GM Batpony's Playtest PBP - The Resonance Test (Inactive)

Game Master Batpony


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Liberty's Edge

Mosquito Witch Handouts

Dot in here.

Liberty's Edge

Mosquito Witch Handouts

You gather into the familiar cramp room at the Pathfinder Lodge of Absalom. Venture-Captain Ambrus Valsin rushes into his office and drops a small stack of papers on his desk. “Agents, I appreciate your willingness to meet with me on such short notice.” He takes a moment to reorganize the papers into a neat pile and catch his breath before continuing. “Now then, we recently acquired what may or may not be the relic known as the Inheritor’s Clasp—or rather, one of our agents infiltrated a cult of Rovagug worshipers and stole it. History tells that Iomedae dropped the Inheritor’s Clasp on the day she entered the Starstone Cathedral. According to old Arodenite accounts, the clasp might function as a powerful holy relic, though that theory has yet to be proven conclusively.

"I received word from our infiltrator’s handler, an alchemist by the name of Inisa Ardaali, that she was preparing to take the clasp from Katapesh and deliver it to the Grand Lodge for further study. Inisa is a cautious sort by nature. Considering the manner in which she acquired the clasp and the potential interest of the church of Iomedae, Inisa determined that it was best to use discretion in regards to bringing the clasp to the Grand Lodge. As such, she traveled to Diobel, where she hired a caravan for the final stretch of the journey to Absalom. However, we recently received a missive from Inisa sent from a safe house in Diobel. Take a look.”

Handout: Cryptic Note wrote:


A,
Ambush on the path.
Lost package.
Survivors safe.
Will recover package.
-I

After a brief pause, Valsin chimes in. “You can see what’s wrong, then? Inisa must have been worried about the message being intercepted; and to be fair, the Aspis Consortium and other rivals are strong in Diobel. It seems to me that after thieves ambushed the caravan, she helped the survivors back to one of our safe houses in Diobel and then set out to recover the stolen clasp. But which safe house, and where is she searching? In denying any interlopers the information, she’s also made this a lot harder for us,” a sigh escapes from between Valsin’s lips.

He hands over a sheet from his stack. “I’ve just secured passage for you on the next ship to Diobel. I need you make your way there, locate the caravan, and retrieve the clasp from these thieves. If you are able to track down Inisa, all the better. She should have much more information than appears in this letter. If she hasn’t met her end searching for the clasp on her own, make sure she makes it safely back to Absalom. Now, there isn’t much time, so are there any questions?”

Once everyone has their first post up, I will immediately begin our adventure. I'm not fussy about introductions since this is a playtest with pre-gens, but feel free roleplay as you want! I'll also be preparing a handout/maps slides in the meantime. For your character avatars, please ensure a stat block with minimal information (HP/Saves/AC/TAC/Perception modifier) is included!


Male Human (Taldan) Fighter 5

Valeros strokes his chin as he looks up and down the letter one more time. His slight, cramped slouch in the office's chair progresses quickly to a shrug as he nevertheless moves to stand, "Not much else to go on, suppose-" he pauses a moment, raising a brow, "This, mh, Inisia lady.. Any way to identify her if we find her?


| HP: 58/58 | AC: 22 | TAC: 19 | F: +8, R: +8, W: +11 | Init: +10 | Focus 4/4 | Resonance 7/9 | Channel 2/6 | Invested Items: +1 chain mail, +1 scimitar |
Active Spells:
none

"Is there some sort of passphrase, or code word we can give Inisa so that she will recognize us as your agents? Also, are there any accounts of what this clasp looks like?"


Amiri - CN Kellid (Human) Barbarian 5 | Mods: Rage 2/3, Barkskin 8/10, Sluggish 1 (-1 to AC, Dex Skills, Reflex w/ Bastard Sword out) | HP: 88/88 (temp 8/8) | AC 22 20, Tch 19 17 | Fort: +10, R: +9 +8, W: +9 | Speed 30ft | Perc: +8 (Expert) | Focus Points 1/2 |

An intense muscle bound woman clad in skins and pieced together armor enters and stands in the corner, massive sword sheathed to her back almost touching the floor. "Find Eeneesa, kill Snakes, recover clasp. Simple enough, probably easy to track."

She rolls her shoulders and cracks her neck, "what's the ship name? I'll head out and secure our spots, meet you all there."

Header updated and character has most of what I need for the game in the profile. I'll update the image to match Amiri a bit better when I get a chance.


