PAIZOCON 2021 - PLAY-BY-POST: PFS2 2-12: Snakes in the Grass (GM Lysle Kapp)(23 Challenge Points) (Inactive)

Game Master Lysle

Start Date: May 28, 2021

Maps & Slides


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Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

impression: 1d20 + 14 ⇒ (15) + 14 = 29

Sun Fire Boom Boom gives a statement in song

"There once was a nation called Oprak
With whom an Aspis alliance would be a setback
Instead they should be friends with the Pathfinders
And we can later celebrate glorious reminders
when we think about today and have flashbacks."


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

No need to wait for any assists, it appears.

Seelah's words are clearly well-received by Lieutenant Eloqi and many of the assembled hobgoblins.

"Pathfinders--," Lieutenant Eloqi begins, before he is startled by the sudden interruption of the ground beginning to tremble.

An explosive sound is heard outside the hall. Clumps of rock and dirt pelt the structure’s door and northern wall. Cries outside make it clear; the camp is under attack!

Within seconds of the explosive sound, the hobgoblins and Aspis delegates respond, quickly drawing their weapons. Having rapidly arisen to their feet, they rush outside leaving you to promptly follow.

Outside, the ground continues to rumble as several giant fins poke through the earth and glide effortlessly through the soil. Dirt throughout the camp explodes in showers of roots and rocks as multiple, mighty beasts erupt from the earth. Covered in huge, gray armored plates, each sports an armored crest, much like that of a shark’s fin, along its back.

Picture of creatures now on Slides.

The hobgoblins instinctively draw their weapons, preparing for battle, even as three of the creatures charge towards them. Eloqi follows-up, leading his forces into combat against the attackers.

“These beasts have chosen the wrong prey!” Drussem declares as she draws her blade. “Keep those claws and jaws at bay! I will see to my compatriots, then come to your aid!”

To the east of you, the hobgoblin forces confront a trio of the creatures. To your south, the Aspis agents are already facing off against two more.

Two more of the monsters (red & blue), the ones that Drussem had motioned toward, are heading towards you!

Map of combat area now on Slides.

The other monsters and pictures of hobgoblins and Raike are there to represent the battle going on around you and should be ignored for purposes of tactical movement and combat.

Initiatives:

Doktor Middens, Nature: 1d20 + 10 ⇒ (9) + 10 = 19
Jirelle, Stealth: 1d20 + 11 ⇒ (11) + 11 = 22
Meris, Stealth: 1d20 + 13 ⇒ (14) + 13 = 27
NibNok, Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
Seelah, Perception (Defend): 1d20 + 8 ⇒ (18) + 8 = 26
Sun Fire, Perception (Init): 1d20 + 9 ⇒ (13) + 9 = 22
Blue, Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Red, Perception: 1d20 + 12 ⇒ (9) + 12 = 21

Feel free to reposition your PC's token before the blue and red act.

CAMP FEEDING FRENZY! - Round One Begins!

PCs in bold may act

Meris
Seelah
NibNok
Jirelle
Sun Fire

Monster (blue)
Monster (red)
Doktor Middens

Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

I spread out a tiny bit.

Sun Fire Boom Boom shouts to his allies

"To arms my friends!"

lingering performance: 1d20 + 14 ⇒ (15) + 14 = 29

Success! 3 rounds of courage.\

Sun Fire Boom Boom follows up with a fear spell against red.

Results of Will DC 20:

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.

+1 Inspire Courage!!!


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Sun Fire Boom Boom wrote:
Sun Fire Boom Boom follows up with a fear spell against red.

Red, Will save DC 20): 1d20 + 9 ⇒ (10) + 9 = 19

The beast finds the screaming goblin rather concerning.

CAMP FEEDING FRENZY! - Round One Cont'd!

PCs in bold may act

Party buff: +1 Inspire Courage 3 rounds

Meris
Seelah
NibNok
Jirelle

Sun Fire
Monster (blue)
Monster (red) (frightened 2)
Doktor Middens


PFS2 pregen | LG female (she/her) human champion (paladin) 5 | ◆◇↺ | AC 23 (25) | HP 78/78 shield 64/64 | P+8, F+12, R+8, W+10 | Explore: Defend | NV, 20' | Focus: 1/1 | Hero: 1/3 | Active Conditions: none

Are the sizes of those tokens correct - the creatures are Huge?

Seelah instinctively draws her sword, and raises her shield. She moves towards the Red monster, trying to draw any reaction they may have.


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Seelah Soup wrote:
Are the sizes of those tokens correct - the creatures are Huge?

Correct. The creatures are huge.

Though sleek moving through the ground, the lumbering creature does not quickly react to the paladin.
No reaction taken.

CAMP FEEDING FRENZY! - Round One Cont'd!

Battle Map!

