[GD VII] [Session 1] GM zebeev's PF2-PT-01 - Rose Street Revenge (Inactive)

Game Master zebeev

GameDay VII - August 13th
Maps and Handouts!


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Grand Lodge

Maps: |

Back to the swing of things...

As you can see on the map here, the pressure plate for the trap lies in front of you. So Mellikim can attempt another Thievery check, with the only downside being the ever-present risk of a critical failure, or with enough time, you can destroy the mechanism with sheer brute force if you wish to go that route.

What do you do?


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor looks at Mellikim, then at the trap, then at his weapon, then back at Mellikim.

Ready to break it should thievery fail.


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

To get things moving, shall we say Galonor was tired of waiting and breaks the mechanism? Do I need to make any rolls?


Character Sheet

Works for me. Lifeng would lend you his glaive again if you think it will help.

Grand Lodge

Maps: |

Galonor switches places with Mellikim, and pries his greatsword under the lip of the pressure plate. With a grunt, he lifts on the sword, and using it as a fulcrum, a mechanism under the plate snaps. In doing so, the party can hear a twanging sound to the left of the tunnel opening, and several jagged metal blades hurtle through the air across the opening, where a moment later, a great clatter and clanging rings out through the sewer tunnels.

Surely any pretense of stealth can be thrown out just as those metal blades were thrown out of the launcher when it was triggered.

Looking down the hallway to the right where the blades clashed against the wall, you can see a second T-junction breaks off the first, with the western path leading to a sudden drop where the floor has collapsed into a sinkhole. The canal continues to the east, and along the southern wall there’s a visible break in the masonry wall that leads into a makeshift cavern.

Initiative:

Galonor, Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Lifeng, Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Mellikim, Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Muriuel, Stealth: 1d20 + 5 ⇒ (7) + 5 = 12
Remus, Perception: 1d20 + 2 ⇒ (1) + 2 = 3
TukTuk, Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Kobold R: 1d20 + 3 ⇒ (12) + 3 = 15
Kobold Y: 1d20 + 3 ⇒ (13) + 3 = 16
Kobold G: 1d20 + 3 ⇒ (12) + 3 = 15
Kobold B: 1d20 + 3 ⇒ (17) + 3 = 20
Kobold P: 1d20 + 2 ⇒ (1) + 2 = 3

Round 1a:
BATTLEMAP
(those bolded may act)

20.1 TukTuk
18 Galonor
17 Lifeng

20.3 ?????? (delayed)
16 ??????
15 ??????
15 ??????

12.5 Muriel
12.4 Mellikim
3.2 Remus
3.1 ??????

You hear the surprised exclamations in what sounds like the draconic tongue - surely the voices of kobolds!

Galonor, Lifeng, and TukTuk, you're up first!


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

Hearing voices of surprised foes, TukTuk grins in glee and darts down the sewer tunnel until they reach the end of the intersection. Pressing themselves flat against the wall, TukTuk peers round the corner to get a better look at the smelly dragon things in the sewer.

"TukTuk of the Red Hand Kill!" they bellow down the tunnel.

Two actions to move and then one action to use ' take cover'

Take cover:
You press yourself against a wall or duck behind an obstacle to take better advantage of cover (see Cover on page 314). If you would gain a +2 circumstance bonus to AC and Reflex saves
due to cover, you instead gain a +4 circumstance bonus to AC
and Reflex saves from the cover while you’re taking cover.
Otherwise, you gain the normal benefits of cover. This lasts until
you move from your current space, use an attack action, become unconscious, or end this effect as a free action triggered by the
start or end of your turn.


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor jumps over the sewerage stream and follows TukTuk with his greatsword in hand. "Be cautious goblin! These dragon sharks sound dangerous!"

Leap, Stride, Stride.


Character Sheet

Lifeng follows the others on the other side of the passage.

Beware of any more traps.

Uttering a divine word, a shield of force appears before the cleric.

stride, stride, cast shield (AC 15, TAC 13)

Grand Lodge

Maps: |

The pattering of scaled feet pads down the cobblestone paths, and a smattering of four small kobolds come from around the corner. Wielding picks and slings, they let out as threatening a warcry as their small lungs allow, and bring forth an initial assault.

