[OP8] PF2e - 06-08: Upon Wheels and Rime (P2) (Inactive)

Game Master UncleFroggy

Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)


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Horizon Hunters

Female Tengu Sorcerer 4 | AC 19 | F/R/W: 7/9/9 | Perc 7, Darkvision | Resist: None | Speed 30 | HP 34/34 | Exp: Search | Acro 9, Deception 10, Diplo 12, Society 6, Stealth 9 | Hero TBD | Conditions: None

Thulle will try to keep the matriarach in check.

diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

"Of course, the only proper way to create an Irriseni device is to cleave to tradition. So my coven and I have devised a method to grow chicken legs on each of the cars, much like Baba Yaga's famous hut. Something you 'Pathfinders' would never understand."

That's 2 successes. There's more info to be learned

Herk attempts to speak to Ivinder but Ivinder doesn't appear interested.

Research Summary:

Arcanist - 2/4
Wargs - 1/3
Dwarven Machinist - 2/4
Planar Engineer - 1/4
Fey Lady -
Matriarch - 2/5

Envoy's Alliance

Male Ifrit Orc Ruffian Rogue 3: Spd:25, AC:20 (2 fire resistance), HP:40/40 (2 Resistance on Crits), Fort:9, Ref:9, Will:7, Perc:7, Darkvision

I was talking to Firozet Botosar of Rahadoum
Anyway that probably failed, so I'll try the same person again arcana: 1d20 + 4 ⇒ (16) + 4 = 20

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |
Jack Jin Dune wrote:

I was talking to Firozet Botosar of Rahadoum

Anyway that probably failed, so I'll try the same person again [dice=arcana]1d20+4

You can only speak to each contractor once. You may use a HP if you like though.

Radiant Oath

M Kholo Monk 3 | HP 31/46 | AC 19 (22 with Shield Raised, 23 with Shield Raised & Take Cover) | Perc +8 (Low-Light) | Fort +9 Ref +9 Wis +8 | Hero 1/3 | Battle Med available: Yes| Default Exploration: Search | Active Conditions: Scent 30'| ◆ ◆◆ ◆◆◆ ◇ ↺

I think Tai Ghee has used every skill that he's got available (unless our progress has unlocked any new skills?) so at this point I'm just waiting for everyone else to complete all their checks. If it gets desperate enough for him to attempt something untrained I can do that but usually that's not a smart move.

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 0/1]

Just to clarify, the Fey was a bust?

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |
Bustral wrote:

Just to clarify, the Fey was a bust?

The DC 21 Nature check - yes. Didn't look like you tried to perform any of research checks (unless the post was eaten).

Envoy's Alliance

Male Ifrit Orc Ruffian Rogue 3: Spd:25, AC:20 (2 fire resistance), HP:40/40 (2 Resistance on Crits), Fort:9, Ref:9, Will:7, Perc:7, Darkvision

Yeah consider that 20 his hero point. Actually that would have been +6 not +4 so 22 is the reroll, he will impresss the dwarf crafting: 1d20 + 8 ⇒ (18) + 8 = 26

Grand Archive

Male Halfling Rogue 2 / HP 26/26, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Feeling a little useless, Herkemer will go to the warg pack next, trying to be bold and brave he demands to hear there story and brooks no foolishness from them, but perhaps it's his size, they don't seem too impressed.

Herkemer Intimidate Wargs: 1d20 + 6 ⇒ (4) + 6 = 10 dice bot is killing me....

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Jack speaks to Firozet and Firozet excitedly enters into a long discourse about elemental power that Jack can barely keep up with.

Need 1 more success to learn something

Jack then heads to Ivinder and also gets the dwarf to open up about using explosives as a power source.

Need 1 more success to learn something

Jack - Lt Surkzin also needs Crafting. Wanna talk to her next?

***

Herk heads over to the Wargs and tries to pound his chest but only succeeds in getting a coughing fit.

