GM Batpony PT01-2- Rose Street Revenge (Inactive)

Game Master Batpony

Maps & Handouts


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Liberty's Edge

Mosquito Witch Handouts

For dotting.


Female Elf Street Urchin Rogue 1 HP: 11 AC: 16 (18 with Nimble Dodge) TAC: 15 (+1 AC, + 4 Dex, + 1 Proficiency) Fortitude: +1 Reflex: +6 Will: +3

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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.


Female Elf Street Urchin Rogue 1 HP: 11 AC: 16 (18 with Nimble Dodge) TAC: 15 (+1 AC, + 4 Dex, + 1 Proficiency) Fortitude: +1 Reflex: +6 Will: +3

Standing in the office of Venture Captain Ambrus, a beautiful elven woman flicks a bit of her long, black hair away from her face. Seriously? Bloody Barbers? she thinks to herself. They couldn't have come up with any other motif for them? Something scary, maybe?

"Certainly have one of the weirdest...themes I've ever heard of." Liranna sighs out loud now. "Do you know much about...Zor, was it? Any mission he might have been on that ties into the Bloody Barbers?"

Liranna then tries to see if she can remember anything she might have heard before about the Bloody Barbers and where they may be located.

Lore (Underworld): 1d20 + 3 ⇒ (9) + 3 = 12


Male Vudrani Noble Sorcerer [Aberrant] 1 | HP 10/16 AC 14 | TAC 14 | F: +3, R: +4, W: +2 | Perc: +1, | Speed 25' | Spells: 1st: 3/3 |played by zebeev

Upon meeting with Valsin, Abi looks over the Venture-Captain, and nods in approval. This is a man of good taste, at least as far as keeping up with the latest in fashions... Slashes and ribbons... I might have to acquaint myself with his tailor and add some Kortosian pieces to my wardrobe!

He hangs onto every word the Captain says, and when it comes time for questions, he bites his tongue to make any mention of his sartorial choices. "Sir... these Barbers, do you know where they choose to congregate and conspire?"


Male Elf Noble Paladin of Iomedae 1 HP: 12/17 AC: 18 TAC: 16 (+4 AC, +2 TAC, + 3 Dex, + 1 Proficiency) Fortitude: +3 Reflex: +4 (+3 in armor) Will: +2

Standing straight backed near the woman, a second elf wearing a shiny well cared for breast plate covered by long red cloak. A symbol of Iomedae is intricately painted on his armor. A curved blade rests at his hip in a delicately designed scabbard. He clears his throat and in a considering tone asks "Why do you suspect the Blood Barbers? I have no issue ending their corrupt machinations but what points to them specifically?"


Female LG Human Scholar Wizard (Evoker)l 1 | HP 6/15 RP 3/3 SP 3/3 HeroP 1/3 | AC 12; TAC 12 | Fort +2; Ref +2; Will +4 | Perc: +3 | Speed 25ft | Active conditions: None.
Offensive Spells:
0LVL-Acid Splash(1d4), 1LVL- 1/1 Magic Missile(1d4+1 per action), 1/1 Shocking Grasp(1d12+3)

A young woman wearing the deep maroon hat and a fine dress takes careful notes in her book as the man speaks. She nods and scribbles never looking up. She looks over her notes and summarizes the mission, [/b]Data shows a statistical increase in crime, specifically murder in the rose street district. Murders could be linked to a local gang known as the blood barbers referencing their signature murder of fatal laceration of the corotid arteries resembling a red beard. Let us begin and investigate. I have a good feeling about this. [/b]


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

An elf shorter than normal, wearing leathers, dirt, and dust stands well away from the overly neat Venture-Captain. "I'm not that comfortable in the streets. I had never heard of the 'Band of the Palm' before, nor the Blood Barbers. Are you willing to share the evidence that linked the murders to this band?"

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. "...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.

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.


Female Elf Street Urchin Rogue 1 HP: 11 AC: 16 (18 with Nimble Dodge) TAC: 15 (+1 AC, + 4 Dex, + 1 Proficiency) Fortitude: +1 Reflex: +6 Will: +3

Liranna sighs as she gives a glance at the other members in the room with her. She wasn't one for meeting new people, but she knew that the mission came first and foremost and she also wanted these strange murders to stop amongst the streets of Absalom.

She turns to them and says, "Looks like we're on our own for this one. I know some of...the seedier parts of town so I can certainly make sure we all blend in." She then takes another look at the party and sighs, "Who am I kidding? We'll stand out no matter what."

