N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
"You talk too much, Nessian," says Vitrack, breaking his typical silence, as he moves over and fires a shot off at another of the henchmen. Vitrack, shortbow Point Blank Shot vs. Green: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 1 ⇒ (6) + 1 = 7
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Vitrack can't get a clear shot, but he decides to roll the dice anyway. He puts his mace away again, draws an arrow, and looses a shot at the thug in the tower. Vitrack, shortbow attack, low misses: 1d20 + 4 ⇒ (3) + 4 = 71d6 ⇒ 41d2 ⇒ 1 He shakes his head, frustrated with his poor aim today.
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Well, you can't use Gunsmithing to craft, but in Pathfinder Society you still only pay the discounted price as a Gunslinger. I believe its half off for alchemical cartridges, and 90% off for bullets and gunpowder, just like if you were crafting them. So I believe each shot, with bullet and powder, would cost 1 gold, 1 silver. Each paper cartridge shot would cost 6 gold.
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Okay, cool, yeah that makes sense. Vitrack will move forward 20 feet and fire his shortbow at Green then, though he won't be able to get a sneak attack because he is too far away. Vitrack moves up and fires off a shot at the War Hounder in the nearest tower, but he stumbles and the arrow sticks into the side of the tower. Shortbow attack: 1d20 + 4 ⇒ (2) + 4 = 61d6 ⇒ 2
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Am I correct in assuming that the guards can't be targeted from range from all sides? Only from the angle created by the sides of each trapezoid? I'm not sure if I explained that clearly enough, so I drew some lines on the map representing what I mean on the southeast tower. If I can shoot at Green from where I am I will, otherwise I'll use the run action to get into position west of the "pyramid." I have already moved myself on the map, but I left a marker to show where I was before in case I can just take a shot.
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Well, let's just see how it goes for Vitrack and go from there. Vitrack tries to make his way forward stealthily. Stealth: 1d20 + 8 ⇒ (9) + 8 = 17 So far so good. Does anyone else want to try to Stealth up? Otherwise I could just try my luck and maybe best case scenario take out the guard dog with a sneak attack. I think I'll need to make another four or five Stealth checks to get closer enough to get off a sneak attack with my bow. I have a 70% chance of success on the first three, and a 55% chance once I'm in the dog's line of sight.
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Vitrack swings at the undead agent as he moves by. Vitrack, light mace AoO, miss on 1 or 2: 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 21d10 ⇒ 9 He then steps over, following the agent, and tries to hit him again. Vitrack, light mace attack, miss on 1 or 2: 1d20 + 4 ⇒ (6) + 4 = 101d6 ⇒ 31d10 ⇒ 7
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Realizing his bow is fairly useless against these foes, Vitrack tosses it aside to clatter on the cathedral floor, and grabs his light mace from where is hangs from his belt. He moves forward carefully.
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Vitrack launches an arrow at the nearest Black Echelon agent, and then steps aside behind the church pews in order to allow his allies to move forward more easily. Shortbow vs. blue (1 or 2 misses on ten-sided): 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 31d10 ⇒ 4
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Knowledge (religion): 1d20 + 1 ⇒ (7) + 1 = 8
"Yes, the doors should not be closed at this time of day." Vitrack moves forward, and readies himself to open the door when Durest is in position. Basically readying an action to open the door when someone gives the signal, presumably at the same time as my dwarven compatriot.
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Perception on 1: 1d20 + 4 ⇒ (14) + 4 = 18
Vitrack steps up and takes the iron cask bearing a lock that contains a laughing devil’s head. He notices that the devil’s head can be turned in both directions, like a combination lock, but without numbers to act as a guide. Disable Device: 1d20 + 9 ⇒ (19) + 9 = 28 This would be +11 with thieves' tool, but I assume with a lock like this those would not help. He is easily able to slowly twist the metal head back and forth in the correct combination of seven separate positions, forcing the devil’s head to release the lock. Perception again: 1d20 + 4 ⇒ (13) + 4 = 17
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
"If we cannot stop Nessian and get back what he has taken, then Absalom's underworld will be damaged or destroyed by what is about to happen. If we stop Nessian, it is unlikely that he will still be poised to be anything resembling a leader of the underworld. 6000 is too much," argues the no-nonsense dwarf, though he is perhaps not the best diplomat. Diplomacy: 1d20 - 1 ⇒ (13) - 1 = 12
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
"It sounds like we need to find Nessian. From the look of these tattoos, these are War Hounders, a pretty tough gang. I'm willing to bet that this Nessian leads them. I hope you haven't done something we're all going to regret, Yargos. I don't know anything about the Silent Tide, but I do know you shouldn't go about doing rituals you don't understand." Knowledge (local) for the tattoo: 1d20 + 4 ⇒ (19) + 4 = 23
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Okay, I'm back. So, long story short I have been homeless the last 10 days. The house my housemate and I had previously rented was purchased and we had to leave with little notice, but we were able to find a place where we were supposed to be able to move in on August 23rd. However, as it got close to the end of the month I was informed that we wouldn't be able to move in until September 10, today. To make it worse we had some internet issues the last few days of the month, so I wasn't really even able to give the warning I'd hoped I could to my players and gamemasters. It isn't as bad as it sounds, I was able to find friends and family that would let me crash on couches and spare rooms during that time, but I have not had the opportunity to post. That said, today I was able to get moved in to the new place and I finally have an office again. So, I plan on updating the games tonight, and barring any other disasters (which, based on the way this year is going for me, are likely), I should be back to normal, and I am enthusiastic to continue playing with this group.
