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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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

All right, I'll hereby try to not doom us all.

The Petite Chenille goes and takes the barrels to the sewers, where he will start on making some rafts. "Do not worry, everyone. I, the Petite Chenille will create the most elegant rafts that you can imagine! With carvings of fire, so we can go extra fast. We will glide towards that boat at the speed of Righteousness!"

Craft Raft: 1d20 + 3 ⇒ (17) + 3 = 20
Craft Raft: 1d20 + 3 ⇒ (12) + 3 = 15
Craft Raft: 1d20 + 3 ⇒ (20) + 3 = 23

Just to get that forgery check out of the way. Let's all assume the Petite Chenille fails at this and create many a back-up plan.
Craft Forgery: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21


Slides Loot sheet

You manage to turn 2 barrels into rafts! One of the Craft checks is a natural 20, which turns it into a critical success! One raft can hold 4 people, the other raft can hold 6 people (Seddothrum counts as 4 people due to being large).
Also a warning: some passages in the sewers are quite narrow. Anyone carrying a raft will need to make an Acrobatics or Athletics check to squeeze them through, or risk damaging the rafts. Factor that in when deciding who is carrying the rafts.

Vigilant Seal

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

Aight, so let's get the checks out of the way.

Underworld lore to assist Peite Chenille: 1d20 + 3 ⇒ (15) + 3 = 18

medicine for Yuleg's daughter to shake off the disease: 1d20 + 6 ⇒ (4) + 6 = 10

Athletics, carrying a raft through the tunnels: 1d20 + 7 ⇒ (3) + 7 = 10

Random thought, if carrying the raft is difficult, can't the giant carry some ? Or won't he fit ?

edit : I'll use my hero point to reroll the athletics check for the raft.

Athletics: 1d20 + 7 ⇒ (16) + 7 = 23


Slides Loot sheet

The giant has problems enough getting himself through some of the tunnels. He fits, barely, but lugging around a raft for him is extra problematic.
With the reroll, you manage to bring the raft through the tunnels unscathed. The Underworld Lore isn't enough to assist Petite Chenille, though.

Verdant Wheel

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

Koredrel assists in medicine for Yuleg's daughter.
And use a Hero point for a reroll
medicine: 1d20 + 4 ⇒ (6) + 4 = 10
medicine: 1d20 + 4 ⇒ (14) + 4 = 18

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 searches the warehouse, selecting and emptying a number of crates that can be stacked on the cart and are big enough to hold an 'costumer'.


Slides Loot sheet

I see a lot of calls for a plan, but very little actual discussing. I don't want to put a time limit on it just yet, but I also want to make sure we don't actually get stuck in the planning phase for a month. :P
The scenario also offers possible avenues you can take, if you can't come up with a good solution on your own.


Slides Loot sheet

Since I haven't seen any posts, I'll propose a deadline: I'll start the next part on Thursday. You can plan until then, but if I haven't heard you want more time, I'm going to continue. I'd like to keep up the pace at least somewhat.

Verdant Wheel

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

"As far as I can see, can everyone now leave on the boat without using our own ship, except the giant?" asks Koredrel when he is planning their next moves.


Slides Loot sheet

There's these people you need to smuggle out:
Daffrid, her husband, and 2 kids
Flitch
Garrla
Yuleg and daughter
Themolin
Seddothrum

That's 9 people you'll need to ferry to the ship, and your rafts hold a total of 10 people. Some of you will have to swim, as you don't fit on the raft. Or leave a few people behind for your second trip and all fit on the raft.

Vigilant Seal

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

If we fit 10 people on the raft and the remaining PC's swim. Can we all just leave on that ship ? There is no reason to return right ?


Slides Loot sheet

In theory, yes. Seddothrum wouldn't fit, but he can swim. I'm okay with that solution if everyone else agrees to it as well. Remember: if you hold one hand to the raft, you don't need to make Swim checks.

Verdant Wheel

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

Koredrel agrees

Grand Lodge

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

Sounds reasonable


Slides Loot sheet

With 9 spaces taken an a max capacity of 10, someone can be on a raft if they don't want to be in the water.

