The Dire GM's PFS First Steps PbP (Inactive)

Game Master CanisDirus

PFS PbP: #3-IN First Steps (Part 1) - Tier 1

First Steps Maps

GM Notes:

Initiative:
Zephyr [dice]1d20 + 5[/dice
Dust [dice]1d20 + 5[/dice
Vili [dice]1d20 + 6[/dice
Ree [dice]1d20 + 10[/dice
Paly [dice]1d20 + 1[/dice
Krieger [dice]1d20 + 2[/dice

Perception
Zephyr [dice]1d20 + 1[/dice
Dust [dice]1d20 + 4 [/dice
Vili [dice]1d20 + 8[/dice
Ree [dice]1d20 + 3[/dice
Paly [dice]1d20 + 4[/dice
Krieger [dice]1d20 - 1[/dice

My "Parent" Lodge - The Flaxseed Pathfinder Lodge - where you can find a TON of resources about playing PFS PbP!


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Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Krieger glares at Ree.

"Stabbing will not be needed. Either she agrees to our terms, or we report her to the authorities. If no one else will take care of these children properly, I will do it myself."

He pauses, considers for a moment.

"However... if she has good reasons for needing extra money, the children are more sick than the medicines we provide can treat or some such, perhaps we can come to some sort of agreement to get her extra assistance."

"Ree, will you fetch Mrs. Baltin? We have much to discuss. No stabbings."

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Ree pouts almost like the flame of her hair sputters a bit as she sulks.

"Oh fine...I'll go get her."

Ree stebs out of the kitchen puts two fingers past her lips and whistles very loudly. "Hey granny homemaker get over here a second, and step on it before I eat all this surprisingly delicious smelling soup!"

Dark Archive

Male Ratfolk Alchemist 1 | hp 11/11 | AC 17 | FF 16 | T 13 | CMD 12 | Fort +4 | Ref +5 | Will +2 | Init +3 | Perception +8 | Sense Motive +2 | Movement 20ft
Tracked Resources:
Bombs 6/7, Mutagen 1/1, Burst Jar 2/2, Ghast retch flask 1/1, tanglefoot bag 1/1, Wand of Cure Light wounds 48/50

Sorry everyone my computer died and it took a while to fix it.

The whole time Vili has been sitting petting cats because of all the verbal abuse he has received in this house.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Auntie Baltwin comes into the kitchen with her sleeves rolled up, her cat at her heels as she looks at you all.

1d20 ⇒ 1 (mods hidden)

"Well, what do you want? You've made your delivery, so now I think it's time for you lot to shove off!"

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Krieger huffs and attempts to think of a diplomatic way through this situation. He leans on the back of a chair which creaks dangerously under his weight.

Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8

"Mrs. Baltwin. I have been speaking with the children and they speak highly of you, but tell me tales.

The tell me they have to get coin from city folk so you can buy medicine? The Crusade already gives you medicine for free?

This is disturbing to me. The medicine is free! Why are you telling them you have to buy it?"

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Good God I cannot roll to save my life in this game.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Baltwin looks back and forth between you all, taking special note of Ree's demeanor.

"Well...you see..." she glances up at the brown bottles up on the high shelf behind Dust, "I have a little bit of a...well...an old lady living all alone with over a dozen children and cats...I need to drink a little bit to keep my nerves calm and all that, every now and again...the temple sends medicine and food for the children, but nothing else for poor old Auntie."

1d20 ⇒ 17 mods hidden

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

I will be at Who's Yer Con from when I wake up tomorrow until Sunday night (Apr 2) - feel free to RP and post whatever you'd like - I'll be back on it Monday (Apr 3)!

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Die Rolls:

Spoiler:
Sense Motive: 1d20 + 3 ⇒ (8) + 3 = 11
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11

Krieger looks at her disbelievingly.

"I see. And so you have the children help you with acquiring your... medicine? This seems, how do you say, not as good. The children could be in danger if you are not in your right mind due to drink. I understand your need for help, but I worry for them."