PCs in bold may act

Party buff: +1 Inspire Courage 3 rounds

Meris
Seelah (shield raised)
NibNok
Jirelle

Sun Fire
Monster (blue)
Monster (red) (frightened 2)
Doktor Middens

Horizon Hunters

GG Medium Swashbuckler 5 (She/Her) | HP 68/68 | AC 22 (23 with buckler/cape) | F +11 R +13 W +10 | Perc +10 | Speed 30/40ft | Active Conditions:

As quick as a flash, Jirelle drew her rapier at the first signs of danger

Thanks to Swaggering Initiative that was a free action when initiative was rolled

She sees Seelah moving toward the scared monster, and dashes into position to aid her, dancing through the creature's feet with aplomb to emerge on the other side.

◈ Stride
◈ Tumble Through

Tumble Through: 1d20 + 14 ⇒ (13) + 14 = 27

If that's a success she has panache (and has the creature flanked) and can attempt a strike! Otherwise she'd spend her final action moving into a flank with Seelah

◈ Strike - Rapier (Deadly d8, disarm, finesse)
Strike, status: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Damage (Magical piercing), precise strike, status: 2d6 + 2 + 3 + 1 ⇒ (5, 3) + 2 + 3 + 1 = 14
Deadly: 1d8 ⇒ 1

Oh what the heck, how often is an enemy going to be frightened 2 and flat-footed? If that's a miss (and she succeeded on the tumble through to make the strike in the first place), she'll use her last hero point for a re-roll

Strike: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34


PFS2 pregen | LG female (she/her) human champion (paladin) 5 | ◆◇↺ | AC 23 (25) | HP 78/78 shield 64/64 | P+8, F+12, R+8, W+10 | Explore: Defend | NV, 20' | Focus: 1/1 | Hero: 1/3 | Active Conditions: none

Go Jirelle! Buckle that swash!

Vigilant Seal

(he/him) NG Goblin (Unbreakable) Sorcerer (Imperial) 5 (Bard multi) | HP 45/45 AC 20 FP 1/1 | F +10 R +10 W +12 | P +10 (darkvision) | Spd 25ft (35 ft mounted)

NibNok sees his companions moving to engage and knows he won't find a better time than now to turn up the heat ... he chants a fire chant and motions at the furthest creature causing a burst of fire to erupt.

Targeting the back/right of it on the map (I dropped a circle shape to show it) allows me to avoid my allows and the hut while hitting both

NibNok fireball: 6d6 + 1 ⇒ (6, 4, 4, 2, 2, 4) + 1 = 23 (DC 21 basic Reflex)

He then draws out a wand as he whistles for Wolfie to come.

Just assuming I wasn't riding Wolfie into the meeting. I would have assumed Wolfie is nearby, within earshot at least, but I am ok if the chaos changes that. My next action will be a full round, so I wasn't going to climb on until the round after anyway ... and that assumes nothing changes; which it will


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Jirelle Drenchport wrote:
She sees Seelah moving toward the scared monster, and dashes into position to aid her, dancing through the creature's feet with aplomb to emerge on the other side.

Success on Tumble Through! And great use of a Hero Point!

The skillful swashbuckler drives her rapier between the creature's armored plates, piercing deep into its flesh!

NibNok wrote:
NibNok sees his companions moving to engage and knows he won't find a better time than now to turn up the heat ... he chants a fire chant and motions at the furthest creature causing a burst of fire to erupt.

Blue, Reflex save DC 21: 1d20 + 12 ⇒ (14) + 12 = 26

Red, Reflex save DC 21, frightened: 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24

CAMP FEEDING FRENZY! - Round One Cont'd!

Battle Map!

PCs in bold may act

Party buff: +1 Inspire Courage 3 rounds

Meris
Seelah (shield raised)
NibNok
Jirelle
Sun Fire
Monster (blue) -11 HP
Monster (red) -40 HP (frightened 2)
Doktor Middens


After a moment's delay to ensure they are well and truly distracted, Meris melts from the shadows in a blinding streak, bolting towards the red monster, aiming to thrust a rapier suddenly flashing from her hand into the roof of it's mouth!

Surprise Attack, Quickdraw, vs FF: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Piercing : 2d8 + 4 + 2d6 + 1 ⇒ (6, 5) + 4 + (6, 1) + 1 = 23
Deadly if crit: 1d8 ⇒ 4
if Crit target is flat-footed until my next turn

And then she is cartwheeling, another flicker and a dagger is swung towards it's eye.

Surprise Attack, Quickdraw, vs FF: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Piercing : 2d4 + 4 + 2d6 + 1 ⇒ (3, 2) + 4 + (5, 1) + 1 = 16
if Crit target takes 1d6 persistent bleed

She lands with a backflip next to Seelah, shouting, "That was a nice speech earlier!"

*Chef's kiss*


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Merisiel Kyratári wrote:
After a moment's delay to ensure they are well and truly distracted, Meris melts from the shadows in a blinding streak, bolting towards the red monster, aiming to thrust a rapier suddenly flashing from her hand into the roof of it's mouth!

Alas, no crits. But, that is enough damage to bring the beast down!

One of the monsters (red) falls to the ground dead.

A cheer suddenly rises in the camp over the din of battle. Its source is the Aspis agents as they make short work of one of the armored beasts, surrounding it and bringing it down quickly.

