Matsudaira punches (kicks?) the nearest creature, which turns out to be an oversized rat. No Peeking!:
Round 1 Initiative: Matsudaira 21 *Alassa 20 Creatures 20 (#1@5,#3@5) *Gilen 15 Viviana 6 Malph 5 Alassa:
It's your turn, but I believe you're still upstairs, having just finished searching an office. You have heard faint sounds of what could be a scuffle but could just as easily be another phantom sound like those you've been hearing off and on almost since you arrived. Knowing that at least some of your companions have gone down to a lower level, what would you like to do? I will allow you enough movement to join them downstairs this round if you want, even though it's far longer than your normal speed allotment. Gilen:
You don't act yet, but I believe you're still upstairs. If you'd like to join your companions downstairs, you may, but it will take the entire round. Or you can stay upstairs and continue investigating. Your choice. If you've had a turn or are downstairs, you may look: One rat runs up to Viviana and tries to bite her. The other runs at Matsudaira and snaps angrily at him. Rat 1: 1d20 + 1 ⇒ (20) + 1 = 211d4 ⇒ 3 Rat 2: 1d20 + 1 ⇒ (6) + 1 = 71d4 ⇒ 4 Viviana Fort DC 11: 1d20 + 1 ⇒ (17) + 1 = 18
:P Liselle wouldn't be the first crazy to talk to beings no one else can see. Some of those beings actually exist, too! Insects, hedgehogs, bats - plenty of small creatures that can be hidden in a master's clothing so everyone else thinks the master's crazy ... until "everyone else" has encountered enough such "crazies", anyway...
Oops, I might have forgotten about lighting. Doesn't Matsudaira have the sunrod with him? That would change the descriptions of what you find... @Matsudaira - If you have a light source (or left it glowing up by the opening), you should be able to take a proper Action. I think Viviana's spell took at least a Move Action, leaving her out of Actions for the surprise round (but correct me if I'm wrong), so as long as you aren't using a Martial Maneuver (such as those from 3.5's Tome of Battle) that takes a Move Action or longer to achieve, you should be able to do something more than just drop into a combat-ready stance. Unless that's all you really want to do.
It's important to me that you only look at the spoilers with your name on them for this post. But I can't really stop you from peeking, now can I? DM Stuff:
Matsudaira Perception: 1d20 + 6 ⇒ (8) + 6 = 14 Viviana Perception: 1d20 + 6 ⇒ (18) + 6 = 24 Malph Perception: 1d20 + 2 ⇒ (19) + 2 = 21 Creatures' Perception: 1d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (2) + 4 = 6 Alassa Perception: 1d20 + 1 ⇒ (10) + 1 = 11 Gilen Perception: 1d20 + 0 ⇒ (3) + 0 = 3 Matsudaira Init: 1d20 + 1 ⇒ (20) + 1 = 21
Viviana, Malph, Matsudaira:
Surprise Round Initiative: Viviana 24 Malph 21 Matsudaira 14 Creatures 6 Alerted by the soft skittering of tiny claws, the three who've descended through the trapdoor prepare to battle whatever is down there with them. Party Up!
You'll all see it eventually, so please don't look yet: Round 1 Initiative: Matsudaira 21 *Alassa 20 Creatures 20 *Gilen 15 Viviana 6 Malph 5 Having heard muffled sounds of what may have been combat, the remaining two party members now have a chance to react. Party Up!
Thug 2 on Liselle: 1d20 - 1 - 1 ⇒ (18) - 1 - 1 = 16
As the thugs decline to chase Renvil out of the square, the two who'd been targeting Chak switch to the young woman who has denied them their target, pummeling her 4 non-lethal damage to Liselle. Init Order:
Chak: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 Renvil: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18+ Liselle: 18 Chelish Citizens: 1d20 ⇒ 18- Nox: 1d20 ⇒ 8 Dottari: 1d20 + 1 ⇒ (4) + 1 = 5 If you all three choose simply to Withdraw until you are out of combat, then we can continue to the next scene. Otherwise, we'll stay in Combat Time - acting in order of initiative, in 6-second rounds - until combat concludes some other way. Up to you. Party Up!
mmmm, let's hold off on that for now...I'll see if I can work in some kind of flashback scenario so you can tell us why you were there and how you managed to be in exactly the right place at exactly the right time to help out. Also, could you add to your profile exactly what is in a Witch's Kit? I know I can look it up, but it'd be most helpful if you put it in your profile, where it's easy to find. Thanks, and welcome to the game!
