makes sense from a story perspective?
"Apparently the magus is a bit tougher than he looks -- no offense, Draco -- because he was still standing after the blow and turned his pain into a honing edge, effectively disemboweling the minotaur.
Jorag called upon his deity to all who were present and even as you were stirring the minotaur got a second wind and attempted to gut Havok with its horns but the pugilist was having none of that, dropping a final blow that cracked the thing's skull."

After the quick recounting, Wei will take a few steps away from folks and watch the scene quietly, going deep into thought.

Grand Lodge

Elf Magus 7 | HP 45/45 | AC 17 [21 shield]; Tch 13; FF 15 | F +6; R +4; W +5 | CMB+8; CMD 20 | Speed 30 ft | Init +2 | +2 Scimitar: +10 (1d6+5/18-20) | Perc +13

Though she still does not smile, Kiri seems relieved that Janira wasn't killed by the minotaur.

"I am glad you are alright," she says to the halfling. "That was a close one...perhaps too close to warrant the risk," she adds.

With the cave explored and Janira alive, Kiri ponders on what comes next.

As the group is searching the minotaur's belongings, she finds herself face to face with Boldren.

She moves close to him, so that they are only inches apart and their lips nearly touch. She runs a finger down his face; her touch is icy cold.

"You never stood a chance..." she whispers, then abruptly turns away with what looks to be, for the first time, a genuine smile.

Grand Lodge

Male Half-orc Cleric of Kurgess 2 (Varisian Pilgrim)
Stats:
HP: 19, Initiative: +1, Perception: +3, Sense motive: +8, AC: 11 (T: 11, FF: 10), CMD: 12, Fort: 6, Refl: 2, Will: 7

"Very good!" Jorag applauded Wei, between channels. "A bit to the point, certainly no bards tale, but effective recounting of events." He grinned at the birdman, mirth having come over him again now that the danger had been removed. "In fact, the way you all conducted yourselves was most magnificent to watch, certainly Kurgess is pleased."

His healing done, he approached the minotaur corpse, looking it over with something akin to reverence. "Such a mighty beast it was. For all its evil it still exemplified the very basis of my faith. Live strong, fight well. Such a mighty champion for good he could have been, had the fates been different." He got up, dusting off his robes. "well, ahem, enough of that. What is done is done, and rightly so."

He turned to Janira with a stern yet soft expression. "As for you young lady. You have the making of a hero in your own right. You may not match the, ahem, typical Kurgess champion, but I suppose you make up for your lack of brawn with that patented Halfling bravery. Blessings upon you Janira, and my thanks."

He bowed deeply, making sure that his head ended up below hers. Straightening back up, he held his hands to his hips, before pushing had, an audible crack issuing forth. He sighed with relief. "Giving proper thanks isnt as easy as it used to be." He chuckled.

Liberty's Edge

AC 18 (T 12, FF 16). HP 12, Fort +4, Ref +4, Will +1 Init +2, CMB 5/CMD 18, Speed 30ft
Attacks:
Unarmed Strike +5 (1d6+4) 20/x2, Heavy Spiked Shield +5 (1d6+4) 20/x2, Javelin +3 (1d6+4) 20/x2
skills:
Acrobatics +2, Intimidate +3, Knowledge (engineering) +4, Perception +5, Swim +4

Havok adds where he can, showing his notes of the statues they found, the mini city, the gillman and the tunnels as far as he can recollect.

Grand Lodge

. Male Human (Varisian) Wizard 2 / HP 14/14 / AC 12 / T 12 / FF 10 / F +1 / R +2 / W +3 / Init +4 / Perc +8 / CMB +1 / CMD 13 Dagger +1/+3 (1d4/19-20) Light crossbow +3 (1d8/19-20) Magic Missile 2d4+2

I am like minded with Jorage. I believe Wei, for the most part, covered everything.

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Draco winces slightly as he moves back to the group, but his expression lightens at Wei's remark. Jokingly, he replies,"To be fair, Tengus are not normally known for their strength either!" He laughs, then as he regains his composure, he says,"I must admit, though, that I may not have even been able to strike the thing if I did not have all of you by my side. Truly, this has been one of my greatest experiences, and I hope to have many more with you in the future." He smiles, then goes off to try to tend to the wounds that Jorag's channel didn't manage to heal.


Kingmaker Combat Maps and Art

Janira leads the expedition back to Absalom without further incident. Once safely back in the Grand Lodge, Master of Scrolls Kreighton Shaine inquires excitedly about what you found and asks to see your notes. He compliments those who recorded notes, "Ah yes! Always best for being certain to write down ideas and observations while the thoughts are fresh in your mind. Afterall, it’s difficult enough to remember what one had for breakfast the day before, let alone recall exactly what one was thinking while studying an inscription! Well now! As your group are the foremost authorities on that cave and what it contains, I invite them to come up with its name, if you like." The elf is compliments Janira for her guidance and assistance, much to the halfling’s delight.

Three days later, the Masters confirm you all as full Pathfinder field agents. As part of the ceremony, your mentor also gifts you with a personalized wayfinder, reminding you that this is not only the symbol of the Pathfinder’s trade but also a reminder of the three principle duties: explore, report, and cooperate.

