GM Chadius [PFS2 1-12]: The Burden of Envy - Table 1 (Inactive)

Game Master chadius

Time: Friday 12:00
End: Friday 20:00
Slides


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Hammick finds several wines of very high quality he could waste on Barralbus. But he finds a half-drunk bottle of the cheap stuff. Now Barralbus is hysterical, self injuring AND a cheapskate. No greater insult could exist.

Once the warehouse is cleaned up, Theomolin bids goodbye to his comfy bed and follows you towards the sewers.

Time is now Wednesday 14:00

Theomolin has to hold his nose and avoid gagging throughout the sewer trip. He's clearly not used to this and frowns whenever sewer water threatens to ruin his good shoes.

Filtch looks up and hurriedly closes his journal. "Eh, what's this? Oh, another passenger for my Uncle? Nice. The name is Flitch. Good to meet ya."

Theomolin coughs, smiles and shakes Flitch's hand. "So, where do we take a bath to clean off this gunk?" Flitch stifles a grin and lets the silence speak for itself.

Looks like there is one passenger left to locate, so you head to the Rockfish Inn. Plenty of checkpoints line the way. The Emerald Guard March doesn't help, either.

Time is now Wednesday, 16:00.

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.

Guaril’s list indicates the owner of the tavern is a dwarf by the name of Yuleg Bluinglot and his daughter Vurna. A pair of mules and a wagon lie in the stables, and the front door is barred with a sign that reads:

Inn is Closed due to illness

Still, you bang on the front door. You hear Yuleg as he opens the door slot. ”I’m sorry. The inn is closed while I help my daughter recover from an illness. I’d rather not risk the spread. And… well, she’s my only daughter. I hope you understand.”

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Elfino will Pursue a Lead, setting Yuleg as its target, dropping the Warehouse lead in the process.

Elfino will Pursue a Lead, setting Yuleg's daughter as its target, dropping the Warehouse lead in the process.

Elfino nods to Yuleg when he opens to door. "I taek it dat ye be Yuleg, de owna of dis establishment?," he asks, expecting a positive response.

Assuming Yuleg identifies himself...

"Excellent, excellent. We've com to de reit place den. A mutual buddy of ours 'ad to leave de city in a 'urry and asked us to finish ap de business 'ee 'ad wit ye and yur daughta. Do ye know whit aam talkin' aboot?"

Elfino looks left and right to see if anyone is watching them. "Perhaps we cuds talk furtha inside where dere are fewa eyes to see us or ears to 'ear us."

Assuming he lets us in...

"Sorry fur all de clok and dagga stuff, but if de gard catch wind of whit we're ap to in de city, we cuds all com to a sticky end."

Seating himself at one of the tables, he continues, "We doont 'ave much time. We leave by ship tomorrow at dawn and both ye and yur daughta 'ave to be at oor kemp in de sewas afore kerfew tonight. Is yur daughta really ill? whit's wrong wit 'er? Ken she travel at all?"


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As Elfino mentions a mutual friend, Yuleg nods. ”Did Guaril send you?” Yuleg realizes he let the name slip. ”I pray that you are. Not that it matters much. My daughter Vurna is too sick to move. A rat bit her a few days ago and she’s high with a terrible fever. I can’t risk moving her unless she is better.”

The dwarven woman breathes slowly while lying on a bed in one of the inn rooms. ”Dad, I can still hear you...” she coughs. ”We gotta… we gotta find ‘em. Flitch and the Cove. I know where they are. We gotta get out of here.”

Yuleg simply shakes his head and spoons out another bowl of broth. ”Now now my dear. You’re in no condition to move. Drink up.” He feeds Vurna another spoon of broth and she groans as she swallows it down. ”Can you help her? I can't possibly leave her behind, and she'll won't survive the trip. I won't- I can't take that chance.”

Anyone Trained in Medicine? It's time to Treat a Disease. This takes about 8 hours to attempt, but remember you can also so this even when curfew is in effect, provided you stay overnight in the inn.

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

In the warehouse Hammick comes across the bottles of wine. Pouring the cheap stuff on Barralbus for the full effect. He takes the very good wine and stashes them in his pack.

At the inn, Hammick is saddened by the sight of the sick child. Looking to Yuleg "How did this sickness come aboot? Have ye tried a antiplague potion?"

Untrained in Medicine


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"Believe me, if I could afford a doctor, I would." Yuleg puts another steamy rag on Vurna's forehead. "I don't have much money left, acquiring the payment you needed." He sighs. "I figured if I don't leave, I can reopen the inn and sell the payment to get a doctor here."

