DUNE PF1 ACT 2 The Dream of Green

Game Master Johnny_Panic

“Without change something sleeps inside us, and seldom awakens. The sleeper must awaken.”
― Frank Herbert, Dune

Freman words

MAP of NORTHERN ARRAKIS

CURRENT MAP SAND TRUCK IN VILLAGE


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Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

I don't like sandwiching posts between mine, unless the post is directed specifically at my character and the person is waiting to make an action. That said, I'll post in the morning, whether anyone else has posted or not.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Meant to post before now, Ghir can carry some of those items.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2
Ghir son of Dranor wrote:
Meant to post before now, Ghir can carry some of those items.

Cool, thank you!

@ Kasit and Ghir, Borak has asked a couple of times about the weapons, do either of you want either of the pistols or any other weapons before we head out?

@ Panic, the two pistols we aquired are they different enough from weapons we've seen to matter any? Would rifles or other weapons possibly be available? We've asked a couple times about other knives and that sort of thing.


Swashbuckler (4) Wounds (3) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (1/2) Mythic (1/2) Heirloom (2/2)

Nope! Kasit is fine with just his daggers. It's what he is specialized to use.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2
Kasit wrote:
Nope! Kasit is fine with just his daggers. It's what he is specialized to use.

That's how I view Borak as well, he did keep the two off-worlders daggers to throw, should we get more daggers or possibly rifles for longer range?


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Ghir doesn't want the guns either.


Swashbuckler (4) Wounds (3) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (1/2) Mythic (1/2) Heirloom (2/2)

Yeah. I think that if it were long ranged rifles then it would make sense to hang onto them. We can't really do much at such range. But at short range? Daggers are just better for us.


If you head down to the junk marchant she will have something along the lanes of what you want.

:)


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2
Ghir son of Dranor wrote:
Ghir is day dreaming of taking out thopters and perhaps even harvesters. Such weaponry is going to be extraordinarily expensive. Obtaining them will not be quick or easy, still everyone's got to have a hobby I suppose.

I like the way Ghir thinks :)

Has anyone been keeping track of our actual wealth? We are apparently going to need to barter to get a rifle or two and some daggers.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Lets see, from the two Harkons at the start we found 49g of raw spice, 1L of water x2. At the seiche we got forty eight and three sixths leatagens of water from their bodies.

Then for 28.5L of water we bought:

1x paracompass
1x compaction tools
1x Oil lens binoculars.
1x Stilltent [4man] [+Backpack it comes in]
3-sets of Maker hooks
3x Thumpers,
3x Sandsnorks,

I think we owe Nillic 10% of the sale price of the radio which was three deca-liters of water.

Since there's different units here I'm not entirely sure how much water we've got. I wouldn't be surprised if we get asked to run some errand to sweeten the deal when bartering.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Appraise might be a good skill to try here, too bad Ghir doesn't have any skill points in that.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2
Ghir son of Dranor wrote:
Appraise might be a good skill to try here, too bad Ghir doesn't have any skill points in that.

Borak either...


Swashbuckler (4) Wounds (3) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (1/2) Mythic (1/2) Heirloom (2/2)

A short sword that causes bleed is pretty neat. If anyone else wants it go for it. Kasit is too focused on daggers to switch weapons.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

any chance we can have that shortsword sized into two daggers with the bleed condition?


Swashbuckler (4) Wounds (3) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (1/2) Mythic (1/2) Heirloom (2/2)

Is it possible to have tech versions of enchantments? Such as returning and the like? Or a Blinkback belt?


Børak wrote:
any chance we can have that shortsword sized into two daggers with the bleed condition?

yes at a price


Kasit wrote:
Is it possible to have tech versions of enchantments? Such as returning and the like? Or a Blinkback belt?

i will have a think on that one


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Sorry about the delay in posting, RL jumped up an bit my arse.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

BTW what are the rules for firearms in this campaign? Pathfinder normally requires significant class & feat investment for firearms to be decent. But that's because we're talking about muskets and so on. In dune things are much higher tech so probably something out of d20 modern.


You can use feats to bust hit chances, there are rules for modern firearms.

https://www.d20pfsrd.com/equipment/weapons/firearms/modern-firearms/

With Dune flavoring.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

I'll respond in game later, but do we want to trade two working weapons and water for stuff we need to get repaired?


players i had a think, and i think i need your input, how would you like guns and such to work?


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2
GM_Panic wrote:
players i had a think, and i think i need your input, how would you like guns and such to work?

I'm ok with the PF1 rules. They're a little simplistic, but that's not bad since they cover the basics and we're using knives most of the time anyway.


Cool, she will have the things fixed for that half leater of water.
you have two days to see Brown boots and have a look around.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

With Borak trained in poison (alchemy 7) would he be able to reverse engineer the last vial of poison?


yes


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Very cool GM_Panic...

Ok folks, we have one hunter seeker that Borak would like to hold on to so as to figure out poison for it, but it feels like it will be useful later than sooner. We also have one very cool dagger, one new rifle and the two pistols.