Quote:

'To be a Pathfinder is to give up all sense of home, to marry yourself to the road and let your words be your children. But if ever there were a place I could call my own, it would be Skyreach. Towers piercing the clouds, marble halls with doors swung wide, and books — everywhere, books!

I can't remember my mother's face, but when I'm lying cold and wet in some godsforsaken drainage ditch, I can still close my eyes and see Skyreach.'
~ Pathfinder Jaroven Kesk, posthumous letter

You take up rooms at the Grand Lodge in Absalom. Shining from the heart of Absalom’s Foreign Quarter, Skyreach is a spectacular five-towered fortress, visible from miles away over Abaslom's skyline, it is the heart of the Pathfinder Society. Here the Decemvirate rules and make its rare pronouncements beneath the enchanted skylights of the Great Hall in the central tower, and both resident and visiting Pathfinders sequester themselves in cozy lounges to study, socialize, and plot future missions. Packed tight with chambers ranging from well-known ballrooms named after nations to innumerable trophy rooms and museums to rows of featureless doors identified only by number, Skyreach is a warren that only the Decemvirate understands completely. The majority of its mysterious spaces are off-limits to all but those specifically invited by Ambrus Valsin, the venture-captain who runs the daily operations of the Grand Lodge at the Decemvirate's command.

Meticulous with details and annoyed by inefficiency, Ambrus makes a point to supervise all important duties within the Grand Lodge, and keeps a long list of relatively safe but time-consuming jobs on file, ready to hand out to rookie Pathfinders to keep them busy and out of the way of more experienced agents. Tall and meticulously groomed, Ambrus doesn't appreciate backtalk and reserves particularly strenuous assignments for those who annoy him. He also likes to take the measure of freshly Confirmed Pathfinders soon after their ceremonies. True to his reputation, he summons you to a conference hall where you wait with some of your recent aquaintances. The door bangs open as the brusque and straightforward Chamberlain of the Grand Lodge enters. He nods a curt greeting and motions for you all to be seated before launching straight into his briefing.

“All right, Pathfinders! Listen up. I know you are new recruits eager to make names for yourselves in the organization, but first I need to make sure you are up to snuff and won’t get yourself killed out there or embarass the Society. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day’s end".

“Every day we get some doe-eyed hopeful or some sniveling bootlicker willing to do anything to join up with the Pathfinders. Most of them are good kids, but not all of them have the salt to make it in a world like this. It’s rough out there and I’m not just talking about the ruins, tombs, and wilderness Pathfinders find themselves in on missions. We’ve got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected. This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it’s difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies..." he looks about, almost accusingly.

“Your mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I’ve prepared a list of things I want you to do. They’re not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location.” He slides the envelope down the long conference table and crosses his arms, watching you all with pursed lips... almost daring you to waste his time.

Contents of the Envelope

Map of Absalom

Liberty's Edge

Male Tengu
Resources:
Channel Positive(2d6): 3/6 rem.;Lore Keeper (At will, Touch Attack/learn DC 21 about target), Rebuke Death 6/day(1d4+1),.;Studied Target 2
Stats:
Sla7Cl3|HP:47/93|AC: 31(35)/T:16/FF:28|F: +12(13)/R: +10(11)/W: +11(12)(13)|BAB: +9|CMB: +12|CMD: 28/26FF|Spd 30|Init: +4|Perc: +23| Stealth: +21|Acr: +7|S.M.: +8| Surv: +10(15 to track)|Dip: +10|PFS#145296-1

"If I could venture a name for the location, I'd offer Aroden's Memory as a potential name. I was going to say 'Rest', but his remains are not there as far as we know."

When he gets the wayfinder, he treats it almost as if it were made of glass, or something fragile, and carefully secures it on his clothing so it can be seen but not simply yanked off.

At the meeting, Wei will attempt to open the envelope, so everyone can read it and bring it to the party's attention.

"Is there any information you can impart to us on the contacts that you feel is pertinent to the mission beyond the note? I realize that you are an exceptionally busy person, but any insight you might have on these individuals would be useful in completing the mission faster."

Diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24

Wei's expecting a bunch of scowling or grumbling at the question, but this is one of those situations where *not* asking it might cause lost time and stumbling and potentially reputation-damaging activity to the Society. This isn't backtalking, this is a request for information. The human could always say 'no'.

He does make a note that the Chamberlain wants the missions done by the day's end, then takes some very brief notes.

Starting in Foreign Quarter --> Ivy District --> Wise Quarter --> Ascendant Court --> The Docks?

He will write the preceding order on a sheet of parchment so the rest of the party can see it if they look, but won't actively show it around until after he gets or does not get any information from the one giving the mission.

Grand Lodge

. Male Human (Varisian) Wizard 2 / HP 14/14 / AC 12 / T 12 / FF 10 / F +1 / R +2 / W +3 / Init +4 / Perc +8 / CMB +1 / CMD 13 Dagger +1/+3 (1d4/19-20) Light crossbow +3 (1d8/19-20) Magic Missile 2d4+2

Not sure if any of these are useful or not. BTW is everyone from the last scenario coming along on this one?

Boldren listens quietly then takes his turn reading the note. After everyone looks to be ready to head out, he gathers his belongings and follows the group.

Knowledge History: 1d20 + 9 ⇒ (1) + 9 = 10
Knowledge Local: 1d20 + 9 ⇒ (7) + 9 = 16


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Most everyone seems interested, we'll just have to see if they show up with the same characters or not.