The nearest armored beast [(blue) charges towards Seelah, then jumps into the air!
Acrobatics to High Jump: 1d20 + 13 ⇒ (17) + 13 = 30

As it sails over the paladin's head, it swipes at Seelah and Meris.
Melee claw, Leaping Charge v Seelah: 1d20 + 17 ⇒ (20) + 17 = 37
Damage, slashing: 2d6 + 7 ⇒ (2, 4) + 7 = 13
Melee claw, Leaping Charge v Meris: 1d20 + 17 ⇒ (13) + 17 = 30
Damage, slashing: 2d6 + 7 ⇒ (5, 5) + 7 = 17

The monster then tries to finish Seelah with a bite!
Melee bite v Seelah: 1d20 + 17 - 10 ⇒ (8) + 17 - 10 = 15
Damage, slashing: 2d8 + 9 ⇒ (5, 4) + 9 = 18

CAMP FEEDING FRENZY! - Round One Cont'd/Round Two Begins!

Battle Map!

PCs in bold may act

Party buff: +1 Inspire Courage 2 rounds

Doktor Middens
Round Two
Meris -17 HP
Seelah -18 HP (shield raised, -18 HP)
NibNok
Jirelle
Sun Fire

Monster (blue) -11 HP
Monster (red) -60+ HP

Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

Folks remembering to add courage melts my heart with joy.

Sun Fire Boom Boom foolishly bravely steps up into the flank and tries to crush the monsters skull in with a rock.

telekinetic projectile vs FF: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
bludgeoning damage: 2d6 + 4 + 1 ⇒ (3, 6) + 4 + 1 = 14
+1 Courage Lingers!!

Horizon Hunters

GG Medium Swashbuckler 5 (She/Her) | HP 68/68 | AC 22 (23 with buckler/cape) | F +11 R +13 W +10 | Perc +10 | Speed 30/40ft | Active Conditions:

Jirelle rushes up to stand alongside Seelah and Meris

"Yes it was very well done, even I had a tear in my eye!"

She swishes her rapier back and forth before plunging it deep into the creatures eye.

◈ Stride
◈ Unbalancing Finisher

◈ Strike - Rapier (Deadly d8, disarm, finesse)
Strike, status: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Damage (Magical piercing), precise strike, status: 2d6 + 2 + 3d6 + 1 ⇒ (2, 6) + 2 + (5, 3, 2) + 1 = 21
Deadly: 1d8 ⇒ 3

If she hits and deals damage the creature, it is flat-footed until the end of her next turn

"And that was some fancy knife-work Meris, though of course I softened it up for you"

She winks at Meris as she attempts to run between the creature's legs, trying to reach Sun Fire Boom Boom and tell him to retreat.

◈ Tumble Through
Tumble Through: 1d20 + 14 ⇒ (5) + 14 = 19

Instead she runs right into a meaty leg and pretends that was what she intended to do.


PFS2 pregen | LG female (she/her) human champion (paladin) 5 | ◆◇↺ | AC 23 (25) | HP 78/78 shield 64/64 | P+8, F+12, R+8, W+10 | Explore: Defend | NV, 20' | Focus: 1/1 | Hero: 1/3 | Active Conditions: none

Seelah will not block that hit - the 18 damage it would do to her shield is a pretty steep price. She will take the full 26, and then use her reaction when it strikes Meris: resistance 7, plus

Longsword, Retributive Strike: 1d20 + 14 ⇒ (2) + 14 = 16
Slashing: 2d8 + 4 ⇒ (4, 8) + 4 = 16

---

Seelah raises her shield and turns to face the creature.

Longsword: 1d20 + 14 ⇒ (17) + 14 = 31
Slashing: 2d8 + 4 ⇒ (1, 2) + 4 = 7

Longsword, MAP: 1d20 + 14 - 5 ⇒ (17) + 14 - 5 = 26
Slashing: 2d8 + 4 ⇒ (6, 5) + 4 = 15


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

Sun Fire Boom Boom's rock bounces off the armored creature's skull.

Jirelle slides in a good jab.

Seelah misses her opportunistic strike, but shores herself to stick the creature twice!

The enormous beast cries out in pain and spasms before crashing to the ground.

COMBAT OVER

Party Status
Meris -10 HP
Seelah -26 HP

Well done, Pathfinders! That was quick! This fight has a reputation of being difficult, though the scaling as written helped you end this much more quickly.

As Seelah fells the beast before her, amidst the settling dust you see that Raike and her bodyguards have already dropped a second beast and have hastily rushed to the aid of the hobgoblins to bring down those remaining.

Though the fierce monsters that attacked the camp have each been brought down, it is clear that the defense of the camp has come at a steep price for the hobgoblins.

Hero Point awarded to Jirelle for and added to Slide.

Lieutenant Eloqi surveys the scene. "You and your Aspis agents fight well," he says to Raike, commending the woman and her bodyguards.

"As did the Pathfinders," the hobgoblin concedes, seeing the dead beasts lying on the ground. Lieutenant Eloqi motions to an attendant, who produces a series of gems of varying value.

