PFS2 Burden of Envy. (Inactive)

Game Master Quentin Coldwater

GM roll cheat sheet:

[dice=Perception Dothrek]1d20+6[/dice]
[dice=Perception Koredrel]1d20+6[/dice]
[dice=Perception Lilly Ann]1d20+6[/dice]
[dice=Perception Petite Chenille]1d20+7[/dice]
[dice=Perception Tao Lin Chen]1d20+6[/dice]
[dice=Perception Ulfar]1d20+5[/dice]

[dice=Knowledge Warfare Ulfar]1d20+3[/dice]
[dice=Knowledge Warfare Dothrek]1d20+5[/dice]
[dice=Knowledge Warfare Petite Chenille]1d20+3[/dice]

[dice=Knowledge Society Dothrek]1d20+5[/dice]
[dice=Knowledge Society Petite Chenille]1d20+3[/dice]

Map and handout link


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Horizon Hunters

Female Gnome Bard/3 | 18 HP | AC 15 | Fort +5 Ref +4 Will +6 | Perception + 6 (low-light vision, limited scent 30ft) | Speed: 25

As the Petite Chenille starts turning the lock picks, Lilly Ann peeks over his shoulder.
"Hey, don't twist them like..."
SNAP

With a sigh Lilly Ann takes off her backpack and starts rummaging around. She takes out a small pouch from which she fishes a few more lock-picks. She quickly sticks her tongue out at the Petite Chenille and then winks at him.
"You're gonna get me something nice later, okay? You owe me."

Clearing the broken lock-picks away, Lilly Ann gives the lock another try.

She's just gonna keep trying now, so I'll roll a few times to speed this along

Thievery: 1d20 + 4 ⇒ (20) + 4 = 24
Thievery: 1d20 + 4 ⇒ (5) + 4 = 9
Thievery: 1d20 + 4 ⇒ (2) + 4 = 6

EDIT: Apparently that wasn't necessary XD


Slides Loot sheet

After the Petite Chenille broke her last set, Lilly Ann quickly tries again. And indeed, she immediately opens the lock at her first try. The door swings open.

A thin layer of dust covers the floors of this sparsely furnished wood-walled apartment. The northern wall bears crude etchings, graffiti, and other odd markings.

This apartment has clearly been unused in quite some time. The graffiti'd wall looks interesting...

Perception Dothrek: 1d20 + 6 ⇒ (8) + 6 = 14
Perception Koredrel: 1d20 + 6 ⇒ (13) + 6 = 19
Perception Lilly Ann: 1d20 + 6 ⇒ (17) + 6 = 23
Perception Petite Chenille: 1d20 + 7 ⇒ (19) + 7 = 26
Perception Tao Lin Chen: 1d20 + 6 ⇒ (2) + 6 = 8
Perception Ulfar: 1d20 + 5 ⇒ (2) + 5 = 7

Koredrel, Lilly Ann, and Petite Chenille find Flitch's name hidden underneath different streaks of paint, along with what looks like a coded message.

A Society check is necessary to completely identify it. It's a secret check, so I'll roll for you.

Secret checks:
Knowledge Society Dothrek: 1d20 + 5 ⇒ (9) + 5 = 14
Knowledge Society Petite Chenille: 1d20 + 3 ⇒ (15) + 3 = 18

Petite Chenille's info:
You manage to piece together that Flitch is hiding in the sewers, but you can't find an exact location.

Radiant Oath

Male Halfling Rogue (Scoundrel) lvl 1 | HP 15/15 | AC 18 | Saves: F +4; R +9; W +7 | Perception +7 (trap spotter +1) | Low Light Vision | Speed 25

The Petite Chenille rushes into the house, his healer's tools at the ready. He however finds out, just like the rest does, that the house is empty. "Oh no! We're to late! They've already moved his body to the morgue!" The Petite Chenille goes to the nearest wall, leans against it (face-first) and slams his fist against it.

When he is done making a scene, he opens his teary eyes and suddenly sees Flitch's name on the same wall he was leaning against. "Wait a minute, what is this?!?" Although he was inconsolable a moment ago, he now is the calm itself as he meticulously tries to decipher these symbols.