Valsin's expression looks irritated, but only mildly so as he seems to approve of the Tengu's respectful manner. "They will all be expecting you and likely have some errand they need done. Remember that you represent the Society anytime you are on duty and as I've said, your contacts are to be respected and obeyed. Keep your personal feelings out of it!" He rises to leave, pausing a moment as looks over Wei's shoulder. "Hmmph, no task is anymore important than another, but lists are often compiled in a certain order for a reason... Keep your eyes open out there! Dangers abound for Pathfinder agents, even within the walls of our beloved Absalom." He strides out without another word, his mind already on his next appointment.

Some names leap off the page as Boldren reads over the Mission List.(Links are provided at the top of the page for quick reference)

Guaril Karela is a well connected Sczarni boss who has his hands in as many pots as Absalom can provide. He is closely associated with the The Exchange faction.

Ollysta Zadrian is a Paladin of Sarenrae and a retired Pathfinder in good standing. She now operates the Silver Crusade faction.

Dremdhet Salhar is an Osirian nobleman who serves as a member of Absalom’s Grand Council.

Paracountess Zarta Dralneen is an influential diplomat from the devil-worshiping nation of Cheliax. She heads the Dark Archive faction.

Since we are in Absalom, you may still accomplish any shopping you need to do.

Grand Lodge

Elf Magus 7 | HP 45/45 | AC 17 [21 shield]; Tch 13; FF 15 | F +6; R +4; W +5 | CMB+8; CMD 20 | Speed 30 ft | Init +2 | +2 Scimitar: +10 (1d6+5/18-20) | Perc +13

Sorry, getting through some things at work...I'll check in tomorrow!

Liberty's Edge

AC 18 (T 12, FF 16). HP 12, Fort +4, Ref +4, Will +1 Init +2, CMB 5/CMD 18, Speed 30ft
Attacks:
Unarmed Strike +5 (1d6+4) 20/x2, Heavy Spiked Shield +5 (1d6+4) 20/x2, Javelin +3 (1d6+4) 20/x2
skills:
Acrobatics +2, Intimidate +3, Knowledge (engineering) +4, Perception +5, Swim +4

Same here apoligies

Grand Lodge

Male Half-orc Cleric of Kurgess 2 (Varisian Pilgrim)
Stats:
HP: 19, Initiative: +1, Perception: +3, Sense motive: +8, AC: 11 (T: 11, FF: 10), CMD: 12, Fort: 6, Refl: 2, Will: 7

Knowledge (Local): 1d20 + 9 ⇒ (18) + 9 = 27

"Ive heard of most of these people." Jorag mumbled as he took his turn reading the note. "As the Captain said, the order might be made for a reason. If nothing else, I suggest we leave the Chelaxian till last in any case." He shrugged apologetically. "I must admit I do not possess much love for that nation, and suspect she might be a bit of a handful. Could cost us time." He scratched his chin thoughtfully. "I wonder what the item on loan is..."

He put the note down, before beginning to pace around the room, mostly because he enjoyed walking and was in the mood to do so. "Im not married to the idea though, I shall let the rest of you decide our course."

Liberty's Edge

Male Tengu
Resources:
Channel Positive(2d6): 3/6 rem.;Lore Keeper (At will, Touch Attack/learn DC 21 about target), Rebuke Death 6/day(1d4+1),.;Studied Target 2
Stats:
Sla7Cl3|HP:47/93|AC: 31(35)/T:16/FF:28|F: +12(13)/R: +10(11)/W: +11(12)(13)|BAB: +9|CMB: +12|CMD: 28/26FF|Spd 30|Init: +4|Perc: +23| Stealth: +21|Acr: +7|S.M.: +8| Surv: +10(15 to track)|Dip: +10|PFS#145296-1

"I was actually hoping to get that done and out of the way, but you do have a point on the 'matter of timing'. If we present things at the end of the run as a gasping out of breath 'We need to take 'x' back', then we might be able to expedite that.

Still, this is a chance for me and any other members of my faction along to test our resolve and our focus on the axiom of the Society..."

Also, sounds like we're on a timetable. How do folks feel about trying to hire a driver to get us around town faster?"

Explore, Report, Cooperate, eh?

Liberty's Edge

Male Magus Magus/(1) HP 13/13 AC 15/T=11/FF=14 Saves:F=+3/R=+1/W=+2(+2 vs. ench.)CMB/+3 CMD/14 Speed/30 ft. Init./+1 Perc./+3

Sorry about that, didn't have time to check the feed for a while, didn't mean to slow us down. Won't happen again!

"Personally, I think that would be a good idea, but should it take too long to find one, we should probably travel by foot." He speaks as if he hopes that it won't lead to that eventuality, but is willing to do so should it come to that. "As for the order of tasks, I agree with doing them in the original order, and would probably advise that we do not stray from it unless absolutely necessary."

Grand Lodge

. Male Human (Varisian) Wizard 2 / HP 14/14 / AC 12 / T 12 / FF 10 / F +1 / R +2 / W +3 / Init +4 / Perc +8 / CMB +1 / CMD 13 Dagger +1/+3 (1d4/19-20) Light crossbow +3 (1d8/19-20) Magic Missile 2d4+2

"Is kiri coming with us?" Boldren's expression seems somewhat hopeful.

