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

Game Master Batpony

Maps & Handouts


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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 shakes his head at Agent Midnight and puts a friendly hand on the youth's shoulder.

"'Ey now, mate, ain't no cause fer alarm 'ere. Let's 'old up a sec an' take a breaf, afore we do sommat one of us might later 'ave cause to regret. Wouldn't wan' that, would we, Snips me lad? 'Ows about ya tell yer ol' pal Balistar all about it, eh?"

Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15


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

Any update on that side room? I'm suspicious that it may not be the barber snoring, or she's left an illusory sound to mask her escape.


Male Half-Orc Monk 1

Kuch flanks the youth opposite Balistar, flaring his wide half-orc nostrils and cracking his knuckles. "I can smell your fear, kid. But let me tell you this - it's not your Barber friends you should REALLY be afraid of here."
Intimidate: 1d20 + 1 ⇒ (10) + 1 = 11

Liberty's Edge

Mosquito Witch Handouts

Taking a peek into the side room really does confirm a sleepy barber, on the other hand, the boy blurts out under some stress. "I'm sor.. Sorry! I just wanted in on the Bloody Barbers! Don't.. Don't.. Hurttt me. But they Bloody Barbers are waiting to jump you outside the door!" He starts breaking down uncontrollably and bawls his eyes out.

From here you will be jumping into your first combat encounter. To keep it simple for now, we're only going to use two possible modifiers for initiative, perception (with a +2 bonus) or a stealth if you want to attempt to stay hidden and get the jump on the Barbers. You may make any precombat preparations (like drawing your weapon) in your next post. If you want to use stealth as your initiative, you may roll it in your next post, otherwise I will roll initiative.


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

Midnight shakes her head. "Well, you did what we asked for, at least." She loads her crossbow. "Now, stay in the shop, alright. It's going to get dangerous out there."

She turns to her allies. "You forward types go on ahead- I'll scout around." She turns quiet as a mouse and begins tracking the side alleys and alternate routes in the neighborhood.

Stealth: 1d20 + 3 ⇒ (17) + 3 = 20

She keeps an eye out, but also looks around for danger...


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 pats Snips on the the shoulder again, then gives him a gentle push towards the far end of the shop. As Agent Midnight leaves, he says to the youth, "'At's all right, me lad. Ya jest 'aven't got the stomach fer this kind o' work. Prob'ly fer the best, if ya ask me. Now, ya jest 'ave a sit down over there, an try ta stay outta the way while's we do our fing."

Balistar draws his rapier, then spots some of the barber's tools of the trade on the counter near her chair. He grins at Kuch and Sable, then grabs a pair of scissors and a straight razor and lays them quietly on the floor next to the doorframe. At their questioning looks, he shrugs, and says "Jest settin' 'em aside for future needs."

Ready!


Male Half-Orc Monk 1

Kuch doesn't hide from any lowlifes and doesn't need weapons to bring them to heel. Ready!


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 throws a positively withering look at Snips as the youth slinks away, then retrieves his shield and readies his trident before standing next to Balistar.

"I'm glad you caught the threat here. I... missed it. At least we shall get the jump on them."

Trident and shield in hand. Ready.

Liberty's Edge

Mosquito Witch Handouts

The group bravely heads down into the ambush, while agent Midnight sneaks around the corner from a side alleyway. The thugs lie await in a bunch of trash cans, waiting for the signal to jump. Balistar notices them immediately!

Let's talk about some-more mechanical aspects of the game: Perception in Encounter (Combat) mode!

So Mechanically, Only Balistar has noticed the thugs. Although Midnight's initiative is before the Thugs, she needs to take an action to "seek" find the thugs during her turn. You cannot stealth and seek at the same time unless you have a rogue feat that allows you to do so.

Likewise to the rest, if the thugs do the unlikely thing and stay within stealth, you will need to "seek", if they come out of stealth then no seek action is required anymore obviously. Alternatively if the character is still un-sensed by others, you may take an action to "Point out". All characters then treat the hidden character as "sensed", meaning you don't actually see it but you might know the characters specific square. 'When targeting a creature that you sense, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail that check, you don’t affect the target. You’re still flat-footed to the creature whether you successfully target it or not.'

Perception;Initiative:

Baltorus: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9

Kuch: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Balistar: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20

Sable: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Midnight = 20

Lackeys;Stealth: 1d20 + 5 ⇒ (12) + 5 = 17

Combat Round 1

Midnight (Stealth 20), Balistar
Bloody Barber thugs (Stealth 17)
Baltorus, Kuch, Sable

Bolded characters can take their 3 actiosn!


