GM Valen's 1-12 The Burden of Envy (A Table of an Old Favorite for New Players)(Table 1)

Game Master Lysle

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Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:

Magnus keeps pushing the dolphin forward, concentrating on that magic, and also keeping an eye on the remaining reefclaw that is attacking the other raft. Since it appears the lobster creature turned back, he casts his phasing force spell once again as it is just inside the range.

◆Sustain the Spell
◆◆Cast phase bolt on the visible reefclaw

Ranged spell vs Reefclaw: 1d20 + 5 ⇒ (20) + 5 = 25 critical
Piercing dmg: 3d4 ⇒ (1, 4, 2) = 7 14 total damage
Dolphin Piloting: 1d20 + 6 ⇒ (19) + 6 = 25
Dolphin Piloting: 1d20 + 6 ⇒ (11) + 6 = 17

Horizon Hunters

Human Rogue 1 | HP: 18/18 | AC 18 | Fort: +5, Ref: +9, Will: +6 | Perception: +6 | Hero Points: 0

Redmond continues firing at the remaining reefclaw.

Looks like it's just outside of my first range increment, unfortunately.

Shortbow: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 ⇒ 3

Shortbow: 1d20 ⇒ 5
Damage: 1d6 ⇒ 5

"This is why I never took up piracy," the thief grumbles as the swaying raft causes his shots to miss.

Two actions to strike.


Burden of Envy: Table 1 | Table 2 | Sloughscar Summit |

Modra dispatches smashes the reefclaw and Magnus obliterates its remains!

COMBAT OVER

Now that there are moving threats, I will take us out of rounds.

Reflecting upon the movement of the marine creatures and the descriptive name of Shard Cove, the Pathfinders conclude that dangerous shards remain concealed within the waters between the Pathfinders and the ship in the distance.

However, with its echolocation, the dolphin can readily steer clear of these threats and the rest of the party need only follow in its wake to avoid such perils beneath the waves.

The use of the dolphin was a very creative use of a summons and essentially neutralized all of the hazards. Well done!

Following the channels navigated safely by the marine mammal, the party is able to get their clients safely aboard ship.

Exchanging brief displays of gratitude, Professor Chaverly and her family disappear into the hold along with Themolin.

"Th-th-thank you. I-I c-can't say th-that I'll m-miss this p-place." Themolin adds before heading below.

As the sun rises over head, the party makes their way back to land to rejoin Alenor. Across the cove, thanks to a sudden westerly wind, The Rolanda's Prayer is nearly below the horizon. The party heads through the tunnels to the sewers. Finally, they return after first bell to the Rockfish Inn.

To complete their mission, the party knows that they and the remaining refugees must make it aboard the Merry Mayfly, at the docks of Xin-Edasseril. There, the vessel must depart before the party's travel papers expire or else the ship is nearly certain to face boarding. The waters and environs around the dock are heavily watched both by patrol ships and sentries on land. With the check point located at the end of the dock, the Pathfinders realize that you have little choice but to smuggle the remaining refugees out past the two guards stationed there.

By this point in the adventure, the Pathfinders should have a good grasp of the nature of the guards as well as the resources available to them. It should be clear that violence is not the solution. You are encouraged to devise your own plans and preparations as to how to get the refugees and yourselves to the ship without being caught. Through your interactions with the various refugees, you should also have at your disposal several potential resources to aid with smuggling the remaining refugees.

You have about 24 hours in game (and out) to make/post any preparations, then I will move us along to the next encounter at the docks.

Radiant Oath

M Dwarf Champion 1; Fort 8, Ref 3, Will 7; Perception 5; HP 23/23; AC 17 (19); Exploration: Search

Dolphin MVP! That felt like it was on the edge of really getting hairy just with the two reefclaws, quite lucky we had the summon to tank some damage and spot the other trap. I thought it was going to be one or more extra reefclaws, don't even want to know what the shards would have been.

Modra paddles in the wake of the dolphin to get the Taverly family to safety on board the Rolanna's Prayer. He peers down in the water as he gets through, wondering if he's spotted what the dolphin and reefclaw were both trying to avoid. In his imagination if nowhere else, he sees the shard and quietly thanks Torag that he did not have to find out what havoc those would have wreaked on their improvised rafts.

The dwarf has borne the brunt of the attacks of the creature that attacked his raft, with a couple of wounds for his trouble and one broken shield. That was a hairy thing. He is puffed up proudly despite his wounds because he knows he's done his job of protecting the escapees. He fended off the creature while the others attacked from a distance, drew attacks to himself that would have harmed the unarmed family, and when it came down to it, he smashed it to end it. The day is young, but this is a good day.

