[Outpost VII]PFS1 #6-22 Out of Anarchy by GM Colin

Game Master Colin_Mercer

Chronicle sheets


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Sovereign Court

Male Dwarf Psychoanalyst 5 | BAB:3, MAB:5 RAB:4 | F:7 R:3 W:7 | Init:1 P:10/11 | hp: 43/43 | AC: 20 | W-CLW:50 W-DB:50 W-MM:6 | LN | 1761-19

Migsund waves off the wand, letting Kaervek take it.

Dark Archive

OUTPOST VII - #06-22 Out of Anarchy Male N Elf Wood Wizard 3 | HP 20/20 | AC 17 T 13 FF 14 (mage armor) | CMB -1, CMD 12 | F: +3, R: +4, W: +2 (+2 vs. enchantment effects) | Init +9 | Perc +6 low-light vision, SM: -1 | Speed 30 ft. (20 ft. with backpack)

Kaervek accepts the wand with a brief nod.


Out of Anarchy map

Sorry for the slow post, was travelling out of town and have little computer access. New map is up in position 1

After about ten minutes, you emerge from the Gut's exit at the Whaler's Point as planned. A gang of a lightly armed thugs wait at the top of the ladder leading out of the Guts. Past the rocky outcropping where the grate opens to the salty air, a small fleet of sailing boats flying the Chelish flag swarms the coast all the way to the harbor’s entrance, the Pinch.

“You’re too late, Pathfinders,” their leader shouts. “The Navy’s just sneaked its picket boats in under the Shorewall cannons and halted fishing. Your escape’s cut off! Just give up and we’ll send you our nicest one-way ship out of town.” Migsund immediately tells from the leader's voice that, they are actually afraid of you guys. Tension rise as the team quickly assess the situation and formulate an action plan.

How would you like to deal with them? Talk to them? Fight them? Try to bribe them? Teleport away?

Sovereign Court

Male Dwarf Psychoanalyst 5 | BAB:3, MAB:5 RAB:4 | F:7 R:3 W:7 | Init:1 P:10/11 | hp: 43/43 | AC: 20 | W-CLW:50 W-DB:50 W-MM:6 | LN | 1761-19

Migsund tries to assess whether they're right and we won't be able to escape our planned way, or if we just need to deal with them. And who are these people anyways?

Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Kn(local): 1d20 + 10 ⇒ (4) + 10 = 14

Migsund tries for a somewhat humorous take, "Ve vill be happy to accept your surrender, of course."


Out of Anarchy map

You can tell that those people are probably Chelish Loyalist. They're afriad, as if they're understaffed to handle Olandil.

Sovereign Court

Male Dwarf Psychoanalyst 5 | BAB:3, MAB:5 RAB:4 | F:7 R:3 W:7 | Init:1 P:10/11 | hp: 43/43 | AC: 20 | W-CLW:50 W-DB:50 W-MM:6 | LN | 1761-19

"Ah so, ah so." Migsund chuckles to himself then looks right into the leader's eyes. "You know this man," gesturing at Olandil, "and worry if you can take him down if he resists. But my friends, you do not know ze people behind me. I have been studying them for days, und ze are ze perfect exemplars of ze Pathfinders. Surely you know their reputation: brutal killers all, who vastly exceed my own talents for destruction. Migsund chuckles again and shakes his head, "No, you do not know, you cannot know. Your dreams would be haunted were you to witness it. Allow me to show you a taste of what is in store? I promise no harm to come to you."

If they seem to agree (Migsund is being 100% honest about 'no harm', Take 10 sense motive for 21), Migsund will turn and cast a flaming sphere out over the waves, letting the brilliant ball of fire fall into the water.

"Turn back and preserve your happy dreams a little longer my friends.

Intidimate(bonus-for-spell?): 1d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

N/N Male Human Fighter/2 | HP: 20/20 | AC Norm/Tch/FF: 22/13/19 | CMB/CMD: +6/18 | F/R/W: +4/+2/+0 | Init: +2 | Speed 30 ft [armor training] | Climb +2, Linguistics +2, Perc +2, Profession Soldier +4, Survival +4, Swim +2 | Active Conditions: Heroism

Ling pluck a hair and splits it on the edge of his blade. Then gives them a *look*.

intimidate aid: 1d20 ⇒ 18


Out of Anarchy map

Sweat rolls down his forehead as he reevaluate his chance of survival against the group of homicidal archaeologist. His henchmen looks at him for his order. After a moment of silence, he raises 5 fingers: "If I'm properly compensated for my time, then I think we saw nothing at the Whaler's Point......and will report back as such."