Vigilant Seal

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

Toa Lin doesn't mind swimming.

So in the following days :

-we pick up the cart
-empty a few warehouse boxes
-round up the NPC's
-stash them in the crates
-Seddothrum is to become a pile of rocks upon inspection
-we craft and bring the rafts and then head for the tunnel to Shardrock cove.
-We hopefully get to bring Yuleg and his cured daughter.

Anything else folks want to do ?

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

If we can fit everyone on the waiting boat at the cove, then I'm fine with it. I cannot swim that well, but if I just need to hold on to the boat I can do that. The Petite Chenille also has a piercing weapon with him for water combat.

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 would prefer to take the non-swimming spot then.

Also, if I remember correctly, there was one boar that could take 5 people and then we could try to take more people on our boat. Am I understanding correctly that we're just taking everyone on our boat now and just not bothering with the other one?


Slides Loot sheet

Sorry for the delay. Wanted to get Lilly Ann's response in as well.

Lilly Ann: That's what I originally said, yes, but after rereading it looks like I took too narrow an interpretation of what it said. I don't see a reason why you can't all leave on the first ship.

The next two days go by pretty uneventfully. The Petite Chenille spends most of his waking hours turning barrels into rafts capable of holding everyone's weight. Koredrel meanwhile takes care of Yuleg's daughter Vurna, and she's back to normal after the second night of care. Yuleg is extatic and gives you all the food and drink you want, since he's leaving it all behind anyway. Themolin goes back to work and while he's still a nervous mess, nothing seems to indicate the Emerald Guard knows about your plans.

Finally, the morning of the escape dawns. You all meet in the sewers and make your way to Shard Cove. Seddothrum grumbles at the narrow passageways, but he's a good sport and keeps his spirit high, the prospect of finally leaving this city lightening his mood. Flitch leads the way, with Vurna right besides him.
When the sewers start turning into caverns, the road becomes a little rougher. The group slows down to let everyone pass safely, and Petite Chenille and Tao Lin Chen safely manoever the rafts through the tunnels without damaging them too much.

Then at last, you see light at the end of the tunnel, and hear (and smell) the ocean before you can even see it. And in the distance, the Rolanna's Prayer floats roughly 300 feet way from your location. There is a small cheer of celebration when the finish line is in sight, but now the actual difficult part begins: getting everyone onto said ship. The refugees all divide themselves over the two rafts, and Seddothrum half-wades, half-swims on his own. Joining him are the Petite Chenille, Tao Lin Chen, Koredrel, and Ulfar, with Lilly Ann on one of the rafts.

"Everyone, look out for the submerged rocks," Flitch instructs everyone, "They'll tear these rafts to shreds if you're not careful! I see a few patches over there, but I'm sure there are more lurking below the water."

As you all make your way across the relatively calm water and avoiding the rocks, the water suddenly starts churning, and you see a few small shapes in the water dart towards the rafts. The shapes pop out of the water and reveal terrifying eel-lobster hybrid monsters, snapping at the people in the water. Time to fight these things off!

Perception Koredrel: 1d20 + 6 ⇒ (4) + 6 = 10
Perception Lilly Ann: 1d20 + 6 ⇒ (18) + 6 = 24
Perception Petite Chenille: 1d20 + 7 ⇒ (13) + 7 = 20
Perception Tao Lin Chen: 1d20 + 6 ⇒ (13) + 6 = 19
Perception Ulfar: 1d20 + 5 ⇒ (2) + 5 = 7
Perception creatures: 1d20 + 8 ⇒ (5) + 8 = 13

Initiative order:
Lilly Ann
Petite Chenille
Tao Lin Chen
Koredrel

Monster
Ulfar

As before, if you act before Lilly Ann and she starts to perform, I'll add the bonus retroactively.
For ease of reference, here's my post with the rules for water combat, should you need it.
The NPCs don't do anything, they're busy with keeping calm and not drowning.