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Knowing he isn't the strongest of dwarves, Vitrack focuses on taking down the remaining tough, moving forward and firing his shortbow from point blank range. Shortbow Point Blank Shot: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 1 ⇒ (2) + 1 = 3
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Vit tries to draw within 30 feet of the thug who still looks to be caught off guard and fires his shortbow. Point blank shot vs. Tough 4, sneak attack: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 1 ⇒ (4) + 1 = 51d6 ⇒ 2
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Just a suggestion for future encounters, GM Valen, it's often better to roll all of the enemies into one initiative in PbP, and then run what they refer to as block initiative for the PCs, such that regardless of the actual initiative order the PCs can act when they happen to check the forums and have time to post. I'm actually a proponent of the way you rolled initiative, for live games at an actual table, as it makes combat more tactical and often more interesting. However, in my experience I find that trying to form initiative groups in PbP makes for a quicker and more streamlined experience for everyone. I don't mean to tell you how to do your job, but rather just to offer an alternative that you might consider. I do like the way you handled the introduction, which as you mentioned is one of the more complicated ones (a flashback, for real?) in all of the Pathfinder Society scenarios, let alone the first season and first scenario.
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
As the group hurries to Torsen's Maw, Vitrack similarly briefs the group on what he and Durest uncovered, speaking in his typically terse, and short form, bereft of any Dwarven acccent, drawing a strong contrast to Durest, with whom, despite their differences, Vit seems to be becoming fast friends. "Durest and I were playing dice in the lodge last night, and who should happen to join us but Amenopheus himself, the Sapphire Sage. He was in town because he suspects there is some sort of mist-walking, undead presence in the city. He says that they've obtained a poison called Gut Wither that was once used by the sultans of Qadira against Osirion. If given the chance, he'd like us to bring him a sample." The dwarf turns to Suussmaar as they hurry along, "Stopping menaces is what we do, apparently. I'm Vitrack Magrar, relatively new to the Society, but its already better than what I was last doing, though hopefully this time there are fewer opportunities for us to drown. Though I frankly doubt that will be the case, my boots are already drowning in this damned Puddles district. Well met." Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Vitrack will be purchasing a suit of masterwork studded leather (and selling his old leather armor), a set of masterwork thieves' tools (also selling his old tools), three flasks each of both alchemist's fire and acid, and a wand of cure light wounds (with 2 PP).
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Well, several of us could each use prestige and we could get a few. I'll probably get a wand of cure light wounds or infernal healing. Maybe you could get shield of faith, and someone else grab one of magic weapon, or maybe even enlarge person or endure elements. Big advantage of a group that plays together consistently is that we can really be ready for anything if we plan together.
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Vitrack, the red-bearded dwarf rogue, thinks to himself as he walks back to the Grand Lodge. I should get some better equipment. And maybe some kind of flotation device..." I will be wanting to buy a few things before the next adventure. I'll post my purchases in the discussion when I get it all settled, some time before the 13th.
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Seeing the fire start, Vitrack acts quickly to try to extinguish it. He pulls his bedroll from his backpack, steps over, and tries to smother the fire. Move action to fetch bedroll, 5-foot step, and standard to try to smother the fire with the blankets and whatnot.
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
"We all must pay for our crimes. Surrender now and we will tell the authorities that you were ultimately cooperative. They may be lenient. Otherwise your death is certain." Intimidate: 1d20 - 1 ⇒ (19) - 1 = 18
N male dwarf rogue 1; Init +6; Perception +4; AC 17, Touch 14, FF 13; HP 11/11 ~ Played by Pendrak
Vitrack bounds forward to the front of the boat, pulls the rope taut in his hands, and attempts to rappel along the back and side of the boat and then climb up to the deck. Climb: 1d20 ⇒ 14 See the map for where I want to get to. Let me know if that is doable in one round from where he was in the back of the boat, otherwise I'll just be still making my way across the side of the boat.
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