GM Valen's PFS 1e 7-10 The Consortium Compact (April 2021) (Inactive)

Game Master Lysle

Slides & Maps


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The Exchange

Female NG Half-Orc Bloodrager(Metamagic Rager) 6 |Buffs: Shield, Heightened Awareness
Resources:
Re-roll 1/1,Rage 21/21,Scabbard of Vigor 1/1, Knight Pennon 1/1, Rune stone 1st level 2/2|Spells 1st: 2/2
HP 61/61 |AC 23 T 12 FF 21|Uncanny Dodge|CMB+10 CMD 22|F +10 R +7 W +4|INIT +13|PER +15 Darkvision 60', SM+1|Speed 30'|

Rogarch nods.

"I will hold on to the potion for now. It could come in handy."

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Sorry, work killing me this week.

linguistics: 1d20 + 5 ⇒ (11) + 5 = 16 just succeeded
Oh well this is him complaining mostly. I think he is upset that Jimmy-Joe-Jonson, Sara-Sue-Smythe, and Harry-Hank-Hensen have started making a whole lot of this stuff and selling it before he made it 'better' at bad stuff. Maybe we also need to go stop them?

We can take all his stuff. Anything that anyone doesn't want to carry, I will put in SLG's saddle bags.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Biggerbird's check just turned your standard success into an impressive success!

PCs have time to make any purchases in town, if they so wish.

Around noon on Fireday, Captain Zendrani calls a meeting on the deck of the Sixwing Drake. “An urchin boy delivered this note just a few minutes ago. I tried to keep him here so we could talk to him, but he slipped away without a word and ran off into the city. I haven’t looked at the note—but it seems to be from Delroya.” The captain hands over the note.

Copy of note is now on Slides.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

We have to go the that warehouse NOW! We can't let those drugs get out.

BiggerBird doesn't have any real plan or anything. If you want to delay to make plans or purchases, it will be quite easy to talk him into waiting a bit.

The Exchange

Female NG Half-Orc Bloodrager(Metamagic Rager) 6 |Buffs: Shield, Heightened Awareness
Resources:
Re-roll 1/1,Rage 21/21,Scabbard of Vigor 1/1, Knight Pennon 1/1, Rune stone 1st level 2/2|Spells 1st: 2/2
HP 61/61 |AC 23 T 12 FF 21|Uncanny Dodge|CMB+10 CMD 22|F +10 R +7 W +4|INIT +13|PER +15 Darkvision 60', SM+1|Speed 30'|

Rogarch seems dubious about the note and then she shrugs.

"It might be a trap but then again that is what this bad boy is for." (Pointing to her hammer)

"Ok to the warehouse then."

I think that the purchases could have been made prior to noon BiggerBird so we are good to go. Of course if I am wrong the GM will correct me. :)

Silver Crusade

HP 24 (-0) | Mods: None | NG Male Ifrit (Native Outsider) 3 | AC/Tch/FF 18/13/15 (-1 Shooting Crossbow, Boon v. Crit?) | CMD: 15 | F/R/W +4/+5/+3 (Mods in Profile) | Speed 30ft | Level 1 Spells 4/4, Summon Monster 7/7 | 2 Star Reroll 1/1 | Perc: -1 (Darkvision), SM: -1 | Init: +3

Micah nods, ”Yes, must stop them.”

He will summon Ponya just before arrival to the warehouse.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Rogarch wrote:
I think that the purchases could have been made prior to noon BiggerBird so we are good to go. Of course if I am wrong the GM will correct me. :)

Correct.

A large warehouse looms into view at the end of Gull Street. Its main level sits at the edge of the street above a ten-foot drop to the harbor’s waters below. A door in the western wall of the warehouse opens, and a woman clad in simple leather armor steps out. Her features display a blend of Taldan and Mwangi heritages, and her crisp accent is difficult to place.

Picture of Magali Delroya is now on Slides.

“I am Magali Delroya. You must come quickly, Pathfinders. We do not wish to be seen.” Delroya moves briskly, waving off protests or interruptions, and speaks with the rhythm of her steps. “Questions later. Much is at stake. First you must listen.” Her outward display of authority does not entirely mask her fear.

The small room through the warehouse’s western door features a round table and several chairs. “This room is for the guards. They are all too busy dealing with our disruptions, so no one is here for now. That door leads to the docks below,” she says, indicating a door in the southern wall. “Come this way. I will show you the warehouse.” She opens a door in the northern wall, revealing a cavernous storage room. Haphazard stacks of barrels and crates almost reach the ceiling twenty feet above.

Two large skylights in the ceiling provide ample light during the day, and a dozen unlit lanterns are spaced around the room. To the east, a wide opening in the southern wall looks out over the loading bay ten feet below. A freight elevator platform rigged to a complex set of pulleys and ropes and a staircase both lead down to the loading bay.

Map of warehouse now on Slides.

“As you can see, the Aspis Consortium maintains a sizable operation out of this warehouse, which they rent from the Kortos Consortium’s Locosta family in exchange for alchemical goods. After tonight, I hope that the relationship between Aspis and Kortos will be irreparably damaged,” explains Delroya. “We may have delayed the shipment, but my sources tell me that both the Kortos and Aspis consortia are likely to investigate the warehouse later tonight. I had hoped for more time, but I will not able to move the goods until after midnight. I need your help in holding off the agents until everything is in order.”

”They are not likely to work together, so you should prepare for multiple groups of agents. While I have no qualms about fighting the Aspis agents, if possible we should avoid further antagonizing the Kortos Consortium. “ she urges. ”Their agents may be willing to look the other way.”

