GM Frost's S03-03 Echoes of Desperation (Inactive)

Game Master Frozen Frost

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Challenge Points: 22 (High Tier, Level 5-6)


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Envoy's Alliance

Chaotic Good Whisper Elf Alchemist 5 | HP 56/56 | AC 23 | F +11 R +12 W +9 | Perc +9 | Stealth +3 | speed 35 ft. | infused reagents 6/9 | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Erevan would be up to 41 HP. His first batch of patients would be himself and Aldonza. I forgot to include Aldonza's Treat wounds check in the first post. But Erevan did Treat himself.


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I am actually will be handwaving your HPs to full as you all will be traveling next. I will let those who have spent their Society items to heal themselves by having them back. As for another hero point, I am giving one to 1 Arfsnarf, 2 Erevan, 3 Aldonza, 4 Garad, 5 Barrek, 6 Wraax: 1d6 ⇒ 6 Wraax!

Once they’ve explored the wreck and discovered the smuggler’s journal, they return to Venture-Captain Finze Bellaugh to report on their findings. Finze is thrilled with their discovery, as the smuggler’s journal suggests a decent starting point — a tributary leading off a point where the Korir River turns south nearly 200 miles in from the coast.

"I will arrange your passage on a sailing ship south along the coast to Port Freedom. There," he explains, "you’ll need to speak with the Rivermen’s Guild to book safe passage on the treacherous waterway. I advise you to hire a Rivermen’s Guild guide, as the Korir River’s shallow waters and sandy banks are notoriously difficult to navigate. I will gladly provide enough money for both the barge and guide, along with a note to present to the guild. I estimate that a journey along the coast and up the river to the tributary should take approximately 10 days. From there," he admits, "there’s no telling what you might find or how far you might need to travel up the tributary. Honestly, Song’os are notoriously reclusive, but I hope that the bell’s former owners might notice someone traveling into their territory with it. I suggest that if all else fails, maybe you can try ringing the bell.”

Venture-Captain Finze offers them a bag of holding type I to help transport the bell — he’s feeling especially generous and asks that they consider it a gift! He also fills the bag with 4 weeks of rations for each of them. Finally, he gives them a small pouch of coins to pay for a
guide and passage along the Korir River.

The agents' 10-day voyage is uneventful. It first takes them southwest along Vidrian’s coast. There are countless farmers, herders, and fishers working at all hours along the coast. When they reach the river outlet town of Port Freedom a few days after they set out, it’s a simple matter to locate the Rivermen’s Guild — one of the most influential groups in the town - and present the venture-captain’s papers (and money). When they meet with the Guild’s representative at the bustling docks of Port Freedom, they face a minor dilemma. Finze Bellaugh’s contact with the Rivermen’s Guild is Ellekkara Olin, a Vidric Bekyar native with bright, colorful clothing and flamboyant jewelry that presents the exact opposite mood as her perpetual scowl. She accepts’ the Pathfinders’ coins and skims over Finze’s letter three times, her frown deepening each time.

“The Rivermen’s Guild appreciates your venture-captain’s generous contribution. However, we’ve had substantial troubles lately that have tarnished the guild’s reputation. Poachers, smugglers, thieves, pirates, spies — all manner of people with ill intent have used our barges in recent months. Our former, more open policies are no longer in our best interest. We can provide you with a river barge suitable for your party, but not a guide. I recognize that the Pathfinder Society has worked hard to establish itself as a respectful and helpful organization — but many people in Port Freedom, and across Vidrian, disagree. Until you’ve proven the Society is truly here to work with us, not against us, the Rivermen’s Guild can only do so much for you. This coin is sufficient for the barge. Our prices have gone up.”

GM Screen:
Arfsnarf Ah'sneeze's Perception (T): 1d20 + 12 ⇒ (13) + 12 = 25
Erevan Dalanthan's Perception (T): 1d20 + 8 ⇒ (18) + 8 = 26
Aldonza Delamorte 's Perception (E): 1d20 + 10 ⇒ (20) + 10 = 30
Garad's Perception (T): 1d20 + 12 ⇒ (17) + 12 = 29
Barrek Half-Dead's Perception (E): 1d20 + 11 ⇒ (20) + 11 = 31
Wraax and Mr. Kitteh's Perception (E): 1d20 + 9 ⇒ (18) + 9 = 27

Everyone realizes that Ellekkara is stretching the truth when she says that the guild has problems with the Pathfinder Society. Everyone gains a +1 circumstance bonus if you intend to Make an Impression on her with a Diplomacy check. Ellekkara’s attitude begins as Indifferent.