Time to reroll that Underworld check...!

Lore (Underworld): 1d20 + 3 ⇒ (7) + 3 = 10


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Religion: 1d20 + 2 ⇒ (18) + 2 = 20

"Thinking about it, there is something familiar about that name . . .."

No idea what the DC is, but hopefully that's enough for me to remember something.


Male Elf Noble Paladin of Iomedae 1 HP: 12/17 AC: 18 TAC: 16 (+4 AC, +2 TAC, + 3 Dex, + 1 Proficiency) Fortitude: +3 Reflex: +4 (+3 in armor) Will: +2

Sivrilltry nodded at the female elf's words. "I am hard to miss." he said with a slight chuckle. I have kept my ear to the ground for the last few days, Asked around and have heard several of the more common rumors. Perhaps if we sift through them we could mine some nuggets of fact to help us." The warrior said. He pulled a sheet of paper with finely scrawled writing and began to read his notes.

Diplomacy (Gather Information): 1d20 + 3 ⇒ (7) + 3 = 10


Male Vudrani Noble Sorcerer [Aberrant] 1 | HP 10/16 AC 14 | TAC 14 | F: +3, R: +4, W: +2 | Perc: +1, | Speed 25' | Spells: 1st: 3/3 |played by zebeev

Diplomacy (Gather Information): 1d20 + 4 ⇒ (4) + 4 = 8

Abishek dusts a knuckle full of flashy rings against his silken robes. "I'll canvas the Rose District for some simple-looking folk and see if they've any information they can divulge - I'll play the part of the authority, as I certainly look the part of someone important, if I do say so myself."


Female LG Human Scholar Wizard (Evoker)l 1 | HP 6/15 RP 3/3 SP 3/3 HeroP 1/3 | AC 12; TAC 12 | Fort +2; Ref +2; Will +4 | Perc: +3 | Speed 25ft | Active conditions: None.
Offensive Spells:
0LVL-Acid Splash(1d4), 1LVL- 1/1 Magic Missile(1d4+1 per action), 1/1 Shocking Grasp(1d12+3)

Maron looks up excitedly, Oh goody! I love a good murder mystery with little evidence and even fewer leads. Let me go to the library and survey the gazetteers and the newest court records. There may be mention of the blood barons.

Society(Recall Knowledge): 1d20 + 4 ⇒ (4) + 4 = 8


Male Vudrani Noble Sorcerer [Aberrant] 1 | HP 10/16 AC 14 | TAC 14 | F: +3, R: +4, W: +2 | Perc: +1, | Speed 25' | Spells: 1st: 3/3 |played by zebeev

(Whoops, that was supposed to be Deception (Impersonate) for my paltry roll of 8, as the narrative would suggest.)

Liberty's Edge

Mosquito Witch Handouts

Enroute travelling so this update is from mobile, bear with me.

Lore Underworld, society and diplomacy check results.

From asking around the general vicinity, you learn a few useful notes of the criminal organisation. True to their appeallation, Bloody Barbers often work as barbers, using barbershops as bases of operation and meeting place.

The Band of Palm, the cover organisation for the Bloody Barbers, meets regularly in the Coin district. Searching in or near that district is likely a good start.

Religion

Understanding the religious practices seems useful to narrowing the search. Not even the Bloody Barbers dare to operate in large groups in Absalom's cental district, known as the Ascendant Court, full of churches and good alignef parties.

The handful of families that control the Bloody Barbers are of Chelish decent, and have taken up their homeland's worship of devils.

deception

Abhisek fails to make an impression.

As a party you've yet to achieve the right amount of successes to narrow the search down. You may attempt another check of your choice from those previously listed.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Lore: Merchant (Recall Knowledge): 1d20 ⇒ 4

Okay, somebody else's turn!


Female LG Human Scholar Wizard (Evoker)l 1 | HP 6/15 RP 3/3 SP 3/3 HeroP 1/3 | AC 12; TAC 12 | Fort +2; Ref +2; Will +4 | Perc: +3 | Speed 25ft | Active conditions: None.
Offensive Spells:
0LVL-Acid Splash(1d4), 1LVL- 1/1 Magic Missile(1d4+1 per action), 1/1 Shocking Grasp(1d12+3)

I have found out at that the Bloody Barrens opporate mostly out of the Coin District. Let’s go there are perhaps we will be able to find more information on their where abouts.


