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

Game Master Lysle

Slides and Maps


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The Exchange

Male Ratfolk rogue (knifemaster) 2 HP 19/19 Initiative +5 Perception +9

"Look what I found in the stew!"
Twitchy walks out of the kitchen holding one of the pickled eels.
"Also, don't you need a permit to serve this stuff?"
He pulls out part of a wheel of twelve year old halfling blue cheese.
Diplomacy aid: 1d20 + 4 ⇒ (2) + 4 = 6

Liberty's Edge

ratfolk rogue 2 | HP 15/15 | AC 18, T 15, FF 14 | F+0 R+7, W+2 | Perc +9 (traps +10) | Init +8

Twitchy, please use the reroll from my campaign coin on your diplomacy check. It has an extra +4 bonus.

The Exchange

Male Ratfolk rogue (knifemaster) 2 HP 19/19 Initiative +5 Perception +9

Diplomacy: 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None

Diplomacy: 1d20 + 4 ⇒ (11) + 4 = 15

"Pardon me, ma'am, but I couldn't help but notice there's something...off...about those pearls. Like, they might not be actual pearls???? Word on the street is Paltus Flynter has been conning good, decent folk such as yourself with fake pearls so I wouldn't count on those paying your bills or feathering your retirement nest."


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Twitchy_ wrote:

"Look what I found in the stew!"

Twitchy walks out of the kitchen holding one of the pickled eels.
"Also, don't you need a permit to serve this stuff?"
He pulls out part of a wheel of twelve year old halfling blue cheese.

One success with the reroll.

BOTTING Zarah - No post in 48+ hours
Zarah tries to intimidate the inspector.
Zarah, Intimidate: 1d20 + 7 ⇒ (13) + 7 = 20

A second success! Unfortunately, three total are required to complete the plan successfully.

As at least 2 PCs succeeded at their checks, the PCs may make an additional attempt to complete the plan—if they chose to do so, they must all reroll their checks. The PCs may continue to retry their checks until 3 PCs succeed or fewer than 2 PCs succeed.

Otherwise, you may attempt another plan, resort to combat, or allow the
meeting to take place (each of which will likely have some additional consequence).

Liberty's Edge

Female Half-Orc Fighter (cad) 2 | hp 21 | AC 17, T 13, FF 14 | CMD 18 (19 v dirty trick, disarm, steal, trip) | F +5, R +2, W -1 | Spd 30' | Init +4 | Perc -1, SensM -1 | When I grow up....
GM Valen wrote:

BOTTING Zarah - No post in 48+ hours

Zarah tries to intimidate the inspector.

ACK! Just got up to post. Pulling about 150hrs of work-related work this week and next (124 hr of work and about 25 of commutes and unpaid lunches). :[ Thanks for the roll!

Twitchy wrote:
"Also, don't you need a permit to serve this stuff?"

"Nah, but it helps later. You see the fiber in the parchment...." explains Zarah in detail.

GM Valen wrote:

Otherwise, you may attempt another plan, resort to combat, or allow the

meeting to take place (each of which will likely have some additional consequence).

Now can I kick the stool out from Arioch and then bust it over someone else's head? {Looks coyly over at Arioch}

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None
GM Valen wrote:


As at least 2 PCs succeeded at their checks, the PCs may make an additional attempt to complete the plan—if they chose to do so, they must all reroll their checks. The PCs may continue to retry their checks until 3 PCs succeed or fewer than 2 PCs succeed.

Otherwise, you may attempt another plan, resort to combat, or allow the
meeting to take place (each of which will likely have some additional consequence).

Just so I understand: If the PCs decide to try the same plan, all of us would have to retry the checks? Meaning the 2 successes would basically disappear?


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
*Arioch wrote:
Just so I understand: If the PCs decide to try the same plan, all of us would have to retry the checks? Meaning the 2 successes would basically disappear?