"AH HA! Flitch is not in the morgue, he is in the sewers!" A sudden realization materializes on his face. "Aaaaahh damnit... Seriously? The sewers? Doesn't he know how unsanitary that is? It's going to take weeks to get that smell out of my cape..."

Verdant Wheel

12/17 HP | AC 18 | Fort +6 Refl +9 Will +4 | Perc +6 | speed 30

Krwyn listens to his friends while he observes the kid. After a while he steps up to the young one: "We're looking for Flitch, but he seems to be gone. Do you know where we can find him?" and he keeps a silver in his hands, blinking and waiting to change hands after an usefull answer.


Slides Loot sheet

The kid's mouth drops open and his eyes focus on the silver coin, the finger in his nose seemingly forgotten. He's clearly not the brightest bulb in the box.

"Uh, who? Mister Curl? He said he made someone angry and had to lie low for a while. Hasn't been home in weeks, far as I know. I know someone like that. He always bullies me and he's pushed me in front of a carriage once."

Verdant Wheel

12/17 HP | AC 18 | Fort +6 Refl +9 Will +4 | Perc +6 | speed 30

"One more question for you to earn this shining piece of metal: where can we enter the sewers nearby?" If the answer to that question seems honest and usefull, he flips the coin to the boy with a grin on his tattood face that make the boy wince.


Slides Loot sheet

The kid finally extracts the finger from his nose and points in a direction.

"There's sewer grates all over the city, but I don't get why..."

The boy doesn't even finish his sentence, he's that confused.

The economy's changed somewhat since PF1. Copper pieces are the poor man's money, silver pieces for the working class, and gold pieces for adventurers. You're basically bribing him with more money than he's probably had his entire life. Just so you know.

Vigilant Seal

HP 20 | AC 16 (19 in Mountain stance) | Fort 6 Ref 6 Will 8 | Perception 6 | Speed 25 (20 in Mountain Stance)

Tao Lin Chen sniffs the air and follows his nose. Sewers are a universal part of the civilized lifestyle.

perception: 1d20 + 6 ⇒ (13) + 6 = 19

He tries to locate a discretely located sewer entrance nearby.


Slides Loot sheet

Sewer grates aren't super common in the city, but yeah, there's an entrance a few blocks away. However, when you look down, it comes to a dead end quickly. Seems like when the city phased back in time again, it wasn't perfect, collapsing or dislocating several tunnels. Finding a suitable entrance (and finding Flitch) will take a significant amount of time.

Vigilant Seal

HP 20 | AC 16 (19 in Mountain stance) | Fort 6 Ref 6 Will 8 | Perception 6 | Speed 25 (20 in Mountain Stance)

Giving others a bit time to react to the situation, shall we press on to the sewers or continue down the contact list ?

Radiant Oath

Male Halfling Rogue (Scoundrel) lvl 1 | HP 15/15 | AC 18 | Saves: F +4; R +9; W +7 | Perception +7 (trap spotter +1) | Low Light Vision | Speed 25

I'm fine to go whenever. I prefer to go down the sewers though (assuming that after that we can still get to the inn without incident).

Verdant Wheel

12/17 HP | AC 18 | Fort +6 Refl +9 Will +4 | Perc +6 | speed 30

I agree with Petite Chenille.

Vigilant Seal

Lets find that Flitch


Slides Loot sheet

Half of the people want to go into the sewers, so here we gooo!
*Insert Mario pipe noise here.*

A well-oiled grate leads down into a twisting sewer system. Graffiti covers the walls at every intersection of the labyrinth.

You walk around for a while. You have to backtrack frequently as some tunnels end in unworked stone, some others are collapsed, or open into deep drops. It's clear that in the five thousand years this city was gone, there has been seismic activity, changing the layout of the sewers, closing some paths and opening others.

