GM Sloth's "The God's Market Gamble" PFS
(Inactive)
Game Master
ThreeEyedSloth
This is a PFS-legal campaign for The God's Market Gamble.
Male Tiefling (Hungerseed) - AC 17/15/15, HP 16/16, Saves 4/6/6, Ini +2, Percep +7 - Monk Lv2
Starting from the bottom of the map and doing a thorough clockwise search sounds good. Daimonji'll be sticking to the front lines as well as he can, cramped as the place is.
As the party makes their way to the southwestern corner, no one jumps out in ambush. Only massive piles of crates and boxes are found, covering the majority of the building's interior. It is still deathly quiet.
M Ulfen Oracle/Tattooed Mystic 8 [ HP 53/69 (0 NL) | AC 23 (26 with barkskin, 28 vs the first 3 attacks per turn) Tch 15 FF 19 | Fort +9 Ref +4 Will +8 | CMD 32 | Init -2 | Perc +8 | Effects: barkskin, stoneskin (43 stoneskin down), heroism, shield other]
Hrolf and Jake will lead the party north next.
M Ulfen Oracle/Tattooed Mystic 8 [ HP 53/69 (0 NL) | AC 23 (26 with barkskin, 28 vs the first 3 attacks per turn) Tch 15 FF 19 | Fort +9 Ref +4 Will +8 | CMD 32 | Init -2 | Perc +8 | Effects: barkskin, stoneskin (43 stoneskin down), heroism, shield other]
We'll make a clockwise loop going north up column A.
Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4
Moving further north, the warehouse remains quiet.
AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4
Ryster raises he hand for a stop. Do you want me to scout ahead while remaining in the shadows? he whispers.
Trusting his companions to the mapping and exploring, Tiasar follows along behind curiously looking around and whispering to Morde.
M Ulfen Oracle/Tattooed Mystic 8 [ HP 53/69 (0 NL) | AC 23 (26 with barkskin, 28 vs the first 3 attacks per turn) Tch 15 FF 19 | Fort +9 Ref +4 Will +8 | CMD 32 | Init -2 | Perc +8 | Effects: barkskin, stoneskin (43 stoneskin down), heroism, shield other]
"Spread out if you'd like, just keep an eye out."
After coming to the intersection at A3, Hrolf and Jake head east towards the center of the warehouse.
As you move towards the center, the warehouse remains silent and seemingly empty of residents at the moment.
M Ulfen Oracle/Tattooed Mystic 8 [ HP 53/69 (0 NL) | AC 23 (26 with barkskin, 28 vs the first 3 attacks per turn) Tch 15 FF 19 | Fort +9 Ref +4 Will +8 | CMD 32 | Init -2 | Perc +8 | Effects: barkskin, stoneskin (43 stoneskin down), heroism, shield other]
Once we get to the intersection on the eastern side of the warehouse, we'll check the NE alcove ending in Z1 and then back down towards X9.
every time i look at the map Hrolf is one step ahead of me haha.
Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4
Glad I am running with him!
AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4
Ryster follows the group, trying to stay in the shadows with his bow at the ready.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Both sections of the warehouse turn up similar results - It seems completely quiet inside the facility.
M Ulfen Oracle/Tattooed Mystic 8 [ HP 53/69 (0 NL) | AC 23 (26 with barkskin, 28 vs the first 3 attacks per turn) Tch 15 FF 19 | Fort +9 Ref +4 Will +8 | CMD 32 | Init -2 | Perc +8 | Effects: barkskin, stoneskin (43 stoneskin down), heroism, shield other]
Hrolf growls in frustration.
"Damned coward must have fled..."
Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4
Mayhap, we need a more thorough search amongst the crates, or even for basement access?
jake starts to look between the crates.
Perception: 1d20 ⇒ 13
So just to clarify, we have searched all of the open terrain inside the warehouse right?
Tiasar looks at the crates for a moment, then walks over and attempts to open one of them
Please tell me where you're standing if you're searching. I will give you a radius on your search based on your current square.
Yes, all of the open terrain has been viewed.
Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4
Male Tiefling (Hungerseed) - AC 17/15/15, HP 16/16, Saves 4/6/6, Ini +2, Percep +7 - Monk Lv2
"Or maybe they ain't home yet, or they're cooped up 'n invisible," Daimonji grumbles.
