PbP Game Day 2: PFS #5–06: You Have What You Hold (levels 3-7) (Inactive)

Game Master Uktar

This game is part of the Official Pathfinder Society PbP Game Day 2.

#5–06: You Have What You Hold
A Pathfinder Society Scenario designed for levels 3–7.

Go to Map Arena of Aroden


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Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

Assuming a 25 is enough to know of the Six River Freedoms...

"Aye, You Have What You Hold. It is more acceptable to take things by force in this land than to steal behind one's back. They met us head on, and we dealt with it. Robbery and piracy are not viewed the same as in other kingdoms. Also, here in the River Kingdoms, it is known that Oathbreakers Die. Natty swore an oath of safe conduct, and now, unfortunately, we are bound to it. I say me make him swear by whatever god he honors–or by the bond of his very freedom–and send him on his way...but this other one...he stays for insurance."

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Hawk sets aside the armor for the moment, it's magical but everyone in the group is too big to fit in it.

This ring here contains a minor enchantment to help you avoid blows +1 ring of protection Also there is the matter of the 3 potions.

Unless there is any major objection Hawk will take one of the potions for now, but will gladly give the ring those who tend to be more on the front line.

Hawk will also re-establish a lifelink with Cad, Natty and Linnara.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19

Tucking the lock of hair into a pouch Vermin considers the man and pronounces I can find this one now, and he knows it. There is no where he might hide if I choose to do so. He will not fight us again and has told the truth, as best I can discern. I care nothing for the laws here and would not hold him. But nothing Natty has promised can bind Linarra without her agreement also. If she wishes him her prisoner it should be so. It seems a lot of work to me for no gain. It shall be her job to guard him and to feed him and I believe no authority will take him from her when we return to the city. Vermin looks again at Linarra to make sure this is her course.

I will take a potion as well Hawk. Someone else who fights in melee claim that ring.

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

"You make good points, Vermin. I have no interest in holding the other for very long either, just until we get this Deremin fellow. We can cut him loose later." His smile widens. " I'll not be accused of doing the authority's work for them!"


Cad and Luca:
Kn(Local): Indeed, no nation holds absolute claim over this area. That being said, if you take him back to Tymon and turn him over to authorities, they will probably send him into the arena, naked, to fight some magical beast, since the piracy does negatively affect the city-state's trade. In Tymon, justice is harsh and swift.


There are four potions: dead halfling, dead scallywag, unconscious scallywag, and live scallywag.

The Exchange

Male Human Bard 12

Luca examines the potions.
Spellcraft:
1d20 + 12 ⇒ (10) + 12 = 22
1d20 + 12 ⇒ (5) + 12 = 17
1d20 + 12 ⇒ (16) + 12 = 28
1d20 + 12 ⇒ (3) + 12 = 15

Perception on the two low ones:
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (18) + 5 = 23

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

Cad does not have a ring of protection and would use it, but Natty probably could use it more.


Luca:
You know that two are Cure Moderate Wounds, and the other two radiate the exact same aura as the first two. :^)

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty would be more than happy to accept the ring .... :) ...

Unless anyone objects .. I've added it to my AC and gear...

Natty starts to look for the galley in the new ship and any other food stores they might have, "Just goin' to find their grub and rustle up some tasty morsels. Might as well give my friend here a hearty breakfast before we beach him...." he smiles at the gladiator and slaps him on the back, "C'mon my lad, you know where they keep the rations."

Natty relaxes, a bit after the fight not wanting to hrush headlong into the next one, at least not on an empty stomach. "Anyone else fancy a snack?"

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

He is Linarra's prisioner Natty. I stand with her in her right to claim his as such. It shall be her call if we beach him or not. Do you contest this?

Unless this blows up into a full party confrontation Vermin will go on to search the new ship using both perception and Detect Magic. I was not sure if there was a cargo hold or any area below deck.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

"I said I would protect him, if she claims him a prisoner, then she may as well claim me too. I proclaimed him under my protection, and so it shall be." says Natty grimly as he lets the gladiator guide him around the ship.


The scallywag clears his throat. "I appreciate your sense of honor," and he nods to Natty, "but it's certainly reasonable and prudent to want to keep an eye on us until you've dealt with Deremin. Go ahead and bind and gag us, place us where ever you feel is appropriate. You've been more than fair, and honestly, I wouldn't mind Deremin getting what's coming to him. I took his money and did my best for him, but there's no love lost there. If I never set foot on a boat again, it'll be too soon."