"Please, accept these small stones, a humble sample of the wealth that Oprak has to offer, as gratitude for coming to our defense." says Eloqi. Eloqi offers a similar cache of gems to the Aspis agents as well.

Earning Eloqi’s respect for defeating a bulette earns the party 1 Treasure bundle. It also makes Eloqi more inclined to give the PCs a second chance after they misspeak; the PCs gain one-time reroll that they can use when attempting to influence Eloqi with a skill check in the future. This is a fortune effect.

"Unfortunately, this sudden attack has left many of my warriors dead or wounded." Lieutenant Eloqui laments. He releases a low grunt as he ponders for a few moments.

"I am formally suspending the talks." He declares. "The talks will resume tomorrow morning. Until then, my troops will assess the damage to our defenses and prepare the pyres for our fallen. As for myself, I shall be tending to the defense efforts and issuing promotions. It would not do to have leadership gaps within our ranks."

In the aftermath of the battle, the hobgoblins go about their grim tasks. Many collect the remains of fallen comrades on carts as others prepare the funeral pyres. Still others begin dragging the corpses of the dead bulettes out of the center of camp and towards a location where the beast's remains can be harvested for their hides and their plates for use as armor.

Lieutenant Eloqi retires to his quarters in the meeting hall. Morgroar, too, returns to his hut.

As the hobgoblins disperse, Raike momentarily surveys the scene. There is a brief look of satisfaction on her face, before one of her bodyguards speaks to her. She and her entourage then begin circulating the camp, as if conducting some sort of search. One bodyguard, however, remains behind to patrol the areas of the Aspis' lodgings.

Passing the massive hole that looms not far from where the beasts fell, marking where the bulk of the beasts emerged from the earth, Drussem approaches the party.

"I am en route to survey the camp's defensive perimeter I have been tasked with inspecting our defenses and ensuring that they have not been further compromised." she confides. "With so many of our troops lost in the attack, the camp is now quite vulnerable, particularly if the forces of the Whispering Tyrant should choose now to attack. At least, the pyres will ensure that none of our own will rise to join their ranks."

The hobgoblin releases a low growl, "I do not think the attack by these beasts to be a natural occurrence and, I suspect, neither do you."

"The Aspis' response to the attack was quite impressive. No doubt, Lieutenant Eloqi is likely to side with the Aspis due to their part in defending the camp." Drussem continues. "I smell treachery. However, Lieutenant Eloqi is not one to entertain bald accusations that are unaccompanied by competent evidence. If you are plan to cast doubt on the Aspis' actions once the talks resume, then you will need competent, tangible evidence of their misdeeds."

"If I may be of assistance to you, let me know." she offers as she prepares to depart. "For now, I have defenses to attend to."

Six hours of daylight remain. The talks are set to resume in approximately eighteen hours.

Map on Slides now updated with camp locations.

What would you like to do, Pathfinders?


PFS2 pregen | LG female (she/her) human champion (paladin) 5 | ◆◇↺ | AC 23 (25) | HP 78/78 shield 64/64 | P+8, F+12, R+8, W+10 | Explore: Defend | NV, 20' | Focus: 1/1 | Hero: 1/3 | Active Conditions: none

Although Seelah is ill-equipped to do so, she suggests that someone investigate the patch where Raike poured her drink on the ground. Is it some kind of attractant?


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Seelah Soup wrote:
Although Seelah is ill-equipped to do so, she suggests that someone investigate the patch where Raike poured her drink on the ground. Is it some kind of attractant?

No secret check needed to do so.

Perception to Seek at area of spill DC 20:
Checking the remnants of the dark liquid, you note it has an odd, metallic odor akin to blood.

Medicine to Recall Knowledge (DC 16) at area of spill:
Examining the remnants of the dark liquid, you recognize a note of its metallic odor, indicating that blood is among the contents of the substance.


Seek mug spill: 1d20 + 13 ⇒ (5) + 13 = 18

Meris already suspects Raike, and is eager to go sneak into her hut and investigate it for any other evidence.

Vigilant Seal

(he/him) NG Goblin (Unbreakable) Sorcerer (Imperial) 5 (Bard multi) | HP 45/45 AC 20 FP 1/1 | F +10 R +10 W +12 | P +10 (darkvision) | Spd 25ft (35 ft mounted)

Pending Possibly checking out the spill (see Discussion thread) ...

NibNok is still curious about the "halfling" (Greeleep) working for the Aspis, as well as their peculiar jewelry. He would be happy to run interference with the remaining guard while Meris does what Meris does best.

"Meris, I am very curious about Greeleep. Something doesn't smell right. Literally, they have a smell. Also, have we been able to identify that jewelry they were all wearing? I will keep this guy busy as long as I can while you take a look around."

NibNok and Wolfie then ride around from another direction and approach the lone guard.

"Hello there, Is Raike about? I was wondering if Wolfie and I could speak with she and Arthanior. That was some mighty fine teamwork, and I feel like we could use a pointer or two. Say, you weren't too shabby yourself ... he will use his natural charisma and possibly Diplomacy to keep him talking about the battle that just happened.