Male Human (Taldan) Fighter 5

Valeros blinks, noticing the woman's sword to which he gives a sort of amusedly incredulous look as he produces a small, stone compass from his pocket, with a tiny indentation at the center of metal strips that echo out in arcane patterns below the quivering red needle, clearly meant to hold something, though currently empty. He flashes it to Kyra, "She'll know we're pathfinders, at least. Not common for consortium to carry junk like this around." He chuckles dryly, "Not to mention.." he looks Amiri up and down again.


F Keen-Eared Elf Rogue 5 |HP 61/61| AC 22 TAC 20 | Fort +9 Reflex +11 Will +9 | Perception +8, Stealth +10 | Focus 3/3, Resonance 6/8|low-light, spd 40

An elf in leathers, with a rapier hanging on her hip and multiple daggers sheathed around her body stands up. "Sounds like we should get moving before the trail goes cold." Rolling her eyes as she looks at Valeros she mutters, "Men."


F Versatile Human (Varisian) Sorcerer 5 | HP 26/53 | AC 21* TAC 20 | F: +8, R: +8, W: +9 | Perc: +7 | Focus 2/5 | Resonance 6/8 | Speed 25ft | lesser staff of divination +6 (1d4 bludgeoning) two-hand 1d8; expert crossbow +9 (1d8 piercing); ray of frost +8 (1d8+4 cold) | Spells 3: 0/3; 2: 2/4; 1: 3/4 | Active conditions: Shield.

A tall, white-haired, Varisian woman, taps a quill against the parchment on which she has been taking notes throughout the briefing. Nearly every inch of her exposed skin is covered with intricate tattoos.

"What can you tell us about the cultists? Is there any chance that they discovered the theft and were responsible for the ambush?"

I'll get the tagline and statblock up tonight (6-8 hours from this post).


| HP: 58/58 | AC: 22 | TAC: 19 | F: +8, R: +8, W: +11 | Init: +10 | Focus 4/4 | Resonance 7/9 | Channel 2/6 | Invested Items: +1 chain mail, +1 scimitar |
Active Spells:
none

Kyra raises her eyebrow at Valeros's comment.

"The Society hasn't seen fit to give me a wayfinder."

Liberty's Edge

Mosquito Witch Handouts

Great! Let's get started, We will likely have a sixth coming in shortly as well.

The venture captain heaves a big sigh as he paces himself around the room, "I wish I could answer all your questions, but this incident was not accounted for, and we were not prepared to react. If you have wayfinders, it will help in the identification, if not, at the very least you can use my identity as common ground. I don't know what the clasp looks like, I can't say that we are certain who intercepted the package. Inisia is from Mwangi, and her features are quite distinct in comparison to the locals."

He adds then by handing you a sealed letter of passage, slightly heavy with coins in the envelop "The ship's name is the Running Swan, use this as means for payment to get you to Diobel Proper. If there's no more questions, I suggest you immediately head out."


Amiri - CN Kellid (Human) Barbarian 5 | Mods: Rage 2/3, Barkskin 8/10, Sluggish 1 (-1 to AC, Dex Skills, Reflex w/ Bastard Sword out) | HP: 88/88 (temp 8/8) | AC 22 20, Tch 19 17 | Fort: +10, R: +9 +8, W: +9 | Speed 30ft | Perc: +8 (Expert) | Focus Points 1/2 |

Amiri whispers loudly towards Kyra with a snort of laughter, "I think they give 'em to the ones that might get lost in the woods."


Male Human (Taldan) Fighter 5

Valeros smirks a bit, "Wouldn't put it past them." He pauses, looking back at the note one last time before shaking his head, "Yeah, that should be everything. See you, Valsin."


CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

The goblin turns up his nose and averts his eyes as the others risk imperiling their immortal souls by looking at the "message" left by Inisia. He tries to listen in as the others are conversing, but he mainly watches the others to see if any of their souls seem to have left their bodies.

Fumbus manages to focus on a particular statement during the background chatter, when Valsin suggests that wayfinders may be helpful to show identification. At that point, the goblin proudly stands and displays his own wayfinder.

"This is Fumbus' wayfinder. It should help find other Pathfinders." announces the goblin. He holds up a metallic compass with a brass hue, dangling from a chain adorned with archaic symbols.

"It was given to Fumbus after the first time Fumbus got lost in the woods!" he proudly proclaims.

Ready to move on. Should have full statblock up within the next 24 hours.