Secret GM checks:

Perception Dothrek: 1d20 + 6 ⇒ (9) + 6 = 15
Perception Koredrel: 1d20 + 6 ⇒ (7) + 6 = 13
Perception Lilly Ann: 1d20 + 6 ⇒ (9) + 6 = 15
Perception Petite Chenille: 1d20 + 7 ⇒ (19) + 7 = 26
Perception Tao Lin Chen: 1d20 + 6 ⇒ (18) + 6 = 24
Perception Ulfar: 1d20 + 5 ⇒ (15) + 5 = 20

You walk around and keep your eyes open for signs of Flitch, but apart from graffiti everywhere, you don't find a trace of him. You do find some loose change that's been accidentally flushed into the sewers, though, and, bizarrely, a low-grade silver shield. Maybe it was evidence in a crime that needed to get rid of? Anyway, if you clean it for a bit, it's still usable.

You think you'd need a Survival check to find find Flitch. Randomly roaming around won't work, the sewers are too big for that.

You find 25 silver pieces in total, and the shield. Silver doesn't really do anything other than giving it more HP. If anyone's proficient with it, it's pretty nice, honestly.
Bulk 1
The shield has Hardness 3, HP 12, and BT 6.

How shields work: you can use one of your three actions in combat to raise your shield. If you do so, you raise your AC by 2, for that turn only. If you have the Shield Block feat, you reduce the damage you take by its Hardness (3, in this case). The rest of the damage is applied to both you and the shield. If it takes 6 or more damage, it's broken and can't be used until repaired. If it takes 12 or more damage, it's destroyed completely.
So, for example, you ready your shield, but an enemy still manages to hit you for 7 damage. If you have the Shield Block feat and use it, 4 damage goes to you and the shield.

Vigilant Seal

Survival: 1d20 + 4 ⇒ (13) + 4 = 17

not interested in the shield, have a two-handed weapon

Vigilant Seal

HP 20 | AC 16 (19 in Mountain stance) | Fort 6 Ref 6 Will 8 | Perception 6 | Speed 25 (20 in Mountain Stance)

Survival: 1d20 + 6 ⇒ (16) + 6 = 22

I believe, I could use a shield, but it's out of character so I'll pass


Slides Loot sheet

Yeah, Monks are weirdly proficient with shields now.

Together, Tao Lin Chen and Dothrek navigate through the sewers, sometimes using the graffiti on the wall as a directional marker. Eventually, you reach a small sewer maintenance shack, with light flickering through the window. If you look through the window, you see a handsome man reading a book in a tattered chair, the light coming from a single candle next to him. He does not seem to have noticed you yet.

Picture in link.

Vigilant Seal

Dothrek calmly approaches the door and knocks. He shout:"Are you not worried your slippers are getting dirty in here?"

Horizon Hunters

Female Gnome Bard/3 | 18 HP | AC 15 | Fort +5 Ref +4 Will +6 | Perception + 6 (low-light vision, limited scent 30ft) | Speed: 25

Throughout the journey through the sewers (as well as in Flitch's house) Lilly Ann has been adding her own little drawings to all the graffiti, in chalk.

As Dothrek knocks on the door, she is already drawing flowers next to the window. She smiles and waves at the man as he looks up from his book.


Slides Loot sheet

When Dothrek knocks on the door, The man inside jumps up from his chair and knocks out the candle besides him, plunging the room in darkness. Lilly Ann sees him hiding behind his chair.

"W-why would I be worried for my slippers? It's not like I borrowed them or anything," comes a hesitant voice from inside.

Verdant Wheel

12/17 HP | AC 18 | Fort +6 Refl +9 Will +4 | Perc +6 | speed 30

"But your uncle asked about your slippers," answers Koredrel the man.

Horizon Hunters

Female Gnome Bard/3 | 18 HP | AC 15 | Fort +5 Ref +4 Will +6 | Perception + 6 (low-light vision, limited scent 30ft) | Speed: 25

Lilly Ann looks at the others with slight confusion on her face.
"I know we have a codeword and such, but we can still talk to him like normal people. As far as we are normal that is"

She giggles, then turns to the man again, through the window.
"Are you Flitch? We're here to help. The weird, slick guy sent us. To get you out of the city. If that is still what you want..."

Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13

Grand Lodge

HP 20 | AC 18 | Fort +7, Ref +8, Will +3 | Perception +5 | Speed: 30

"Aye, mister, stop the hiding. If we meant ill to ye, we would not be knocking on ye door, but rather busting it open. Ye heard the elf, ye uncle was asking about ye bloody slippers, so open that door, and lets get this conversation to a more civilized status, shall we?"

Ulfar keeps his hands raised to shoulder level, away from his axes, not to provoke any panic mode situation.

"We have been tracking through these sewers for some time now, and pretty sure no one is following, so lets be quick about it!"

If need be, you can use my intimidation to speed up the conversation, in case Flitch will need some more convincing, but if he looks more or less agreed to continue the conversation normally (perception?), than i would rather not escalate.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Intimidation: 1d20 + 4 ⇒ (8) + 4 = 12

Vigilant Seal

HP 20 | AC 16 (19 in Mountain stance) | Fort 6 Ref 6 Will 8 | Perception 6 | Speed 25 (20 in Mountain Stance)

Tao Lin Chen will keep an eye out on his surroundings, while his party members try to convince the unknown man that he is indeed Flitch, who is in need of slippers.

perception: 1d20 + 6 ⇒ (20) + 6 = 26


Slides Loot sheet

After hearing about his uncle's slippers, it's quiet inside for a few seconds. "Wait just a second, I'll be right there."

You hear some stumbling from inside, and the door opens. The man looks relieved to see you, and runs a hand through his hair to push back his single curl. The curl jumps back immediately.

"Thank the deities someone came after all! After Karela became wanted, I knew I wasn't safe here anymore, either. I had to hide somewhere! I had to live on rats and whatever this weird fungus is that grows down here to survive. I'd love to see daylight again! When do we leave? Right now? Don't worry, I've fixed some travelling papers for myself, I'll go grab them." Flitch runs back inside to grab something, then comes back outside and practically pushes some pieces of paper into your hands.

Secret GM checks:
Perception Dothrek: 1d20 + 6 ⇒ (8) + 6 = 14
Perception Koredrel: 1d20 + 6 ⇒ (3) + 6 = 9
Perception Lilly Ann: 1d20 + 6 ⇒ (19) + 6 = 25
Perception Petite Chenille: 1d20 + 7 ⇒ (12) + 7 = 19
Perception Tao Lin Chen: 1d20 + 6 ⇒ (19) + 6 = 25
Perception Ulfar: 1d20 + 5 ⇒ (2) + 5 = 7

Info for Lilly Ann, Petite Chenille, and Tao Lin Chen:

These are decent forgeries, but they're nowhere near the quality the Society gave you. Flitch would definitely get caught if he handed these over.
This is, however, a good example of how to not make a forgery, so creating forgeries for others becomes easier. You get a +2 circumstance bonus to Society checks to create forgeries. Both Dothrek and Petite Chenille are trained in this.

Grand Lodge

HP 20 | AC 18 | Fort +7, Ref +8, Will +3 | Perception +5 | Speed: 30

"Aye, hold ye horses lad! I think that fungus got to ye head. Calm down, take a deep breath. Ship will be here in a couple of days. We will try to provide some rations, and maybe some warm..."

After a couple of second Ulfar of conversation, Ulfar got stops half sentence.

"Who, in the nine hells, is Karela?"


Slides Loot sheet

Flitch's face falls when he hears he'll have to wait a few more days.

"You know, Guaril Karela, the man who probably tasked you with extracting me. Speaking of which, I haven't paid him in full yet. Here's the rest of my payment."

He goes back inside and comes back out with a disguise kit, a repair kit, and a minor healing potion.

- A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill.
- Disguise kit: This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill.
- A minor healing potion heals 1d8 HP.

Vigilant Seal

HP 20 | AC 16 (19 in Mountain stance) | Fort 6 Ref 6 Will 8 | Perception 6 | Speed 25 (20 in Mountain Stance)

"Guaril's cover was blown, he had to be pulled out.
We are the replacement extraction crew."