Male Vudrani Noble Sorcerer [Aberrant] 1 | HP 10/16 AC 14 | TAC 14 | F: +3, R: +4, W: +2 | Perc: +1, | Speed 25' | Spells: 1st: 3/3 |played by zebeev

Diplomacy (Gather Information): 1d20 + 4 ⇒ (15) + 4 = 19

Abi finds that trying to use his guile and confidence to impersonate someone of higher stature than he doesn't go quite as planned.

Forced to lower himself to the underclass in order to get information, he swallows his pride and wanders through one of the Petals' various open-air markets, chatting up the locals.


Female Elf Street Urchin Rogue 1 HP: 11 AC: 16 (18 with Nimble Dodge) TAC: 15 (+1 AC, + 4 Dex, + 1 Proficiency) Fortitude: +1 Reflex: +6 Will: +3

"Agreed," Liranna says, nodding at Mavis' suggestion. "I'll need to ask a bit around though, just to make sure we aren't walking into some weird trap."

She then goes out to ask a few questions of the townspeople she can find ina tavern.

Diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19

Liberty's Edge

Mosquito Witch Handouts

Seeking the locals out, they reveal as much as they know about the Bloody Barbers. Some say 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.

With the additional information, it 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.


Female LG Human Scholar Wizard (Evoker)l 1 | HP 6/15 RP 3/3 SP 3/3 HeroP 1/3 | AC 12; TAC 12 | Fort +2; Ref +2; Will +4 | Perc: +3 | Speed 25ft | Active conditions: None.
Offensive Spells:
0LVL-Acid Splash(1d4), 1LVL- 1/1 Magic Missile(1d4+1 per action), 1/1 Shocking Grasp(1d12+3)

Mavis the Maron comes in the shop with her pathfinder companions. She begins Conversing with the three people in the shop. Hello, my partners and I are here to find some investors for a venture we wish to undertake. We were told that we would be able to find potential investors at this location.

Deception: 1d20 + 3 ⇒ (16) + 3 = 19

Can we still aid in PFP, if so if someone has a higher bonus I will aid them otherwise, please help? Mavis would have told your plan to her peers before entering.

Liberty's Edge

Mosquito Witch Handouts

Aiding skill checks is a little funny in PF2e. Pg 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." It would suggest that certain aids use the Aid Reaction ( Not clear what should be a reaction and what not), which is clearly defined with a DC15 for a simple aid. However, outside of an Aid Reaction is up to GM discretion how to treat that aid.


Female Elf Street Urchin Rogue 1 HP: 11 AC: 16 (18 with Nimble Dodge) TAC: 15 (+1 AC, + 4 Dex, + 1 Proficiency) Fortitude: +1 Reflex: +6 Will: +3

If allowed then, I'll try and aid in Mavis' deception.

Knowing the plan from having discussed beforehand, Liranna pipes up as well after Mavis, "Of course, I am sure we can demonstrate to you just how worthwhile it would be to invest in our idea."

Deception: 1d20 + 3 ⇒ (9) + 3 = 12


Male Vudrani Noble Sorcerer [Aberrant] 1 | HP 10/16 AC 14 | TAC 14 | F: +3, R: +4, W: +2 | Perc: +1, | Speed 25' | Spells: 1st: 3/3 |played by zebeev

Given that Mavis and Liranna are engaging in social discourse, Abishek will pay minor attention to the conversation, and observe the rest of the shop, the unkempt man in the chair, and the shop sweep.

Looking Out (Perception): 1d20 + 1 ⇒ (9) + 1 = 10


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Taleath will also be Looking Out.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6 :facepalm:


Male Elf Noble Paladin of Iomedae 1 HP: 12/17 AC: 18 TAC: 16 (+4 AC, +2 TAC, + 3 Dex, + 1 Proficiency) Fortitude: +3 Reflex: +4 (+3 in armor) Will: +2

Sivrilltri surreptitiously moves to a back corner of the shop. He sits on the bench and pays attention to the conversation that was happening.

Liberty's Edge

Mosquito Witch Handouts

The barber , a boisterous human woman with unkempt dirty-blond hair, turns around, and looks towards the speaking pair with a look of concern. "Right.. Look ere, I don't av any money, unless all you need is a barber and you'll pay me for my work." And then she 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, also you can attempt to improve her attitude towards you with a Diplomacy check.

