[PFS2_Luke_Parry] 2-06: The Crashing Wave (Inactive)

Game Master Luke_Parry

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Horizon Hunters

Female CG Gnome Bard 2 | HP: 26/26 | AC: 17 | Fort +5, Ref +7, Will +6 | Perception +6 | Speed 25 ft. | Focus Points 2/2 | Spells (1st) 1/3 | Hero Points 1/1

Niki gasps as Jasariel goes down. "I can heal her, but Hannah's right. I don't want to heal her just in time for them to bite her again! Can you try to draw them away?"

She starts singing a quick tune, hoping to bolster her allies' spirits.

There's no need to worry
We will win this fight
They'll die in a hurry
Afraid of your might

While she sings a rock tumbles through the air towards the nearest creature.

Telekinetic Projectile: 1d20 + 8 ⇒ (7) + 8 = 15
B. Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Inspire Courage (+1 status bonus to attack rolls, damage rolls, and saves against fear effects), and then casting Telekinetic Projectile at Red.

Sovereign Court

Gedrim channels electricity...

Reflex: 1d20 + 12 ⇒ (11) + 12 = 23.
Reflex: 1d20 + 12 ⇒ (8) + 12 = 20.

...singeing two of them.

Niki inspires the party to greater feats of heroism, then misses with a bit of thrown masonry.

Ukh throws a bottle of alchemist's fire, seriously damaging the injured one.

Farryn then finishes it off, in time for Hannah to crush the skull of a second one.

Jasariel then stabilises.

The final reptile, hissing in anger, scuttles forward, taking a sharp stab from Hannah in the process.

It then tries to bite her...

Jaws: 1d20 + 10 ⇒ (18) + 10 = 28, for 1d8 + 4 ⇒ (2) + 4 = 6 damage.
Jaws: 1d20 + 5 ⇒ (1) + 5 = 6, for 1d8 + 4 ⇒ (1) + 4 = 5 damage.

...delivering a glancing blow.

Evicting The Squatters, Round 2/3:

Gedrim (-)
Niki (-)
Ukh (-)
Hannah (-)
Farryn (-)
Jasariel (-28; Unconscious; Wounded 1)

EGG (-4)

Party is up!

Grand Archive

Fighter/Sorcerer/Bard (11)

"Two down! One about to stand!"

A golden glow surrounds Hannah until it practically bursts into rays of light that heal Jasariel for 1d8 + 8 ⇒ (6) + 8 = 14.

Hannah then summons another protective shield (+1 AC, 5 Hardness)

Two-action heal, one-action shield

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel pushes herself to her feet and conjures her own magical shield to ward off a repeat of her recent incapacitation. After taking a second to catch her breath she takes a swing around the corner at the last remaining reptile.

+1 bastard sword: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d12 + 4 ⇒ (11) + 4 = 15
Bonus Damage: 1d12 + 4 ⇒ (6) + 4 = 10

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Jasariel, I think you've forgotten the +1 from Inspire courage.

The goblin, seeing that the last reptile won't last longer after the Jasariel's strike, draws his light mace, moves to flank it and strikes.

Light mace: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29

Damage, crit: 2d4 + 2 ⇒ (1, 3) + 2 = 6

Sovereign Court

Hannah channels celestial energy to Jasariel, and then Jasariel stands, picks up her weapon, and carves open the side of the reptile.

Combat over.

-----------------------

Upon their return to Prophet’s Rest, the party finds Narsen ensconced in the common room of the Melcat’s Folly Inn. The priest is eager to speak to you about your experiences at Fort Agate and encourages you to begin the repair process immediately, telling you that the hamlet’s villagers are at your disposal.

Narsen then excuses himself, and truthfully explains that he must return to Xer to speak to his superiors in order to facilitate the continued cooperation between the Razmiri government and the Pathfinder Society. He promises to return “in a few weeks, no more than a month,” and encourages the party to work on repairing the main gate first—“a fort’s not much good without a door to close.” Narsen leaves on a river boat that same day.

---------------------------------------------------

Alright, so, the way this section works is essentially Fort Repair: The RPG.

There are a series of tasks that you can complete in order to make the Fort more habitable.