I'm still of the opinion we should keep all three ranged weapons just in case, but I probably like keeping weapons more than most players. Borak intends to use this two Crysknives and hopefully keep one of the pistols as a backup range weapon and the hunter-seeker for special occasions. Should we split up the dagger and the rifle? Who wants what? I don't really care either way, and if we need to sell the pistols I won't whine about it.


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MW Bolt Action Hunting Rifle , DMG [3d4] Crit 20, [x4] Range 220' Slow firing 1 shot per round. Oil Lens Scope +1TH position DMG type [P]


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Mechanics wise who among us can use the rifle most effectively? I'm pretty sure I don't understand the rules for modern firearms either. Do they jam on a natural 1?


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2
Ghir son of Dranor wrote:
Mechanics wise who among us can use the rifle most effectively? I'm pretty sure I don't understand the rules for modern firearms either. Do they jam on a natural 1?

I don't know, here are the PFSRD's version But out rifle doesn't match any of them. GM_Panic didn't show a 'misfire' as the ones on the firearms page do.

I do have a reasonable understanding of PF1's firearms rules, but I don't know that Borak will be the best one suited for the rifle.


yes they jam on a one becoming 'Broken' untll craft fixed


Swashbuckler (4) Wounds (3) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (1/2) Mythic (1/2) Heirloom (2/2)

I’m assuming we are up in initiative. At the stairs how much cover is there?

Also, gorgeous map! I’ll post actions when I get home.


There is no init at the moment, map is up, its about what you do next.
This is mass combat, so you pick a small unit and go for it, You have surprise, Note Acrobatics or Clime will get you down the rocks to where the bikes are. DC will be 14, boots had gone off with the other 2 techs to take on the unit heading up the steps


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Sorry I didn't post yesterday, I don't know anything about mass combat so I was hoping someone else would take point. Borak will take an 'acrobatics check to get down the rocks. Anyway, will double move Borak down the rocks to where the bikes are. If I put him at the wrong spot, please feel free to move him to the right spot.

The map has two types of figures, the grey guys with white hair and what looks like a club, and the yellow guys that look like a barrel-helmeted space suit. Are they both our enemies or is one group our friendly smugglers? IT feels like the grey guys are with us and the yellow guys are the bad guys, but I just want to make sure.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Don't think I've ever used those rules either.


Swashbuckler (4) Wounds (3) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19) Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (1/2) Mythic (1/2) Heirloom (2/2)

Happy thanksgiving! Very busy day here. I will post once I can (checking in)


Happy Holidays All


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Looks like blue is right in front of Ghir, so going all in with a move action study and a standard action to attack.


Ok
House Rule: You take over Half Damage in a round, roll V that DMG as a DC, or be dazed for a round from the shock.

House Rule: Players only, Even when you get to Ziro HP upto - your HP, you can act for one more round before you need to start rolling Fort saves.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2
GM_Panic wrote:
Please place him back, I may have mixed up Icons in my rush sorry, If I make mistakes on who what where point out to me and I will fix.

It's ok, I listed like three different options, so I know it was confusing. Besides, with those attack rolls he wasn't hitting anything anyway. He'll focus on yellow for now. It's also probably confusing to have two masked characters, I may change Boraks Icon...

Would you mind if I make the 'bad guy' icons the same size as ours? We can reduce the borders around them and squeeze them a little so they don't look like their large.


yes make them the same size if it works better


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

GM is it Ghir's turn to act?


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2
Ghir son of Dranor wrote:
GM is it Ghir's turn to act?

hmmmm, it certainly feels like it is....


humm my post went missing, Yes it is, you all go next, 2 have one left


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Ghir you doing ok?


Sorry guys work Xmass party time


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Cool! Did GM_Panic just invite us to his work Xmass party? I can bring home made candy.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Sorry work has been killing me this week, it always gets like this towards the end of the year. Should start to ease off soon though.

I know I said Ghir sprinted but mechanically Ghir can't actually use the run action since there isn't a straight line between him and the guy on the truck. Just flavor text.


Human Rogue (4th lvl) Trickster (1st Tier) | HP 45/56 | |AC 20/T15/FF15 | F+5/R+9/W+5 | CMB +4/CMD 19 | init + 7 | Perc + 10/12 | Surv. + 16/18 | Dis. dev. + 14 | S.A. 2d6 | S.P. 3/5 | M.P. 0/5 | H.P 2/2

Don't sweat it, I think we've all been there at some point.

Ghir son of Dranor wrote:
Ghir nodded to Borak, the man with the rifle was a short sprint away, maybe he could get there in time. So heart pounding, Ghir rushed towards the truck, kicking up clods of sand as he went.

My apologies Ghir, I checked the time stamp on my post. I was probably still in the middle of my first cup of coffee when I typed it. I normally have a 'two cup rule' to prevent just such a thing from happening.

My intent was to ask you to use the rifle we had purchased to shoot the man on the truck who was arming the rocket launcher. Hopefully running up and stabbing him will work as well

Edit: and there was a type-o there as well, I meant 'can' not 'and' it was my intent to ask you if you could shoot the fellow, not sound like I was ordering you to. I don't like telling other players what to do, but if there seems like a sound strategy, I don't figure it will hurt to ask.


Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

It's fine to suggest things :)

Shooting him might have been better, well next time!

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