”Take a look around, maybe I missed something. The rooms at the inn are well furnished, take any room you want. Oh, and the wagon. It can hold about 1,000 pounds of cargo, take that too. I have 6 barrels of pickled fish. Very yummy.” Vurna groans as Yuleg continues. ”My apologies, I have to help Vurna. She may need to use the... facilities.” Yuleg nods to you then hustles to help his daughter stand up and get to the bathroom.

As you look around the inn, you see an empty barrel. If you could craft, you may be able to make a raft out of it. Or maybe you’ll destroy the thing by accident. But it will take all day to complete…

Trained in the Crafting skill? Spend 8 hours to make a check and turn that barrel into a raft. This can be done outside of curfew.

Envoy's Alliance

male Human(Tien-Dan) Sorcerer (draconic; cloud)/5 [HP; 40/53] [AC: 20(21)(22)] [fort: 11; reflex: 10; will: 10] [perception/initiative: +8] [Hero Point: 0/2] [Focus Point: 0/1]

"Perhaps I can find some Anti-plague in the marketplace to purchase and help with making Vurna better? suggest Ving.

Lore (mercantile; T; 6): 1d20 + 6 ⇒ (9) + 6 = 15
diplomacy (T; 9): 1d20 + 9 ⇒ (8) + 9 = 17

Ving has 45 gp; 7 sp; 9 cp left. I wasn't sure what to roll or if I rolled or the GM did. I rolled to save time. Feel free to overide with your own if rules dictate.

On a side, and selfish note, are there any Hero Points being distributed? Not sure if I did anything to earn one back or not. Just curious how that works in PBP is all.

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:
GM chadius wrote:

Rolanna’s Prayer will arrive in Shard Cove on Thursday morning and will stay there for the rest of the day.

Remember that you can work on this overnight, as well. Assuming you spend the night at the inn you can treat Vurna and then rest, waking up just in time for the curfew to lift.

OK, great. Let's hang around the Inn tonight and work on building boats and getting Vurna well enough to travel to the cove with her father when curfew lifts at 12:00 tomorrow.

The Treat Disease action gives a +2/+4 circumstance bonus on success and is free. That would be Panarug's job, so I suggest he gets on it. He has two 8 hour shifts before 12:00 tomorrow to get her on her feet.

A lesser Antiplague merely gives a +2 item bonus to Vurna's next saving throw, so it isn't a cureall or anything. It also costs 3gp and needs to be acquired. If Ving wants to spend his own money to get some that's up to him, but Elfino is here to collect money and get people out of the city, not spend his own cash in the process.

GM chadius wrote:

The sewers is the only entrance you know of to Shard Cove. Thus, you would have to carry boats through the sewers and not risk damaging them. You could fit a boat with a capacity of 4-6 people through the tunnels, although you risk damaging them.

...
In addition to the carts at the warehouse, Yuleg also has a wagon and two mules. If you make the crafting check and have 8 hours you can convert them into makeshift rafts.

There's no use taking Vurna and Yuleg to the sewers tomorrow if we don't have any boats to carry the clients to the ship, so building or acquiring boats is the priority. Since Panarug is working on Vurna, that leaves the boat making to the rest of us. At 4-6 people in a boat, we'll need at least two of them and then take our chances getting them through the tunnels. Like Panarug, we have two 8 hour shifts to get two or more boats built. Everyone who can do Crafting (that includes you Emoubu) and isn't otherwise busy should be working on that.

GM chadius, do we know the required DC for successfully building a boat in 8 hours? I'm not sure how to read a capacity of 4-6 people. Will each boat be able to hold 6 people? I'm trying to figure out how many boats we'll need to carry 11 people to the ship (5 clients + 6 of us).

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Whoops. Sorry about that. I meant my previous post to go to discussion not gameplay.

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

When Yuleg leaves the room, Elfino turns to Panarug. "Cuds ye 'ave a luks in at 'er to see if dere is onittin' ye ken do to 'elp? If she doesn't gets betta soon, we'll 'ave to leave dem behind."

After Yuleg returns, Elfino says to him, "Itsa too bad aboot Vurna's illness. Me buddy Panarug 'ere knows a wee bit aboot medicine; maebbe 'ee ken 'elp 'er. Is it okae if 'ee gives it a go?"

Assuming that Yuleg and Vurna are good with Panarug's ministrations, Elfino will examine her first and using his medical knowledge will suggest possible remedies that Panarug might be able to use to improve her condition.