Each takes a certain number of (man-power) days to complete.

NPCs from town can be hired to help you, at a rate of 1gp per day per NPC; no more than 3 NPCs can help a PC with a task.

At present, you have access to the following tasks:

CLEAN THE FORT - Approach Road:
Requirements: Nil
Day Cost: 8 man-power days
Skill check required: Nil

CLEAN THE FORT - Courtyard:
Requirements: Nil
Day Cost: 8 man-power days
Skill check required: Nil

CLEAN THE FORT - Great Hall:
Requirements: Nil
Day Cost: 8 man-power days
Skill check required: Nil

CLEAN THE FORT - Ruined Barracks:
Requirements: Nil
Day Cost: 8 man-power days
Skill check required: Nil

SECRETLY PLANT WHISPERING LILIES:
Requirements: You’re trained in Deception or Nature.
Day Cost: 1 man-power day
Skill check required: Deception or Nature

TALK TO THE LOCALS:
Requirements: Nil
Day Cost: 1 man-power day
Skill check required: Diplomacy (to Make An Impression; each day spent doing this allows you to attempt to do it with up to three NPCs)

So, for example, one PC and three NPCs could Clean the Fort - Approach Road in two days, or two PCs and 6 NPCs could do it in one day.

Please note, there are a *lot* of additional 'tasks' (see below), but they don't 'unlock' until, at the very least, some of the cleaning has been completed.

For your own sake, I strongly recommend 4 PCs hiring 12 NPCs to 'Clean the Fort' for the four locations you can currently access over 2 days, leaving 2 PCs to impress people / plant lilies.

Once you have done *that*, the following tasks open up:

COLLAPSE THE WATCHTOWER:
Requirements: The PCs have Cleaned the Fort in the courtyard, and you’re an expert in Crafting or hired a stonemason.
Day Cost: 6 man-power days
Skill check required: Crafting

Completely rebuilding the watchtower (area B3) is beyond the scope of this scenario, but it is on the verge of collapse: leaving it standing presents a danger.

EXCAVATE STAIRS BELOW GREAT HALL:
Requirements: The PCs have completed Clean the Fort for the great hall.
Day Cost: 12 man-power days
Skill check required: Nil

The passageway under the great hall (area C) needs to be cleared to reach the dungeon.

PATCH THE HOLE IN THE OUTER WALL:
Requirements: The PCs have completed Clean the Fort for the approach road, and you’re an expert in Crafting or hired a stonemason.
Day Cost: 18 man-power days
Skill check required: Crafting

Repairing the large hole in the outer wall near the main gate (area B2) is a weighty task.

REBUILD COLLAPSED STAIRS:
Requirements: The PCs have completed Clean the Fort for the great hall, and you’re an expert in Crafting or hired a carpenter.
Day Cost: 12 man-power days
Skill check required: Crafting

A wooden staircase previously connected the great hall to the roof in the keep (area B4).

REPAIR THE BARRACKS:
Requirements: The PCs have completed Clean the Fort for the barracks, and you’re trained in Crafting or hired a carpenter.
Day Cost: 12 man-power days
Skill check required: Crafting

Repairing the ruined barracks (area B5) gives the PCs a comfortable place to rest in Fort Agate, away from the damp and dusty interior of the fort.

REPAIR THE WELL:
Requirements: The PCs have completed Clean the Fort for the courtyard, and you’re trained in Crafting or hired a stonemason.
Day Cost: 6 man-power days
Skill check required: Crafting

REPLACE THE MAIN GATE:
Requirements: The PCs have completed Clean the Fort for the approach road, and you’re an expert in Crafting or hired a carpenter and a stonemason.
Day Cost: 12 man-power days
Skill check required: Crafting

The fort’s main gate (area B2) can be rebuilt with local lumber and heavy repairs to the stone hinges that it hangs from on the outer walls.

--------------------------------

Additional tasks are also locked behind further requirements:

CLEAN THE FORT - Roof
Requirements: Successfully Rebuilt Collapsed Stairs
Day Cost: 8 man-power days
Skill check required: Nil

CONSTRUCT COVER FOR THE ROOF:
Requirements: The PCs have completed Clean the Fort for the roof, and you’re trained in Crafting or hired a carpenter.
Day Cost: 12 man-power days
Skill check required: Crafting

Rebuilding the cover on the roof designed to protect the fort from missile fire (area B4).

