[PFS Outpost III] GM PDK'S PFS RPG 'HONOR'S ECHO' (Inactive)

Game Master Purple Dragon Knight

Handouts / Maps

Init Rolls:

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Sovereign Court

neutral good vishkanya Oracle 1 (Sheet) | HP: 10/10 | AC: 21 (15 T, 18 F) | CMD: 15 | F: 2, R: 3, W: 1 | Init: 3 | Perc: -1 | Speed 20 |
Tracked Resources:
Solar Wind 5/6 | Reroll 0/1

Fort: 1d20 + 2 ⇒ (8) + 2 = 10

Guess I'm using my reroll since disease at this level can be fatal.
Fort: 1d20 + 2 + 3 ⇒ (17) + 2 + 3 = 22


Knowledge Checks

Trajet starts climbing the ancient tree at an amazing speed... within seconds she is more than 30 feet up and branching out to the tall canopy that stretches over the river. The bear continues to eat berries, while Polgrin accepts the heroes' plea for peace and sheathes his spear.

The ancient tree's smile returns. "I am glad the fighting stopped. We are all brothers and sisters flying on one big rock amidst many rocks that all twirl around the life giving sun endlessly. Our diversity, when viewed from the emptiness of space are just tiny paint splotches of color that together make up the tapestry of life that clings so tenuously in the coldness of the void. We are all in this together. Fighting is like a cancer or virus that's meant to keep our numbers down sometimes, but some other times it's just darn stupid, like a snake with an extra head on its tail trying to fight the head that's in the right place... especially when one end wants to learn something from the other end. Which leads me to ask, why are you here?

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

Fortitude, DC12: 1d20 + 5 ⇒ (10) + 5 = 15

Stavarg relaxes, finally shedding off the mood of battle.

So, there really is a tree who can speak in these woods.

He smiles warmly while brushing off his clothes of anything that the rats left behind.

How good is your memory? We come seeking information about an Honaria Alcasti, who ventured in these woods long ago. We are interested in the nature of her mission here, the quality of her deeds, and the outcome.

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫
GM PDK wrote:
The ancient tree's smile returns. "I am glad the fighting stopped. We are all brothers and sisters flying on one big rock amidst many rocks that all twirl around the life giving sun endlessly. Our diversity, when viewed from the emptiness of space are just tiny paint splotches of color that together make up the tapestry of life that clings so tenuously in the coldness of the void. We are all in this together. Fighting is like a cancer or virus that's meant to keep our numbers down sometimes, but some other times it's just darn stupid, like a snake with an extra head on its tail trying to fight the head that's in the right place... especially when one end wants to learn something from the other end. Which leads me to ask, why are you here?

"Huh? I don't get the whole 'flying rocks' thing, though the two-head snake sounds pretty cool, doesn't Slywinder? But the reason I'm here is because I wanna be the very best like no one ever was. To catch eidolons is my real test, to train them is my cause. So I will travel across the land, searching far and wide to teach eidolons to understand the power that's inside."


Tiny Male Celestial Viper (augmented summon) 1 HD | hp 3/5 | AC 16 T 15 FF 13 | CMD 13 | F +3 R +5 W +1 (SR 5) | Spd 10', climb 20', swim 20' | Init +3 | Acro +3 (-1 jump), Climb +11, Perc +9 (darkvision, low-light, scent), SensM +1, Stlth +15, Swim +11 |

"ssSSLY." agrees the snake.


Knowledge Checks

"Ah yes! eidolons! gotta catch'em all I'd say" answers the tree to Jimmothy, with a wink. To Stavarg, he says, "I must think back. ... ...... ..yes... yes... She was a commander in the outlanders’ army some years ago, before they split into squabbling nations. She came to round up fugitives in the woods, but she always treated the Wildwood Lodge with respect. The fugitives... were outlanders who Honaria said were stealing from other outlanders. She said they used to be another part of the same army. The fugitives never gave us any problems, but the conflicts of outlanders are non of my concern."

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

Stavarg nods with interest, having obtain some useful details about the Alcasti ancestor.

