GM Batpony PT01-1- Rose Street Revenge (Inactive)

Game Master Batpony

Maps & Handouts


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Liberty's Edge

Mosquito Witch Handouts

Open for dotting


Male CG Half-elf (Varisian) Bard 1 (Lore) | HP 12/17 | AC 15 TAC 13 | Spell Points 6/6, Hero Points 1, Res 5 | F: +2, R: +3, W: +2 | Perc: +2, Stealth: +2 | Speed 30ft 25ft | Rapier +3 (1d6 P), Shortbow +3 (1d6 P), TK Projectile +3 (1d10) | Spells: 1st 2/2 | Active conditions: None.

A man enters, quickly closing the door against the wind and rain. He removes his ragged cloak in a futile effort to shake off some of the water, revealing pointed ears and high cheekbones that suggest a recent elven ancestor. He has the scruffy beginnings of a reddish beard, however, and is too short to be a full elf. His clothes are worn but well-made, although on close inspection they appear to have been made for someone taller and bulkier, then tailored to (almost) fit their current owner.

He glances around the room, then sticks out a hand to introduce himself to the nearest person.

"Balistar Vinn, gov, an' it's a right pleasure ta be 'ere! A student o' the occult, I am, a collector of tales of strange an' unusual 'appenins. 'Ave ya noticed anyfin' strange or unusual 'appenin' 'round 'ere lately?" He chuckles to himself. "What'm I sayin'? Wouldn't none of us be 'ere now if somefin' strange or unusual wasn't 'appenin' right this second, would we?"


Male Half-Orc Monk 1

The door opens again, revealing a muscular half-orc in a rough kimono with torn-off sleeves. He is dripping wet from the weather but does not seem to be bothered by it. "I'm Kuch Krisnor, you may just call me Kuch. I was told Pathfinders are needed here." He finds a chair opposite Balistar but does not sit down, instead standing with his feet at shoulder width and his arms crossed, oblivious to the trickles of rainwater slowly forming small puddles at his feet.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

A woman enters the bar, evidently Varisian, from the tattoos on her exposed flesh. She has the white hair that people associate with witches, and a expression that conveys she is used to being listened to.

A drunk approaches her, most likely to make her an indecent proposal, but she stares him in the eye until he slinks away, apologising.

She buys a wine, and sips it, while watching the patrons.
After about a minute, she approaches the others, and introduces herself.

'I am Sable. I believe you are to be my companions, this evening.'


Garundi human
Ongoing Conditions:
none
Daily Uses:
Hero Points: 1/1 Resonance: 2/2 Spell Points: 5/5 Spells: 2/2 Channels: 4/4
Cleric of Gozreh 1 | HP 17/17 | AC: 16 TAC: 14 (+2 to both with Raise Shield) | Fort: +3, Ref: +3, Will: +6 | Perception: +5 (normal senses)

The man has been sitting patiently for a short time, at a table situated in one of the dark recesses of the room. The reedy fingers of one leathery hand are wrapped around a tall cup, which he drinks from intermittently. He watches as the recentl-empty table is populated, one by one, by three apparent strangers. Waiting and observing a moment more, he then stands, grasping the cup in one hand and retrieving his effects with the other, and walks toward the last open seat.

"Greetings, my friends. May I assume that you do not already know one another? Might there then be room in your prospective party for one such as myself?" He smiles delightfully and bows with a grand flourish. "I am called Baltoros."

Liberty's Edge

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Mosquito Witch Handouts

And we are started! Just to preface this adventure, it is a combination of quest designed to introduce the mechanics of Pathfinder 2e to you. As we will be running all the Quest, I'll be doing them in the order that makes chronological sense to me. I've uploaded a Maps & Handouts link on top of the thread and on my header. Please peruse it and update some small information on to the link. And... off we go

Nearly a year ago, Absalom fought off an invasion of demonflesh constructs and undead marines remembered as the Fiendflesh Siege, during which the city’s siege lord offered every slave freedom in exchange for their assistance in defending Absalom. Practically overnight, one of the city’s cruelest industries came to an end, and many hundreds of the liberated have since become Absalom’s newest citizens.