Possible Diplomacy to Distract or as an Assist: 1d20 + 11 ⇒ (1) + 11 = 12


PFS2 pregen | LG female (she/her) human champion (paladin) 5 | ◆◇↺ | AC 23 (25) | HP 78/78 shield 64/64 | P+8, F+12, R+8, W+10 | Explore: Defend | NV, 20' | Focus: 1/1 | Hero: 1/3 | Active Conditions: none

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Seelah doesn't see anything unusual.

---

Seelah will go check out the bodies. Even if she couldn't identify what it was that Raike poured on the ground, would it be possible for Seelah to look for signs of it on the bulettes?

Grand Archive

Male LG Gold Kobold Investigator 5 | HP 51/51| AC 21 | F: +8, R: +12, W: +12 | Perc: +12 | Speed 25ft| Focus Pool: 1/1 | Hero points: 1/3 | Active conditions

Kind of confused by all that happend, but glad it is over, Doktor Middens looks over the drink area

Perception: 1d20 + 12 ⇒ (8) + 12 = 20
Medicine: 1d20 + 13 ⇒ (12) + 13 = 25

"Blood in the drink. Though not sure if that was supposed to be there or not"

Grand Archive

Male LG Gold Kobold Investigator 5 | HP 51/51| AC 21 | F: +8, R: +12, W: +12 | Perc: +12 | Speed 25ft| Focus Pool: 1/1 | Hero points: 1/3 | Active conditions

knowing the contents of the spill and curious about the beast he will spend some times poking over the bodies to see what they were.

Doktor Middens has Forensic Acumen so will use that to confirm or not the link between the blood and the beasts.

After that, he will help tending to the wounded if needed/allowed. Also while doing so will try to get their witness accounts as to how it all started.

Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9

And A hero point

Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13

Not much better, but not an auto crit

Horizon Hunters

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M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

Sun Fire Boom Boom will follow the Doktor around and aid with a variety of goblin songs.

"There once was a Kobold named Middens
He searched for clues in the provisions
Suspicions abound
but there he found
The clues that prove Aspis misprisions"

compotence: 1d20 + 14 ⇒ (1) + 14 = 15

Sun Fire Boom Boom frowns at the lack of appreciation to his rhyme.

Giving -1 to the Doktor somewhere


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Merisiel Kyratári wrote:
Meris already suspects Raike, and is eager to go sneak into her hut and investigate it for any other evidence.

As the hut is guarded by a single sentry, you are either spotted or not--there is no further harm for a crit fail, so go ahead and roll your Stealth check, assuming that you intend to try and sneak into Raike’s (or Greeleep’s) hut.

NibNok wrote:
"Hello there, Is Raike about? I was wondering if Wolfie and I could speak with she and Arthanior. That was some mighty fine teamwork, and I feel like we could use a pointer or two. Say, you weren't too shabby yourself ... he will use his natural charisma and possibly Diplomacy to keep him talking about the battle that just happened.

Meris may suffer a -1 penalty to the Stealth check (but see Discussion thread about Hero Points!)

Doktor Middens wrote:

knowing the contents of the spill and curious about the beast he will spend some times poking over the bodies to see what they were.

Doktor Middens has Forensic Acumen so will use that to confirm or not the link between the blood and the beasts.

Neat ability!

The remains of the armored creatures have been dragged to this location for later harvesting of their hides and plates for armor. Examining the corpses, the kobold notes that the remains are those of bulettes. Though freshly-killed, the ​bodies possess a pungent, musky odor. Doktor Middens notes that the cource of the musky odor aspheromones. The strength and pungentness of the pheromones emanating from the bodies are a clear sign that they’ve been alchemically enhanced. Male bulettes exposed to the scent would have grown more aggressive and be attracted to the scent. Some of the creatures also show signs of having ingested a time-released, alchemical poison containing hunting spider venom, which would have made the creatures eventually grow clumsy and sluggish as they fought.

While the immediate cause of death of the bulettes is hemorrhagic shock, attributable to multiple, acute lacerations, avulsions, and contusions, he concludes within a reasonable degree of medical certainty that the presence of the alchemical poison within the bulettes' bloodstream was a significant contributing factor to their expiration.

Making Nature check on behalf of Doktor Middens.

Sun Fire Boom Boom wrote:

"There once was a Kobold named Middens

He searched for clues in the provisions
Suspicions abound
but there he found
The clues that prove Aspis misprisions"

As the goblin sings in his ear, Doktor Middens considers how much easier this task would be were he able to work in solitude. This thought, however, jars the kobold's recollection. For, he recalls, bulettes are themselves solitary creatures, generally avoiding other bulettes in most cases. The kobold recalls that bulettes, fearsome predators that roam just beneath the surface of the desolate wilderness areas. They are also called “land sharks” due to their sleek appearance, voracious appetites, and iconic dorsal fins. A single bulette patrols a vast territory spanning hundreds of miles and preys freely on anything within it.

The kobold then attempts to interrogate some of the wounded hobgoblins, but he is unable to obtain any additional, useful information.