Much thanks! Though their conflicts were not of your concern, are you aware of how they ended? Did Honaria prevail and carry on with other adventures or did she meet her demise here?


Knowledge Checks

To Stavarg, the ancient tree says, "Honaria broke the fugitives’ army and captured their leaders. We never heard from them again. Many of her fallen enemies were buried in a cave not far from here. Their bones are long gone, but a sword or two might remain. You may search through it if you’d like."

The cave is not far from the tree, but without the tree’s direction, you would have not noticed it as the entrance is covered in lush ivy that makes it look like you're staring at a cliff. A quick dig reveals several split helms and broken swords, each bearing the fox insignia of a unit in the ancient Taldan army.

CONCLUSION - QUEST 1
Although the tree had many fine things to say about Honaria, its testimony alone would not be enough to pass muster in the courts of Oppara. However, the broken equipment of her enemies adds weight to the story, particularly because the unit it belonged to was disbanded for treason.

The druids ashamedly lead you all back to your boat, and Trajet gives you her treeform cloak (Pathfinder RPG Ultimate Equipment 269) as a part of their apology (one of you may wear it until the end of the scenario - use discussion thread to roll randomly between all those who wish to wear it).

Once you return to Oppara, Muesello congratulates you on your success in the Verdurant Forest, gives you a new letter, and tells you that Remaio will meet you the next morning to assist you in your next quest.

BEGINNING QUEST 2
See new letter in Handouts link, above. Your characters may shop or attend to personal matters for the rest of the day if you wish.

The next morning you make your way to the second location on your list, an easy feat as the blue dome and fluted spires of the Basilica of the Last Man rise from the skyline of Oppara. The basilica rests atop a tall hill, whose rolling, grass-covered slopes are free of the usual bustle of city life. A carriage bearing the symbol of a pegasus on its doors stops at the foot of the hill.

A young man in fine clothing steps out of the carriage and gives a polite nod. "Honored to make your combined acquaintance, valued members of the Pathfinder Society. My name is Remaio. Thank you all for coming. We’re here to check on the bust I mentioned in my note and, if we can, convince Brother Valicus to let us move it to a safer location. The gods know I’ve tried, but he just won’t listen to reason."

Remaio steps down, and gives his driver a gold piece.

"I don't know why Brother Valicus is being stiff here. Let us all go in and see, shall we? Perhaps with you all present, he will come to his senses."

The basilica is not as busy as it was before the death of Aroden. Most of its halls are long empty and its side rooms are blanketed in dust.

Remaio explains that he has visited Valicus several times before and has no trouble leading them to the brother’s workshop. As you all enter the workshop, you find Valicus searching the place. When he notices you approaching, he explains that the bust has gone missing, along with several other relics. This admission infuriates Remaio, who begins shouting at Valicus, accusing him of losing the bust on purpose by deliberately providing it with inadequate protection.

What do you do?

Sovereign Court

Male Human Cleric 4 Init +0 Hp 35/35 AC 14 T10 FF13 Fort+6 Ref+1 Will+7 Per+3 Spd 20 Channel 7/7

Earlier, at the end of the fight with the gnome

Mallycorn speaks peacefully to the angered small druid

As a worshipper of Pharasma, I'm well aware of the cycles of life and death. Your request seems perfectly reasonable to me, and I'll be honored if you would agree to show me how to plant correctly a tree to ensure it will grow up. If you have a few seeds to share, it would even be better. You could have asked right at the start, you know. But sadness and anger at the death of loved ones are nothing but common. I understand and forgive. May we part, if not as friends, at least not as enemies?

Now

As Remaio and Valerus starts arguing, Mallycorn tries to bring some peace

May we please refrain from anger and blame? I am sure Brother Valerus was taking good care of these relics, and would be grateful if we managed to find them again. Now, Remaio, you fully know your ancestor deeds weren't common knowledge, hence your quest to restore her glory. Would it be so far fetch to believe, assuming the bust was stolen and not misplaced, that maybe the thieves were more interested by its monetary worth than its historical value? Let Brother Valerus speak about the circumstances of the bust disappearance, maybe that will give us some clues.

Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23

Silver Crusade

Claremguard | Male LG Medium Human Paladin 5 | Aura: courage (10 ft.; +4 to saves of allies v. fear)| Immunities: disease, fear | HP 47/47| AC 22, T 11, FF 21 | CMD 19| F +8 R +5 W +7; | Init +1 | Perc +0; Sense Motive +8 | Speed 20ft | Active Conditions: None.
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +7 (+9 vs. Horse, heavy (combat trained) while worn), Knowledge (nobility) +10, Knowledge (religion) +10, Ride +1

Diplomacy (Aid Another): 1d20 + 6 ⇒ (19) + 6 = 25

"My ally offers wise counsel." affirms Claremguard. "If there has been an unlawful theft from this holy institution, then I shall so it that the deed goes corrected."

Claremguard considers Valerus and the cathedral where the theft is asserted to have occurred.
Sense Motive: 1d20 + 4 ⇒ (12) + 4 = 16
Knowledge (religion): 1d1 + 6 ⇒ (1) + 6 = 7

Sovereign Court

neutral good vishkanya Oracle 1 (Sheet) | HP: 10/10 | AC: 21 (15 T, 18 F) | CMD: 15 | F: 2, R: 3, W: 1 | Init: 3 | Perc: -1 | Speed 20 |
Tracked Resources:
Solar Wind 5/6 | Reroll 0/1

"All that matters now is that we find it. Perhaps you can take us to where it was kept while you explain the disappearance."

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

As the others tend to more social matters, Cillian begins to investigate the area hoping to find some clue as to the truth of the matter.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

Stavarg likewise lets others do most of the talking and watches carefully for clues as they're taken to where the bust was supposed to be guarded.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13


Knowledge Checks

Remaio takes a deep breath and Valicus explains that he only left the relics untended for a few minutes. Several metal relics, including the bust, were gone when he got back.

Appraise DC 15:
the thieves left paintings and tools behind that appear much more valuable than the missing metal objects

Valicus pipes up at Mallycorn's remarks, "This literally just happened a minute ago! maybe the other staff saw something when I was gone though!"

At this point feel free to investigate; you may use one skill of your choice per post. Feel free to use creativity. You may re-post if you have already or keep the original roll you've already made (your choice). You may want to try using diplomacy to find a witness, use engineering or religion to know where to look for secret doors the thieves might have used or use Survival to look for tracks, for example. No taking ten since this is time sensitive and failure brings a risk.

Silver Crusade

Claremguard | Male LG Medium Human Paladin 5 | Aura: courage (10 ft.; +4 to saves of allies v. fear)| Immunities: disease, fear | HP 47/47| AC 22, T 11, FF 21 | CMD 19| F +8 R +5 W +7; | Init +1 | Perc +0; Sense Motive +8 | Speed 20ft | Active Conditions: None.
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +7 (+9 vs. Horse, heavy (combat trained) while worn), Knowledge (nobility) +10, Knowledge (religion) +10, Ride +1

Diplomacy modifier is higher than Knowledge (religion).

Claremguard begins asking around for a witness, "Fine citizen, may I have a moment of your time? It appears that an egregious theft has occurred and time may be of the essence if we are to recover the stolen item from the culprit."

Diplomacy: 1d20 + 6 ⇒ (6) + 6 = 12


Knowledge Checks

Some of the staff turn around, look at Claremguard, and shrug, returning to their floor sweeping and dusting duties. Cillian finds what appears to be tracks of bare, furred feet through the dust, but would need someone with tracking skills to follow them!

Round 1 [Bold may go]
Stavarg FAIL
Jimmothy
Cillian SUCCESS
Jain
Claremguard FAIL
Mallycorn

Init:
Jimmothy Init: 1d20 + 2 ⇒ (7) + 2 = 9
Cillian Init: 1d20 + 1 ⇒ (8) + 1 = 9
Jain Init: 1d20 + 3 ⇒ (4) + 3 = 7
Stavarg Init: 1d20 + 5 ⇒ (15) + 5 = 20
Mallycorn Init: 1d20 + 0 ⇒ (2) + 0 = 2
Claremguard Init: 1d20 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

Stavarg, utilizing his dwarven heritage (that he doesn't really openly claim), looks for hints of specific tracks in the stone floor.