Demeliah volunteers to keep an eye on the bound and gagged prisoners once you get to the hideout. "I may not be much in a fight, but I certainly can handle someone who's bound--in fact, I'm just fine with the notion of smacking around some pirate scum if they get out of hand."

She looks the scallywag in the eye. "Just give me an excuse, and I'll gut you like a carp,' she says, patting the large filet knife in her belt.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

"So be it, I'll give your previous employer a nice little present." says the half-orc smiling and licking his lips. As he turns smiling to Demeliah, "I'd rather cook fresh fish than gutted friends." and hugging her around her shoulder. "Well I think Luca wishes to get on now..best do what we must."


The scallywag again turns to Natty, looking him square in the eye. "I won't cause any trouble, and therefor both our honor will be served."

Meanwhile, Demeliah starts pulling out some masterwork manacles and chains from storage.
"What? I knew we were hunting pirates, and it never hurts to be prepared."

After a thorough examination of the manacles and chains, you get the two prisoners firmly secured in Demeliah's cabin. Both men are chained to each other and gagged, and Demeliah has left the cabin door slightly ajar so she can keep an eye on them.

Vermin and Demeliah secure the barge to the pirate vessel so that it can help tow/speed your journey upriver, and Demeliah remains on the barge, while Vermin guides the lead vessel.

Where does the rest of the party want to be as you set sail North? Place yourselves on the appropriate boat. Remember, about the height of the barge storage (i.e. about 9' high for main hold.)And, fwiw, there had been 7 men (4 sailors, 3 scallywags) a halfling and a crocodile in their group.

The Exchange

Male Human Bard 12

Luca sits down, puts his feet up and, with hubris-like overconfidence, starts to whistle a jaunty tune.

Actually, if the GM'll allow it, I'd like to dress the entire party up as scallywags/sailors. Disguise: 1d20 + 12 ⇒ (12) + 12 = 24

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Well played DM Uktar. Had the gladiator insisted to be freed immediately we might have had a situation that is difficult to handle in PFS. That is good DMing. Now if you will only respond to Vermin's two attempts to search the pirate vessel I will be quite happy. Or must I search again…? :)


Hey Vermin: sorry about that. There's nothing to find. Each scallywag had masterwork +3 Str rating Composite longbow with 20 arrows, masterwork shotel, masterwork cestis, and masterwork chain shirt (so that's human/medium sized equipment)(so that's x3), and then the halfling +1 ring of protection (which fits anyone) and Small +1 Hide armor, small masterwork heavy wooden shield, and small dagger. And the four potions of Cure Moderate. The two dead sailors had mundane scimitars, +1 str composite longbows, and masterwork studded leather. And there's 370 gold pieces. Oh, and 3 jugs of beer, & 3 grappling hooks, but only 2 have ropes attached... :^) Other than that, just the typical gear for a sailing vessel (yes, there's spare rope if you want to get the third grappling hook tied to a line again.)

Luckily, nobody needs to dress up as the halfling, since her mundane gear is pretty shredded. The rest of you certainly look passable enough, with sailor's hats for the half-orcs and everything.


Actually, there's only enough gear to dress up 5 of you: 2 as sailors 3 as scallywags, though anyone in the very back of the ship as it sails up would be tough to see well until you were close enough that the ruse would probably be exposed anyway. Sparky, on the other hand, would probably stick out--and I don't care how good Luca is at disguise, no way a Velociraptor's gonna look like a gator :^) (wouldn't be visible if left at rear of barge near Demeliah, of course).


Also, for the party's consideration: it's early afternoon, and the plantation/camp is about 5 miles upriver. You could make final approach during late afternoon light, or wait until dusk, or wait until nightfall--i.e. you sail until you're close enough to see where the river bends and the line of trees block the view of the swampy approach to the plantation, then finish approach whenever the party prefers. Preferences?

The Exchange

Male Human Bard 12

Subterfuge by day, or stealth by night. Either way is fine by me.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty prefers the stealthy way.... but waits for others to have a view

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

"I think we would do better by day since my vision fails more in the dark."

I am on a last minute trip so I'm playing on my phone and can't access the map. Cad wears a chain shirt already do he dresses as a scallywag. Please position him on the boat accordingly.