His purposal: 50gp / 5lb trade good for him to look away and go away

Grand Lodge

Male Lashunta Fighter-1 | hp 12/12 | AC:15 | F:4 R:2 W:-1 | I:2 P:-1 | TSRR:0 | GL | 124312-30

Tempestas has his hand on his sword hilt. He slightly frowns at Migsund calling him a 'brutal killer' though but then looks a little happier as the person is willing to accept a bribe.

Grand Lodge

N/N Male Human Fighter/2 | HP: 20/20 | AC Norm/Tch/FF: 22/13/19 | CMB/CMD: +6/18 | F/R/W: +4/+2/+0 | Init: +2 | Speed 30 ft [armor training] | Climb +2, Linguistics +2, Perc +2, Profession Soldier +4, Survival +4, Swim +2 | Active Conditions: Heroism

"How about half that and I sharpen your blade instead of mine?"

As soon as he says it, he wonders if he got the right message across.


Out of Anarchy map

The leader looks back at the Chelish fleets at the dock and shakes his head, "Sorry, everyone and every life has its price, and we can't go lower than that. Unlike you paas phinder, the money you throw away on healing when you got a splinter on your pinkie can feed a Pezzack family for a day."

Grand Lodge

Male Lashunta Fighter-1 | hp 12/12 | AC:15 | F:4 R:2 W:-1 | I:2 P:-1 | TSRR:0 | GL | 124312-30

Tempastas just shrugs and hands over the five pounds of trade goods ((assuming we have that much left))

Dark Archive

OUTPOST VII - #06-22 Out of Anarchy Male N Elf Wood Wizard 3 | HP 20/20 | AC 17 T 13 FF 14 (mage armor) | CMB -1, CMD 12 | F: +3, R: +4, W: +2 (+2 vs. enchantment effects) | Init +9 | Perc +6 low-light vision, SM: -1 | Speed 30 ft. (20 ft. with backpack)

We have more than enough trade goods left.

Kaervek nods and gestures to Tempestas to hand over the five pounds of trade goods, then locks eyes with the leader.

"You better not double cross us."

Grand Lodge

N/N Male Human Fighter/2 | HP: 20/20 | AC Norm/Tch/FF: 22/13/19 | CMB/CMD: +6/18 | F/R/W: +4/+2/+0 | Init: +2 | Speed 30 ft [armor training] | Climb +2, Linguistics +2, Perc +2, Profession Soldier +4, Survival +4, Swim +2 | Active Conditions: Heroism

A confused Ling asks "Why would we do that? Nothing in it for us."


Out of Anarchy map

The leader signals his man to recieve the trade good, "Alright fellas, looks like the Whaler's Point is empty as always. Let's not waste more time here." They quickly run away. "Loyalist scum," Olandil syas with distain as the thugs/mercenaries depart, "looks like they're moving against us now. We won't have much time, let's get out of this hellhole quick. Poppo might has something that can help." He start walking toward the direction of the Academy.

——————in the Academy basement:
“Sail the whale, now!” Olandil pleads. Poppo paces around the Academy basement, his only response a faint, anxious humming. “I know you don’t want to stay here. You’ve been working on that thing forever. Let’s get in it and get out of here!”

“No!” Poppo marches up to Olandil. “I’ve been researching for months, but I need time to actually perform the last stages of the ritual properly. If I try to rush it, the whale might collapse, or explode, or sprout feathers, or any number of things that would normally be fascinating but aren’t going to get us out of here. At least not in one piece. And I like being in one piece! Don’t you? You’re just going to have to wait a while. And then we’re all going to need to pray to Gozreh and Nethys that it works.”

Poppo’s voice drifts off, his bright eyes losing focus for a moment, before he clears his throat and announces with renewed optimism, “What I’m saying is, my ritual is a work of art. Just give me a little time, and I’ll have our flawless escape plan ready.”

Olandil says, “There’s no need to worry. Poppo is one of the most skilled wizards in the Academy. He’s just a bit prone to nerves when he’s put on the spot.”