CLEAN THE FORT - Dungeon:
Requirements: Successfully Excavated Stairs Below Great Hall
Day Cost: 8 man-power days
Skill check required: Nil

REBUILD SCAFFOLDING FOR BATTLEMENTS:
Requirements: The PCs have completed Patch the Hole in the Outer Wall, and you’re an expert in Crafting or hired a carpenter.
Day Cost: 12 man-power days
Skill check required: Crafting

Rebuilding the scaffolding along the top inside of the outer walls (area B2) allows the battlements of Fort Agate to once again be manned.

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Well, I think Niki and Hannah are our best diplomats. So they should go to talk. And the others hire NPCs to clean the fort. Is it ok?

Then for the next step I'm Expert in Crafting.

Sovereign Court

That's fine - but I need an itemised, day-by-day description of what everyone is doing, when, and in what order (along with any relevant checks, depending upon the task).

I appreciate that it will be a bit of 'paperwork' :-/

Horizon Hunters

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Female CG Gnome Bard 2 | HP: 26/26 | AC: 17 | Fort +5, Ref +7, Will +6 | Perception +6 | Speed 25 ft. | Focus Points 2/2 | Spells (1st) 1/3 | Hero Points 1/1

Being rather small and unused to hard labor, Niki doesn't really want to help clean out the fort. Not that she wouldn't, someone has to do the dirty jobs and she's mature enough to know sometimes that someone is her, but she'd rather take on other tasks if possible.

Fortunately, there are a few other tasks that need to be completed. She blithely picks up the Whispering Lily bulbs and sets to gardening.

Now, Niki is somewhat familiar with how people work. Act like you might be hiding something, and people get curious. Act like you're just doing your job, and people tend to ignore you.

But if you want to make absolutely certain they ignore you, try to engage them in boring conversation at every opportunity. Fortunately gnomes have somewhat of a reputation for that.

So for the next two days, while planting, she cheerfully greets everyone in sight. "Good morning! Oh these flowers are wonderful, imported directly from Sevenarches, can you believe it? It's amazing, really, what the druids there have done in combination with the First World, oh let me tell you all about it!" And for some, strange, inexplicable reason, for two days everyone avoids Niki as much as possible.

It's a gift.

Deception, Day 1: 1d20 + 8 ⇒ (13) + 8 = 21
Deception, Day 2: 1d20 + 8 ⇒ (15) + 8 = 23

How many days should we try to cover at once? I went ahead and did two for the Whispering Lilies, but if we should be going one at a time just let me know.

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Farryn hands Jasariel an elixir for healing after the combat ends and then attempts to tend her wounds.

Minor Elixir of Life healing 1d6 ⇒ 3. Treat Wounds Medicine (T) DC 15: 1d20 + 6 ⇒ (5) + 6 = 11

"Eh, can't see what I'm doing and this place needs cleaning. You'll be fine probably."

________________________

He then cracks his knuckles and looks over the fort, "Alright, let's get this place cleaned up and secured. Let's get a perimeter secured, take care of any major dangers and clear an area to rest."

Fort Repair: The RPG

Days 1 & 2

Farryn heads into town and recruits a few unskilled workers for some cleanup help. He will direct them to clean the Fort first, hoping his allies also work hard. "Nothing like a bit of hard work to get the blood pumping!"

Clean The Fort with three townsfolk

________________________

Days 3 & 4

Sweat dripping off his brow, Farryn looks down the rubble filled well, "We oughta get a clean source of water for us. I'll work on the well."

Repair the Well with two townsfolk

Crafting (T): 1d20 + 8 ⇒ (6) + 8 = 14

________________________

I'm doing four days because the first two days are pretty much cleaning for Farryn and townsfolk with no checks needed. After that I'll probably only do enough days to allow for a crafting check.