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Male Human (Taldan) Fighter 5

"Heh." Valeros mutters something in that most distinct of tongues as he's moving to head out,

Goblin:

Spoiler:
"You too, eh?"

Liberty's Edge

Mosquito Witch Handouts

Valsin shakes his head at the conversation in the room. Before you depart, he imparts one bit of knowledge. “Luckily, Diobel is a small town, and it shouldn’t take much work to locate the safe house. I can give you the current markings if you’ve forgotten them.” And he roughly draws a crude scribble on a piece of paper.

~~~

Your journey on the supply vessel named Running Swan is uneventful and as boring as you would imagine a slow boat ride would be. But it does it's intended job and carries you unharmed to Diobel in the late afternoon, a small fishing town and smugglers’ haven on the western coast of the Isle of Kortos. At this hour, clusters of small boats are returning from the ocean to the Trawl with large nets filled with fish and oysters. The inner harbor is bustling, and food, drink, and gambling are plentiful. The cries of merchants at their stalls in the dockside Pikapell Market rise over the din.

We now move to an investigation part. Your next post should represents half a day's worth of effort. You may gather information twice: Diplomacy, Nature, Pathfinder Society Lore, Society. OR make 2 perception checks to immediately seek out the Safe House. There's some mechanics in the background that doesn't work smoothly on PBP, so for the interest of PBP, if you choose gather information, do not make the 2 same skill rolls in your next post.


CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

Lore (PFS): 1d20 + 10 ⇒ (14) + 10 = 24

Fumbus recalls the locations of a number of porperties acquired by the Society contacts that might serve as potential safe.

"Fumbus knows a few places where tall Society folk might like to hide. But, it turns out that those places are hard to find." notes the goblin.


Amiri - CN Kellid (Human) Barbarian 5 | Mods: Rage 2/3, Barkskin 8/10, Sluggish 1 (-1 to AC, Dex Skills, Reflex w/ Bastard Sword out) | HP: 88/88 (temp 8/8) | AC 22 20, Tch 19 17 | Fort: +10, R: +9 +8, W: +9 | Speed 30ft | Perc: +8 (Expert) | Focus Points 1/2 |

How do you handle Secret skills? It looks like all of those offered are supposed to be secret (Perception too if the seek action is being used), so thus rolled by the GM or something like that. My last game the GM had us give the modifiers of the checks we wished to use and then they rolled it and disseminated what we discovered.

Or did they get rid of all that in the last errata?


| HP: 58/58 | AC: 22 | TAC: 19 | F: +8, R: +8, W: +11 | Init: +10 | Focus 4/4 | Resonance 7/9 | Channel 2/6 | Invested Items: +1 chain mail, +1 scimitar |
Active Spells:
none

IMO secret rolls are super annoying. I believe it is within the GM's purview to dispense with them if desired, though we should include our like or dislike of secret rolls in our playtest feedback.

Diplomacy to Gather Information: 1d20 + 9 ⇒ (19) + 9 = 28 crosses fingers for critical success!
Society: 1d20 + 5 ⇒ (15) + 5 = 20


Male Human (Taldan) Fighter 5

Valeros disembarks, nonchalantly thanking the captain before quickly making to get a grasp on the area and the location of the lodge to establish a base of operations.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 7 ⇒ (5) + 7 = 12


F Keen-Eared Elf Rogue 5 |HP 61/61| AC 22 TAC 20 | Fort +9 Reflex +11 Will +9 | Perception +8, Stealth +10 | Focus 3/3, Resonance 6/8|low-light, spd 40

Merisiel strolls off the boat and takes in a breath. She then starts scanning the area.

Perception 1: 1d20 + 8 ⇒ (15) + 8 = 23
Perception 2: 1d20 + 8 ⇒ (2) + 8 = 10


Amiri - CN Kellid (Human) Barbarian 5 | Mods: Rage 2/3, Barkskin 8/10, Sluggish 1 (-1 to AC, Dex Skills, Reflex w/ Bastard Sword out) | HP: 88/88 (temp 8/8) | AC 22 20, Tch 19 17 | Fort: +10, R: +9 +8, W: +9 | Speed 30ft | Perc: +8 (Expert) | Focus Points 1/2 |

Amiri also looks around town, not willing to waste her time talking to people. She comments to her allies, "it's a small town, how many places could it really be anyway?"

Perception 1: 1d20 + 8 ⇒ (8) + 8 = 16
Perception 2: 1d20 + 8 ⇒ (14) + 8 = 22


F Versatile Human (Varisian) Sorcerer 5 | HP 26/53 | AC 21* TAC 20 | F: +8, R: +8, W: +9 | Perc: +7 | Focus 2/5 | Resonance 6/8 | Speed 25ft | lesser staff of divination +6 (1d4 bludgeoning) two-hand 1d8; expert crossbow +9 (1d8 piercing); ray of frost +8 (1d8+4 cold) | Spells 3: 0/3; 2: 2/4; 1: 3/4 | Active conditions: Shield.

Seoni disembarks with the other Pathfinders and - after making arrangements to meet back up with the group at a dockside tavern in a few hours - begins wandering around the small town. At the tavern, she asks how business has been recently, seeking information about travelers arriving in town who have stayed on a while. In the shops, she asks merchants about banditry in the hinterlands, hoping for information about the ambush.

Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

Society: 1d20 + 7 ⇒ (12) + 7 = 19

Liberty's Edge

Mosquito Witch Handouts
Playtest Kyra wrote:
IMO secret rolls are super annoying. I believe it is within the GM's purview to dispense with them if desired, though we should include our like or dislike of secret rolls in our playtest feedback.

I'm a fan of the idea of secret rolls, but am with the majority that players should make their own rolls and roleplay it effectively. The downtime that comes with secret rolls is just way too much especially on a live table. Perhaps in PBP it's not as obvious, but I haven't thought of a good way to do it in PBP yet so I resort it back to the players to make their skill checks and play their part appropriately.