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

Midnight, quiet as a mouse, keeps an eye peeled for the thugs.
Perception(Seek): 1d20 + 4 ⇒ (20) + 4 = 24 Hopefully that will do it.

She shoots to disable the Blue lined thug, hoping to simply overwhelm them before it gets too violent. You are my target.

Action 2: Hunt Target vs Blue.

Crossbow: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

"Bloody Barbers! We have questions and you have answers! Stand down, we have superior force!" She emerges from her hiding spot behind a wall.


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 steps out, and immediately spots the goons hiding behind the garbage cans. He immediately points to them with his rapier and shouts, "Oi! There you are! Me mates an' I 'ave been lookin' all over the flippin' Coins fer ya!" (Action 1: Point Out)

The storyteller continues with a booming laugh. "I can't see why the 'ole city fears the Bloody Barbers, 'less it's 'cause of yer terrifyin' stench from 'idin' be'ind trash bins!" (Action 2: Demoralize)

Demoralize: 1d20 + 5 ⇒ (2) + 5 = 7

Turning to his new comrades, Balistar says, "C'mon, mates - we c'n take these Muddy Harbours wiffout 'alf tryin'!" (Action 3: Cast a Spell, Inspire Courage)

Inspire Courage:

Inspire Courage
Verbal Casting
Area 60-foot aura
Duration 1 round
Traits: Cantrip, Composition, Emotion, Enchantment, Mental
You inspire your allies with words or tunes of encouragement. You and all allies in the aura gain a +1 conditional bonus to attack rolls, damage rolls, and saves against fear.


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 there's nothing immediately obvious incriminating the barber with the gang, upon hearing Snips' confession, I was going to leave by the front door, and swing round the block, to join Midnight.

No sense in walking into an ambush I've been told about.

Liberty's Edge

Mosquito Witch Handouts

Midnight's arrow knocks into the tin can creating a loud clanging. With their location given up! The surprised barbers immediately come out from hiding with their daggers and they move to engage!

Most take single stride and strike twice with exception of Green who stride's twice and strike once!

Yellow dagger vs Kuch: 1d20 + 5 ⇒ (9) + 5 = 14P: 1d4 ⇒ 1
Yellow dagger vs Kuch: 1d20 + 5 - 5 ⇒ (1) + 5 - 5 = 1P: 1d4 ⇒ 3
Green dagger vs Kuch: 1d20 + 5 ⇒ (4) + 5 = 9P: 1d4 ⇒ 3
Red dagger vs Kuch: 1d20 + 5 ⇒ (15) + 5 = 20P: 1d4 ⇒ 2
Red dagger vs Kuch: 1d20 + 5 - 5 ⇒ (13) + 5 - 5 = 13P: 1d4 ⇒ 2

Kuch proves to be an extremely skilled in marital arts, avoiding most of the barber's stabs, but still takes a few cuts.

Black dagger vs Midnight: 1d20 + 5 ⇒ (1) + 5 = 6P: 1d4 ⇒ 4
Black dagger vs Midnight: 1d20 + 5 - 5 ⇒ (5) + 5 - 5 = 5P: 1d4 ⇒ 4

The black eyed thug proves to be clumsy, and completely misses the point.

Blue dagger vs Sabine: 1d20 + 5 ⇒ (8) + 5 = 13P: 1d4 ⇒ 2
Blue dagger vs Sabine: 1d20 + 5 - 5 ⇒ (13) + 5 - 5 = 13P: 1d4 ⇒ 1

Sabine is caught off guard by the thug and gets a few cuts!

Combat Round 1/2
Condition: IC

Midnight, Balistar
Bloody Barber thugs
Baltoros, Kuch -3, Sable -3


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

"Bah! If that's how you want to play it." Midnight draws her Sap and starts swinging at the Black-clothed thug.

Sap: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
Nonlethal Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Sap: 1d20 + 1 - 4 + 1 ⇒ (13) + 1 - 4 + 1 = 11
Nonlethal Damage: 1d6 + 1 ⇒ (4) + 1 = 5

"Sable, stay behind me."


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.

"Keep swingin', Agent M! That's the way ta do it! Sable and Kuch, those're jest flesh wounds! C'mon, Baltorous, we c'n take these sods!"

Action 1: Cast a Spell, Inspire Courage

Balistar glances back into the doorway of the barbershop, and points at the scissors he placed on the floor earlier. With a flick of his finger, the barber's tool rises from the ground to hover in front of the bard. He points at the goon in yellow, and says, "Stabby-stabby!"