“Because the agents are on high alert, you should stay at the warehouse until they arrive. We wouldn’t want anyone spotted or attacked out in the city before we’re ready. That gives you several hours to prepare,” estimates Delroya. ”Most of the items in the warehouse are simple trade goods designed to make this outfit look legitimate. You may want to take some time to look around, though—you never know what the Aspis Consortium might have stowed away here.”

“I can stay here briefly, if you have questions or need assistance.”

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Why move the shipment? Wouldn't it be easier to just destroy the drugs here?

Grand Lodge

Sorceror 1 - HP 8/8, AC 13/T: 13/FF: 10 - Perception +5 - F: +2/ R: +3/ W: +2 - CMB: -2 CMD: 11, Speed: 30, Init. +7

"So, the plan is we stay here and keep them away until you return? How do you plan to move the goods?"

Grand Lodge

Sorceror 1 - HP 8/8, AC 13/T: 13/FF: 10 - Perception +5 - F: +2/ R: +3/ W: +2 - CMB: -2 CMD: 11, Speed: 30, Init. +7

Fyl will definitely search the warehouse to see what inventory we can work with... like a holocaust cloak.

Silver Crusade

HP 24 (-0) | Mods: None | NG Male Ifrit (Native Outsider) 3 | AC/Tch/FF 18/13/15 (-1 Shooting Crossbow, Boon v. Crit?) | CMD: 15 | F/R/W +4/+5/+3 (Mods in Profile) | Speed 30ft | Level 1 Spells 4/4, Summon Monster 7/7 | 2 Star Reroll 1/1 | Perc: -1 (Darkvision), SM: -1 | Init: +3

Micah nods, "Easy. If Aspis, we pretend to be Kortos and run them off. If Kortos, we pretend to be Aspis and run them off. If they already not want to work with each other, plan writes itself. Of course, if we bad liars then backup plan of beat down works too."

He tells Ponya to hide in the main warehouse and takes a spot in the guard quarters, ready to do some intimidating or most likely, fighting.

"You all look for useful things, I stand watch for first group."

I'm cool with whatever plan we come up with or what Micah suggested. He tends to present his suggested plans as though they are already decided upon, it's just his way.

The Exchange

Female NG Half-Orc Bloodrager(Metamagic Rager) 6 |Buffs: Shield, Heightened Awareness
Resources:
Re-roll 1/1,Rage 21/21,Scabbard of Vigor 1/1, Knight Pennon 1/1, Rune stone 1st level 2/2|Spells 1st: 2/2
HP 61/61 |AC 23 T 12 FF 21|Uncanny Dodge|CMB+10 CMD 22|F +10 R +7 W +4|INIT +13|PER +15 Darkvision 60', SM+1|Speed 30'|

Rogarch nods.

"I agree with the plan of searching the warehouse. We might be able to booby trap the place before the Aspis arrive."


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
BiggerBird wrote:
Why move the shipment? Wouldn't it be easier to just destroy the drugs here?

“The warehouse and many of the goods inside it belong to the Kortos Consortium, not the Aspis Consortium. We do not want to make them our enemies, if possible. As for the drugs, they are mixed in with a large number of goods that belong to the Kortos Consortium," notes Delroya. "It would take days to sort through all these crates— something I intend to do later, once they’re moved to a secure location. But there’s no time now. As for destroying the shipment, that’s out of the question. The drug is far too unpredictable. There’s no telling what effect it might have if we burn it or dump it in the harbor. No, we must deal with it later, in a way that puts no one in harm’s way."

Fyl Imal wrote:
"So, the plan is we stay here and keep them away until you return? How do you plan to move the goods?"

“Correct. Once I’ve moved the shipment to a safe location, I will have time to sort everything out. The drugs will be disposed of safely, and I will return the Kortos Consortium’s goods along with evidence of the Aspis Consortium’s wrongdoings," she explains. "That should sufficiently damage their relationship and the reputation of the Aspis Consortium in Diobel. Some of the other goods belong to the Aspis Consortium, and I’ll make sure the Pathfinder Society gets its fair share as payment for your help.”

Any other questions?

Dark Archive

Halfling
Stats:
HP: 14/14, AC 13/13/11, F+2, R+2, W+5 +2 vs fear, init +8, Perception +6, speed 25 feet
Witch 1/ Dual curse oracle 1

"Were will you get the hands to move such an amount so quickly?"

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Do I think she is telling the truth. Especially about destroying the drug?
sense motive: 1d20 + 2 ⇒ (4) + 2 = 6 {sigh} Yes, I believe anything she says.

BB and SLG begin looking for anything interesting or useful. Starting with the area near the western doubles doors. (SLG is really just looking for anything that smells wierd or seems edible.) Also looking to find empty or at least light crates to move around. Traveler's Anytool for pry bar, chisel, pliers, or hammer to help open crates quickly.
perception BB: 1d20 + 8 ⇒ (19) + 8 = 27
perception SNLG with scent: 1d20 + 5 ⇒ (16) + 5 = 21

Ok, time for actual tactical planning. First some questions for the GM.
1) How high is the ceiling and is there a second floor or attic?
2) I assume those lighter squares are the light from skylights. So is there a way for someone to get onto the roof to be our lookout?
3) The ladder and stairs on the map make me think the piers and the southern section of the warehouse are a level lower than the rest of the warehouse, correct?