Stone always tells a story... or the way dust collects in the contours of floor tiles.

Perception (stonework): 1d20 + 7 ⇒ (7) + 7 = 14

Sovereign Court

Male Human Cleric 4 Init +0 Hp 35/35 AC 14 T10 FF13 Fort+6 Ref+1 Will+7 Per+3 Spd 20 Channel 7/7

Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

Mallycorn politely asks people around if they have seen or heard anything recently inside the Basilica


Knowledge Checks

Stavarg can't find more tracks in the area he's currently located; Mallycorn is similarly unsuccessful at canvassing the shy staff.

Round 1 [Bold may go]
Stavarg FAIL
Jimmothy
Cillian SUCCESS
Jain
Claremguard FAIL
Mallycorn FAIL

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫
Mallycorn Tavee wrote:

Earlier, at the end of the fight with the gnome

Mallycorn speaks peacefully to the angered small druid

As a worshipper of Pharasma, I'm well aware of the cycles of life and death. Your request seems perfectly reasonable to me, and I'll be honored if you would agree to show me how to plant correctly a tree to ensure it will grow up. If you have a few seeds to share, it would even be better. You could have asked right at the start, you know. But sadness and anger at the death of loved ones are nothing but common. I understand and forgive. May we part, if not as friends, at least not as enemies?

"Yeah and if you're ever in my neck of the woods, feel free to bring out your swarm of rattata for a battle, okay?"

Here and now.

GM PDK wrote:
Some of the staff turn around, look at Claremguard, and shrug, returning to their floor sweeping and dusting duties. Cillian finds what appears to be tracks of bare, furred feet through the dust, but would need someone with tracking skills to follow them!

Jimmothy winds up and tosses out a small ball of energy onto the ground before him. "I choose you, Woof!"


Small Female Celestial Dog (augmented summon) 1 HD | hp 8 | AC 13 {17} T 12 {16} FF 12 {16} | CMD 13 (17 v trip) | F +6 R +3 W +1 (SR 4) | Spd 40' | Init +1 | Acro +1 (+9 jump), Perc +8 (darkvision, low-light, scent), SensM +1, Surv +1 (+5 track) | mage armor

A small, excited, celestial (corgi-like) canine pops into existence.

"Woof! Woof!" barks the dog.

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫

Kneeling to better talk to the dog, Jimmothy says "I need you to follow these tracks girl."


Small Female Celestial Dog (augmented summon) 1 HD | hp 8 | AC 13 {17} T 12 {16} FF 12 {16} | CMD 13 (17 v trip) | F +6 R +3 W +1 (SR 4) | Spd 40' | Init +1 | Acro +1 (+9 jump), Perc +8 (darkvision, low-light, scent), SensM +1, Surv +1 (+5 track) | mage armor

"Woof?" barks Woof looking at Jimmothy with her huge dark eyes, and tilting her head so that one of her ears flops over adorably.

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫

"Like this." Jimmothy says sniffing at the ground, with Woof following behind, until he bumps into a servant's foot, and stops short. "Sorry. Say you wouldn't happen to know what happened to the statue we're looking for, would you? It would be a lot of help if you did."

diplomacy (with humans): 1d20 + 9 ⇒ (13) + 9 = 22

Sovereign Court

neutral good vishkanya Oracle 1 (Sheet) | HP: 10/10 | AC: 21 (15 T, 18 F) | CMD: 15 | F: 2, R: 3, W: 1 | Init: 3 | Perc: -1 | Speed 20 |
Tracked Resources:
Solar Wind 5/6 | Reroll 0/1

Appraise: 1d20 + 2 ⇒ (4) + 2 = 6

Jain waited to see if Jimmothy could get some answers.