Actions 2, 3: Cast a Spell, Telekinetic Projectile

Telekinetic Projectile:

Casting Somatic Casting, Verbal Casting
Range 30 feet; Targets one creature
You hurl a loose, unattended object in range at the target. The spell gains the trait of a damage type appropriate to the object (bludgeoning, piercing, or slashing). Make a ranged attack against the target. If you hit, you deal 1d10 damage of the given type; you deal double damage on a critical hit. No special traits or magic properties of the hurled item affect the attack or damage. You can heighten the spell to hurl more objects, though you attempt only one attack roll and target only one creature, and your salvo of projectiles deals damage all at once for the purposes of resistances, weaknesses, and the like. Only one damage type applies regardless of how many objects you hurl.
Success Full damage.
Critical Success Double damage.

Ranged Attack, piercing damage: 1d20 + 5 ⇒ (17) + 5 = 221d10 ⇒ 7

The scissors rotate in the air so that the point is aimed directly at the yellow-garbed thug, then speed toward their target as though they had been shot from a bow.


Male Half-Orc Monk 1
GM Batpony wrote:
Kuch proves to be an extremely skilled in marital arts

He isn't actually married yet but already has a black belt in those.

On a more serious note, since the dagger is an agile weapon, shouldn't second strikes come at -4? That would make Kuch take one more hit from the last attack and be at 16/21 HP.

The half-orc barely winces as the rogues' knives cut into his skin. He traces a fresh cut with his finger and licks the blood, then bares his tusks. "Hey barber boys? I think you forgot your shaving foam."

He enters the stance of the dragon and delivers three powerful spinning kicks at his attackers. Action 1 - Dragon Stance, Action 2 - Flurry, Action 3 - Strike. Yellow->Red-Green whoever is left standing when the attack is resolved.

Atk1, Inspire Courage: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9 I assume it's a miss, the next attacks get a +1 circumstance bonus due to backswing trait

Atk2, IC, Backswing: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16
Dmg2, nonlethal: 1d10 + 4 ⇒ (10) + 4 = 14

Atk3, IC, Backswing: 1d20 + 2 - 5 ⇒ (3) + 2 - 5 = 0

Liberty's Edge

Mosquito Witch Handouts

Lol at the typo! And yes, I did forget that daggers reiteration is at -4 due to agile.

The Pathfinders start to play rough and retaliate with force! Balistar's telekinetic projection knocks one of the thugs right in the temple that he immediately falls unconscious from a concussion. Kuch's roundhouse kick knocks another down!

For the purpose of the baddies of this encounter, i'm not going to go into unconscious rules as there are too many baddies to keep track of, but I do intent to introduce that in the coming encounters.

~~~
Combat Round 1/2
Conditions: IC

Midnight, Balistar
Bloody Barber thugs Black -2NL Y -7(unconscious)R -14(unconscious)
Baltoros, Kuch -5, Sable -3


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 steps out the door after Balistar, somehow still startled as the Barbers make their appearance despite expecting precisely that. He takes a moment to scan the assailants, marveling as Kuch and Balistar drop two in short order.

"Heads up, Kuch!" he says, running past Balistar before hurling the trident at the center Barber. (Green)

Trident attack, ranged 20': 1d20 + 3 ⇒ (16) + 3 = 19
damage, piercing: 1d8 ⇒ 1

He then lifts his shield in preparation for an impending counterattack.

Actions: Stride just NW of Balistar, Strike ranged w/ trident, Raise Shield


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

"Get BACK from me, you peasants!"

Time for a shield cantrip
(verbal, +1 item AC for one round),
then electric arc on both Blue and Black.
(verbal and somatic, 1d6 damage, DC15 reflex, half damage on a success, no damage on a critical success, or double damage on a critical failure)

Blue: 1d6 ⇒ 2
Black: 1d6 ⇒ 4

Liberty's Edge

Mosquito Witch Handouts

Baltoros cautiously approaches the combat, and strikes swiftly with his Trident. But by playing it safe, he merely delivers a flesh wound from behind his shield.

Sable unleashes an electric arc that creates blue sparks all around. The streaks lick the thugs and burn their skin slightly.

Reflex Blue: 1d20 + 4 ⇒ (3) + 4 = 7
Reflex Black: 1d20 + 4 ⇒ (11) + 4 = 15

The thugs continue the fight back against their earlier targets, hoping to wear them down as they deliver a few cuts & bruises.

Green vs Kuch,dagger: 1d20 + 5 ⇒ (10) + 5 = 15P: 1d4 ⇒ 4
Green vs Kuch,dagger: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7P: 1d4 ⇒ 1
Green vs Kuch,dagger: 1d20 + 5 - 8 ⇒ (15) + 5 - 8 = 12P: 1d4 ⇒ 4

Black vs Midnight,dagger: 1d20 + 5 ⇒ (19) + 5 = 24P: 1d4 ⇒ 4
Black vs Midnight,dagger: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9P: 1d4 ⇒ 2
Black vs Midnight,dagger: 1d20 + 5 - 8 ⇒ (3) + 5 - 8 = 0P: 1d4 ⇒ 1

Blue vs Sable,dagger: 1d20 + 5 ⇒ (18) + 5 = 23P: 1d4 ⇒ 3
Blue vs Sable,dagger: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6P: 1d4 ⇒ 3
Blue vs Sable,dagger: 1d20 + 5 - 8 ⇒ (8) + 5 - 8 = 5P: 1d4 ⇒ 1