Aldonza, Barrek:
You also suspect that Ellekkara’s opposition is more personal. You instead gain a +2 circumstance bonus if you intend to Make an Impression on her with a Diplomacy check.

Envoy's Alliance

Chaotic Good Whisper Elf Alchemist 5 | HP 56/56 | AC 23 | F +11 R +12 W +9 | Perc +9 | Stealth +3 | speed 35 ft. | infused reagents 6/9 | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Erevan is shocked by Ellekkara's remarks. "Surely we bear no ill intentions towards your guild. Where is this pent-up anger coming from? Had there been some misunderstanding between the Society and the guild in the past?"

Diplomacy: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

Barrek is a terrible diplomat, but perhaps he could have gathered some rumors before meeting with Ellekkara? Or would that not do any better than the bonuses we have?

Verdant Wheel

Wraax and Mr. Kitteh, N (Male) Goblin Ranger/Beastmaster 4| HP 32/50| AC 21| F+9 R+11 W+8| Perc(E) +8 darkvision, low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:none| Mr. Kitteh HP 20/36 | AC 21 | F10, R12, W11| Speed 35|

Wraax is not one for diplomacy either, however he is also not one for being taken advantage of. For now, he will hold his tongue, but Mr. Kitteh senses his unease and growls slightly more often than usual.

Horizon Hunters

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Female Elf (Changeling) | HP 78/78 | AC 24/25 | F +12 R +14 W +10 | Perc +10 | Stealth +14 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza sets her marotte aside, and takes up the three small hammers hanging at her hip.

”Everyone has something to risk”, she says, as she starts juggling them.

”Personally, I’m risking one of these hammers falling on my foot. The pain, the injury, the humiliation of hopping around while holding it. And yet, here I am, still juggling, because the show must go on”

She catches the hammers.

”Our mission is at risk, and I know you have your own concerns, but we all have our jobs to do, so we make it happen anyway”

Using Impressive Performance for the Diplomacy check
Performance: 1d20 + 14 ⇒ (14) + 14 = 28

Horizon Hunters

Female Elf (Changeling) | HP 78/78 | AC 24/25 | F +12 R +14 W +10 | Perc +10 | Stealth +14 | speed 35 | Hero 1/3 | Active Conditions: ---

Also, trying to fix my outfit on the way there

Crafting: 1d20 + 8 ⇒ (3) + 8 = 11

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

But we have no ill intentions towards your Society.

Diplomacy:1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23

Horizon Hunters

1 person marked this as a favorite.
male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

With Venture-Captain Finze...

Oh! Safe passage on the river. 10 days! And here I was just going to walk there after we investigated the shipwreck. Ha!

----------------
Later with Ellekkara Olin...

Hey! Get us a guide and I'll throw in a free fortune-telling! I bet it will say great things about your future relationship to Pathfinders!

Arfsnarf flashes his signature, toothy grin.

Diplomacy: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27


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Barrek Half-Dead wrote:
Barrek is a terrible diplomat, but perhaps he could have gathered some rumors before meeting with Ellekkara? Or would that not do any better than the bonuses we have?

That is the best that can be done. A success or two to improve her attitude is all needed in this part, anyway.

Ellekara does not believe Erevan, she even raises an eyebrow at what seems an accusation to her of having this 'pent-up anger' when they only meet this first time. But she does not waste time arguing with him. As Aldonza juggles her hammers, Ellekara is not sure which is more entertaining: her performance or her words. "You have a point. Maybe I am just acting up. Actually, too much." she tells them as she heaves a sigh. Garad's assurance that the Society means no ill intent, and gets amused by the goblin's offer of free fortune-telling.

"Pfft," She begrudgingly returns the extra coins to them. "Send Finze my regards. I admit it, I have this old personal grudge against the Pathfinder Society; Finze sent another group of Pathfinders on a mission a few years ago, and though they, too, were 'just trying to help' then, the mission resulted in the death of a dear friend." She pauses as if she doesn’t wish to speak of the matter further, but with a heavy sigh, "but yeah, I believe that those were different people during a different time." The accumulated success of your attempts improves her Attitude toward Helpful. Hooray!

"Having said that, here's what I offer: you accept my own services as a barge pilot and guide, or you can accept a few useful items, in case you run into danger. And take back those extra coins, I can see that Finze is just being too generous." she tells them with a smile.

So at this point, decide which one will you choose:
A. Ellekara will be your barge pilot and guide to help you navigate Korir River; or
B. Accept a few useful items that you can use to continue your journey on your own.