Just to be clear, there is no belowdecks or cover on the pirate ship--it's pretty much just an open, single-masted skiff with a little bit of stowage under the benches (just used for spare rigging lines, etc).


Cad, I've put you nearer the front of the skiff. So: who's going to do the torch signal as you approach (regardless of what time you decide to approach)? The others can aid. It can be either a disguise, bluff or perhaps appropriate perform (act, oratory) check, and each aid can be one of those as well, regardless of the main check. Vermin, you can choose Sailor check, and anyone has an idea of appropriate skill to sell the ruse can float that by me. The disguises that Luca's put you in will provide a +2 bonus to the check.

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

I can make a bluff check when it comes time, unless Luca would prefer to do it.

The Exchange

Male Human Bard 12

With his +22, Luca would love to take the Bluff check.

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Linarra apologizes to the men in a flat, neutral tone, "I'm sorry it had to be this way, but I will make sure the authorities know how much of a help you've been. I can't in good faith just leave you behind, we still have a job to do here, and leaving loose ends is what gets people killed."

To Natty, she says, "I understand you disagree with me, but I'm doing this with your best will in mind as well."

Sorry if she comes off as a bit of a rigid b!&$%, but you know, Lawful Neutral Hellknight, that pretty much screams Judge Dredd. :)
As for disguises, Linarra will keep quiet, and sit in the back of the boat, stooped over with a wide cloak pulled up over her head to conceal as much of her and her armor as possible, that's about as much disguising as she's able to do.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty is not good at personal skills, so it might be best to hide him in the barge, he's quite happy to be at the front of the pirate ship. If you want him there?.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin will accept a disguise as he will be piloting the newly acquires boat. I see well in the dark, but understand if some of you would rather attack in the day time. he says agreeing to any reasonable attack plan.

It was an interesting problem. Natty had given his word, but by Vermin's thinking he had no right to speak for the rest of the party. Vermin could care less about the fate of the prisoner long term, and did not want the haste of keeping up with him, but saw him as loot. And there was no way he was going to let anyone claim loot that was rightfully someone else's. Plus Vermin is likely still hoping to "go for a swim." :)


So Luca is going to signal with the torch. And sounds like afternoon/evening approach, for the sake of humans' vision. Hawk still needs to pick a spot (and others are welcome to move for now). Natty, you can just sit there on the pirate ship with a disguise on, and simply not attempt to aid anything either way--neither help nor harm.

The narrow hidden branch of the West Sellen swells to a wide expanse, bordered on one side by a high, forested islet. The other side of the river has no bank, for the water seeps into the ground and creates a broad wetland out of what were once low-lying fields. Cattails and grasses push through the surface and continue off into the distance. Declaring where river ends and marsh begins would involve either lucky guesswork or a surveyor’s eye.

Straddling the border between river and swamp are the remains of a sumptuous house, yet despite the facade’s once elegant style and trim, the place has seen better days. The paint is faded and peeling, blending in so well with a growth of mold that the place may as well have been originally painted murky graygreen. Vines and creepers are less overgrowing the place than they seem to be holding it together. Other parts of the building have fared less well, and toppled beams jutting from the swamp hint at other wings that didn’t survive the river’s encroachment. Stilts and a narrow boardwalk support what little remains, and a makeshift dock extends into the river proper. You see two human-shaped figures on the dock. They casually get to their feet as your boat comes into sight. They are dressed very similar to the sailors who attacked you.

As soon as everyone has made their final decision on placement, it'll be time to make Bluff and aid checks. You'll be about 100' from the dock, and given the paucity of current and wind, the boat's move speed is only 20'/round.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Hawk will wait inside the barge. Lieing is not his strong suit but he will be ready incase things go sideways.

Which they probably will

Besides - Hawk doesn't think he 'looks' much like a pirate and doesn't want to give away the plan.

The Exchange

Male Human Bard 12

Luca clambers to the front of the ship, smiling slyly to his comrades as he passes them. There he lights a torch and waves it left-right-left-right above his head, then the same at about chest level.

Bluff: 1d20 + 22 ⇒ (14) + 22 = 36

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty hides his face from view in a scallywag's disguise. He is very still. He keeps a potion of water breathing handy, in case things get out of hand, whilst he's still on the water.

Silver Crusade

Human Male Oracle 5 HPs 31/41, AC 17 FF 16 T 12, CMD 16, Fort +4, Ref +3, Will +4, Init +3, Per +8
Current Effects:
None

Time to get this party started


As per the Scallywag prisoner's suggestion, Luca starts to signal with the torch when you're about 100' from the dock. You see one man set down a longbow and the other tucks a horn into his belt, and they both move to the edge of the dock.