~~~
Combat Round 2/3
Conditions: IC

Midnight -4 , Balistar
Bloody Barber thugs Black -2 -2NL Y -7(unconscious)R -14(unconscious) G -1 Blue -2
Baltoros, Kuch -5, Sable -6


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

With two barbers upon her, Midnight thinks fast and decides to clobber her designated target, the Blue thug. "We came here for answers, not blood. But we'll take both if you force our hand!"

With Hunt Target, Midnight targeted the Blue thug. Her sap is Agile, so she has -3 and -6 penalties for extra attacks instead of the usual -4/-8. She will attack Blue until he falls then shift focus to Black.

Sap, Inspire Courage: 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11
Nonlethal Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Sap, Inspire Courage: 1d20 + 1 + 1 - 3 ⇒ (13) + 1 + 1 - 3 = 12
Nonlethal Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Sap, Inspire Courage: 1d20 + 1 + 1 - 6 ⇒ (8) + 1 + 1 - 6 = 4
Nonlethal Damage: 1d6 + 1 ⇒ (1) + 1 = 2


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.

Action 1: Cast a Spell, Inspire Courage

"Oi, Kuch, Baltoros, give that guy what fer! Chin up, Agent M and Sable! Remember yer trainin' an' whatnot!"

Balistar runs around the corner, rapier in hand, to give Agent Midnight a flank.

Actions 2, 3: Stride.
GM, the folks at the bottom of the map aren't centered on their squares, but I have move than enough move speed to get to flanking position whichever square the bad guy is in.

When he sees the smoke curling up from the thugs' burning hair, Balistar adds, "Oi, Sable, these blokes look like they've already 'ad a bit of a shock, 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

Did Black appear to take any damage at all? I'm curious if Rogues have the equivalent of the old Evasion ability, or can count a success as a crit success. And it may affect my future tactics.

Liberty's Edge

Mosquito Witch Handouts

Black took half dmg!


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

Yes, I looked through all the Rogue feats, and couldn't find anything similar to the old Evasion, that would negate all damage. Closest is a feat that could add a +2 to a save, potentially making a success a crit success, but nothing to treat a success differently.
It's going to take a while to get over some of the old assumptions, and their resulting tactics.

I'm a bit lost in the initiative here, but since they've had two stabs at me, I must be up.

Action 1: cantrip Shield, verbal. +1 circ to AC.

Action 2: Stride to flanking position another slight change, target loses AC, instead of attacker gains bonus...hmmm. Interesting.
Hope he doesn't have a reaction against movement...

Action 3: Attack with staff, two-handed.
Staff: 1d20 + 2 ⇒ (13) + 2 = 15 vs Blue's lowered AC.
damage: 1d8 + 1 ⇒ (4) + 1 = 5

"I can tell you've never learned to deal with A LADY!"

Right in the jewels. Hope that takes the wind out of his sails.


Male Half-Orc Monk 1

Having received another cut, Kuch Steps to flank with Baltoros and focuses his wrath on the Green thug:

At 12/21 HP. Action 1 - Step, Action 2 - Flurry, Action 3 - Strike

Atk1, IC: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Atk2, IC, backswing: 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Atk3, IC, backswing: 1d20 - 5 + 1 + 1 ⇒ (8) - 5 + 1 + 1 = 5

But the blood loss combined with all the spinning makes him dizzy and his kicks fail to connect.

Liberty's Edge

Mosquito Witch Handouts

The fight gets ugly as more blades swing and strikes are thrown. The Barber's prove to be more formidable as opponents than expected. Sable however manages to knock the winds out of one more of the thugs throw brute force swinging her staff two handedly.

dagger vs Kuch: 1d20 + 5 ⇒ (4) + 5 = 9P: 1d4 ⇒ 2
dagger vs Kuch: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10P: 1d4 ⇒ 1
dagger vs Kuch: 1d20 + 5 - 8 ⇒ (18) + 5 - 8 = 15P: 1d4 ⇒ 2

dagger vs Midnight: 1d20 + 5 ⇒ (13) + 5 = 18P: 1d4 ⇒ 2
dagger vs Midnight: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9P: 1d4 ⇒ 2
dagger vs Midnight: 1d20 + 5 - 8 ⇒ (19) + 5 - 8 = 16P: 1d4 ⇒ 4