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

Barrek does hesitate to respond, "An experienced sailor an' guide? You got mah vote."

Horizon Hunters

Female Elf (Changeling) | HP 78/78 | AC 24/25 | F +12 R +14 W +10 | Perc +10 | Stealth +14 | speed 35 | Hero 1/3 | Active Conditions: ---
Barrek Half-Dead wrote:
Barrek does hesitate to respond, "An experienced sailor an' guide? You got mah vote."

”Agreed!”, says Aldonza with a grin. ”We’re not the fools I appear to be!”

Envoy's Alliance

Chaotic Good Whisper Elf Alchemist 5 | HP 56/56 | AC 23 | F +11 R +12 W +9 | Perc +9 | Stealth +3 | speed 35 ft. | infused reagents 6/9 | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Erevan nods at Barrek's vote then turns to Ellekara. "Agreed as well! We thank you and the guild for your assistance."


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You take Ellekara as your guide then.

"Alright then, get your things and be ready. We're leaving now." she tells them and readies for their trip to Korir River.

The agents and their guide proceed from Port Freedom along Korir River using a river barge. The river is relatively shallow, requiring thoughtful navigation to avoid running up on the sandy banks, but the barge is designed for just this purpose. It easily fits the entire party and has a small, covered area to protect their supplies from moisture, although the party must stop to make camp on shore if they wish to rest. The dense jungle to the north and south teems with wildlife and insects

"This region of the Mwangi Expanse is far from safe, but we are fortunate enough that it’s relatively well traveled." Ellekara tells them one time on their trip. The few days that it takes for them to travel 200 miles inland pass uneventfully. Once they reach the tributary leading north, however, a problem arises: the barge is too big to navigate this narrower portion of the river system, requiring that they proceed by land.

"I think this barge is not going any farther than here. It is best to keep going by land by following the river so we won't be lost. If I may ask, what are you looking for exactly? Or who? What is your mission here in the Laughing Jungle this time?" she inquires them.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf is slightly perplexed by the ease of this decision.

Is it okay to leave the barge here? You can get a new one easy?

Then to her direct question.

Oh, we looking for Song’os! We hear they very reclusive. I hope you have ten times more patience than a goblin!

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

"Ayup. Something to do wit' them an' Bilokos. Perhaps they're missin' an artifact that protects their ... settlement? enclave? whateveritis, from the predators."

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

Yes we looking for Song'os.

Verdant Wheel

Wraax and Mr. Kitteh, N (Male) Goblin Ranger/Beastmaster 4| HP 32/50| AC 21| F+9 R+11 W+8| Perc(E) +8 darkvision, low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:none| Mr. Kitteh HP 20/36 | AC 21 | F10, R12, W11| Speed 35|

Wraax will nod, "Yes, the Song'os is who we seek. To return to them something... Lost... Bilokos on the other hand... The jungle can have 'em."


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“It's alright, the barge will be just fine and sure we can get back to it.“ Ellekara assures Arfsnarf concern. “Songo's? As far as I know they are reclusive people. Well, good luck in finding them.“ telling them, as if their task is hopeless.

At this point, we are doing an Exploration called Search the Laughing Jungle. So here how it works: While traveling along a tributary of the Korir River in the Laughing Jungle, you use your knowledge of the area or natural terrain to navigate, find the best possible route, and search for signs of inhabitants. Attempt a DC 20 Nature, Scouting Lore, Society, or other relevant Lore check, such as Jungle Lore or River Lore. And because Ellekkara accompanied you as a guide, she grants each of you a +2 circumstance bonus to each of your checks to Search the Laughing Jungle.

To represent your search along the tributary over the course of several days, you have each roll a check to Search the Laughing Jungle once.

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

Scouting Lore: 1d20 + 7 ⇒ (15) + 7 = 22

"Yeah.. and they can be mobile too, which ought to be interestin' to boot."

Envoy's Alliance

Chaotic Good Whisper Elf Alchemist 5 | HP 56/56 | AC 23 | F +11 R +12 W +9 | Perc +9 | Stealth +3 | speed 35 ft. | infused reagents 6/9 | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Society: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27

"I do hope we find them. Think of the many things we can discover about them and their settlements."

Horizon Hunters

Female Elf (Changeling) | HP 78/78 | AC 24/25 | F +12 R +14 W +10 | Perc +10 | Stealth +14 | speed 35 | Hero 1/3 | Active Conditions: ---

Scouting Lore: 1d20 + 8 ⇒ (13) + 8 = 21

”We’re marching on a jungle trek,
Mosquitoes landing on our neck,
To bring the Song’os back a bell,
But what a tale we’ll have to tell!”