The Exchange

Female Human Gunslinger 1 | HP 16/16 | AC: 17 /T: 15 /FF: 12 | F: +3 /R: +7/ W: +3 | CMB +3 | CMD +16 | Speed 30 | Init. +4 | Perc. +9 | S.M. +3 |

Musket: unloaded
Paper Cartridges: 18
Bullets/Powder: 8
Alchemical Flares: 2
Grit: 1

Mira arrives to the meeting with a very, very shiny wayfinder in hand. Clearly, the girl had been giving it some close attention with a polishing cloth in the short time she had it. She stays mostly silent throughout Ambrus's instructions. She wasn't one for dancing around etiquette, and she certainly didn't want to say anything that would make the elf even less happy with their group.

Mira peers over Wei Ji's shoulder at the proposed list, keeping one eye on Ambrus as he leaves the room with his disproving comment. Once he is well out of earshot, she gives a low whistle and comments to the group, "What a cheerful fellow!" The gunslinger's voice is overly-bright and bubbly, to the point of sarcasm. Dropping to a more conversational tone, she adds her two cents to the discussion, "I'm fine with any order, personally, but I'll lean towards following the list's order, if only to keep the venture-captain from grumping at us."

"I like the idea of a driver, too. I can't say I'm too familiar with Absolom - just for the navigation side of things I think it's worth the price"

Glancing at Boldren with a bemused smile, she addresses his question. "Not sure. I hope she is. Us ladies have to stick together!"

Liberty's Edge

Male Tengu
Resources:
Channel Positive(2d6): 3/6 rem.;Lore Keeper (At will, Touch Attack/learn DC 21 about target), Rebuke Death 6/day(1d4+1),.;Studied Target 2
Stats:
Sla7Cl3|HP:47/93|AC: 31(35)/T:16/FF:28|F: +12(13)/R: +10(11)/W: +11(12)(13)|BAB: +9|CMB: +12|CMD: 28/26FF|Spd 30|Init: +4|Perc: +23| Stealth: +21|Acr: +7|S.M.: +8| Surv: +10(15 to track)|Dip: +10|PFS#145296-1

"That particular person has more on his plate and in his mind in a given breath than some of us will have in our entire lifetime. I do not envy him the position, and let's see about arranging transport. I have a slight bit of money after that last expedition, though right before we leave I want to change clothes. If we're going to be hob-nobbing with the elite, we should dress the part, and that's at least the first two.

The other two... well, one may or may not care, but wearing finery down to the Docks is a good way to get shanked. Not that there are any criminals in Absalom, after all..."

Wei will nod thoughtfully. "Order given it is, then?"

Grand Lodge

. Male Human (Varisian) Wizard 2 / HP 14/14 / AC 12 / T 12 / FF 10 / F +1 / R +2 / W +3 / Init +4 / Perc +8 / CMB +1 / CMD 13 Dagger +1/+3 (1d4/19-20) Light crossbow +3 (1d8/19-20) Magic Missile 2d4+2

Boldren smiles at Mira's comment then acknowledges his agreement with a slight nod. In his customary deep voice, Boldren voices his opinion on the list order. "I think we should start from the bottom of the list and work our way backwards."

Liberty's Edge

Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12

Though the other Pathfinders are already discussing the mission, one halfling Pathfinder arrives late.

The blonde-headed male enters the inn like a prize fighter entering the ring. He punches the air and bounces on the balls of his feet intermittently.

"Yeah! WOOOOO!!!!! I'm here...we can get started now! WoooooOOOOOO!!!" the halfling moves around the room giving high-fives to everyone, though if any fail to return his offering, he simply ignores the slight or fist-bump's the offender's shoulder.

"YEAH!!!" he says again as he takes his seat. "I'm Hood! But you already knew that, I'm sure!" he says. Obviously unable to sit for very long, he stands and starts moving around the room again.

"Hope I didn't miss anything. I'm here replacing that elf girl with really cold lips," he adds.

Kiri sitting this one out...here's the much more lively replacement. :)

Grand Lodge

. Male Human (Varisian) Wizard 2 / HP 14/14 / AC 12 / T 12 / FF 10 / F +1 / R +2 / W +3 / Init +4 / Perc +8 / CMB +1 / CMD 13 Dagger +1/+3 (1d4/19-20) Light crossbow +3 (1d8/19-20) Magic Missile 2d4+2

Boldren sighs with disappointment with the news that Kiri won’t be coming along. (Well on the up side, this little guy looks to be fun and energetic.) Boldren returns the fist bump. (At least Mira will be coming. I was getting tired of splitting my attention anyway.)

Liberty's Edge

Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12

"That's right, bald guy with the robes!" Hood says as he high fives the wizard.

"Just remember, with great tattoos comes great responsibilities. I expect to see some really great fires and stuff coming out of those hands, my friend! Maybe sometime I can swing in on a vine on top of some bandits, and you can do a big explosion behind me! Woooo!!!"