Kobold Green > TukTuk
Ranged attack, sling vs. AC 16: 1d20 + 5 ⇒ (10) + 5 = 15 - miss

Kobold Blue > Lifeng
Ranged attack, sling vs. AC 15: 1d20 + 5 ⇒ (17) + 5 = 22 - hit
Damage: 1d6 - 1 ⇒ (2) - 1 = 1 bludgeoning

Kobold Red > TukTuk
Melee attack, light pick vs. AC 16+4 from cover: 1d20 + 5 ⇒ (4) + 5 = 9 - miss

Two stones flung from slings assault the party as the kobolds come around the corner - one flies over TukTuk's head, and the other directly at Lifeng (or his raised shield of force, if you choose to react) for 1 damage.

Rounding the corner, a kobold lashes out with his pick at TukTuk, but the goblin easily dodges the swing, which clumsily clangs against the stone wall.

Round 1b:
BATTLEMAP
(those bolded may act)

20.1 TukTuk
18 Galonor
17 Lifeng (1 dmg)
16.3 Kobold B (delayed)
16 Kobold Y
15 Kobold R
15 Kobold G

12.5 Muriel
12.4 Mellikim
3.2 Remus

3.1 Kobold P


Remus leaps over to the other side of the sewer and let's out a wailing blast from the pipes at his hip... the sound is strong and hearty, and all his allies feel a little more powerful for the music.

Action 1: Stride, Action 2: Leap, Action 3: Inspire Courage Cantrip, everyone within 60ft gains +1 to attack and damage and fear saves.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim jumps over the sewage and makes his way toward the kobolds, drawing his slender sword.

Leap, Stride, Draw weapon.


- INACTIVE - (playtest character)

Muriel moves up to the corner and takes aim at the green kobold with a pair of arrows.

shortbow, attack, inspired: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 for piercing: 1d6 + 1 ⇒ (4) + 1 = 5

shortbow, attack, inspired: 1d20 + 5 + 1 - 5 ⇒ (14) + 5 + 1 - 5 = 15 for piercing: 1d6 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Maps: |

Muriel's arrows zip through the tunnels, and find their target. The kobold slumps against the stone wall, and its hands go slack. The sling it was holding lays loose on the walkway, and the rock that it held loaded tumbles into the sluiceway.

A hooded kobold wielding a staff skitters behind the kobold frontline, her head darting over and around the others to catch a glimpse of the action.

Random target, alphabetical: 1d2 ⇒ 2 - Lifeng/TukTuk

Seeing an opportunity, she cackles excitedly. "Blast them!"

Damage, magic missile: 1d4 + 1 ⇒ (3) + 1 = 4

A shimmering dart of force ripples across the waterway, and hits TukTuk the goblin for 4 force damage.

Round 2a:
BATTLEMAP
(those bolded may act)

20.1 TukTuk (4 dmg)
18 Galonor
17 Lifeng
(1 dmg)
16.3 Kobold B (delayed)
16 Kobold Y
15 Kobold R

12.5 Muriel
12.4 Mellikim
3.2 Remus
3.1 Kobold P


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor chooses to place himself in harms way, and immediately address the biggest threat in the room. He swings in trusty greatsword to cut down the kobold caster!

Stride, and Power attack

Greatsword (T): 1d20 + 4 + 1 + 0 ⇒ (2) + 4 + 1 + 0 = 7 S: 2d12 + 4 ⇒ (1, 6) + 4 = 11


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

Ducking below the clumsily swung pick of the Kobold, TukTuk sneers and sticks out their tongue, only t be struck by a unerring force arrow from a sorcerer. Spitting, TukTuk rolls their shoulders before drawing their Horsechopper and letting out a blood-curdling roar.

"TUKTUK OF THE RED HAND KILL!"

The Goblin the strikes out at the red Kobold.

1st action: Draw weapon, 2nd: Rage, 3rd:Attack Red

Horsechopper: 1d20 + 4 ⇒ (15) + 4 = 19 for damage, Slashing: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Grand Lodge

Maps: |

Galonor swings his greatsword in a wild manner, but the blade goes wide of its intended target.

TukTuk focuses his rage, then strikes down a kobold with his trusty horsechopper.