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


Female LG Human Scholar Wizard (Evoker)l 1 | HP 6/15 RP 3/3 SP 3/3 HeroP 1/3 | AC 12; TAC 12 | Fort +2; Ref +2; Will +4 | Perc: +3 | Speed 25ft | Active conditions: None.
Offensive Spells:
0LVL-Acid Splash(1d4), 1LVL- 1/1 Magic Missile(1d4+1 per action), 1/1 Shocking Grasp(1d12+3)

I apologize, I was a bit abrupt. I am Miriam the Majestic. Although I do love a good cut and style we are not here to hire your excellent skills with the sheers. I was told that I could find some discreet services at this fine establishment. Perhaps you could point us to the right person. Mavis eyes her and the other people in the shop closely to see if they are hiding something.

Diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13
Perception(Sense Motive): 1d20 + 3 ⇒ (9) + 3 = 12


Female Elf Street Urchin Rogue 1 HP: 11 AC: 16 (18 with Nimble Dodge) TAC: 15 (+1 AC, + 4 Dex, + 1 Proficiency) Fortitude: +1 Reflex: +6 Will: +3

Going for another aid on the Diplomacy.

"I'm sure a lovely lady like yourself would know what goes on around here, right? Perhaps we can talk hair cuts after our work is done, as well?" Liranna says, backing up Mavis.

Diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11
Perception (Sense Motive): 1d20 + 3 ⇒ (15) + 3 = 18

Liberty's Edge

Mosquito Witch Handouts

"Look, you're all nice people, but I have nothing to do with those damn criminals." She responds as she finishes up the mans cut.

Liranna and Mavis gets the feeling she is merely a barber doing an honest days work and really does not associate herself with the Bloody Barbers.

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..."


Male Vudrani Noble Sorcerer [Aberrant] 1 | HP 10/16 AC 14 | TAC 14 | F: +3, R: +4, W: +2 | Perc: +1, | Speed 25' | Spells: 1st: 3/3 |played by zebeev

"I would imagine someone as clever as you would hear all sorts of things, no?" Abi walks over to the shelf, looking over the various tonics and treatments that adorn it. "One rarely suspects the young ones to absorb as much knowledge as they do. Sponges, for all sorts of information. Such as, as you say... where to find these Bloody Barbers."

The Vudrani turns around, his fingers steepled. "You'll tell us this, won't you, lad? There could be some silver in it for you, if you what you say is true..."

With a flourish, he produces a single weight of silver, now between pinched fingers. "Where I come from, young one - in the far lands of Vudra - live great alchemical maestros, who have learned to transmute silver into... gold.

He clasps his hands around the silver piece, and light begins to escape from between his fingers. The sorcerer opens his hands like a book, allowing the light to shine on his pampered and over-groomed face.

Abishek then smiles, then he closes his hands. The light fades away, then he flicks the silver coin towards the kid. It appears as scuffed and worn as it once was.

"... you lead us to the Barbers, and perhaps I turn that back into gold, yes?"

Simple light spell, s'all. -1 sp.


Male Elf Noble Paladin of Iomedae 1 HP: 12/17 AC: 18 TAC: 16 (+4 AC, +2 TAC, + 3 Dex, + 1 Proficiency) Fortitude: +3 Reflex: +4 (+3 in armor) Will: +2

Sivrilltri watched the proceedings with interest. As the barber walked into the back room he stood and walked to follow her. He strained his hearing trying to focus on what the barber might be up to.

Stealth: 1d20 + 3 ⇒ (15) + 3 = 18

Perception: 1d20 + 2 ⇒ (9) + 2 = 11


Female Elf Street Urchin Rogue 1 HP: 11 AC: 16 (18 with Nimble Dodge) TAC: 15 (+1 AC, + 4 Dex, + 1 Proficiency) Fortitude: +1 Reflex: +6 Will: +3

As Abi talks to the boy and pulls off his trick to convince him, she keeps a lookout to make sure no one gets the drop on them.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

He just shakes his head and continues watching for trouble. "Of course it isn't the actual barber. That would have been too literal. Something tells me this is not going to go as expected."

Perception (Looking Out): 1d20 + 5 ⇒ (3) + 5 = 8

Hopefully I'm getting all the bad rolls out of the way before anything important happens.

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.

Sivrilltri 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.

The kid Snips seems impressed by Abhisek's display, and to some extent it calms him down a little."Of course.. 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!


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

I don't see an equivalent skill check listed in the summary of Page 143.

Liberty's Edge

Mosquito Witch Handouts

As per earlier post, Perception is the new Sense Motive. It's notlisted in the Perception page on 301 either. It's implied in other skill descriptions. Eg. Feint, lie, impersonate all use Perception as the opposing check.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

Perception (Sense Motive): 1d20 + 5 ⇒ (1) + 5 = 6 18, 4, 1, 3, 1 rolled so far. Average of about 5. WOW.