In other words, Elfino will Clue In Panarug when he goes to treat Vurna (one of his leads). This should give him a +1 circumstance bonus to his Medicine rolls.

Elfino looks over the wagon and the barrels. "We're goin' to needs som boats to carry us all oot to de Rolanna’s Prayer tomorrow. I tink we ken fash'n som frum dees. I'll gets started on it reit awae." He rolls up his sleeves and looking at the others, says, "If onie of ye are 'andy at all, den maebbe ye ken 'elp by maekin' more boats. De rest of ye ken maebbe go gets dows carts we saw at Theomolin's warehoos and brings dem 'ere. We mae needs dem. If ye see onittin' else at de warehoos dat ken be used to build boats, den brings it back wit ye too."

He spends a minute examining the cart and barrels and trying to come up with a plan to build a viable raft...

Elfino will Pursue a Lead, setting the (as yet unbuilt) raft(s) as its target, dropping the Yuleg lead in the process.

... and then gets down to work.

Crafting (Raft) +Pursue a Lead: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19

If any of the others decide to join him in making boats, then Elfino will give them a quick rundown on what he thinks is the best way to go about it with the materials at hand.

Elfino will Clue In anyone who tries to build a raft (one of his leads). This should give them a +1 circumstance bonus to their Crafting rolls.

If we can't make enough rafts to carry all of us and all the clients over to the ship in one shot, then we could do multiple trips back and forth. Of course, multiple trips means multiple chances for something bad to happen with fewer of us on the boat to deal with it, but we may not have any choice.


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Elfino grabs one of the empty barrels and begins retooling it into a raft. Loosen some nails here, some boards there, he's making good progress. He knows it will be a while before he sees the completed results.

Ving Tran considers simply buying a small boat. He heads to the market, keeps away from the Emerald Guard March, and meets a rather energetic halfling. "Now my ma wanted a boat, she wanted to sail the ocean. But ma was a do first, think later kind of woman. So she bought this thing." He motions to a red rowboat. "I tried to tell her this thing will capsize in the ocean, and also we can't leave port without a specific permit. So she went and bought a yacht and let me keep this." He laughs. "Anyway. 15 gold pieces sounds like a good price for it. Money back guarantee until you actually use it. We have a deal?" He looks up to Ving Tran.

Ving Tran also finds an herbalist who offers to sell a vial of antiplague for 3 gold pieces.

Vigilant Seal

Male Half-Orc Wizard 2 | HP 22 | AC 16 | F:5, R:6, W:7 | Perc: +5 (Darkvision)

I am not a doctor, but I've had to deal with wounds and infections before, perhaps I could take a look?

Thurk is trained in medicine, though the modifier is only a +4. Still if multiple successes stack, he could perhaps be of use if we're spending time here anyway? Also Thurk could contribute up to 4gp towards the purchase of potions or boats.

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

Hammick reaches into his pack and pulls out a vile of the lesser Antiplague.
"Use it if ye must, if that will help with the weee one."

Grand Archive

Kobold (Draconic Exemplar: Brass) Swashbuckler (Braggart) 4 | HP 54/54 | AC 21 (23 when parrying) | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Hero Points 2 | Exploration: Avoid Notice Speed 30 (35 w/panache) | Darkvision | Fire Resistance 2 | Special Rules w/Fear Effects | Conditions:

Emoubu looks embarrassed as Hammick hands over the antiplauge.

"Emoubu forget to restock potions. Emoubu keeps forgetting that Emoubu has money now."


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Sounds like you guys have a plan. Just need to figure out if you will buy a boat. I'll make some rolls and narrate.

Medicine rolls:

Thurk Aid: 1d20 + 2 ⇒ (1) + 2 = 3
Panarug + Clue In + Antiplague + Crit Fail Aid: 1d20 + 9 + 1 + 2 - 1 ⇒ (17) + 9 + 1 + 2 - 1 = 28

The Rockfish Inn serves as a much nicer place to sleep. Fewer rats and dead guards, for one thing. The party pools together 7 gold pieces total, but they'll need at least 15 total to purchase a rowboat.

Elfino grabs his favorite tools: a hammer, some nails, a crowbar and a rubber chicken and fashions one of the barrels into a raft. He had to fashion some of the wood to provide buoyancy, and he figures the raft can hold 4 medium sized passengers without trouble.

Panarug takes on the difficult task of helping Verna. Elfino hears her mumble about the sewers and concludes a rat probably bit her. Sewer rats carry a few common diseases. Thurk disagrees and has heard stories about Emerald Guard torture techniques including a disease that makes their victims delirious and prevents them from lying. The two argue about for a bit, and they aren't able to help Panarug much.