Round 2b:
BATTLEMAP
(those bolded may act)

20.1 TukTuk
18 Galonor

17 Lifeng
16.3 Kobold B (delayed)
16 Kobold Y

12.5 Muriel
12.4 Mellikim
3.2 Remus
3.1 Kobold P

Lifeng, you're up!


Character Sheet

Lifeng calls his shield into being again and moves over the canal, before swinging at the kobold in front of him (blue) with his glaive.

glaive: 1d20 + 4 ⇒ (16) + 4 = 20damage: 1d8 + 3 ⇒ (5) + 3 = 8

cast, stride, attack

Grand Lodge

Maps: |

Lifeng's polearm catches the small kobold in his shoulder, and sends the lifeless dragonkin onto the cobblestone way.

The last remaining kobold warrior briefly looks across the way at his sorcerer commander, and after a disapproving look from her, he grits his teeth, then summons up the courage to attack a half-orc almost three times his size.

Attack, Kobold (Yellow) > Galonor, melee (light pick): 1d20 + 5 ⇒ (12) + 5 = 17
Damage, piercing: 1d4 - 1 ⇒ (2) - 1 = 1

The small pick comes crashing down onto Galonor for 1 damage, who being up to his knees in the canal of brackish water, finds himself almost eye-to-eye with the bold diminutive kobold.

Emboldened by his success, the kobold strikes again.
Attack, Kobold (Yellow) > Galonor, melee (light pick): 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3

Seeing his second attack miss pitifully, the kobold puts his hand up as to say sorry, then steps back. (Strike, strike, step)

Round 2c:
BATTLEMAP
(those bolded may act)

20.1 TukTuk (4 dmg)
18 Galonor (1 dmg)
17 Lifeng (1 dmg)
16 Kobold Y

12.5 Muriel
12.4 Mellikim
3.2 Remus

3.1 Kobold P


Remus Moves up behind Tuktuk and continues the blaring wail of his bagpipes.

Stride Stride Cantrip Inspire Courage +1 to attack and damage

Grand Lodge

Maps: |

Ok, I haven't heard from Mellikim or Muriel, so I'm botting. Here's hoping everything's okay.

Muriel advances down the sewerway, and takes aim at the sorcerer.

Attack (shortbow): 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 - (+1 from inspire courage)
Attack (shortbow): 1d20 + 5 + 1 - 5 ⇒ (11) + 5 + 1 - 5 = 12 - (-5 from MAP, +1 from inspire courage)

Despite Remus' encouraging tune, Muriel's arrows fail to hit their mark.

Mellikim follows suit, advancing down the stone walkway, then aiming his crossbow at the sorcerer.
Ranged attack (hand crossbow): 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 (+1 from inspire courage)
Damage P: 1d6 + 1 ⇒ (6) + 1 = 7 (+1 from inspire courage)

Mellikim's bolt hits the kobold sorcerer with a sickening *thump*. She reels in pain, then begins incanting one of her dragonsongs.

Magic Missile x3 > Mellikim: 3d4 + 3 ⇒ (3, 2, 1) + 3 = 9

Force bolts pepper the gnome rogue, but the stalwart Pathfinder still stands. He reloads his crossbow, then aims it once more.

Muriel: Stride, Strike, Strike
Mellikim: Stride, Strike, Interact (reload)

Round 2a:
BATTLEMAP
(those bolded may act)

20.1 TukTuk (-4 HP)
18 Galonor (-1 HP)
17 Lifeng
(-1 HP)
16 Kobold Y
12.5 Muriel
12.4 Mellikim (-9 HP)
3.2 Remus
3.1 Kobold P (-7 HP)


Character Sheet

Lifeng climbs over the bodies of the fallen kobolds and bringing his shield of force to defend himself again, strikes at the kobold caster.

stride, cast, strike

glaive: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

Grand Lodge

Maps: |

Lifeng's glaive strikes down the sorcerer with ease.

(Kobold Yellow is the only valid target left.)


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor moves surprisingly quick for a half-orc of his stature, and gets around the back of the last kobold. With all his strength, he attempts to punish the creature with his greatsword!

Stride, Power attack!

Greatsword,PA: 1d20 + 4 + 1 + 0 ⇒ (13) + 4 + 1 + 0 = 18S: 2d12 + 4 ⇒ (7, 6) + 4 = 17

Correct me if i'm wrong, but holding a weapon two handed doesn't suggest any bonuses to str damage?