Slides Loot sheet

I've made a map, you can find it in the link above, or just here.
The red spaces are the raft. Lilly Ann can move at half speed along there, you'll bump the NPCs into the space you left.
The black outlines are where the sharp rocks are. There are more rocks in the vicinity, but these are the ones you're aware of. Looking around for more rocks is one action.
Your destination is to the right, you originally came from the left.
I've put you in a semi-logical position, hope that's okay for all of you. I assume you'll have your weapons drawn, you saw the shape coming beforehand.
I'll also roll Knowledges for those who have it.

GM checks:

Knowledge Occultism Lilly Ann: 1d20 + 4 ⇒ (6) + 4 = 10

Info for Lilly Ann:
This is a Reefclaw, a semi-intelligent aberration who can understand human speech. They're strangely attracted to high-pitched voices. You don't know much more about them, though. It looks gross, and about the same size as you are.

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'd like to delay until the damn thing is closer (not much of a swimmer and not going toe-to-toe in its natural habitat on my own). Also, shooting for me requires both hands, and it is bludgeoning... Not ideal in this situation.

Verdant Wheel

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

Part of my ability Monster Hunter is Recall Knowledge. Can I use this now to possibly learn more about the weak points of this creature?

In your description you wrote about more monsters, but later you talk about one monster. How many monsters are there?


Slides Loot sheet

There is only one creature, sorry. I thought there were multiple in my first post, but when I was setting up the map I realised there was only one monster. Should've specified.

You can try to identify the creature, but it's an Occultism check. You can do this untrained, but the risk of failing (and recalling wrong information) is higher. I'll roll for you, but if you decide you don't want to risk it, you don't have to read it.

Knowledge check Koredrel:

Koredrel Occultism: 1d20 + 1 ⇒ (17) + 1 = 18

Information for Koredrel:

This is a Reeflcaw, a semi-intellegent aberration. It's not a natural animal, that's for sure. It's semi-intelligent and can understand human speech. They're vicious creatures and very persistent in hunting their prey. You know one of the following things, depending on whether you want to know a special ability about them, or a special attack (choose one, ignore the other).

Koredrel: Special attack:

Reefclaws have venomous claws, and can grab onto you. The venom drains your Strength for a short while.

Koredrel: Special ability:

Reefclaws are relentless. When they fall unconscious in battle, they can make one final attack, even if it isn't their turn.

Vigilant Seal

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

Delaying too, letting the reefclaw close the distance. I am assuming that Tao Lin is swimming next to the raft, while currently holding on with one hand.

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 is seated on the raft with Daffrid and the kids. She's mostly spent the journey keeping the kids occupied with stories and games. When Flitch mentions the rocks she turns to them with a big smile.

"Ookaaay, let's play 'Spot the rocks'! Whoever spots and calls out the most rocks wins ... a prize!"

She makes a big show of putting her hand above her eyes and peering out over the water. As soon as the shapes start appearing, though, she frowns.
The creatures break the surface and Tao Lin and Koredrel can hear her murmur: "Reefclaws?"
Then she quickly starts smiling again, giving a reassuring nod to both Maffree and Taffrit before signalling to Daffrid to move them back a little.

In a nonchalant tone she calls out to everyone: "Guys, remember: Keep your voices low. Unless you want to attract beasties, that is. They know what we're saying, after all."
She stresses the word 'low' by lowering the pitch of her voice in exaggerated fashion and raising her eyebrows.

Following this announcement, Lilly Ann loads her sling and starts singing. Her song sounds upbeat, and is clearly geared towards keeping the kids happy and distracted, but it's content is still slightly off.

Action 1: Inspire Courage (Performance here, I'll update the folder each round with the next bit of the song)
Action 2: Grab/Load Sling
Action 3: Look for rocks: Perception: 1d20 + 6 ⇒ (9) + 6 = 15

I'd say because I was busy with the kids, I didn't have my weapons at the ready. If you judge that I did because we see the monsters coming, then I'd like to use a second action to look for rocks, if that's allowed.

Verdant Wheel

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

Koredrel has his elven blade ready, and positions himself between the raft and the reefclaw, the blade above the water to maximize its swing. To his companions he mentions: "Reefclaws have a nasty habit: in the proces of dying, they always have a last attack. Beware for this deaththrow!"