Ok, so here's what I'm thinking. If we pile empty/light crates where I drew the magenta boxes, that should make anyone coming from the land side head for the western double doors and slow down anyone coming from the sea side.
I intend to build a little cave in the crates where I drew the green boxes. So no one coming in the doors can see BB or SLG. When the combat seems imminent (or someone gives me a signal), BB will drink his potion of Enlarge Person for the Kortos encounter and activate SLG's Dire Collar for the Aspis encounter (if we can tell which is which). That will either give a combat advantage or scare the $%#%@ out of anyone we are trying to intimidate.
As I understand it, we are not supposed to kill the Kortos underlings, just make them think the deal is broken. However, I definitely think all of the Aspis goons should croak.
Thoughts, suggestions, alternate plans or concerns?

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Crickets chirping...

The Exchange

Female NG Half-Orc Bloodrager(Metamagic Rager) 6 |Buffs: Shield, Heightened Awareness
Resources:
Re-roll 1/1,Rage 21/21,Scabbard of Vigor 1/1, Knight Pennon 1/1, Rune stone 1st level 2/2|Spells 1st: 2/2
HP 61/61 |AC 23 T 12 FF 21|Uncanny Dodge|CMB+10 CMD 22|F +10 R +7 W +4|INIT +13|PER +15 Darkvision 60', SM+1|Speed 30'|

Rogarch helps with the search for any items that might be of use.

"We should get on this right away. Who knows what we may find?"

Agreed. We are near the end. Let do this. :)


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Alice the Whimsical wrote:
"Were will you get the hands to move such an amount so quickly?"

"Let's just say, that I am a resourceful woman." Delroya remarks with a smile. "I estimate that you have about six hours before company arrives. You can use the time to barricade entrances, move crates, look through goods for useful equipment, craft disguises, find hiding places, or make any other preparations you see fit."

“There are a pair of secret doors that I’ve located.” she says, pointing towards a couple of piles of crates—one on the upper floor and another on the lower. “The Aspis are a sneaky lot. There may well be more of them.”
Locations of secret doors marked with green “S” on Map.

Walking over towards a crate, she lifts off its lid revealing six vials inside. “I found these. Six potions of cure light wounds. I found them during my quick search of the warehouse, when I found the secret doors. There may be more goodies like these lying around too.”
“Now, I’d best be going and leave you all to it. Good luck, Pathfinders” says Delroya. Retrieving a folded document from her pack, she hands it over to you before departing.

A copy of the contents of the document is now on Slides.

BiggerBird wrote:
Do I think she is telling the truth. Especially about destroying the drug?

As far as BiggerBird knows, yes.

BiggerBird wrote:


1) How high is the ceiling and is there a second floor or attic?
2) I assume those lighter squares are the light from skylights. So is there a way for someone to get onto the roof to be our lookout?
3) The ladder and stairs on the map make me think the piers and the southern section of the warehouse are a level lower than the rest of the warehouse, correct?[/ooc]

1) Ceiling is 20 feet high. The warehouse is two stories. The PCs are currently on the second floor. Above your present location is the ceiling.

2) The lighter squares are the skylights. You could try to get to the roof either through a skylight or from climbing an exterior wall. If you have an alternative method to propose, I will consider it.

3) Correct. There is a rectangular loading platform designed to run between the two levels. However, the pulley system is broken, and the platform cannot be raised or lowered.

The normal-size doors to the warehouse are all good wooden doors (hardness 5, 15 hp, break DC 16), and the large loading doors are strong wooden doors (hardness 5, 20 hp, Break DC 23).

All of the doors can be locked, but Delroya does not have the keys—she picked the locks.

BiggerBird wrote:
BB and SLG begin looking for anything interesting or useful. Starting with the area near the western doubles doors. (SLG is really just looking for anything that smells wierd or seems edible.) Also looking to find empty or at least light crates to move around.

The strongest odor leads to you to a hungry fighting dog that growls at you from within a locked cage. On a nearby crate, a key rests in plain sight.

PC who spends 3 hours interacting with the dog and succeeds at a Handle Animal check may befriend the animal.

You all have about 6 hours to make preparations. You can use that time to barricade entrances, move crates, look through goods for useful equipment, craft disguises, find hiding places, or make any other preparations you see fit.

Some specific checks for searching/altering the warehouse are:

• Disable Device (DC 20) check to relock a particular door or set of doors (1/3 hour per attempt);

• Handle Animal (DC varies depending on actions) check to try and befriend dog (3 hour per attempt).

• Knowledge (engineering) (DC 15) check or relevant Craft check to repair loading platform between floors (1 hour per attempt).

• Perception (DC 20) check to search for another potential secret entrance (1/2 hour per attempt).

• Perception (DC 20) check to search remaining area of crates for potentially useful items. (1/2 hour per attempt;.

• Strength check (DC 18) to knock over a stack of crates as a full-round action and create an area of difficult terrain in those squares. PCs may use the aid another action to assist each other on this Strength check.

• Strength check (DC 20) to move a 5-foot square of stacked crates by hand a total of 5 feet; if a group of PCs works together, they can move the same amount a total of 10 feet (1/6 hour per attempt).

Each PC may post 6 hours worth of actions.