~~~

Fumbus knowledge of the Pathfinder Society standard operating procedures would have him know that a caravan's preferred route of travel toward Absalom would be via the Harpy Gate.

Kyra takes her questions to the locals, and attempts to find out more about the caravan and if someone had possibly seen it. To her discovery , the caravan set off to the east from Diobel via the main exit through the Harpy Gate. Additionally she knows that Several trade routes head east towards Absalom, some having seen less use over the years. The caravan was seen taking the route that traveled closer inland. Her knowledge of the merchant's habits (Society) Also confirms the fact that Harpy's Gate route is the most used by merchants and travellers.

I'm only presenting the information in the way it was provided!

Seoni adds to conversation by obtaining some piece of information, the inland trade route is rarely used, and most merchants and locals suggest avoiding that route whenever possible. The locals explain the dangers by pointing out some of the perilous locations the route passes.

This opens up a new possible checks, Gather Information Skill specifically to learn about the perilous dangers of that pass, Nature or Diplomacy.

The rest of the Pathfinders immediately take to the streets in search of the safe house, although a small town, the Society is not short of safe houses. To Amiri's unpleasant surprise, it's something like a dozen safe houses sprawled all across town. Fortunately, Valeros gets lucky and finds a Safe House that seems to be occupied, door locked, and with signs that there are possibly injured men. (Bloodstained handle, trail of blood on leading to the safe house...etc)

Fumbus actually can make one more skill roll to gather information using the skills from the previous rolls, but there is enough information to move us forward.

However, by the time all that has occurred, night time has fallen.

It is night time and from a scenario standpoint you should be thinking about resting. You may rest in another safe house, or check out this safe house. But again, this is pathfinder, and you can go without sleeping, and take the relevant penalties during your daytime exploration.

To give you an idea of what you could possibly do during the next morning, assuming you choose to rest. 1) Gather more information (Skill checks from previous post) 2) Gather Information (Specific to Inland Route) 3) Explore the Harpy Gate Inland Route 4) Explore the Safe House.


| HP: 58/58 | AC: 22 | TAC: 19 | F: +8, R: +8, W: +11 | Init: +10 | Focus 4/4 | Resonance 7/9 | Channel 2/6 | Invested Items: +1 chain mail, +1 scimitar |
Active Spells:
none

"If this is a Pathfinder safe house and there are injured within, we should tend to them. The Dawnflower's power shall see it done."


Amiri - CN Kellid (Human) Barbarian 5 | Mods: Rage 2/3, Barkskin 8/10, Sluggish 1 (-1 to AC, Dex Skills, Reflex w/ Bastard Sword out) | HP: 88/88 (temp 8/8) | AC 22 20, Tch 19 17 | Fort: +10, R: +9 +8, W: +9 | Speed 30ft | Perc: +8 (Expert) | Focus Points 1/2 |

Amiri agrees with Kyra, "agreed. They may not last the night and might have valuable information."