Research Summary:

THE GODLESS ARCANIST (Arcana/Nature/Thievery) - 3 / 4
THE WITCHWARG PACKMASTER (Athletics/Intimidate/Nature/Survival) - 1 / 3
THE FEY LADY (Deception/Nature/Performance) - 0
THE PLANAR ENGINEER (Arcana/Nature/Crafting/Society) - 1 / 4
THE DWARVEN MACHINIST (Crafting/Medicine/Society) - 3 / 4
THE COVEN MATRIARCH (Arcana/Diplomacy/Nature) 2 / 5

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

Glim wanders around to chat with the rest of the researchers.

(Warg) Nature: 1d20 + 4 ⇒ (19) + 4 = 23
"What do we have here? A harness-driven model?"

(Fey) Deception: 1d20 + 11 ⇒ (4) + 11 = 15
"I'm quite an expert in this sort of thing, and your wooden train seems very practical!"

(Engineer) Arcana: 1d20 + 6 ⇒ (8) + 6 = 14
"Is it safe to bind little elementals that way?"

Machinist (Crafting): 1d20 ⇒ 17
"Boy, this sure look swell. How did you make it

(Coven) Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15
"You're such a powerful leader, I'm surprised to see you working on this project!"

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Old Glim, what skills are you using? :)

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

Edited in the skills, sorry!

Radiant Oath

M Kholo Monk 3 | HP 31/46 | AC 19 (22 with Shield Raised, 23 with Shield Raised & Take Cover) | Perc +8 (Low-Light) | Fort +9 Ref +9 Wis +8 | Hero 1/3 | Battle Med available: Yes| Default Exploration: Search | Active Conditions: Scent 30'| ◆ ◆◆ ◆◆◆ ◇ ↺

I haven't posted because Tai Ghee has already attempted all the skills that he is trained in. Hoping that the others can bring us home with this skills challenge...

Envoy's Alliance

Male Ifrit Orc Ruffian Rogue 3: Spd:25, AC:20 (2 fire resistance), HP:40/40 (2 Resistance on Crits), Fort:9, Ref:9, Will:7, Perc:7, Darkvision

Jack - Lt Surkzin also needs Crafting. Wanna talk to her next?
Yes crafting: 1d20 + 8 ⇒ (19) + 8 = 27

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 0/1]

Bustral goes to Szvetneera and says, "Greetings. I am called Bustral. I would like to ask you how your train is superior to the others."

Diplomacy: 1d20 + 4 ⇒ (6) + 4 = 10

Following the exchange he then goes to the Packmaster, "I have seen the others try to wrestle with your companions. I wrestle with mine as well. Might I give it a try?"

Athletics: 1d20 + 7 ⇒ (13) + 7 = 20

[ooc] I am going to use my 2nd Hero Point on that Diplomacy. [/dice]

Diplomacy: 1d20 + 4 ⇒ (9) + 4 = 13

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Bustral/Old Glim:
Danixki reveals that their plan is an easy one—their pack is more than capable of pulling a "chain of iron boxes" across ice, so long as well-waxed skis are laid beneath the cars.

"A small gang of winter goblins have been causing mischief in the Hoarwood recently. I have had to scare them off a couple times from getting too close to the palace."

PACKMASTER IS COMPLETE

Jack speaks to Lt Surkzin.

Surkzin lays the train model out on one of the tables and winds it up. As it moves on its own, she infuses an object in her hand with a bit of magic, causing an obsidian archway to appear in front of it. The model enters and comes out of a different archway on the table next to it. The lieutenant explains that the train can use the Stone Roads to travel vast distances in an instant.

2 successes. Need 2 more successes to learn something else

Old Glim speaks to the contractors in turn but other than the Packmaster, he is unsuccessful in learning anything.

Tai Ghee - no worries

Anyone else want to talk to the contractors?