Silver Crusade

HP 24 (-0) | Mods: None | NG Male Ifrit (Native Outsider) 3 | AC/Tch/FF 18/13/15 (-1 Shooting Crossbow, Boon v. Crit?) | CMD: 15 | F/R/W +4/+5/+3 (Mods in Profile) | Speed 30ft | Level 1 Spells 4/4, Summon Monster 7/7 | 2 Star Reroll 1/1 | Perc: -1 (Darkvision), SM: -1 | Init: +3

Micah thinks for a second and then quickly asks Delroya for a tip or two on how to 'look' like an Aspis agent. Once she leaves he updates his plan, "This plan better. I pretend to be Aspis all the time. If Apsis come I say we already got this, send them away. If Kortos come I say same thing. Should work. If not, we fight."

He summons Ponya to help with muscling things or searching the warehouse and then starts on his disguise.

Disguise as Aspis Agent Minor Details Only: 1d20 + 4 + 5 ⇒ (18) + 4 + 5 = 27 taking Times 10 Minutes: 1d3 ⇒ 1 (10 minutes)

And then tries to befriend the pup. After all, he has a loyal companion, how hard could making a dumb dog into another one be?

Handle Animal: 1d20 + 4 ⇒ (10) + 4 = 14 (3 hours)

And once that fails (probably) he easily fixes the loading dock and then helps anyone who needs to move stuff around.

Craft: Anything: 1d20 ⇒ 17 (1 hour)
Str to Aid: 1d20 ⇒ 9 (10 minutes)
Str to Aid: 1d20 ⇒ 2 (10 minutes)
Str to Aid: 1d20 ⇒ 13 (10 minutes)
Str to Aid: 1d20 ⇒ 17 (10 minutes)
Str to Aid: 1d20 ⇒ 19 (10 minutes)

He checks in with everyone at this point (5 hrs in) to see if anything specific still needs done.


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None

Yoon claps her hands.

"Hey the lady will not be disappointed in us! Of course we do something here!"

*

• Perception (DC 20) check to search for another potential secret entrance (1/2 hour per attempt): 1d20 + 5 ⇒ (17) + 5 = 22 SUCCESS, 1/2 hour gone.

• Perception (DC 20) check to search remaining area of crates for potentially useful items. (1/2 hour per attempt): 1d20 + 5 ⇒ (11) + 5 = 16 FAILURE, 1 hour gone.

• Perception (DC 20) check to search remaining area of crates for potentially useful items. (1/2 hour per attempt): 1d20 + 5 ⇒ (16) + 5 = 21 SUCCESS, 1 + 1/2 hour gone.

*


HP 19 (-0) | Mods: Combat Reflexes w/ Reach | N Male Elemental Eidolon (Outsider) 3 | AC/Tch/FF 17/13/14 | CMD 16 | F/R/W +4/+5/+1 (Evasion; Immunity Fire, Paralysis & Sleep) | Speed 40ft | Perc: +4 (Darkvision), SM: +4 | Init +2

Ponya searches through crates for the first bit then switches to searching for secret entrances. He also saves the last hour for emergency actions.

Perception For Things: 1d20 + 4 ⇒ (16) + 4 = 20 (30 minutes)
Perception For Things: 1d20 + 4 ⇒ (6) + 4 = 10 (30 minutes)
Perception For Things: 1d20 + 4 ⇒ (17) + 4 = 21 (30 minutes)
Perception For Things: 1d20 + 4 ⇒ (18) + 4 = 22 (30 minutes)
Perception For Things: 1d20 + 4 ⇒ (4) + 4 = 8 (30 minutes)

Perception For Secret Doors: 1d20 + 4 ⇒ (12) + 4 = 16 (30 minutes)
Perception For Secret Doors: 1d20 + 4 ⇒ (7) + 4 = 11 (30 minutes)
Perception For Secret Doors: 1d20 + 4 ⇒ (7) + 4 = 11 (30 minutes)
Perception For Secret Doors: 1d20 + 4 ⇒ (9) + 4 = 13 (30 minutes)
Perception For Secret Doors: 1d20 + 4 ⇒ (18) + 4 = 22 (30 minutes)


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Micah Elum wrote:
And once that fails

It does.

The dog continues to growl and barks at the Pathfinders, though it remains confined in the cage.

The freight elevator is repaired.

Within an hour and a half Yoon confirms that there are no more secret entrances to find. She also discovers carpentry supplies and masterwork artisan’s tools among a stack of crates.

Over the course of five hours, Ponya uncovers a wand of cure light wounds that has five charges remaining, an oil of arcane lock, and a portable, greenblood oil poisoned dart trap that can be set to trigger when someone touches a particular object (DC 15 Craft [traps] to set). Having conducted a thorough search (applying the search for "Secret Doors" checks as search for "Things" checks), Ponya confirms that there is nothing else of value to be found in the warehouse.

All Items Found
Carpentry supplies and masterwork artisan’s tools
Dart trap (requires Craft [traps] to set up)
Dog (requires Handle Animal check and 3 hours to befriend)
Loading Platform (now operable)
Oil of arcane lock
Wand of cure light wounds (5 charges)

Some specific checks for rearranging/altering the warehouse are:

• Disable Device (DC 20) check to relock a particular door or set of doors (1/3 hour per attempt);

• Handle Animal (DC varies depending on actions) check to try and befriend dog (3 hour per attempt);

• Strength check (DC 18) to knock over a stack of crates as a full-round action and create an area of difficult terrain in those squares. PCs may use the aid another action to assist each other on this Strength check;

• Strength check (DC 20) to move a 5-foot square of stacked crates by hand a total of 5 feet; if a group of PCs works together, they can move the same amount a total of 10 feet (1/6 hour per attempt).