Liberty's Edge

Mosquito Witch Handouts

The safe house looks ordinary, save for the blood marks leading to its entrance and a crude scribble carved into the door somewhat resembling what Valsin drew for you. The doors are locked. How do you approach the house?


CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

Society to gather info: 1d20 + 10 ⇒ (1) + 10 = 11

"Hmmm, Fumbus think blood not usually used for safehouse decorations." the goblin explains earnestly. "Perhaps house not so safe." Fumbus let's out a sigh, before noting, "Name will have to be changed."

The goblin approaches the house cautiously and quietly. He draws a bomb and allows someone else to try the door.

Stealth: 1d20 + 10 ⇒ (17) + 10 = 27


F Keen-Eared Elf Rogue 5 |HP 61/61| AC 22 TAC 20 | Fort +9 Reflex +11 Will +9 | Perception +8, Stealth +10 | Focus 3/3, Resonance 6/8|low-light, spd 40

"That's true Fumbus. Cover me,"states the elf as she moves quietly to the door. She looks around to make sure the door is not trapped. Once its determined the door is safe, Merisiel pulls out her tools and unlocks the door.
Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Perception: 1d20 ⇒ 15
Thievery: 1d20 + 10 ⇒ (19) + 10 = 29

Liberty's Edge

Mosquito Witch Handouts

Following the rules with regards to lock picking, it requires three DC20 successes, critical failures undo successes, critical success counts as 2 successes.

thievery: 1d20 + 10 ⇒ (4) + 10 = 14
thievery: 1d20 + 10 ⇒ (18) + 10 = 28
thievery: 1d20 + 10 ⇒ (13) + 10 = 23

Merisial spends a few minutes with her thieve's tools to manipulate the door's lock and does so successfully.

As she peeks inside, she observes two men, dressed in simple outfits, tending to the wounds of a couple severely injure men, albeit inadequately as bloodied bandages litter all over the room.

I'll assume at this point everyone has had at least one experience with playtest, but if you haven't and need me to elaborate, please let me know. We will be moving to a social encounter, so in your next post be sure to indicate the relevant social tactic you're following.


| HP: 58/58 | AC: 22 | TAC: 19 | F: +8, R: +8, W: +11 | Init: +10 | Focus 4/4 | Resonance 7/9 | Channel 2/6 | Invested Items: +1 chain mail, +1 scimitar |
Active Spells:
none

I'm not sure why we need to choose a social tactic if we are just going to role play with these NPCs. Overall I find these options extremely limiting and not generally applicable to what I want to do.

Social Tactics:
None of these are applicable.

Carousing
You enjoy yourself in the company of other characters, partaking in whatever activity is happening, whether it’s dicing, drinking, or telling tall tales. This tactic is useful when you plan to use Diplomacy to gather information or otherwise listen to rumors and news about current events.

Conversing
You engage in a significant back-and-forth conversation with other characters in a single location. You use this tactic when you plan to use Deception to Lie or Make an Impression, or to use Intimidation to Coerce, not for back-and-forth banter with the other PCs.

I want to converse with them and use Diplomacy, not Deception or Intimidation.

Looking Out
While you take efforts to remain polite and minimally engaged in events, you are actually keeping an eye out for trouble. This tactic is used when you want to use Perception to watch for threats or deceptions.

Shopping
You wander through a market or store looking for items you need to buy for your next adventure.

Stealing (Fatiguing)
Others might think you are simply wandering, but in fact you are looking for easy targets to Steal an Object.

Kyra shakes her head at her fellow Pathfinders' caution.

"This is a Pathfinder safe house, which means these people are Pathfinders. Although they obviously need our help even if they aren't."

She pushes past Merisiel and into the room.

"My name is Kyra. Ambrus Valsin sent us, please, allow me to help."

Diplomacy (Make an Impression): 1d20 + 9 ⇒ (11) + 9 = 20

She surveys the wounds.

Medicine (Treat Wounds): 1d20 + 10 ⇒ (3) + 10 = 13

Treat Wounds:
This is from update 1.5
TREAT WOUNDS
Requirements You must use healer’s tools (see page 186).
You spend 10 minutes treating up to 6 injured living creatures (targeting yourself as one of them, if you so choose), then attempt a Medicine check. The DC is usually the medium DC for the highest level of patient you’re treating, though the GM might adjust this DC due to circumstances, such as trying to rest during volatile weather or when treating magically cursed wounds. A given creature can be subject to only one Treat Wounds attempt per 10-minute period, so two characters can’t treat the same target’s wounds simultaneously.
Success You treat the patients’ wounds. Each patient recovers Hit Points equal to its Constitution modifier × your level or equal to
just your level, whichever is higher.
Critical Success As success, but increase the healing by your level × 3.
Critical Failure The patients are bolstered against your Treat Wounds.