Still, Panarug notes the symptoms and her own worlds and concludes that she carries Filth Fever. His tribe has dealt with this before, and his mentor taught him the secret of the cure. He takes a few bird feathers, some tumeric, and a bottle of vinegar. He burns the feathers, grinds the tumeric root and dissolves it in the vinegar. It tastes terrible, Vurna manages to fight her gag reflex. But in a few minutes she's sound asleep. Within the hour her fever breaks and her skin is at a normal temperature.

Panarug feels confident that she will be at full strength for at least a few hours. If she can get some more rest afterward she may fight the disease off on her own.

It's a crit success on the Medicine check.

I'll move us to Thursday morning, but feel free to make Wednesday purchases. I assume you are spending the night at the Rockfish Inn.

Envoy's Alliance

male Human(Tien-Dan) Sorcerer (draconic; cloud)/5 [HP; 40/53] [AC: 20(21)(22)] [fort: 11; reflex: 10; will: 10] [perception/initiative: +8] [Hero Point: 0/2] [Focus Point: 0/1]

Sense Motive (Perception): 1d20 + 5 ⇒ (19) + 5 = 24

"I think anyone over the age of 7 with half a brain can tell that's to high. I will give you 4 and be generous enough to not tell the guard. Does that sound good to you?"

Diplomacy(T; 9): 1d20 + 9 ⇒ (3) + 9 = 12

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

Hammick will give the last 8 gp if needed for a row boat, It can be used both days if need be he's thinking


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The salesman frowns. "4 gold for a 15... hehe. I don't think you're taking me seriously. Hey, you there!" He turns to Hammick. "Is this your friend? He wants my merchandise but he doesn't want to pay my price."

Ving Tran can tell this salesman isn't going to budge from his sales price. His 4, Thurk's 4 gold pieces and Hammick's remainder (7 unless someone else wants to chip in) could buy it, though.

Or maybe the boat isn't worth that much.

Envoy's Alliance

male Human(Tien-Dan) Sorcerer (draconic; cloud)/5 [HP; 40/53] [AC: 20(21)(22)] [fort: 11; reflex: 10; will: 10] [perception/initiative: +8] [Hero Point: 0/2] [Focus Point: 0/1]

"10 GP, take it or leave it. Last chance." says Ving, turning as to leave...

Diplomacy(T; 9): 1d20 + 9 ⇒ (9) + 9 = 18

Envoy's Alliance

CG (male) human (half-orc) witch 3 | HP 32/32 | AC 16 (17 with Mage Armor) | F +7 R +6 W +10 | Perc +10 | Stealth +1 | 25’ | focus 0/2 | hero point 0/3 | spells 1st 3/3 2nd 2/2 | Active Conditions: search; root magic

Sorry for the absence. The new year celebrations kind of got away from me. Thanks for the bot.

Panarug smiles wanly as Vurna as she finally falls into a deep restful sleep. He looks in surprise at his shaking hands before he realises how many long hours he's spent administering to her. "I think I need a good rest, too."

Did Thurk take the spellbook to copy spells?

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

"What aboot a nice bottle of wine to sweeten dis deal."
Hammick replies to the merchant as he pulls out one of the expensive bottles of wine from the warehouse.

Vigilant Seal

Male Half-Orc Wizard 2 | HP 22 | AC 16 | F:5, R:6, W:7 | Perc: +5 (Darkvision)

Ooh, thanks for reminding about the spellbook! It didn't occur to me that I could do that during the adventure, first time playing a wizard...

Seeing that Panarug has the health of their patient firmly in hand, Thurk relaxes and retreats into a corner with Barralbus' spellbook, studying a spell that could help him influence the minds of others.

DC15 Arcana check to learn Command: 1d20 + 7 ⇒ (7) + 7 = 14
An hour passes...: 1d20 + 7 ⇒ (5) + 7 = 12
And another: 1d20 + 7 ⇒ (2) + 7 = 9
4th hour: 1d20 + 7 ⇒ (3) + 7 = 10
let's get all the bad rolls out of the way: 1d20 + 7 ⇒ (10) + 7 = 17

5 hours later he finally manages to repeat the exact mix of components and gestures, and happily falls asleep.
That cost 2gp


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"15 Gold Pieces, that's my fin... hey wait a minute. Is that..." The merchant seems to have a burst of speed as he snatches the bottle of wine, reads the label and grins. "10 gold and this bottle. You can take the boat."