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

CLEAN THE FORT, days 1 & 2

Once the three guys arrive, the goblin orders the work to them for the two days. As we told you, the goal for now is to clean up the place. Then you remove all the debris you see and pile them up here. We’ll evacuate them later. For now, the goal is to see more clearly so that we can rebuild and repair this building.

REPLACE THE MAIN GATE, days 3, 4 & 5

Narsen told them to put a new gate. So he takes care of putting a a new gate to the Fort Agate. Come on, guys. As Narsen said, we must put a big and proud gate to show everybody that something changed here. We need to get it up as soon as possible.

Crafting, expert: 1d20 + 11 ⇒ (10) + 11 = 21

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Fort Repair - The RPG
Clean the Fort, Days 1 & 2

Looking longingly at his back...he groans. 'Can't I just sit in the corner and study my book? I promise it'll be worthwhile...'

With a shake of his head, he finds a few townies "Hey, give me a hand, make me look good, and there's coin in it for you."

Clean w/3 Townsfolk

Days 3, 4 & 5

Seeing Farryn begin on the well, he nods. "Quite a good idea...clean water is quite important. Seems you've got it in hand though."

His eyes following on the goblin, he sighs. "Right, right. Let me give ya a hand...You and You, come help please."

Crafting(Trained): 1d20 + 7 ⇒ (8) + 7 = 15
Hiring 2 townsfolk - one being a carpenter to assist

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Crap, just realized I didn't specify WHICH part of the Fort Farryn was cleaning. He will be cleaning The Courtyard on day 1 & 2.

Sovereign Court

Alright, I have linked a 'tracking' spreadsheet as a header to this page, so we can determine what people are doing, and when.

Feel free to keep tossing out suggestions :-)

Grand Archive

Fighter/Sorcerer/Bard (11)

Yikes. 12 lengthy posts!

Going over everything now. Thank you for the spreadsheet!

EDIT:

For the first couple of days Hannah pairs up with Niki: as the locals avoid the gnome, Hannah engages them in pleasant conversation.

"Any thoughts about what the Fort should look like? It will be overlooking the valley, so we definitely don't want it to be an eyesore! And colors you prefer? Purple, at least, I think, to go with the flags?"

Diplomacy, Day #1: 1d20 + 10 ⇒ (15) + 10 = 25
Diplomacy, Day #2: 1d20 + 10 ⇒ (11) + 10 = 21

Grand Archive

Fighter/Sorcerer/Bard (11)

Does "making an impression" on the locals increase the number we can acquire, or lessen their cost per day?

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel recruits her own crew of locals and sets to work cleaning out the great hall. As she toils, she asks the workers, "So, how do you all feel about us Pathfinders setting up here?"

Once the hall is clear, Jasariel and her team move on to excavating the staircase beneath.

2 days to Clean the Fort, then 3 to Excavate Stairs Below Great Hall.

Sovereign Court

@Hannah: Neither - it is actually improving the attitude of townsfolk towards you; each 'success' improves the attitude of a person by one step (but until you try interacting with them, you don't know what their starting attitude is).

Consequently, I need you to pick the three people you are trying to influence each day (the full list of townsfolk is on the tracking sheet)...

Also, I should have clarified: If a check is required, you need to make one for each *calendar* day that you are working on a task.

So, for example, Ukh, replacing the main gate, is taking three days (theoretically), so that will be three checks - the first one is a success, and you complete four 'man-power' days of work. You still need to succeed at two more.

Farryn failed the check to Repair the Well, so he only completed two 'man-power' days of work, instead of four.

Gedrim *also* failed the check to Repair the Well, so he only completed two 'man-power' days of work, instead of four, as well (meaning that there are still two 'man-power' days of work remaining).

However, even on a failure, Farryn will still complete the remaining two days necessary to finish the well on Day 4.

I have updated the tracking spreadsheet to represent the currently declared actions.

Grand Archive

Fighter/Sorcerer/Bard (11)

Okie dokie. And what trades do they each have? The list above mentions things like "hired a carpenter and a stonemason".

Hope you don't mind if I copy your sheet for when I GM this myself ^_^

Sovereign Court

*cough* I listed those in an earlier post (IC), when it was asked of the visiting priest ;-) That said, I have added them into the sheet for you.