Moving would provoke unless you Disengage (I think it's Withdraw in PF...), which I believe takes a standard action. Thug 1 on Renvil: 1d20 - 1 - 1 ⇒ (7) - 1 - 1 = 51d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4
The thugs harassing Chak continue to swing at him, but are unable to land a hit - the Tengu is more agile than their usual victims. One of the thugs on Renvil manages to land a lucky blow - that's going to leave a nasty bruise. 6 non-lethal damage for Renvil... The other seems to be having trouble getting his weapon to go where he wants it. Init Order:
Chak: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 Renvil: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18 Chelish Citizens: 1d20 ⇒ 18 Nox: 1d20 ⇒ 8 Dottari: 1d20 + 1 ⇒ (4) + 1 = 5 Round 3: Party Up!
Malph:
As you open the trapdoor, you get a whiff of an unpleasant odor. Around you, several objects begin rattling in place and one of the walls starts to bleed. You hear the faint patter of little feet and an eerie, high-pitched laugh. There is a 15-foot drop into the darkness; with a little effort DC 10 Acrobaics you can probably manage to land on your feet without hurting yourself. By the time everyone else gets to the trapdoor I'm assuming you all head over there, having heard Malph calling; or perhaps someone saw the newly-enlarged hole in the far wall, Malph has disappeared into the darkness.
@Chak Both. Chelish Citizens' Group is a "law-enforcing" agency, much like a small village might have a local militia, but made up of bullies and thugs who enjoy getting away with beating people up in the name of the law. Thug 1 on Renvil: 1d20 - 1 ⇒ (5) - 1 = 41d6 + 2 ⇒ (1) + 2 = 3 non-lethal
The thugs advance on you (2 on Chak, 2 on Renvil), maces at the ready. Based on their comrades' behavior towards others in the crowd, it's pretty clear that they're trying to subdue rather than kill. Chak, take 4 non-lethal damage. Renvil, looks like they missed you. Perception DC 15:
Someone near the front of the crowd throws a knife at Nox, drawing blood as is sails past her shoulder. Snarling, she disappears inside the opera house. Perception DC 10:
The dottari guards who have entered the crowd are indiscriminately subduing anyone who looks like they might offer resistance, regardless of whether that resistance appears or not. Because of the crowd, the entire square is currently considered "difficult terrain", costing two squares of movement for every one square traveled. Init Order:
Chak: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 Renvil: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18 Chelish Citizens: 1d20 ⇒ 18 Nox: 1d20 ⇒ 8 Dottari: 1d20 + 1 ⇒ (4) + 1 = 5 Party up!
Sorry, don't have much time to post during the week. It's really hard to update on my phone, so I usually wait until I have a chance to get on my laptop before updating character sheets. This isn't the only one I need to update. You don't need to wait for me to update my stats - I can do that on the fly until I have a chance to type it up.
Chak:
The Chelish Citizen's Group has distinctive armbands, which will not be easy to fake quickly enough to blend in for the riot. There are about two thugs focusing on you, and several dottari have entered the crowd. Nox, Thrune's bodyguard, is so far only watching the fray. Renvil:
thug save: 1d20 - 1 ⇒ (18) - 1 = 17 The Chelish Citizen's Group thug beside you seems to almost succumb to your spell, but then shakes it off. He turns menacingly toward you, joined by another nearby thug. Will post their actions later - time for RL game of Night's Black Agents now. They're waiting on me.