Thurk takes his time carefully observing Barralbus's spellbook. There's a typo. There's a wine stain. There's a note about the secretary Thurk wishes he could unread... still, he manages to figure it out the Command spell.

Thursday morning arrives. What's today's plan? The Merry Mayfly awaits.

Grand Archive

Kobold (Draconic Exemplar: Brass) Swashbuckler (Braggart) 4 | HP 54/54 | AC 21 (23 when parrying) | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Hero Points 2 | Exploration: Avoid Notice Speed 30 (35 w/panache) | Darkvision | Fire Resistance 2 | Special Rules w/Fear Effects | Conditions:

"Emoubu think get people to boat first, then try to get more people to get on boat after. 'Better to catch small reward before risking big reward.'"

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

The following is based on the assumption that Ving and Hammick did not get the rowboat. If they show up with it in time, then so much the better.

Elfino wakes refreshed and after breakfast prepares himself and the raft for the trip into the sewers and out to the cove. He suggests that everyone be ready to go when curfew lifts.

He checks in on Yuleg and Vurna to see how they are doing and whether Vurna is ready to travel. If not, then the two of them will remain at the Inn until she gets better while the rest of the group goes to the cove.

Emoubu wrote:
"Emoubu think get people to boat first, then try to get more people to get on boat after. 'Better to catch small reward before risking big reward.'"

Elfino nods. "True. Wit jist de one raft, we'll 'ave to ferry de clients oba one at a time and 'ope fur de best. If we run into trouble, I want as many Pathfindas on de raft as possible."

When the end of curfew sounds, they will leave the Inn and head for the sewers carrying the raft.

And the rowboat if Ving and Hammick got it.


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"10 gold and that bottle. Thank you kindly! I assume you have two strong, able bodied people to carry it? Momma didn't raise me for manual labor, ha!" The salseman takes your money and the booze.

In the morning, Yuleg wakes up and prepares to check on Vurna's room only to find her eating a pickled fish sandwich. "Oh, I don't want to drink broth for another year." She grins as she chews into the sandwich. "That diet was worse than the fever!" She burps and leans back in her seat. "Oh! I mean... hi dad. Thanks for helpin' me out there."

Yuleg just gives her a hug. "Eat up, dear. These people saved you from illness. Now they'll make another miracle: Getting us out of here. Pack up, we're going... well, they didn't tell me exactly where."


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Ving and Hammick return with a rowboat. Elfino picks up the raft single handedly. It's time to return to the sewers.

Thursday, 14:00

At the sewer entrance you find a woman leaning against a wall, keeping alert. She tries to act nonchalant as you approach. "My name is Astrid Kallade. But I go by the nickname Garrla. I am at the right place?"

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Before they leave the Rockfish Inn with Yuleg and Vurna, Elfino makes sure that the innkeeper comes up with the pre-arranged payment. He confirms that it is not, in fact, fish that he's paying with.

GM chadius wrote:
At the sewer entrance you find a woman leaning against a wall, keeping alert. She tries to act nonchalant as you approach. "My name is Astrid Kallade. But I go by the nickname Garrla. I am at the right place?"

Elfino puts down the unwieldy raft he's been carrying and looks at the woman to confirm it is the same guard they met at the guardhouse on Tuesday. "Ye are indeed at de reit place Garrla. I taek it dat ye brought de beyt wit ye dat we spoke aboot? gud, gud. We'll nae be catchin' onittin' at de cove todae withoot it."

Elfino confirms Garrla's payment before they all wrestle the rowboat and raft into the sewers and head for Flitch's camp.


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While Vurna packs up her stuff, Yuleg pulls a sack of gems from his room and hands it to Elfino. "They've been appraised at about 12 gold pieces. I think you'll find it sufficient."

The Emerald Guard doesn't bother you too much along the way. You note Yuleg is eating a lock of pickled fish and makes sure to speak to any guards who question him. They quickly recoil from his breath and stay out of your way.

At the sewers, Elfino confronts Garrla. She takes off her pack and reveals her Emerald Guard-branded full plate and longsword, along with a bag of 20 gold coins. "There's some kind of magic on the armor and longsword that makes them a bit better than the standard stuff. It's a perk, I guess."

Despite needing two people to carry it, the rowboat fits easily through the sewer tunnels. Elfino's raft is a bit clunkier though, and sometimes bumps against the floors and ceilings.

Whomever is carrying a raft needs to make a DC 15 Acrobatics check to Squeeze or DC 15 Athletics check to Shove the raft through without damaging it. If it is damaged, the Crafting skill will be useful to repair it.