Knowledge Checks

Jimmothy strikes a conversation with one of the staff while Jain observes him. The young staff member says, "Huh... I was supposed to be polishing the basilica’s pews, y'know... but... tired y'know... had to take a nap in one of the pews for a little bit... just before I dozed off I... I think I saw a hunched, halfling-sized person running through the halls... he went over there..." The young staff member points in a certain direction.

@Jain: time sensitive so you spent your 6 seconds observing Jimmothy

Round 2 [Bold may go]
Stavarg
Jimmothy
Cillian
Jain
Claremguard
Mallycorn

Total round spent: 1
Total successes: 2

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

Not having success looking for tracks on the stone floor, and see the response to Jimmothy's question, Stavarg begins moving in the pointed direction.

That's as good a lead as any. They cannot have gone too far...

He looks for any signs of rushed passage.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Sovereign Court

neutral good vishkanya Oracle 1 (Sheet) | HP: 10/10 | AC: 21 (15 T, 18 F) | CMD: 15 | F: 2, R: 3, W: 1 | Init: 3 | Perc: -1 | Speed 20 |
Tracked Resources:
Solar Wind 5/6 | Reroll 0/1

Without any concrete witnesses or following tracks, Jain will try to remember about any secret doors or hidden alcoves in such a temple.

Kn. Religion: 1d20 + 6 ⇒ (14) + 6 = 20

Sovereign Court

Male Human Cleric 4 Init +0 Hp 35/35 AC 14 T10 FF13 Fort+6 Ref+1 Will+7 Per+3 Spd 20 Channel 7/7

Don't think we've tried that one

Appraise: 1d20 + 1 ⇒ (15) + 1 = 16

I don't know the exact worth of what was stolen, but those articles are worth quite some money. Tools, paintings would have been even easier to carry, I guess, so it's strange they weren't taken away


Knowledge Checks

Stavarg can't find anything better than confirming the set of tracks Cillian found, but doesn't really have the training to follow them. To him they go in all kinds of direction. Jain recalls Arodenite lore which suggests that old tunnels and sub-basements riddle this basilica. She finds an entrance to those tunnels near Valicus’s workshop!! Mallycorn has a theory about the theft and shares with the group while they all line up to descend into the tunnels.

The tunnels are dark. What is the illumination situation for the party?

Round 2 [Bold may go]
Stavarg FAIL
Jain SUCCESS
Mallycorn FAIL
Jimmothy
Cillian
Claremguard

Total rounds spent: 1
Total successes: 3

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

The elf tries to decipher the tracks.

Survival: 1d20 + 4 ⇒ (13) + 4 = 17

Silver Crusade

Claremguard | Male LG Medium Human Paladin 5 | Aura: courage (10 ft.; +4 to saves of allies v. fear)| Immunities: disease, fear | HP 47/47| AC 22, T 11, FF 21 | CMD 19| F +8 R +5 W +7; | Init +1 | Perc +0; Sense Motive +8 | Speed 20ft | Active Conditions: None.
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +7 (+9 vs. Horse, heavy (combat trained) while worn), Knowledge (nobility) +10, Knowledge (religion) +10, Ride +1

Claremguard attempts to find the trail of the thief, trying to sense the presence of evil as he goes.
[ooc]Detect evil[ooc]
Survival, untrained: 1d20 + 0 ⇒ (17) + 0 = 17

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫
GM PDK wrote:
Stavarg can't find anything better than confirming the set of tracks Cillian found, but doesn't really have the training to follow them. To him they go in all kinds of direction. Jain recalls Arodenite lore which suggests that old tunnels and sub-basements riddle this basilica. She finds an entrance to those tunnels near Valicus’s workshop!! Mallycorn has a theory about the theft and shares with the group while they all line up to descend into the tunnels.

"Come on, Woof!" Jimmothy touches the badge on the brow of his trainer's harness for light.

I.e. he casts light on it.

He starts crawling (clambering? climbing? sliding? walking?) through.


Small Female Celestial Dog (augmented summon) 1 HD | hp 8 | AC 13 {17} T 12 {16} FF 12 {16} | CMD 13 (17 v trip) | F +6 R +3 W +1 (SR 4) | Spd 40' | Init +1 | Acro +1 (+9 jump), Perc +8 (darkvision, low-light, scent), SensM +1, Surv +1 (+5 track) | mage armor

"Woof!"