"How did this happen?"


F Versatile Human (Varisian) Sorcerer 5 | HP 26/53 | AC 21* TAC 20 | F: +8, R: +8, W: +9 | Perc: +7 | Focus 2/5 | Resonance 6/8 | Speed 25ft | lesser staff of divination +6 (1d4 bludgeoning) two-hand 1d8; expert crossbow +9 (1d8 piercing); ray of frost +8 (1d8+4 cold) | Spells 3: 0/3; 2: 2/4; 1: 3/4 | Active conditions: Shield.
Playtest Kyra wrote:

I'm not sure why we need to choose a social tactic if we are just going to role play with these NPCs. Overall I find these options extremely limiting and not generally applicable to what I want to do.

** snip **

Conversing
You engage in a significant back-and-forth conversation with other characters in a single location. You use this tactic when you plan to use Deception to Lie or Make an Impression, or to use Intimidation to Coerce, not for back-and-forth banter with the other PCs.

I want to converse with them and use Diplomacy, not Deception or Intimidation.

I think conversing with NPCs using Diplomacy to Make an Impression is what's meant in the Rulebook text. Make an Impression isn't a Deception action, it's only under Diplomacy - it's far from clear, but it looks to me as though the words "Diplomacy to" were omitted by mistake.

Seoni nods along with Kyra's introduction.

"Yes, Venture Captain Valsin learned that you had been ambushed and sent us to assist. I am Seoni, this is Kyra, Merisiel, Amiri, Valeros, and Fumbus."

Aside, to Fumbus: "Fumbus, please be careful with that bomb."

Continuing to the (presumed) Pathfinders: "Who are all of you? And what happened?"

Diplomacy (Make an Impression): 1d20 + 10 ⇒ (6) + 10 = 16


Amiri - CN Kellid (Human) Barbarian 5 | Mods: Rage 2/3, Barkskin 8/10, Sluggish 1 (-1 to AC, Dex Skills, Reflex w/ Bastard Sword out) | HP: 88/88 (temp 8/8) | AC 22 20, Tch 19 17 | Fort: +10, R: +9 +8, W: +9 | Speed 30ft | Perc: +8 (Expert) | Focus Points 1/2 |

Nodding to Fumbus as she walks into the safehouse, "good work being prepared for trouble. I'll check for other entrances and secure them. You cover this one."

Social Tactic = Looking Out

Amiri checks the room while her allies have their attention, looking into any extra rooms and searching for alternate routes of egress.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25


Male Human (Taldan) Fighter 5

Valeros leans against a wall nearby, and presents his his wayfinder to help in identifying the group as fellow pathfinders, but otherwise leaves the talking to the others, who seem to have that covered for now. He does keep an eye on the people inside, however, for any sign that they're not what they say they are.

Perception, Looking Out: 1d20 + 7 ⇒ (2) + 7 = 9

Liberty's Edge

Mosquito Witch Handouts
Seoni PT-RT wrote:
Playtest Kyra wrote:

I'm not sure why we need to choose a social tactic if we are just going to role play with these NPCs. Overall I find these options extremely limiting and not generally applicable to what I want to do.

** snip **

Conversing
You engage in a significant back-and-forth conversation with other characters in a single location. You use this tactic when you plan to use Deception to Lie or Make an Impression, or to use Intimidation to Coerce, not for back-and-forth banter with the other PCs.

I want to converse with them and use Diplomacy, not Deception or Intimidation.

I think conversing with NPCs using Diplomacy to Make an Impression is what's meant in the Rulebook text. Make an Impression isn't a Deception action, it's only under Diplomacy - it's far from clear, but it looks to me as though the words "Diplomacy to" were omitted by mistake.

I share the same opinion as Seoni, and in fact I just treat any discussions or roleplay that is not "carousing" as "conversing". Just my personal opinion, but I do enjoy having things relate or be in context with rules, so I generally like the pf2 social and exploration tactics.