Vigilant Seal

Male Half-Orc Wizard 2 | HP 22 | AC 16 | F:5, R:6, W:7 | Perc: +5 (Darkvision)

Thurk tries to be useful and uses his lack of armor or extra encumbrance to help carefully squeeze Elfino's raft through.
Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Elfino thanks Thurk for his help. "Much obliged Thurk. If we work togetha we ken gets de raft thru dees tight turns."

Not sure Elfino needs to roll after Thurk's excellent effort, but since he's also carrying the raft, here goes...

Acrobatics: 1d20 + 6 ⇒ (18) + 6 = 24

Should do the trick.

Verdant Wheel

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[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

Seeing the reaction of the guards to Yuleg is eating a lock of pickled fish. He asks "Ye have anymore of them fishies that ah can use tomorrow?"

If he is offered one of the fishes, he tries it, to get used to the taste.
If needed, Fortitude: 1d20 + 7 ⇒ (12) + 7 = 19


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"Take all the fish you want, Hammick." Yuleg is glad to give his favorite fish. Vurna groans. "Ugh, don't encourage him..."

You are able to navigate the boats through the sewers without trouble. Flitch and Theomolin are in the maintenance room, talking about tax distribution. "Wait, hold on we'll talk tax brackets later. Is that a guard? Wait, Mister Bluinglot? That must mean..."

Vurna breaks away from the crowd, runs up to Flitch and hugs him real tight. He coughs "Hi Vurna..."

"Hi Vurna! That's it? You didn't leave a message! Nothing! Just up and left. I had to come through the sewers looking for you and then some rat bits me-"

Yuleg's facial expression remains calm, yet you notice his turn red. "That's why you were in the sewers, Vurna?" He slowly turns to Flitch.

"Mister Bluinglot, I assure you- urk! Please let go." Flitch regains his breath. "We were going to discuss how to leave through Shard Cove..."

Garrla smiles for the first time since you met her. "These are my passengers, huh? So be it."

Vurna can't shut up about Flitch as she leads the way through the caverns to Shard Cove. Yuleg manages to keep his cool as Garrla just shakes her head over all the noise she's making. "I know you guys are legitimate now. Vurna would have summoned every guard in this district by now if this place were patrolled."

You reach the cove and you see a ship about 250 feet from the coast. You remember Flitch warning you about the jagged rocks and the sea predators.

The raft holds 4 people. Who is on the raft? Who will stay on the coast? Feel free to discuss in the discussion thread.

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

"Ah can stay behind. Ah can keep ye covered with me longbow, while ye make the trips. Plus if something does happen. Ah am a good swimmer or ah can hide here on land. Besides ah am not too fond of boats to begin with." Hammick says.

He pulls some of his arrows to check them over before going to the longbow checking the string.

He then looks for and area up high on a rock to get a better view. Once he makes his way there. He skewers on of the pickled fish's to an arrow and launces it about 100' into the water between the shore and the ship.

"Lets see if there be anything in them waters." He says as he keeps a close eye on the bobbing fish on the waves.


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Sounds like we've got a plan.

Flitch breathes a sigh of relief as Yuleg pulls Vurna onto the raft. "I'll see you soon, Vurn! And you too, Mister-" Yuleg turns sharply, not saying a word and Flitch keeps his mouth shut. Garrla chuckles to herself.

Thurk stays on the beach noting how Theomolin stays closer to him than anyone else. Thurk remembers comforting Theomolin when Barralbus attacked and the magic he used to protect him.

Elfino, Ving Tran, Emoubu and Panarug prepare to disembark for the ship.

Whomever is piloting the row boat, give me a Survival check. Everyone should give me a Perception check.

Envoy's Alliance

male Human(Tien-Dan) Sorcerer (draconic; cloud)/5 [HP; 40/53] [AC: 20(21)(22)] [fort: 11; reflex: 10; will: 10] [perception/initiative: +8] [Hero Point: 0/2] [Focus Point: 0/1]

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Grand Archive

Kobold (Draconic Exemplar: Brass) Swashbuckler (Braggart) 4 | HP 54/54 | AC 21 (23 when parrying) | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Hero Points 2 | Exploration: Avoid Notice Speed 30 (35 w/panache) | Darkvision | Fire Resistance 2 | Special Rules w/Fear Effects | Conditions:

I'm on the shore, but if we get to make a perception roll anyway...

