[PFS2] GM Rinaldo's Escaping the Grave (1-03) Table 2 (Inactive)

Game Master The Great Rinaldo!

Maps and Handouts


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Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Klank watches the bolt fly a bit high, his hopes of a long range kill dashed like a finding a hairline fracture in a freshly quenched blade "Blast it!"

As I stated above, Klank is out of options to pursue with his speed and lack of long ranged weaponry. He is a Dwarf though and will only give up the chase if that's what the group decides. If they decide to give chase then he'll assist as best he can. At this point his vote will have to be letting the man go and getting out of here with the wagon asap.

Envoy's Alliance

CG Ulfen Male Monk 1 HP: 20/20 | AC: 16 | F: +6(5), R: +6 (5), W: +7 (6) | Perc: +5 | Speed: 25 ft. | Active Conditions: Fatigued | Active Stance: none

I'm with Klank

Envoy's Alliance

NG Half-Orc Fighter 2 | HP 32/32 | AC 19 (21 Shield) | F +8 R +7 W +6 | P + 8 | Speed 25' | Class DC 18 | Conditions:

Conso also votes for letting him go.

Grand Archive

N Female Half-Elf (human) Sorcerer (Draconic, Pathfinder Agent) 2 | HP 17/22 | AC: 18 (Bloodline magic) | F +5 R +7 W +6 | Perc +4 | 25 feet | Spells 1st: 4/4 Focus 0/1 | Activity: Detect magic | Class DC 18 | Active Conditions: None

Zhera can't keep pace with him enough to shoot and chase. I say it's less 'let him go' and more, 'can't get to him' at this point

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7
GM Rinaldo wrote:
Anyone else?

Does my Ray of Frost have enough range for me to move up 25 feet and still get a shot off on him with 120ft of range on the spell?


The Midnight Mirror

Yes, he is only 50' off of the map, but I'll rule he has cover from buildings/foilage. Since it's a cantrip, there's no reason not to take the shot if you want.

Grand Archive

Male CG Male Human Wizard 1 | HP 15/15 | AC: 15 | F +4 R +4 W +8 | Perc +6 | 25 feet | Focus 1/1 | | Class DC 17 | Active Conditions: None | Active Spells: Mage Armor
Skills:
Acrobatics +4, Arcana +7, Athletics +3, Crafting +7, Herbalism Lore +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Survival +6, Thievery +4, Underworld Lore +7

Works for me, might as well see if we can drop him with one last pot shot.
Ray of Frost: 1d20 + 7 ⇒ (1) + 7 = 8 Cold Damage: 1d4 + 4 ⇒ (1) + 4 = 5


Looks like the fates want him to succeed in fleeing.


The Midnight Mirror

Though you send a number of parting shots his way, the necromancer escapes around a bend. You get yourselves together, and hitch Desert Wind back to the wagon.

After several hours that are thankfully uneventful, you finally reach the lodge. You find Venture-Captain Zongnoss casting healing spells on a few pathfinders. She is excited to see your return, and once she finishes with the team she is healing, she asks you to tell her what you found, and in particular if you recovered any of the missing agents.

Besides being an opportunity to recount your tale, this is also where you state definitively whose remains you have and what items you recovered. This goes toward your success conditions.

Envoy's Alliance

NG Half-Orc Fighter 2 | HP 32/32 | AC 19 (21 Shield) | F +8 R +7 W +6 | P + 8 | Speed 25' | Class DC 18 | Conditions:

Any changes we need to make to the list Z put together?

Envoy's Alliance

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Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)
Z wrote:
The body in front of the college was also likely another non-pathfinder though it could be Raelyn Mumblewort or Kaili Thimbleberry. Another 10 minutes to verify might help or might not.

This was disputed by Larraz somewhat. Not Kaili for sure. I'd say we don't assume it was Raelyn.

Klank's outward demeanor tightens up a bit around the Venture Captain. He's normally fairly straight laced but even more so around the VC. "We made it back Captain. Not without the help of Larraz and his steed Desert wind." He gives a nod to the half orc if he's present.