Liberty's Edge

AC 18 (T 12, FF 16). HP 12, Fort +4, Ref +4, Will +1 Init +2, CMB 5/CMD 18, Speed 30ft
Attacks:
Unarmed Strike +5 (1d6+4) 20/x2, Heavy Spiked Shield +5 (1d6+4) 20/x2, Javelin +3 (1d6+4) 20/x2
skills:
Acrobatics +2, Intimidate +3, Knowledge (engineering) +4, Perception +5, Swim +4

"Hmm it all sounds a little menial to me. All this politics business is not made for me." Havok says grumpily.


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Ok, glad to see everyone has checked in, moving on to The Docks first since the majority favored following the list's order.

Once you have all made your preparations, your journey through the sprawling city of Absalom begins in the Foreign Quarter. As it's name suggests, the Foreign Quarter is where most non-native residents of Absalom live, largely due to relaxed tax restrictions. In most districts, non-citizens pay more for basic city services, but in the Foreign Quarter this is not the case. Local law also extends the protections citizens of Absalom enjoy in other districts to anyone who has been a resident of the Foreign Quarter for at least 3 months. As a result, merchants who have business interests in the city, visitors from other lands who have run out of funds to buy a ticket back, foreign adventurers trying to make their fortune in the City at the Center of the World, and displaced peoples with no other home to go to often end up here. The culture in the Foreign Quarter is even more tied to other nations than elsewhere in Absalom, and some blocks have a distinct Chelish or Osirian feel to them as members of those lands gather in tight, small communities. Overall, the district has an exotic feel to it as you walk alongside individuals of virtually every race and culture as you move through the streets.

Eventually you make your way to The Docks where the scents and sounds are somewhat less pleasant than the rest of the city. It is a bustling area where longshoremen constantly load and unload cargo destined for Absalom's markets and elsewhere. The district itself appears a rather rough place, and the ubiquitous Harbor Guard seems to keep an uneasy peace as they patrol, not paying too close attention to the goings on around them, only really acting as a deterrent ‘to the worst of it’. On the street corners and darkened doorways of the run down businesses and sailors dives, young touts announce the services of all manner of businesses, not many of them sounding like the sort of wares or establishments you’d find in the upmarket areas; the names of the various taverns and inns involving at least a double entendre or some grim sounding fate and a mythical creature, with the names of the brothels even more lurid and suggestive.

The Pickled Imp is a rather typically weathered Docklands business, easily missed amongst the many dubious and shady looking enterprises around it. This creepy shop contains myriad odds and ends, most bereft of any discernible use. A number of malformed creatures and creature parts bob in jars on a long, prominent shelf, a tiny fetal devil centered in this macabre lineup.

Gauril Karela

The shopkeeper, a greasy-haired Varisian with a thin mustache, shouts from behind the cluttered counter: “Ah yes, I see the Pathfinders have arrived. I’m glad Ambrus was able to lend a few of his new recruits to help me. Please come in and let me tell you what I need.” Looking around as if to be absolutely certain no customers are browsing the aisles of knock-off Thuvian burial urns or supposed Azlanti porcelain, he begins again. “Well met. I am Guaril Karela. A friend of mine has a warehouse near here and he received a parcel on behalf of me and some of my associates, but there’s a problem. See, Master Gelbane had to leave town in a hurry and our shipment is still waiting at his warehouse. Rumor is he ended up in trouble with the law and the place was seized. I heard tell from someone down at the docks that some creep was snooping around his warehouse just the other night, so I want to make sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that old pelican, but every now and then he stores something really special. This is one of those cases...”

His eyes dart between you all, but before anyone can ask questions, he continues as though everything is agreed. “There’s a big crate marked with three crows arranged in a triangle. Inside that crate is a smaller container with a few books and papers in it. That’s the only parcel I’m interested in, and as far as I’m concerned, you can help yourself to the rest of the crate. Honestly, anything else you want in the place too. I’m sure that once things get sorted out, the city will seize most everything else anyway." He waves his hand, as if dismissing unvoiced concerns out of hand.

“My associates and I often work with the Pathfinders when it comes to special relics and documents, getting them in and out of ports and across borders where the authorities ask too many questions. Most people don’t realize what they have and frankly many don’t deserve to have it, so sometimes we help take the goods off their hands. If things work out well and you get this done, I’d be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’m good at returning favors, trust me.” Karela gives you what he must imagine is a winning smile, but the man has a face that always seems to be sneering, often tilting his mustache like the animated hands of a clock.

Liberty's Edge

Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12

As the group works its way through the city, Hood has been mounted on pony, Zyzzyx, which proves to be much like Hood. It bounds around the group tirelessly, with Hood and the pony galloping around the group excitedly and almost relentlessly.

As halflings are wont to do with their smaller-sized mounts, he does not think of leaving the saddle, and rides the pony straight into the shop to receive instructions.

"Docks! That sounds fun! Will there be opportunities to ride as close to the edge without falling in, or perhaps seeing who can jump the furthest out into the water?! What about jumping off, with bald guy in the robes providing a fiery explosion behind us! Love it!"

He goes on in this manner for some time, but seeing the man's blank stare, says "Yes, I did hear we need to get the crate stuff, so we'll for sure get that...yeah, yeah...triangle crates...but that doesn't mean we can't have a little fun on the way, right?"

Hood pretty much ignores any response, wheels around on his pony, and sets forth to the task.