Although most have welcomed their manumitted neighbors with open arms, an unidentified serial murderer known only as the Rose Street Killer has systematically slain at least a dozen of these freed people. So far, the city’s guards have questioned scores of witnesses and suspects with no luck. The Rose Street Killer remains at large, and one of their most recent targets was Nelfurhin Zor, a former scriptorium slave who had joined the Pathfinder Society shortly after the siege. The Society doesn’t normally investigate crimes in Absalom, but Venture-Captain Ambrus Valsin is furious that a Pathfinder’s gone missing thanks to this criminal. He’s assembled a team of agents to help solve the case. Don’t let him down—lives are on the line.

A missive from the Pathfinder Society reaches you a couple hours ago. Refer to Handout 1 in the aforementioned link.

~~~

Today, you've gathered at the Pathfinder Lodge in Absalom, arguably the heart of the Pathfinder Society, at the request of the man himself, Venture-Captain Ambrus Valsin. Standing before you, he flicks an invisible speck of dust from his impeccably pressed cuff before speaking.

“Thank you for finally arriving; I don’t like repeating myself. I trust you received my note, and I hope you have your wits about you. It’s all well and good for everyone in the city to concoct their own thrilling hypotheses about some serial murderer, but Pathfinders need to be a bit more…” Ambrus thinks for a moment before continuing, “… evidence based.

“To that end, I’d like you to find some low-ranking members of the Bloody Barbers and press them for information. I suspect their straight razors are ultimately to blame for the disappearances.”

Almost as an afterthought, Ambrus adds, “I shouldn’t need to tell you to be careful in dealing with Absalom’s largest thieves’ guild, but do try to avoid the old crimson shave.” He draws his thumb across his neck for emphasis. He turns and looks around the room, anticipating a few possible questions from the group.


Male CG Half-elf (Varisian) Bard 1 (Lore) | HP 12/17 | AC 15 TAC 13 | Spell Points 6/6, Hero Points 1, Res 5 | F: +2, R: +3, W: +2 | Perc: +2, Stealth: +2 | Speed 30ft 25ft | Rapier +3 (1d6 P), Shortbow +3 (1d6 P), TK Projectile +3 (1d10) | Spells: 1st 2/2 | Active conditions: None.

Any chance Balistar knows something about the Bloody Barbers?

Underworld Lore: 1d20 + 3 ⇒ (16) + 3 = 19

Balistar sucks in a breath and lets it out slowly. If he recalls anything about the gang, he will start by telling the others what he knows before asking any questions.

"Oi, thet's a bad bunch there, Cap'n. D'ya know anyfin' more 'bout where the victims were found? Anyfin' unusual-like 'bout the bodies or the circumstances of their respective demises?"


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

'I assume you suspect the Barbers, due to the mode of death.
But do you have any other reason to suspect them?
In case a rival organisation is simply trying to throw the scent their way?'


Male Half-Orc Monk 1

The half-orc nods. "Find some barber-thieves, beat the snot out of them, return with information. Got it, boss."

He stands expressionless for a moment, then raises his hand like a pupil in a classroom. "How do we tell the thief barbers apart from plain old barbers?"


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"We just ask- politely." A halfling woman speaks up from the side of Captain Valsin's desk. She stands to attention and faces you all with military precision, you don't recognize the colors of her clothing.

"I'm Pr- Agent Midnight. Pleased to meet you all." She gives a salute. "Do I remember anything about the Bloody Barbers?"

Society: 1d20 + 4 ⇒ (16) + 4 = 20

"Maybe an important personality or two. I don't know about the criminal underworld itself, though. The half-elf knows a bit, I'm certain." She faces Balistar.


Garundi human
Ongoing Conditions:
none
Daily Uses:
Hero Points: 1/1 Resonance: 2/2 Spell Points: 5/5 Spells: 2/2 Channels: 4/4
Cleric of Gozreh 1 | HP 17/17 | AC: 16 TAC: 14 (+2 to both with Raise Shield) | Fort: +3, Ref: +3, Will: +6 | Perception: +5 (normal senses)

Baltoros stands before the Venture-Captain, one hand resting behind his back while the other grasps the back of the chair in front of him.