"Either way, I don't like this one bit. Someone come with me so we can go keep an eye on the door. I'll go keep an eye on the door." A pause, then: "Someone come with me if they like. Splittin' up spells trouble."
Daimonji'll be sticking around F15, though mostly making sure no one comes in or out rather than making a thorough search.
M Ulfen Oracle/Tattooed Mystic 8 [ HP 53/69 (0 NL) | AC 23 (26 with barkskin, 28 vs the first 3 attacks per turn) Tch 15 FF 19 | Fort +9 Ref +4 Will +8 | CMD 32 | Init -2 | Perc +8 | Effects: barkskin, stoneskin (43 stoneskin down), heroism, shield other]
Hrolf will stand guard at Q9.
Just west of the northern door, at that rather large pile of crates
AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4
Ryster is at N8
Link to Map
Female Human | AC: 14 (FF: 13; T: 11) | HP: 11/11 | Saves: +4/+1/+2 | Init +1 | Perception: +5 Magus 1
Iolande moves over to I-5
The initial sweep through the warehouse reveals nothing. It seems the place is abandoned.
As the party begins to split up and begin a more thorough search, Hrolf feels a wooden board beneath his feet snap. His foot doesn't sink through the floor, but the plank itself seemed to split rather easily. Too easily, in fact.
A second later, the sound of glass breaking all throughout the warehouse is heard. Dozens of jars containing alchemist's fire rains down from ceiling, crashing into crates and igniting them. The warehouse seems to be going up in a blaze!
Touch Attack vs. Hrolf: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d6 ⇒ 1
Reflex Save: 1d20 - 1 ⇒ (13) - 1 = 12
1d6 ⇒ 5
1d6 ⇒ 1
The orange squares are completely on fire. If you are standing in one at the start of your turn, you will take an additional 1d6 of fire damage.
Initiative Time!
Daimonji: 1d20 + 2 ⇒ (14) + 2 = 16
Hrolf: 1d20 - 2 ⇒ (11) - 2 = 9
Iolande: 1d20 + 1 ⇒ (4) + 1 = 5
Jake: 1d20 + 4 ⇒ (6) + 4 = 10
Ryster: 1d20 + 1 ⇒ (9) + 1 = 10
Tiasar: 1d20 + 2 ⇒ (15) + 2 = 17
Round 1:
Tiasar
Daimonji
Jake
Ryster
Flames
Hrolf
Iolande
"Quickly, the west door! Hrolf, are you allright?" Tiasar quickly thinks through of his available magic but cannot see a wait to aid him with the arcane
M Ulfen Oracle/Tattooed Mystic 8 [ HP 53/69 (0 NL) | AC 23 (26 with barkskin, 28 vs the first 3 attacks per turn) Tch 15 FF 19 | Fort +9 Ref +4 Will +8 | CMD 32 | Init -2 | Perc +8 | Effects: barkskin, stoneskin (43 stoneskin down), heroism, shield other]
"I'm fine", Hrolf barks. "Get out of the building. This place is coming down."
On his turn, Hrolf will exit the building.
Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4
Jake will follow Hrolf outside, avoiding the fire as he runs by.
Dont forget that the northern doors are still barred shut. It will take a full round action to open it. The western doors are still open. Tell me which square you are moving to on your turn.
Male Tiefling (Hungerseed) - AC 17/15/15, HP 16/16, Saves 4/6/6, Ini +2, Percep +7 - Monk Lv2
Daimonji, apart from the rest of the party, only sees fire. He could easily exit right now, but instead, he curses up a storm and runs back to the rest of the group.
No Pathfinder left behind, Grandmaster Torch likes to say.
Double-move to J5.
[ooc]There is a reason i suggested the western door lol[ooc]
Tiasar looks at Hrolf for a moment, then decides he's not somebodies who's safety he needs to be concerned about; he could hardly help anyways "Hurry, to the western door!" Tiasar moves with all haste
M Ulfen Oracle/Tattooed Mystic 8 [ HP 53/69 (0 NL) | AC 23 (26 with barkskin, 28 vs the first 3 attacks per turn) Tch 15 FF 19 | Fort +9 Ref +4 Will +8 | CMD 32 | Init -2 | Perc +8 | Effects: barkskin, stoneskin (43 stoneskin down), heroism, shield other]
Hrolf moves to S11 and starts to open the door.
AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4
Ryster sprints toward the western door.
Run 4x speed. (4x20=80ft) I believe that puts Ryster at F14
You need a straight line to run. So you can only double move inside.
AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4
So then G5 with a double move
Female Human | AC: 14 (FF: 13; T: 11) | HP: 11/11 | Saves: +4/+1/+2 | Init +1 | Perception: +5 Magus 1
Okay, I can take a single move action to D5. How big is the foot locker. Can it be picked up?
It's pretty large and heavy, but two people could carry it out. Or you can really slowly drag it out. But your cursory examination of it also reveals that it is not locked, so your standard action could be to open it.
Map has been updated for Round 2. The fire is spreading, and the temperature inside the warehouse is quickly beginning to climb.
M Ulfen Oracle/Tattooed Mystic 8 [ HP 53/69 (0 NL) | AC 23 (26 with barkskin, 28 vs the first 3 attacks per turn) Tch 15 FF 19 | Fort +9 Ref +4 Will +8 | CMD 32 | Init -2 | Perc +8 | Effects: barkskin, stoneskin (43 stoneskin down), heroism, shield other]
Round 2
Hrolf finishes opening the door and steps outside.
"Outside. Everybody. Now!"
Fighter 5 (Two-Handed), HP 48/48, AC: 20/T: 13/FF: 17, Perception +1, F: +7/ R: +4/ W: +2, CMB: +8, CMD: 20, Speed: 20, Init: +4
Jake exists right after Hrolf opens the door.
Male Tiefling (Hungerseed) - AC 17/15/15, HP 16/16, Saves 4/6/6, Ini +2, Percep +7 - Monk Lv2
It seems Hrolf and Jake have their escape handled. Daimonji dashes back when he came from, though Iolande seems distracted by something. The tiefling gently reminds her they need to leave. "Out!!"
Welp, backtracking. Double-move to G15.
AC28(32)/Touch21(23)/Flat21(23)/CMD30(32)(34 vs bull rush and trip)||HP69[69]|Fort:+10;Ref:+15(+17);Will:+6(+5)|Percept+17(+19 stonework)|Init:+7| SR14 Dwarf Gunslinger (Musket Master) 6 Alchemist (Grenadier) 4
Ryster continues moving hastily toward the western door.
Double move to F13
MAP LINK
Female Human | AC: 14 (FF: 13; T: 11) | HP: 11/11 | Saves: +4/+1/+2 | Init +1 | Perception: +5 Magus 1
"Not without this," Iolande calls back to Daimonji. "I think they left it here."
She'll move, what, 10 feet dragging the foot locker? That'll put her at E4
Tiasar looks in shock at Iolande "Fine, well comon than!" Tiasar runs back to her and helps drag it
The flames begin to spread more and more quickly, devouring everything within the warehouse with great ferocity. Thick smoke has begun to pour over the warehouse's interior, while also rising into the evening sky.
Round 3 Map
Everyone still inside the warehouse needs to make a DC 15 Fortitude save at the beginning of your turn. Failure means you cannot move, as your are overwhelmed with smoke in your lungs and begin coughing and choking.
Tiasar
Daimonji
Jake
Ryster
Flames
Hrolf
Iolande
Morde's Fort1d20 + 1 ⇒ (12) + 1 = 13
Tiasar's Fort1d20 + 1 ⇒ (18) + 1 = 19
Worrying about Morde in all this smoke, Tiasar calls for Ryster "Can you get him out?"
Male Tiefling (Hungerseed) - AC 17/15/15, HP 16/16, Saves 4/6/6, Ini +2, Percep +7 - Monk Lv2
Fortitude: 1d20 + 4 ⇒ (5) + 4 = 9
Daimonji's scarf does him little good in filtering the smoke out.
Female Human | AC: 14 (FF: 13; T: 11) | HP: 11/11 | Saves: +4/+1/+2 | Init +1 | Perception: +5 Magus 1
Fortitude 1d20 + 4 ⇒ (16) + 4 = 20
Iolande keeps herself steady as the smoke starts to get thicker. "Thanks. Let's go." She starts to move backwards towards the nearest exit.
Starting at F4 and going south, how far can we get with the foot locker this round?
|