Research Summary:

THE GODLESS ARCANIST (Arcana/Nature/Thievery) - 3 / 4
THE WITCHWARG PACKMASTER (Athletics/Intimidate/Nature/Survival) - 3 / 3 (DONE)
THE FEY LADY (Deception/Nature/Performance) - 0
THE PLANAR ENGINEER (Arcana/Nature/Crafting/Society) - 2 / 4
THE DWARVEN MACHINIST (Crafting/Medicine/Society) - 3 / 4
THE COVEN MATRIARCH (Arcana/Diplomacy/Nature) 2 / 5

Horizon Hunters

Female Tengu Sorcerer 4 | AC 19 | F/R/W: 7/9/9 | Perc 7, Darkvision | Resist: None | Speed 30 | HP 34/34 | Exp: Search | Acro 9, Deception 10, Diplo 12, Society 6, Stealth 9 | Hero TBD | Conditions: None

Thulle will make her last rounds with folks not the Matriarch or the hobgoblin.

She will try to feign some interest in the fey lady's contraption, asking what will stand out.

deception: 1d20 + 10 ⇒ (3) + 10 = 13

Next she will talk to the dwarven machinist.

society: 1d20 + 6 ⇒ (11) + 6 = 17

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 0/1]

Bustral approaches Lt Surkzin's area examining their display...

Crafting: 1d20 + 6 ⇒ (15) + 6 = 21

...before asking "How much time would each gateway need to be constructed properly and at what cost?"

Bustral has used both Hero Points. Just making it official.

Radiant Oath

M Kholo Monk 3 | HP 31/46 | AC 19 (22 with Shield Raised, 23 with Shield Raised & Take Cover) | Perc +8 (Low-Light) | Fort +9 Ref +9 Wis +8 | Hero 1/3 | Battle Med available: Yes| Default Exploration: Search | Active Conditions: Scent 30'| ◆ ◆◆ ◆◆◆ ◇ ↺

Tai Ghee polishes his surf board, wishing he had studied a little harder in school to be able to help out more. But then he remembers how gnarly the waves are at sunset and he regrets nothing.

Grand Archive

Male Halfling Rogue 2 / HP 26/26, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer cannot help with the arcanist, so he approaches the Fey Lady. At first he takes a moment to properly introduce himself and apply all the appropriate courtesy, then he recites the only poem about the fey he knows, which is slightly off color, but intended to show him as a friend to those from the First World.

I don't know if Diplomacy is still needed to get her talking, but Herk will try, and then follow up with Performance if possible.

Diplomacy to open discussions with the fey lady: 1d20 + 6 ⇒ (6) + 6 = 12
Performance to recite his poem: 1d20 + 6 ⇒ (3) + 6 = 9

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Wow...

Thulle makes her final rounds but unfortunately isn't able to learn anything useful.

Herk tries to get the fey lady to open up but she doesn't fall for his charms.

Bustral speaks to Lt Surkzin and gets her attention.

need one more success to learn something

Research Summary:

THE GODLESS ARCANIST (Arcana/Nature/Thievery) - 3 / 4
THE WITCHWARG PACKMASTER (Athletics/Intimidate/Nature/Survival) - 3 / 3 (DONE)
THE FEY LADY (Deception/Nature/Performance) - 0
THE PLANAR ENGINEER (Arcana/Nature/Crafting/Society) - 3 / 4
THE DWARVEN MACHINIST (Crafting/Medicine/Society) - 3 / 4
THE COVEN MATRIARCH (Arcana/Diplomacy/Nature) 2 / 5

If you'd like to call it and move on to the next segment, please let me know

Radiant Oath

M Kholo Monk 3 | HP 31/46 | AC 19 (22 with Shield Raised, 23 with Shield Raised & Take Cover) | Perc +8 (Low-Light) | Fort +9 Ref +9 Wis +8 | Hero 1/3 | Battle Med available: Yes| Default Exploration: Search | Active Conditions: Scent 30'| ◆ ◆◆ ◆◆◆ ◇ ↺

I would attempt it but unless I've missed it there's no further checks that Tai Ghee can attempt. If that's incorrect please let me know. Otherwise, I'm fine with moving along.