After listening to the questions of his compatriots, he asks one of his own. "Have you any idea where we might quietly find 'low-ranking' Barbers? It'd be no good to tip off the local gang bosses before we get to ask their underlings the questions we need."

Liberty's Edge

Mosquito Witch Handouts

Hold on the kn. checks for a moment, I will resolve them accordingly in the next part.

Ambrus tries (unsuccessfully) not to raise his eyebrow as he points out that several of the last dozen mysterious murder sprees in Absalom were eventually linked back to the guild, whose corrupt roots touch nearly every aspect of Absalom life. Although he leaves all the information very vaguely and ignores the request of the finer details."...as such, it would not be unsuspicious to think that Zor could have been caught up with this band of merry miscreants in his previous life."

Ambrus gestures at the entire party. “Pathfinders often have to rely on one another for help. I would start by comparing notes; you should be able to piece together a likely location for one of their meeting places.” Unfortunately, you soon begin to realise that the Bloody Barbers have been so low on the Pathfinder Society's radar that they really don't have any information on them, and it is up to you to figure out the best way to get to the Bloody Barbers or even learn more about the murders on the street.

Time for some good old Pathfinder investigation. Feel free to play it out how you believe this goes down, but each PC may choose a one of the following checks to possibly learn something about the Bloody Barbers: Deception (impersonate), Diplomacy (Gather Information), Society (Recall Knowledge), or Underworld Lore (Recall Knowledge, INtimidation (Coerce), Merchant Lore (Recall Knowledge), and Religion (Recall Knowledge)

If you rolled previously and would like to use the same roll, please let me know in your next post.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Sounds like a plan, then." Once her allies are ready, she follows them into the city. "I have healing tools, thieves tools and some climbing gear on me. If you need any of my services, I'll be around. For now, I'm going to talk to some of the merchants in town- some of them must have been harassed by these gangsters."

Midnight's discipline gives way to a conversational attitude when she's with the merchants- she treats them as wannabe nobles, and they treat her with respect and some information, too.

Reusing my 20 Social check.


Garundi human
Ongoing Conditions:
none
Daily Uses:
Hero Points: 1/1 Resonance: 2/2 Spell Points: 5/5 Spells: 2/2 Channels: 4/4
Cleric of Gozreh 1 | HP 17/17 | AC: 16 TAC: 14 (+2 to both with Raise Shield) | Fort: +3, Ref: +3, Will: +6 | Perception: +5 (normal senses)

Religion (recall information): 1d20 + 5 ⇒ (6) + 5 = 11

Baltoros wonders if any of his religious education would be of any use, but does not see any immediately-apparent connections.

As the group sets out into the city proper, he notes, "If necessary, I may have some sway with any local citizens of the, shall we say, upper class, though I presume given the nature of these attacks that our best bet might be the commons."


Male CG Half-elf (Varisian) Bard 1 (Lore) | HP 12/17 | AC 15 TAC 13 | Spell Points 6/6, Hero Points 1, Res 5 | F: +2, R: +3, W: +2 | Perc: +2, Stealth: +2 | Speed 30ft 25ft | Rapier +3 (1d6 P), Shortbow +3 (1d6 P), TK Projectile +3 (1d10) | Spells: 1st 2/2 | Active conditions: None.

Balistar pulls his own set of lockpicks and assorted useful items out of a deep pants pocket, pats them lovingly, and slides them back. "Well, now, Agent M, I fink calling 'em thieves' tools is a bit ... judgmental, if you asks me. I likes to call 'em my needful fings, on account of they're always 'ere when I needs 'em."

"Now, much as I likes a good walkabout as much as the next bloke, considerin' the nature of our little investigation - that is, the brutal an' bloody murder o' one of our own - well, I'm gonna start off by 'avin' a little fink, I am. And mebbe a large drink."

