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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Vigilant Seal

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

Hearing the commotion at sea, Thurk turns around sharply.
"The first act of the show is over, now for some evocation demonstrations!"

Moving closer to the east he creates a ray of frost out of his palm and tries to focus it on the nearest creature.

I think it's exactly 24 squares to the Yellow... that's why I prefer Tableplop over GSlides
Ray of Frost: 1d20 + 7 ⇒ (7) + 7 = 14 for: 1d4 + 4 ⇒ (1) + 4 = 5 cold

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 pulls out a hand crossbow and loads it.

"Here goes nothing!"

Attack: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
Damage: 1d6 ⇒ 2


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Ving Tran knows the carapace has no special resistances to materials or elements, but they are hardy. AC is 20.

The poisonous claws are designed to enfeeble their opponents. Poison DC is 17 and add the enfeeble condition.

Panarug knows their minds are the easiest to manipulate, and their Will is the easiest to bend.

Thurk shoots a bolt of ice across the cove but it catches against the water before it gets close to the Reefclaw.

The boats lurch ahead as the remaining Reefclaw begins to swim over. It snaps a claw at the closest target, Panarug.

Pinchy: 1d20 + 9 ⇒ (19) + 9 = 28
Critical Pinchy: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Time to make a Fortitude save against Poison, Panarug.

The claw slips through his armor, against his flesh. He feels the poison seeping in.


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Round 1
Elfino

Round 2
Ving Tran
Hammick
Thurk
Panarug (9 Damage, Fort Save DC 17 vs Poison)
Emoubu
Pinchy (Yellow 4 Damage)

Reefclaw Poison, Fort Save DC 17:
1d6 ⇒ 5 Poison damage and Enfeebled 1.

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

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 was staring hard at the water looking for more jagged rocks when Ving's cry snaps his attention away. For some unknown reason (cursed dice) it takes him what seems like an eternity to find the reefclaws in the distance. He's happy to see Ving take one of them out, but watches helplessly as the other swims towards the boat and attacks Panarug.

Finally able to act, Elfino quickly nocks an arrow onto the shortbow he normally holds in his hands when he's expecting trouble and stares down the shaft trying to find a soft spot in the clawed fiend that he can exploit.

Action 1 (◆): Devise a Stratagem vs. Yellow Pinchy

Devise a Stratagem: 1d20 ⇒ 15

Elfino's keen eyesight catches the occasional gleam of the creature's less armored underbelly. Timing the rise and fall of the boat and the movements of the fiend, he picks his moment and fires the arrow.

Action 2 (◆): Strike (Shortbow) vs. Yellow Pinchy with Devise a Stratagem (uses INT mod of +4) and Strategic Strike (extra 1d6 damage)

Shortbow: (15) + 4 + 3 = 22
Shortbow Damage (Strategic Strike): 1d6 + 1d6 ⇒ (5) + (4) = 9 (piercing damage)

Feeling that taking another shot would be a waste of time, Elfino instead examines the reefclaw more closely to see if he can remember anything more about these creatures

Action 3 (◆): Recall Knowledge Occultism +7 on Reefclaws - secret

This is a secret roll, but since you asked us to roll, here goes.

Occultism (Recall Knowledge) vs DC 15:
Occultism (Recall Knowledge) vs DC 15: 1d20 + 7 ⇒ (11) + 7 = 18


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Elfino takes another shot and an arrow lands in its squishy underbelly. He knows even a stiff breeze will kill it but...

He also knows these Reefclaws tend to lash out once more right before they die. Death throes are a real pain.

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 sends out a stream of arrows at the attacking Reefclaw.

Long bow attack on yellow: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
damage per: 1d8 ⇒ 1
Precision damage: 1d8 ⇒ 4

Long bow attack on yellow: 1d20 + 6 - 2 - 5 ⇒ (9) + 6 - 2 - 5 = 8
damage per: 1d8 ⇒ 6

But in an almost panicked state, his shots go wild.