Chen looks over Flitch's papers and rolls them up, stashing them into an empty parchment tube.

"These won't suffice Flitch, we can't have you endangering the mission."
"And yes, you'll have to wait until we come to get you, I hope we can count on you staying put, no ?"

Verdant Wheel

12/17 HP | AC 18 | Fort +6 Refl +9 Will +4 | Perc +6 | speed 30

"And to show our honesty: keep the rest of the payment till we come to get you out," gives Koredrel Flitch some reassurance, sensing the unease of the man.


Slides Loot sheet

"We're not leaving right now? B-b-but I've been cooped up here for so long, you're the first conversation partner I've had that isn't a rat in weeks! For my own sanity, please, get me out of here!" Flitch becomes significantly more agitated now, his eyes darting left and right. "A few more days in here and I'll probably lose it! Oh heavens, the walls are closing in on me, please, I-I-I..." Flitch starts hyperventilating and can't finish his sentence.

Verdant Wheel

12/17 HP | AC 18 | Fort +6 Refl +9 Will +4 | Perc +6 | speed 30

While keeping a hand on Flitch's shoulder to steady him, Koredrel turns to his companions: "Can we disguise him as one of our own party, perhaps a scribe for us merchants? In the end we could use his own disguise kit. That way he could stay with us at the inn."

Grand Lodge

HP 20 | AC 18 | Fort +7, Ref +8, Will +3 | Perception +5 | Speed: 30

Ulfar stroking his beard in thought process.

"Ye should know a secret passage, right? Maybe ye can move ye hideout there, as even Karela didnt knew about its location. Let us escort you there and help ye prepare for a wait."

Horizon Hunters

Female Gnome Bard/3 | 18 HP | AC 15 | Fort +5 Ref +4 Will +6 | Perception + 6 (low-light vision, limited scent 30ft) | Speed: 25

Lilly Ann walks up to Flitch and smiles.
"It's okay. You're not alone anymore.. I'm sure you'll be fine!"

She looks back at the others.
"Plus, wasn't this the guy that could help us out with some stuff? Hiding others? getting them to the meeting spot and such?"

Radiant Oath

1 person marked this as a favorite.
Male Halfling Rogue (Scoundrel) lvl 1 | HP 15/15 | AC 18 | Saves: F +4; R +9; W +7 | Perception +7 (trap spotter +1) | Low Light Vision | Speed 25

"Sir Flitch. I know that you want to get out right now, but the pickup is in four days. And to make sure things run smoothly, we are doing prep-work. Part of that prep-work is making sure that secret tunnel you know towards Shard Cove is free of any villains or hungry beasts. And since you are the only one who knows where that tunnel is, we need your help getting there to clear it."

The Petite Chenille moves towards Flitch's chair, pulls it towards him, and then steps on it to place his hand on Flitch's shoulder. "Now listen, the Petite Chenille knows you're scared, but you need to calm down. We are here now, and everything will be all right. And yes, you need to stay hidden here for a while longer when we go up and prepare some more. And that is okay, no need to worry."

While holding Flitch's shoulder, the Petite Chenille does a dramatic look to the opened door and points with his other hand around the cabin. "Remeber, if this really starts to gets to you down here, then just think; "What would the Grand Papillon do in a situation like this?". He quickly brings his face closer to that of Flitch. "And then don't do THAT, for you are no hero Flitch. You do not have the might or the justice to deal with all the corruption of this city. YOU are an innocent bystander in NEED of a hero!"

The Petite Chenille pushes his cheek against Flitch's so that they look in the same direction and stretches his hand towards the rest of the group. "And here we are, ready to save you from evil. Heroes that sneak into the capital of all that is vile, seek out the cries of the weak, the trampled, and sweep them away like a tide of righteousness that carries them far from this tyrannical state."

He releases Flitch's face and grabs both his shoulders, staring him straight into the eyes. "But it is low tide at the moment, Flitch. And the beavers of villainy have created many dams to block us. That is why we bide our time. Four days, Flitch. That's all that it takes to find the log that blocks our path, and remove it! And during the scramble of the tyrant's troops, we will move like majestic salmon, and escape by water!"