Knowledge Checks

Jimmothy casts light, and heroes descend into the Arodenite catacombs, Cillian and Claremguard hot on the tracks of the perpetrators.

Round 2
Stavarg FAIL
Jain SUCCESS
Mallycorn FAIL
Jimmothy Casts Light
Cillian SUCCESS
Claremguard SUCCESS

Total rounds spent: 2
Total successes: 5

The stairs end in a damp room with several deteriorating doors, each decorated with the winged eye of Aroden. A once-imposing set of double doors stands slightly ajar across from the stairs. Another staircase on the western wall once led deeper below the city, but its ceiling has collapsed, blocking further passage. Claremguard and Cillian see that the tracks continue towards the east door. Map updated


Knowledge Checks

Perception 20:
The chittering echoes of conversation stop as the heroes reach the base of the stairs.

Stealth DC 18:
Those who beat this Stealth DC can open the east door and act in the surprise round right now! (i.e. those PCs can take a move or standard action)

Liberty's Edge

Male NG aerokineticist 2 | HP 23/23, 0NL | AC 15, t13, ff12 | CMB +1, CMD 14 | F+7 R+6 W+1 | Init +5 | Perc +6, SM +1 | Speed 20ft | Burn 0/7 | Active conditions: none

Perc, DC20: 1d20 + 5 ⇒ (4) + 5 = 9

Stavarg spots the slightly open double doors, but looks to Claremguard and Cillian before proceeding further.

Did you hear something down here? Perhaps a hiding thief? he whispers.

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

Cillian cocks his head a moment.He looks back and holds a finger to his lips signaling for quiet.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Stealth: 1d20 + 5 ⇒ (19) + 5 = 24

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫

perception: 1d20 ⇒ 4

"Why are being all quiet?"


Small Female Celestial Dog (augmented summon) 1 HD | hp 8 | AC 13 {17} T 12 {16} FF 12 {16} | CMD 13 (17 v trip) | F +6 R +3 W +1 (SR 4) | Spd 40' | Init +1 | Acro +1 (+9 jump), Perc +8 (darkvision, low-light, scent), SensM +1, Surv +1 (+5 track) | mage armor

"Woof."

Sovereign Court

Male Human Cleric 4 Init +0 Hp 35/35 AC 14 T10 FF13 Fort+6 Ref+1 Will+7 Per+3 Spd 20 Channel 7/7

Perception: 1d20 + 3 ⇒ (3) + 3 = 6

Malycorn doesn't hear anything unusual, and strains to find his way in the dimly lighted places


Knowledge Checks

Init:

Jimmothy Init: 1d20 + 2 ⇒ (5) + 2 = 7
Cillian Init: 1d20 + 1 ⇒ (6) + 1 = 7
Jain Init: 1d20 + 3 ⇒ (16) + 3 = 19
Stavarg Init: 1d20 + 5 ⇒ (17) + 5 = 22
Mallycorn Init: 1d20 + 0 ⇒ (1) + 0 = 1
Claremguard Init: 1d20 + 1 ⇒ (2) + 1 = 3
Bad Guy Init: 1d20 + 7 ⇒ (20) + 7 = 27
Bad Guys Init: 1d20 + 2 ⇒ (4) + 2 = 6

Surprise
Cillian

Perc:

Jimmothy Perc.: 1d20 + 0 ⇒ (2) + 0 = 2
Cillian Perc.: 1d20 + 9 ⇒ (15) + 9 = 24
Jain Perc.: 1d20 - 1 ⇒ (6) - 1 = 5
Stavarg Perc.: 1d20 + 5 ⇒ (1) + 5 = 6
Mallycorn Perc.: 1d20 + 2 ⇒ (17) + 2 = 19
Claremguard Perc.: 1d20 + 1 ⇒ (12) + 1 = 13

Round 1
Party is up
Bad guys

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

So, just a single action in the surprise round. Question #1: Would my surprise round action be moving to a door, opening a door, or does opening the door trigger the surprise round? Question #2: Who or what do we see? I can't decide what to do without seeing/knowing what we are up against.