"Our mission was pretty straight forward but certainly not an easy one." He starts to recant the trip, hoping the others add in any details he may have missed or misinterpreted.

"We made it to the town center undetected and proceeded to spend and hour or so searching for survivors or remains. After of course we dealt with some of the walking dead. We found some of both, as well as some significant looking historical items and things of value. They're in the recommissioned and claimed wagon we brought back." He seems a bit extra proud of being able to fix the wagon.

"We also dealt with some toxic mold, and it would be good if you checked over those exposed. For their safety." He adds in.

"Afterwards we continued on to the College safely, where we found Larraz holed up in an office. We also found some more remains as well as items of interest and value. Not to mention some rotten flooring and overgrown insects..." He gives Conso a sympathetic glance.

I'll let someone else continue from there.

Envoy's Alliance

NG Half-Orc Fighter 2 | HP 32/32 | AC 19 (21 Shield) | F +8 R +7 W +6 | P + 8 | Speed 25' | Class DC 18 | Conditions:

Conso nods. After leaving de College, we encountered a necromancer upon returning to de town square. We were able to destroy his minions but he managed to escape us. The tall half-orc takes a deep breath. His skin looks paler than it did when the group first set out on this mission and he could likely use a good long rest.


The Midnight Mirror

Does anyone else wish to add or amend anything before I use the list from Zhera that Klank linked to? If you are happy with this, I will go through and calculate the success points.

Envoy's Alliance

CG Ulfen Male Monk 1 HP: 20/20 | AC: 16 | F: +6(5), R: +6 (5), W: +7 (6) | Perc: +5 | Speed: 25 ft. | Active Conditions: Fatigued | Active Stance: none

I think we're good:)

Grand Archive

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N Female Half-Elf (human) Sorcerer (Draconic, Pathfinder Agent) 2 | HP 17/22 | AC: 18 (Bloodline magic) | F +5 R +7 W +6 | Perc +4 | 25 feet | Spells 1st: 4/4 Focus 0/1 | Activity: Detect magic | Class DC 18 | Active Conditions: None

Zhera gives a small frown at Klank's retelling. "We made into town mostly undetected. There was that one patrol, so we had a time limit on our heads from the beginning. We did find quite a few things, that I have documented here, with a very rough estimate of their values here as well. Also here are most of the smaller items that could be carried, with Debgie holding a wayfinder or two and Conso has the amulet, I believe. As for the much more delicate subject of bodies we recovered, I believe we have found the remains of Gibb Potsmasher, Clement Martins, and Bryrigar Hassen. We have brought back two others that seemed to be the remains of former Knights of Lastwall members, though we can't be entirely sure of that. The order might appreciate having them to bury properly in any case. As for others on the list you gave us, we might need to avoid the area for a while as there will likely be greater numbers on patrol as the necromancer in charge got away. The man can run extremely fast."

Yeah, I think we are good! Just Zhera will never pass the chance to open her mouth.


The Midnight Mirror

Evni solemnly listens to your debriefing. She asks that you return any belongings of the Pathfinders you found so they can be delivered to the fallen’s families— notably the Pathfinders’ wayfinders.

Evni also promises that she will do her best to find if the other bodies you recovered have any surviving loved ones.

The documents and texts are all of great use to the Society, but the statue in particular amazes Evni, to the point that she wonders out loud the effort required to transport such a thing across the Gravelands.

Evni offers to either return Larraz back home to Katapesh or to look for more peaceful locations to reassign him. Larraz politely declines the invitation for further adventures, at least for now, wishing only to return home to his family and take a long break.

Agents representing the Envoys’ Alliance faction return the remains of the fallen Pathfinders to their families across the world, and thank you for your efforts on behalf of your comrades.

Envoy's Alliance

Dwarven Male Fighter 6 | HP: 94/94 | AC: 25(27) | F: +14, R: +10(11), W: +13 | Perc: +13 | Hero Points: 2 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions: Search, Backfire Mantle (+1 Reflex, 3 splash resistance)

Klank nods formally as the debrief ends "I'm just glad we could help return with both survivors and the remains of some of the lost. The recovered supplies and historical artifacts are just gravy."

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