Most of them are just 'unskilled' labourers, for your purposes.

Yeah, this is one of the rare situations where PbP is hands-down vastly superior to face-to-face play; since it could take a few hours to sort this out IRL, the slightly 'slower' pace of PbP means that it doesn't really slow things down at all...

Grand Archive

Fighter/Sorcerer/Bard (11)

Gotcha. Sorry. Hannah will attempt to persuade the people in the order of trades that you listed above:

Junissa Yovitch (Stonemason) => Diplomacy 25
Braderock Brumn (Carpenter) => Diplomacy 21

...I actually don't see Blacksmith on the list, but them next...

Day 3, Edgar Hengus (Blacksmith): 1d20 + 10 ⇒ (20) + 10 = 30

@Group: And then, probably, since Hannah can't do much else but talk, should she just keep trying to influence the town members? For now I'll roll twice more so my days match up with everyone else:

Day 4, Martin Hengus (Blacksmith): 1d20 + 10 ⇒ (17) + 10 = 27
Day 5, Wilfred Mayar (Carpenter): 1d20 + 10 ⇒ (10) + 10 = 20

Sovereign Court

@Hannah: Each day you spend talking to people, you can try to influence *3* different people, not just one :-)

Grand Archive

Fighter/Sorcerer/Bard (11)

Lol. Wow. Okay. Then with those 5 checks, there's only two people left:

Plisken the Brown
Rakka

Day 6: 1d20 + 10 ⇒ (17) + 10 = 27

Vigilant Seal

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Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Well trying to finish to replace the main gate.

REPLACE THE MAIN GATE, days 4 & 5

Crafting, expert: 1d20 + 11 ⇒ (4) + 11 = 15

Crafting, expert: 1d20 + 11 ⇒ (15) + 11 = 26

I think you've finished to clean the fort, also CLEAN THE FORT - Ruined Barracks

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Sheepishly, Gedrim smiles. "Guess a well is a tad above my expertise..."

With a scowl, his eyes fall on the massive hole in the wall. "Even with a sturdy gate, that'll need patched to keep unwanted trouble away."

Walking over, he assesses the damage. 'I can't even fix a well how am I suppposed to....'

"STONEMASON! I could use a hand, please."

Hire stonemason +2 others - fix hole

Crafting(Trained): 1d20 + 7 ⇒ (19) + 7 = 26
Crafting(Trained): 1d20 + 7 ⇒ (14) + 7 = 21
Start with 2 days to get up to the 5 with rest

Envoy's Alliance

1 person marked this as a favorite.
Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Oooh, so it is sorta like a success takes the normal amount of work-hours and a failure halves that. I'd assume a crit would double it and a fumble would make it zero too?

With Gedrim running off crying about how he can't even fix a well, Farryn doubles down and finishes it off the next day grumbling about useless half-elves, "If he were a full elf we'd be done by now."

__________________________

The next day he wakes from his tent sore and annoyed. Rounding up his usual workers he heads to the barracks, "Let's get this place fixed up so we can sleep better."

Day 5: Repair the Barracks

Crafting (T): 1d20 + 8 ⇒ (20) + 8 = 28

Crit does 8 days?

Day 6: Repair the Barracks

Crafting (T): 1d20 + 8 ⇒ (4) + 8 = 12

Failure does 2 days?

Day 7: Repair the Barracks

Crafting (T): 1d20 + 8 ⇒ (8) + 8 = 16

Success 4 or Failure 2 finishes it off?

Grand Archive

Fighter/Sorcerer/Bard (11)

I see the Hostile-Helpful scale now. Assuming nobody is all the way Helpful yet, Hannah will spend another 6 days attempting to further improve relations:

"You three have simply been the best! Such a pleasure getting to know you!"

Day 7: 1d20 + 10 ⇒ (11) + 10 = 21
Aasif
Braderock Brumn (Carpenter)
Edgar Hengus (Blacksmith)

"Mr. and Mrs. Horgat, you MUST share this boysenberry pie recipe with me!"

Day 8: 1d20 + 10 ⇒ (12) + 10 = 22
Martin Hengus (Blacksmith)
Benyan Horgat
Gerlind Horgat

"Priest Lumley, since we'll be spending quite some time here, would you mind sharing some hymns with me?"