Knowledge Checks

Moving is a move action (surprise round, if you want); and opening the door is another move action (in round 1). This leaves you with a standard action, which you will settle on if/when you open that door. Until then, it's all guesswork.

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |

The investigator moves to the northern wall, leans against it. "Less chance of being overrun if there's a bunch of bad guys. We can bottleneck them right here." With that, the elf throws the door open.

Readied Action {Obvious Bad Guy in range (reach)}: 1d20 - 2 ⇒ (17) - 2 = 15
Damage: 1d10 + 3 ⇒ (2) + 3 = 5

Silver Crusade

Claremguard | Male LG Medium Human Paladin 5 | Aura: courage (10 ft.; +4 to saves of allies v. fear)| Immunities: disease, fear | HP 47/47| AC 22, T 11, FF 21 | CMD 19| F +8 R +5 W +7; | Init +1 | Perc +0; Sense Motive +8 | Speed 20ft | Active Conditions: None.
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +11, Handle Animal +7 (+9 vs. Horse, heavy (combat trained) while worn), Knowledge (nobility) +10, Knowledge (religion) +10, Ride +1

Claremguard nods and draws forth his blade.

Readied action, once an opponent appears at the doorway, Claremguard will to block entry.

Grand Lodge

Male Human Unchained Summoner 2 | hp 18 | AC 15 T 12 FF 13 | CMD 12 | F +2 R +2 W +3 | Spd 30' | Init +2 | KnNat +3, KnPla +3, Perc +0, SensM +0 | Spells 1st-3/3 | summon I 7/7 | | ♪♫ Theme ♪♫
Cillian Subtiliter wrote:
The investigator moves to the northern wall, leans against it. "Less chance of being overrun if there's a bunch of bad guys. We can bottleneck them right here." With that, the elf throws the door open.

"Um, but Cillian isn't it that door over there?" Jimmothy points to the doors to the east.

Free action. ;)


Small Female Celestial Dog (augmented summon) 1 HD | hp 8 | AC 13 {17} T 12 {16} FF 12 {16} | CMD 13 (17 v trip) | F +6 R +3 W +1 (SR 4) | Spd 40' | Init +1 | Acro +1 (+9 jump), Perc +8 (darkvision, low-light, scent), SensM +1, Surv +1 (+5 track) | mage armor

"Woooof." Woof--looking dispirited--lies down, and covers her eyes with her front paws.


Knowledge Checks

@Claremguard: You can only ready a standard action so I've assumed you meant 'move to the first doorway that gets opened'

A trio of ratfolk resume their snickering as you bunch up around the north door. Hiding in the dim light, two of them throw the double doors opened wide, while another shoots a crossbow at Jimmothy.

Stealth vs. Jimmothy Perc. 2: 1d20 + 12 ⇒ (2) + 12 = 14
light crossbow vs. Jimm FF AC: 1d20 + 5 ⇒ (7) + 5 = 12
piercing dmg, sneak attack: 2d6 ⇒ (5, 6) = 11

Jimmothy falls unconscious to the ground, dying... a well-placed small crossbow bolt sticking right from between two ribs in the general area of his young heart... Claremguard takes position right in front of the assailants!

Enemies were all acting during Surprise round; with one readying an action after the doors were swung open; it's ready action went before Claremguard as they all acted in Surprise round while Claremguard did not; Cillian wasted his readied action as no one is in reach

Round 1 [bold may go]
Ratfolks
Jimmothy [-11, dying, unconscious]
Cillian
Claremguard
Jain
Stavarg
Mallycorn

The Exchange

Elf ~ Investigator 2 AC 15, touch 11, ff 14 | HP: 15 | Fort +0, Ref +4, Will +5; +2 vs. enchantments | Perception +10 |
What he did wrote:
The investigator moves to the northern wall... the elf throws the door open.

It looks like there is a door on each wall (North, East, South and West). I opened the NORTH door. If I have this wrong, my apologies. A single door seemed safer than a double door.

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