Grand Lodge

Maps: |

Yeah, the extra damage you'd normally get in PF1 is baked into the larger damage dice; and not that it really matters, because...

Galonor cleaves the last remaining kobold in two with his mighty greatsword. (Massive damage! Almost thrice as much as his max HP - poor guy never had a chance. Power Attack is badass in PF2 when it hits.)

As the dust settles, Galonor can see the glint of a small cookfire in the cavern to the south. Next to the fire, there are a couple of bedrolls, and a small stash of goods. The trove a scroll, a well-worn hat, and 8 silver pieces. There is also what looks like a spellbook on the sorcerer that she carried with her, but upon closer inspection, it's no spellbook at all - it's a waterlogged journal that belongs to a Wennel Ardonay. The ink on many of the damp booklet’s pages has begun to smear, but the pages near the center are still fairly legible.

(Normally, I'd make the handout all pretty-like in Google Slides, but this one is pretty wordy. I'll just quote it here on the boards.)

Waterlogged Journal Page wrote:


...to ensure that my clients receive all the support they require. Many forget that Milani is not just a goddess of liberating the oppressed, but also of ensuring they’re not condemned to hardship once free.

Justerian — male human dockworker, about 40 years: I worry about Justerian. The slavers wore down his spirit as much as they did his body. He struggles to cope with his new life and fears his former masters might find him and shackle him again. He needs friends, and while I am glad to see he has steady employment, his living conditions are not healthy.

Remna — female dwarf scullery maid, about 40 years: With good reason, servitude has left her resentful of social elites. She’s ambitious, but I have tried to counsel her against association with some of Absalom’s more dangerous circles. Much as I do not like the rumors I’ve heard of her new role models, she is free now - including free to make her own decisions. I shall stay in touch should she need help.

Aedo — male halfling gardener, about 50 years: He has managed fairly well with the transition. Wealthy families who once secured his services for free were eager to hire him. I have provided him the silver needed for tools, and his business is thriving along the Petal District’s Rose Street.

Nelfurhin — female elf alchemist, age unknown: Formerly a scriptorium slave handling several households’ documents, Nelfurhin has found a welcome home at the Pathfinder Society. The Society is a good fit for her, particularly as the Grand Lodge continues to clean up some of its questionable practices.

Omoak — female half-orc personal assistant, about 25 years: She served Lady Eambria Tullian, who perished during the siege in Absalom’s defense and apparently willed Omoak a considerable sum for a decade of service. I’ve helped her locate and start up a grocery busine~~

(the writing is smudged beyond recognition from here on.)

As you finish up looking through the items, you hear the padding of footsteps further down the southern cavern - a moment later, a familiar voice echoes off the walls - Fazgyn and the Sewer Dragons emerge from the shadows and are revealed by the cookfire.

The kobold trapmaster looks past you at the heap of Dragon Sharks you've left in your wake, then chuckles. "Figures, you had the tougher job - we cleaned up a couple paltry scouts that the Sharks had at the other side of the outpost. Congratulations on a job well done, smoothskins!" He flashes a toothy grin. "I'll inform the Dragonspeaker of our success, so no worries there. She'll be most pleased."


Character Sheet

Lifeng starts by healing the most wounded among them.

Cure Light Wounds (Mellikim): 1d8 + 1 ⇒ (5) + 1 = 6

Channel 1/5 used


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

”All in a days work kobold man.” Galonot speaks as he looks around to observe the damage done. ”I suppose best we return to captain and report to him our success.”


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

The gnome grins. "Happy to help!"

Thanks for the heal. I should be ok now.

Grand Lodge

Maps: |

You return to the Grand Lodge and report a successful mission to Venture-Captain Valsin, who is most pleased with your results.

"There are some other leads to follow up on..." he reminds you, "... but perhaps I could suggest you all take a break - and perhaps a bath - before tacking your next assignment? All that time in the sewers, and all..."

He unscrunches his nose, then adds, "I'll make it a personal note to contacting my fellow Venture-Captain Drandle Drang, as he has a storied interest in the Society’s ongoing relationship with the Sewer Dragons."