Reusing my Underworld Lore roll (19) to Recall Knowledge about the Bloody Barbers.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Needful fings, eh?" Midnight shrugs. "I can agree to that, at least. You never know when you need to infiltrate. Surprising how much thieves and covert ops have in common, eh?"


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Before we go, I'll ask for a good description of Nelfurhin Zor, and his last known address.

If he's Varisian, I may be able to bluff a family connection.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

'While splitting five ways may maximise our efforts, the danger inherent in asking questions of the wrong people would suggest we guard each other, in two groups of two or three each.'

'It appears we have some subtle and knowledgeable members here, whereas I am maybe more used to unnerving superstitious fools, to get what I want.
I'll happily go with whichever group feels they could benefit from that.'


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Then come with me, Miss Sable." Agent Midnight motions her to follow. "Some merchants are tight lipped when it comes to criminal contacts. Usually because it leads back to them."


Male CG Half-elf (Varisian) Bard 1 (Lore) | HP 12/17 | AC 15 TAC 13 | Spell Points 6/6, Hero Points 1, Res 5 | F: +2, R: +3, W: +2 | Perc: +2, Stealth: +2 | Speed 30ft 25ft | Rapier +3 (1d6 P), Shortbow +3 (1d6 P), TK Projectile +3 (1d10) | Spells: 1st 2/2 | Active conditions: None.

Balistar holds up his hands to forestall the departure of half (more than half?) the party.

"Oi, 'ang on, there's no need ta split up. I need a moment ta fink, that's all, then we can go out an' terrify the bourgeoisie togever. Don' even know where's ta look, now do ya?"

He shakes his head, sits down, and rummages through his pack until he finds his journal. As he flips through the pages, looking for any notes he might have made that relate to the Bloody Barbers, he mutters to himself, "Split up, they says, and wit' a serial killer runnin' aroun' cuttin' up Pathfinders like the neighborhood butcher. It's like they've never 'eard no tales of 'orror an' suspense. Well, I suppose it's on me ta enlinghten them."


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

'And I thought I'd get a ladies shopping day. Oh, well.'


Male Half-Orc Monk 1

"I suggest we go to the slums and give a lowlife or two a good shakedown. Or I'll just join whoever expects to make use of a good shakedown."

I only have Intimidate out of that skill list


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3
Kuch Crisnor wrote:
I only have Intimidate out of that skill list

I believe most, if not all can be used untrained, and the Aid action still exists, though they've changed the rule so the standard DC is higher, and it penalises the total effort on a critical fail.

Liberty's Edge

Mosquito Witch Handouts

Yeah the Aid Reaction is DC15. But if you read the rules on page 142. "Sometimes the GM might allow you to use a skill to help another character perform a task more effectively. In some situations, you can simply perform one or more of a skill’s uses to grant a circumstance bonus to another character’s check for the task they’re attempting. Other times, aiding an ally’s skill check requires more exact timing, necessitating the Aid reaction" Emphasis bold would seem to suggest that there's no DC and it's up to GM's discretion.

The afternoon goes by relatively quickly as the Pathfinders spilt to attempt to cover every ground possible. Agent Midnight's and Balistars connection runs deep in the Absalom, and soon she uncovers a whole lot of information of the operation of the miscreants. True to their appellation, Bloody Barbers often work as barbers, using barbershops as bases of operation and meeting places. The Band of the Palm, the cover organization for the Bloody Barbers, meets regularly in the Coins. Searching in or near that district is likely a good starting point. This criminals are notorious loan sharks and often run illegal narcotic dens, so a neighborhood with a high concentration of such activity is likely to house at least a few chapters of the Barbers. Though they are the larger guild, the Smoke Knights thieves’ guild is much more secretive—so much so that it’s never been proven to exist. However, the Barbers at least attempt to maintain a veneer of secrecy and are unlikely to gather anywhere that a high-profile crime has recently taken place, lest they draw attention. The little-known head of the Bloody Barbers, Anken the Cutter, is notoriously paranoid, and he is likely to forbid meetings of lesser members anywhere near his favored parts of the Coins.