Dark Archive

Female Human Occultist 1 | hp 11/11 | AC 15 | FF 13 | T 12 | CMD 12 | Fort +4 | Ref +2 | Will +2 | Init +2 | Perception +4 | Sense Motive +0 | Movement 30ft

I don't think anyone begrudges you a nip now and again but you have to keep it in balance. These kids don't have anybody else. They can't afford to have you compromised. I don't see the need for this to go bad, but you have to meet me half way.

diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Krieger nods enthusiastically

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Ree keeps her mouth shut or else she'd have much harsher words for the old bag.

Sense Motive: 1d20 - 1 ⇒ (18) - 1 = 17

Wayfinders

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She sighs, her body language suggesting that she knows she's caught. "Most days you need it if you want to make it through the day in this house. These children are killing me!”

Ree:
You spot broken blood vessels in the eyes and nose, shaky hands, glassy eyes, and a fine sheen of sweat on the woman. She is far and away gone from just having a sip now and then - she is a full blown alcoholic.

She continues, "Sometimes selling a little bit of the medicine to afford some bubbly and, well, you know...But I use my medicinal expertise to make the medicine left still work just fine - just takes a few more days than normal.

Look, if you just tell the temple, I'm sure they'll send someone to work with me to figure out something, right?"

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Krieger nods, clearly upset.

"I see. Perhaps you are right. I shall talk with Ollysta Zadrian. If these children have proven to be too much of a burden, perhaps the Crusade should take a more direct hand in the management of this facility. You may lose the children however."

Krieger perks up, clearly happier at a thought.

"Who knows, maybe they'll ask ME to take care of the kids?"

Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
or, depending on how you want to take what I just said.
Intimidation: 1d20 + 4 ⇒ (11) + 4 = 15

Dark Archive

Female Human Occultist 1 | hp 11/11 | AC 15 | FF 13 | T 12 | CMD 12 | Fort +4 | Ref +2 | Will +2 | Init +2 | Perception +4 | Sense Motive +0 | Movement 30ft

Let's hope it doesn't come to that Krieger. I'm sure with a little help everything here will be set right and it will be best for all involved. Home to these kids is as much who cares for them as the wood and plaster.

diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Baltwin sighs and leans heavily on one of the chairs in the kitchen before sitting down. "You're right. I'll wait here for whoever the church sends, and I'll do what they say."

GM Note - You are confident that you have convinced her to be forthright with the Silver Crusade, and that you have the information Ollysta Zadrian wanted. You can freely move on to whichever task you'd like to do next!

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Krieger claps everyone on the back as we exit the orphanage.

"My friends! The crusade thanks you for your work. So, perhaps we should speak next with this Guaril fellow? We can do many good works this day!"

Dark Archive

Male Ratfolk Alchemist 1 | hp 11/11 | AC 17 | FF 16 | T 13 | CMD 12 | Fort +4 | Ref +5 | Will +2 | Init +3 | Perception +8 | Sense Motive +2 | Movement 20ft
Tracked Resources:
Bombs 6/7, Mutagen 1/1, Burst Jar 2/2, Ghast retch flask 1/1, tanglefoot bag 1/1, Wand of Cure Light wounds 48/50

"Well lead on then. The quicker we are out of here the better."

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Ree definately brightens up once outside of the old bag's house. "And how! Let's get a move on! ...stupid old hag...shoulda let me stab her..."

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

You make your way down to the Docks district and "The Pickled Imp".

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. 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’ma glad Ambrus was able to lend a few of his new recruits-a to help me. Please-a come in and letta me tella 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.

“Wella met. I am-a Guaril Karela. A friend a mine has a warehouse near here and he received a parcel on behalf of me and a-some a my associates, but there’s a problem. See, Master Gelbane had-a...to leave town in a hurry and our shipment is still-a waiting at his warehouse.

"Rumor is he ended up in-a trouble with the law and the place-a was a-seized. I heard-a tell from someone down at the docks that some creep was snooping around his warehouse a-just the other night, so I want to make-a sure nothing of mine was taken. He keeps all kinds of things, from beer to nails, in that-a old a-pelican, but every now and then he-a stores something really special. This is one of those cases.