Correct. Two successes means the party failed at this phase, but may try a "do over" to try and get three successes. Had the party had only one or no success, the party would have simply failed.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Waiting on a party consensus as to how to approach skill challenge.

Liberty's Edge

ratfolk rogue 2 | HP 15/15 | AC 18, T 15, FF 14 | F+0 R+7, W+2 | Perc +9 (traps +10) | Init +8

diplomacy aid: 1d20 + 4 ⇒ (7) + 4 = 11

Liberty's Edge

Female Half-Orc Fighter (cad) 2 | hp 21 | AC 17, T 13, FF 14 | CMD 18 (19 v dirty trick, disarm, steal, trip) | F +5, R +2, W -1 | Spd 30' | Init +4 | Perc -1, SensM -1 | When I grow up....
GM Valen wrote:
Waiting on a party consensus as to how to approach skill challenge.

Zarah cracks her knuckles loudly then starts working on her neck.

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None
GM Valen wrote:
Waiting on a party consensus as to how to approach skill challenge.

I was waiting for everyone to check back in and see who wanted to be the primaries and who wanted to roll aids. Despite her knuckle cracking, Zarah's +7 to Intimidate is one solid option to rally behind.

Grand Lodge

female human cleric 3, HP 25, AC/T/FF 19/11/18, F/R/W +5/+4/+7, Init +1, Perc +6

I dont have mush in the wy of skills...i can try a diplomacy or another CHA skill at a +2

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None

The GM gave us the following skill check options: Bluff, Diplomacy, Intimidate, or Perception. Sandi has Perception +9, Cara has +4, Arioch has +4, and Twitchy has a +8 while Zarah has Intimidate of +7. While I'm not sure what the PCs are making Perception checks for (to prove the pearls are fake?), it seems the party's best bet is to line up behind Sandi's and Twitchy's Perception checks, behind Zarah's Intimidate, with Arioch and Cara trying to aid one of those three.

Grand Lodge

female human cleric 3, HP 25, AC/T/FF 19/11/18, F/R/W +5/+4/+7, Init +1, Perc +6

sounds like a plan to me..


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Cara Baldaros wrote:
sounds like a plan to me..

Great! Then, I say roll for it!

Please note if your PC is taking the +2 to Diplomacy provided by Sandi's successful Aid Another.

The Exchange

Male Ratfolk rogue (knifemaster) 2 HP 19/19 Initiative +5 Perception +9

Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Twitchy grabs a string of the fake pearls and points out the slight defects on them.

Grand Lodge

female human cleric 3, HP 25, AC/T/FF 19/11/18, F/R/W +5/+4/+7, Init +1, Perc +6

perc aid: 1d20 + 4 ⇒ (18) + 4 = 22

Ooh...I see a crack in this one...no wait...is that a seam from being cast in a mold?


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

With Cara's help, Twitchy readily identifies a flaw in one of the pearls.

A concerned look momentarily overcomes the investigator's face, but she continues to eye the other pearls greedily.

One success!

One +2 Diplomacy Aid out there

Still need checks from Arioch and Zarah as well as two successes (no pressure ; P)

Liberty's Edge

Female Half-Orc Fighter (cad) 2 | hp 21 | AC 17, T 13, FF 14 | CMD 18 (19 v dirty trick, disarm, steal, trip) | F +5, R +2, W -1 | Spd 30' | Init +4 | Perc -1, SensM -1 | When I grow up....

Zarah Looks down at the bar before her and grows angry. She turns grabbing the closest patron to her and tosses them head first through the window and into the bay.

The she declares loudly to the rest of the crowd "No drink!"
intimidate?: 1d20 + 7 ⇒ (17) + 7 = 24

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None
GM Valen wrote:

With Cara's help, Twitchy readily identifies a flaw in one of the pearls.

A concerned look momentarily overcomes the investigator's face, but she continues to eye the other pearls greedily.

One success!