He straightens his collar, then notices the waterlogged journal in your possession. "This Wennel seems to have been checking up on former slaves... and look at the name here - Nelfurhin - that's Ms. Nelfurhin Zor, our missing Pathfinder! Keep on the trail, and if you find this Wennel, perhaps you can find Zor!"

So that pretty much wraps up Dragons, a choice of either Snippets and Puddles is now on the docket. Which shall it be?


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Staying true to his original decision, Galonor speaks up. "I feel our best lead in this mystery will be to investigate the Bloody Barbers, these folks sound like bad business."


Remus nods.

I'm in agreement.

Grand Lodge

Maps: |

Looking back, the original vote was split between Snippets and Dragons, so we'll go with Snippets.

Valsin grunts and nods at Galonor's suggestion that they're bad business.

"Indeed. A bunch of hired thieves and murderers. Some guilds stick to burglary, and leave the grisly business of hired murder alone, but not this bunch. Rough-and-tough they may be, but I'm sure they're nothing you can't handle in open combat. They're more the "shake-your-hand-while-the-other-runs-a-razor-'cross-your-throat type." He draws his thumb across his neck to emphasize the point, before continuing on.

"If you find some low-ranking members of these Bloody Barbers, and press them for information, I'm sure we can get to the bottom of this. If their prior history is any indication, I suspect their work with their trusty straight razors are ultimately to blame for the disappearances of those in the book. Perhaps one of these Barbers is the damned Rose Street Killer."

Almost as an afterthought, Ambrus adds, “Now, I shouldn’t need to tell you to be careful in dealing with Absalom’s largest thieves’ guild; but do keep your wits about you and try to avoid the ol’ crimson shave, eh?”

Any questions for the Venture-Captain? What do you say?


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor nods, but then looks up after realising he hadn't a clue how to reach this guild. "Ermm, and how do you reckon we find them captain?"

Grand Lodge

Maps: |

Valsin chuckles. "Why my friend, that's where you lot come in. Put your heads together, canvas the locals, put your feet and ears to the ground, and see what you can rustle up!"

If you have any of the following skills, feel free to make them. These skill rolls represent you recalling memories, or canvassing and coercing the populace into revealing information.

Diplomacy (Gather Information)
Intimidaton (Coerce)
Lore (Merchant) (Recall Knowledge)
Religion (Recall Knowledge)
Society (Recall Knowledge)
Underworld Lore (Recall Knowledge)

You can attempt a roll in each skill check only once, but you can roll as many times for which you have the skills to do so.

For narrative’s sake, we’ll do them in rounds, one check per character for now. So everyone can take a crack at one of the skills above and make me a roll of your choice.


Character Sheet

Rather than rushing into action, Lifeng contemplates...

Religion: 1d20 + 2 ⇒ (19) + 2 = 21


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

TukTuk leaves the sewers with a grin, and kicks a few of the downed Kobolds for good measure. The grin never leaves their face as they stand in the Venture Captain's office the next day, he had scrubbed the worst of the muck from them but their armour still had the distinctive smell of the sewer. Their left hand, stained red ruffles their own lank hair as they ask the Venture-Captain a question.

"Bloody Barber...TukTuk of the Redhand what's a barber?"

regardless of the answer, they think about what they know and go off to ask fellow would-be agents. Unfortunately, their methods are atad crude.

Intimidation: 1d20 + 3 ⇒ (19) + 3 = 22


Remus talks to the populace with a jovial manner.

Diplomacy: 1d20 + 3 + 1 + 1 ⇒ (17) + 3 + 1 + 1 = 22


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor attempts to ask around a few people about the Bloody Barbers, but it seems that the general public has a fear of half-orc brandishing oversized swords.

Diplomacy (U): 1d20 + 0 + 1 - 2 ⇒ (7) + 0 + 1 - 2 = 6

Grand Lodge

Maps: |

Lifeng knows that not even the Bloody Barbers would dare to operate in large groups in Absalom’s central district known as the Ascendant Court, as it is full of churches, temples, priests and clerics of good and lawful faiths. Any attempt to conspire or commit a crime would surely draw the wrath of such holy entities, therefore it's safe to exclude the Ascendant Court from your search.

He also knows that the handful of families that control the Barbers are of Chelish descent, and many have taken up their homeland’s worship of devils. You're likely to find signs of devil worship near one of the Barbers’ meeting place.