Envoy's Alliance

Male Ifrit Orc Ruffian Rogue 3: Spd:25, AC:20 (2 fire resistance), HP:40/40 (2 Resistance on Crits), Fort:9, Ref:9, Will:7, Perc:7, Darkvision

Will attempt a nature check on the coven nature: 1d20 + 5 ⇒ (3) + 5 = 8

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Jack heads over to the Matriarch but she snubs him altogether. Failure

I'll move us ahead in 12 hours or so unless anyone else wants to try their luck

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Dice bot really hates everyone for some reason

You exhaust your attempts to talk to everyone and head back in for Queen Anastasia to judge the submissions.

As the struggling sun reaches its zenith, Calix emerges from the main doors of the estate and tolls a large brass bell twice. The sound echoes across the courtyard, piercing through the chatter of the assembled parties and drawing all eyes to the dromaar. "Esteemed representatives, assembled staff, and, of course, our honored guests from the Pathfinder Society. I hope you have found the accommodations welcome and are all prepared to present your solutions to Her Majesty Queen Anastasia Nikolaevna Romanova. The court will receive you in the estate's meeting room. If you would please gather your demonstrative models and accompany me closely. The estate has many rooms and corridors, and it would not do for any of you to lose your way."

With a scattered mixture of grumbling and excitement, the procession trails behind Calix until it arrives at the same oak doors from earlier—this time swung wide. The long table has been replaced by a circular one, chairs arrayed with name cards so each representative can find their mark easily. Tactfully positioned at an angle of the table that sets her apart from the rest, yet still in full view of the proceedings, sits Queen Anastasia on throne of crafted ice. She rises in a respectful show before motioning for the assembled parties to sit. Once the room has calmed, the Irriseni queen pulls herself to her full height.

"Our thanks again, to each of you in turn for replying to our summons. We understand the task we commission is not only strange but made more difficult without our ability to demonstrate the function of a train properly. Therefore, we knew it was best to allow the people of Golarion to set loose their vision and ingenuity in order to bring it about. We are sure we will not be disappointed in what we are about to see. If you would please lay out your demonstration models on the table before you." The assembled representatives produce their model locomotives and begin to set them up. Queen Anastasia opens her mouth to continue before the sound of wrenching metal and shattering glass cuts her off.

Cold wind surges through the wreckage of the meeting room's large windows, the panes reduced to jagged edges and fine powder on the floor. Before anyone in the room can react, a group of six goblins, their skin a pale blue and accented by patchy tufts of white fur, barge through the opening. The small creatures surge over the large table, knocking it over and scattering the models. The goblins slide across the floor, scooping up the models and dashing out of the room. They round a corner, the sound of shrieking house maids marking their passage through the estate.

Amidst the the sound of shrieking house maids, you hear the goblins raucously singing their song.

Spread the rime, steal the wheels,
Keep the longshanks on our heels.
Tear the curtains, claw the floors,
Break stuff like we’re
charging boars!
Rimesnap says the hummies pay,
Chase us as we run away.
Scare the maids but do not kill,
Just cause trouble as we will.
House too warm, back to th’woods,
Make off with our shiny goods.
Think we made that butler cry
We be goblins! Now bye-bye!

Only Lieutenant Surkzin still holds her model, shock somehow an even odder emotion on her hobgoblin features than a smile. As she begins to formulate an explanation the chaos increases with the shouts of the other representatives. Accusations are quick to fly, with many of the group casting blame on the lieutenant and crying conspiracy.

Calix is the first to regain his composure. He gestures to the door leading out into the rest of the estate. "Pathfinders, if you please?" he entreats in a strained voice.

WELCOME TO THE CHASE SUBSYSTEM!
As you chase after the thieves, you will make a series of skill checks to earn Chase Points as follows: +2/+1/0/-1 for CS/S/F/CF respectively
Chase Points Needed - 4 per obstacle
If you manage to catch up to the goblin raiders, you can make a DC 21 Athletics/Thievery check to grab a model.