Hunt prey, attack, 2nd attack
And the Hammick boat curse continues

Envoy's Alliance

male Human(Tien-Dan) Sorcerer (Imperial)/3 [HP: 32/32] [AC: 17(18)] [fort: 7; reflex: 7; will: 7] [perception/initiative: +5] [Hero Point: 0/1]

Ving casts a spell at the remaining Reefclaw. Three spheres of energy about 3" in diamater appear and streak forth...

Force damage vs. Reefclaw: 3d4 + 3 ⇒ (2, 4, 1) + 3 = 10

3 action Magic Missile. Also forgot I have the following if needed:.

Scenario #1–11: Flames of Rebellion Boon A:
Achievement Point Reward:Devil’s Keep (Advanced) You are the rightful master of the infernal keep known as Diggen’s Rest. Once per adventure, you can use
the following reaction.
Infernal Detonations [reaction] Trigger A creature within 30 feet of you targets you or an ally with an attack; Effect The creature
takes fire damage equal to 1d6 + your level (basic Reflex save). The DC of the Reflex save is equal to your spell DC or your class
DC, whichever is higher.

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

fort DC17: 1d20 + 6 ⇒ (1) + 6 = 7 Gah! Would that be double damage? But think won't use Hero Point since the combat likely ending.

Panarug feels the poison surging wildly through his body and finds himself badly weakened. Hearing about the creature's likely effects of death throes, he throws himself off the boat (as from the map, doesn't look like there is space to move), but keeping a firm hold on the gunwale, not trusting himself to swim. He then pulls himself further away.

I'm assuming 1 action to jump off, then 1 action to pull himself a further 5 foot away. With his remaining action...

He then pulls out some tonic from his bandolier to treat some of his more serious wounds. (With assurance, he gets a 16 to auto-succeed DC15)

Battle Medicine: 2d8 ⇒ (3, 6) = 9 (So assuming the poison damage is doubled, then he is down by 10.)

Vigilant Seal

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

Thurk squints at the naval brawl, trying to recall anything familiar about the creature, as he flings another icy ray at it.

Occultism: 1d20 + 7 ⇒ (9) + 7 = 16

Ray of Frost vs Yellow: 1d20 + 7 ⇒ (15) + 7 = 22 for: 1d4 + 4 ⇒ (1) + 4 = 5 cold damage


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Panarug fears the worst and quickly leaps into the cove. He grips the side of the raft to keep himself aloft. The poison works quickly through his system, and the pain courses through him.

Panarug, you are in stage 2 of the poison due to your crit fail. See the spoiler below for poison mechanics.

Poison Mechanics:

The poison lasts for 4 rounds.
Since you crit fail the check you go straight to stage 2. Each round you get to make a DC 17 Fort Save to go up or down in Stages. Criticals move you 2 stages up or down.

Stage 1: 1d6 damage and enfeebled 1
Stage 2: 1d6 damage and enfeebled 2

Thurk hurls a second ray of frost, and this time it hits. The reefclaw recoils before thrashing its claws wildly. Panarug is out of its reach, and the reefclaw finally goes still before sinking beneath the waves.

Enemies are dead, but Panarug has to deal with poison. He is 5 HP down and in stage 2. Ving Tran, you can save your spell.


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

Round 2
Ving Tran
Hammick
Thurk
Panarug (5 Damage, Poison Stage 2, round 1/4)
Emoubu
Elfino

Poison Mechanics:

The poison lasts for 4 rounds.
Since you crit fail the check you go straight to stage 2. Each round you get to make a DC 17 Fort Save to go up or down in Stages. Criticals move you 2 stages up or down.

Stage 1: 1d6 damage and enfeebled 1
Stage 2: 1d6 damage and enfeebled 2

Slide 1

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

Round 2
medicine, treat poison: 1d20 + 9 ⇒ (1) + 9 = 10 Sigh...
Fort DC17: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21 ==> Stage 1: dmg: 1d6 ⇒ 2 and enfeebled 1

Round 3
medicine, treat poison: 1d20 + 9 ⇒ (8) + 9 = 17 ==> +2 to save
Fort DC17: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9 ==> Stage 2: dmg: 1d6 ⇒ 6 and enfeebled 2

Round 4
medicine, treat poison: 1d20 + 9 ⇒ (5) + 9 = 14
Fort DC17: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 ==> Stage 1: dmg: 1d6 ⇒ 4 and enfeebled 1

Total damage = 12+5 = 17, i.e. HP:7/24

Will attempt a DC20 Treat Wounds
medicine, treat wounds DC20: 1d20 + 9 ⇒ (18) + 9 = 27
healed: 2d8 + 10 + 5 ⇒ (1, 5) + 10 + 5 = 21 ==> (+10 from DC20, +5 from medic dedication) Back to full.