Party Status of Remaining Time

Alice 6 hours of actions
BiggerBird 5.5 hours of actions
SLG 5.5 hours of actions
Fyl 6 hours of action
Micah 1 hour of actions 3 Aids to Str checks
Ponya 1 hour of actions
Rogarch 6 hours of actions
Yoon 4.5 hours of actions

If a PC does not wish to use remaining time, please so indicate in your next post.


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None

Yoon helps to carry crates and then hides!

strength aid half an hour: 1d20 - 1 ⇒ (6) - 1 = 5
strength aid half an hour: 1d20 - 1 ⇒ (3) - 1 = 2
strength aid half an hour: 1d20 - 1 ⇒ (8) - 1 = 7
strength aid half an hour: 1d20 - 1 ⇒ (11) - 1 = 10
strength aid half an hour: 1d20 - 1 ⇒ (1) - 1 = 0
strength aid half an hour: 1d20 - 1 ⇒ (14) - 1 = 13
strength aid half an hour: 1d20 - 1 ⇒ (19) - 1 = 18

In the last half an hour she searches for a good hiding spot.

stealth half an hour: 1d20 + 11 ⇒ (15) + 11 = 26

The Exchange

Female NG Half-Orc Bloodrager(Metamagic Rager) 6 |Buffs: Shield, Heightened Awareness
Resources:
Re-roll 1/1,Rage 21/21,Scabbard of Vigor 1/1, Knight Pennon 1/1, Rune stone 1st level 2/2|Spells 1st: 2/2
HP 61/61 |AC 23 T 12 FF 21|Uncanny Dodge|CMB+10 CMD 22|F +10 R +7 W +4|INIT +13|PER +15 Darkvision 60', SM+1|Speed 30'|

Have we checked all the crates yet for stuff? I am not sure from the posts but that is my character's top priority.

Rogarch and Helping Hand will work together to search for stuff in the remaining crates.

(It is an automatic success as Helping Hand can cast Guidance on himself at will and with a take 10 he has a Perception total of 20. This is while Rogarch opens and moves the crates around for the little guy. :)).

If there is any time remaining she will spend it moving boxes around and hopefully have some time left over to try to tame the dog.

I am not including rolls for the other actions as I do not know how much time would be remaining after searching the room. Her Strength is 18 (so +4 modifier) and her Handle Animal bonus would be +2 (Untrained).

If we are moving boxes around I feel that we should be blocking up the entrances so that they are forced to enter by on entrance only. Then we can possibly booby trap that area. :)


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Rogarch wrote:
Have we checked all the crates yet for stuff? I am not sure from the posts but that is my character's top priority.

Resolving their actions, the other PCs confirmed that all doors and useful items have now been found.

Dark Archive

Halfling
Stats:
HP: 14/14, AC 13/13/11, F+2, R+2, W+5 +2 vs fear, init +8, Perception +6, speed 25 feet
Witch 1/ Dual curse oracle 1

Alice isn't so great with animals, aside from her familiar, so she skips the dog.

Instead, she will, like Yoon, help moving crates.
1d20 - 1 ⇒ (10) - 1 = 9
1d20 - 1 ⇒ (15) - 1 = 14
1d20 - 1 ⇒ (6) - 1 = 5
1d20 - 1 ⇒ (4) - 1 = 3
1d20 - 1 ⇒ (15) - 1 = 14
1d20 - 1 ⇒ (14) - 1 = 13
1d20 - 1 ⇒ (7) - 1 = 6

The Exchange

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Female NG Half-Orc Bloodrager(Metamagic Rager) 6 |Buffs: Shield, Heightened Awareness
Resources:
Re-roll 1/1,Rage 21/21,Scabbard of Vigor 1/1, Knight Pennon 1/1, Rune stone 1st level 2/2|Spells 1st: 2/2
HP 61/61 |AC 23 T 12 FF 21|Uncanny Dodge|CMB+10 CMD 22|F +10 R +7 W +4|INIT +13|PER +15 Darkvision 60', SM+1|Speed 30'|

Biggerbird, you can take the lead in positioning the boxes on the map. My character is the muscle! 18 strength and the endurance feat.

Rogarch has a well developed physique and is conditioned to a gruelling workload. She ensures that she keeps the pace at a reasonable pace so as to not exhaust her fellow pathfinders.

First Hour of Moving: Base rolls only not including any aids but are DC 20 to move the boxes 10 feet.

Strength Check: 1d20 + 4 ⇒ (18) + 4 = 22

Strength Check: 1d20 + 4 ⇒ (16) + 4 = 20

Strength Check: 1d20 + 4 ⇒ (16) + 4 = 20

Strength Check: 1d20 + 4 ⇒ (19) + 4 = 23

Strength Check: 1d20 + 4 ⇒ (12) + 4 = 16

Strength Check: 1d20 + 4 ⇒ (20) + 4 = 24

Do we have any idea on how many checks we can make without exhausting ourselves?

Whoa! She is a beast! Why do I get rolls like this for moving boxes and not for combat? :)

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Sorry for the late posting. BiggerBird will totally try to befriend the dog. Probably isn't worth while, but very in-character. With guidance.

BB sits on the floor by the dog and feeds it bits of dried meat from his rations, gives it some water in a cup, and speaks softly/soothingly to it.
handle animal: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 If that doesn't work, he will use his scroll of charm animal. Uses 3 hours.

Yoon, can you please put that trap at the top of the stairs in case they do manage to come in that way (magenta square)? Then please try to relock the doors we aren't wanting them to use.