The main hallway of the estate is in much worse shape now, with claw marks dug across the walls and floor and a thin patch of slippery ice spread around.

------------------
CHASE TRACKER
Round: 1
Obstacle: MAIN HALLWAY

Skills:
DC 19 Acrobatics to maintin balance
DC 18 Nature to identify the least slippery patches of ice.

Special Conditions:
If you end up in the same Obstacle as the goblins you may, on your turn, attempt a DC 21 Athletics/Thievery to to wrench a train model from a goblin’s hand.

Successes: 0/4

Goblin Thieves Location: 1 obstacle(s) ahead
------------------
Those with ** may go

**Bustral
**Thulle Poche
**Tai Ghee
**Old Glim
**Herkemer Halfshanks
**Jack Jin Dune

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

"Torag's toes! Get back here, you trouble makers!" Glim shouts after the goblins.

Nature: 1d20 + 4 ⇒ (5) + 4 = 9

He slips and skids as he tries to follow the goblins.

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 0/1]

Bustral leans over and takes hold of Little Sparky's tail and says, "Lead us through."

Vigilant Seal

construct companion construct companion/1 [HP: -3/31] [AC: 17] [fort: 7; reflex: 8; will: 6] [perception/initiative: +5

Little Sparky goes "*Spark**Crackle**Tsst**Whirrr*" as it tries to lead his way through the ice, sinking in its sharp claws as it goes...

Athletics vs. DC 19: 1d20 + 7 ⇒ (17) + 7 = 24

Radiant Oath

M Kholo Monk 3 | HP 31/46 | AC 19 (22 with Shield Raised, 23 with Shield Raised & Take Cover) | Perc +8 (Low-Light) | Fort +9 Ref +9 Wis +8 | Hero 1/3 | Battle Med available: Yes| Default Exploration: Search | Active Conditions: Scent 30'| ◆ ◆◆ ◆◆◆ ◇ ↺

"Gnarly, dudes!". Tai Ghee puts his surfboard down on the ice and tries to surf down the hall...

Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9

... but the imperial halls were clearly not made for surfing!

Envoy's Alliance

Male Ifrit Orc Ruffian Rogue 3: Spd:25, AC:20 (2 fire resistance), HP:40/40 (2 Resistance on Crits), Fort:9, Ref:9, Will:7, Perc:7, Darkvision

acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9

Grand Archive

Male Halfling Rogue 2 / HP 26/26, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Heedless of the patches of ice, Herkemer trusts in his natural agility to let him navigate the ice quickly. True to his nature, he slips and slides, but uses that his best advantage in closing ground on the pilfering goblins.

Herk DC 19 Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25 success!

Horizon Hunters

Female Tengu Sorcerer 4 | AC 19 | F/R/W: 7/9/9 | Perc 7, Darkvision | Resist: None | Speed 30 | HP 34/34 | Exp: Search | Acro 9, Deception 10, Diplo 12, Society 6, Stealth 9 | Hero TBD | Conditions: None

acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21

Thulle will try to navigate the ice quickly.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Thulle and Herk easily keep their balance Success x2. Little Sparky leads Bustral by burying its claws into the floor and dragging him along Success. Old Glim unfortunately can't find a way through the icy floor Failure. Jack and Tai Ghee wipe out, much to the amusement of the assembled contractors. Crit Fail x2

You hear more screams as the gobbos tear through the house...

------------------
CHASE TRACKER
Round: 2
Obstacle: MAIN HALLWAY

Skills:
DC 19 Acrobatics to maintin balance
DC 18 Nature to identify the least slippery patches of ice.

Special Conditions:
If you end up in the same Obstacle as the goblins you may, on your turn, attempt a DC 21 Athletics/Thievery to to wrench a train model from a goblin’s hand.

Successes: 1/4

Goblin Thieves Location: 2 obstacle(s) ahead
------------------
Those with ** may go

**Bustral
**Thulle Poche
**Tai Ghee
**Old Glim
**Herkemer Halfshanks
**Jack Jin Dune

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 0/1]

Bustral holds to Little Sparky's tail saying..."Keep going little one. you are doing great!".