Day 9: 1d20 + 10 ⇒ (17) + 10 = 27
Bessama Lingler
Priest Lumley
Matthild

"So let me get this right... Your parents both have straight, black hair, and the three of you have curly, brown hair?"

Day 10: 1d20 + 10 ⇒ (1) + 10 = 11
Lotte Mayar
Mikkel Mayar
Wilfred Mayar (Carpenter)

"Plisken! You are certainly the ladies man, aren't you?"

Day 11: 1d20 + 10 ⇒ (16) + 10 = 26
Sylvina Norritch
Pretrus
Plisken the Brown

"You mean you worked on every single road in town? Your dedication is commendable!"

Day 12: 1d20 + 10 ⇒ (14) + 10 = 24
Rakka
Junissa Yovitch (Stonemason)

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Euh, can you tell us which step we have made now?

Horizon Hunters

Female CG Gnome Bard 2 | HP: 26/26 | AC: 17 | Fort +5, Ref +7, Will +6 | Perception +6 | Speed 25 ft. | Focus Points 2/2 | Spells (1st) 1/3 | Hero Points 1/1

Days 3-4 (Replace the Main Gate, 3 Hired NPCs)

Lilies planted, Niki (reluctantly) starts getting her hands dirty. She hires three of the locals, (including Junissa Yovitch), and starts working on the main gate. It...doesn't go so well the first day, with Niki managing to get in the way more than she helps, but the second day goes a bit more smoothly.

Crafting (T), Day 3: 1d20 + 5 ⇒ (6) + 5 = 11
Crafting (T), Day 4: 1d20 + 5 ⇒ (19) + 5 = 24

Days 5-8 (Clean the Fort - Dungeon, 1 Hired NPC)

Still, she's more than happy to let Junissa start working on other things. As soon as she hears that the pathway into the dungeon has been cleared, she takes one of her previously-hired workers and together the two of them begin to clean.

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Niki, you need to be expert to repair the main gate.

Horizon Hunters

Female CG Gnome Bard 2 | HP: 26/26 | AC: 17 | Fort +5, Ref +7, Will +6 | Perception +6 | Speed 25 ft. | Focus Points 2/2 | Spells (1st) 1/3 | Hero Points 1/1

You don't need to be Expert if you've hired a stonemason and carpenter. I mentioned the stonemason specifically, but I suppose I should have been more clear.

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Oh yes, I see it now. I read 3 NPCs without names. Sorry

Sovereign Court

I'll tally things when I get a chance (I have just headed to work), but for the moment, Hannah? It isn't roll once, and apply the check to all three NPCs for the day; each day you pick 3 NPCs, and make a (separate) check against each of them.

Grand Archive

Fighter/Sorcerer/Bard (11)

Shoot. I thought with your post earlier it was one check per day per three people. So, to retcon, I still focus my rolls on the NPCs with Professions first, and then go down the list otherwise. That means...

DAY 1
Junissa Yovitch (Stonemason) => Diplomacy 25
Braderock Brumn (Carpenter) => Diplomacy 21
Edgar Hengus (Blacksmith) => Diplomacy 30

DAY 2
Martin Hengus (Blacksmith) => Diplomacy 27
Wilfred Mayar (Carpenter) => Diplomacy 20
Aasif => Diplomacy 27

DAY 3
Benyan Horgat => Diplomacy 21
Gerlind Horgat => Diplomacy 22
Bessama Lingler => Diplomacy 27

DAY 4
Priest Lumley => Diplomacy 11
Matthild => Diplomacy 26
Lotte Mayar => Diplomacy 24

DAY 5
Mikkel Mayar Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23
Sylvina Norritch Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16
Pretrus Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20

DAY 6
Plisken the Brown Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12
Rakka Diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27

And then go down the list again:

Aasif Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14

DAY 7
Braderock Brumn Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
Edgar Hengus Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20
Martin Hengus Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

DAY 8
Benyan Horgat Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
Gerlind Horgat Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16
Bessama Lingler Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26

DAY 9
Priest Lumley Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18
Matthild Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12
Lotte Mayar Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

DAY 10
Mikkel Mayar Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24
Wilfred Mayar Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
Sylvina Norritch Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

DAY 11
Pretrus Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
Plisken the Brown Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12
Rakka Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

DAY 12
Junissa Yovitch Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

And then spend time with the 2 lowest rolls thus far:

Priest Lumley Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
Plisken the Brown Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

Sovereign Court

@Farryn: A crit increases progress by 50%.