TukTuk overhears a citizen talking about a burglary they were victim to recently. Hesitant to talk to a goblin, they eventually relent after the barbarian's... alternative ways of coercion and divulge a few details about the crime - quite well known and high-profile, breaking into his business in the Coins and pilfering an expensive painting. Luckily, his fear of reprisal from the Barbers (and possibly TukTuk themself?) prevent the man from running to the authorities.

Remus strolls around the Petal District, chatting up the local populace and gathering as much gossip and heartell as he can.

He learned that;

- True to their appellation, Bloody Barbers do actually often work as barbers, using barbershops as bases of operation and meeting places.

- The Band of the Palm is a cover organization for the Bloody Barbers, and they meet regularly in the Coins.

- They're notorious loan sharks and often run illegal narcotic dens, so a neighbourhood with a high concentration of such activity is likely to house at least a few chapters of the Barbers.

- Though the Barbers 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.

- - - - - - -

Returning to the Grand Lodge and cross referencing your findings, you conclude that the Docks are a likely spot where you can find a den of operations for the Barbers.

Any last-minute prep before heading out? Three indications of wanting to head out will get us on the trail. :)


I'm good!


Nomad Goblin Barbarian (Spirit Totem) /1 HP: 16 /20 | TEMPS: 3/3 AC: 16[15] TAC: 14[13] | F:+4, R:+3, W:+2 | Perc: +1 Speed 20ft | Darkvision | Resonance] 2/2 | Active Conditions: Rage: 3/3.

With a big grin, TukTuk shakes the 'helpful' citizen's hand, whether they want it or not and thanks them. "TukTuk of the RedHand is eternally in debt to you Longshanks!" says the Goblin, a little too loudly for pleasant company.

Returning back to the group at the Grand Lodge and lets them know what they found. "So, let us go rob a painting!" they suggest helpfully, before realising what everyone had found. "Kidding! TukTuk of the Redhand will go to the docks!"


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

After much inactivity, Galonor is eager to meet the Bloody Barbers at the Docks.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim wanders about asking questions, but isn't able to turn up anything beyond what his allies learn for themselves. Fortunately, it's enough to give them a starting place. "The Docks it is!"

Ready.

Grand Lodge

Maps: |

Having narrowed down the location to a run-down barbershop in the Docks district just south of the Coins, you give a push to the front door, and enter.

The small barbershop has four worn barber chairs and a simple wooden waiting bench. The astringent odours of various hair tonics combine with that of talcum powder to produce an overall pleasant aroma, given the nature of the neighbourhood district.

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 shears 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.

What do you do? What do you say?


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor waits for a more charismatic person to take the lead...


Remus steps forward with a smile.

Hello folks. We're looking for someone who might be able to give a "Specialty shave". We heard that this place might offer such services. Would anyone be willing to work with us?

Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor follows closely behind Remus, "Any help would be greatly appreciated."

Diplomacy (U), Aid Reaction: 1d20 + 0 + 1 - 2 ⇒ (8) + 0 + 1 - 2 = 7


- INACTIVE - (playtest character)

Muriel ducks into the shop behind the others.

Sorry for my opoor posting. My habits have change a lot now that the kids are in school and I haven't figured out how to work Pathdinder back into the routine.


Character Sheet

Lifeng takes a seat and observes. He wonders if the sweep has a role to play in the criminal network. Perhaps he wears a more unassuming guise in the shop but takes on a more prominent role in the underworld. Such things would not be unheard of Lifeng muses...

Underworld Lore (untrained): 1d20 ⇒ 2

Grand Lodge

Maps: |

The barber keeps snipping away, keeping her eyes locked forward at her client.
"Sorry folks, but this big lump of loveliness is my last cut of the day, so I'm afraid you'll have to come back tomorrow if'n a cut or shave's what you're after."

The big man goes to turn toward you, but the plucky shearer grabs his temples with her fingertips and sternly rotates it back forward.
"Eyes up front, deary. Unless it's a crooked hairline you're wantin', in which case, gawk away."

You're not sure if Remus' casual euphemism was either ignored by the barber, or if she truly doesn't catch his meaning. You could make a Perception check to discern her intent, or you could try to Make an Impression (Diplomacy) to make her friendlier.


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor attempts to judge her character with his deep black eyes.

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

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