While letting the rest of the party drag him back onto the boat, Panarug quickly gulps down a few bottles of tonic, hoping to stave off the effects of the poison, but some sea water must of gotten into them and instead, the poison continues to rage uncheck through his system until it finally runs its course.

Taking a short breather, Panarug carefully pulls out a few other bottles of tonic, checking to make sure they are still viable. After downing them, he feels much better. He sits up, looks at the rest on the boat, and utters, "Let's not do that again, shall we?"


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

As Panarug heals his wounds and endures the poison, the raft and the boat drift ahead to the Rolanna's Praryer. A single rope extends from the ship's side.

Garrla nods to you and grips the rope. "When I joined the Emerald Guard, I thought I was making this world a better place. Thanks to you, I can fulfill that promise. Thank you." She begins to climb up.

Vurna turns back and takes a look at Flitch before smiling. "Come on, dad. The sooner we climb up, the sooner the rest of the guests can get here." She blows a kiss before climbing up.

Yuleg has been fighting his nausea ever since he got on the raft. He takes a deep breath, a swig of water from his waterskin, and grabs the rope. "Y-yes Vurna. I wanted to tell them thank you, first." He turns to you and tries to say something. Then he stares at the beach to notice how much water he just crossed. He feels his stomach churn and scrambles up the side of the ship, without a word.

With Panarug's injuries taken care of, he resumes his position and you sail back to the beach.

Perception:

Ving Tran: 1d20 + 5 ⇒ (7) + 5 = 12
Emoubu: 1d20 + 6 ⇒ (18) + 6 = 24
Elfino: 1d20 + 7 ⇒ (11) + 7 = 18
Panarug: 1d20 + 7 ⇒ (16) + 7 = 23
Thurk: 1d20 + 4 ⇒ (19) + 4 = 23
Hammick: 1d20 + 7 ⇒ (15) + 7 = 22

Panarug sees another spire right before Hammick and Elfino. Even Emoubu notices a glint of light off the jagged rocks.

Flitch rubs his cheek instinctively. "Feels like the wind kissed me..."

The raft and boat arrive and Theomolin hops on. "Thank you Thurk! Thank all of you!"

Anyone wants to switch? Once again, everyone give me a Perception check and then the pilots should give me a Survival check.

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 reloads his hand crossbow, then safes it, but does not put it away.

"Can we eat big monster? Looks like crab, but Emoubu no knows if it is big crab, or big crab person."

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:

Good job Panarug taking care of the poisoning. Elfino has Battle Medicine as well, so if we run into trouble on the second run, he can help too.

When Theomolin hops onto the rowboat, Elfino beckons to Flitch and says, "Yur comin' too," and helps the thief onto the raft. "Oh, and by de wae Flitch, I tink I'll taek dat satchel of yurs wit de disguise kit, repair kit, and 'ealin' posh'n. We meyt be needin' dem to gets oot of de city ourselves tomorrow. Danks!"

Elfino takes possession of the satchel and turning to the others, he says, "Luks loike dere's room fur one more. 'Oo's comin' on dis run wit us?"

Seems like someone added Thurk to the crew of the Raft. Feel like skippering the rowboat across again Panarug? You're the best candidate at Survival +7. If not, then that leaves us with Elfino and Hammick at Survival +5.

GM chadius wrote:
Anyone wants to switch? Once again, everyone give me a Perception check and then the pilots should give me a Survival check.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

It appears to be "pilots" this time, so perhaps Panarug, Hammick and Elfino should all roll and the best man takes the helm.