Areas of Interest to Investigate:

Bulette's remains (already examined by Doktor, but secret checks can be made for other PCs seeking a "second opinion". Applicable skills are: Arcana or Nature to Recall Information and/or Crafting, Medicine, or Nature to Identify Alchemy.

Raike's Hut (presently guarded by same Aspis agent, Meris intends to start here?).

Greeleep's Hut (presently guarded by Aspis agent, NibNok suggests starting here?).

Aspis' Bodyguards' Hut (presently guarded by the very same Aspis agent).

Morgroar (he has a piece of red-tinted vellum that you have identified as "suspect").

Big Hole (where bulettes emerged, leads underground).

Mess Hall (everyone has to eat sometime, and the chef seems friendly).


Meris sneaks around the hut and tries to slip past whilst they may be distracted by some other passer-by. Like a shadow in the night, she is but the memory of a sigh.

Stealth: 1d20 + 13 ⇒ (10) + 13 = 23


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Merisiel Kyratári wrote:
Meris sneaks around the hut and tries to slip past whilst they may be distracted by some other passer-by. Like a shadow in the night, she is but the memory of a sigh.

Just to confirm, is Meris attempting to enter Raike's hut? Also, do you wish to use a Hero Point before I adjudicate the result?

Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

Sun Fire Boom Boom makes his way to the mess to eat some grub and chat with the chef.

diplomacy to gather information?: 1d20 + 10 ⇒ (10) + 10 = 20


PFS2 pregen | LG female (she/her) human champion (paladin) 5 | ◆◇↺ | AC 23 (25) | HP 78/78 shield 64/64 | P+8, F+12, R+8, W+10 | Explore: Defend | NV, 20' | Focus: 1/1 | Hero: 1/3 | Active Conditions: none

Crafting: 1d20 + 7 ⇒ (13) + 7 = 20

Seelah examines the alchemical components of the bulette's remains.


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Sun Fire Boom Boom wrote:
Sun Fire Boom Boom makes his way to the mess to eat some grub and chat with the chef.

Oltug seems pleased to have the company, though he grumbles about Morgroar's impending arrival at the noon hour. Like many other hobgoblins, Morgroar adheres to a strict schedule. He regularly enters the mess hall for

his meal at the noon hour and again one hour before sunset. While there, Oltug notes, Morgroar seems to delight in chastising him.

"That is why I believe he stole my alchemical supplies," Oltug explains. Oltug also confirms that none of the hobgoblins in camp use arcane or occult magic or magic items derived from these traditions and that many share a traditional disdain for these types of magic.

You are free to ask further questions of Oltug, but the scenario does not call out any additional information to be gathered at this location.

Seelah Soup wrote:
Seelah examines the alchemical components of the bulette's remains.

Technically, this would be a secret check. However, I will let it slide:

Seelah confirms most of the findings of Doktor Middens' findings with regard to the bulette's pheromones and the presence of chemical poison containing hunting spider venom.

Still waiting for confirmation from Meris re location she is sneaking and any possible use of a Hero Point? Other PCs may feel free to investigate other locations.

I have added an updated list of possible avenues of investigation to Slides.

Grand Archive

Male LG Gold Kobold Investigator 5 | HP 51/51| AC 21 | F: +8, R: +12, W: +12 | Perc: +12 | Speed 25ft| Focus Pool: 1/1 | Hero points: 1/3 | Active conditions

Seeing the hole in the ground, the Good Doktor takes a look at it and will spelunk down a bit. "Not as clean cut as the sewers of Absalom but then there older and rawer sections in Absalom below"

Also would like to use the "Poisoned/Altered Bulettes" as one of my Leads


GM Valen wrote:


Still waiting for confirmation from Meris re location she is sneaking and any possible use of a Hero Point? Other PCs may feel free to investigate other locations.

Correct, no hero point

Horizon Hunters

GG Medium Swashbuckler 5 (She/Her) | HP 68/68 | AC 22 (23 with buckler/cape) | F +11 R +13 W +10 | Perc +10 | Speed 30/40ft | Active Conditions:

Overhearing about Morgroar's rigid schedule at the Mess Hall, Jirelle resolves to try to get hold of the vellum. She wonders if perhaps combined with the book it could be deciphered.

She waits for him to head to lunch, then sneaks into the familiar tent.

I'm not sure what check would be best, perhaps stealth?

Stealth: 1d20 + 11 ⇒ (2) + 11 = 13

oof, I no hero points either :(


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Merisiel Kyratári wrote:
Meris sneaks around the hut and tries to slip past whilst they may be distracted by some other passer-by. Like a shadow in the night, she is but the memory of a sigh.

The sharp-eyed Aspis agent gives only passing regard to the goblin, before calling out the elf.

"You there, Pathfinder! What are you doing there?" cries the agent. "The representative of Oprah assured the security of ourselves and property. If you have ill intentions, then I am sure the hobgoblins would be interested in hearing them."


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Jirelle Drenchport wrote:

Overhearing about Morgroar's rigid schedule at the Mess Hall, Jirelle resolves to try to get hold of the vellum. She wonders if perhaps combined with the book it could be deciphered.