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Hmm, maybe Song’os leave traces in the jungle of where they been! the goblin thinks, looking about the tributaries for clues.

Search the Laughing Jungle with Ellekkara Guidance (Nature): 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

The sorcerer lets others do it. He knows he’s not good at it.

Verdant Wheel

Wraax and Mr. Kitteh, N (Male) Goblin Ranger/Beastmaster 4| HP 32/50| AC 21| F+9 R+11 W+8| Perc(E) +8 darkvision, low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:none| Mr. Kitteh HP 20/36 | AC 21 | F10, R12, W11| Speed 35|

... we are trying g to track down a group of people. While navigating the wilds... and the scenario writer didn't include the survival in the list. The skill that is specifically about tracking and navigating the wilds XD something I'll note in my review.

Wraax and Mr. Kitteh will explore about to find signs of the Song-os.
Scouting Lore: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
well, with that roll, not gonna matter what skill I use


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Wraax and Mr. Kitteh wrote:
... we are trying g to track down a group of people. While navigating the wilds... and the scenario writer didn't include the survival in the list. The skill that is specifically about tracking and navigating the wilds XD something I'll note in my review.

Keen observation. I did not even notice that. Survival really makes sense in this situation. Anyway, I am officially back in the game.

With everyone's combined efforts to search the jungle for clues of nearby settlements, their search takes them to an even smaller tributary leading east.

Barrek's Scouting Lore 22+2 (Success) for 1 Exploration Point
Erevan's Society Skill 27 (Success) for 1 Exploration Point
Aldonza's Scouting Lore 21+2 (Success) for 1 Exploration Point
Arfsnarf's Nature Skill 28 (Success) for 1 Exploration Point
Garad's non-attempt for 0 Exploration Point
Wraax's Scouting Lore 14 (Failure) for 0 Exploration Point
Total Exploration Points: 4 (The result of your Searching the Jungle determines whether you easily find the Songo's settlement or not. But for now...)

A mile or so along this tributary of continued search with their skills.... I will be using the results of those who rolled their skills in Searching the Jungle (and Garad's default Exploration Activity in the Macros) for the Initiative that follows next...

GM Screen:
Barrek'sScouting Lore, 24
Erevan's Society, 27
Aldonza's Scouting, 23
Arfsnarf's Nature, 28
Garad, Avoid Notice: 1d20 + 12 ⇒ (13) + 12 = 25
Wraax's Scouting, 14
Giant, Huge, Perception: 1d20 + 11 ⇒ (7) + 11 = 18

They draw the attention of two huge hungry insects! At this point, Ellekara runs for her life back to where she left her barge. "I did not sign up for this!" she shrieks.

❖❖❖❖❖❖❖❖❖❖
BUZZING AND FLYING! Round 1
Terrain Features: The river is 10 feet deep at its center and flows slowly (DC 15 Athletics to Swim)
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Arfsnarf (AC 22) (51/51 HP)
➤ Barrek (AC 24) (70/70 HP)
➤ Garad (AC 23) (53/53 HP)
➤ Erevan (AC 20) (42/42 HP)
➤ Aldonza (AC 23) (66/66 HP)

Giant (Red) (- HP)
Huge (Yellow) (- HP)

Wraax (AC 21) (50/50 HP)
⠀⠀Mr Kitteh (AC 21) (36/36 HP)

-----

Everyone is up except for Wraax and Mr Kitteh!

Horizon Hunters

Female Elf (Changeling) | HP 78/78 | AC 24/25 | F +12 R +14 W +10 | Perc +10 | Stealth +14 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza narrows her eyes at one of the insects. ”Come and get your last meal”, she intones.

Mark for Death (Yellow)

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

The sorcerer casts Ray of frost on the giant red one

Ray of frost:1d20 + 11 ⇒ (4) + 11 = 15

Damage:3d4 + 4 ⇒ (2, 4, 2) + 4 = 12

Then he casts shield.

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

Delay for the insects to come to us

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Don't even let them get near us! They probably carry disease!

◆◆◆ Cast (somatic, verbal) magic missile on RED
Force damage (3 missiles) RED: 3d4 + 3 ⇒ (1, 1, 2) + 3 = 7

Envoy's Alliance

Chaotic Good Whisper Elf Alchemist 5 | HP 56/56 | AC 23 | F +11 R +12 W +9 | Perc +9 | Stealth +3 | speed 35 ft. | infused reagents 6/9 | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Erevan takes out his hand crossbow and an alchemist fire. He tries to recall info about the insects.