The Bloody Barber's continue to swing their blades repeatedly, injuring Kuch and Midnight a few more times.

~~~
Combat Round 3/4
Conditions: IC

Midnight -4 , Balistar
Bloody Barber thugs Black (unconscious) Y -7(unconscious)R -14(unconscious) G -1 Blue -2
Baltoros, Kuch -7, Sable -10


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

The map shows Sable defeated Blue, but the status says Black is KOed. I assume Blue is down, so that's my old target.

"Thank you." She nods and faces the black thug. "You're mine."

Action 1: Hunt Target against Black. He is currently flanked so his AC is lower.

Sap, Inspire Courage: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Nonlethal Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Sap, Inspire Courage, Agile, Hunt Target: 1d20 + 1 + 1 - 3 ⇒ (20) + 1 + 1 - 3 = 19
Nonlethal Damage: 1d6 + 1 ⇒ (6) + 1 = 7

I rolled a 20... Crit!
Critical Nonlethal Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Liberty's Edge

Mosquito Witch Handouts

That's my mistake, Sable defeated blue, black was up but now is taken down with midnight's recent post.


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

Still on 6 damage? Well, thank goodness for that!


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.

Sorry - didn't realize I was up.

Action 1, Cast a Spell, Inspire Courage:

"Brilliant, ladies! 'Ey, Kuch, Baltoros, best we finish the last 'un off now, ay?"

He concentrates for a moment, reaching out with his mind to take control of the scissors that he used to knock out the thug in yellow.

"Stabby, stabby!" Balistar points first at the scissors hovering above the yellow-garbed thug back up the alley, then slashes his finger through the air as though drawing an invisible line to the goon in green.

Actions 2, 3: Cast a Spell, Telekinetic Projectile

TKP: 1d20 + 3 ⇒ (19) + 3 = 221d10 ⇒ 8


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 is frustrated to see the Barber shrug off his deity's weapon so easily. You see his eyes widen in what surely must be vitriol and indignation, then return to their usual almost serene gaze.

With the thug's attention focused on dodging a series of blows from Kuch, Baltoros utters a few untranslatable words and his left hand begins to take on a pale glow. He tries to slide in under his opponent's defenses while he is distracted.

Casting Chill Touch (somatic, material)
melee touch attack, finesse and inspire courage: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
negative damage, inspire courage: 1d8 + 1 ⇒ (3) + 1 = 4

He then raises his shield again.


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.

I forgot that Balistar's Inspire Courage inspires him, too! GM Batpony, please add +1 to his most recent attack and damage rolls from Telekinetic Projectole (if it matters).


Male Half-Orc Monk 1

Newly bolstered by Balistar's song, Kuch forgets the pain as he launches another flurry of kicks.
Atk1, IC: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Atk2, IC, Backswing: 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11
Atk3, IC, Backswing: 1d20 - 5 + 1 + 1 ⇒ (15) - 5 + 1 + 1 = 12
Atk4, IC, Backswing: 1d20 - 5 + 1 + 1 ⇒ (18) - 5 + 1 + 1 = 15

Finally I assume it hits the flanked enemy... talk about flurry of misses!

Dmg4, IC: 1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9

The thug parries the first few strikes but Kuch keeps up the pressure relentlessly until one of the kicks lands straight into his foe's jawbone!

Liberty's Edge

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Mosquito Witch Handouts

With the weekend coming to an end, I'm going to take some liberties to wrap up the quest and lead us on to the next one which we will attempt to start using 1.3 updates.

Eventually, you overcome the barbers with some good ol' butt kicking! Snips, the shop assistant that attempt to lead you into the trap watches in awe at the fight that just went down, "Ahh. Ahh." he visibly squirms, and agrees to tell you everything he knows about the Barbers and their recent activities. His explanation starts by revealing how he thought the barbers were "cool" and wanted to be part of something bigger than himself and lives a life of crime. But curiously enough, he's overheard about the recent dissapearances, namely that the local Barbers have been afraid for their lives and scrambling to figure out who is behind the murders. He adds that the Barbers’ only lead so far is that whoever is killing seems to be targeting former slaves.

You decide to turn to the unconscious bandits and see what they know about the whole ordeal.

In terms of rules, You may use a potion, heal spell (or equivalent) or administer first Aid as a skill check to bring an unconscious character back to consciousness (DC15 medicine check)

Eventually, a barber is returned to consciousness for your questioning. In addition to what you've learned, the criminal organization also knows that the former slaves are all ones freed during the Fiendflesh Siege a little over a year ago. Among those was Remna, a former scullery slave with a mean streak, who joined the Bloody Barbers and shaved part of her head after being freed, then disappeared mysteriously about a week ago. Some believe this was an act of revenge for a hired murder of a "half-elf cleric". The Barbers have questioned several witnesses to track down the rose-street killer and get revenge themselves, but the only helpful information they found was that the probable killer wore metal armor and seemed to have difficulty controlling the right side of their body.