One +2 Diplomacy Aid out there

Still need checks from Arioch and Zarah as well as two successes (no pressure ; P)

If I mess up this roll, I should get a free "The GM jinxed me!" re-roll! ;)

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None

Diplomacy with Aid from Fangs: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17

"Those pearls are obviously fake. Do you really want to lose your job over accepting a bribe that's worthless? And what happens when you try to sell those phonies?!? Someone is going to break your thumbs!"

Arioch will display a face of horror that someone would be so foolish!


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Zarah Tavern-Breaker wrote:

Zarah Looks down at the bar before her and grows angry. She turns grabbing the closest patron to her and tosses them head first through the window and into the bay.

The she declares loudly to the rest of the crowd "No drink!"

Those patrons remaining promptly exchange looks, then quickly exit the tavern.

"So few patrons in here to begin with, Pal," notes Inspector Greelius looking around at the largely empty seats. "I doubt you would lose much business if I shut you down."

*Arioch wrote:
"Those pearls are obviously fake. Do you really want to lose your job over accepting a bribe that's worthless? And what happens when you try to sell those phonies?!? Someone is going to break your thumbs!"

The inspector draws a pearl to her eye for closer inspection, then casts a nervous glance at her thumbs.

"By the gods, the half-orc is right!" she declares, squeezing the pearl in her hand until it cracks. "It would seem that you've been try to pass off garbage as legitimate fare, Pal. But, once someone gets a taste, it becomes clear that what you serve is in poor taste."

The woman retrieves a large roll of parchment upon which she scrawls a series of words. Nailing it to the door of the Overflowing Oyster, it reads, "CLOSED DUE TO PUBLIC HEALTH RISKS".

Two more successes! A standard success!

The party and the few remaining patrons are ushered out of the establishment and onto the streets.

As the party ponders whether to now track down Laszo, the words of Magali's missive come to mind "Two disruptions could be a coincidence, but with three disruptions, the consortium will almost certainly suspect sabotage."

You efforts are certain to delay the shipment. Yet, it doesn’t mean much if you succeed at all three tasks and fail your overall mission.

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.

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None

"Time to visit a 'warehouse at the southern edge of the Bristles, where Gull Street meets the water.' Anyone know where the Bristles or Gull Street are?"

Knowledge Local: 1d20 + 5 ⇒ (6) + 5 = 11

"And don't feel bad losing the 'urchin boy'; he's likely been a professional longer than you have."

Arioch whispers to his companions, "Don't be too upset about not serving justice on Laszo; creeps like that get their comeuppance in due time."

Grand Lodge

female human cleric 3, HP 25, AC/T/FF 19/11/18, F/R/W +5/+4/+7, Init +1, Perc +6

I hope he doesn't expect mercy if he does face justice...filthy animal..

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None

"Just remember to keep your weapons handy; we don't know this Delroya or what she wants. Maybe she wants to help, maybe she's running a con. It's as my sainted Grand MaMa told me: 'In this business you never trust anybody; everybody in this business is a criminal. How are you going to trust a criminal?'"

Credit due to the movie 'Harlem Nights' for the quoted line. :)


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Arioch recalls that the Bristles District is the southern district of Diobel and home to low-rate inns, markets and tavers as well as warehouses and poorer family homes. Ship builders and gillmen also operate heavily in the district. Heading southward, he leads the party to the district and eventually to Gull Street. There, at the end of the street, a large warehouse looms into view.

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 the warehouse is posted now on Slides.
Feel free to place your tokens within it.

“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." Delroya explains. "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,” she adds.

Liberty's Edge

Female Half-Orc Fighter (cad) 2 | hp 21 | AC 17, T 13, FF 14 | CMD 18 (19 v dirty trick, disarm, steal, trip) | F +5, R +2, W -1 | Spd 30' | Init +4 | Perc -1, SensM -1 | When I grow up....
GM Valen wrote:
Two more successes! A standard success!

"WOOHOO! I FEEL SO STANDARD!!!"

