DM Khel's Questapalooza (Inactive)

Game Master Khelreddin


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Horizon Hunters

CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    Can we spin the raft 90 degrees?


    DM | Map Stuff | Burden of Envy
    Vercingeterax wrote:
    Can we spin the raft 90 degrees?

    Yes, as part of an action to move it. Karsus did it with his raft, as seen on the map. Since I botted you last round and didn't think of that, you can have a free spin of the raft this round.

    Horizon Hunters

    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    Rock on!

    Rax's muscles flex as he spins the raft around. No free to swing, he tries to locate the eyes of the beastie so that he can lock eyes with it. Struggle to figure out excatly where they are, he simply gives a war cry! "I'LL EAT YOU FOR DINNER!" Rage, swing, swing.

    ATK 1: 1d20 + 7 ⇒ (12) + 7 = 19 for DMG if hit: 1d12 + 4 + 2 ⇒ (9) + 4 + 2 = 15
    ATK 2: 1d20 + 2 ⇒ (14) + 2 = 16 for DMG if hit: 1d12 + 4 + 2 ⇒ (2) + 4 + 2 = 8


    DM | Map Stuff | Burden of Envy

    DM Screen:

    Yellow Reflex, DC 16: 1d20 + 9 ⇒ (3) + 9 = 12
    Red Reflex, DC 16: 1d20 + 9 ⇒ (16) + 9 = 25

    In spite of his panic, Farzin zaps the red-shelled lobster! It twitches madly as it dies, one of its clawing reaching out in a death frenzy at Zandu! Zandu and Rax strike at the yellow-eyed creature, but cannot pierce its thick shell!

    Claw at Zandu: 1d20 + 9 ⇒ (11) + 9 = 20
    Damage: 1d6 + 3 ⇒ (4) + 3 = 7

    Round 2/3 Initiative:
    Zandu (grabbed)
    Hampton
    Reefclaws (Red; Yellow: -9 HP)
    Farzin
    Karsus
    Rax
    Filbert

    Bold are up!

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 61/68 | AC: 23| Fort: +10, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +13) | Focus points: 1/1 | Hero Points: 0 | Conditions: . |

    Hampton drops his bow and grabs the paddle again, desperately trying to get the raft into a better position. Once he manages to maneuver the raft a bit, he drops the paddle again and grabs his bow.

    Drop (free), Interact to get paddle, Action to move raft, drop (free), Interact to get bow.

    Verdant Wheel

    M Human Wizard 1 [ HP 16/16 | AC 13 | Fort +4 Ref +3 Will +4 | Perc +2 | Effects: none ]

    "Hey, look out there," mutters Filbert as his raft spins in the water and he's thrown to the side, barely catching his hand on the stone giant to prevent himself from falling into the water. After a distracted glower at the blond Vercingeterax, the older man grunts and turns his attention back to the drama in the water.

    With another frown, he grabs a handful of water and squeezes it into a compact ball of salt, which he throws at the remaining lobster-creature!

    If he needs to, he'll first use an action to paddle the raft down-left a bit.

    Snowball: 1d20 + 7 ⇒ (13) + 7 = 20
    Damage: 2d4 ⇒ (3, 1) = 4


    DM | Map Stuff | Burden of Envy

    Filbert can’t really move the raft far enough to avoid cover, but he can move the raft to get Rax closer, so I’ll do that instead.

    Filbert tosses a salty snowball at the reefclaw, but it misses and goes bobbing off into the waters of the cove! He then grabs a paddle and moves the raft closer to the critter!

    The yellow-eyed reefclaw grabs for Farzin again, then tries to squeeeeze him!

    Yellow Claw at Farzin: 1d20 + 9 ⇒ (7) + 9 = 16 If this hits, please make a Fort save vs poison. Also, you are grabbed.
    Damage: 1d6 + 3 ⇒ (3) + 3 = 6

    If the above attack hit, also take Constrict damage: 1d6 ⇒ 5, DC 17 basic Fort save against this damage.

    Round 3/4 Initiative:
    Zandu
    Hampton

    Reefclaws (Red; Yellow: -7 HP)
    Farzin (grabbed)
    Karsus
    Rax
    Filbert

    Everyone is up!