Poppo interjects, “Hey! I’m right here! And like I said, flawless escape plan.”

Olandil continues, “There is one more factor we still need to take into account. The Loyalists we met at the docks are going to be watching the harbor like hawks. We’ll need to create a diversion, and for that, we’ll need allies. Go to one of the factions. See if you can cut a deal for them to help our escape. A distraction maybe. If I know Pezzack, all of the factions are on guard after my announcement, with spies all over the town, so I doubt that you’ll get a chance to speak with a second faction. I would come with you, but honestly, someone needs to protect the professor, and I don’t trust any of your abilities as much as I trust my own.”

Poppo says, “One word of warning! Once you leave here, the Passfinders are going to be blamed for everything, right?”

Olandil shrugs, “Your point is? I don’t care if the Loyalists tell all of Cheliax the Pathfinder Society caused everything that has ever gone wrong in this town. Once we’re out of here, I want nothing further to do with the Society, and if you all have a lick of sense, you’ll make this your last mission too. The Society doesn’t care about its agents. Why do you think they sent such an amateur team for my rescue?”

Poppo replies “Hey! They’re right here! The most-definitely-not-perfunctory Passfinders! At any rate, if you want to counter the Loyalist’s lies, one of the factions might be able to help you there too.”

Those who are curious can take a look at the professor's notebook to see what the ritual is all about. Knowledge(Arcana) check

Grand Lodge

N/N Male Human Fighter/2 | HP: 20/20 | AC Norm/Tch/FF: 22/13/19 | CMB/CMD: +6/18 | F/R/W: +4/+2/+0 | Init: +2 | Speed 30 ft [armor training] | Climb +2, Linguistics +2, Perc +2, Profession Soldier +4, Survival +4, Swim +2 | Active Conditions: Heroism

Yea, Ling is not about to take up magic studies now or ever.

"So, who would be best to approach? Maybe that crazy noodle vender might help us. Old Madge?"

Dark Archive

Male LN Male Elf Magus 2 (Bladebound & Hexcrafter) | HP 15 / 15 | AC 17 / 13 T / 14 FF | CMD 16 | Fort + 4, Reflex + 4, Will + 3 | Init + 3 | Perception + 7 (low-light vision)| Speed 30 ft. | Conditions: None | Effects: Heroism (+2 to saves, attack rolls, skill checks)| Magus Spells: 1st Level (3/3) Arcane Pool: 4 / 4 points | HP = 7
Ling Chang wrote:

Yea, Ling is not about to take up magic studies now or ever.

"So, who would be best to approach? Maybe that crazy noodle vender might help us. Old Madge?"

"I think Madge 'only knows about noodles.' From what Poppo told us earlier it would seem the Thieves Guild and the White Thistles are our two main options. As for the other factions, the Loyalists, hell no - literally and figuratively. There's also the Galtans but that might 'kick the hornet's nest' that the VC warned us against doing. Auntie might be able to provide us with information but we must realize she will sell information, including about us, to anyone who pays."

Checking Page 1 I think that's the options for factions; if I missed one please post it.

Sovereign Court

Male Dwarf Psychoanalyst 5 | BAB:3, MAB:5 RAB:4 | F:7 R:3 W:7 | Init:1 P:10/11 | hp: 43/43 | AC: 20 | W-CLW:50 W-DB:50 W-MM:6 | LN | 1761-19

Migsund muses, "Ze Thistles are perhaps the ones better suited to tell a tale exonerating ve Pathfinders." He then takes a look at the ritual of Poppa's, noting some familiar elements.

Kn(arcana): 1d20 + 8 ⇒ (13) + 8 = 21

"Or perhaps.. another option?"

Dark Archive

Male LN Male Elf Magus 2 (Bladebound & Hexcrafter) | HP 15 / 15 | AC 17 / 13 T / 14 FF | CMD 16 | Fort + 4, Reflex + 4, Will + 3 | Init + 3 | Perception + 7 (low-light vision)| Speed 30 ft. | Conditions: None | Effects: Heroism (+2 to saves, attack rolls, skill checks)| Magus Spells: 1st Level (3/3) Arcane Pool: 4 / 4 points | HP = 7
Migsund Schadenfreude wrote:

Migsund muses, "Ze Thistles are perhaps the ones better suited to tell a tale exonerating ve Pathfinders." He then takes a look at the ritual of Poppa's, noting some familiar elements.