"Well," he says as the group reorganizes back on the shore, "now we can start thinkin' abou' our big stone friend, an' how we want ta get him out o' here. Never did find out wha' the good captain was tryin' ta tell us wi' her book. Might be worth findin' out, if we can do it."

Horizon Hunters

Human Rogue 1 | HP: 18/18 | AC 18 | Fort: +5, Ref: +9, Will: +6 | Perception: +6 | Hero Points: 0

Redmond helps steady the raft as Themolin climbs aboard the ship.

"Good thinking with the dolphin. That's what I meant about the best wizards thinking a step ahead," Redmond says to Magnus. To Father Emil, hr adds, "And keeping it alive might kept us from wrecking on the shards."

Upon reaching the shore he sees how pleased Modra is and congratulates him as well. "Can't say I really understand putting yourself in danger to protect others, but I can respect it. That family chose the right raft."

If I'm correct, we have these people to get on the Mayfly: Flitch, Yuleg, Vurna, Garrla, and Seddothrum. Have I missed any?

Possible leads include Captain Kallade and Flitch's forgeries. We also discussed smuggling the targets aboard using disguises (or a wagonload of stone for Seddothrum) or having Seddothrum carry them across the sea floor to the ship (how many castings of Air Bubble dors Father Emil have?)

Any other ideas? It's a lot of pages, so apologies if I missed any.

Although reluctant to venture anywhere near the guardhouse again, Redmond replies to Modra, "Aye, we should see what the good captain has to say. We can use any help we can get. But where to find her at this time of night, and how to convince her to speak openly?"

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺

Father Emil knows of no spells he could prepare that would contribute to any disguises. It seems the best plan would be to try to forge documents for the refugees. With Garrla in the group, she could help deal with any paper requests. She could perhaps claim Seddothrum is a slave authorized to move with her. As a back-up, if there is trouble at the dock, the group could have some kind of distraction ready. Emil could prepare a summon undead spell, which he would be willing to use to draw guard attention for a few rounds. He could only summon something like a skeleton, zombie, floating head, or predatory rabbit.

Radiant Oath

M Dwarf Champion 1; Fort 8, Ref 3, Will 7; Perception 5; HP 23/23; AC 17 (19); Exploration: Search

"Aye, we made a bit o' a scene last we went to that guardhouse," Modra agrees with Redmond, chuckling at the memory. It seemed quite intense in the moment. Now it's funny. "Might be a captain has some more freedom ta slip out and then we can find 'er there? If we can get a message to 'er, of course."

Redmond's list of people to get out is the same one I've had in my head. We know Kallade has a black book that may have some useful information, but no insight about what's in the book. I feel like meeting her outside of the guardhouse should be a goal. We can refine our idea or make it as strong as possible if we know what she knows.

I think Magnus checked out the forgeries quite a while ago. I don't recall the conclusion. We should get papers as good as we think we can get them, and get as many copies as we need for the people we have now. I liked Redmond's earlier idea of trying to smuggle out Seddothrum by just pretending he's a load of stone. The giant fooled us pretty good until we went to leave the academy.

Per the GM's message about land-based sentries and water-based patrol ships, it seems like plans that would revolve around sneaking out to the boat, or around creating a small commotion, are out of our reach. If the dock guards signal to patrol ships because there's trouble, that's it. So, our route out goes through not having the two dock guards raise any alarm. Which I suspect means fooling them or, if that fails, bribing them.


Burden of Envy: Table 1 | Table 2 | Sloughscar Summit |

In an effort to relieve some possible apprehension or confusion, I will pull back the curtain a bit and reveal broadly how the remainder of the scenario will unfold mechanically.

To get themselves and their clients to safety, the PCs must overcome a series of obstacles. Inadequate preparations or unforeseen circumstances can produce obstacles that make the PCs’ smuggling efforts more challenging. For each obstacle, each PC must roll one check to attempt to overcome it.

A PC who succeeds on the check earns 1 Success, a PC who critically succeeds earns 2 Successes, a PC who fails earns 0 Successes, and a PC who critically fails loses 1 Success. If the PCs’ plan helps address the obstacle, they gain a +2 circumstance bonus on the skill check. At the GM’s discretion, the creative use of a spell, magic item, or character ability can grant the PCs 1 additional Success.

Also, if the PCs have a creative skill solution to a particular obstacle, they may use other skills instead, but at a much higher DC.