Survival: 1d20 + 5 ⇒ (11) + 5 = 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

Hammick grabs one of the oars to speed there way back to the ship.
"The sooner this trip is over the sooner ah can be on dry land again." he grumbles.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Survival: 1d20 + 5 ⇒ (19) + 5 = 24

As sea spray splashes in his eyes, but he keeps rowing.

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

perception: 1d20 + 7 ⇒ (3) + 7 = 10
survival: 1d20 + 7 ⇒ (17) + 7 = 24

"Agree. Alright, let's go." This time, he keeps his eyes peeled for anymore crab creatures. Fharan peeks his head out gingerly, then quickly burrows deeply back inside.


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

The ships sail again. This time, everyone is keeping their eyes peeled for Reefclaws.

Elfino learned his lesson, though and spots a third jagged spire, calling it out before the raft hits it.

Flitch smiles and reaches for the rope but Theomolin dashes past him with a burst of speed. "Th-thank you! Thank Thurk for me, too!"

Flitch watches the man climb up. "Oh well. Catch you on the flip side, Pathfinders. Up, up and away!" He grabs the rope, climbs up and then pulls the rope up. You can hear Vurna squeak as Flitch climbs on deck.

You manage to return to the beach of Shard Cove without trouble.

You delivered 4 of your 5 clients. Only Daffrid remains. There are also optional passengers: Daffrid's husband, their 2 children, and the Stone Giant Seddothorum.

Within the hour, Rolanna’s Prayer begins to sail off into the sea. Hopefully tomorrow you'll be sailing off somewhere nice.

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 watches the Rolanna’s Prayer set sail and turns to his friends. "Job well dun fellas. Now we 'ave to decide 'ow to gets Daffrid, 'er kin, and de giant, onto de Merry Mayfly tomorrow. Wae doont we 'ead back to de Rockfish Inn and figure oot 'ow to go aboot it."

He thinks about it for a minute and adds, "Perhaps on de wae back to de inn we shoods drop into de Minstry of Commerce, or whateva de place dat issues export permits is called. If we show ap at de docks withoot an export permit fur a pile of rocks tomorrow, I tink we'll run into trouble."

Is it really 14:00? If so, then that still gives us 6 hours before curfew to find the right ministry and try to talk them into giving us an export permit. If needed, we also have time tomorrow before we make our run for the Merry Mayfly.

Are we abandoning the rowboat or taking it with us just in case? Ving could try to sell it and get some of his money back.

Vigilant Seal

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

"You did a pretty good job with the fake permits earlier, could you try to make one for cargo?
Failing that, we'll probably need to get our "goods" inspected to make a permit, which would carry some risks and not necessarily available on one day notice... unless we could "persuade" the right official to just give us the papers.
I could use some of Barralbus's tricks to try and help with that, but I've never tried that before so I cannot give a guarantee that it will work."

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

"Could we put them all in a create or two and mark the create "live animals'? Maybe use a simple spell to create the roars and such so they don't want to open up the create. There are two reefclaws just floating over there. Not sure how long they will last though. could get smelly by morning." Hammick says as he points to the two dead critters.

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 almost smiles at Hammick's outlandish idea for smuggling out 1500 lbs of stone giant under a couple of rotting reeefclaws while using magical animal roars as a disguise. "Dat's an interestin' idea ye 'ave dere Hammick, but a wee bit complicated fur me taste. I tink usin' de cart and som forged paepas is de wae to go."

When they get back to the Rockfish Inn, Elfino gets down to the business of forging an official looking export permit for 1500 lbs of rock to be used as ballast. First, he spends a few minutes thinking about the type of information one would expect to see on such an export permit.

Elfino will execute a Pursue a Lead action, setting an official export permit as the target and dumping the raft.

He then gets down to work. Using his earlier travel document forgery as a general template for what an official Xin-Edasseril document looks like, he attempts to construct a believable export permit.

Create Forgery:

Society (Create Forgery) +Pursue a Lead: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Elfino looks over his document with a trained eye, and catching a small error, quickly makes a correction. Once he's sure it's as good as he can get it, he holds it up for the rest to see. "Whit do ye all tink? Ken onie of ye do betta?" He offers the use of his writing set to anyone who wishes to give it a try themselves.