Vigilant Seal

construct companion construct companion/1 [HP: -3/31] [AC: 17] [fort: 7; reflex: 8; will: 6] [perception/initiative: +5

*Bzzt**Clink**Clank*Tzzzt**Whirrl*

Acrobatics vs DC: 19: 1d20 + 7 ⇒ (20) + 7 = 27

Huzzah! Dice are awake now.

Horizon Hunters

Female Tengu Sorcerer 4 | AC 19 | F/R/W: 7/9/9 | Perc 7, Darkvision | Resist: None | Speed 30 | HP 34/34 | Exp: Search | Acro 9, Deception 10, Diplo 12, Society 6, Stealth 9 | Hero TBD | Conditions: None

acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20

Thulle will keep pushing on.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Little Sparky and Thulle manage to guide the party while keeping their feet.

The once well-maintained sitting room appointed by fine furniture and expensive artifacts has been thoroughly ransacked.

"Here, CATCH!" calls a lingering goblin, hurling a parting shot of an expensive-looking bejeweled and gilded egg. The staff that been cleaning the room are in hysterics, blocking most movement through the room.

------------------
CHASE TRACKER
Round: 2
Obstacle: SITTING ROOM

Skills:
DC 18 Diplomacy check to calm the panicked staff
DC 16 Thievery check to catch the gilded egg.

Special Conditions:
If you end up in the same Obstacle as the goblins you may, on your turn, attempt a DC 21 Athletics/Thievery to to wrench a train model from a goblin’s hand.

Successes: 0/4

Goblin Thieves Location: 1 obstacle(s) ahead
------------------
Those with ** may go

Bustral
Thulle Poche
**Tai Ghee
**Old Glim
**Herkemer Halfshanks
**Jack Jin Dune

Grand Archive

Male Halfling Rogue 2 / HP 26/26, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer dives for the thrown egg, trying to give it a soft landing before it hits the floor and shatters. His hand deftly slips right below the jeweled egg before it's destroyed. In one quick spinning motion, Herkemer sets it right back on the stand, and continues the chase.

Herk DC16 Thievery: 1d20 + 7 ⇒ (17) + 7 = 24

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Herk makes a diving catch and grabs the egg before it shatters.

------------------
CHASE TRACKER
Round: 2
Obstacle: SITTING ROOM

Skills:
DC 18 Diplomacy check to calm the panicked staff
DC 16 Thievery check to catch the gilded egg.

Special Conditions:
If you end up in the same Obstacle as the goblins you may, on your turn, attempt a DC 21 Athletics/Thievery to to wrench a train model from a goblin’s hand.

Successes: 1/4

Goblin Thieves Location: 1 obstacle(s) ahead
------------------
Those with ** may go

Bustral
Thulle Poche
**Tai Ghee
**Old Glim
Herkemer Halfshanks
**Jack Jin Dune

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 1 | Active Conditions:

"Nothing to worry about here, just a spirited exchange.." Glim tells the staff.

Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Glim's words appear to mollify the staff, though they still appear wild-eyed with what's going on.

------------------
CHASE TRACKER
Round: 2
Obstacle: SITTING ROOM

Skills:
DC 18 Diplomacy check to calm the panicked staff
DC 16 Thievery check to catch the gilded egg.

Special Conditions:
If you end up in the same Obstacle as the goblins you may, on your turn, attempt a DC 21 Athletics/Thievery to to wrench a train model from a goblin’s hand.