    Horizon Hunters

    M Half-Orc Sorcerer 1 [ HP 16/16 | AC 15 | Fort +5 Ref +4 Will +5 | Perc +3 | Effects: mage armor ]

    Karsus continues paddling, bringing his vessel in to flank the remaining lobstrosity.

    "I'll distract it! Rax cut this thing down!" he shouts before calling down another arc of lightning.

    Electric Arc (Reflex 16): 1d4 + 3 ⇒ (1) + 3 = 4

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Fort vs Poison: 1d20 + 5 ⇒ (12) + 5 = 17

    Fort vs Constrict: 1d20 + 5 ⇒ (12) + 5 = 17

    "Argh! Let me go!"

    Casting Phantom Pain DC 18 Will save DC 5 Flat check: 1d20 ⇒ 13

    Mental Damage: 2d4 ⇒ (1, 3) = 4

    Mental Damage Persistant: 1d4 ⇒ 2


    DM | Map Stuff | Burden of Envy

    DM Screen:

    Will vs Farzin, DC18: 1d20 + 4 ⇒ (18) + 4 = 22
    Reflex vs Karsus, DC16: 1d20 + 9 ⇒ (11) + 9 = 20

    Farzin resists the reefclaw's toxins and squeezing! Unfortunately, Karsus is not so lucky, as he maneuvers his raft right into the crystal shard that Zandu spotted earlier!

    Damage to raft: 2d6 + 5 ⇒ (5, 4) + 5 = 14

    The raft has Hardness 5, HP 20 (BT 10). So Karsus' raft has tkaen 9 damage and is 1 point away from broken. Since a "broken object can’t be used for its normal function," that could be a bad thing here.

    The reefclaw proves both quick and tough, avoiding the brunt of each of Karsus and Farzin's spells! Two successes on saves.

    Round 3/4 Initiative:
    Zandu
    Hampton

    Reefclaws (Red; Yellow: -13 HP)
    Farzin
    Karsus
    Rax
    Filbert

    Bold are up!

    Horizon Hunters

    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    "I AM VERY HUNGRY! I'LL EAT YOU BOTH! HAHA!" Rax swings madly with his blade.

    DINNER!: 1d20 + 7 ⇒ (10) + 7 = 17 for DMG: 1d12 + 4 + 2 ⇒ (7) + 4 + 2 = 13
    IS SERVED!: 1d20 + 2 ⇒ (17) + 2 = 19 for DMG: 1d12 + 4 + 2 ⇒ (12) + 4 + 2 = 18


    DM | Map Stuff | Burden of Envy

    Unfortunately, Rax's mad swings are slightly too mad, and neither penetrates the creature's armor!

    Round 3/4 Initiative:
    Zandu
    Hampton

    Reefclaws (Red; Yellow: -13 HP)
    Farzin
    Karsus
    Rax
    Filbert

    Bold are up!

    Horizon Hunters

    Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

    Zandu steps over to where the coral clacker is, smiles viciously, and says, "I hear you make for some great seafood. Let's find out!"

    He promptly stabs a couple times, as if planning to physically put it his point home.
    Strike: 1d20 + 7 ⇒ (5) + 7 = 12
    Damage (P): 1d6 + 4 ⇒ (2) + 4 = 6

    Strike: 1d20 + 3 ⇒ (6) + 3 = 9
    Damage (P): 1d6 + 4 ⇒ (6) + 4 = 10

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 61/68 | AC: 23| Fort: +10, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +13) | Focus points: 1/1 | Hero Points: 0 | Conditions: . |

    Bow in hand, Hampton mutters to Yuleg, Duck, as he targets his prey.

    Hunted Shot w/Hunter's Edge (1): 1d20 + 8 ⇒ (9) + 8 = 17
    Hunted Shot w/Hunter's Edge (2): 1d20 + 8 - 3 ⇒ (1) + 8 - 3 = 6

    shot 1 dmg: 1d6 ⇒ 1
    shot 2 dmg: 1d6 ⇒ 2

    Strike w/Hunter's Edge: 1d20 + 8 - 6 ⇒ (14) + 8 - 6 = 16
    piercing: 1d6 ⇒ 3

    After his Flurry of Miss, he'll pick up the paddle again.

    Hunted Shot ◈ with Hunter's Edge (flurry), Strike, Interact to pick up paddle.