Welcome, Alyssa, and I hope you're having fun making your character. You may be overthinking it (or not), but don't worry - we've all done that. If you think you have most of it ready, go ahead and post it and I'll take a look. I'm also willing to let you save a few decisions for later - it can get rather difficult to decide everything up front when you don't know what the AP will throw at you. I plan to make a proper post tonight; I've been away from my computer far to long so I haven't been able to access the details I need. But I should have time tonight.
I probably didn't make it clear, but to get to the broken section of wall you need to go outside. It's at the opposite end of the short corridor from the locked grate you couldn't open. Malph, as a Small-sized creature, was able to squeeze through the opening in the grate, but a Medium-sized creature wouldn't be able to make it.
sorry for the delay! Matsudaira scrambles up the post, grabs the object, and climbs back down. It appears to be a ring of some sort. Anyone want to inspect, appraise, or otherwise examine it? Alassa finds no traps, only more dusty, mildewed papers. The strange occurrences continue: floating objects, strange noises without apparent sources, doors opening and closing themselves, etc. As Malph pats the wall, mortar dust falls to the ground. A moment later, a brick crashes to the debris pile near the hole.
Not sure what I should do now - I think I'm the only one conscious right now. I have one more spell slot, which should probably be used to heal someone with cure wounds. I do have the cantrip spare the dying, which I can use to stabilize my friends. I'm still prone, as I didn't bother standing up last turn (it makes it too obvious that I'm a good target). What do you recommend?
@Renvil: The man brushes you away, mumbling something about "ignorant" and "useless". If you persist, he tells you it's a form of torture that stretches you out. And then threatens to accuse you of being a ship's captain if you keep bothering him. @Chak: No one cares to give you an answer, too busy protesting the latest proclamation or protesting the protesters. Eventually someone on the other side of the crowd throws a chunk of something dark and wet at Thrune. It misses, but he's clearly upset - perhaps too upset, given that the projectile missed him completely. Angered, Thrune yells a few commands before disappearing into the opera house. Enough of this! Nox, run them off, arrest them, or kill them. I don’t care which! rolls:
Chak: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 Renvil: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18 Nox: 1d20 ⇒ 8 Dottari: 1d20 + 1 ⇒ (4) + 1 = 5 Chelish Citizens: 1d20 ⇒ 18 As the crowd erupts into violence, Nox disappears into the opera house. Many of the "protesters" fling off their cloaks, revealing their allegiance as Chelish Citizens' Group as well as their weapons and armor. Others, either oblivious to the weapons or not caring, continue throwing whatever they can get at the dottari and the opera house. Chak, you're up, then Renvil, then everyone else.
Sorry to see you go, Oskar, but if you don't think you'll have fun then you should probably drop out. Don't want to force anyone to play if they're not having enough fun. I've got a few interested parties looking to join, so we should have enough players - don't worry about that. Perhaps we'll meet again in another game. Best of luck to you!
Alassa finds no traps on the door. Opening it, she finds an abandoned office: a single desk and chair, empty cupboards with the doors hanging open, a few stray pieces of paper. Everything is coated in dust and looks like it hasn't been touched in decades. The door to the other room rattles and swings open, then shut, then open, then shut. The chair in the room Alassa is in scrapes its way across the floor, then abruptly stops, reverses direction, and moves again. Matsudaira looks around the large room, but finds only debris, dust, and darkness. As he searches, several piles of debris shift and move when he's near. Some pieces even float up and toward him, while others bang together loudly, echoing oddly. Malph: The short hallway is strewn with debris and coated in dust. At the far end, the wall is beginning to crumble - looks like it wouldn't take much to open a hole big enough to let the others in. The room beyond the ruined secret door houses numerous old slaughterhouse tools, veterinary equipment, and woodworking tools, all of which are covered with a thick layer of dust through which strange tracks and patterns have been traced. Heavy mallets, crumbling ropes, and tools for restraining animals hang from pegs in the walls or rest atop leaning tables. To the southwest, a trap door sits ajar, propped open by a block of wood.
Not really. I was in the sticky thread intended to connect players to GMs for APs, and someone posted that she was totally new to this but wanted to join a table, so I invited her. I then got a couple of PMs asking to join as well, so I thought I'd asK you if you minded. I'm still evaluating the submissions.
