[GD XIII PFS2] The Pirate Toy Heist (Inactive)

Game Master Pirate Rob

RPG Chronicles | Slides


51 to 93 of 93 << first < prev | 1 | 2 | next > last >>

Tomb

Glade Wolf critically fools the wards while the Tin Wizard shows how to bypass them magically.


Tomb

Beep Boop

Marcella the Poppet Rogue continues to try the sneaky path.

Stealth: 1d20 + 7 ⇒ (2) + 7 = 9 but does partially trip an alarm.

COMPLICATION

The bad news is somebody bothers to check on the alarm, the good news is it's just a drunk guest wandering where they aren't supposed to be.

Each of you will need a DC 13 Deception check to pretend to be an inanimate toy or a Stealth check to Hide. As always creative solutions/resource use is possible as well.


”The Tin Wizard” | Male Poppet Wizard 2 | | HP 22/22 |AC 14 | F +6 R +4 W +8 | Perc +8 (Darkvision) | Default Exploration: detect magic | Speed 25 ft | Active Conditions: ---

Deception: 1d20 + 5 ⇒ (15) + 5 = 20

The Tin Wizard falls over, carefully balancing in a random manner across two stairs and goes very, very still, causing his shiny eyes to go vacant.

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

deception: 1d20 + 8 ⇒ (10) + 8 = 18 Do we have any good things happen yet? We have I think 7 infiltration points.

Grand Archive

Skeleton Mage 1 | AC 19 | F/R/W: 5/9/6 | Perc 6, Darkvision | Resist: none | Speed 25 | HP 24/24 | Exp: AN | Acro/Stealth 7, Arcana/Diplo/Dec/Intimid/Occult/Perf/Society 6, Thievery +9

Ouch, ouch, ouch. That's NOT good.

deception: 1d20 + 6 ⇒ (14) + 6 = 20


Nonbinary Poppet (stuffed) Barb (fury) 2 | AC 19; F/R/W 8/5/7|HP 34/34|Perc+7; darkvision|Speed 25|Acrobatics+5, Athletics+8, Intimidation+5, Stealth +5, Survival +5, Warfare Lore +4

Cutie flip-kicks, jumps and whirls up to the beams close to the ceiling. They hope that the drunk quest would not bother looking up.

I hope to go for Athletics to High Jump instead, but I'm cool to roll Stealth instead.

"Hmmh! No lint on this hide and seek... They never look up." Cutie whispered to themself with a quiet chuckle.

Skill Check, Athletics +8 OR Stealth +5: 1d20 ⇒ 9


Tomb

Yes on Opportunities, the timing of those is a little awkward in pbp sometimes, and figured they'd work best on the upcoming obstacles better than the previous.

The Poppets all stop moving and the guest, blinks rubs their eyes and then continues on down the hall none the wiser.

With that danger passed, you come across a locked door to an office, surely this must be where such documents are kept.

This is a "group" obstacle, meaning you'll pass it as a group, rather than individually. Only a single successes here is needed to get the door open using Thievery or Athletics DC 17. Can have whomever work on it etc, no need for rolls from everybody.

Additionally you all have been learning about how this house works and if somebody fails or critically fails this check another poppet can say Not like that! and replace the check with their own. (Doesn't have to be the same skill)


1 person marked this as a favorite.
”The Tin Wizard” | Male Poppet Wizard 2 | | HP 22/22 |AC 14 | F +6 R +4 W +8 | Perc +8 (Darkvision) | Default Exploration: detect magic | Speed 25 ft | Active Conditions: ---

The Tin Wizard pushes on the door then jiggles the handle, neither action works.

"Oh, most sorrowful day! An obstacle that even I, The Tin Wizard, cannot overcome! Lamentably, it seems that our quest must end here."

He stands with his back turned to that impenetrable barrier, his rigid form somehow conveying a sense of desolation.


Tomb

With the Tin Wizard lamenting the end of their quest, can one of the other poppets step up and save their quest from an ignominious defeat?