    Verdant Wheel

    M Human Wizard 1 [ HP 16/16 | AC 13 | Fort +4 Ref +3 Will +4 | Perc +2 | Effects: none ]

    Filbert grunts in disgust when his salty snowball misses. "Used to be better at that, I think..." he mutters, reaching up with one hand to thoughtfully scratch the stubble on his lower cheek. With a sudden grimace, he screws up his face and sneezes in the rough direction of the snippy creature! Acid splash.

    Attack: 1d20 + 7 ⇒ (2) + 7 = 9


    DM | Map Stuff | Burden of Envy

    As Hampton and Zandu flail futilely at the curmedgeonly crustacean, Rax's verrrrrrry slow roundhouse swing catches it! His greatsword completely crushes the calcific carapace, cutting the critter clean in half!

    Out of combat! Now you just have to navigate to the ship. As you move your raft, please indicate your route by drawing a line on the map.

    Horizon Hunters

    M Half-Orc Sorcerer 1 [ HP 16/16 | AC 15 | Fort +5 Ref +4 Will +5 | Perc +3 | Effects: mage armor ]

    Wary of doing anymore damage to the vessel, Karsus stops rowing.

    "The raft is badly damaged. What did we hit?"

    Horizon Hunters

    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    Can someone work to piece the raft together while someone else navigates?

    Horizon Hunters

    Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

    "There's a giant crystal in the waters. I'd pointed it out too, and then old lobsterclaws got ahold of me," Zandu calls out to Karsus, answering his question. He pats around on his body searching for a healing potion before remembering that he drank it already. "Nine bloody Hells, I hurt. Farzin, take the oar if you don't mind. I'll keep an eye out. Just lead us straight until I tell you otherwise. Sound good?"

    Proposing our raft move straight north, with Zandu using Seek/Search to spot any obstacles.

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Farzin scowls at the choppy water and the suggestion that he be the one to row.

    But he takes the oar and smiles.

    "Try something new everyday, isn't that what I always say Papayo? Straight ahead we go."

    If Papayo could scowl he would.

    Is there a check to row or steer?

    Horizon Hunters

    M Half-Orc Sorcerer 1 [ HP 16/16 | AC 15 | Fort +5 Ref +4 Will +5 | Perc +3 | Effects: mage armor ]

    I think you just spend an action to row.

    Karsus resumes rowing. Carefully, follows the burgler's directions.


    DM | Map Stuff | Burden of Envy

    With the threat of the reefclaws addressed, the party paddles straight for the Rolanna’s Prayer and manages to avoid crashing into any more of the jagged crystal shards jutting up from the floor of the bay. Just as the rafts approach, a rope ladder is dropped down the side of the ship, and a couple of crew members lift their heads over the rail and wave to the refugees to begin climbing. After a few quick words of thanks, Themolin, Yuleg and Vurna scramble up the rope ladder. Seddothrum nods slowly at each of the Pathfinders, his gratitude clear on his face, then simply stands and reaches up to the ship’s rail and hauls himself up the side. The crew is clearly a bit surprised to see a stone giant among their passengers, but all are welcomed aboard and the Rolanna’s Prayer quickly weighs anchor and makes sail away from the oppressions of Xin-Edasseril.

    Paddling straight back, the Pathfinders manage to return to the tunnels without incident.

    First batch of refugees delivered! You’ve got some time now, and an opportunity to do some planning and preparation for how you’ll get the remaining refugees out of the city.

    You’ve got a few approaches you might consider, and resources useful for each:

    Concealment: Yuleg’s inn offers towels, linens, room furnishings, pickled fish, and barrels as potential means of concealment. Yuleg’s wagon and two mules can carry items as well as possibly concealing four medium size creatures or a large one. You can also use your own items, such as a bedroll or tent.

    Disguise: Garrla has offered her guard uniform. Flitch has a disguise kit. You could disguise yourselves as guards or other persons of importance. You could also disguise some of the refugees as the Pathfinder agents, so their travel papers can be used to get the refugees to safety.

    Documentation: Each Pathfinder was provided a set of legitimate travel papers, which can be given to a refugee in advance of the check point or, through sleight of hand, passed back for reuse during inspection. You can also use the forgeries you have made (or return to the idea of stealing documents from unsuspecting persons, with the associated Infamy).