The Petite Chenille then releases Flitch. "That is why you need to stay here for a while, Flitch. This is the closest place near the dam, and we need you ready to go when we break through it. Do you understand this?"

Grand Lodge

HP 20 | AC 18 | Fort +7, Ref +8, Will +3 | Perception +5 | Speed: 30

Will Save: 1d20 + 3 ⇒ (14) + 3 = 17 To not fall into stupor trying to comprehend Petite speech

Barely following quick stream of thoughts, Ulfar manages not to drool.


Slides Loot sheet

I see a lot of good ideas, but at least someone has to agree to someone else's plan. I need to know what you'd like to do next before we can continue.

Vigilant Seal

HP 20 | AC 16 (19 in Mountain stance) | Fort 6 Ref 6 Will 8 | Perception 6 | Speed 25 (20 in Mountain Stance)

I believe Petite Chenille made the best case for Fitch to stay, Chen would prefer that.

Verdant Wheel

12/17 HP | AC 18 | Fort +6 Refl +9 Will +4 | Perc +6 | speed 30

That would be my first choice too, but as a second to bring him along, disguised as a scribe to the merchants we are.


Slides Loot sheet

Flitch looks with hopeful puppy-eyes to everyone who suggests bringing him along, but then Petite Chenille speaks up and Flitch looks confused.

"Beavers... Salmon.. Yes, I think I understand. I think? We need to breach the dam and use its forces against it in order to escape."

He remains silent for a moment, clearly mulling over the bizarre speech in his mind. He pulls at his curled hair as he does so, clearly a nervous habit of his.

"Speaking of low tides and dams, this might be useful to know. Guaril Karela probably told you about Shard Cove, and why it's named like that. Wading through the cove is very dangerous if you don't know where the sharp rocks are, and even then it's risky. There's nearly three hundred feet of shallow water you need to cross, and the tide will drag you across every single rock if you're not careful. Something like a raft would be ideal, but getting those through the tunnels will be a tight squeeze. I don't have the materials to build one, otherwise I wouldn't be here right now. But maybe you can get a hold of some rafts for our escape?"

Vigilant Seal

HP 20 | AC 16 (19 in Mountain stance) | Fort 6 Ref 6 Will 8 | Perception 6 | Speed 25 (20 in Mountain Stance)

Chen sighs, coming to terms with the fact that this seems to be one of those 'complicated' missions.

He speaks out to Flitch and his companions :

"How long would it take to build such a raft and how much material are we talking about ?"

He ponders that perhaps the giant could come in useful hauling such a large cargo through town...

"How narrow is that tunnel leading to shard cove anyway?"

I suppose it's getting later, shall we head for Yuleg's inn?


Slides Loot sheet

"Er, I guess a few sturdy planks would do, depending on how many people you want to put on each raft. As for the time, do I look like a boatsman to you? Anywhere between one and three days, I guess?
"The tunnels can get pretty claustrophobic here and there. Typically they're about 5 feet wide and 10 feet tall, but that might vary a few feet here and there. Certainly enough for us to get through, but a raft could get stuck here and there."

I'll go over crafting rules when it becomes relevant, no worries.

Radiant Oath

Male Halfling Rogue (Scoundrel) lvl 1 | HP 15/15 | AC 18 | Saves: F +4; R +9; W +7 | Perception +7 (trap spotter +1) | Low Light Vision | Speed 25

With Flitch finally willing to stay put, the Petite Chenille also calms down. He listens to the specifics about Shard Cove with great attention.

"Hmmm, getting materials to make a raft can get tricky. Luckily Flitch, you have crafting tools. Which means one problem with building a raft is already solved. Now... where to get the rest."

His mind wanders a bit, but then a sudden realization kicks in. "Biscuits, it's almost dinner time! We can't miss that, for you cannot fight evil if you do not eat regular meals to strengthen that body! Well... that and it is almost curfew. Shall we make our way towards an inn and plan our next day accordingly?"