Liberty's Edge

Mosquito Witch Handouts

The two men turn around, looking a bit shocked to see you. But they immediately welcome any assistance. "I am Ralsam, and this is my assistant, Fustar. I am not sure who Ambrus Valsin is, but I would appreciate any help. What happened? I cannot say for sure although one of the men had slipped into consciousness momentarily to shout out "Minotaur! Minotaur!". I am a medic of this town, I was hired to look after the injured and not leave their sight until the woman comes back." He explains. He and his helper, clearly looks exhausted, but are doing their best with whatever limited supplies they have in hand.

Kyra tends to their wounds, but they are severely injured. From the looks of their injuries, it looks to be mostly wounds that of an accident, but some gore marks are also observe. It would take days for a full recovery, but perhaps you can gather momentary consciousness.

Mechanically it is a difficult Medicine check to bring them to consciousness, failure for the patient means you cannot attempt this again. You may also heal them to incur bonuses to this check. There are four patients

Amiri checks the area, and finds a back exit, but no one else in sight in any of the other rooms or lurking about.

Valeros notes nothing unusual about their behaviour.


F Keen-Eared Elf Rogue 5 |HP 61/61| AC 22 TAC 20 | Fort +9 Reflex +11 Will +9 | Perception +8, Stealth +10 | Focus 3/3, Resonance 6/8|low-light, spd 40

Merisiel nods when Seoni mentions her name. Watching Kyra take care of the wounded, she states, "We were to make contact with Inisa Ardaali. Is that the woman you are waiting for?"

Diplomacy (Make an Impression): 1d20 + 7 ⇒ (4) + 7 = 11


Amiri - CN Kellid (Human) Barbarian 5 | Mods: Rage 2/3, Barkskin 8/10, Sluggish 1 (-1 to AC, Dex Skills, Reflex w/ Bastard Sword out) | HP: 88/88 (temp 8/8) | AC 22 20, Tch 19 17 | Fort: +10, R: +9 +8, W: +9 | Speed 30ft | Perc: +8 (Expert) | Focus Points 1/2 |

Amiri steps back into the first room, "back rooms clear, back exit if we need it. If you need potions to wake them, use these." She hands over two lesser healing potions if accepted.

Slipping back through the doorway, "I'll keep back door covered."

Started looking through her gear and read up on the whole focus point/resonance changes. As a heads up, the first time Amiri is targeted with a ranged strike (that she is aware of) she will activate her bracers of missile deflection to get +2 AC vs. that strike. Other than that, well she has a necklace of fireballs so let's just hope the enemies cluster together!


CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

Once it appears that the persons in the no-longer-quite-so-safe-house are not an immediate threat, Fumbus considers tossing him bomb out the window, but then decides simply to stow it.

Upon seeing the wounded and suspecting they may possess some information about the clasp, Fumbus rummages in his pack and removes two vials of lesser elixir of life.

"Fumbus make these. They help dying men not die so much." he says offering the vials to Ralsam.

Liberty's Edge

Mosquito Witch Handouts

The men accept any help they can get, but even then, their injuries look severe that it will take more than simple potions to bring them to full consciousness.

mechanically need 19hp restored for full hp. I'll let you guys roll for potions/elixirs if you wish to part them to the injured caravaner. Restoring to full health doesn't bring them concsious, but gives bonus to medicine check to bring the injured to consciousness.

"Yes, her name is Inisa. I'm afraid besides being paid a good coin to look after this men, she did not devulge to us her current whereabouts or how long it would take her. But I worry for her, she couldn't have gone very far in her injured state." The medic responds.


| HP: 58/58 | AC: 22 | TAC: 19 | F: +8, R: +8, W: +11 | Init: +10 | Focus 4/4 | Resonance 7/9 | Channel 2/6 | Invested Items: +1 chain mail, +1 scimitar |
Active Spells:
none

Kyra channels the Dawnflower's grace to heal these poor unfortunates.

Channel Energy: 2d8 + 4 ⇒ (4, 1) + 4 = 9
Channel Energy: 2d8 + 4 ⇒ (4, 1) + 4 = 9
Channel Energy: 2d8 + 4 ⇒ (7, 1) + 4 = 12


Male Human (Taldan) Fighter 5

"Mm..." Veleros nods, muttering to his companions, "..We should go to search for her before too long if that's the case."


CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

Seeing the wounds of the unconscious men heal under the flow of positive energy, Fumbus shrugs and stows his elixirs.

"Do you know what direction Inisa woman go?" he asks the two caretakers. "Or how much she dying when she left?"