Baltaros attempts to understand the religious practices of Absalom, and how they tie to the bandits. He clearly discovers that not even the Bloody Barbers dare to operate in large groups in Absalom’s central district, known as the Ascendant Court, full as it is of churches and good-aligned priests.

This information is enough for the group to realise that one barbershop located in the Docks, just south of the Coins might be the best place to start off to search for the Bloody Barbers. This small barbershop has four worn barber chairs and a wooden waiting bench. The astringent odors of various hair tonics combine with that of talcum powder to produce a potent aroma. A large, tarnished mirror runs the full length of one wall, with a low shelf below it that holds an assortment of combs, razors, scissors, and jars holding murky liquids. The shop is almost empty, and it’s quiet enough to hear the snip of its lone barber’s scissors as she works on a large man’s wild mane, while a freckled shop sweep stoops over hair clippings that he’s meticulously swept into a neat pile.

Right here, We will be introducing to you "Social Tactics" located on page 317 of the rule book. Refer to hand-outs for quick reference. One of the things I like about pf2, essentially they've put in more definition as a rule guidance what you would / can be doing during social interactions. So choose one, and roleplay it into the situation at hand.


Male CG Half-elf (Varisian) Bard 1 (Lore) | HP 12/17 | AC 15 TAC 13 | Spell Points 6/6, Hero Points 1, Res 5 | F: +2, R: +3, W: +2 | Perc: +2, Stealth: +2 | Speed 30ft 25ft | Rapier +3 (1d6 P), Shortbow +3 (1d6 P), TK Projectile +3 (1d10) | Spells: 1st 2/2 | Active conditions: None.

Conversing looks like the best choice for Balistar in this situation. Will try to post his action and RP in the next couple of hours. Will you want his Deception roll with the post, or should I hold off until you call for it?


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"So, maybe we should start here, then?" Midnight glances at the barber shop. Much more smelly than my personal parlor. "I'll let you more sociable types lead. I'm doing recon."

Agent Midnight distances herself from the other party members, letting them enter the barber shop first. What is the general layout or the shop? The nearby houses? How many exits are there? She spends some time planning escape routes just in case it gets messy.

When it's finally time to enter, she lags behind the party, climbs up on the bench, and grabs a newspaper to read, pretending to wait her turn. Lord Fizzlebottom did what to Lady Magnolia? Those two get into so much trouble...

I'm using the Looking Out tactic.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Liberty's Edge

Mosquito Witch Handouts

Make your rolls as you post, it will help with the transition.


Male CG Half-elf (Varisian) Bard 1 (Lore) | HP 12/17 | AC 15 TAC 13 | Spell Points 6/6, Hero Points 1, Res 5 | F: +2, R: +3, W: +2 | Perc: +2, Stealth: +2 | Speed 30ft 25ft | Rapier +3 (1d6 P), Shortbow +3 (1d6 P), TK Projectile +3 (1d10) | Spells: 1st 2/2 | Active conditions: None.

Balistar saunters casually into the barbershop, scratching at several days' growth of beard. Best to do away wit' all this scruff, he thinks. As me mysterious an' venerable mum used ta say on 'er occasional visits, "that's yer 'uman half sproutin' out all over, Balistar." A dead giveaway of 'er not-so-youthful indiscretion, she'd say.

When he catches the solitary barber's eye, he says, "Won' be too long of a wait, will it, luv? I'll be meetin' up wif a special lady tonight, an' I don' wanna show up at 'er door lookin' like a bear wot jest woke up after 'ibernatin' for the winter, do I?"