Don't think we have time to put a barricade outside so we will just rely on the doors being locked (hopefully).

GM, are the any birds just outside the warehouse?

BB then begins to build a wall for himself and SLG to hide behind (with guidance).
BB str 1: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
SLG aid str 1: 1d20 + 3 ⇒ (19) + 3 = 22

BB str 2: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
SLG aid str 2: 1d20 + 3 ⇒ (11) + 3 = 14

BB str 3: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
SLG aid str 3: 1d20 + 3 ⇒ (3) + 3 = 6

BB str 4: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
SLG aid str 4: 1d20 + 3 ⇒ (16) + 3 = 19

BB str 5: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
SLG aid str 5: 1d20 + 3 ⇒ (19) + 3 = 22

BB str 6: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
SLG aid str 6: 1d20 + 3 ⇒ (7) + 3 = 10

BB str 7: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
SLG aid str 7: 1d20 + 3 ⇒ (14) + 3 = 17

BB str 8: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
SLG aid str 8: 1d20 + 3 ⇒ (2) + 3 = 5

BB str 9: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
SLG aid str 9: 1d20 + 3 ⇒ (5) + 3 = 8

BB str 10: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
SLG aid str 10: 1d20 + 3 ⇒ (8) + 3 = 11

BB str 11: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
SLG aid str 11: 1d20 + 3 ⇒ (12) + 3 = 15

BB str 12: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
SLG aid str 12: 1d20 + 3 ⇒ (15) + 3 = 18

BB str 13: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
SLG aid str 13: 1d20 + 3 ⇒ (16) + 3 = 19

BB str 14: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
SLG aid str 14: 1d20 + 3 ⇒ (14) + 3 = 17

BB str 15: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
SLG aid str 15: 1d20 + 3 ⇒ (18) + 3 = 21

Ok, this is wierd. Each is 1/6 of an hour, so now I have worked a 2.5 hour and moved 2 boxes. Am I understanding this correctly?

Grand Lodge

Sorceror 1 - HP 8/8, AC 13/T: 13/FF: 10 - Perception +5 - F: +2/ R: +3/ W: +2 - CMB: -2 CMD: 11, Speed: 30, Init. +7

We should use the oil of arcane lock on the western doors. That'll secure another point of entrance, but may direct them to try the sky lights.

Grand Lodge

Sorceror 1 - HP 8/8, AC 13/T: 13/FF: 10 - Perception +5 - F: +2/ R: +3/ W: +2 - CMB: -2 CMD: 11, Speed: 30, Init. +7

Fyl would like to move crates to build a waist high wall by the elevator and sky lights; something that would provide partial cover. Proposed brown rectangles on the map. Does this require the str check? I assume this breaks down 1-2 stacks of crates.

Note that I believe that leaves the ladder and door open to the office. At the very least, the carpentry supplies can be used to reinforce the door.

Assuming there are nails in the carpentry supplies, we could also hammer a bunch through a crate to create caltrops that can direct incoming traffic. Maybe beneath the sky lights at least?

The Exchange

Female NG Half-Orc Bloodrager(Metamagic Rager) 6 |Buffs: Shield, Heightened Awareness
Resources:
Re-roll 1/1,Rage 21/21,Scabbard of Vigor 1/1, Knight Pennon 1/1, Rune stone 1st level 2/2|Spells 1st: 2/2
HP 61/61 |AC 23 T 12 FF 21|Uncanny Dodge|CMB+10 CMD 22|F +10 R +7 W +4|INIT +13|PER +15 Darkvision 60', SM+1|Speed 30'|

@Biggerbird - Guidance cannot be used with ability checks (Strength checks) otherwise my character would be using it as well. :)

I think we are over planning this. I am pretty sure that we are going to wipe the floor with whoever comes through the door. We should just fast forward to the fight at this point to prevent the game from stalling. :)

Silver Crusade

HP 24 (-0) | Mods: None | NG Male Ifrit (Native Outsider) 3 | AC/Tch/FF 18/13/15 (-1 Shooting Crossbow, Boon v. Crit?) | CMD: 15 | F/R/W +4/+5/+3 (Mods in Profile) | Speed 30ft | Level 1 Spells 4/4, Summon Monster 7/7 | 2 Star Reroll 1/1 | Perc: -1 (Darkvision), SM: -1 | Init: +3

Micah and Ponya will forego their last hour of prep.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision
Rogarch wrote:
@Biggerbird - Guidance cannot be used with ability checks (Strength checks) otherwise my character would be using it as well. :) ...

Dang! I misremembered that. Ok, so I only moved one stack of boxes. Sheesh!

if there are birds outside:

I would assume the city at least has pigeons with 10 miles.
BB uses a spell to speak with the birds.
[ooc]BB is using commune with birds to speak with the pigeons. He is asking the birds to watch and if anyone approaches the building to peck on the clear wall above (skylights) on the spot closest to where they are approaching the building. The spell description doesn't really cover that use. Up to you if it could work. But it is no real loss to try it.
handle animal: 1d20 + 6 ⇒ (17) + 6 = 23


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
BiggerBird wrote:
BB sits on the floor by the dog and feeds it bits of dried meat from his rations, gives it some water in a cup, and speaks softly/soothingly to it.

The tengu makes a friend.

Dog token added to map with purple border.

BiggerBird wrote:
Each is 1/6 of an hour, so now I have worked a 2.5 hour and moved 2 boxes. Am I understanding this correctly?

I spot 6 successes with aids on the Strength checks, but the number of boxes moves is dependent upon how far you move each one.