So, they've REALLY made Perception a super skill, then. Way more important for all characters, more so than any other skill.


Female LG Human Scholar Wizard (Evoker)l 1 | HP 6/15 RP 3/3 SP 3/3 HeroP 1/3 | AC 12; TAC 12 | Fort +2; Ref +2; Will +4 | Perc: +3 | Speed 25ft | Active conditions: None.
Offensive Spells:
0LVL-Acid Splash(1d4), 1LVL- 1/1 Magic Missile(1d4+1 per action), 1/1 Shocking Grasp(1d12+3)

perception: 1d20 + 3 ⇒ (4) + 3 = 7

Thank you. Please take us to the barbers.


Female Elf Street Urchin Rogue 1 HP: 11 AC: 16 (18 with Nimble Dodge) TAC: 15 (+1 AC, + 4 Dex, + 1 Proficiency) Fortitude: +1 Reflex: +6 Will: +3

"Thanks, kid," Liranna says.

Perception (Sense Motive): 1d20 + 3 ⇒ (7) + 3 = 10


Male Vudrani Noble Sorcerer [Aberrant] 1 | HP 10/16 AC 14 | TAC 14 | F: +3, R: +4, W: +2 | Perc: +1, | Speed 25' | Spells: 1st: 3/3 |played by zebeev

Perception (Sense Motive): 1d20 + 1 ⇒ (17) + 1 = 18

Abishek glances sideways as the young man paces to the front door, then to the back. Why, there's barely anyone out front... he thinks to himself.

The sorcerer gives the rest of the party a knowing glance as they follow Snips to the rear - something just doesn't feel right.

Liberty's Edge

Mosquito Witch Handouts

Abishek:
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.


Male Vudrani Noble Sorcerer [Aberrant] 1 | HP 10/16 AC 14 | TAC 14 | F: +3, R: +4, W: +2 | Perc: +1, | Speed 25' | Spells: 1st: 3/3 |played by zebeev

"It is merely a door, boy - not an Osiriani puzzle box. Why so nervous? Something the matter?"

Diplomacy Check: 1d20 + 4 ⇒ (15) + 4 = 19

Flipped a coin, decided to be nice instead of a dick to the boy. Abishek might be of noble blood and think he's better than most, but he's concerned enough about appearances to know that picking on someone so underneath his station is ohhhhh so gauche.

Liberty's Edge

Mosquito Witch Handouts

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.


M Elf Scout Ranger 1 | HP 13/16 | AC16, TAC15 | Fort +2, Ref +6, Will +5

The scout readies both of his blades as he tries to fade into the background and be unseen . . ..

Stealth: 1d20 + 5 ⇒ (6) + 5 = 11

Not moving that average far, still about a 5.


Female Elf Street Urchin Rogue 1 HP: 11 AC: 16 (18 with Nimble Dodge) TAC: 15 (+1 AC, + 4 Dex, + 1 Proficiency) Fortitude: +1 Reflex: +6 Will: +3

”Trying to set us up in a trap, huh? Good catch, Abi. Let’s take them out.” Liranna says, pulling out her rapier and getting ready to stealth into combat as well.

Stealth: 1d20 + 5 ⇒ (19) + 5 = 24

Meanwhile, I’m rolling rocks here.


Male Vudrani Noble Sorcerer [Aberrant] 1 | HP 10/16 AC 14 | TAC 14 | F: +3, R: +4, W: +2 | Perc: +1, | Speed 25' | Spells: 1st: 3/3 |played by zebeev

If they're outside the back door, can we not leave through the front and circle around, thus getting the jump on our would-be ambushers?

Liberty's Edge

Mosquito Witch Handouts
Abishek Padiyath wrote:
If they're outside the back door, can we not leave through the front and circle around, thus getting the jump on our would-be ambushers?

Certainly it's an option to go around, but mechanically it'll only change your starting position, to get the jump from initiative, you have to still roll a better stealth than the Bloody Barbers as they are hiding waiting for you.


Male Vudrani Noble Sorcerer [Aberrant] 1 | HP 10/16 AC 14 | TAC 14 | F: +3, R: +4, W: +2 | Perc: +1, | Speed 25' | Spells: 1st: 3/3 |played by zebeev

Makes sense.

Abi whispers to the boy. "How many of them are there, do you know?"

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