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

Not sure if he is staying or going
Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Envoy's Alliance

CG (male) human (half-orc) witch 3 | HP 32/32 | AC 16 (17 with Mage Armor) | F +7 R +6 W +10 | Perc +10 | Stealth +1 | 25’ | focus 0/2 | hero point 0/3 | spells 1st 3/3 2nd 2/2 | Active Conditions: search; root magic

Panarug gets onto the boat gingerly, still very much unused to travelling on the big blue sea. Fharan is similarly disturbed and quickly burrows into one of the half-orc’s pouches.

survival: 1d20 + 7 ⇒ (13) + 7 = 20

Not sure if Panarug has the best Survival. If not, convert the above to Perception. The bonus is the same.

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

If a PC does not definitively say that they are staying ashore, then I assume they are coming with us on the boat. So far, that's only Emoubu and Thurk. Hammick says he's fine with coming, so I've got him coming. With only 4 Pathfinders on the boats (Elfino, Ving, Panarug, and Hammick), that leaves room for 3 clients (Yuleg, Vurna, and Garrla). I've rearranged the tokens on the boats accordingly. If there are any objections, now's the time to speak up because we're about to push off.

First up, Elfino will execute a Pursue a Lead action, setting the rowboat as the target, replacing Vurna. That means that his two current investigations are the raft and the rowboat. Might help with Crafting if either one gets damaged along the way.

Elfino looks to see which of his fellow Pathfinders decides to make the first trip to the Rolanna’s Prayer with him. Seeing that there are four of them coming, he calls out to the clients. "Luks loike dere's space fur dree of ye on de fairst crossin'. 'Ow aboot Yuleg and Vurna gets on de raft and Garrla on de rowboat. As soon as everyone is ready, we'll be on oor wae."

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Unless someone has a better idea, we'll take the shortest and most direct route to the ship; straight north. If this proves to be hazardous, then we'll tweak the route of future crossings until we find a safe way through.

As Panarug slowly works the boats across the cove, Elfino keeps a sharp eye out for any hazards or other dangerous things in the water that they might be able to avoid if only they got enough advanced warning.

Also, I'm changing Elfino's Exploration Mode to Search +6. I assume that Hammick has Scout covered. Hopefully that should give us a heads-up if anything comes our way.

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

Sounds like a plan

Hammick's eyes searches the waters for any sign of trouble. The salt spray hits his face and some bad memories resurface when he was on a ship, and sea creatures started to climb on board. The ship was rocking in the waves so bad that he could not keep his feet under him. So this time he makes sure to plant his feet in a good spot. And ties one end of his rope to the raft, incase someone goes into the water, namely him, and that a lifeline can be thrown to them. Since he remembers that was what helped save his life on that most cursed day on the sea.

Talking to the passengers "Now if ye see someone fall in to the drink. And they be starting to sink like a rock. Ye can throw this rope to them and pull them back, got it."

Vigilant Seal

Male Half-Orc Wizard 2 | HP 22 | AC 16 | F:5, R:6, W:7 | Perc: +5 (Darkvision)

Perception: 1d20 + 4 ⇒ (8) + 4 = 12
"Let me show you a magic trick. See this Harrow card? Now I'm going to make it disappear."
Thurk tries to pass the time by performing minor magical tricks, but once in a while he casts a nervous glance over younder to make sure they haven't been followed or discovered.


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Theomolin claps like a baby boy as Thurk makes cards disappear, pulls coins behind his ears and other tricks of ledger main.

Man, I wish Google Slides let me lock images...

Panarug takes the helm, carefully scanning the seabed. The water is calm. Nothing but the sounds of waves lapping up on the beach, and Theomolin's constant cheering. But something's going on over here... quickly! To starboard!

Everyone begins rowing and tilting the boats on their right. The raft nudges against a rock, almost completely hidden from view. Panarug's quick thinking turns a head on collision into a mere brush. Yuleg gasps and tries to catch his breath.

Everyone takes a look around the reef and sees them approach. Two clawed fiends approach, snapping and surging towards you.

Initiative:

Ving Tran: 1d20 + 5 ⇒ (20) + 5 = 25
Emoubu: 1d20 + 6 ⇒ (9) + 6 = 15
Elfino: 1d20 + 7 ⇒ (1) + 7 = 8
Panarug: 1d20 + 7 ⇒ (11) + 7 = 18
Thurk: 1d20 + 4 ⇒ (16) + 4 = 20
Hammick: 1d20 + 7 ⇒ (14) + 7 = 21
Pinchy: 1d20 + 8 ⇒ (2) + 8 = 10


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Elfino takes a moment to stabilize the raft and boat after the close encounter with the pointy thing. Everyone else springs to attention.