Expecting to run into Ellvard at the docks, Elfino starts considering his strategy for putting the squeeze on the corrupt guard if they run into any trouble getting everyone onto the Merry Mayfly.

Elfino will execute a Pursue a Lead action, setting Ellvard as the target and dumping the rowboat.

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 could hide in crate, sound like dragon."


◆◇↺ | 3-98 (Thread|Slides) | 3-03 (Thread|Slides)

The Merry Mayfly lies in the town docks. Once the crew lifts the anchor, you’re home free.

You move past the checkpoints, The guards nod and pass you along to the next, unaware of your special guests. Two more guards stand at the final checkpoint, one senior and one junior. ”Greetings. I’m Ellvard.” The elder human man smiles. ”Don’t worry, don’t worry. Rookie and I will take one last look through your goods, and then it’s off to the open seas.” He begins to inspect your cargo.

Ellvard inspects your travel papers, carefully scanning each of them. "Huh. All of these seem in order. You wouldn't believe how many counterfeiters write something in the intentionally blank page."
Elfino's excellent forgeries pass inspection.

Each PC must make a roll on each of these obstacles. You can't aid. But you can critically succeed. You can critically fail, too!

Whoosh!
A strong wind picks up and you start to lose your grip on the travel papers. The Rookie seems to be distracted, too- you gotta hold onto those papers!

Make a Reflex Save to hold onto your papers, or a Nature check to anticipate the wind

Unwanted Exposure
Ellvard looks at the crate full of rocks. "Wow, those outsiders really want these rocks?" He laughs. "We used to have these stupid giants made of rock. There were so dumb, they worked themselves to death!" He places his foot on the crate. "My captain loved throwing rocks at them to see if they would catch it or just take the hits. Ah, good times! I'd love to see their faces now, just so I can laugh at 'em."

He pauses as he hears Seddothrum grunt. "Wh-what was that? Did the rock just... moan? Is... someone hiding under those rocks?" Ellvard is pondering if he should investigate.

Make a Deception check to Create a Diversion or Stealth check to Hide and misdirect the noise.

Are we there yet?
Daffrid can't help but look at the crate of "live animals." "Do the- animals- have adequate light? Food? Water? It seems cramped inside."

The Rookie guard smiles and moves up to comfort her. "Don't worry ma'am, you can pack them in like sardines in a can. They'll stay very quiet during your trip and maybe 90 percent of them will survive the trip!" The Rookie's smile fades as Daffrid is even more nervous. "If you don't believe me, we can open the crate a bit more and check on them..."

Make a Diplomacy or Society check to quiet Daffrid and calm her down.

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

Nature: 1d20 + 7 ⇒ (8) + 7 = 15
Panarug senses the subtle changes in the air, an instinct built up growing up the windy northern lands. Almost unconsciously, he senses the wind as it rises and makes a quick grab for the papers.

Stealth: 1d20 + 1 ⇒ (11) + 1 = 12
Panarug gives his pouch a quick squeeze, eliciting a sharp yip from Fharan, He quickly pulls out his weasel. "Oh, that must have been my pet. What is it you say? You're hungry already?"

Society: 1d20 + 8 ⇒ (17) + 8 = 25
Panarug simply lays a gentle hand on her shoulders. "They've come so far already. I'm sure they'll be fine. Sometimes, you just have to trust that they can look after themselves."

Envoy's Alliance

male Human(Tien-Dan) Sorcerer (Imperial)/3 [HP: 32/32] [AC: 17(18)] [fort: 7; reflex: 7; will: 7] [perception/initiative: +5] [Hero Point: 0/1]

Reflex save: 1d20 + 7 ⇒ (12) + 7 = 19

Deception: 1d20 + 4 ⇒ (4) + 4 = 8

Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15

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 eyes Ellvard and wonders if he's going to have to work the man over in some way to get everyone to the Merry Mayfly in one piece. He hopes not, but just in case, he pats the pocket holding the affidavit and ledger to make sure they're still there.

Just then, a strong wind threatens to whip away his travel papers. Elfino reacts quickly and tightens his grip on his paperwork to avoid it flying off.