    Graft: You can use whatever blackmail information you may have on the guards, and treasure you have collected to bribe them to overlook suspicious behavior.

    Horizon Hunters

    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    "I'm kinda big to hide. Maybe I should be a guard? As long as I don't have to talk."

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    That night, back at the inn, while dinner is winding down, Farzin approaches Garrla with a smile.

    "So, here is the plan. You and I will be trading places. We are going in disguise. I will use your papers and you shall use mine. I'll need your uniform and your boots as well. And the helmet, just in case. We shoudn't need to impersonate each other perfectly, only match our general descriptions, which shall give me some... I'll say poetic license. I shall enhance my disguise with illusions. You I'll have to enhance the old fashioned way, with my disguise kit, but with a magpie on your shoulder, no one should know the difference."

    Papayo squawks in protest.

    "Do you think I'm going to make a fake magpie? Just whip one up out of papier-mache or something? No, you're going to have to sit on her shoulder and play along. You are the piece de resistance, Papayo! Without you on her shoulder no one would possibly believe she is me, no matter how perfect I make her look."

    Farzin's smile broadens.

    "Don't worry dear friend, it won't be for long. Only until we get past the guards. Or until things go south, whichever happens first."


    DM | Map Stuff | Burden of Envy

    Okay, we’ve got a start on detailing the plan. I’d like to get us started on the next phase, and you all can continue to flesh out the details as we go through the various obstacles presented.

    The Pathfinders meet up with the remaining refugees and lay out their plans. Daffrid and her family will be hidden from sight (need a little info on the plan for this), while Farzin and Garrla do a clever disguise switch (what’s Zandu’s disguise plan?). The others will travel on the legitimate travel documents they brought with them to Xin-Edasseril, while being ready to bribe any guards who question them.

    The morning of their fifth day in Xin-Edasseril, the Pathfinders check the last details on their preparations, then head for the docks. There are a number of ships coming and going, and all would-be travelers have to be processed by the Emerald Guard before being allowed to leave the city. The party and their charges join a queue of hopefuls, and discover the line is slow indeed. After an hour or so, with the line advancing quite slowly, Flitch mutters, ”We’re never going to get out of here, I’m going to ask this fellow what’s taking so long. I thought the Emerald Guard were supposed to be super-efficient and effective and stuff.”

    Flitch turns and begins to raise a hand to catch the guardsman’s eye…

    Need everyone to make Diplomacy checks to get Flitch to stop. As is typical of PF2 skill tests like this, each PC must roll one check to attempt to overcome it. If you have a creative solution to the obstacle, you can use other skills instead, but generally with a higher DC. In general, if the plan you’ve laid out helps address the obstacle, you’ll gain a +2 circumstance bonus on the skill check. Creative use of a spell, magic item, or character ability can grant bonuses or successes on checks as well.

    Horizon Hunters

    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    Rax sees the hand start to raise, so he immediately "bumbles his way into" Filtch's path, hoping others can talk him out of it before he gets his feet under him.

    Athletics: 1d20 + 7 ⇒ (2) + 7 = 9 Bloody hell. Searching for my Hero Point status...
    Athletics HP: 1d20 + 7 ⇒ (16) + 7 = 23

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Farzin smiles, as though everything is fine, nothings happening over here, but hisses through his teeth at Filtch.

    "Filtch, stop! What are you doing? Don't jeopardize things now. Play it cool and we'll get through this. Have some faith in your friends."

    Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15

    Horizon Hunters

    Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

    Zandu piles on. "Seriously, Flitch. Play it cool. We've got this."
    Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26

    Zandu is also dressed up as a guard using a disguise (the kit)

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 61/68 | AC: 23| Fort: +10, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +13) | Focus points: 1/1 | Hero Points: 0 | Conditions: . |

    Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12
    Now is not the time to display impatience, Hampton says to Flitch, quickly seeing his entreaties are falling on deaf ears.

    Horizon Hunters

    1 person marked this as a favorite.
    M Half-Orc Sorcerer 1 [ HP 16/16 | AC 15 | Fort +5 Ref +4 Will +5 | Perc +3 | Effects: mage armor ]

    That infamy point is sounding real good right about now.