Use Hunt Prey and designate the reefclaw as my prey. Also Hunter's Edge - Precision: The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage.

(delayed)Action: Wait till the reefclaw comes in reach and attack with my blade. If possible a second attack thereafter.

attack: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14


Slides Loot sheet

Lilly Ann: You have your weapon at the ready, so you can make a second Perception check. You didn't see any rocks with you first check.

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

Alright then, second Perception check:
Perception: 1d20 + 6 ⇒ (14) + 6 = 20


Slides Loot sheet

Lilly Ann takes a good look around and encourages the other people on the raft to look around as well, and together they spot more of the underwater hazards.

Koredrel: did you move? I think I placed you somewhere else, but I could be mistaken.

Verdant Wheel

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

I moved one square south I think, more to the edge; that would be my first action, my attack a second action.

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 tenses his muscles and fills his lungs, ready to act when the aquatic aberration draws closer.


Slides Loot sheet

Koredrel: You said you wanted to strike the thing if it got close. In this edition, readying an action costs two actions for a single action, which you didn't have available anymore. Another option is to delay, which means you don't act at all, until you want to act again (presumably after the Reefclaw moved). But you did other actions as well, so you can't do that, either. It's not a big deal, since your attack missed anyway, but I thought I'd mention it.

Lilly Ann encourages everyone and looks out for more rocks. She thinks she's spotted most of them. The rest of the group waits for the Reefclaw to get nearer.

The Reefclaw surges forward and starts thrashing violently, snapping at Koredrel in a frenzy.

Claw attack: 1d20 + 9 ⇒ (6) + 9 = 15
Claw attack: 1d20 + 4 ⇒ (16) + 4 = 20
Claw damage: 1d6 + 3 ⇒ (1) + 3 = 4

The Reefclaw's second attack hits Koredrel, and he feels venom entering his bloodstream.
Fort save Koredrel: 1d20 + 6 ⇒ (5) + 6 = 11
Poison damage: 1d6 ⇒ 1
Koredrel, you gain the Enfeebled condition. You take a -1 to Strength-based attack rolls, damage rolls, and Athletics checks. You get a new save at the Reefclaw's next turn to shake it off. If you do, it's over. If you don't, you get more poison damage.

Initiative order:
Lilly Ann
Petite Chenille
Tao Lin Chen
Koredrel
Monster
Ulfar
And everyone who has delayed may act as well.

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

Out of delay
The Petite Chenille uses the boat to move towards this foul beast that is attacking Koredrel (no provoke, 10ft movement, keeping my hand on the boat).

"Begone vile critter! these people are not on the menu! Not while the Petite Chenille still draws breath!"

Filcher's Fork 1: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24 for 1d4 + 0 + 1 ⇒ (1) + 0 + 1 = 2 piercing damage
Filcher's Fork 2: 1d20 + 7 + 1 - 4 ⇒ (7) + 7 + 1 - 4 = 11 for 1d4 + 0 + 1 ⇒ (1) + 0 + 1 = 2 piercing damage

Actions = move - attack - attack. Extra attacks with the Filcher's Fork have a -4 instead of -5.

Vigilant Seal

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

Out of delay.

Toa Lin pushes off the raft with both feet and swims towards the reefclaw.

Athletics: 1d20 + 7 ⇒ (18) + 7 = 25

Moves 10 feet on a succes. Unsure what the DC is.

"Rocks dropping on water day by day, will wear the water away !"

Action 2 : activating mountain stance, Action 3 = activating ki strike and making a flurry of blows attack.

Attack 1: 1d20 + 7 - 2 + 1 ⇒ (2) + 7 - 2 + 1 = 8
damage 1: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12

Attack 2: 1d20 + 7 - 2 + 1 ⇒ (18) + 7 - 2 + 1 = 24
damage 2: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13

edit : forgot the MAP for the second attack, so the To Hit is 4 lower.

Grand Lodge

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

actions: swim Swim: 1d20 + 6 ⇒ (14) + 6 = 20(roll for a chance of crit success, so I can flank with Pettite) - double strike

"Get here, you ugly lobster!"