Reflex: 1d20 + 8 ⇒ (10) + 8 = 18

When Seddothrum make a grunting sound, Elfino silently moves side-to-side to make the cart creak ominously and stealthily pokes one of the mules to make it jump slightly. "Stand still ye stupid mule or we'll 'ave rocks fallin' oot all oba de docks." He hopes the noise of the cart and mule provide enough of an excuse to cover the noise made by the giant.

Stealth (Hide) + Pursue a Lead (Ellvard)?: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25

Just when he thinks they might get free of Ellvard and his sidekick, Daffrid decides to start making a fuss. Elfino gives her a sharp glare and says, "Yes ma'am, I checked de cargo jist a minute ago and it was grand. Once we gets on de boat, we ken double check it again. Dere's really nae needs to waste onie more of dis gentleman's precious time on dat reit now. Is dere?" The last two words are said with particular emphasis as he tries to communicate the danger she is putting her family in.

Society (Hide): 1d20 + 6 ⇒ (9) + 6 = 15

It's do or die here, so if that isn't enough, I'll burn my Hero Point to improve the odds.

Society (Hide): 1d20 + 6 ⇒ (15) + 6 = 21

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's fine reflexes jump to the fore as his hands dart out and grab the pages as they flutter towards the ground.

Reflex: 1d20 + 9 ⇒ (16) + 9 = 25

Diverting the guards attention with a discrete noise of his own seems like the best thing.

Stealth: 1d20 + 7 ⇒ (20) + 7 = 27

Emoubu tries for a diplomatic solution, hoping to calm the woman down before she gave the game away.

Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19

Vigilant Seal

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

Reflex save: 1d20 + 5 ⇒ (5) + 5 = 10
Whoops! Gosh, the breezes coming from the sea are so strong! The papers should come with a paperweight! BUt you saw they were in order, right, officer? Our papers were all issued together at the same time, anyway.
If the situation allows it, Thurk will attempt to reclaim the papers using Mage Hand

Stealth: 1d20 + 2 ⇒ (20) + 2 = 22
Thurk quickly edges behind a crate and creates a Ghost Sound of an obnoxiously loud seagull right overhead.

Society: 1d20 + 7 ⇒ (20) + 7 = 27
"Please, madam, the animals have all they need to manage through the boarding, the next meal will be soon after the departure! There is nothing to worry about!"

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

Reflex: 1d20 + 8 ⇒ (1) + 8 = 9
"Me papers! Ye blasted fool fur letting em go. Get back here!!" Hammick scream as his papers go flying. He runs down the dock trying to grab them before they go into the water.

Stealth: 1d20 + 6 ⇒ (12) + 6 = 18
Walking back Hammick makes loud grumbling sounds due to his papers being ruined/out of order and have to start over.

Society: 1d20 + 0 ⇒ (4) + 0 = 4
"It opens from da other side...ah mean, ye don't want to ruin the surprise now do ya lass." He stumbles the words out.

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

Reflex: 1d20 + 8 ⇒ (4) + 8 = 12

Not much better, but at least it's not a 1

Society: 1d20 + 0 ⇒ (3) + 0 = 3

Yup, the dice gods hate me. 2 hero points used, 1 left


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DC 12
DC 12
DC 12

Whoosh!
Hammick kind of stares at the papers as they fly away, but something compels him to grasp and hold onto them. "Wow, great catch, sir!" The Rookie turns to him. Emoubu manages to snatch Thurk's papers and hands it to Ellvard. "Ah yes, this is the woman's papers, I didn't get a good look at them... ah, exquisite. I'd recognize that Xin-Edasseril handwriting anywhere."

1 Failure, 4 Success, 1 Crit Success. That was a well timed Hero Point.

Unwanted Exposure
Ellvard listens carefully to the crate. He hears a variety of noises: squeaks, seagulls, braying and complaints. He looks up at you all. "Now now, calm down everyone. I guess we're all a bit on edge today. The Runelord told us to look out for one smuggling operation in particular. I get a bit too vigilant sometimes, eh?" He turns away from the crate. "Stupid rocks."

1 Failure, 2 Success, 3 Crit Success

Are we there yet?
Daffrid seems a bit flustered as all of you glare at her. Still, she gets the hint and calms down, stopping the rookie from approaching the crate. "You're right. I shouldn't be too worried, I'm certain they will survive the trip. You've been ever so kind, thank you."