If the PCs earn at least as many Successes as the number of PCs, they successfully overcome or bypass the obstacle. Depending upon the actions the PCs have taken previously in the scenario, they may be able to avoid the some obstacles.

Father Emil 2E wrote:
It seems the best plan would be to try to forge documents for the refugees.

When previously reviewing the documents, Magnus concluded that they were poor forgeries. He believes he may be able to correct them.

Any PC may attempt an open Society check to "correct" the forged papers. Due to his prior success, Magnus receives a +2 circumstance bonus to his check, but any number of PCs may make the attempt and I will take the highest result.

Father Emil 2E wrote:
With Garrla in the group, she could help deal with any paper requests. She could perhaps claim Seddothrum is a slave authorized to move with her.

Prior to departure, the party is able to speak with "Garrla". She confesses that her true name is Captain Astrid Kallade. The black book contained information about a fellow member of the Emerald Guard, an elven man named Ellvard, who is scheduled for duty at the docks the day the party's papers expire--the same day the Merry Mayfly is scheduled to depart the city. She explains that Ellvard recently sold a painting to the Runelord for a handsome price. She suspects that the painting was a forgery and, thus, the price was exorbitant. However, she does not have any evidence to support these claims. She had hoped to get this information to you secretly in time to do some investigation, but she now fears that there is no longer sufficient time. You suspect she is right.

She further notes that Ellvard knows enough about her to know that she doesn't own any slaves. She suggests, if you want to try that particular deception on the Emerald Guard that you should consider choosing a different "owner".

Father Emil 2E wrote:
As a back-up, if there is trouble at the docks, the group could have some kind of distraction ready. Emil could prepare a summon undead spell, which he would be willing to use to draw guard attention for a few rounds. He could only summon something like a skeleton, zombie, floating head, or predatory rabbit.

That plan may come in handy in dealing with an obstacle or two. Keep it in mind and let me know when you want to try it.

Feel free to continue discussing plans, but to keep us moving us along...

Having completed their plans and preparations, the Pathfinders are able to approach the final checkpoint at the dock where their ship lies without incident. There, they find lines of people waiting to proceed through the checkpoint and board nearby ships.

Two members of the Emerald Guard are stationed here at the checkpoint. The more senior guard on duty is indeed the elven man that Astrid identified as Ellvard. He is accompanied by a junior guard who Astrid concludes will simply follow Ellvard’s lead.

OBSTACLE NO. 1 "Are We There Yet?"
As the party approaches the checkpoint, Yuleg begins to become visibly nervous. "I have spent most of my life in the city avoiding the Emerald Guard and now you want me to walk up to one and lie?" He asks. "Are you sure this is the best plan? What if he asks me where I am going? What should I say? What do I do then?"

To overcome this obstacles, the PCs may attempt a Diplomacy check to Request to Yuleg that he remain quiet or a Society check to provide him with an answer about the nature of the Emerald Guard or the party's cover story that helps assuage his concerns.

Horizon Hunters

Human Rogue 1 | HP: 18/18 | AC 18 | Fort: +5, Ref: +9, Will: +6 | Perception: +6 | Hero Points: 0

Unfortunately Redmond has neither diplomacy nor society, so he won't be able to help with the forgeries or this first obstacle.

The night before departure, Redmond prepares the the mules at the Rockfish's stables for travel and attempts to load the wagon up with whatever loose stone pieces he can find; preferably of various sizes and matching Seddothrum's skin colour as closely as possible.

Radiant Oath

M Dwarf Champion 1; Fort 8, Ref 3, Will 7; Perception 5; HP 23/23; AC 17 (19); Exploration: Search

Over the course of the group's remaining time in the city, Modra spends a little time trying to reproduce a better quality of the forged document.

Society, forged documents: 1d20 + 4 ⇒ (2) + 4 = 6

Perhaps he is still a bit scandalized at the idea of having to be a forger. This is ordinarily quite a law-abiding dwarf, at least in places where the law is just.

Recognizing Redmond's plan with the stones, Modra tries to do what he can to help with some "disguise" stones to have the giant just sitting among on the cart. "Too bad we couldna find ou' more about tha' forged paintin' business," he offers conversationally while this work is going on. "Been busy tryin' ta find an' help these folk, just en't enough time fer more on the side."

I think this is as much as Modra can contribute to the "pre-game" aspect of the plan. Hopefully someone else with a better Society number can get us some good forgeries.