Day 1:

Farryn cleans (4 man-days).
Gedrim cleans (4 man-days).
Hannah talks with Junissa, Braderock, and Edgar, all of whom respond positively to her.
Jasariel cleans (4 man-days).
Niki plants lilies.
Ukh cleans (4 man-days).

Day 2:

Farryn cleans (4 man-days).
Gedrim cleans (4 man-days).
Hannah talks with Martin, Wilfred, and Assif, all of whom respond positively to her.
Jasariel cleans (4 man-days).
Niki plants lilies.
Ukh cleans (4 man-days).

Day 3:

Farryn attempts to repair the well (2 man-days).
Gedrim attempts to repair the well (2 man-days).
Hannah talks with Benyan, Gerlind, and Bessama, all of whom respond positively to her.
Jasariel excavates the underground stairs (4 man-days).
Niki repairs the main gate (2 man-days).
Ukh repairs the main gate (4 man-days).

Day 4:

Farryn finishes repairing the well (2 man-days).
Gedrim starts filling the hole in the wall (4 man-days).
Hannah talks with Priest Lumley (who tells her to go away), and Matthild and Lotte, who respond favourably towards her.
Jasariel excavates the underground stairs (4 man-days).
Niki repairs the main gate (4 man-days).
Ukh finishes repairing the main gate (2 man-days).

Day 5:

Farryn starts repairing the barracks (6 man-days)
Gedrim continues filling the hole in the wall (4 man-days).
Hannah talks with Mikkel and Petrus, both of whom respond favourably, but Sylvina proves to be a bit of a crotchety old woman, who isn't easily impressed.
Jasariel finishes excavating the underground stairs (4 man-days).
Niki (can't clean the dungeon, since Jasariel doesn't finish excavating the staircase until the end of this day)
Ukh helps patch the hole in the wall (4 man-days).

Verdant Wheel

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N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Having finished digging out the staircase, Jasariel and her crew spend the next couple of days cleaning the now-accessible dungeon.

I don't suppose it's possible to use Architecture Lore in lieu of Crafting for the construction tasks?

Sovereign Court

1 person marked this as a favorite.

@Jasariel: I am going to go with no.

Day 6:

Farryn continues to repair the barracks (2 man-days)
Gedrim ???
Hannah talks with Rakka and Aasif, who get along well with her. The reclusive Plisken, on the other hand, remains enigmatic.
Jasariel starts cleaning the dungeon.
Niki helps finish cleaning the dungeon.
Ukh ???

This unlocks an additional activity...

DECIPHER ANCIENT WRITINGS
Requirements: The PCs have completed Clean the Fort for the dungeon, and you’re trained in Religion or hired a sage.
Day Cost: 6 man-days
Skill Check Required: Religion

Characters can try to decipher the engraved archaic Hallit writing discovered in the newly-cleaned dungeon!

Day 7:
Farryn continues to repair the barracks (2 man-days).
Gedrim ???
Hannah talks with Braderock, Edgar, and Martin, thoroughly impressing all three.
Jasariel ???
Niki ???
Ukh???

That catches us up with everyone, apart from Hannah's ongoing schmoozing with the townsfolk ;-)

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Day 6

Gedrim grins as the hole begins to shrink. "Well done! I think we can get this finished if we keep it up!"

Rehire same people and get to it

Crafting(Trained) - hole in the wall: 1d20 + 7 ⇒ (5) + 7 = 12
Well...

Day 7

"Yesterday didn't go so well for us, though I've no doubut Ukh has done well with his crew. Lets finish this thing!"

Crafting(Trained) - hole in the wall: 1d20 + 7 ⇒ (11) + 7 = 18

Day 8

Word of the ancient writings makes it way to Gedrim, who's eyes light up. "OH! Something I can actually do well!" and the man darts downstairs.