Although the Barbers may commit numerous other crimes, they’re as much the victims as the Pathfinder Society is in the case of the Rose Street Killer. Ambrus Valsin is relieved to hear that resolving this situation won’t involve going toe to toe with such a formidable opponent, but he remains troubled that the killer is still at large. He thanks you for your investigation and ask you to rest while he pieces together his next lead.

Liberty's Edge

Mosquito Witch Handouts

And it isn't too long before the Venture-Captain summons you again.
Refer to Handout #2

You follow the directions that came along with the summon, to eventually travel into a cramped operating base within the sewers of Absalom. Dragonspeaker Engashez gesticulates wildly while pacing within the tight confines of a foul-smelling side chamber in the sewers. The energetic and elaborately attired kobold strides around a deep circular pit in the center of this chamber, waving her hands to accent her ongoing speech.

“Bandits! Intruders! Not-true dragons! These new kobolds, these so-called ‘Dragon Sharks,’ are a blight upon the Sewer Dragons’ dominion of Absalom’s most grand sewer ways. They cannot be allowed to continue their intrusion into our territory and must be stopped. You will help us, yes? The Pathfinders have always proven to be firm allies in the past, and it’s time our allies made their presence known in these sewers.”

Engashez looks down into the out-of-place pit, a hint of disappointment in her eyes. “Especially after one of our other allies decided to wander off!” She then looks up and nods her head vigorously. “Yes, you can go with Fazgyn. Trap the Dragon Sharks between two sides and crush them for the glory of the Sewer Dragons and Chief Yiddlepode!”

Pause for questions, additionally you can make a Society (Recall Knowledge) or Underworld lore (Recall Knowledge) check to attempt to remember what you know about Kobolds.


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

Raising her sap, she checks for crossbow bolts.
Even means it broke: 1d2 ⇒ 1

After reloading her crossbow, she walks back up to the young boy. "Snips, you can do better than this. This path will lead you to ruin. See if the Pathfinder Society will be willing to help you get a more steady job."

She unhoists her healer's tools and gathers Kuch, Sable, and the Barber she just KOed.

Medicine to Treat Wounds: 1d20 + 3 ⇒ (15) + 3 = 18
Medium DC is 13 by default for a level 1 PC.
Everyone heals HP equal to their Con modifier or 1, whichever is higher.
That puts me at 14/17 HP.

She writes down the Barber's testimony. "That wasn't so hard, was it? We're all on the same side here. If you had simply spoken to us rather than attempt an ambush we could have avoided this." Pause. "Good day." And with that, Midnight is done.

She stands to attention and reads off her report to the Venture-Captain as part of her progress report.


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

"Kobolds, captain?" She raises an eyebrow. "As you wish." Midnight prepares her equipment, makes sure her crossbow is ready, and prepares to get to the meeting place.

"We've been sent here to help you in anyway that we can." Midnight salutes the kobolds. Was there something about this tribe of kobolds I should remember?
Society: 1d20 + 3 ⇒ (14) + 3 = 17


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.

"Er, the sewers, Cap'n?" Balistar grimaces and rubs a hand across the back of his neck. "I mean, I know ya took me on fer my familiarity wif the underworld, so's ta speak, but I didn' fink ya meant it so lit'rally!"

He holds up a hand to forestall the expected dressing down from the Venture Captain. "Right, right, I'm goin'. Already headin' out the door, gov. No worries. I'm on me way."

Lessee, what do I know about the kobolds in the bleedin' sewers? Did I even know we 'ad kobolds in the bleedin' sewers?

Underworld Lore: 1d20 + 3 ⇒ (6) + 3 = 9

On his way to the sewer entrance where he is supposed to meet up with the other members of the group, Balistar stops at a dry goods shop and buys 50 feet of silk rope (10sp, doesn't measurably increase his encumbrance).

I may not know much about kobolds in the sewers, but I know if I fall in the muck I'm gonna want one o' these blokes ta pull me out!

Liberty's Edge

Mosquito Witch Handouts

Midnight recalls a handful of knowledge about the kobold kind. Kobolds are small reptilian humanoids that often inhabit deep forests or underground areas with little sun, largely because kobolds’ eyes are sensitive to bright light. They love to engineer traps. As most other humanoid creatures are far more physically powerful than a kobold, most kobold tribes line their camps with countless traps to even the odds against intruders.

The kobolds greet the Pathfinders openly and return any salutations, but they seem a little impatient.


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