Fyl Imal wrote:
Fyl would like to move crates to build a waist high wall by the elevator and sky lights; something that would provide partial cover. Proposed brown rectangles on the map. Does this require the str check? I assume this breaks down 1-2 stacks of crates.

Yes, a Str check (DC 20) is required to move one crate five feet.

Fyl Imal wrote:
Assuming there are nails in the carpentry supplies, we could also hammer a bunch through a crate to create caltrops that can direct incoming traffic. Maybe beneath the sky lights at least?

There are nails among the carpentry supplies.

BiggerBird wrote:
BB is using commune with birds to speak with the pigeons. He is asking the birds to watch and if anyone approaches the building to peck on the clear wall above (skylights) on the spot closest to where they are approaching the building. The spell description doesn't really cover that use. Up to you if it could work. But it is no real loss to try it.

I like it and it is successful, giving a +2 bonus for the commune spell to Push.

Grand Lodge

Sorceror 1 - HP 8/8, AC 13/T: 13/FF: 10 - Perception +5 - F: +2/ R: +3/ W: +2 - CMB: -2 CMD: 11, Speed: 30, Init. +7

If anyone has time units with a decent str to help move the crates, that would be great. Fyl isn't moving any no matter how much time he has :P Fyl will take the time to break down sides of crates to hammer nails through them to create some impromptu caltrops. @GM - just let me know how many he can toss down. Also, he'll use the oil of arcane lock and mage armor himself closer to the end of the 6 hours...


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Fyl Imal wrote:
If anyone has time units with a decent str to help move the crates, that would be great. Fyl isn't moving any no matter how much time he has :P Fyl will take the time to break down sides of crates to hammer nails through them to create some impromptu caltrops. @GM - just let me know how many he can toss down. Also, he'll use the oil of arcane lock and mage armor himself closer to the end of the 6 hours...

I takes one hour to break down 15 crates and their nails, which yields 1d3 pounds of caltrops.

Party Status of Remaining Time

Alice 4.9 hours of actions
BiggerBird .5 hours of actions
SLG 3.5 hours of actions
Fyl 6 hours of action
Micah done 1(3 Aids to Str checks)
Ponya done
Rogarch 5 hours of actions
Yoon done

I expect to have only limited time to post before Monday, so I ask that you finish all preparations (including placement of walls, crates, dog, etc.) by midnight on Sunday, US East Coast time and I will move us along on Monday.

Grand Lodge

Sorceror 1 - HP 8/8, AC 13/T: 13/FF: 10 - Perception +5 - F: +2/ R: +3/ W: +2 - CMB: -2 CMD: 11, Speed: 30, Init. +7

Fyl will spend 5 hours breaking down crates making these He'll spend the last hour casting mage armor and armor lock before go time and any other support/logistics for the team.

Caltrops: 5d3 ⇒ (2, 2, 1, 1, 3) = 9

Assuming that's 2 lbs of caltrops per 5', that's 4 squares and some change. He'll place them below the western skylight.

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

BB will spend his last 1/2 hour nailing shut the 2 secret doors.

The Exchange

Female NG Half-Orc Bloodrager(Metamagic Rager) 6 |Buffs: Shield, Heightened Awareness
Resources:
Re-roll 1/1,Rage 21/21,Scabbard of Vigor 1/1, Knight Pennon 1/1, Rune stone 1st level 2/2|Spells 1st: 2/2
HP 61/61 |AC 23 T 12 FF 21|Uncanny Dodge|CMB+10 CMD 22|F +10 R +7 W +4|INIT +13|PER +15 Darkvision 60', SM+1|Speed 30'|

Fyl. My character has already moved 5 crates 10' each. Feel free to place them anywhere you like on the map. I hope that helps. :)

Rogarch likes Fyl idea of creating impromptu caltrops and spend the remainder of her time doing so.

Caltrops, 5 hours: 5d3 ⇒ (1, 2, 2, 3, 3) = 11

(We have an additional 6 squares of caltrops considering Fyl's overflow. They have been placed on the map.)

I have moved my token on the map to back up Biggerbird if they break through the skylight or the big double door.

Grand Lodge

Sorceror 1 - HP 8/8, AC 13/T: 13/FF: 10 - Perception +5 - F: +2/ R: +3/ W: +2 - CMB: -2 CMD: 11, Speed: 30, Init. +7

@Rogarch-great, thanks. I'll use up 2, adding the brown squares to the map. Just to provide a little more cover to play with.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Okay, I assume we are all ready.

Perception & Initiatives:

Alice, Perception: 1d20 + 6 ⇒ (6) + 6 = 12
BiggerBird, Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Fyl, Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Micah, Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Ponya, Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Rogarch, Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Helping Hand, Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Yoon, Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Birds, Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Consortium (blue), Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Consortium (green), Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Consortium (red), Stealth: 1d20 + 2 ⇒ (10) + 2 = 12
Consortium (yellow), Stealth: 1d20 + 1 ⇒ (7) + 1 = 8

Alice, Initiative: 1d20 + 8 ⇒ (15) + 8 = 23
BiggerBird, Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Fyl, Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Micah, Initiative: 1d20 - 1 ⇒ (16) - 1 = 15
Rogarch, Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Yoon, Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Consortium (blue), Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Consortium (green), Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Consortium (red), Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Consortium (yellow), Initiative: 1d20 + 1 ⇒ (15) + 1 = 16

As the party concludes its preparations, the sound of pecking can be heard from the skylights overhead--the prearranged single!