“There’s a big-a crate marked with three crows arranged in a triangle. Inside that-a crate is a smaller container with a few books and a-papers in it. That’s the only parcel I’m-a interested in, and as far as I’m concerned, you can-a help yourself to the rest of the crate.

...Honestly, anything else-a you want in the place too. I’m sure the once things-a get-a sorted out, the city will seize-a most everything else anyway.

“My associates and-a I often work with-a the Pathfinders when it comes to special-a relics and documents, getting them in and out of ports and across borders where the authorities ask-a too many questions. Most-a people don’ta realize what-a they have and frankly many don’t deserve to have it, so sometimes we help-a take-a da goods offa their hands. If things work out well and you get this done, I’da be glad to talk with you more and help you out with any future endeavors, as long as you help me out too. I’ma good ata returning favors, trusta me!”

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Krieger sits mutely in shock as what he is being asked to do sounds suspiciously like breaking and entering.

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Ree positively glows! "Oh hell yes really keep what we want this sounds fantastic! Can we go now?!"

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Krieger recovers enough of his wit to stammer out a question.

"Is... is what we're doing legal?"

Dark Archive

Female Human Occultist 1 | hp 11/11 | AC 15 | FF 13 | T 12 | CMD 12 | Fort +4 | Ref +2 | Will +2 | Init +2 | Perception +4 | Sense Motive +0 | Movement 30ft

"Assuming that Mr. Karela is telling the truth, he has every right to retrieve his own property. And we have no reason to assume he is lying of course."

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Karela just smiles with bright white teeth, and through them gives assurances that nothing that you're doing will be bothered with by "law enforcement persons".

But if you press him further:
He will quietly pull you aside and remind you that you are doing this for Ambrus Valsin and the Pathfinder Society, speaking strongly about your obedience to your duty through clenched teeth with narrowing eyes.

Regardless, you aren't really able to get much more out of Karela (except Ree, who Guaril Karela somehow managed to sell a strange Varisian luck charm to for a few silver pieces), and you find yourselves heading to the piers of the Dock District.

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.

Knowledge (Local) DC 10:
Called pelican warehouses, these buildings perch at the end of piers, allowing a ship to load and unload farther out from the busier docks. Many of them either accommodate smaller vessels that are in a hurry or larger ships unable to find an open dock. Rare these days, most pelican warehouses lie in disrepair, withered from storms and salt, and every year it seems another one falls into the harbor. An increased tax on this type of property keeps many of the owners from rebuilding and some have even relinquished the titles to their small warehouses, allowing them to fall into the hands of squatters and smugglers—or into the bay itself.

This 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 is up!

Dark Archive

Male Ratfolk Alchemist 1 | hp 11/11 | AC 17 | FF 16 | T 13 | CMD 12 | Fort +4 | Ref +5 | Will +2 | Init +3 | Perception +8 | Sense Motive +2 | Movement 20ft
Tracked Resources:
Bombs 6/7, Mutagen 1/1, Burst Jar 2/2, Ghast retch flask 1/1, tanglefoot bag 1/1, Wand of Cure Light wounds 48/50

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

"Well since this is all fairly legal how about someone try the door"

Looks at Krieger.

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Knowledge: Local: 1d20 ⇒ 19

Krieger looks at the wheezing old man, shrugs.

"Well I don't suppose it could hurt..."

Krieger knocks on the door, expecting no response. If there is none, he'll attempt to open the door and walk in, keeping an eye out for loose floorboards and traps.

Perception: 1d20 - 1 ⇒ (14) - 1 = 13

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Knowledge Local untrained: 1d20 ⇒ 2

Ree quietly slides her rapier from her belt and approaches as well trying to take a look around for anything out of the ordinary or dangerous.

Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Dark Archive

Female Human Occultist 1 | hp 11/11 | AC 15 | FF 13 | T 12 | CMD 12 | Fort +4 | Ref +2 | Will +2 | Init +2 | Perception +4 | Sense Motive +0 | Movement 30ft

Dust scans the area around the warehouse and follows the others inside.

perception: 1d20 + 4 ⇒ (14) + 4 = 18

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

I will have limited internet access until Saturday, but look for a post from me Wed afternoon or earlier.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

I can post but I can't update the map from a tablet, so unfortunately my next post will be tomorrow. Sorry about that.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

While some of the slats outside the door are a little rickety, the frame of the warehouse is rather solid. There is a thin but sturdy ledge that wraps around the entire structure, allowing people to move around to the sea-side loading doors, which look like they've seen a bit of activity within the last week or so.