◆Interact, ◆Interact, ◆Recall Knowledge

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

◆ Cast shield from his wayfinder.
◆ Step to the water's edge
◆ Stumbling Stance

Barrek conjures forth a shimmering shield of energy before his body once again undergoes a minor transformation. His arms hang low and loose and his body wavers a bit from side to side.

Realized I had things I could do before they got here. And that delaying was essentially not taking a turn.
But I see on the map that they've moved... looks like I ninjaed their go!


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Aldonza assigns Yellow as her mark. Garad blasts an icy ray at Red but he misses. He then raises his magical shield. Barrek waits for them to get closer while Arfsnarf launches magic missiles at Red which takes 7 force damage.

GM Screen:
Erevan Dalanthan's Nature (T): 1d20 + 7 ⇒ (10) + 7 = 17

Erevan, after drawing his weapons, does not know anything about these dragonflies except they are unusually big.

The dragonflies make their moves, hungry for the agents' flesh. Red flies toward Barrek and attempts to munch him with his mandibles!
Mandible Attack vs Barrek AC 24: 1d20 + 14 ⇒ (2) + 14 = 16

But Barrek is quick to not be chewed upon. Yellow follows suit but to Aldonza.
Mandible Attack vs Aldonza AC 23: 1d20 + 14 ⇒ (8) + 14 = 22

It is also a miss.

Since their last actions are attacking Barrek and Aldonza, they are just hovering within reach 5 ft off the ground.

❖❖❖❖❖❖❖❖❖❖
BUZZING AND FLYING! Round 1
Terrain Features: The river is 10 feet deep at its center and flows slowly (DC 15 Athletics to Swim)
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Arfsnarf (AC 22) (51/51 HP)
➤ Barrek (AC 24) (70/70 HP)Delaying
Garad (AC 23) (53/53 HP)
Erevan (AC 20) (42/42 HP)
Aldonza (AC 23) (66/66 HP)

Giant (Red) (-7 HP)
Huge (Yellow) (- HP)Aldonza's Mark

➤ Wraax (AC 21) (50/50 HP)
⠀⠀➤ Mr Kitteh (AC 21) (36/36 HP)

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

Repeating from above, to avoid it getting lost...

Realized I had things I could do before they got here. And that delaying was essentially not taking a turn.
Looks like I just ninjaed their turn!

Verdant Wheel

Wraax and Mr. Kitteh, N (Male) Goblin Ranger/Beastmaster 4| HP 32/50| AC 21| F+9 R+11 W+8| Perc(E) +8 darkvision, low light vision | Stealth(T) +9 speed 25| Hero Points: 1| Active Conditions:none| Mr. Kitteh HP 20/36 | AC 21 | F10, R12, W11| Speed 35|

Wraax will first mark Yellow as his Prey, then Stride to the far side of Yellow, Flanking with Barrek, then finally, attempt to Strike it with his scythe.

+1 striking scythe vs flanked: 1d20 + 11 ⇒ (20) + 11 = 31
slashing and Precision damage: 2d10 + 1d8 + 4 ⇒ (5, 10) + (6) + 4 = 25

Mr. Kitteh, as an intelligent Mature Companion, will Stride up alongside Wraax.

end turn

EDIT: Seeing as that was a nat 20 for, I hope, a crit, here's the Scythe's Deadly damage. Deadly D10: 1d10 ⇒ 8

Envoy's Alliance

Chaotic Good Whisper Elf Alchemist 5 | HP 56/56 | AC 23 | F +11 R +12 W +9 | Perc +9 | Stealth +3 | speed 35 ft. | infused reagents 6/9 | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

"They're big AND fast!" Erevan thinks the better of it and stuffs his alchemist flask back in his satchel. He fires the red insect and reloads his crossbow.

Strike: 1d20 + 9 ⇒ (8) + 9 = 17
Piercing: 2d6 ⇒ (5, 5) = 10


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Barrek, we ninjaed posts! XD

Barrek raises his shield from his wayfinder, steps close to the water, and positions himself into a stance. Wraax makes Yellow his prey, and flanks it with Barrek to give it a nice clean cut, making the dragonfly bloodied. Yellow takes 58 slashing damage, including the Deadly d10. Nice! Mr Kitteh then moves next to Wraax.

Erevan, I assume that will be your move for Round 2?

Erevan pockets back his flask and shoots at Red but the arrow misses. He then reloads.