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None

"Just thinking of questions off the top of my head here.
1) What has to be in order for 'the goods' to be moved? Boat, wagon, something else? Knowing when we can cut and run would be helpful. And by 'the goods' I take it you mean the drugs?
2) How many agents are we talking about here and in how many groups?
3) How are we going to tell the two groups apart? Shirts vs. skins, different colored tunics, what are we talking about here?
4) You say the Kortos Consortium agents 'may be willing to look the other way'; again what are we talking about here? Bribe them with money, stuff in this warehouse, or something else?
5) When you say 'spotted or attacked out in the city' does that mean they already know who we are?
6) Any other workers who aren't agents who might stop by that we'll have to deal with?"


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Zarah Tavern-Breaker wrote:
GM Valen wrote:
Two more successes! A standard success!
"WOOHOO! I FEEL SO STANDARD!!!"

As someone who has been in many situations in which I would not have been considered "standard", I agree that feeling standard can sometimes be worth celebrating. ; P

This scenario, in particular, provides degrees of success (partial, standard, and impressive) which have a mechanical effect on later encounters. Therefore, my inclusion of the term "standard success" serves a quick note to myself that I can readily use to confirm whether I have adjusted an upcoming encounter appropriately and should not be viewed as commentary regarding the PCs or the players.

You should know that I already consider each of you to be an extraordinary person!

*Arioch wrote:

"Just thinking of questions off the top of my head here.

1) What has to be in order for 'the goods' to be moved? Boat, wagon, something else? Knowing when we can cut and run would be helpful. And by 'the goods' I take it you mean the drugs?

[b]"If you must know, I must deliver the final payment for the new location. For obvious reasons, the deal was made through intermediaries, so the timing for the necessary exchanges must be precise. I also demanded that the smuggler delivering the goods to the new location allow me to inspect the 'transports' he plans to use for the delivery. He was clear that I must come alone. I assure you that all will be in order by midnight tonight." Delroya explains. "All you Pathfinders need to do is to hold off the Apsis and Kortos Consortium agents until then."

"As for the nature of the 'goods', you are correct," she hurriedly explains. "The drugs are mixed in with a large number of goods that belong to the Kortos Consortium. It would take days to sort through all these crates— something I intend to do later, once they’re moved to a secure location." Delroya replies.

"But there’s no time now." she says with a sigh. "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.”

*Arioch wrote:
"How many agents are we talking about here and in how many groups?"

"Unfortunately, I have not had time to discover just who the Aspis Consortium is sending to the warehouse," she laments. "The warehouse and many of the goods inside it belong to the Kortos Consortium, not the Aspis Consortium. Given the importance of the shipment, I would expect them to send at least a few agents to inspect it and make certain that all is in order."

"The agents of the Kortos Consortium are loyal to House Locosta. We do not want to make them our enemies, if possible," Delroya explains. ​

*Arioch wrote:
"How are we going to tell the two groups apart? Shirts vs. skins, different colored tunics, what are we talking about here?"

"You could just ask them, I suppose," she says with a grin. Delroya then holds out her hand, revealing a bronze ring bearing a serpent motif. "Aspis agents are often distinguished by metal badges, amulets, or rings bearing a serpent motif that they carry concealed on their bodies. These markers are made of three metals that denote the increasing rank."

*Arioch wrote:
"You say the Kortos Consortium agents 'may be willing to look the other way'; again what are we talking about here? Bribe them with money, stuff in this warehouse, or something else?"

"Sure, whatever you think will work," she says. "The Kortos Consortium agents are likely aware that the Aspis Consortium has been using the warehouse for illegal activities and drug smuggling, but I doubt that they know about the experiments on Diobel’s citizens. They have less of a stake in the drug shipment than the Aspis agents. If you can convince them of the worthiness of our cause or simply fool them into believing that the shipment remains safe, you may be able to avoid an unwanted confrontation."

*Arioch wrote:
"When you say 'spotted or attacked out in the city' does that mean they already know who we are?"