She waits for him to head to lunch, then sneaks into the familiar tent.

Morgroar's hut is unattended. However, the vellum remains on his person, tucked behind bandolier.


PFS2 pregen | LG female (she/her) human champion (paladin) 5 | ◆◇↺ | AC 23 (25) | HP 78/78 shield 64/64 | P+8, F+12, R+8, W+10 | Explore: Defend | NV, 20' | Focus: 1/1 | Hero: 1/3 | Active Conditions: none

Are there "rounds" here, or should we find a new place to investigate as soon as we finish?


" 'Ill' intentions, indeed! I think I drank something bad. Is this not the latrine tent? My apologies!" Meris veers off course and mutters to herself.

Vigilant Seal

(he/him) NG Goblin (Unbreakable) Sorcerer (Imperial) 5 (Bard multi) | HP 45/45 AC 20 FP 1/1 | F +10 R +10 W +12 | P +10 (darkvision) | Spd 25ft (35 ft mounted)

After his failure with covering for Meris, NibNok will head back to the mess hall and chat up the chef, trying to fish for a juicy bit of gossip while trying to fish for a juicy piece of meat for Wolfie ...


PFS2 pregen | LG female (she/her) human champion (paladin) 5 | ◆◇↺ | AC 23 (25) | HP 78/78 shield 64/64 | P+8, F+12, R+8, W+10 | Explore: Defend | NV, 20' | Focus: 1/1 | Hero: 1/3 | Active Conditions: none

Seelah will investigate the hole from which the bulettes came. If it's dark inside, she'll ask someone to cast light on her shield. Worst case scenario, she'll light a torch - and hold shield/torch rather than shield/sword.

Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

Sun Fire Boom Boom will offer Seelah his Wayfinder if it will be helpful.

Horizon Hunters

GG Medium Swashbuckler 5 (She/Her) | HP 68/68 | AC 22 (23 with buckler/cape) | F +11 R +13 W +10 | Perc +10 | Speed 30/40ft | Active Conditions:

Jirelle approaches Meris after she is chastisted.

"Psst. I need your help. I found this book of ciphers, and I think Morgroar has the coded messages on a piece of vellum. Or the other way around- whatever. If we can get both, we can decode the message and figure out what the Apsis has been planning with him, and even better it's hard evidence to show Eloqi!"

She tries her sweetest smile.

"The only problem is he's keeping the velum on himself at all times, we need someone with light fingers..."

Maybe Meris could use thievery to grab it while Jirelle attempts a distraction to help?


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Seelah Soup wrote:
Are there "rounds" here, or should we find a new place to investigate as soon as we finish?

There are no “rounds” per se, but the party has a time limit of 18 hours from the time of the bulette attack until the talks formally resume. I have been playing it rather loose to help keep things moving (as this game has its own time limit). I’d estimate that the party has already spent about 2 or 3 hours in its investigation efforts so far.

Merisiel Kyratári wrote:
" 'Ill' intentions, indeed! I think I drank something bad. Is this not the latrine tent? My apologies!" Meris veers off course and mutters to herself.

“As a Pathfinder, perhaps you should spend more time working on finding paths!” cries the Aspis agent, thinking himself clever. Then, pausing for a moment, he mutters, Wait, did she just equate our lodgings to a latrine? But, that would make us the --!

NibNok wrote:
After his failure with covering for Meris, NibNok will head back to the mess hall and chat up the chef, trying to fish for a juicy bit of gossip while trying to fish for a juicy piece of meat for Wolfie ...

At the Mess Hall, NibNok finds gossip and meat, but little fish.

You are welcome to ask any specific questions of Oltug (or Drussem for that matter), but the scenario does not call out any specific information that the party can uncover from them that you have not already learned.

Jirelle Drenchport wrote:

"The only problem is he's keeping the velum on himself at all times, we need someone with light fingers..."

Maybe Meris could use thievery to grab it while Jirelle attempts a distraction to help?

You are more than welcome to make the attempt. To keep things moving along, feel free to make any attempt as an open (i.e. not “secret”) check. It is a DC 21 Thievery check to Steal the piece of red-tinted vellum from Morgroar.

Success?:
You obtain the missive from behind Morgroar’s bandolier! Printed upon the red-tinted vellum is an encoded missive.
You may attempt a Society check to Decipher Writing in an effort to discern the meaning of the missive without a codebook. This is a secret check.

If you have a codebook, then the check is much easier, but the results are potentially less fun (in my opinion!)

Failure?:
Morgroar concludes that you are up to “something”. He becomes suspicious of the Pathfinders.
The DC for any subsequent checks increases by 4.

Critical Failure?:
Morgroar concludes that you are attempting to steal from him. “Thief! he cries. “Why, I should strike you down where you stand!”

He begins to reach for his weapon and then halts his actions, noting the attention the act may draw and suddenly thinking better of it.

“The Lieutenant, will hear of your affront to an officer of the nation of Oprak!” he declares, then marches off towards the Meeting Hall as other hobgoblins in camp, alerted by the commotion, look on.
The lieutenant’s attitude towards the Pathfinders is lower by one..