Round 1
Ving Tran
Hammick
Thurk
Panarug
Emoubu
Pinchy (Red, Yellow)
Elfino

You can spend an action and make a DC 15 Occultism check to identify these creatures.

Slide 1

Envoy's Alliance

male Human(Tien-Dan) Sorcerer (draconic; cloud)/5 [HP; 40/53] [AC: 20(21)(22)] [fort: 11; reflex: 10; will: 10] [perception/initiative: +8] [Hero Point: 0/2] [Focus Point: 0/1]

Ving peers to see what the creatures are....

Occultism (T; 6): 1d20 + 6 ⇒ (15) + 6 = 21

...then quickly casts a spell. An arrow with acid dripping off it appears in the air next to him, then streaks forth towards one of the creatures...

Acid Arrow vs. Red: 1d20 + 9 ⇒ (16) + 9 = 25
possible Acid damage vs. Red: 3d8 ⇒ (7, 8, 2) = 17

Not sure if the Persistent is washed away or not. I would think so.

Acid Arrow:
Acid; Attack; Evocation Traditions: arcane, primal
Cast: Two Actions somatic, verbal Range: 120 feet Targets: 1 creature You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.

Envoy's Alliance

CG (male) human (half-orc) witch 3 | HP 32/32 | AC 16 (17 with Mage Armor) | F +7 R +6 W +10 | Perc +10 | Stealth +1 | 25’ | focus 0/2 | hero point 0/3 | spells 1st 3/3 2nd 2/2 | Active Conditions: search; root magic

"Eyes ahead! Protect the clients!"

Panarug takes a quick moment to study the two creatures and call out whatever he knows of them.

occultism: 1d20 + 8 ⇒ (11) + 8 = 19

Then, focusing on the one straight ahead of him (yellow) the half-orc focuses his mind and sends out a wave of mind-dazzling energy.

Cast Daze. 4 damage. Basic will save 18. Crit fail stunned 1.

Thank goodness daze has a range of 60ft and yellow is 55ft away.

Verdant Wheel

[Male:] Strong-Blooded Dwarf Ranger / 1: LN ancestry (Scout) | speed 20|: HP 22/22 | AC 18 | F +7 R +8 W +5 | Perc +7 | Stealth +6 |focus #/# | spells 1 #/# 2 #/# etc | Active Conditions: Darkvision

Hammick seeing the creature pulls back on his longbow, studies it and spots a weak spot, then he fires.
Long bow attack on red: 1d20 + 6 ⇒ (9) + 6 = 15
damage per: 1d8 ⇒ 6
Precision damage: 1d8 ⇒ 3

Then he looks for other rocks in the water to avoid.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17

Hunt Prey, attack, Perception


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Panarug and Ving Tran quickly identify the Reefclaws. These creatures have oversized, poisonous claws that they use to weaken and shred their victims. They also tend to swing once more, even after taking fatal wounds. Their flesh is quite sweet when boiled or fried.

If there are any questions you want to ask about them, feel free to.

Ving Tran locks eyes with the Red tinted reefclaw. He calls upon his innate power and an acid blast hits the creature. It wriggles violently and thrashes at the surface before falling limp and sinking into the waters below.
One hit. One kill.

Hammick takes aim, but the arrow bounces off of the creature's thick carapace. Panarug also takes aim, but with his mind.

GM Rolls:
1d20 + 4 ⇒ (6) + 4 = 10

The Yellow tinted creature stutters as Panarug invades its mind.


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Round 1
Ving Tran
Hammick
Thurk
Panarug
Emoubu
Pinchy (Yellow 4 Damage)
Elfino

If you haven't tried, you can spend an action and make a DC 15 Occultism check to learn more about the Reefclaws.

Slide 1

Envoy's Alliance

male Human(Tien-Dan) Sorcerer (draconic; cloud)/5 [HP; 40/53] [AC: 20(21)(22)] [fort: 11; reflex: 10; will: 10] [perception/initiative: +8] [Hero Point: 0/2] [Focus Point: 0/1]

How strong is their carapace? Is it hard to pierce it? How bad is their poison?(strong/weak)

Envoy's Alliance

CG (male) human (half-orc) witch 3 | HP 32/32 | AC 16 (17 with Mage Armor) | F +7 R +6 W +10 | Perc +10 | Stealth +1 | 25’ | focus 0/2 | hero point 0/3 | spells 1st 3/3 2nd 2/2 | Active Conditions: search; root magic

Weakest save. Any resistances? (Guessing not but good to check.)

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