[dice=Kn(arcana)]d20+8

"Or perhaps.. another option?"

"I think either the White Thistles or the Thieves Guild. From a tactical perspective the Thieves Guild is probably a better choice. They will know the secret places and passageways we might need. But can we trust them?"


Out of Anarchy map

Migsund takes a peak at the professor's notebook, it's organized, meticulous, and detail-oriented to the point of obsession.

Poppo shares more details on the ritual: he tells you that the ritual will allow him to steer a whale’s body out to sea. Poppo insists that there is nothing necromantic about the animation ritual; it animates the whale’s body as an object using transmutation magic rather than negative energy. Migsund can confirm that this ritual does indeed calls forth the power of the sea to animate the body of the whale. You find no flaws in the ritual.

The four major faction in town that you can ask for help are: Docktown, the Galtans, the White Thistles, the Loyalists. Poppo warns you that anything you do will be closely monitored and might tip the balance of Pezzack. In general, once the you speak with a representative of one faction, none of the other factions are willing to speak with you.

Grand Lodge

Male Lashunta Fighter-1 | hp 12/12 | AC:15 | F:4 R:2 W:-1 | I:2 P:-1 | TSRR:0 | GL | 124312-30

Tempestas frowns at the idea of using a dead whale in a ritual although he is relieved that it's not necromantic.

I would have preferred a live whale Professor but, I have to ask, how did this one die?


Out of Anarchy map

Poppo rolls his eye: "You're in a whaling town. Take a guess."

Grand Lodge

Male Lashunta Fighter-1 | hp 12/12 | AC:15 | F:4 R:2 W:-1 | I:2 P:-1 | TSRR:0 | GL | 124312-30

I did. I do not like it. It implies that the whale was killed ... and not processed and used for meat - which is a waste and a sacrilege

Dark Archive

Male LN Male Elf Magus 2 (Bladebound & Hexcrafter) | HP 15 / 15 | AC 17 / 13 T / 14 FF | CMD 16 | Fort + 4, Reflex + 4, Will + 3 | Init + 3 | Perception + 7 (low-light vision)| Speed 30 ft. | Conditions: None | Effects: Heroism (+2 to saves, attack rolls, skill checks)| Magus Spells: 1st Level (3/3) Arcane Pool: 4 / 4 points | HP = 7
Tempestas wrote:
I did. I do not like it. It implies that the whale was killed ... and not processed and used for meat - which is a waste and a sacrilege

"While I appreciate your appreciation for life we have to worry about our own lives right now."

Grand Lodge

Male Lashunta Fighter-1 | hp 12/12 | AC:15 | F:4 R:2 W:-1 | I:2 P:-1 | TSRR:0 | GL | 124312-30

Tempestas nods That is indeed correct. Maybe I will explain, at a later time, our relationship with the equivalent sea creatures in our oceans.

Dark Archive

OUTPOST VII - #06-22 Out of Anarchy Male N Elf Wood Wizard 3 | HP 20/20 | AC 17 T 13 FF 14 (mage armor) | CMB -1, CMD 12 | F: +3, R: +4, W: +2 (+2 vs. enchantment effects) | Init +9 | Perc +6 low-light vision, SM: -1 | Speed 30 ft. (20 ft. with backpack)

Kaervek also has a look at the ritual.

Knowledge: Arcana t: 1d20 + 11 ⇒ (11) + 11 = 22

"Interesting. If you think some help would make it easier to perform the ritual, I am interested."

The elf listens to the discussion for a while and then adds: "We still have many trade goods left. I think the Thieves Guild would be - more than anyone else - interested in monetary incentives. I believe we can trust them if we pay them a fair price. Or did any of you catch them lying when we went there?"

One vote for the Thieves Guild.

Grand Lodge

N/N Male Human Fighter/2 | HP: 20/20 | AC Norm/Tch/FF: 22/13/19 | CMB/CMD: +6/18 | F/R/W: +4/+2/+0 | Init: +2 | Speed 30 ft [armor training] | Climb +2, Linguistics +2, Perc +2, Profession Soldier +4, Survival +4, Swim +2 | Active Conditions: Heroism

Ling is not sure, so he throws his vote behind the first person to be assertive.