Amiri - CN Kellid (Human) Barbarian 5 | Mods: Rage 2/3, Barkskin 8/10, Sluggish 1 (-1 to AC, Dex Skills, Reflex w/ Bastard Sword out) | HP: 88/88 (temp 8/8) | AC 22 20, Tch 19 17 | Fort: +10, R: +9 +8, W: +9 | Speed 30ft | Perc: +8 (Expert) | Focus Points 1/2 |

Amiri yawns and then resumes watching the back door. She speaks loudly enough to be heard from the other room, "it's late, trail won't change tomorrow and will be easier to see in the light. I vote we rest, make sure these guys survive the night and head out fresh tomorrow. Facing enemies half asleep won't help anyone."

Liberty's Edge

Mosquito Witch Handouts

"I'm afraid that I do not know where that woman went. We were preoccupied with the injured to be even taking our eyes off them. She sustained minor injuries, not enough to kill her, but surely she needs rest!"

Your options:
1) You can make a medicine check (only one person) to bring a caravaner to momentary consciousness
2) Rest the night
3) Head out to the supposed inland trade route
4) Gather general Information (half day task)
5) Gather information on trade route (half day task)

I'm under the assumption the party preference is 1->2->3, but let me know if otherwise.


F Keen-Eared Elf Rogue 5 |HP 61/61| AC 22 TAC 20 | Fort +9 Reflex +11 Will +9 | Perception +8, Stealth +10 | Focus 3/3, Resonance 6/8|low-light, spd 40

"Kyra seems to need a little more time with the patient. I'm good with resting up and heading out in the morning," states the elf as she starts looking for a spot to sleep for the night.


CN Charhide Goblin Alchemist 3| Speed 25 ft. | Active Conditions: None | HP 24/33 | AC 19 resist fire 1| F +8 R +10 W +5 (F +9 v. inhaled poisons) | Perc +6 | Default Exploration ( Searching)
Skills:
Acrobatics +8, Athletics +5, Cooking Lore +11, Crafting +11, Diplomacy +6, Medicine +5, Pathfinder Society Lore +9, Society +9, Stealth +8, Survival +5, Thievery +8

"Rest in nest is best." Fumbus says in agreement.


Male Human (Taldan) Fighter 5

"Mm.." Valeros nods, "Fair enough."


F Versatile Human (Varisian) Sorcerer 5 | HP 26/53 | AC 21* TAC 20 | F: +8, R: +8, W: +9 | Perc: +7 | Focus 2/5 | Resonance 6/8 | Speed 25ft | lesser staff of divination +6 (1d4 bludgeoning) two-hand 1d8; expert crossbow +9 (1d8 piercing); ray of frost +8 (1d8+4 cold) | Spells 3: 0/3; 2: 2/4; 1: 3/4 | Active conditions: Shield.

Seoni looks out the window into the darkening village and sighs, then nods in resigned agreement.


| HP: 58/58 | AC: 22 | TAC: 19 | F: +8, R: +8, W: +11 | Init: +10 | Focus 4/4 | Resonance 7/9 | Channel 2/6 | Invested Items: +1 chain mail, +1 scimitar |
Active Spells:
none

After channeling Sarenrae's grace to heal the injured, Kyra uses the skills that she learned in service to the Dawnflower's temple to tend to them.

Medicine: 1d20 + 10 ⇒ (16) + 10 = 26

"We should rest the night and start out in the morning. It is an auspicious time to begin a journey."

Liberty's Edge

Mosquito Witch Handouts

Before you convene for the night, Kyra hopes to bring the caravaner into consciousness. The man slowly opens his eyes, and observes the unfamiliar faces surrounding him. He mutters very softly but to the best of his ability in his extremely weakened state,"Pathfinders! You're the iconic agents, I've seen you on the lodge's walls.. the package, it's lost.. Minotaurs, minotaurs attacked us on the inner route....Inira..she..." And almost immediately he collapses back into a semi-comatose state.

Without further to go on, you retire for the night and begin to plan for your travels at dawn down the inner route towards Absalom.

~~~

The path is worn over time but seems infrequently travelled recently, as your investigation suggested. Not far out of town it starts heading towards a lush forest terrain.

Please take some time to head down to the Maps & Handouts, linked below, as well as my header as PT1, to fill up some simple character information.. mainly your preferred initiative (Perception for most folk unless you like to use the sneak tactic, then it would be stealth), and your marching order.

[ooc]Also, the journey will be one that follows exploration rules, so please choose a exploration tactic.

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Maps & Handouts

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