Verdant Wheel

12/17 HP | AC 18 | Fort +6 Refl +9 Will +4 | Perc +6 | speed 30

"If this shed is made of wooden panels, we could brake it apart and use is for the raft. That would absolutely less obvious opposed to bringing wood into the sewers." suggests Koredrel


Slides Loot sheet

Koredrel: That's... some good thinking. The scenario describes the hideout only as "a sewer maintenance chamber," so I'm not sure if it would be made out of stone or not. I'm willing to say that it's wood, just because of inventiveness. :P


Slides Loot sheet

I've seen several people suggest going to the inn now, so let's do that. Feel free to give Flitch whatever instructions you feel are appropriate.

After saying goodbye to Flitch (and much protest from him), you return to the surface world again. You take a little time to clear the sewer stench from your clothes and head for the Rockfish Inn. You notice it's getting dark, and as you come close to the curfew, you see more and more of the Emerald Guard eying you closely, their hands close to the weapons at their side. Eventually, you find the inn you're looking for.

A sturdily built stone building with a meticulously thatched roof is marked by a hand-carved wooden sign with silver inlays that declare the building to be The Rockfish Inn. The windows are shut, and there's a sign on the door that reads, "Closed due to illness." Only one light peeks out through the cracks of a shuttered windows upstairs, the rest are dark.

Vigilant Seal

HP 20 | AC 16 (19 in Mountain stance) | Fort 6 Ref 6 Will 8 | Perception 6 | Speed 25 (20 in Mountain Stance)

Chen checks his surroundings, ensuring that there are no prying eyes.
Then he will approach the door and knock.

If nobody answers, he will climb up and peek through the shuttered window.


Slides Loot sheet

There are several people hurrying home in time for curfew, but no one seems to pay you any attention in particular.

After Tao Lin Chen knocks, an older dwarf opens the window and looks down. "Och, visitors this late! Come on in, before the guard catches you! Wait a minute, I'll be downstairs shortly."

I've included a picture in the handout link.

He opens the door and ushers you inside. "Normally the inn's closed, but this close to curfew, I'll make an exception. Please follow me upstairs, we can talk while I take care of my daughter."

He leads you to the only lit room in the inn, where a dwarven woman is tossing and turning in her bed. "I'm sorry I can't offer you anything to drink right now, but my daughter's very ill. She mentioned she wasn't feeling well the last few days, and she fell unconscious this morning. I haven't been able to leave her side for more than a few minutes, otherwise I would've called for help. I've closed the inn in the meantime, but you can get a room if you'd like. I'm afraid I can't lead you to your rooms, though."

As he speaks, he grabs a washcloth and mops his daughter's face with it, which is slick with sweat.

Verdant Wheel

12/17 HP | AC 18 | Fort +6 Refl +9 Will +4 | Perc +6 | speed 30

Koredrel takes a step closer to the dwarven woman and observes her for a moment and tries to remember what he knows about these symptoms. He is afraid it isn't very helpful, but he would have tried anyhow to help her.

medicine: 1d20 + 4 ⇒ (5) + 4 = 9


Slides Loot sheet

Koredrel looks over the dwarven woman. She's clearly in an advanced state of some sort of disease, but he can't quite figure out what, exactly.

Radiant Oath

Male Halfling Rogue (Scoundrel) lvl 1 | HP 15/15 | AC 18 | Saves: F +4; R +9; W +7 | Perception +7 (trap spotter +1) | Low Light Vision | Speed 25

"Ah fair maiden, felled by a vile disease?
This cannot stand! Make way, good sir. The Petite Chenille will save your daughter. Even if I have to stay up all night, this evil will be evicted from her!"

The Petit Chenille grabs a nearby chair and drags it to the woman's bed. He sits on it and produces all kinds of medical tools from hus bandolier.

"Koredrel, I see you too are a hero of the people! Shall we watch over her tonight? The good in this world needs all the help it can get!"

The Petite Chenille is prepared to give long-term treatment.

Medicine: 1d20 + 5 ⇒ (17) + 5 = 22 for identification
Medicine: 1d20 + 5 ⇒ (14) + 5 = 19 for long-term treatment (if it isn't the same roll).

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