Balistar takes a seat on one of the empty chairs to wait. After a moment, he chuckles to himself a bit, then adds, "Not that it's likely to be much of a meetin', or much of a night, if'n I can't fin' a way to scare up some coin. Oh, I've got silver enough fer you, luv," he says, to forestall any concern from the barber. "Never cheat a lady wif a razor in 'er 'and, as I always say. Pay the Barbers reg'lar-like, an' you'll always stay clean, ain't that right, luv?" He gives her a toothy grin.

Deception (Lie): 1d20 + 5 ⇒ (8) + 5 = 13


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

I'll be using Conversation, via Intimidation, if and when it becomes necessary. Can't post fully now, due to work, but I'll try to drop in on a PC later, to provide detail. If required, I'll use their fear of magic, backed up with some relevant cantrips.

Intimidation: 1d20 + 5 ⇒ (17) + 5 = 22


Male Half-Orc Monk 1

Kuch leans onto the door frame, seemingly relaxed but ready to grab anyone coming in or going out.

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

Liberty's Edge

Mosquito Witch Handouts

The barber , a boisterous human woman with unkempt dirty-blond hair, turns around, and looks towards Balistar with a look of concern. "Right... As long as you're paying up, you'll get the right service for that hair of yours." And turns back to her customer continuing to cut his hair.

In PF2, sense motive has been replaced by good ol perception. So feel free to make that perception (Sense Motive) check.

Those looking out for any tell tale signs of trouble, observe nothing out of the ordinary for the time being.


Garundi human
Ongoing Conditions:
none
Daily Uses:
Hero Points: 1/1 Resonance: 2/2 Spell Points: 5/5 Spells: 2/2 Channels: 4/4
Cleric of Gozreh 1 | HP 17/17 | AC: 16 TAC: 14 (+2 to both with Raise Shield) | Fort: +3, Ref: +3, Will: +6 | Perception: +5 (normal senses)

Baltoros will be using Carousing to make a Diplomacy check to gather information via rumors.

Baltoros waits for several minutes after Balistar enters the barber shop, making a show of perusing stalls and window shopping beforehand. He looks around the room as he enters, briefly making eye contact with the lone barber and flashing the courteous but tight-lipped smile of a prospective customer. He is carrying himself the way the well-to-do often do, inspecting the establishment for quality before spending their hard-earned - or not - silver pieces there. Apparently satisfied, he takes a seat on the bench, hands on his knees, and listens as the half-elf prattles on.

When a lull in the conversation presents itself, Baltoros clears his throat and strokes his beard. Addressing Balistar, he asks, "Say there, I don't often come to the Docks for business, though I was led to believe getting here from the Coins would have been easy. Yet just the other day, one of the common routes had been cordoned off by the local constables, and I was unceremoniously forced to seek a detour." (He drops the name of an alley or secondary road near the site of one of the killings.) "Time is money, after all. What could have been the source of that dreadful inconvenience, I wonder?"

After listening to Balistar's answer, he directs the same question to the barber.

Diplomacy: 1d20 + 2 ⇒ (19) + 2 = 21


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"A detour? Probably construction. We've had to rebuild since that horrid assault." Midnight relaxes a bit and switches to her noble speech patterns. "How dreadful. So many routes were shut off, I found myself here. Why not fancy a quick trim at this barber shop while I'm here?"


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Sorry, been glued to the phone on complex workload, and then had to do a training package for having my PC replaced with a Surface Pro.


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

Did we get a description of Nelfurhin Zor from the Captain?


Male Half-Orc Monk 1

Kuch eyes the trio from his vantage point. "And those who don't pay up are given the ol' crimson shave, is that how you do business?"

Sense Motive: 1d20 + 3 ⇒ (6) + 3 = 9


Male CG Half-elf (Varisian) Bard 1 (Lore) | HP 12/17 | AC 15 TAC 13 | Spell Points 6/6, Hero Points 1, Res 5 | F: +2, R: +3, W: +2 | Perc: +2, Stealth: +2 | Speed 30ft 25ft | Rapier +3 (1d6 P), Shortbow +3 (1d6 P), TK Projectile +3 (1d10) | Spells: 1st 2/2 | Active conditions: None.

Perception, Sense Motive vs barber: 1d20 + 2 ⇒ (14) + 2 = 16