"Looks like we'll have to prepare for traps. Any kobold worth her salt would build them. Everyone, keep an eye out for them. Balistar, do you want to use your... needful things on them, or should I? " She smiles a bit before maintaining her composure.


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.

After listening to Dragonspeaker Engashez, Balistar clears his throat and gives a sweeping bow while trying not to inhale through his nose.

"Er, so, yer Most High Dragonness," he begins, eyes watering from the stench of the sewers, "these 'Dragon Shark' lads, 'ow long 'ave they been intrudin' on yer territory? Where'd they come from? What're they doin' when they're 'ere? Any ideas 'bout what they want?"

He looks over the other kobolds visible from their vantage point. "Oh, an' which one's Fazgyn?"

In response to Agent Midnight:

Balistar grins at the halfling warrior. "Oh, ya know me, Agent M, I'm nuffin if not 'elpful. Jest lemme pull 'em from me pack an' make sure I've got everyfin' 'andy."

After scrounging around for a few moments, he pulls a worn scrap of stained leather from his backpack, and unrolls it to reveal a gleaming set of lockpicks and related tools. He checks them against a mental list, nods, and carefully rerolls the wrapping before stowing them at the top of his pack for easy retrieval.

He nods. "All's where it should be. 'Course, there's no reason we couldn' 'elp each uvver out when we come 'cross somefin tricksy, eh?"

I know the DCs are set to match, but the modifiers the proficiency system kicks out at low levels are killing me. Balistar has the Criminal background (which provides no benefit for the Thievery skill, but neither does any other background available), is trained in it, and has a 14 Dex - his modifier is +2 because of the dang armor check penalty from studded leather armor. I may have to consider the Rogue Dedication feat at some point.


Male Half-Orc Monk 1

"It is just a flesh wound!" says Kuch before accepting the healing from Midnight trying to look at least a little bit reluctant but she can see he is grateful.
Over the next few days he has to skip the dojo while he nurtures his wounds until only a few brown scars remain.
As he descends into the sewers at the Venture-Captain's behest, he permanently scowls but is otherwise stoic about his surroundings.
At the suggestion to ambush the Dragon Sharks he lightens up a bit.
"Traps won't keep me for long from kicking a bunch of kobolds in their scaly mugs! Uh... present company excluded, I mean. I only kick bad kobolds."


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

Huh, I forgot about the check penalty from studded leather. Whoops. One thing I like from 2e is that the skill DCs are much lower. My Thievery bonus is also +2.

Midnight nods and lets Balistar speak. He had a way with manipulating words to his advantage.

Liberty's Edge

Mosquito Witch Handouts

Engashez responds with haste, and talks a bit too fast, and a little high in pitch. "You know a little of kobold traps then! Fazgyn our most skilled trapper of all the Sewer Dragons. If you don’t know about kobold traps yet, he’ll teach you!”

And without skipping a beat, from behind the shadows, a red skinned abled looking kobold dress with a chain shirt approaches. "Iiii be Fazygnnnn."

Returning to the conversation, Engashez quickly continues to explain to you about the dragon sharks in responds to Balistar's question. "“They’re kobolds from the other side of Kortos. They’ve come here trying to push their way into our territory, thinking sewers and coasts are the same. We’ll show them that no one intrudes on Sewer Dragons’ domain!” She makes it very clear, she's annoyed and has a strong hatred towards them.

If no further questions/other prep, I will move us into our exploration tutorial in ~12 hours.

Liberty's Edge

Mosquito Witch Handouts

The kobold trapper named Fazgyn eagerly leads you and a band of five other kobold warriors down the sewers. As you start your journey, he explains to you the dangers of exploration.

Exploration tactics tutorial!

Pathfinder 2 introduces exploration tactics, which essentially formalizes mechanically how exploration works. Each character will typically use one tactic only, but there are exceptions granted by feats. The tactics are listed in page 316 of your book but I've listed them on the handouts for your easy reference.

"The sewerssss here are full of traps, so you best keep an eyeee out! To find traps, you have to be trap-smart, and you get trapsmart by dealing with traps or being really good at spotting traps. If you’re not good at looking, you might miss the trap that kills you! Some dragonbloods can sense magic and magic traps, but that also takes effort. You want to focus on sneaking? Hiding behind shields? Life’s full of choices, and my choice is to look for traps and stay alive. ”

In other words, you need not only be using the "searching" tactic, but some traps require you to have a certain proficiency rank in perception for you to notice it. Some other traps can be found by the detect magic spell.

“It’s easy to get distracted by enemies and arrows and forget to watch fr tripwires. Want to stay alive? Take a moment to look around.”