"Sure, thieves guild should work. Let's give them a try."


Out of Anarchy map

If no one objects, the team will go talk to the representative of the Docktown then

Grand Lodge

Male Lashunta Fighter-1 | hp 12/12 | AC:15 | F:4 R:2 W:-1 | I:2 P:-1 | TSRR:0 | GL | 124312-30

Tempestas has no opinion either way. He'll go with whatever the others decide - this is his first mission after all.

Dark Archive

Male LN Male Elf Magus 2 (Bladebound & Hexcrafter) | HP 15 / 15 | AC 17 / 13 T / 14 FF | CMD 16 | Fort + 4, Reflex + 4, Will + 3 | Init + 3 | Perception + 7 (low-light vision)| Speed 30 ft. | Conditions: None | Effects: Heroism (+2 to saves, attack rolls, skill checks)| Magus Spells: 1st Level (3/3) Arcane Pool: 4 / 4 points | HP = 7
GM_Colin wrote:
If no one objects, the team will go talk to the representative of the Docktown then

@GM: Looks like Thieves Guild has 3 votes so it looks to be where we're headed.

Sovereign Court

Male Dwarf Psychoanalyst 5 | BAB:3, MAB:5 RAB:4 | F:7 R:3 W:7 | Init:1 P:10/11 | hp: 43/43 | AC: 20 | W-CLW:50 W-DB:50 W-MM:6 | LN | 1761-19

"Let's be quick about it, ve need to ... 'keep the heat off', ja?"


Out of Anarchy map

After some debate, the team decided that the Docktown should be the one they seek out. After all, they are not Aspis. "You can find the Docktown in Docktown." Olandil gives you the direction.

The team revisit the Auntie's, and it didn't takes long before you get yourself an audience with one of their representative that lurks the inn. You explains your situation and makes your pitch. The faction contact expresses shock about the newly revealed identity of the Printsmith.

On the topic of your escape plan, the representative show signs of reluctance: "You see, gathering many members of the faction on short notice would be quite difficult, not to mention that some of our members might not trust you given the recent events. Nowaday, everyone could be a Loyalist spy." he pauses for a moment so you have time to think about what he said, then continues: "But it is not entirely impossible. We Docktown pride ourselves on the trade. Trading, exchange of good or service, it goes both ways. If you can scratch our back, we can stratch yours."

He looks at each of you in the eye: "Here is the deal I would like to purpose to you: Clear the strix out of the abandoned tower on behalf of us, the Docktown, then you will earn our trust and assistance. Get those nuisance out of our way, and we can help you counter the Loyalist propaganda AND get away from this place. What say you?"

Grand Lodge

Male Lashunta Fighter-1 | hp 12/12 | AC:15 | F:4 R:2 W:-1 | I:2 P:-1 | TSRR:0 | GL | 124312-30

Tempestas looks rather reluctant at this.

Why does everyone want to clear out the strix? Are they doing any harm? And there's over two hundred of them. They're not Formians after all

Grand Lodge

N/N Male Human Fighter/2 | HP: 20/20 | AC Norm/Tch/FF: 22/13/19 | CMB/CMD: +6/18 | F/R/W: +4/+2/+0 | Init: +2 | Speed 30 ft [armor training] | Climb +2, Linguistics +2, Perc +2, Profession Soldier +4, Survival +4, Swim +2 | Active Conditions: Heroism

Though tempted to jump in and just say "OK", Ling holds out for a bit.

"What would it cost us if we didn't want to risk taking on a couple hundred strix? Or do you think we could do the job without battling our way through an army? Wait, just one tower. How many are there in there exactly?"

Dark Archive

Male LN Male Elf Magus 2 (Bladebound & Hexcrafter) | HP 15 / 15 | AC 17 / 13 T / 14 FF | CMD 16 | Fort + 4, Reflex + 4, Will + 3 | Init + 3 | Perception + 7 (low-light vision)| Speed 30 ft. | Conditions: None | Effects: Heroism (+2 to saves, attack rolls, skill checks)| Magus Spells: 1st Level (3/3) Arcane Pool: 4 / 4 points | HP = 7
GM_Colin wrote:

After some debate, the team decided that the Docktown should be the one they seek out. After all, they are not Aspis. "You can find the Docktown in Docktown." Olandil gives you the direction.