Nonbinary Poppet (stuffed) Barb (fury) 2 | AC 19; F/R/W 8/5/7|HP 34/34|Perc+7; darkvision|Speed 25|Acrobatics+5, Athletics+8, Intimidation+5, Stealth +5, Survival +5, Warfare Lore +4

Cutie places a paw on The Tin Wizard's shoulder to assuage his desolation.

"Hey hey, The Tin Wizard! That was some good fact finding. Opening the door didn't work. The door does look tough to open... This just means we have the chance to find a new way... Mix it up! Which is exciting, don't you think? Like you getting The Wizard's Lair back home! And I won't let this villain take that away..."

Cutie takes out a silver knife they took from the closet earlier. They wedge it to a slit. The stuffed poppet has an intense look to their eyes as they try to force the door open. "No more sad stew for me... Just a mix-it-up salad... surprise..." They strain.

Athletics: 1d20 + 8 ⇒ (1) + 8 = 9


Nonbinary Poppet (stuffed) Barb (fury) 2 | AC 19; F/R/W 8/5/7|HP 34/34|Perc+7; darkvision|Speed 25|Acrobatics+5, Athletics+8, Intimidation+5, Stealth +5, Survival +5, Warfare Lore +4

I'll use a hero point. We will see LOL! Reroll!

Athletics with a Hero Point reroll: 1d20 + 8 ⇒ (14) + 8 = 22


Tomb

Cutie Killstuff slams into the door busting it open with the aid of their silver butter knife!

Leading to a messy office.

Papers are stacked haphazardly across every flat surface but the floor, ledgers are arranged on shelves in no particular order, and various religious trinkets hang on most walls.

Back to everybody. DC 16 Perception or Religion. After the first one of you succeeds however, you can say Over here! and give the remaining poppets a +2 circumstance bonus on their check to investigate.

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

Glade will attempt first, Hope you are inspired everyone. perception: 1d20 + 6 ⇒ (11) + 6 = 17

Grand Archive

Skeleton Mage 1 | AC 19 | F/R/W: 5/9/6 | Perc 6, Darkvision | Resist: none | Speed 25 | HP 24/24 | Exp: AN | Acro/Stealth 7, Arcana/Diplo/Dec/Intimid/Occult/Perf/Society 6, Thievery +9

perception: 1d20 + 6 ⇒ (8) + 6 = 14

This looks like a complete mess.


Tomb

If Glade would like, they can give everybody else a +2...


”The Tin Wizard” | Male Poppet Wizard 2 | | HP 22/22 |AC 14 | F +6 R +4 W +8 | Perc +8 (Darkvision) | Default Exploration: detect magic | Speed 25 ft | Active Conditions: ---

"Most impressive, Cutie! Most impressive, indeed!" The Tin Wizard says as his companion busts open the door.

"Tut, tut, this is no way to organize things," his approval for Cutie turns to disapproval for the owner of this office as he sees the mess.

With a sigh, he begins sifting through the papers to try to find the one they're looking for.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

"Ah-ha! Over here, everyone! I think I've found the right section!" The Tin Wizard says after finding a promising pile.

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

Yeah give everyone a +2, I thought the players had the choice to take it, I guess it is I who has to give it to them. Come one players, roll with your +2.


Tomb

With Glade's guidance evern Marcella's effort is enough to find some useful clues.

The Tin Wizard also finds quiet a few suspicious items.

---
Beep Boop
Cutie Findstuff: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17

---

The bad news is the documents you're looking for aren't here. The good news is you find a hidden door behind a small altar to Asmodeus.

Other bad news, it's locked and trapped. One of you could disable it, or trigger it and leap out of the way.

This is a "group" check, so we only need 1 total success (DC 17 Acrobatics or Thievery), and nobody is required to roll. We still have access to Not Like that!: Trigger: one PC has just failed or critically failed a skill check for a group obstacle. Instead of the normal result of the skill check, another poppet can attempt the skill check (either using the same skill or another skill listed in the obstacle’s Overcome entry). The group must use the second result, even if it’s worse.

Additionally because you all did so well, you've also got A Lucky Break. On the first attempt to get past the Trapped Vault Entrance you can roll twice with a +1 Cirumstance bonus and take the better result. (We'll say this can stack with "Not Like that!" (replacing a failure or worse after taking the better with a single new roll from a new poppet.)