"Looks like you bagged a big fat one this time!" One of them calls out from the dock with a chuckle.

Unfortunately, in the shelter of the bayou, the boats are moving slow, covering only about 20'/round. The front of the pirate skiff is now 80' from the dock. Going to need a check each round, so Luca, make another check. If someone wants to do something in a round before you get to the dock, speak up, otherwise I'm assuming you all will carry the ruse out until it's discovered or you reach the dock and we'll roll init. And yes, unless something goes horribly awry, you'll have a surprise round to act first, even if one of them notices.


New Map is up (at top of page again), though positioning isn't completely accurate-- the tip of the boat is still 80' from the dock. I flipped Vermin and Linarra--natural shift as pilot moves to side with dock to see what's happening/line up approach.

The Exchange

Male Human Bard 12

"A fat one indeed! Didn't put up much of fight though... Is it just me, or are these raids getting easier?"
Bluff: 1d20 + 22 ⇒ (15) + 22 = 37

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

His shield lies beneath his feet, but he is gripping his longsword, keeping hidden it along the side of his leg. Cad lowers and turns his head a little toward Natty and grins slightly.

Cad is going to let Luca continue to whisper sweet nothings to them as we approach.

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Natty keeps his head down.


The men don't seem to be paying much attention, their eyes more focused on the barge in back, sharing jokes about how pathetically easy it is to steal from the Pathfinders...You've managed to get the tip of the pirate skiff within 20' of the dock.

You so exceeded their opposed check, Luca, that you'll only need to manage one last check for the last 20'. But that's going to be your Disguise check.

Main Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Aid other Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Just as one of the sailors looks like he's about to say something, Luca tosses him a line to tie off on the dock. You've caught 'em with their pants down...

Everyone roll initiative. It's a surprise round, so you get one move or one standard action. Let everyone go in order, because surprise is of an essence. For those who were paying attention, the one at the very end of the pier is the one who has the horn in his belt.

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

Initiative: 1d20 + 7 ⇒ (15) + 7 = 22

Could Cad take a 5' step and a standard on his turn?

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Init: 1d20 + 3 ⇒ (17) + 3 = 20

Could Sparky be closer? I imagined him, small, hidden in the prow. His stealth is +12 and we could have taken 20 to hide him.

The Exchange

Male Human Bard 12

Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
If the rest will play along, I can attempt to fascinate them both. If I succeed, then we'll be able to move onto the pier at a leisurely pace, as long as we don't draw weapons or cast spells. Furthermore, I'd be able to add a suggestion effect on top just for good mesure.

The Exchange

Male Human Bard 12

I'm not crazy about my initiative roll, so I'll go ahead and use my folio re-roll.
Initiative +2 (GM star bonus): 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17

Grand Lodge

Male Half-Orc Rogue 6
Spoiler:
HPs 37/57 AC 18 T15 FF 13 Fort +6 Ref +10 Will +4 Init +6 Perception +13 saves/perception base value given

Init 1d20 + 6 ⇒ (8) + 6 = 14
I suggest we all delay until Luca's spell goes off ... and only when we see the results take action.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Good with the plan. Less good about how we communicate it. If Luca is acting in 17 how does Vermin know in 20? He is going to have to say something, right?

Sczarni

Male Taldan Cad 3/Bandit 2
Stats:
HP:41/45 || AC: 18(21), touch: 13, flat-footed: 15(18) || Fort: +6, Ref: +7, Will: +2 || Init: +7 || Perception: +8/9 vs traps

With Vermin here. Not that I don't like the idea, how would Cad know to do this? I've already declared having a weapon tucked by my side. Is that an 'obvious threat?' Having a weapon out is not the same as the act of drawing one?

The Exchange

Male Human Bard 12

Sigh... Vermin and Cad are right. We didn't lay out a battle plan, so I can only urge you to do what your character would normally do in such a situation.

Dark Archive

Female human (Chelaxian) fighter (weapon master) 5/Hellknight 1 | HP 27/51| AC 28, touch 14, flatfooted 25| Perception +7, Sense Motive +5 | Fort +8, Ref +3, Will +3 | CMB +12, CMD 23 | Init +0

Initiative: 1d20 ⇒ 14

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