❖❖❖❖❖❖❖❖❖❖
BUZZING AND FLYING! Round 2
Terrain Features: The river is 10 feet deep at its center and flows slowly (DC 15 Athletics to Swim)
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Arfsnarf (AC 22) (51/51 HP)
➤ Barrek (AC 24) (70/70 HP)in Stumbling Stance
➤ Garad (AC 23) (53/53 HP)
Erevan (AC 20) (42/42 HP)
➤ Aldonza (AC 23) (66/66 HP)

Giant (Red) (-7 HP)
Huge (Yellow) (-58 HP)Aldonza's Mark

Wraax (AC 21) (50/50 HP)
⠀⠀Mr Kitteh (AC 21) (36/36 HP)

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Gah! They too close!

He thinks of trying to dissolve the huge one. Weaving an acid dart in the air in front of him, he pushes it forward to speed towards one of them.

◆◆ Cast (somatic, verbal) acid arrow on RED
Spell attack RED, acid damage: 1d20 + 11 ⇒ (12) + 11 = 233d8 ⇒ (3, 7, 2) = 12
On a hit, 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.
◆ Cast (verbal) shield

Horizon Hunters

Female Elf (Changeling) | HP 78/78 | AC 24/25 | F +12 R +14 W +10 | Perc +10 | Stealth +14 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza twirls away from the insect’s strike, drawing her sword and making a counterattack.

Stride, Interact, Strike

Attack: 1d20 + 14 ⇒ (19) + 14 = 33 flanked
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13P
Deadly on crit: 1d6 ⇒ 5

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

The sorcerer casts Ray of frost on the huge yellow one.

Ray of frost:1d20 + 11 ⇒ (14) + 11 = 25

Damage:3d4 + 4 ⇒ (3, 2, 4) + 4 = 13

Then he casts shield.

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

Barrek continues to waver back and forth, almost in time to the giant insects wings. With another flash of mostly-seen attacks, he delivers a pair of wicked blows to the bug before uttering a command word and bringing his shield back into existence.

.

◆ Flurry of blows on red
Uppercut: 1d20 + 14 ⇒ (18) + 14 = 32 for 2d8 + 3 ⇒ (5, 3) + 3 = 11
Elbow smash: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30 for 2d8 + 3 ⇒ (4, 8) + 3 = 15
◆ Strike on red
Haymaker: 1d20 + 14 - 8 ⇒ (2) + 14 - 8 = 8
◆ Cast Shield


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I'm back.

Arfsnarf conjures a magical arrow, hitting Red before raising his magic shield. Red takes 12 acid damage and 1d6 persistent acid damage. Aldonza makes a retaliation and critically impales Yellow into its demise. Yellow is eliminated.

Garad, I will redirect your spell to Red since Yellow is already down. Garad sends an icy blast to Red, hitting it square in the face, after which he also raises his shield. Barrek, on the other hand, sends his best blows to Red, the uppercut and elbow smash never missing its building head for 26 total damage before raising his shield after he misses the last one attempt, leaving Red bloodied.

The last flying creature attacks with its huge mandible against 1 Barrek, 2 Aldonza: 1d2 ⇒ 1 Barrek!
Mandible Attack vs Barrek w Shield, AC 25: 1d20 + 16 ⇒ (11) + 16 = 27
Mandible Damage: 1d12 + 9 ⇒ (6) + 9 = 15 piercing damage

Biting him, Red also Grabs Barrek with the same mandibles. It then attempts to clutch him onto its legs!
Athletics Check to Clutch Barrek DC 23 Reflex: 1d20 + 12 ⇒ (8) + 12 = 20

But Barrek is frisky.

DC 15 Flat check vs Persistent Damage: 1d20 ⇒ 6 (Failure, Red takes 1d6 ⇒ 6 persistent acid damage)

❖❖❖❖❖❖❖❖❖❖
BUZZING AND FLYING! Round 2 and 3
Terrain Features: The river is 10 feet deep at its center and flows slowly (DC 15 Athletics to Swim)
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Round 3
➤ Arfsnarf (AC 22) (51/51 HP)
➤ Barrek (AC 24) (55/70 HP)in Stumbling Stance, Grabbed, FF
➤ Garad (AC 23) (53/53 HP)
➤ Erevan (AC 20) (42/42 HP)
➤ Aldonza (AC 23) (66/66 HP)

Giant (Red) (-64 HP)1d6 persistent acid damage at end of turn

Round 2
➤ Wraax (AC 21) (50/50 HP)
⠀⠀➤ Mr Kitteh (AC 21) (36/36 HP)

Horizon Hunters

Female Elf (Changeling) | HP 78/78 | AC 24/25 | F +12 R +14 W +10 | Perc +10 | Stealth +14 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza flicks her scabbard at the bug’s face to distract it, then stabs at its thorax, trying to avoid Barrek.