Religion(Trained): 1d20 + 4 ⇒ (20) + 4 = 24

Day 9

Continuing his research, Gedrim seems to be lost to the world.

Religion(Trained): 1d20 + 4 ⇒ (16) + 4 = 20

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

I'm going to call out that a crit only adding 50% is total b.s. Every other crit in the game doubles stuff. The writer of this scenario is just being mean. :( :( :( Also, for future reference, does a fumble do 1 or 0 days?

Sore neck, sore back, sore everything, Farryn wakes and finally finishes the barracks repair. He's about sick of the damn room, but spends his half day off resting there anyway.

Day 8: Repair the Barracks

Crafting (T): 1d20 + 8 ⇒ (17) + 8 = 25

Do we need to plant more whispering lillies? I doubt two is enough. Can someone also rebuild the stairs (expert crafting) next so Farryn or others can manage the roof stuff (trained crafting).

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Farryn, I will do it once at home. On the phone now.

Grand Archive

Fighter/Sorcerer/Bard (11)

As the others complain of soreness and various frustrations with the ruins, Hannah is thinking of something far more stressful.

I think all of these luncheons are going straight to my hips!

Vigilant Seal

1 person marked this as a favorite.
Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Come on with me, guys. We have a job to do these next days.

The goblins take people to help him to rebuild the collapsed stairs.

Crafting, expert: 1d20 + 11 ⇒ (20) + 11 = 31

Crafting, expert: 1d20 + 11 ⇒ (5) + 11 = 16

Crafting, expert: 1d20 + 11 ⇒ (7) + 11 = 18

Sovereign Court

Day 6:

Gedrim repairs the Hole in the Wall (2 man-days).
Ukh starts rebuilding the damaged stairs (6 man-days).

Day 7:

Gedrim finishes repairing the Hole in the Wall (4 man-days).
Jasariel ???
Niki ???
Ukh keeps rebuilding the stairs (2 man-days).

Day 8:
Farryn finishes repairing the barracks (2 man-days).
Gedrim translates the weathered runes (6 man-days), realising to his horror that it is an old shrine consecrated to Urgathoa, the Goddess of Undeath, unlocking another activity!

CLEANSE THE URGATHOAN SHRINE
Requirements The PCs succeeded at the Decipher Ancient Writings activity, and you’re trained in Religion or hired a sage.
Day Cost: 6 man-days
Skill Check Required: Religion
Money Cost: 40gp of rare incense and offerings, and access to the Consecrate ritual...

Sylvina will, grudgingly, admit that she might have access to that Ritual...

Hannah talks with Benyan, Gerlind, and Bessama, impressing all three.
Jasariel ???
Niki ???
Ukh finishes rebuilding the stairs (4 man-days).

Tracking sheet updated. Please note that, at present, you only have 41gp of the money you were given left...

Grand Archive

Fighter/Sorcerer/Bard (11)

How the plot thickens!

Sovereign Court

Yeah... To be clear: The collapse and decay down in the dungeon are *old* - before cleaning, it was obvious that the place had been abandoned for many decades...

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

This tower could collapse any time. We should take it down before to reconstruct it. You there, come with me.

The goblin will make collapse the watchtower. So they won't risk anything more. For this task he hires only 1 guy.

Crafting expert, Collapse watchtower: 1d20 + 11 ⇒ (10) + 11 = 21

Crafting expert, Collapse watchtower: 1d20 + 11 ⇒ (15) + 11 = 26

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

I'm assuming we can use some of our own funds if necessary? Otherwise we won't be able to manage the ritual at all at this point. Either way, we have 30 days so Farryn is going to start slowing down a hair on the hiring to maximize the gold we have left.

The permed halfling wakes well rested and sends most of the workers home with their pay. He keeps on one of the refugees to help clean and repair the roof.

Day 9
Clean the Roof with one hired hand

Day 10
Clean the Roof with one hired hand

Day 11
Clean the Roof with one hired hand

Day 12
Clean the Roof with one hired hand

I'll wait to see if anyone throws their person-power days onto that to help finish it faster.

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