The door opens easily as far as the chain will allow as Viviana tugs on it. However, it only stays open a moment before slamming shut again when she releases it.
Perception DC 15:
You hear what sounds almost like laughter, but faint and impossible to pinpoint, as the door closes again. Alassa: You find a number of horse stalls on either side of the room, along with debris and tracks in the dust. You also find a locked grate to the right (about two-thirds of the way in), and two doors to the left, just past the grate. There is a door at the far end, off to the right and only visible once you round the corner of the last stall.
According to the rulebook, you need to confirm the crit. I'm not sure I like that rule, so...I think we'll use RAW for now, but I reserve the right to change that decision. In this case, though, it doesn't really matter, so you don't need to unless you want to. Gilen strikes a mighty blow, slicing open the dog's belly in an explosion of guts. Now that the dogs are in pieces on the floor, what would you all like to do? The building is still dark except for your single light source (a sunrod, I believe?). There are definitely things in the room you could investigate. As you finish the fight, the door you entered from slams shut.
Alassa's energy bolt electrifies her target, causing it to freeze and twitch. This one is in even worse shape than the lead at the end of round 1! Round 2:
Matsudaira (down 8) Viviana (down 5) Gilen (full health) Malph (full health) Dogs (Dog 1 down 5; Dog 2 dead) Alassa (full health) Dog Lead (down 7) Matsudaira misses with his first blow, but his second connects solidly. The lead dog collapses. Dead! Init Order
Viviana, Gilen - you're up. The only remaining target is Dog 1, harassing Viviana.
Alyssa Stormwhisper wrote: I am new to pathfinder play and interested in joining a group. Is there anyone out there that doesn't mind dragging me along? (or pointing me in the right direction lol) Also if I make a character I'm assuming I make it from my Pathfinder Society in My Account. Do I make it from Society Roleplaying or Core Roleplaying and what is the difference? Can I just pick a random faction or do I need to be recruited? Thanks to anyone that can answer my questions. 1. I have an opening in one of my Hell's Rebels groups. We move kinda slow, mostly because I'm super busy with RL and can't get on my computer as much as I'd like, but you're welcome to PM me with a character concept, or even a fully built character. 2. You don't need to make a character from your Pathfinder Society area. Just use a Messageboard Alias - it's basically the same form, but is not attached to your PFS number and can therefore be used for non-PF games as well. I'm in a couple D&D 5e games, and I've seen things like Shadowrun (definitely not a d20-based game) advertised on the Recruitment board.
Renvil:
You manage to identify one or two individuals somewhat near you who seem to be directing, or at least encouraging, the undercurrent of organization. They're definitely in on it. At 3 minutes after the third hour, the bells of the Cathedral of Asmodeus ring out three peals (for no apparent reason, as is the norm for these bells). A moment later, Barzillai Thrune throws wide the windows and their curtains to address the crowd below. Thrune is an imposing man dressed in red, orange, and black clothing and an ornate breastplate, all emblazoned with the pentagram of Asmodeus and the cross of Cheliax. Middle-aged, with short, dark hair and a diabolical mace cradled in his hands, the lord-mayor of Kintargo addresses the crowd with a condescending sneer. The gathering swiftly grows quiet as he clears his throat and begins to speak. Ah, my adoring little chickadees. I am sorry to say I have not yet adapted to your quaint, country ways, being accustomed as I am to the sophistication and learning of Egorian. Nonetheless, know I have heard your concerns, and that I appreciate your valued feedback, and I know we shall eventually find a mutual understanding in the fullness of time. I take pride in updating Kintargo’s quaint, outdated laws to the modern standards the city deserves, and strengthening its ties with the empire in these cruel times, but obviously I have approached my duties too aggressively. You say you chafe at the presence of nonnatives in positions of power? That authorities not of this city have no place as its leaders? That you will not be yoked by intruders? Your lord-mayor hears you. And so it is with a heavy heart that I issue this proclamation, in response to your demands: all ships’ captains are hereafter barred from leaving their vessels and setting foot on Kintargo docks or streets, under pain of... let’s say... squassation! Knowledge (local) DC 15: Squassation is a form of torture in which the victim’s hands are tied together and raised above the head; the victim is then hung from the hands while a weight is suspended from the feet, causing intense pain to the arms and legs.