The boat is sturdy and safe - just hasn't been used for awhile.

Krieger notices that the door is locked and will not open. Ree, however, notices a tiny glint of gold hidden between two wooden slats near the corner of the warehouse. Bending in to take a look, she sees that it is a carefully hidden key!

Nice time for a nat 20, Ree!

Ree unlocks the door and it creaks open. From where you all look, darkness fills this warehouse, the ambient light from outside blocked by a filthy, oily film on the structure’s few windows. Darting illumination comes from light reflecting off the water through a splintered hole in the floor. Throughout the warehouse, crates, boxes, and barrels lean against each other in vaguely sorted stacks. A lingering smell indicates some of the contents are certainly spoiled.

Map is updated!

Feel free to take actions / move yourselves on the map.

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Krieger walks inside, shield at the ready, watching for traps and anyone who might be hidden.

perception: 1d20 - 1 ⇒ (7) - 1 = 6

As usual I ZEE NOTHING

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Ree winks to the others as she finds the key and unlocks the door following Kreiger inside then moving just past him to look at the warehouse.

Perception: 1d20 + 3 ⇒ (1) + 3 = 4

more than me!

Dark Archive

Male Ratfolk Alchemist 1 | hp 11/11 | AC 17 | FF 16 | T 13 | CMD 12 | Fort +4 | Ref +5 | Will +2 | Init +3 | Perception +8 | Sense Motive +2 | Movement 20ft
Tracked Resources:
Bombs 6/7, Mutagen 1/1, Burst Jar 2/2, Ghast retch flask 1/1, tanglefoot bag 1/1, Wand of Cure Light wounds 48/50

Vili casts dancing lights, walks in and gives a the warehouse a brief look over.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

"Lets try to find this box quickly I don't want to be here for an extended period of time."

Dark Archive

Female Human Occultist 1 | hp 11/11 | AC 15 | FF 13 | T 12 | CMD 12 | Fort +4 | Ref +2 | Will +2 | Init +2 | Perception +4 | Sense Motive +0 | Movement 30ft

Dust walks in and draws her bow.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Seeing nothing of note from the entryway, you progress further inside...

GM Rolls:

Perception
Dust 1d20 + 4 ⇒ (11) + 4 = 15
Vili 1d20 + 8 ⇒ (8) + 8 = 16
Ree 1d20 + 3 ⇒ (4) + 3 = 7
Krieger 1d20 - 1 ⇒ (5) - 1 = 4

None of you notice until it's too late, the sound of scurrying rodents of unusual size!

Initiative:

Dust 1d20 + 5 ⇒ (19) + 5 = 24
Vili 1d20 + 6 ⇒ (2) + 6 = 8
Ree 1d20 + 10 ⇒ (12) + 10 = 22
Krieger 1d20 + 2 ⇒ (3) + 2 = 5
Red Rat 1d20 + 3 ⇒ (5) + 3 = 8
Green Rat 1d20 + 3 ⇒ (6) + 3 = 9
Purple Rat 1d20 + 3 ⇒ (11) + 3 = 14

(Round 1)
Dust
Ree

Rats!
Vili
Krieger
(Round 2)

Combat Begins - Map is updated! Dust and Ree are up!

Perception DC 15 or Knowledge Engineering DC 10:

You notice the gaping hole in the southeast corner of the warehouse is fairly unstable. The spaces adjacent to it are Difficult Terrain, and you must make a DC 10 Acrobatics check or risk breaking up the floor and sending the box resting there into the water. A DC 15 Acrobatics check allows you to ignore the difficult terrain and ignore the risk of breaking up the area any further than it is during your turn.

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Perception: 1d20 + 3 ⇒ (2) + 3 = 5

Ree moves diagonally to block the red rat in while striking at it with her blade hoping dust can take care of the purple one that could threaten Vili!