"We can't rule it out," she concedes. "My point is--we shouldn't take any unnecessary risks. Remain here and hold the warehouse."

*Arioch wrote:
"Any other workers who aren't agents who might stop by that we'll have to deal with?"

"None that I can think of. The warehouse and many of the goods inside it belong to the Kortos Consortium. While they are working with the Aspis Consortium, any others who might 'stop by' this time of night are likely to be illegal trespassers."

“By now you should know that the Aspis Consortium is breaking
Diobel’s laws. What we’re doing here is not exactly legal, either, in the views of the Kortos Consortium. I am hoping that we can get through this without drawing their ire, but as a last resort, you can use this document."

She reaches into her satchel and produces a document.

She offers it to you, adding, "This should eliminate any questions as to the legality of your actions. If you can avoid having to use it, I would be grateful, but do not hesitate to present it if necessary.”


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Any other questions?

Here is some information/prompts that may help with your planning:

The warehouse ceiling is 20 feet high. The warehouse is two stories. The PCs are currently on the second floor. 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.

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.

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 (or fewer, if you wish to keep some actions in reserve based upon results).

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None

May we have some time to calculate plans? This is quite a list and will involve some discussions, decisions, and math to calculate a plan of action.

Double checking: How did the PCs get to the second floor of the warehouse? Or is the 'street side' entrance at the second floor and the 'water access' the first floor? And where is this dog since this was the first mention of one?


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
*Arioch wrote:
May we have some time to calculate plans? This is quite a list and will involve some discussions, decisions, and math to calculate a plan of action.

Certainly. It was not my intent to overwhelm, but to lay out options in the hope that it would make things easier/quicker.

*Arioch wrote:
Double checking: How did the PCs get to the second floor of the warehouse? Or is the 'street side' entrance at the second floor and the 'water access' the first floor?

Correct. You entered on the "ground floor", which is the "second floor". The waterfront and docks are located below this area on the "first floor". They are accessible by the platform, the steps, and the ladder on the south side of the warehouse.

*Arioch wrote:
And where is this dog since this was the first mention of one?

The location of "this dog" is currently unknown. At the moment, all that I will tell you is that, if you happen to find a dog, you may attempt a Handle Animal check to try and befriend it. (Mea culpa: it is an editing error. I accidentally got ahead of myself and was over inclusive with some cutting and pasting.)

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None

I was confused because it was the first mention of a dog. I would've thought Delroya would've said, "Hey by the way the guard dog down there might eat your face." but I guess not. :)

The Exchange

Male Ratfolk rogue (knifemaster) 2 HP 19/19 Initiative +5 Perception +9

"Do we know which group is coming first?"

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None
Twitchy_ wrote:

"Do we know which group is coming first?"

Hopefully Delroya hasn't left and she can answer that question.

Grand Lodge

female human cleric 3, HP 25, AC/T/FF 19/11/18, F/R/W +5/+4/+7, Init +1, Perc +6

Cara lends her shoulder to help move some boxes and help the others look around in the boxes for anything useful and/or incriminating.

ok...so I'm going to aid in the moving of boxes and aid in the searching..can I scan with Detect Magic while i'm searching?

Liberty's Edge

Female Half-Orc Fighter (cad) 2 | hp 21 | AC 17, T 13, FF 14 | CMD 18 (19 v dirty trick, disarm, steal, trip) | F +5, R +2, W -1 | Spd 30' | Init +4 | Perc -1, SensM -1 | When I grow up....
Twitchy_ wrote:

"Do we know which group is coming first?"

"Does it really matter?" scoff Zarah. "All we need do is funnel whoever comes to someplace we can deal with them quickly."

Zarah would suggest leaving one entrance (the big southern-most double doors) more or less open to funnel the foe into the large upstairs/ground level warehouse area (beneath the skylights) and seal or trap all the other entrances as best as possible.

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None
Zarah Tavern-Breaker wrote:
Twitchy_ wrote:

"Do we know which group is coming first?"