Successes: 2/4

Goblin Thieves Location: 1 obstacle(s) ahead
------------------
Those with ** may go

Bustral
Thulle Poche
**Tai Ghee
Old Glim
Herkemer Halfshanks
**Jack Jin Dune

Radiant Oath

M Kholo Monk 3 | HP 31/46 | AC 19 (22 with Shield Raised, 23 with Shield Raised & Take Cover) | Perc +8 (Low-Light) | Fort +9 Ref +9 Wis +8 | Hero 1/3 | Battle Med available: Yes| Default Exploration: Search | Active Conditions: Scent 30'| ◆ ◆◆ ◆◆◆ ◇ ↺

Tai Ghee instructs his hireling to do something to calm down the workers.

Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7
I think I already used my hero point unfortunately.

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 0/1]

Due to generous players we all started with 2 Hero Points, Bustral has used both of his already.

Envoy's Alliance

Male Ifrit Orc Ruffian Rogue 3: Spd:25, AC:20 (2 fire resistance), HP:40/40 (2 Resistance on Crits), Fort:9, Ref:9, Will:7, Perc:7, Darkvision

thievery: 1d20 + 7 ⇒ (20) + 7 = 27 catch egg.

Radiant Oath

M Kholo Monk 3 | HP 31/46 | AC 19 (22 with Shield Raised, 23 with Shield Raised & Take Cover) | Perc +8 (Low-Light) | Fort +9 Ref +9 Wis +8 | Hero 1/3 | Battle Med available: Yes| Default Exploration: Search | Active Conditions: Scent 30'| ◆ ◆◆ ◆◆◆ ◇ ↺

Well, perhaps I do have one hero point remaining in that case - I'm not 100% sure - but if I do I'll reroll (unless it's no longer needed after Jack's crit, but I assume it is since I think I crit failed...).

Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12

Now Tai Ghee has zero hp remaining.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Tai Ghee - hold on to the hero point.

Jack makes a diving catch and easily catches the egg while on the run. The party catches up to the goblins and can try to grab one of the train models!

Tai Ghee - you can try to make a DC 21 Athletics/Thievery check to try to grab a train model if you like

Radiant Oath

M Kholo Monk 3 | HP 31/46 | AC 19 (22 with Shield Raised, 23 with Shield Raised & Take Cover) | Perc +8 (Low-Light) | Fort +9 Ref +9 Wis +8 | Hero 1/3 | Battle Med available: Yes| Default Exploration: Search | Active Conditions: Scent 30'| ◆ ◆◆ ◆◆◆ ◇ ↺

Tai Ghee leaps to grab one of the train models...

DC 21 Athletics: 1d20 + 11 ⇒ (1) + 11 = 12

didn't hold on to the hero point for long! Also, these dice!

DC 21 Athletics: 1d20 + 11 ⇒ (10) + 11 = 21 Whew!

Tai Ghee somehow does something right for once and manages to grab the train model!

Now at zero hero points.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Tai Ghee manages to spring forward and grab the chicken-legged train from the trailing goblin!

The goblins yelp in surprise and hustle faster! You enter an entertaining room filled with large tables and assorted games from across the Inner Sea. The maids from the previous room can be heard shouting not to damage any of the game pieces or disturb the layout.

------------------
CHASE TRACKER
Round: 3
Obstacle: GAME ROOM

Skills:
DC 18 Society
DC 16 Athletics

Special Conditions:
If you end up in the same Obstacle as the goblins you may, on your turn, attempt a DC 21 Athletics/Thievery to to wrench a train model from a goblin’s hand.

Successes: 0/4

Goblin Thieves Location: 1 obstacle(s) ahead
------------------
Those with ** may go

**Bustral
**Thulle Poche
**Tai Ghee
**Old Glim
**Herkemer Halfshanks
**Jack Jin Dune

Vigilant Seal

Automaton Wizard/1 [HP: 15/15] [AC: 14(15)(16)] [fort: 4; reflex: 4; will: 6] [perception/initiative: +4] [Focus Points (1/1)][Hero Points: 0/1]

"Don't worry, don't worry, we'll be careful! Take cover so you don't get hurt! The Pathfinder Society will take care of these scoundrels!"
calls out Bustral as he goes by.

Society vs. DC: 18: 1d20 + 7 ⇒ (18) + 7 = 25

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