Pirahna strike: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Confirm crit: 1d20 + 4 ⇒ (2) + 4 = 6
crit damage: 1d6 + 2 ⇒ (5) + 2 = 7

Dark Archive

Female Human Occultist 1 | hp 11/11 | AC 15 | FF 13 | T 12 | CMD 12 | Fort +4 | Ref +2 | Will +2 | Init +2 | Perception +4 | Sense Motive +0 | Movement 30ft

Dust lines up and takes a shot at the rat.

Dust will move next to vili and take a shot at the purple rat

attack with bow: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d8 ⇒ 4

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Ree leaps into action and runs one of the rats through even as Dust's shot flies off wide!

The Red Rat, staggered, attempts to bite Ree...

Red Bite: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d4 ⇒ 3

...and then it falls over, unconscious.

The Green and Purple Rats, defending their dens, charge to attack Ree and Vili!

Green Bite: 1d20 + 3 ⇒ (6) + 3 = 9 vs. Ree
Damage: 1d4 ⇒ 2

Purple Bite: 1d20 + 3 ⇒ (9) + 3 = 12 vs. Vili (flat footed)
Damage: 1d4 ⇒ 1

If any of those hit, DC 11 Fort Save vs Disease

(Round 1)
Vili
Krieger
(Round 2)
Dust
Ree

Rats!

Vili and Krieger are up, followed by Dust and Ree in Round 2!

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

Krieger sees that the psychotic burning member of the party has things well in hand, and steps in to defend the ancient one, his shield raised to strike the purple rat.

Power Attack with Improved Shield Bash - 2 handed
Attack - Improved Shield Bash: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 8 ⇒ (2) + 8 = 10

Dark Archive

Male Ratfolk Alchemist 1 | hp 11/11 | AC 17 | FF 16 | T 13 | CMD 12 | Fort +4 | Ref +5 | Will +2 | Init +3 | Perception +8 | Sense Motive +2 | Movement 20ft
Tracked Resources:
Bombs 6/7, Mutagen 1/1, Burst Jar 2/2, Ghast retch flask 1/1, tanglefoot bag 1/1, Wand of Cure Light wounds 48/50

Seeing that there are only two left Vili steps into a flank with Krieger and attempts an attack.

Attack-Spear with Flank: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d8 ⇒ 2

Confrim Crit: 1d20 + 2 ⇒ (5) + 2 = 7
Crit Damage: 2d8 + 2 ⇒ (4, 8) + 2 = 14

Dark Archive

Female Human Occultist 1 | hp 11/11 | AC 15 | FF 13 | T 12 | CMD 12 | Fort +4 | Ref +2 | Will +2 | Init +2 | Perception +4 | Sense Motive +0 | Movement 30ft

Dust touches the broken compass on her belt and summons an eagle to flank with Ree.

The raptor, seeing a big juicy rat is happy to go after it.

Dust spends a point of mental focus and summons a celestial eagle.

claw 1: 1d20 + 5 ⇒ (3) + 5 = 8

claw 1 damage: 1d4 + 2 ⇒ (1) + 2 = 3

claw 1: 1d20 + 5 ⇒ (13) + 5 = 18

claw 1 damage: 1d4 + 2 ⇒ (1) + 2 = 3

beak: 1d20 + 5 ⇒ (4) + 5 = 9

beak damage: 1d4 + 2 ⇒ (4) + 2 = 6

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Ree laughs as the bird appears to flank with her shouting over her shoulder "Thanks Dust!" as she takes another stab at the second rat!

Pirahna strike: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

If Ree is attacked she'll spend a point of Panache to attempt a parry and riposte

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

And just like that, it was over!

Dust's celestial eagle and Ree slash and skewer the Green Rat, while Krieger and Vili smash and stab the Purple Rat.

Out of combat!

Now that the fight is over, you have time to look around and take stock of the situation. Looking around, you notice that the box perched precariously in the center of the almost-hole has three crows arranged in a triangle stamped on it.

DC 10 Perception Check:
A crane, used for loading and unloading boats, clings to a rail running the length of the warehouse, hanging 5 feet below the high ceiling, and can slide out to extend past the loading doors.