Balistar leans back in his seat, drumming his fingers on his knees impatiently. "Might 'a been a bit o' construction, Miss, but then again, it might not, eh? Could 'a been anover o' them brutal murders themselves, couldn't it? I 'eard," the young storyteller lowers his voice to a stage whisper, although not so low that anyone in the shop would have trouble hearing him, "that the latest body, sommat 'ad been eatin' 'im. I ain't sayin' it's true, mind, but 'at's what I 'eard!"

Liberty's Edge

Mosquito Witch Handouts

You can assume you've received some sort of description of the missing pathfinder.

The barber opens up a little to the group after listening to Baltoros soothing and calm manner of speech."These parts of town ain't safe. You best avoid them alleyways, bandits and rats everywhere. I won't be surprise if they've closed up the road to clean up rat infestation but I wouldn't be shocked either if it were murders. Damn place ain't safe!"

Turning to Kuch, she gives him the cold look. "Don't you dare associate me to them.."

Balistar gets the feeling she is merely a barber doing an honest days work and really does not associate herself with the Bloody Barbers nor is she in the know of the recent spat of killings associated to the Rose Street Killer.

Winking at her customer in the mirror, Valette snips off a lock of hair and drops it on the floor near her feet. She turns to the shop sweep and shouts, “Oi, Snips, you missed a spot,” gesturing to the hair with her scissors. He starts and mumbles an apology as he rushes over with his broom, but as he bends to sweep, the barber gives him a swift kick, sending him tumbling into his carefully swept pile.

The barber laughs uproariously and claps her customer on the back, ripping off his barber cloth and telling him to pay her in ale and a pie at the shop across the street. As she strong-arms the reluctant man out the door, she yells over her shoulder at Snips to clean up and close up the shop. “And don’t forget the mirror—I want to see myself in it!” she cackles, doubling over at her own “joke” and slapping the increasingly uncomfortable customer again. "I'll be right back if you want a haircut." She says as she walks into the back room.

The shop sweep, a freckled 11-year-old human boy comes closer towards you and speaks very softly."Errr...pssss....I..I.. overheard your chatter.. You want to meet em Bloody.. Barbers?? I know where to find them... They often hang out around these er parts..."


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Bloody Barbers? Are they real?" Midnight looks up from the newspaper, seemingly incredulous. "If you show 'em to me, I have a few silver pieces coming your way."


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

I think I need to see what she's doing in the back room.
Could be going for help, or raising an alarm.
Did we notice a rear exit, on the way in?

Sable crosses the room, from the front door, to look and listen around the doorframe of the rear room. If the barber isn't present, she'll step on through, to tail her.
(Stealth +1, Perception +2)

If the barber appears to be trying to send a signal to the Barbers, or other suspect activity, such as hurriedly packing,

Spoiler:
she'll let her tattoos crackle with electricity, as she readies a shocking cantrip.
'I would think again, before you do that'
Intimidate result 22 above.

If there is another person with the barber, looking combat-capable, and they are discussing us,

Spoiler:
she will prepare for combat, leading with an electric arc, as it has two targets.


Garundi human
Ongoing Conditions:
none
Daily Uses:
Hero Points: 1/1 Resonance: 2/2 Spell Points: 5/5 Spells: 2/2 Channels: 4/4
Cleric of Gozreh 1 | HP 17/17 | AC: 16 TAC: 14 (+2 to both with Raise Shield) | Fort: +3, Ref: +3, Will: +6 | Perception: +5 (normal senses)

"I admit I'm intrigued, though I suppose I shouldn't be - I'm not the sort to get entangled with pilferers and burglars if I can help it, you see. But organizations like that are necessary; they counterbalance the lawful hierarchy, and the two keep each other in check like two cogs spinning in opposite directions against one another." Baltoros takes a drink from a silver canteen emblazoned with a fanciful 'A,' letting his words hang in the air for a moment before leaning forward and affixing Snips with a unsmiling, unblinking gaze. "As I said, I like to stay out of such entanglements. If you would be so kind as to tell me where you say they are, that would help me prevent trouble in the future."