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

Glade shouldn't try, he'll let others in with the higher chance of success.

Grand Archive

Skeleton Mage 1 | AC 19 | F/R/W: 5/9/6 | Perc 6, Darkvision | Resist: none | Speed 25 | HP 24/24 | Exp: AN | Acro/Stealth 7, Arcana/Diplo/Dec/Intimid/Occult/Perf/Society 6, Thievery +9

Marcella takes a deep breath.

thievery: 1d20 + 6 ⇒ (6) + 6 = 12

thievery lucky break with CB: 1d20 + 7 ⇒ (2) + 7 = 9

well dice really didn't cooperate...sigh


Tomb

Marcella has no luck, but another Popper could still jump in with a better way!


Tomb

*Poppet.


Nonbinary Poppet (stuffed) Barb (fury) 2 | AC 19; F/R/W 8/5/7|HP 34/34|Perc+7; darkvision|Speed 25|Acrobatics+5, Athletics+8, Intimidation+5, Stealth +5, Survival +5, Warfare Lore +4

Cutie responded back to The Tin Wizard with modesty, bending the butter knife back as best as they can. “Thanks! I just love knives!” They paused, and elaborated for better or worse. “So small yet so… sassy.”

They replied to Glade Wolf with an enthusiastic nod. “Yeah… I’m inspired. It’s just so easy to be! With you all nearby.”

And they remarked at the chaos within. “This villain needs to just keep what sparks joy. Why even have this….” They grabbed an ornate-looking document. “…Beerth Sirrtifficat-tay?”

Cutie is on stand-by as Marcella worked her magic with the hidden door. Though, in a split second, because of Marcella’s speedy reflexes at the first moment of trouble, they leap into action with a gasp. Will it work?

Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21


Tomb

With "Not Like that!" Cutie gets them out of the way of the horrible flaming inferno that the door belches.

And with that you're into the vault! Surely the documents you seek must be in there.

Several treasures are displayed in this secret room on pedestals between several filing cabinets. A steel mannequin wearing an ornate suit of dark armor with a faintly glowing gem embedded in the chest piece stands in the center of the vault.

Before you get a chance to examine anything in more detail however the mannequin raisers its armored fist and comes after you!

Initiative +S:

Cutie: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Marcella Stealth: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Tins: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Glade: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Mannequin: 1d20 + 11 ⇒ (12) + 11 = 23

Rather than strike you down with its fist though, it opens up its hands and power flows out of it, animating a pair of filing cabinets which charge Cutie, while a writing desk moves forward to assault Marcella.

orange Dash vs Cutie: 1d20 + 11 ⇒ (12) + 11 = 23
b damage: 1d6 + 1 ⇒ (3) + 1 = 4
Cyan Dots vs Cutie: 1d20 + 11 ⇒ (12) + 11 = 23
b damage: 1d6 + 1 ⇒ (3) + 1 = 4

Cutie gets chomped by each of the vicious filing cabinets!

writing desk vs Marcella: 1d20 + 11 ⇒ (2) + 11 = 13

Marcella does better and dodges the writing desk.

Initiative:

Solid Yellow Steel Mannequin
Orange Dash Cabinet
Cyan Dot Cabinet
Red Mix Writing Desk
Tin Wizard
Glade
Marcella
Cutie 30/34

Poppets are up!

I assumed Cutie would rage with the start of combat (thanks remaster!), and applied the temp HP (which I think is 4), if Cutie would rather not take the free rage for whatever reason, happy to play it otherwise etc.

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

with my Dangerous sorcery I'm going to full on magic missile the yellow steel mannequin dmg: 3d4 + 4 ⇒ (2, 4, 4) + 4 = 14 remember people, I made him tiny sized, so anyone who wants can occupy my space if they really need to.


Tomb

Glade Wolf's missiles slam into the mannequin but it'll take a lot more than that to take it down.

No hardness, many HP remain however.