Liberty's Edge

Male Tengu
Resources:
Channel Positive(2d6): 3/6 rem.;Lore Keeper (At will, Touch Attack/learn DC 21 about target), Rebuke Death 6/day(1d4+1),.;Studied Target 2
Stats:
Sla7Cl3|HP:47/93|AC: 31(35)/T:16/FF:28|F: +12(13)/R: +10(11)/W: +11(12)(13)|BAB: +9|CMB: +12|CMD: 28/26FF|Spd 30|Init: +4|Perc: +23| Stealth: +21|Acr: +7|S.M.: +8| Surv: +10(15 to track)|Dip: +10|PFS#145296-1

Wei's reaction to Theadric's antics is a quiet nod. No need to try and compete with the halfling's confrontational style.

On the plus side, as loud as he is being, he'll be a good distraction

After Guaril offers the explanation about the items being sought, the tengu raises his right hand. Not like he was about to get called on in class, but more like he was about to ask a question.

"When you say the place was seized, do you know of any items in the location of the illegal nature that we should avoid, do you have some sort of title or deed to the items you need retrieved handy, and what sort of timeframe do we have for this recovery?
Don't know 'bout you, but I'd rather not tangle with the City Guard? And if we do encounter them, it'd be nice to have some paperwork to back us up?

Wei's pretty casual when he asks about the retrieval items, remembering very much the Venture Captain's warning about 'always being on duty'.

For all anyone knows, this could be a test of the character of the group. Wouldn't be the first time he's been put through that sort of situation, probably won't be the last.

Grand Lodge

. Male Human (Varisian) Wizard 2 / HP 14/14 / AC 12 / T 12 / FF 10 / F +1 / R +2 / W +3 / Init +4 / Perc +8 / CMB +1 / CMD 13 Dagger +1/+3 (1d4/19-20) Light crossbow +3 (1d8/19-20) Magic Missile 2d4+2

Boldren chuckles at Theadric’s antics, then voices his opinion in his customary deep voice. "I agree with Wei in this case. Tangling with the law while trying to pilfer goods from a seized warehouse could end very poorly. And Valsin specifically said not to embarrass the society. If this mission ends poorly, it would undoubtedly embarrass the society. So I am concerned with the conflict we are facing. A written proclamation, explaining your claim of ownership, would go a long ways to ensure there is no confusion. That being said, why wouldn't we just submit a request to the local law and recover said property, assuming it legitimately belongs to you."

After voicing his concern’s, Boldren points out a small steaming horse dropping that managed to show up during the conversation. (I'm pretty sure that's going to piss this guy off.)


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Karela nods understandingly to Wei Ji, "Ah paperwork, the sinkhole of bureaucracy! Unfortunately there is the occasional accident in the labeling of a parcel and then only the courier himself can speak to the owner of such a package. And as I mentioned, Master Gelbane is presently unavailable! I can assure you that the package's contents belong to me and therefore should be in my possession now if not for this odious delay. The papers that I need are also of a timely concern, which is why I asked Valsin to help me with this little work-around. Just a touch of quid pro quo for all my past and future assistance to the Society when they need a creative solution to a problem, you understand? Certainly we wouldn't want you to have a run in with the Harbor Guard. That would disappointingly indiscrete." He gives you each a pointed look and then frowns as Boldren speaks.

"And did Valsin instruct you to insult Guaril Karela? Somehow, I doubt that. I've assured you the package is mine and explained why I am not content to wait the months it will likely take to pursue the "proper channels". I suppose you have a decision to make. If you'll do what I ask, head down to the Docks and get to the waterside. The one you want is the Seaspray, look for its natty little post at the piers out to the Pelicans. Or don't and tell Valsin to choose the Pathfinders he sends me more carefully. I have matters that need attending in the stock room. Good day, Pathfinders and good luck." With that he strolls to the back and disappears behind the curtain.

So where to next? The Seaspray Warehouse or the next item on the list.

Liberty's Edge

Male Tengu
Resources:
Channel Positive(2d6): 3/6 rem.;Lore Keeper (At will, Touch Attack/learn DC 21 about target), Rebuke Death 6/day(1d4+1),.;Studied Target 2
Stats:
Sla7Cl3|HP:47/93|AC: 31(35)/T:16/FF:28|F: +12(13)/R: +10(11)/W: +11(12)(13)|BAB: +9|CMB: +12|CMD: 28/26FF|Spd 30|Init: +4|Perc: +23| Stealth: +21|Acr: +7|S.M.: +8| Surv: +10(15 to track)|Dip: +10|PFS#145296-1

"I do side-work in engineering and construction. Pain in the tailfeathers, bureaucracy, ain't it? And then you end up with the wrong cut of stone and they have to send it back and that burns up all the time you're supposed to be spending on the job and meanwhile, you're not getting paid because they don't want you at the job site until the right stuff comes in, kinda leaves a person in a lurch.

Then what usually happens is the site foreman knows a guy who happens to have an alternate supply that'll work just as well, or better, and can do the cuts for a bargain for something simple like a name-reference or whatnot. Everything works out, everyone gets what they want, and no one really walks away a loser, right? Just wanted to get it out and in the clear that these are your possessions, so there's no complications."

The tengu's tone is conciliatory and contrite as he attempts to smooth the waters. Someone who can make paperwork a non-issue for cargo can probably do the same thing for folks who piss them off.

Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9

...and then Boldren speaks up. Wei really can't help it, as his left hand comes up over his beak. His right will attempt to give a gentle correcting slap to the back of the wizard's head, no damage, just a bit of a tap...

'Gibbs Slap': 1d20 + 5 ⇒ (16) + 5 = 21

...apparent damage done, Wei will head to the warehouse.

Grand Lodge

. Male Human (Varisian) Wizard 2 / HP 14/14 / AC 12 / T 12 / FF 10 / F +1 / R +2 / W +3 / Init +4 / Perc +8 / CMB +1 / CMD 13 Dagger +1/+3 (1d4/19-20) Light crossbow +3 (1d8/19-20) Magic Missile 2d4+2

Boldren waits for Karela to leave the room, then begins speaking to the group about their options. OK to some this up, from the way this sounds to me, Karela has been dealing with this fence to move artifacts and goods. The fence has gotten caught up by the local law and has been shut down. In the middle of this process Karela’s property, which was in the position of the fence, has been detained. Ultimately, he wants us to retrieve his property and return it to him. If we get caught, we will be in more than a little trouble.

It looks like our options are to ignore the illegal request, move forward and hope we don’t get caught, return to Valsin and advise him of the nature of the request and see if he still wants us to proceed, or flat out go to the authorities and advise them of Karela’s intent.

I’m OK with whatever the rest of the group decides to do. I’m always down for a little fun and I don’t personally have any problem with a little skullduggery from time to time. I just like to be clear on what it is we are about to take part in.

Boldren looks around the room and listens to what the rest of the group has to say about the request.

The Exchange

Female Human Gunslinger 1 | HP 16/16 | AC: 17 /T: 15 /FF: 12 | F: +3 /R: +7/ W: +3 | CMB +3 | CMD +16 | Speed 30 | Init. +4 | Perc. +9 | S.M. +3 |

Musket: loaded
Paper Cartridges: 18
Bullets/Powder: 7
Alchemical Flares: 2
Grit: 3

The gunslinger tries (and she thinks succeeds) to hide her disappointment in being the only girl in the group. This new guy certainly seemed energetic. Who knows, it could be fun having him around! Trying to learn from her previous expedition, Mira takes a moment to load her musket before slinging it across her back and leaving with the others.

The group's interaction with Valsin was like watching a particularly horrible crash between ships. It was just so, so painful to watch, yet she couldn't stop watching. Usually, she opted to stay quiet during negotiations, as they weren't her strong point, but perhaps it would be worthwhile to try here?

Addressing the disgruntled Varisian, Mira puts on her best, sweetest voice.

Diplomacy: 1d20 - 1 ⇒ (13) - 1 = 12

"I apologize for my companions' rudeness," she says, "I assure you, we know just how fortunate we are to be given the chance to work for such a prominent business man like yourself."

Her piece said, Mira takes off after the others, catching an earful of the halfling's suggestion for what they do at the docks. "No firey explosions behind us, please Bol'? I'm liable to lose my leg with that plan." Mira pats the powder horn on her hip as she speaks. Getting a firey explosion in that would certainly ruin her day. "As for what to do, I'm all for giving the place a quick scout. Wei Ji and I are pretty sneaky when we want to be, I'm sure we could get in and out of the warehouse to give us some better intel to decide on our course of action."


Skull & Shackles Map Female Human Pathfinder Society GM Hell's Vengeance Map

Sent Jorag a message, hopefully he'll join us with a new character or pregen. Moving us on to the warehouse, but feel free to still indicate if you object to the mission and are sitting things out.

Perched on the end of a long pier fifteen feet above the water, the warehouse appears to struggle against its own roof, threatening to sag into the bay below. No light shines from the building’s windows and only the movement of gulls and pelicans stirs the scene.

The pier this 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 but none of them are paying much attention to you as you pass nearby. You get the impression that is the way around the Docks.

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.

Map of Warehouse

Liberty's Edge

Male Tengu
Resources:
Channel Positive(2d6): 3/6 rem.;Lore Keeper (At will, Touch Attack/learn DC 21 about target), Rebuke Death 6/day(1d4+1),.;Studied Target 2
Stats:
Sla7Cl3|HP:47/93|AC: 31(35)/T:16/FF:28|F: +12(13)/R: +10(11)/W: +11(12)(13)|BAB: +9|CMB: +12|CMD: 28/26FF|Spd 30|Init: +4|Perc: +23| Stealth: +21|Acr: +7|S.M.: +8| Surv: +10(15 to track)|Dip: +10|PFS#145296-1

Sooo... Karela gave us... the pelican brief? Also, hope we get Jorag or a pregen or whatnot, that'd be cool.

Wei's approach is casual as he wanders on over by the entrance to the left. No big deal, just another tengu in the seedy part of town, doing seedy tengu things, ayup.

Stealth: 1d20 + 9 ⇒ (16) + 9 = 25

Bluff(Untrained): 1d20 - 1 ⇒ (11) - 1 = 10

Perception: 1d20 + 9 ⇒ (12) + 9 = 21

Liberty's Edge

AC 18 (T 12, FF 16). HP 12, Fort +4, Ref +4, Will +1 Init +2, CMB 5/CMD 18, Speed 30ft
Attacks:
Unarmed Strike +5 (1d6+4) 20/x2, Heavy Spiked Shield +5 (1d6+4) 20/x2, Javelin +3 (1d6+4) 20/x2
skills:
Acrobatics +2, Intimidate +3, Knowledge (engineering) +4, Perception +5, Swim +4

Havok follows Wei towards the building.
stealth: 1d20 + 2 ⇒ (18) + 2 = 20

He studies the building to see if there are other entrances besides the door.