"Does it really matter?" scoff Zarah. "All we need do is funnel whoever comes to someplace we can deal with them quickly."

Zarah would suggest leaving one entrance (the big southern-most double doors) more or less open to funnel the foe into the large upstairs/ground level warehouse area (beneath the skylights) and seal or trap all the other entrances as best as possible.

Hopefully we find something to use in the crates as the 3 Rogues have Disable Device but not 'Make a Trap'.

"It might matter since we have to get close enough to the Aspis goons to see their jewelry to tell they are Aspis goons. We're supposed to not make the Kortos goons are enemies if it can be helped."

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None

I see two sets of double doors and four single doors on the map; obviously that doesn't include any secret doors that may or may not exist. So that's a vote to leave the 'southern' double doors unlocked but which other doors should be locked or left unlocked? We have to balance between keeping the agents out and leaving ourselves no unlocked doors to escape if things don't go well for us. As for the dog unless any PC has Handle Animal I suggest we sap it in case it's someone's favorite pet.

Grand Lodge

female human cleric 3, HP 25, AC/T/FF 19/11/18, F/R/W +5/+4/+7, Init +1, Perc +6

Can we just ties the doors shut? Use a rope and tie the doorknobs together? Cara asks the other more seasoned agents.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Twitchy_ wrote:

"Do we know which group is coming first?"

"I do not," Delroya confesses just before she departs. "But, you are clearly resourceful agents. I trust you will use your skills and best judgment."

Cara Baldaros wrote:
ok...so I'm going to aid in the moving of boxes and aid in the searching..can I scan with Detect Magic while i'm searching?

Sure

Liberty's Edge

Female Half-Orc Fighter (cad) 2 | hp 21 | AC 17, T 13, FF 14 | CMD 18 (19 v dirty trick, disarm, steal, trip) | F +5, R +2, W -1 | Spd 30' | Init +4 | Perc -1, SensM -1 | When I grow up....
*Arioch wrote:
I see two sets of double doors and four single doors on the map; obviously that doesn't include any secret doors that may or may not exist. So that's a vote to leave the 'southern' double doors unlocked but which other doors should be locked or left unlocked? We have to balance between keeping the agents out and leaving ourselves no unlocked doors to escape if things don't go well for us.

THAT'S DEFEATIST TALK! WHERE'S YOUR PATRIOTISM, MAN?! As we are likely to be attacked 7 ways from Sunday I suggest we make the small office our fall back location maybe secure a coil of rope to something immovable in there so we can rappel out the window if needed. I would also suggest doing away with/trapping the ladder outside as well, and having a guard posted inside. Everything else should be barred so we can funnel the attackers to where we want them.

*Arioch wrote:
As for the dog unless any PC has Handle Animal I suggest we sap it in case it's someone's favorite pet.

How about we just leave the watch dog on the lower/dock level of the warehouse to guard the east wing. It probably can't climb up to us or operate the lift (I think it's a lift) or open the doors and if can provide an early warning if anyone does come in that way.

Since crate-stacking isn't going to take that long, Zarah looks about for anything useful as she prepares to move stuff.

perception: 1d20 - 1 ⇒ (2) - 1 = 1 "WHOOT! LOOK I FOUND THESE BIG WOODEN CRATES! THERE MUST BE LIKE 5 OF THEM IN HERE!"

The Exchange

Male Ratfolk rogue (knifemaster) 2 HP 19/19 Initiative +5 Perception +9

"We should block all but two of the exits, one of which the enemies should come through, and one of which we can flee through if we must. We might want to make sure that the enemies go through a small door so that only a few can get at us at once."
As he talks, Twitchy looks for anything useful.

1d20 + 8 ⇒ (16) + 8 = 24

Liberty's Edge

ratfolk rogue 2 | HP 15/15 | AC 18, T 15, FF 14 | F+0 R+7, W+2 | Perc +9 (traps +10) | Init +8

Sandi listens carefully to the instructions of those organizing the defense, and happily locks any doors that would help.