Grand Archive

Skeleton Mage 1 | AC 19 | F/R/W: 5/9/6 | Perc 6, Darkvision | Resist: none | Speed 25 | HP 24/24 | Exp: AN | Acro/Stealth 7, Arcana/Diplo/Dec/Intimid/Occult/Perf/Society 6, Thievery +9

Marcella moves to strike the desk (flanking) and strikes twice.

shortsword: 1d20 + 7 ⇒ (3) + 7 = 10
s/p: 1d6 + 1 ⇒ (4) + 1 = 5
precision sa: 1d6 ⇒ 3

shortsword: 1d20 + 2 ⇒ (5) + 2 = 7
s/p: 1d6 + 1 ⇒ (2) + 1 = 3
precision sa: 1d6 ⇒ 1


Nonbinary Poppet (stuffed) Barb (fury) 2 | AC 19; F/R/W 8/5/7|HP 34/34|Perc+7; darkvision|Speed 25|Acrobatics+5, Athletics+8, Intimidation+5, Stealth +5, Survival +5, Warfare Lore +4

Cutie is taken by surprise as the furniture attacks. Commanded by the mannequin, maybe? Their plush ears straighten up with the hits. Let's do the remastered barbarian, yeah. Just had to reference what was updated. As a free action, CUTIE KILLSTUFF RAGES.

They tear the oil of potency off their belt and smash it against their bastard sword, Mr. Stabs. First action: Activate Oil of Potency to Bastard Sword.

Then in one swing, they draw Mr. Stabs to their two paws. Second action: Interact to Draw Bastard Sword to their two hands.

"Mr. Stabs here is mightier than any pen you're used to!" Cutie cheered intensely to the flanked writing desk, referring to the common pen and sword expression. "Got your back, Marcella!" They beamed with a growl as the stuffed poppet finished their arc to strike the writing desk, with a small splatter of oil and bits of glass. Third action: Strike the writing desk with Bastard Sword.

Strike with potency vs off-guard writing desk: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Slashing dmg with Rage and potency: 1d12 + 4 + 2 + 1d12 ⇒ (3) + 4 + 2 + (11) = 20


Tomb

Marcella has no luck, but Cutie certainly kills the everything out of the flanked writing desk.


”The Tin Wizard” | Male Poppet Wizard 2 | | HP 22/22 |AC 14 | F +6 R +4 W +8 | Perc +8 (Darkvision) | Default Exploration: detect magic | Speed 25 ft | Active Conditions: ---

"A fine strategy Glade Wolf! I believe I shall follow it myself!" The Tin Wizard declares and a barrage of force missiles fly from his tin hand and into the steel armor.

3 Action Force Barrage: 3d4 + 3 ⇒ (1, 2, 1) + 3 = 7

"Keep it up, Cutie! I have all faith that you can handle this fiendish furniture!"


Tomb

The Tin Wizard also pelts the steel mannequin with a trio of missiles.

At this rate the Tin wizard estimates that it will take many more missiles to stop the mannequin menace.

The Steel Mannequin clenches its fist and the remainin animated furniture presses their assault.

Cyan vs Cutie: 1d20 + 11 ⇒ (2) + 11 = 13
More Cyan vs More Cutie: 1d20 + 11 - 5 ⇒ (14) + 11 - 5 = 20

filing cabinet slamming shut (b) damage: 1d6 + 3 ⇒ (2) + 3 = 5

The other cabinet also assaults Cutie.

Orange vs Cutie: 1d20 + 11 ⇒ (11) + 11 = 22
More Orange vs Cutie: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25

chomp (b): 1d6 + 3 ⇒ (2) + 3 = 5
More Chomp (b): 1d6 + 3 ⇒ (2) + 3 = 5

Cutie gets their feet caught in the filing cabinet which viciously munches her, sending stuffing flying!
No extra effects, just fun description.

The Mannequin then steps up and slams down its other fist on Glade.

Steel Slam vs Glade: 1d20 + 14 ⇒ (10) + 14 = 24
B damage: 2d8 + 5 ⇒ (2, 1) + 5 = 8

With a critical slam it nearly smooshes the poppet puppy!

With Cutie getting eaten by furniture and Glade getting smooshed by the steel guardian, can our heroic poppets turn the tide?

Initiative:

Solid Yellow Steel Mannequin -21
Orange Dash Cabinet
Cyan Dot Cabinet
Tin Wizard
Glade 18/34
Marcella
Cutie 15/34

Party is up!