The Rookie is grinning from ear to ear. "Not a problem ma'am! I'm just glad to serve the Emerald Guard!" Ellvard rolls his eyes.

1 Failure, 3 Success, 2 Crit Success

"Alright, inspection seems to be in order. You're free to board. Thanks for coming." Ellvard steps aside and lets you pass.

You all board the Merry Mayfly and the captain quickly raises the anchor. ”Let’s get out of this place before they find a reason to board us.” She yells at her crew, and they quickly begin rowing out of the docks.

Xin-Edasseril coast looks beautiful as you sail from it. The blue-green sky slowly takes over your vision until the Runelord’s territory is but a speck. Magnimar never looked so good.

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:

Finally got back in to the Paizo website. What a hassle.

Elfino keeps watching until Xin-Edasseril disappears over the horizon. He then lets out a half-held breath. "Looks like we made it away clean." He had been so certain that something would go awry that the ease of their escape almost seemed like an anticlimax. He gives the water one last look to make sure no reefclaws are following and then steps away to rejoin rest.

"I tink we've dun it! When I tell'em back in Absalom dat I smuggled a stone giant oot of Xin-Edasseril reit unda de noses of de Emerald Gard, dey won't believe me. Quick acsh'n at de docks dere 'ammick; fur a moment I tought dat gust of wind wuds be de end of us. Gud job everyone."


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Sheila Heidmarch and Valais Durant are ready for you, but Guaril is the first to speak up. ”Did you get everyone back? Good, good!” He rubs his hands. ”You did collect the payment, right? We’re not exactly a charity here- OW!” Heidmarch walks up to him, apparently stepping on his foot in the process. On purpose? Probably. Valais stifles a laugh.

”Ahem. Pathfinders. Thank you for your help in freeing these people from the Runelord’s shackles.” Valais smiles. ”It will be difficult for us to help more people as the Runelord watches, but you have done well today.”

Yuleg smiles. ”Yes, thank all of you for me and my daughter. I’ll help you Pathfinders in any way that I can.”

Daffrid is already reading the history books in the manor. ”I’ve lost so much time…" She grabs a book on war history. "Wait, that war ended? When?”

Astrid keeps her mouth shut, but she’s looking out the window and smiling.

”Uncle. Thanks. Guess I owe ya.” Flitch sheepishly scratches his neck. ”I would have made it out on my own eventually… somehow.” Vurna squeezes his hand and he blushes.

Seddothorum howls from outside, standing in the garden. "Hehe... me see walls, plants and stone that need fixing! No one can stop me!" He proceeds towards one of the cracks in the wall and puts smaller rocks in, wedged with mud, to hold it fast.

The End

Any last goodbyes from your PCs? What are they doing now that the mission is complete?

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:

Once Elfino returns to Absalom, he goes back to his beloved Puddles. Between Pathfinder assignments, he makes ends meet by taking on the occasional private commission from a rich client. These usually involve the smuggling of certain high-value goods past the Absalom customs authorities.

Envoy's Alliance

male Human(Tien-Dan) Sorcerer (Imperial)/3 [HP: 32/32] [AC: 17(18)] [fort: 7; reflex: 7; will: 7] [perception/initiative: +5] [Hero Point: 0/1]

"Now that the mission is over, has everyone had a chance to look at my flute up close? The monks at the Kao-Lai-Yi Monastery are known for their intricately carved teak wooden instruments. All Pathfinders get a 10% discount, of course. Let me know if you are interested in one. It has been an interesting experience. I hope to see you all again."

Vigilant Seal

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

"That war ended thousands of years ago, and countless more wars have begun and ended since... And you can't even imagine how much the magical theory has advanced! You must visit the Arcanamirium some day, I will be glad to show you around!"

At first, Thurk is happy to return to his magical theory studies, to calm himself down from the stress of the field expedition, but after a while a lust for action begins bubbling in him again...

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 returns to his translation work on a book assigned to him by the Archive. Progress is slow, but he hopes to make a breakthrough soon.

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