Seelah Soup wrote:
Seelah will investigate the hole from which the bulettes came. If it's dark inside, she'll ask someone to cast light on her shield. Worst case scenario, she'll light a torch - and hold shield/torch rather than shield/sword.

The bulettes left a massive hole in their wake, descending thirty-five feet into the disturbed ground. At the base of the hole, it is indeed quite dark. Utilizing a light source, Seelah can see that borrowed tunnels heads off toward the north, south, and east.

Map of area that Seelah can see is now on Slides.

Sun Fire Boom Boom wrote:
Sun Fire Boom Boom will offer Seelah his Wayfinder if it will be helpful.

Or he could go with her—maybe even invite the other PCs? ; P

In addition to the leads above ground, it is evident that there may be some information to uncover underneath the ground.

Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

Sun Fire Boom Boom looks worridly down at Seelah "Uhh, maybe we should get the gang, those tunnels look like they go on for some way..."


PFS2 pregen | LG female (she/her) human champion (paladin) 5 | ◆◇↺ | AC 23 (25) | HP 78/78 shield 64/64 | P+8, F+12, R+8, W+10 | Explore: Defend | NV, 20' | Focus: 1/1 | Hero: 1/3 | Active Conditions: none

"Oh, absolutely. Discretion is the better part of valor."

Seelah will back out of the cave carefully, and ask if the others would like to accompany her.

"I'm afraid that I'm not very useful above ground ... I can aid some of your shenanigans here, but at some point when we're all free, we should explore the cave together."


"Seelah! Oh, I'd love to go on a underground excursion with you! How romantic, a dark dalliance in the depths below." Meris teases. " Of course I'm free, silly! I just had to powder my nose with some Aspis. I'm all done now, and it put me in the mood for a good stabbing!"


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

Descending down through the gash in the earth, the dirt and rock below begins to level out around thirty-five feet below the surface. Below the surface, your noses are assaulted by a pungent, musky smell that permeates the air.

A series of tunnels bored through the ground, each standing about fifteen feet high, head off towards the north, the south, and the east.

Go ahead and place your PC tokens where you wish to go on the Map.

Sun Fire Boom Boom spots a series of deep, roughly parallel markings are appear periodically, etched into the stone throughout this portion of the tunnel.

Survival (DC 18) to Track:

The markings and signs indicate that several burrowing creatures, likely bulettes, and humanoids have been using this tunnel simultaneously for the past several days, which correlates to a time about two days prior to the Aspis' delegation's arrival in camp.

These markings would be one piece of Evidence that, when combined with others, may convince Eloqi of wrongdoing by the Aspis.

Survival (DC 20) to Sense Direction:
You sense that the directions of the tunnels, presumably dug by bulettes, and their trajectories indicate that the more recent tunnels came from different directions before converging at the present area.

A PC may attempt a DC 22 Nature check to Recall Knowledge. If successful, you may open the spoiler below:

Spoiler:
Based on your recollection, you can confirm that bulettes rarely share tunnels with one another, and instead generally carve their own.


PFS2 pregen | LG female (she/her) human champion (paladin) 5 | ◆◇↺ | AC 23 (25) | HP 78/78 shield 64/64 | P+8, F+12, R+8, W+10 | Explore: Defend | NV, 20' | Focus: 1/1 | Hero: 1/3 | Active Conditions: none

"I'm not good at following tracks, but I'll be happy to go first if someone points me in the right direction."

Vigilant Seal

(he/him) NG Goblin (Unbreakable) Sorcerer (Imperial) 5 (Bard multi) | HP 45/45 AC 20 FP 1/1 | F +10 R +10 W +12 | P +10 (darkvision) | Spd 25ft (35 ft mounted)

"Well, I'll be pickeled ... I can't seem to make headway with anybody today. I think the tunnels will be a good distraction to clear my head before I have to be social again."

NibNok and Wolfie join Seelah below.

Horizon Hunters

GG Medium Swashbuckler 5 (She/Her) | HP 68/68 | AC 22 (23 with buckler/cape) | F +11 R +13 W +10 | Perc +10 | Speed 30/40ft | Active Conditions:

Jirelle follows the others into the tunnels.

"Let's stay close, I've got a feeling those Aspis would jump at the chance to take one of us out"

Survival to sense direction: 1d20 + 1 ⇒ (11) + 1 = 12

Grand Archive

Male LG Gold Kobold Investigator 5 | HP 51/51| AC 21 | F: +8, R: +12, W: +12 | Perc: +12 | Speed 25ft| Focus Pool: 1/1 | Hero points: 1/3 | Active conditions

Being underground is like being home again.

survival, Track: 1d20 + 10 ⇒ (20) + 10 = 30
The Good Doktor spots the tracks and takes note of them for others. "This was planned

Survival, Sense Direction: 1d20 + 10 ⇒ (11) + 10 = 21

He also takes note of the converging Tunnels

Nature: 1d20 + 10 ⇒ (9) + 10 = 19

But is not sure what to make of it completely

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