The birds indicate that someone is trying to enter the warehouse from doors to the north and the southwest!

Pictures of newcomers now indicated on Slides.

Each PC may take a full round of actions in preparation and place their token where they wish within the warehouse.

Map of warehouse updated with locations of newcomers at the secret north door (nailed shut) and the southwestern double doors at the loading dock.

Initiative Order

[ooc]All PCs may take a full round of actions

Consortium (green)
Alice
Yoon
Fyl

Consortium (yellow)
Micah
Consortium (red)
Rogarch
Consortium (blue)
BiggerBird

Grand Lodge

Sorceror 1 - HP 8/8, AC 13/T: 13/FF: 10 - Perception +5 - F: +2/ R: +3/ W: +2 - CMB: -2 CMD: 11, Speed: 30, Init. +7

"Do we know which consortium this is before we unleash hellfire on them?" asks Fyl.

@GM - I'm assuming mage armor and the arcane lock is up already? Else I can just have Fyl cast Mage Armor now.


”Yoon” | female CG human pyrokineticist 1 | HP 15/15 nonlethal damage: 0 | AC 16, T 14, FF 13 | CMB –2 CMD 11 | F +5 R +5 W +1 (+2 vs. fear) | Init +3 | Perc +5 SM +1 | Speed 20ft | burn 0/6 | Active Conditions: None

Yoon continues to wait.

Dark Archive

Halfling
Stats:
HP: 14/14, AC 13/13/11, F+2, R+2, W+5 +2 vs fear, init +8, Perception +6, speed 25 feet
Witch 1/ Dual curse oracle 1

Similar to Fyl. If possible, mage armor up atm, otherwise will cast mage armor.

The Exchange

Female NG Half-Orc Bloodrager(Metamagic Rager) 6 |Buffs: Shield, Heightened Awareness
Resources:
Re-roll 1/1,Rage 21/21,Scabbard of Vigor 1/1, Knight Pennon 1/1, Rune stone 1st level 2/2|Spells 1st: 2/2
HP 61/61 |AC 23 T 12 FF 21|Uncanny Dodge|CMB+10 CMD 22|F +10 R +7 W +4|INIT +13|PER +15 Darkvision 60', SM+1|Speed 30'|

Rogarch will use this round to activate her wand of Shield from her spring-loaded wrist sheath and then stow it away in a pocket. Helping Hand will tap Rogarch granting her good luck (Guidance).


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Fyl Imal wrote:
@GM - I'm assuming mage armor and the arcane lock is up already? Else I can just have Fyl cast Mage Armor now.

You could have mage armor up prior to the others arriving, if you think you would have cast it earlier.

I assumed the oil of arcane lock was applied to westernmost doors.

Initiative Order

PCs in bold may take a full round of actions

Consortium (green)
Alice (mage armor)
Yoon
Fyl (mage armor)
Consortium (yellow)
Micah
Consortium (red)
Rogarch (guidance)
Consortium (blue)
BiggerBird

Silver Crusade

HP 24 (-0) | Mods: None | NG Male Ifrit (Native Outsider) 3 | AC/Tch/FF 18/13/15 (-1 Shooting Crossbow, Boon v. Crit?) | CMD: 15 | F/R/W +4/+5/+3 (Mods in Profile) | Speed 30ft | Level 1 Spells 4/4, Summon Monster 7/7 | 2 Star Reroll 1/1 | Perc: -1 (Darkvision), SM: -1 | Init: +3

Micah runs to the middle of the room and yells, ”Hey! We’re working in here hold your horses. We got this place managed!!!”

Bluff to slow them down?: 1d20 + 4 ⇒ (14) + 4 = 18


HP 19 (-0) | Mods: Combat Reflexes w/ Reach | N Male Elemental Eidolon (Outsider) 3 | AC/Tch/FF 17/13/14 | CMD 16 | F/R/W +4/+5/+1 (Evasion; Immunity Fire, Paralysis & Sleep) | Speed 40ft | Perc: +4 (Darkvision), SM: +4 | Init +2

The eidolon hides with everyone else.

Stealth: 1d20 + 6 ⇒ (12) + 6 = 18


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Micah Elum wrote:
Micah runs to the middle of the room and yells, ”Hey! We’re working in here hold your horses. We got this place managed!!!”

The movement at each of the outer doors stops for a moment.

"We've come for an inspection of the warehouse and its contents. We weren't told that there would be anyone here," shouts the voice of one of the newcomers (red). "Who are you? And in whose employ are you?"

Knowledge (local) (DC 11):
The man speaks with authority and privilege, as if he were acting on behalf of the Kortos Consortium.

Sense Motive (DC 17):
The man seems genuinely surprised that the warehouse is occupied. He is not friendly, but he does not seem particularly hostile.

GENTLEMEN, YOU CAN'T FIGHT IN HERE! THIS IS A WAREHOUSE! Round One Cont'd/Round Two Begins

PCs in bold may take a full round of actions

BiggerBird
Round Two Begins
Consortium (green) (delaying)
Alice (mage armor)
Yoon
Fyl
(mage armor)
Consortium (yellow) (delaying)
Micah
Consortium (red)
Rogarch (guidance)
Consortium (blue)
BiggerBird

The Concordance

Tengu Hunter 2, HP:17, AC:16, Touch:12, Flat Footed:14 F:+4, R:+5, W:+2, Init:+2, Perc:+8, lowlight vision

Dang! I didn't notice that North wasn't the top of the map.

BB and SLG rush to the secret door in case they manage to break through it.

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