    "Hold your tongue fool", Karsus growls under his breath. "Or all of this will have been for nothing."

    Reluctant Diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19

    Verdant Wheel

    M Human Wizard 1 [ HP 16/16 | AC 13 | Fort +4 Ref +3 Will +4 | Perc +2 | Effects: none ]

    Filbert glowers at the foolish (or malicious?) young man for a moment, then, quick as the youngster he once was, produces a bit of balled-up fuzz from his pocket and raises his own hand to toss it to Flitch in a well-planned game of "catch the fuzz"! Telekinetic projectile to help Filbert's attempt at pretending Flitch's hand is up for a different reason?

    Diplomacy: 1d20 + 1 ⇒ (1) + 1 = 2

    Hrm. I'd normally roll with that, but I'm guessing the results here would significantly hinder our operation. Thus... I leave it to the rest of you as to whether it gets rerolled! DM, you get a vote too. I'd say if 3 of you want it rerolled, let it be so.

    I have not viewed the result of the reroll.

    Hero Point Reroll:
    Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8


    DM | Map Stuff | Burden of Envy

    The Pathfinders manage to convince, coerce and cajole Flitch into keeping his mouth shut, though he grumbles a bit, ”I wasn’t gonna start any trouble…”

    The line begins to move a bit more quickly, which means the pickle barrels get jostled a bit more on the wagon. A series of thumps comes from one of them, followed by a muffled voice from inside one of the barrels, saying something like, ”Get y--r elb-- out -- my ear!” A more mature voice says insistently, ”Be quiet!” At the same moment, it becomes clear that the bung at the top of the barrel has come loose, and a tuft of Daffrid’s auburn hair can just barely be seen sticking out of it.

    Another Emerald Guard passing by turns her head slowly, as if trying to locate the source of the sound, and stops when her gaze falls on the barrels.

    Checks on this one are Deception to Create a Diversion or Stealth to Hide the bit of hair sticking out. As before, other checks are usable if you make a case for them, but with a higher DC.

    Horizon Hunters

    M Half-Orc Sorcerer 1 [ HP 16/16 | AC 15 | Fort +5 Ref +4 Will +5 | Perc +3 | Effects: mage armor ]

    "You heard me oaf. Watch where you're going!" Karsus barks pointedly at Rax as he steps in front of the barrel.

    Deception: 1d20 + 6 ⇒ (3) + 6 = 9

    Hero Point!: 1d20 + 6 ⇒ (18) + 6 = 24

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 61/68 | AC: 23| Fort: +10, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +13) | Focus points: 1/1 | Hero Points: 0 | Conditions: . |

    Hampton works quickly to hide the telltale crate.
    Stealth: 1d20 + 8 ⇒ (10) + 8 = 18

    Verdant Wheel

    M Human Wizard 1 [ HP 16/16 | AC 13 | Fort +4 Ref +3 Will +4 | Perc +2 | Effects: none ]

    Stealth: 1d20 + 4 ⇒ (16) + 4 = 20

    Filbert, leaning against the wagon tiredly, notices the guard watching and acts quickly, while her attention is diverted by Karsus and Rax. Using the advantage of Hampton's cover, he surreptitiously pulls a knife from his coat, reaches over, and slices off the errant tuft, stuffing it (and the knife) back into his tattered coat afterward.

    Horizon Hunters

    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    Do we have to roll? This is also not Rax's forte, and the threat of a crit fail is likely real.

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Farzin tries to create a distraction by standing in front of the barrel and looking official and pointing in the opposite direction. He even says things like, ”Over there!”

    But he’s not very good at being a town guard yet.

    Deception: 1d20 + 8 ⇒ (3) + 8 = 11


    DM | Map Stuff | Burden of Envy

    I guess nobody has to roll, but it will be hard for the party to get enough successes if some people don’t roll. With that said, the DC isn’t super high and Karsus’ reroll was quite good.

    Horizon Hunters

    Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

    "Easy there! No need for name calling," Zandu calls out to Karsus, adding his own layer to the diversion.
    Deception: 1d20 + 6 ⇒ (1) + 6 = 7

    Sigh...