Feint, Strike, Strike

Deception: 1d20 + 10 ⇒ (5) + 10 = 15

Attack1: 1d20 + 14 ⇒ (4) + 14 = 18
Damage1: 2d6 + 2 ⇒ (5, 4) + 2 = 11

Attack2: 1d20 + 9 ⇒ (11) + 9 = 20
Damage2: 2d6 + 2 ⇒ (2, 4) + 2 = 8

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

Awww, 32 to hit wasn't a crit?
At least the Nat-20 would've been - does that change anything (though it does occur before the persistent)?

↺ Shield block, burning out the spell for resist 10.

◆ Escape the grab Unarmed: 1d20 + 14 ⇒ (3) + 14 = 17
◆ Really escape the grab Unarmed: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24
◆ Flurry of blows
Left: 1d20 + 14 - 8 ⇒ (11) + 14 - 8 = 17
Right: 1d20 + 14 - 8 ⇒ (12) + 14 - 8 = 18


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Ouch, I miss that Nat20, I apologize. The first one is still a normal success. The second attack eliminates Red actually, which means you do not take the 15 piercing damage. And you don't burn out your Shield spell.

Barrek's second attack actually breaks the exoskeleton of the giant dragonfly, causing it to fall into the waters and be flown away by the river.

COMBAT OVER! WELL DONE!

Party Health:
Arfsnarf (AC 22) (51/51 HP)
Barrek (AC 24) (70/70 HP)
Garad (AC 23) (53/53 HP)
Erevan (AC 20) (42/42 HP)
Aldonza (AC 23) (66/66 HP)
Wraax (AC 21) (50/50 HP)
⠀⠀Mr Kitteh (AC 21) (36/36 HP)

It seems no one is actually hurt. After the encounter, a quick search and they’ve found a path that’s only a short distance from the River Sentinels camp. They’ve also found a spot where the area nearby has eroded a bit, and a corner of the chest pokes out of the sandy riverbank near the boulder, upon which opening it contains 30 gp of treasures in value. Who might have put the chest there?

If they walk a short distance away from the narrow tributary, the agents discover what can best be described as a camp that has settled into the jungle to stay awhile. Several tents of various colors and sizes surround a small, sandy clearing. Most of the tents seem to have not been moved in ages, based on the way they’re embedded in the nearby undergrowth: flowers, vines, and branches grow around and even inside some of the tents. Tiny flower and vegetable gardens line a stream running through the camp. Most of the flowers are bright colors, but some of the tents have only dark flowers growing nearby, including dark blue, purple, and even black flowers. Several Song’os of all ages are busily going about their days when they arrive.

As the agents approach, two female halflings come forward to greet them. One is Efala Toru who informs them that they must be in the wrong place, stating, “Nobody comes this way, not even our own kin. Our home is haunted. You should go.” The other is Irena Vella who greets them excitedly and tells them, "You're all welcome actually! Please forgive Efala’s rudeness. You are welcome here — assuming your intentions are kind — though my friend is right. Our home isn’t haunted, exactly, but it may be dangerous to stay.” The two introduce themselves and Efala asks, Who are you, and why you have come to visit our community, the River Sentinels?" with a poker face.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf points at Efala, remarking Let me guess. Your tent has the black and other dark flowers? And this lady... he points at Irena Has the bright colorful flowers!

Then, coming back to Irena's actual question: We're Pathfinders. We actually came here to find you. We have this magical bell that might be important to you!

He looks around at the party to see who's holding it.

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

The sorcerer looks at the person wearing the bell.

Vigilant Seal

Male Dwarf Monk 5 | HP 70 | AC 24 (25 w/ buckler) | F +11 / R +13 / W +11 | Perc +11 | 30' Speed | 1 Hero Point |◆◇↺| Character Sheet

Barreks smiles disarmingly at the pair and begins gesturing as he explains, "Indeed. It's about yay tall and about this wide, with a loop at the top and images depictin' Bilokos. Seems ta have some strong magic about it, which is why we ain't been luggin' it aroun' in the open."

"And don't you worry about haunts an' dangers. We're pretty good at handlin' such things. Heck, we'd be happy ta lend a hand if y'all are needin' any help - beyond the bell, of course."

The others will remember the bag of holding hanging from Barrek's hip, but he does not indicate to Efela or Irena that the bell is inside.
No one claimed it up above. :)


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The expressions of both halflings become serious when they learn that they have come to return the cold iron bell. Any nearby onlookers immediately run off to gather the rest of the community. "Follow us," Irena gestures for them to take a seat beneath a wide awning facing the clearing at the center of the camp, "We have much to discuss it —and it would best do the talking over a nice meal. Our eldest leader, Atamu “Mr. Riverside” Godoko should be along shortly."