The team revisit the Auntie's, and it didn't takes long before you get yourself an audience with one of their representative that lurks the inn. You explains your situation and makes your pitch. The faction contact expresses shock about the newly revealed identity of the Printsmith.

On the topic of your escape plan, the representative show signs of reluctance: "You see, gathering many members of the faction on short notice would be quite difficult, not to mention that some of our members might not trust you given the recent events. Nowaday, everyone could be a Loyalist spy." he pauses for a moment so you have time to think about what he said, then continues: "But it is not entirely impossible. We Docktown pride ourselves on the trade. Trading, exchange of good or service, it goes both ways. If you can scratch our back, we can stratch yours."

He looks at each of you in the eye: "Here is the deal I would like to purpose to you: Clear the strix out of the abandoned tower on behalf of us, the Docktown, then you will earn our trust and assistance. Get those nuisance out of our way, and we can help you counter the Loyalist propaganda AND get away from this place. What say you?"

"Before we agree we would like more information on what, exactly, 'clearing the strix out of the abandoned tower' entails. How many strix are there? Is it a settlement or a military outpost? Do any of the other factions claim the abandoned tower as their territory? Even if it isn't claimed by a faction which faction's territory is closest to the tower?"


Out of Anarchy map
Ling Chang wrote:

Though tempted to jump in and just say "OK", Ling holds out for a bit.

"What would it cost us if we didn't want to risk taking on a couple hundred strix? Or do you think we could do the job without battling our way through an army? Wait, just one tower. How many are there in there exactly?"

The representative answers:"Where do you get the idea of few hundred Strix from? If there're indeed that many strix lurking around Pezzack, the town would already be burn to the groud by either the Strix or the Chelish armada. That tower was once the largest and most prominent defense against the strix, until the strix destroyed it during the Second Ashes. Since there're literary nothing left in the tower, there are probably only a couple of them, but those flying jerks can be really annoying to deal with."

"No faction are willing to take the risk of settling near the tower, or are willing to take the potential lose for taking the tower by force. Therefore, no one claim the abandoned tower as their territory, otherwise it woundn't be called Abandoned tower. Well, no one except the damn Strix."

Sovereign Court

Male Dwarf Psychoanalyst 5 | BAB:3, MAB:5 RAB:4 | F:7 R:3 W:7 | Init:1 P:10/11 | hp: 43/43 | AC: 20 | W-CLW:50 W-DB:50 W-MM:6 | LN | 1761-19

Migsund tries to reason with the Docktowners, trying to get them to agree to something simpler, point out how this will present them as the dominant force in town. "To be leaders, you must lead.

ConservativeDiplomacy: 1d20 + 6 ⇒ (9) + 6 = 15

Not too bad, but if that doesn't convince them, Migsund finds it acceptable to root out invaders in the town in exchange for the favors offered. He has a wand of magic missile he needs to use up.

Dark Archive

OUTPOST VII - #06-22 Out of Anarchy Male N Elf Wood Wizard 3 | HP 20/20 | AC 17 T 13 FF 14 (mage armor) | CMB -1, CMD 12 | F: +3, R: +4, W: +2 (+2 vs. enchantment effects) | Init +9 | Perc +6 low-light vision, SM: -1 | Speed 30 ft. (20 ft. with backpack)

Kaervek tries to aid Migsund to get a simpler task.

Aid Diplomacy (yeah, right): 1d20 - 2 ⇒ (1) - 2 = -1

LOL. I am still glad that in PF1e there are no cosequences of failing an aid roll...

"Yes, leaders lead."

He also tries to determine if the representative is telling the truth.

Sense Motive: 1d20 - 1 ⇒ (1) - 1 = 0

Double LOL. Two nat 1 in a row - I swear, this dice bot has a twisted kind of humor...

As a player I am ok with clearing out the strix of the tower. This neutral wizard has barely used any of his offensive spells and splintered spear ability, and his wand of magic missile has many charges left, too.