Grand Lodge

. Male Human (Varisian) Wizard 2 / HP 14/14 / AC 12 / T 12 / FF 10 / F +1 / R +2 / W +3 / Init +4 / Perc +8 / CMB +1 / CMD 13 Dagger +1/+3 (1d4/19-20) Light crossbow +3 (1d8/19-20) Magic Missile 2d4+2

Boldren moves up with the group as quietly as he can.

Stealth: 1d20 + 2 ⇒ (10) + 2 = 12

Liberty's Edge

Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12

If the other Pathfinders thought to make a quiet entry, they were either sorely disappointed or had an excellent distraction, since Hood had no intention of being quiet. On the way there, they found that he raced along the docks extremely close to the edge, jumped over gaps in the docks, and even urged his pony to jump into a nearby rowboat.

"Spin move!" he yells as he jumps back onto the dock.

"Anyone interested in seeing how many of you I can jump over if you lay end to end?" he asks.

"Maybe some other time...is this where we need to get the boxes? Ooo! Should I try to jump through that boarded-up window on my horse? That would likely be the coolest entry point!"

Grand Lodge

. Male Human (Varisian) Wizard 2 / HP 14/14 / AC 12 / T 12 / FF 10 / F +1 / R +2 / W +3 / Init +4 / Perc +8 / CMB +1 / CMD 13 Dagger +1/+3 (1d4/19-20) Light crossbow +3 (1d8/19-20) Magic Missile 2d4+2

Boldren quickly moves away from the warehouse as the Halfling creates a commotion that will most likely alert the local guards.

The Exchange

Female Human Gunslinger 1 | HP 16/16 | AC: 17 /T: 15 /FF: 12 | F: +3 /R: +7/ W: +3 | CMB +3 | CMD +16 | Speed 30 | Init. +4 | Perc. +9 | S.M. +3 |

Musket: loaded
Paper Cartridges: 18
Bullets/Powder: 7
Alchemical Flares: 2
Grit: 3

"Oh, you have got to be kidding me..." Mira mutters as the halfling spurs his poor pony onto the boat. She'd known enough horses in her life to know that this one wasn't likely too happy with its situation. She made a mental note to get the poor thing a generous lump of sugar later for its troubles.

Taking note of the sagging roof of the warehouse, Mira makes a quick decision. Lying down on the sagging section might be the best way to hide from the prying eyes that the antics of their ranger guaranteed were coming, and who knows, it might reveal a way in. Sauntering up as casually as she can manage, she asks the strongest member of their party, "Havok, can you give me a boost? I want to see if there's a better way in from up-top"

Climb: 1d20 + 1 ⇒ (2) + 1 = 3 (if Havok agrees to boost her to where she can grab the roof)
Stealth: 1d20 + 9 ⇒ (17) + 9 = 26
Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Hahaa, well, unless Havok plans on throwing the poor girl, I think the roof is out of the question

Liberty's Edge

AC 18 (T 12, FF 16). HP 12, Fort +4, Ref +4, Will +1 Init +2, CMB 5/CMD 18, Speed 30ft
Attacks:
Unarmed Strike +5 (1d6+4) 20/x2, Heavy Spiked Shield +5 (1d6+4) 20/x2, Javelin +3 (1d6+4) 20/x2
skills:
Acrobatics +2, Intimidate +3, Knowledge (engineering) +4, Perception +5, Swim +4

Havok does a facepalm at the antics of the little rider.
This new recruit wouldn't last a day in battle...

His attention is returned to the current situation as Mira asks for a boosts. Havok looks at the roof and stands in front of it with his back to the wall. He interlocks his fingers and gives Mira the possibility of a boost.
str: 1d20 + 4 ⇒ (1) + 4 = 5
But he is distracted by the pretty lady and as she starts running towards him, he can't help but let foot slip so she falls in his arms.

"Sorry Mira, the last time I had a dame like you running towards me... Ah the memories.
*Ahem* Let's try again shall we?"

str: 1d20 + 4 ⇒ (19) + 4 = 23

Liberty's Edge

Halfling Ranger 4 | HP 40/40 | AC 21; Tch 14; FF 18 | F +7; R +8; W +3 | CMB+7; CMD 20 | Speed 15 ft | Init +5 | +1 Lance (adamantine): +9 (1d6+4/x3) | Perc +12

Hood stops for a moment to watch what his new companions are doing.

"Now I acknowledge that a rooftop entry could be really good...perhaps even better than me jumping through the window. If we swing down through the top...swinging on ropes...that could work. But I'm just a little worried you're leaving me out of the planning," the halfling mourns.

"Of course, if girl with the guns jumps through the roof, and I crash through the window at the same time...that might be extra spectacular. Explosions guy? You're ready for this?"

The halfling looks around the doorway and window to make sure everything is in place for his entry.

take 20 perception for 27

1 to 50 of 584 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] PbP Gameday 3: #5-08: The Confirmation Gameplay All Messageboards

Want to post a reply? Sign in.