@Alassa:
Matsudaira is basically underneath the dog that attacked him. Viviana is beside them, in melee range of the dog, with a smaller dog at her heels. Malph is in melee with the other dog, who is near Gilen. Alassa is close to the group, but not necessarily in melee range. Does that help? --------- Matsudaira, I believe standing up from prone provokes AoOs (Attack of Opportunity). Dog Lead: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 3 ⇒ (5) + 3 = 8trip: 1d20 + 3 ⇒ (9) + 3 = 12 The dog snaps at Matsudaira as he stands up, but catches only air. Viviana's sword comes close to hitting the lead dog, ruffling his fur. Matsudaira's kick snaps the dog's jaws shut, a solid blow. The lead dog is not looking good. Malph's strike against Gilen's attacker connects, but the dog's hide is tougher than it looks. Gilen's swing, on the other hand, nearly takes the dog's head off. (It's good and dead, in case you couldn't tell!) The dog attacking Viviana tries again to bite her: Dog 1: 1d20 + 2 ⇒ (19) + 2 = 211d4 + 1 ⇒ (4) + 1 = 5 Alassa, you're up.
This aged stable leans slightly to one side, its roof precariously propped up by aged wooden walls. The air reeks of stale urine. Except for the sunrod you brought with you, the place is pitch black. Those with Darkvision/Low-Light vision:
Broken desks, scuffed tables, and torn chairs crowd the thirteen horse stalls, all of which are covered with a healthy layer of dust. A grated-off alcove along the southeast wall seems to house the only relatively intact wares. As you are orienting yourselves and getting organized, you hear something growling - just before a large dog attacks Matsudaira! Init Rolls:
Dog Lead: 1d20 + 2 ⇒ (1) + 2 = 3 Dogs: 1d20 + 1 ⇒ (6) + 1 = 7 Matsudaira: 1d20 + 1 ⇒ (16) + 1 = 17 Alassa: 1d20 + 3 ⇒ (2) + 3 = 5 Viviana: 1d20 + 1 ⇒ (11) + 1 = 12 Gilen: 1d20 + 2 ⇒ (7) + 2 = 9 Malph: 1d20 + 2 ⇒ (6) + 2 = 8 Sorry for the low rolls, guys, but at least your enemies rolled low too. I think the RNG hates me, but this is faster than having you all roll individually. Surprise round: The dogs each get a turn, then we start Round 1. Dog Lead on Matsudaira: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 3 ⇒ (5) + 3 = 8trip: 1d20 + 3 ⇒ (20) + 3 = 23
Matsudaira, you take 8 damage and are prone. Init Order
Party Up! Post your actions, but if you can please provide an alternate or two in case your original action is made obsolete by the results of someone else's turn.
Wraith doesn't mind being the tracker of the group, but she'd rather be either off to one side from the group or far enough ahead that the chances of a trap affecting more than just herself are small, but still within shouting distance to give them warnings and last-minute directions. And to call for help if she needs it.
Renvil: There's a couple of pickpockets working the crowd, though none near you. The crowd is restless and discontented; agitated but not yet inclined to violence. However, you sense an undercurrent of organization, as though someone is orchestrating things. The atmosphere is definitely ripe for a riot - all it needs is one good spark.
1d10 ⇒ 91d10 ⇒ 81d10 ⇒ 4 You hear snatches of conversation, but it's so noisy and chaotic here that you can only make out a few whole sentences: Someone’s killing tieflings down in the Devil’s Nursery. I’ve heard that whoever’s doing it is taking trophies, but I’m not sure what kind. Sounds like the Slasher’s back... Just what we need! Take care traveling alone at night in Redroof or Temple Hill. The gangs there are getting restless, and they say
Been hearing strange noises around the old livery again. I hope Barzillai gets the government together enough
Interesting tidbits, but not why your friends dragged you out here.
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