Grand Lodge

N/N Male Human Fighter/2 | HP: 20/20 | AC Norm/Tch/FF: 22/13/19 | CMB/CMD: +6/18 | F/R/W: +4/+2/+0 | Init: +2 | Speed 30 ft [armor training] | Climb +2, Linguistics +2, Perc +2, Profession Soldier +4, Survival +4, Swim +2 | Active Conditions: Heroism

Showing a bit more self-confidence than he actually has, Ling tries to finalize matters. Besides, all that talk about leading has gone to his head.

"We'll do it. How hard can it be for ones trained like us, right?"

Dark Archive

Male LN Male Elf Magus 2 (Bladebound & Hexcrafter) | HP 15 / 15 | AC 17 / 13 T / 14 FF | CMD 16 | Fort + 4, Reflex + 4, Will + 3 | Init + 3 | Perception + 7 (low-light vision)| Speed 30 ft. | Conditions: None | Effects: Heroism (+2 to saves, attack rolls, skill checks)| Magus Spells: 1st Level (3/3) Arcane Pool: 4 / 4 points | HP = 7

Diplomacy Aid - Yeah right!: 1d20 - 1 ⇒ (15) - 1 = 14

"And leaders lead by example."

Sovereign Court

Male Dwarf Psychoanalyst 5 | BAB:3, MAB:5 RAB:4 | F:7 R:3 W:7 | Init:1 P:10/11 | hp: 43/43 | AC: 20 | W-CLW:50 W-DB:50 W-MM:6 | LN | 1761-19

Migsund realizes he's inadvertently convinced his party instead of the Docktown folk, but shrugs and tries to make it seem intentional.

"If ve do zis, ve must be very cautions. Perhaps Ling up front this time, ja? Und ve can be ready with ranged options?"

Dark Archive

Male LN Male Elf Magus 2 (Bladebound & Hexcrafter) | HP 15 / 15 | AC 17 / 13 T / 14 FF | CMD 16 | Fort + 4, Reflex + 4, Will + 3 | Init + 3 | Perception + 7 (low-light vision)| Speed 30 ft. | Conditions: None | Effects: Heroism (+2 to saves, attack rolls, skill checks)| Magus Spells: 1st Level (3/3) Arcane Pool: 4 / 4 points | HP = 7
Migsund Schadenfreude wrote:

Migsund realizes he's inadvertently convinced his party instead of the Docktown folk, but shrugs and tries to make it seem intentional.

"If ve do zis, ve must be very cautions. Perhaps Ling up front this time, ja? Und ve can be ready with ranged options?"

Showing a moment of uncharacteristic humor Kageryu asks, "Why Ling up front Professor? Do you have some repressed trauma you're recalling?"


Out of Anarchy map

"Take it or leave it." The representative shrugs. Despite your attempt of further negotiation, the Docktown representative is dead set on the condition of this offer.

Assuming you takes his offer, the team returns to the basement and start preparing to assault the abandoned tower. Olandil points you to the Tubmarket should you want to get yourself more range weapon. Although he's not going with you, he does hands you 3 bottles of extract infusion: Barkskin(+2), Shield, and Shield. "Don't screw this up, our escape plan depends on this."

Will move us forward tomorrow. Plan out your spells and strategy!

Grand Lodge

Male Lashunta Fighter-1 | hp 12/12 | AC:15 | F:4 R:2 W:-1 | I:2 P:-1 | TSRR:0 | GL | 124312-30

Tempestas makes sure he's stocked up on arrows. At least he can afford another twenty.

Dark Archive

Male LN Male Elf Magus 2 (Bladebound & Hexcrafter) | HP 15 / 15 | AC 17 / 13 T / 14 FF | CMD 16 | Fort + 4, Reflex + 4, Will + 3 | Init + 3 | Perception + 7 (low-light vision)| Speed 30 ft. | Conditions: None | Effects: Heroism (+2 to saves, attack rolls, skill checks)| Magus Spells: 1st Level (3/3) Arcane Pool: 4 / 4 points | HP = 7
Tempestas wrote:
Tempestas makes sure he's stocked up on arrows. At least he can afford another twenty.

@GM: Are cold iron arrows available? If so Kageryu will purchase some.


Out of Anarchy map
Kageryu Takeda wrote:
Tempestas wrote:
Tempestas makes sure he's stocked up on arrows. At least he can afford another twenty.

@GM: Are cold iron arrows available? If so Kageryu will purchase some.