You also notice that crates all along the walls have a plethora of other items, including but not limited to: old/warm beer, blocks of clay, coffee, coils of rope, dried fish, lead ingots, nails, nets, raw cotton, rough wool, spare sails, timber planks, various pulleys and tools, and cheap weapons (any non-masterwork Simple weapon from the Core Rulebook)

DC 15 Perception Check:
The crate you're after looks moderately sturdy, so it might survive falling into the water, which you can tell is about 15 feet deep. However, it is not watertight, and as such you think you might only have 2-3 rounds to get it out of the water before the items you're after are destroyed.

DC 10 Knowledge Engineering Check (can be done untrained):
You think you can use ropes and nets from the warehouse’s crates to rig the crane and snatch up the crate, but a character must venture out onto the teetering beams to tie the knots and secure the crate to the harness.

This would require an Acrobatics check to work near the crate and a Knowledge Engineering or Dexterity check to operate the crane.

DC 15 Knowledge Engineering or DC 17 Intelligence Check if you want hints for options on what to do:
  • A PC strong enough to lift the 200-pound crate could be suspended by the crane and positioned over the crate (Dex/Engineering to operate the crane, Str check from the lifter).
  • The PCs can throw a rope with a hook at the handholds to secure the crate from afar. Treat this as a thrown weapon with a range increment of 10 feet targeting AC 10 (Ranged Attack followed by Engineering/Dex to operate the crane).
  • The PCs could also borrow the boat docked outside and simply collapse the floor, dropping the crate safely onto the deck of the boat. (would require CMB and/or Acrobatics checks up top and Profession Sailor or Survival in the boat).
  • The PCs can use the timber and tools from elsewhere in the warehouse to brace the floor and slide the crate to firm ground (Engineering or Survival or Craft/Profession related to Carpentry).

Dark Archive

Female Human Occultist 1 | hp 11/11 | AC 15 | FF 13 | T 12 | CMD 12 | Fort +4 | Ref +2 | Will +2 | Init +2 | Perception +4 | Sense Motive +0 | Movement 30ft

perception: 1d20 + 4 ⇒ (20) + 4 = 24
intelligence: 1d20 + 3 ⇒ (10) + 3 = 13
untrained knowledge: 1d20 + 3 ⇒ (16) + 3 = 19

I have an idea that might work here. We use a bird to thread one of the loose sails around and under the crate then just heave if onto solid ground.

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

perception: 1d20 - 1 ⇒ (12) - 1 = 11
intelligence: 1d20 ⇒ 18
knowledge engineering untrained: 1d20 ⇒ 8

"Brilliant idea, Dust. I was thinking the same thing. We could even spike the sail into the sturdier planks away from the hole to make sure it doesn't fall in.

A backup plan: Does anyone here know how to use a boat? We could get it beneath the hole in case the plan 'falls through' so-to-speak."

Krieger is pleased with himself at his clever wordplay. Subtle like a hammer, that one.

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Intelligence: 1d20 ⇒ 7

Ree just shrugs as she cleans her blade and sheaths it "I'm game for whatever you want. I'm quick and agile but not so good with pulleys and stuff...and no water for me thanks."

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

When you have a plan set, we can make rolls. Totally up to you all how to do this :)

Silver Crusade

Male Human (Ulfen ancestry) 35264-12 Paladin (Sacred Shield, Warrior of the Holy Light) / 1 | AC 21 T 13 FF 19 | HP 11/11 | F +2 R +2 W +1 | Init +2 | Perc -1

If anyone else has a better idea feel free to stop him. Otherwise, Krieger lets anyone else with more expertise point out where to put spikes and how to stretch the canvas, assisting by doing the grunt work.

"Someone help me with this. I'm not as good at engineering."

Krieger grabs enough sturdy sail to cover the hole with plenty to spare, spiking it into the sturdier planks at regular intervals with daggers, pitons, and whatever pointy, strong tools he can find. He fishes the other half of the canvas under the structure supporting the chest, before repeating his work on all the other sides, producing a supporting canvas under the chest and covering the hole.

"There, done. Now do we have someone light who can fish a line or a grappel to the chest so we can pull it to safety?"

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