Strike: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 3 ⇒ (8) + 3 = 11
Strike: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 3 ⇒ (6) + 3 = 9
Double strike does not bump MAP until after the both attacks. Subtract the penalty if needed, as those are slashing weapons, but i am not sure creature is submerged. And add if needed if the creature is flanked


Slides Loot sheet

Tao Lin Chen: Normally, MAP is -5 per attack. Do you have a thing that makes it -4? Anyway, the second attack hits!

Ulfar: In order to flank, you must be on exact opposite sides of the creature. You don't flank with Petite, but you do flank with Koredrel. Flanking lowers its AC, so you don't have to add anything.

The water's relatively calm, so you only need a DC 15 to swim. You both easily make it.

Now that the creature is closer, the group jumps at the opportunity to get a hit in. Petite Chenille skewers it with his first hit, and Tao Lin Chen gives it a big blow to the face with his second attack. Ulfar's axes seem less effective in the water than on land, however. The creature looks pretty bad from the beating, but there's still fight in it.

Initiative order:
Lilly Ann
Koredrel

Monster 15 damage
Petite Chenille
Tao Lin Chen
Ulfar

Lilly Ann and Koredrel may act!

Verdant Wheel

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

Koredrel, although weakened by the bite and poison, ties to hit the reefclaw with his blade. He misses again. He tries another attack and another miss. This watery environment is not his home turf, that may be clear!

attack: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
2nd attack: 1d20 + 7 - 2 - 5 ⇒ (14) + 7 - 2 - 5 = 14
FORT-save: 1d20 + 6 ⇒ (20) + 6 = 26


Slides Loot sheet

You can attack once more, if you want. The Fort save is enough to shake the venom off, though.

Vigilant Seal

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

Fist are agile weapons, hence the - 4. But while double checking it, I found out that : once I go in mountain stance, they loose the agile property and gain others (forceful for example). But I can't go in mountain stance, unless my feet are touching the ground... So it would have been a d6 instead of a d8. My bad, I would suggest subtracting one point from the damage as that is the average damage difference between a D8 and a D6.


Slides Loot sheet

You didn't roll above a 6, so I don't care.
Did you calculate Lilly Ann's performance? I didn't count it on my end.

Vigilant Seal

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

On the attack yes, but not on the damage, so my second attack would have dealt 14 points of damage.

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 gives everyone an annoyed look as they loudly announce the presence of the monster, then turns back to the now scared kids.

"No way that little thing can hurt us. It's easily taken care of. Now, we haven't decided yet who found the most rocks! Keep looking!"

She pushes the kids' attention away from the creature and towards the waters ahead of the raft, giving the surface another glance over herself as she continues her song and starts swinging her sling. She only looks back towards her target at the last moment as she sends the bullet flying, then turns to face the front again.

Action 1: Inspire courage (+1 to all attacks and damage; Performances)
Action 2: Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Action 3: Attack: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 0 ⇒ (3) + 0 = 3


Slides Loot sheet

Koredrel struggles to hit the creature, but luckily also manages to get rid of the venom coursing through his body. Meanwhile, Lilly Ann keeps everyone's spirits high. She thinks she's spotted all of the rocks in the immediate area.

The Reefclaw is clearly not pleased with the situation, so it switches targets to the person who gave him a good stomping: Tao Lin Chen. Two claws lunge out at him.

First claw attack: 1d20 + 9 ⇒ (17) + 9 = 26
Claw damage: 1d6 + 3 ⇒ (6) + 3 = 9
Fort save Tao Lin: 1d20 + 6 ⇒ (18) + 6 = 24

The first claw attack connects. The venom doesn't seem to hinder Tao Lin, but as soon as the creature hits, it latches on to Tao Lin's arm and starts crushing it with his powerful claw.
Constrict damage: 1d6 ⇒ 6

Actions: Attack, grab, constrict.

Initiative order:
Lilly Ann
Koredrel
Monster 16 damage
Petite Chenille
Tao Lin Chen
Ulfar

Tao Lin Chen: You now have the Grabbed condition. You can still use your hands, but you cannot move from your spot until you free yourself or the creature lets go. You can try an Athletics check DC 17 to free yourself, if you want.