As the agents wait, they can see that several members of the community lay out a nice meal consisting mostly of food foraged from the nearby jungle, fish from the river, and a few squashes and other things they’ve grown themselves. All the food is fresh and delicious, and the portions are generous — they can see that the River Sentinels haven’t forgotten the joys of food and cooking, even after all they’ve been through.

"Why did they bring the bell back here..." one can hear that whisper, though they can't see the bell with the agents.

"Are they with them???" whispers the other to another with a suspicious look.

"We need the bell and should continue using it, but I heard others want it gone... the other confides to another under breath.

Why they are telling that? It is up to you to discover it. Your goal in this encounter is to learn as much as you can about the bell and the River Sentinels and make an overall good impression on the community and its leaders. While the River Sentinels are overall hospitable and curious, they don’t immediately share their story with you, of course.

To represent your interactions with these NPCs during this scene, this scenario uses the Influence subsystem (Pathfinder Gamemastery Guide 151). During the meal, you have multiple opportunities to gain Influence Points with Efala, Irena, and later with Mr. Riverside. During each of these social rounds, anyone can attempt to either Discover something about an NPC or Influence them in some way. These actions are detailed in the Gamemastery Guide and reproduced below and in the page 9 of Slides for your convenience.

INFLUENCE SUBSYSTEM (Pathfinder Gamemastery Guide 151):
DISCOVER
<CONCENTRATION> <SECRET>
You watch or study an NPC to learn more about that NPC’s preferences. Attempt a Perception check or an appropriate skill check determined by the GM. The DC is found in the NPC’s influence stat block.
Critical Success Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category.
Success Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already now), one of the NPC’s personal biases, one of the NPC’s resistances, or one of the NPC’s weaknesses.
Failure You learn no information.
Critical Failure Choose a piece of information to learn about, as success, but the information is incorrect.

INFLUENCE
<CONCENTRATION> <SECRET>
You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Attempt a skill check to impress that NPC. The DC and skills which can apply can be found in the NPC’s stat block.
Critical Success You gain 2 Influence Points with the chosen NPC.
Success You gain 1 Influence Point with the chosen NPC.
Failure You gain no Influence Points with the chosen NPC.
Critical Failure You lose 1 Influence Point with the chosen NPC.

The social rounds for this encounter play out in the following structure. For the first 3 rounds, Efala and Irena are the only NPCs present for you to interact with. On the 3rd round, Mr. Riverside joins everyone for the remainder of the meal. As you converse with the group, you learn Tale Fragments.

There are five rounds and we begin Round 1 - Introduction. During this round, you have a chance to share more about yourselves and make an initial impression on Efala and Irena. Anyone can attempt to either Discover something about an NPC or Influence them in some way by including them in your roleplay. Since Discover or Influence involves secret checks, indicate, after your roleplay text, who would you like to Discover or Influence and the skill you would like to use for that certain NPC, listed below:

For Efala Toru: Discover with Gladiatorial Lore, Scouting Lore, Athletics, Perception, or Influence with Warfare Lore, Performance, Deception, Diplomacy, Intimidation.

For Irene Vella: Discover with Herbalism Lore, Nature, Perception, Society, or Influence with (any plant or animal Lore), Nature, Diplomacy, Intimidate, Deception.

For Mr. Riverside (starting Round 3): Discover with Cooking Lore, Society, Mercantile Lore, Perception, or Influence with Cooking Lore, Society, Diplomacy, Intimidation, Mercantile Lore, Deception.

If you choose to Discover something about the NPC, indicate the skill(s) you might want to learn (with the lowest DC), just in case you get a Success or Critical Success to Discover. Indicate the first skill (for Success), and additional skill you might learn (for Critical Success).

Round 1 - Introductions
Arfsnarf
Erevan
Garad
Aldonza
Barrek
Wraax and Mr Kitteh

Envoy's Alliance

Chaotic Good Whisper Elf Alchemist 5 | HP 56/56 | AC 23 | F +11 R +12 W +9 | Perc +9 | Stealth +3 | speed 35 ft. | infused reagents 6/9 | Active Conditions: none | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Erevan is awed by the hospitality of the River Sentinels and is excited to try out their native delicacies. He sets his eyes on Irene and tries to catch some clues of what topic she might be interested in when given the chance to strike up a conversation.

Discover Irene using Herbalism Lore: +10

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