    Horizon Hunters

    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    Rax, eager for a diversion, and low on ideas, randomly starts pointing and giving directions, "Hey look at that little guy over there! Holy crap do you SEE that that other guy is doing?" Deception: 1d20 + 0 ⇒ (20) + 0 = 20


    DM | Map Stuff | Burden of Envy

    The guard is almost swayed by Karsus and Rax’s very convincing subterfuge, but Zandu’s wooden delivery actually makes the whole act less believable. ”Uh, Ellvard, can you check this out for me?” she says, speaking deferentially to the senior guard present and gesturing at the barrel.

    The man walks over, his eyes scanning the party with an appraising look. ”I’ll take it from here,” he says brusquely to the guardswoman, who strides off. With a smirk, Ellvard says to the would-be travellers, ”So, seems something’s amiss? I’d hate to have to detain your party, when you’re all packed up and ready to travel. Sometimes these things can get sorted out, often any abnormalities in paperwork or other problems can be handled, though there is usually an administration fee for that sort of thing.” He accompanies the words ‘administration fee’ with a not-so-subtle rubbing together of his fingers, demonstrating that that particular gesture has stood for ‘cash’ for thousands of years.

    It’s clear he’s after a bribe or other sweetener. By way of approach to this, I’ll draw your attention to this post.

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 61/68 | AC: 23| Fort: +10, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +13) | Focus points: 1/1 | Hero Points: 0 | Conditions: . |

    Ah, Ellvard! Hampton says. We were told to keep an eye out for you! Now, what was that about, again...?

    The half-elf scratches his bald head, holding a bit of parchment in his hand that was liberated from Themolin's office. Oh, yes! he says brightly, grasping the receipt tightly. I remember now! A splash of paint that wasn't quite as advertised, as I recall. He leans in closely. But we're happy to look the other way, if you are.

    Thievery (to show Ellvard just enough, but not let anyone else see it): 1d20 + 8 ⇒ (15) + 8 = 23

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    "What's going on over here? Oh, that is an interesting piece of information. You don't want the hire-ups to find out about that. I do hope everything is in order here. I can see these folks out."

    Deception: 1d20 + 8 ⇒ (7) + 8 = 15


    DM | Map Stuff | Burden of Envy

    Ellvard looks down at the paper in Hampton’s hand with a look of annoyance on his face, but his expression quickly shifts through horror to a sort of eager relief. ”I don’t know where you got that,” he says, keeping his voice low, ”but it looks to me like we could do each other a favor here. You leave that with me, and I’ll leave you alone.” He waits a moment, then slips the paper from Hampton’s hand. Laying a finger on the side of his nose, he says, ”A pleasant journey to you.”

    As he folds the document and tucks it into his jacket, a sudden, fierce gust of wind blows in off the bay, sending documents held by waiting travelers flying! The Pathfinders and their charges clutch at their documents, knowing they must have them to leave the city!

    Please make a Reflex save to hold on to your travel papers so they do not blow away or a Nature check to have read the surface of the water and anticipated the gust of wind.

    Horizon Hunters

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    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    Long accustomed to grabbing tankards as they fall from the bar, Rax darts his long arm out to catch the papers: REF: 1d20 + 4 ⇒ (13) + 4 = 17

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Farzin tries to hold on to his documents!

    ”This wind!”

    Reflex: 1d20 + 6 ⇒ (12) + 6 = 18

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 61/68 | AC: 23| Fort: +10, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +13) | Focus points: 1/1 | Hero Points: 0 | Conditions: . |

    Refl save: 1d20 + 10 ⇒ (12) + 10 = 22

    Verdant Wheel

    M Human Wizard 1 [ HP 16/16 | AC 13 | Fort +4 Ref +3 Will +4 | Perc +2 | Effects: none ]

    Reflex: 1d20 + 4 ⇒ (8) + 4 = 12

    Filbert shows his age as he slowly reaches out one hand in the rough direction of everyone's papers.

    Horizon Hunters

    Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

    Reflex save: 1d20 + 9 ⇒ (5) + 9 = 14

    Zandu is full of curses and ill fortune.

    Horizon Hunters

    M Half-Orc Sorcerer 1 [ HP 16/16 | AC 15 | Fort +5 Ref +4 Will +5 | Perc +3 | Effects: mage armor ]

    Reflex: 1d20 + 4 ⇒ (17) + 4 = 21

    Karsus grabs for the flying papers.

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