He then grins broadly and winks before leaning back in his seat.

Liberty's Edge

Mosquito Witch Handouts

Sorry guys, long day at work yesterday, and have a bit of travelling today. Will be resuming normal posting rate by the weekend.

Sable discerns that the barbers seems to be taking a nap on the job. Loud snoring is heard from the backroom shortly as the barber entered into it. There's a rear exit, but the backroom is kind of out of the way, like a resting room.

The kid Snips responses favourably. "Of course.. They are..err..very real..I'll take you.." He walks towards the entrance of the barbershop then looks outside the front door cautiously before turning to you. "We'll..err... have to head out the back. It's... too... crowded up front." He moves towards the backdoor mumbling to himself, fumbling with the keys as he attempts to unlock the door.

Sense Motive check please!


Perc +2, Stealth +1; staff +1 (d4/d8), crossbow +3 (d8) hp 15/15 AC 13 TAC 13; FORT +2 REF +3 WIL +3

If the barber sounds to have not headed for the back exit, that's promising, but she will still take a look, to be sure it's her snoring, or she's not faking.
There may also be evidence of involvement with the Barbers in that room.

As the others appear to be heading for the back as well, Sable will also check the assistant for signs of trustworthiness.

Are these checks open, or made secretly by the GM?
If open, I'll roll below.

Sense Motive: 1d20 + 2 ⇒ (9) + 2 = 11


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

"Alright then, lead the way. This will be something to tell the others at the court!" Midnight laughs.

Perception (Sense Motive): 1d20 + 4 ⇒ (10) + 4 = 14

Keep your wits about you, Prisma.


Male CG Half-elf (Varisian) Bard 1 (Lore) | HP 12/17 | AC 15 TAC 13 | Spell Points 6/6, Hero Points 1, Res 5 | F: +2, R: +3, W: +2 | Perc: +2, Stealth: +2 | Speed 30ft 25ft | Rapier +3 (1d6 P), Shortbow +3 (1d6 P), TK Projectile +3 (1d10) | Spells: 1st 2/2 | Active conditions: None.

Perception (Sense Motive): 1d20 + 2 ⇒ (20) + 2 = 22

Balistar stands up quickly and bounces on his toes. "Oi, lad, let's be on our way! If there's 'alf a chance a meetin' wif the Bloody Bs could lead to gainful employment, that'd be a good bit more impressive to my pretty lass than a clean shave, if ya know what I mean."

As the kid fumbles at the door, though, Balistar's eyes narrow in suspicion.

Liberty's Edge

Mosquito Witch Handouts

Most checks are supposed to be secret by GM, but It does put a lot of work on GM and most players prefer to roll of a die, so I've let my players roll for themselves currently..

Agent Midnight, Balistar Vinn:
The kid sweats profusely, and looks extremely nervous for attempting to open the door. He is also attempting to whistle concurrently, but fails to do so. You may follow up with an intimidation or diplomacy check.


Garundi human
Ongoing Conditions:
none
Daily Uses:
Hero Points: 1/1 Resonance: 2/2 Spell Points: 5/5 Spells: 2/2 Channels: 4/4
Cleric of Gozreh 1 | HP 17/17 | AC: 16 TAC: 14 (+2 to both with Raise Shield) | Fort: +3, Ref: +3, Will: +6 | Perception: +5 (normal senses)

Perception (Sense Motive): 1d20 + 5 ⇒ (1) + 5 = 6

"Yes, yes... it does look rather crowded out front," Baltoros agrees absentmindedly as he follows Snips.


Male Half-Orc Monk 1

Perception (Sense Motive): 1d20 + 3 ⇒ (12) + 3 = 15

Kuch follows the kid, unarmed and seemingly relaxed.

Liberty's Edge

Mosquito Witch Handouts

Kuch may read the above spoiler as well.


[2E] Halfling Female Ranger 1 | HP 14/17 | AC 14 (TAC 12) | Perception +4 | Saves 3/4/4 | Hero Points 1/3

Casually walking up to the door, Midnight gives the kid a stern glare.
"What's wrong? You nervous? What's going to happen when we step out in the back?"

Intimidate: 1d20 + 1 ⇒ (6) + 1 = 7

But it's a confusing mess. Halflings have trouble seeming like a threat.

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