Nonbinary Poppet (stuffed) Barb (fury) 2 | AC 19; F/R/W 8/5/7|HP 34/34|Perc+7; darkvision|Speed 25|Acrobatics+5, Athletics+8, Intimidation+5, Stealth +5, Survival +5, Warfare Lore +4

Cutie turn to the steel mannequin. "What lovely armor... How about a Mr. Stabs to complete the set?!" They glare at it with a wicked smile that could even shiver steel. First Action:Cutie Demoralizes the steel mannequin. We'll see if it can be frightened.

Intimidation: 1d20 + 5 ⇒ (16) + 5 = 21

The stuffed poppet starts their next swing as they move towards Glade Wolf's space. Second Action: Cutie Steps to Glade Wolf's space.

Cutie makes do on their promise as their swing strikes right at the steel mannequin's red gem. Third Action: Cutie Strikes at the steel mannequin.

Bastard sword strike: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Slashing dmg: 2d12 + 4 + 2 ⇒ (2, 1) + 4 + 2 = 9

EDIT:Does the remastered fury instinct increase rage dmg from 2 to 3? If so, the final dmg should be 10 before applying the crit.


Tomb

The mannequin clearly responds to Cutie, but doesn't seem shaken.
21 is a fail.

Instinct Ability—Unstoppable Frenzy Increase the additional
damage from Rage from 2 to 3. You gain a bonus 1st-level
barbarian feat. Looks like 20 total then.

Cutie gets in a massive swing on the mannequin, not enough to take it down, but certain one to make it feel the pain.

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

Glade will pump the mannequin full of magic missiles with his dangerous sorcery dmg: 3d4 + 4 ⇒ (3, 2, 1) + 4 = 10 By the way, My max HP is 24, not 34, so I'm at 8. I wish it was 34. Hellpup Witch is 22. But my guy has is Sorcerer (same hit dice) +3 Con instead of +2 Con, putting him at 24. At least I did my 10 damage this turn and Cutie just crit him for 18 damage.


Tomb

Glade Wolf continues the all magic missile all the time strategy that has worked well so far.

The Mannequin continues its assault however. Surely it can't take much more of this!

Initiative:

Solid Yellow Steel Mannequin -51
Orange Dash Cabinet
Cyan Dot Cabinet
Tin Wizard
Glade 8/24
Marcella
Cutie 15/34

Wizard and Rogue poppets still up!
Fixed Glade HP on Tracker, and updated Mannequin with MM and 20 point crit from Cutie.


”The Tin Wizard” | Male Poppet Wizard 2 | | HP 22/22 |AC 14 | F +6 R +4 W +8 | Perc +8 (Darkvision) | Default Exploration: detect magic | Speed 25 ft | Active Conditions: ---

The Tin Wizard abruptly finds his companions piling on to the mannequin. He also finds himself abruptly flanked by the errant office furniture.

"The best defense is a good burn the people attacking you!" he declares, raising his patented light up staff. It sparks for a moment, then those sparks turn into a flame that roars out to engulf the two filing cabinets.

Breathe Fire DC18 Basic Refl: 2d6 ⇒ (6, 5) = 11

He then uses his arcane might to Shield himself.


Tomb

Orange Save: 1d20 + 8 ⇒ (15) + 8 = 23
Cyan Save: 1d20 + 8 ⇒ (19) + 8 = 27

Both filing cabinets mostly dodge out of the way, with only a few stray papers on to catching fire.
Success, Success + Hardness 3 = 2 Damage each.

Envoy's Alliance

Male Suli Dwarf Figher 1: AC:16/18, HP:23/23, 8 Fort, 6 Ref, 5 Will, 7 Perception, Lowlight and Darkvision

Common Marcella, you can do this, attack the big thing. I have one more spell slot left. Assuming I don't get KOed, it is getting a full on magic missile. A race to take it down before it takes us down.