Availability, high hit low miss 25%: 1d100 ⇒ 22

Surprisingly, No. Not in Tubmarket at least. The town is so poor that there are many general items you can't find or are easily out of stock in the Tubmarket. Go to Vim’s Smithy for those shining metal bits. Vim got you covered :)

Sovereign Court

Male Dwarf Psychoanalyst 5 | BAB:3, MAB:5 RAB:4 | F:7 R:3 W:7 | Init:1 P:10/11 | hp: 43/43 | AC: 20 | W-CLW:50 W-DB:50 W-MM:6 | LN | 1761-19
Kageryu Takeda wrote:
Migsund Schadenfreude wrote:

Migsund realizes he's inadvertently convinced his party instead of the Docktown folk, but shrugs and tries to make it seem intentional.

"If ve do zis, ve must be very cautions. Perhaps Ling up front this time, ja? Und ve can be ready with ranged options?"

Showing a moment of uncharacteristic humor Kageryu asks, "Why Ling up front Professor? Do you have some repressed trauma you're recalling?"

Migsund gives a snort, of either offense or humor, "Ah, no, alzo ve dwarves do not like to leave the ground, whether with some winged creature or a giant pincer lifting us. Ling is simply ze better armored of us. Particularly if ve have him drink two of Olandil's 'potions'."

Recommend loading up Ling with barkskin and shield (only +2 over his own shield, but still +2). One of the L.1's for the other shield. Send Ling to open the tower up, with the rest of us ready to use ranged options, but close enough to help if needed.

Dark Archive

Male LN Male Elf Magus 2 (Bladebound & Hexcrafter) | HP 15 / 15 | AC 17 / 13 T / 14 FF | CMD 16 | Fort + 4, Reflex + 4, Will + 3 | Init + 3 | Perception + 7 (low-light vision)| Speed 30 ft. | Conditions: None | Effects: Heroism (+2 to saves, attack rolls, skill checks)| Magus Spells: 1st Level (3/3) Arcane Pool: 4 / 4 points | HP = 7

Buying Arrows, cold iron (20) for 2 GP. Kageryu has a light crossbow but he also has his Wand of Magic Missile that he's likely to use. Anyone who wants to go melee should probably buy a reach weapon.

Grand Lodge

N/N Male Human Fighter/2 | HP: 20/20 | AC Norm/Tch/FF: 22/13/19 | CMB/CMD: +6/18 | F/R/W: +4/+2/+0 | Init: +2 | Speed 30 ft [armor training] | Climb +2, Linguistics +2, Perc +2, Profession Soldier +4, Survival +4, Swim +2 | Active Conditions: Heroism

Ling will also by some of those cold iron arrows if we get a chance.

"I would be honored to take point on this. I wear this uncomfortable armor for a reason."

Dark Archive

Male LN Male Elf Magus 2 (Bladebound & Hexcrafter) | HP 15 / 15 | AC 17 / 13 T / 14 FF | CMD 16 | Fort + 4, Reflex + 4, Will + 3 | Init + 3 | Perception + 7 (low-light vision)| Speed 30 ft. | Conditions: None | Effects: Heroism (+2 to saves, attack rolls, skill checks)| Magus Spells: 1st Level (3/3) Arcane Pool: 4 / 4 points | HP = 7
GM_Colin wrote:

"Take it or leave it." The representative shrugs. Despite your attempt of further negotiation, the Docktown representative is dead set on the condition of this offer.

Assuming you takes his offer, the team returns to the basement and start preparing to assault the abandoned tower. Olandil points you to the Tubmarket should you want to get yourself more range weapon. Although he's not going with you, he does hands you 3 bottles of extract infusion: Barkskin(+2), Shield, and Shield. "Don't screw this up, our escape plan depends on this."

Will move us forward tomorrow. Plan out your spells and strategy!

Addressing Olandil's concerns: "We will endeavor not to 'screw this up' but I suspect we are being lied to about the severity of the situation. The fact that no faction will attempt to claim the abandoned tower as their territory suggests the problem is more than "a couple of strix" as we were told."

To the Professor: "Do you have any scrolls for sale?"

@GM: Looking for 1st level scrolls. Would we have time to go to the Alchgarden?

@Players: If you have the funds a Tanglefoot Bag would work well vs. flyers.

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