During encounter mode (i.e. combat), a PC needs to actively look for hazards with the Seek action

“Once you find a trap, you can jam it, trip it, reconfigure it—you name it. Or you can hit it until it’s gone, but that probably sets it off.” Fazgyn rolls his head in exasperation and makes a disgusted sound. “Or just use magic to kill magic traps. I don’t know the details, but it takes strong magic to do.”

Disabling a typical hazard requires the Disable Device use of the Thievery skill, or the liberal application of brute force. Magical hazards can typically be dispelled.

But he doesn't stop there, he continues to explain the dangers of the traps that are not true traps, such as environmental hazards, and sometimes that of supernatural things, with his infinite wisdom of 'traps'. “Maybe it’s not a trap but it’s brambles or falling rocks or sky thunder or snakes. Use your outside smarts to avoid those. Sometimes there are ghosts instead of traps—bad news. The more you know about spooky things, the more you can trick those ghosts into going away.

Environmental hazards are typically overcome with Nature or Survival checks. Haunt hazards are typically overcome with Occultism or Religion checks.

"You muggles got that?!"

You may ask questions, and if you're ready, select one of your possible exploration tactics!


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

"I'll keep an eye out for the traps, then. Thank you for the information." Agent Midnight has written down meticulous notes with a fancy pen in her notebook.

I'll use the Searching technique. I am an Expert at Perception since I'm a Ranger.

"I'll keep an eye out for traps, but I won't be able to sneak around much. Cover me."

Perception: 1d20 + 4 ⇒ (19) + 4 = 23


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)

After the Barber fight, Baltoros would have retrieved his trident after channeling several times to bring everyone back up to full. I can do the rolls if need be. I am also assuming Kuch's theory of having a day or two in between the Barbers and now.

He is mildly surprised to learn of kobolds' potential involvement with their investigation. Traveling deeper into the filthy and fetid veins of the City at the Center of the World, Baltoros cannot help but feel that the earth is swallowing him up - if the earth had staggeringly bad breath. As they pass through the cramped corridors, Baltoros is contented to listen to others more knowledgeable than he onatters of kobolds in general and the Sewer Dragons in particular, recognizing that what little he has heard about either is most likely inaccurate.

Arriving at the Sewer Dragon enclave, Baltoros listens as Engashez describes their feud with the Dragon Sharks, then follows Fazgyn and the group, listening to the small reptile describe all manner of horrific hazards to be found in this domain.

He whispers, "I can keep my spiritual eyes open for anything that might befall us. Gozreh, show me what I need to see."

My exploration tactic is Detecting Magic. Since I'm doing it primarily to avoid magic traps, I need to be moving at 150 feet per minute or less. To prevent us from walking headlong into 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

Is Track (Survival, trained) usable down here?
My score is the same as for Perception, so could use the same roll.
But it may help to have successes in multiple tactics, than repeat what someone else did.
If possible, I'd use Track, over Perception. As well as a +2 bonus, I have the ability to accept a 10 result with no roll, not quite the same as the old take 10.

"So, these so-called Dragon Sharks. Do they have any distinctive dress, or appearance. So we don't confuse them, or their footprints, for any trustworthy Sewer Dragons."

Society: 1d20 + 2 ⇒ (4) + 2 = 6

Track: 1d20 + 2 ⇒ (20) + 2 = 22

Liberty's Edge

Mosquito Witch Handouts

The Track tactic is really only applicable if you have found tracks and are actually just following it if I understand it correctly. A more applicable tactic might be Investigating where you're really looking to find more information about your environment as oppose to looking for things out of place.

Led by Fazgyn, you head deep into a sewers maze, It's fairly dark (Requires a light source of some kind) and the smell of sewerage is overwhelming. Two path exist on either side of the sewerage but the path is narrow forcing you to travel in a single line down into the unknown. It is quite evident when you walk down they it you're in hostile kobold territory, blood marked walls, broken weapons, sprung traps left out and about. An hour into the journey, Midnight spots a well hidden pit, a trapdoor that causes those who step on it to fall blocking your path to advance.

"Egggssselent!!" Fazgyn mutters, "You have been listeningss. Now, as mention before, once you find a trap, you can jam it, trip it, reconfigure it—you name it. Or you can hit it until it’s gone, but that probably sets it off. Now, who will attempt to clear the path?”

In other words overcome the trap one of you may attempt a Thievery check to jam the concealed trapdoor or batter the door down with brute force so it becomes obvious for you to move around it.

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