Grand Archive

Skeleton Mage 1 | AC 19 | F/R/W: 5/9/6 | Perc 6, Darkvision | Resist: none | Speed 25 | HP 24/24 | Exp: AN | Acro/Stealth 7, Arcana/Diplo/Dec/Intimid/Occult/Perf/Society 6, Thievery +9

Marcella moves to strike yellow (flanking) and strikes twice.

shortsword: 1d20 + 7 ⇒ (18) + 7 = 25
s/p: 1d6 + 1 ⇒ (3) + 1 = 4
precision sa: 1d6 ⇒ 6

shortsword: 1d20 + 2 ⇒ (9) + 2 = 11
s/p: 1d6 + 1 ⇒ (4) + 1 = 5
precision sa: 1d6 ⇒ 5


Tomb

Marcella tumbles into position and strikes a decisive blow against the Steel Menace, taking it down.

As it drops, the magic animating the filing cabinets fades and they become inanimate once again.

With the Steel Mannequin defeated, you can take a little time to investigate the vault more thoroughly. In addition to finding the deed to the land on which The Terrific Toybox sits, you discover proof of other underhanded plots Baron Vreen has been undertaking throughout Egorian for years. You can rest assured that by making off with this proof, you can essentially eliminate the baron’s influence and put him in his place.

From there you find a secret escape tunnel out of the vault and into the sewers from which you can return home triumphant without any further trouble!

Gettorio is overjoyed to see you, especially when you bring news of their successful mission.

"I was so worried when I noticed you all missing. I'm so happy that you're okay. You know you shouldn't do things that dangerous, I would have figured something out, I'm sure I could have..." cries Gettorio as he learns that you're both okay and he'll get to keep his shop.


1 person marked this as a favorite.
Nonbinary Poppet (stuffed) Barb (fury) 2 | AC 19; F/R/W 8/5/7|HP 34/34|Perc+7; darkvision|Speed 25|Acrobatics+5, Athletics+8, Intimidation+5, Stealth +5, Survival +5, Warfare Lore +4

Cutie Killstuff is relieved that the team found the deed. They gather all the stuffing that they lost and eat it. Nothing lost, nothing gained...

Back at the toyshop, Cutie hops on Gettorio and rubs his back.

"I'm sorry to have worried you, Gettorio. I know what it's like to... feel worried. I couldn't stand the thought of losing the shop! And... The WIzard's Lair too! But... I think everyone here agrees that it was good thing that we tried. And succeeded at that! Bee-uh!" They squeak.

The stuffed poppet looks to each of their teammate as they mention each name with a smile. "I got to see everyone share their talent. Glade Wolf with his forceful magic, his initiative, and the way he tricked all those passing partygoers... Marcella with her mastermind abilities, sneak factor, and how she stabbed that mannequin down with her sword! And The Tin Wizard with his dramatic lectures, fiery magic, smart quips, and good taste in books to throw."

"It feels good to have tried. Yeah... I know that I still have to work with my intensity with Mr. Stabs. I'm so happy that I had the eyes, ears, and very plush body to be with my friends. I think I would have been sadder thinking if we never went!"

"And it feels right to protect what was rightfully ours! The memories are like toys we made together! Something to cherish forever. So, thank you for being with me, team. They go down and give the three a very plush hug.


1 person marked this as a favorite.
”The Tin Wizard” | Male Poppet Wizard 2 | | HP 22/22 |AC 14 | F +6 R +4 W +8 | Perc +8 (Darkvision) | Default Exploration: detect magic | Speed 25 ft | Active Conditions: ---

"Aye, for what is a hero if not one who will put their own safety at risk to do what is right and to help others who are less able to help themselves?" The Tin Wizard says, striking a dramatic pose.

"It would have been a grave injustice to lose the shop. Nay, to lose our very home! We could not turn away from the hero's call. Nor did we have any doubts of our eventual success with the combined skills and teamwork that we possessed!"

He awkwardly hugs Cutie in return, both due to inclination and to the way his arms are made.

"Now, my stalwart companions. What adventure awaits us next?!"


Tomb

Gettorio continues to cry with joy that everything has worked out and that you're all safe and would risk it all for him, even if he'd rather have lost the shop than put you in danger.

51 to 93 of 93 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [GD XIII PFS2] Pirate Toy Heist Gameplay All Messageboards

Want to post a reply? Sign in.