Grand Lodge

Male Half-Orc CN Unc Rogue 3 | HP 27 / 27 | AC 18 / 14 T / 14 FF | CMD 17 | Fort + 5, Ref + 9, Will + 3 Init + 6 | Perception + 9 | (Darkvision 60')| Speed 30 ft. | Conditions: None
Twitchy_ wrote:

"We should block all but two of the exits, one of which the enemies should come through, and one of which we can flee through if we must. We might want to make sure that the enemies go through a small door so that only a few can get at us at once."

As he talks, Twitchy looks for anything useful.

Perception: 1d20 + 8

"Problem is, we don't know which doors they will and will not use."

Grand Lodge

female human cleric 3, HP 25, AC/T/FF 19/11/18, F/R/W +5/+4/+7, Init +1, Perc +6

[b]Well, one would think they would come through the most convenient path, right? So keep the main entrance open and a side one...and block the rest...[/ooc]Cara says as she gets out her rope to tie a set of doors shut if possible.

any result from the Detect Magic as I'm helping with the search?

aid perc: 1d20 + 3 ⇒ (16) + 3 = 19


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

To make things easier, I have numbered six areas where the PCs may be able to locate things, indicating them with the Nos. 1-6 on the Map.

Zarah finds MANY crates! But, she finds nothing of value among them.

Cara Baldaros wrote:
any result from the Detect Magic as I'm helping with the search?

The items to be found, at least in certain areas, are randomized (I am rolling for the result at the time of a successful search. If the randomized item has a magical aura, I am treating a use of detect magic as an auto success in Perception to search that area. If the randomized item in the area is not magical, then the result is treated as a failure.

Cara detects an aura among the crates.
I am assuming that Cara is searching the area now marked "3".

What does Cara find?: 1d6 ⇒ 5

Concentrating and following the aura, she uncovers a wand of cure moderate wounds.
It has 5 charges left.

Twitchy_ wrote:
As he talks, Twitchy looks for anything useful.

I am assuming that Twitchy is searching the area now marked "4".

What does Twitchy find?: 1d6 ⇒ 1

Stashed within the guardroom, the resourceful ratfolk uncovers a small box filled with six vials. The box is labeled, "Potions of Cure Light Wounds".

I have colored red the numbers of those areas where successful searches have been completed.

Liberty's Edge

Female Half-Orc Fighter (cad) 2 | hp 21 | AC 17, T 13, FF 14 | CMD 18 (19 v dirty trick, disarm, steal, trip) | F +5, R +2, W -1 | Spd 30' | Init +4 | Perc -1, SensM -1 | When I grow up....
*Arioch wrote:
Twitchy_ wrote:

"We should block all but two of the exits, one of which the enemies should come through, and one of which we can flee through if we must. We might want to make sure that the enemies go through a small door so that only a few can get at us at once."

As he talks, Twitchy looks for anything useful.

"Problem is, we don't know which doors they will and will not use."

Zarah shakes her head. "Well whatever in the Nine Hells we're doing we ought to be doing it now."

GM Valen wrote:

Cara detects an aura among the crates.

I am assuming that Cara is searching the area now marked "3".

Concentrating and following the aura, she uncovers a wand of cure moderate wounds.
It has 5 charges left.

"You're sure that doesn't say fireball on it right? Oh, and aren't these little stick-thingies supposed to have some sort of mumbo jumbo command phrase? What's this one's? Hope it's nothing too embarrassing."

Grand Lodge

female human cleric 3, HP 25, AC/T/FF 19/11/18, F/R/W +5/+4/+7, Init +1, Perc +6

It's a word in an ancient tongue...means "close my wounds" in Qadiran. I think...I'm no language specialist...I'll hang on to it... Cara says excitedly as she helps search the rest of the warehouse.

heading to area 6 now...using detect magic again....

pereption: 1d20 + 3 ⇒ (6) + 3 = 9

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