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

"Don't you dare latching onto Tao Lin Chen, you foul beast! For he is a lovable dolphin, and you are nothing more than a malicious crustacean!"

The Petite Chenille moves a bit while holding onto the boat, getting into flank with Tao Lin Chen. He then starts stabbing with his Filcher's Fork, aiming for vulnerable points in it's carapace.

"You are no match for the hero of the people, cretin!"

Filcher's Fork 1: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 for 1d4 + 0 + 1 + 1 + 1d6 ⇒ (3) + 0 + 1 + 1 + (2) = 7 damage
Filcher's Fork 2: 1d20 + 7 + 1 - 4 ⇒ (15) + 7 + 1 - 4 = 19 for 1d4 + 0 + 1 + 1 + 1d6 ⇒ (4) + 0 + 1 + 1 + (4) = 10 damage

Move into flank, attack, attack. Assuming that Tao Lin Chen had moved last turn (he was grappled without the enemy moving, so I assume he did). Attacking from flank causes an enemy to be flat-footed, so my attacks are against its AC -2. Backstabber weapon deals 1 precision damage extra when attacking a flat-footed opponent.

Grand Lodge

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

Not used to the water combat, Ulfar swings his axes somewhat chaotically. Frustrated at the result, he tries to get into better position, and continue his assault.

Swim not to sink - Intimidating glare - Attack

Demoralize: 1d20 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 8 + 1 - 2 ⇒ (3) + 8 + 1 - 2 = 101d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

OMG, those useless rolls :(


Slides Loot sheet

With Petite Chenille's second attack, he skewers the Reefclaw and the life goes out of it. With one final spasm, the Reeflcaw tries to pinch Tao Lin Chen once more.

Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Fort save Tao Lin Chen: 1d20 + 6 ⇒ (20) + 6 = 26

With its last strike, the beast manages to down the monk as well. He immediately starts to sink underwater, but luckily Seddothrum intervenes and scoops him up from the water and lays him on a raft. You manage to stabilise Tao Lin and continue your way to the boat a few hundred feet away.

The crew of the Rolanna's Prayer is surprised by the number of refugees brought aboard all at once, especially once the stone giant boards. You all get blankets and a place to rest while the ship returns to Magnimar. Everyone is ecstatic about the heroic escape and the brave fight you had with the giant eel-monster-thing.

A few days later, you arrive at Sheila Heidmarch's lodge. Sheila Heidmarch and Valais Durant are surprised you all arrived a day early, but once they see everyone is accounted for, they congratulate you on a job well done.
Guaril Karela comes by a day later to see if the mission was successful, and to get his share of the promised money. He is all smiles and pleasantries, but as soon as he has his money, he's nowhere to be seen.

Congratulations! You've completed the scenario! Hope everyone had fun!
For the administration part, I'll mail your Chronicle Sheets to you soon.
As part of the conclusion you can try to Earn Income. You can use a Crafting, Lore, or Performance skill you have and make a check. Depending on how well you rolled, you get some extra money.
You get 14 gold pieces for completing the scenario.
You get 4 Experience Points for completing the scenario. You level up when you reach 12 EXP (and multiples thereof).
You get 4 Fame with your current faction. Fame can be used to access special boons related to your faction.
You get 2 Fame with the Radiant Oath faction, because this mission was important to them, so you get some extra prestige in that faction.


Slides Loot sheet

As an aside, I'll be running another Pathfinder 2 game this Wednesday evening on Roll20, you're all welcome to join in! The game will be from 18:00 to 23:00-ish.

Vigilant Seal

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

Thanks everyone for playing, it was my first Play-by-post experience and overall a pleasant one.

I'd love to take you up on your offer Kwinten but I'll be Gm'ing on roll 20 myself.

Hope to catch you all again one day,

Kind regards,

Stijn


Slides Loot sheet

Oh, nearly forgot, please give me your PFS numbers so I can register them on the site.

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

Time to fight crime! Underworld Lore: 1d20 + 3 ⇒ (2) + 3 = 5
Edit: A true hero does not need a reward.

162908-2001 Radiant Oath

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