Later, approaching the docks, Modra takes it upon himself, as a fellow dwarf, to try to be the first to calm the nerves of the innkeeper. "It en't a problem at all," he replies regarding Yuleg's concerns. "First thing is, ye probably en't got ta say nothin', ye just hand over yer papers. Second thing is, if they do ask where yer goin', ye just say ye got business in the Inner Sea. These guards've been stuck with all the rest o' ye an' they don't know nothin' abou' the world." He recalls this bit of information as the one thing he was sure about with Xin-Edasseril before this whole adventure.

Society, calm Yuleg: 1d20 + 4 ⇒ (19) + 4 = 23

Case for an additional +2: Our cover story of "dwarven merchants with a load of stone" means that we can have "underlings" address the guards on behalf of "the boss."

Will the checks in this series of obstacles have "an appropriate Lore skill at a lower DC" available, rather than the stated "creative skill solution ... at a much higher DC"? I am not sure if "lower DC for Lore" is a standard PFS feature for this sort of challenge or if I have just played a lot of scenarios where that's explicitly written in. Redmond's Underworld Lore might offer a soothing anecdote, if so.


Burden of Envy: Table 1 | Table 2 | Sloughscar Summit |
Modra Boeske wrote:
Over the course of the group's remaining time in the city, Modra spends a little time trying to reproduce a better quality of the forged document.

If someone else would like to take a crack at the forged document, they may do so. Otherwise, I will go with this roll...

Modra Boeske wrote:
"First thing is, ye probably en't got ta say nothin', ye just hand over yer papers. Second thing is, if they do ask where yer goin', ye just say ye got business in the Inner Sea. These guards've been stuck with all the rest o' ye an' they don't know nothin' abou' the world."

Yuleg momentarily grows quiet, contemplating the advice of his fellow dwarf.

A critical success!

Then, as Yuleg continues to think, he asks nervously, "What sort of 'business'? I am an innkeeper after all. I don't know any other type of work. They may not know much, but they likely know that I don't run an inn in another land."

More successes are required to overcome this obstacle.

Modra Boeske wrote:
Will the checks in this series of obstacles have "an appropriate Lore skill at a lower DC" available, rather than the stated "creative skill solution ... at a much higher DC"? I am not sure if "lower DC for Lore" is a standard PFS feature for this sort of challenge or if I have just played a lot of scenarios where that's explicitly written in. Redmond's Underworld Lore might offer a soothing anecdote, if so.

I don't know if it is necessarily a "standard PFS feature", but generally I apply a lower DC for Lore skills. The information on how the GM may adjust DCs is virtually verbatim what is provided within the scenario. In this case, applying the lower DC for Lore skills and the "much higher DC" for other skills would result in allowing a PC to attempt a Lore check at a somewhat higher DC.


Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:

While the group works back towards the docks, and second rendezvous, Magnus works on the documents trying to improve the forgeries. Magnus sighs, a sound of profound academic martyrdom, as he squint-eyes the edges of the ink. He adjusts his collar and brushes a speck of nonexistent dust from the parchment.

"Precision is not merely a habit, it is a requirement of the craft," he remarks, his voice carrying that familiar, scholarly resonance. "This endeavor would be considerably more efficient (and certainly more accurate) if I were provided with a proper mahogany desk, a magnifying glass of at least triple-lens quality, and the simple dignity of a chair. One cannot be expected to produce masterwork forgeries while standing in the middle of a transitionary camp like a common street-peddler." He leans back admiring his work with a grimace. "Still, I suppose the 'scholarly' thing to do is to persevere through these... unfortunate conditions."

Society to Forge, +2 bonus: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15

Later, as the party approaches the checkpoint and Yuleg begins to fret, Magnus turns to the innkeeper with a reassuring, if slightly patronizing, pat on the arm.

"My dear fellow, you are overthinking the deception,"Magnus declares. "If they inquire as to your business, simply inform them you are embarking on a grand sabbatical. You are traveling abroad to conduct a comparative study of international hostelries and tavern-management techniques to improve your own establishment. It is a perfectly noble academic pursuit. Why, the 'Sociology of the Public House' is a vastly under-researched field!"

Society to help Yuleg: 1d20 + 7 ⇒ (7) + 7 = 14


Burden of Envy: Table 1 | Table 2 | Sloughscar Summit |
Magnus Whizzbang wrote:
"Still, I suppose the 'scholarly' thing to do is to persevere through these... unfortunate conditions."

Magnus improves on Modra's efforts.

Result noted.

Magnus Whizzbang wrote:
"Why, the 'Sociology of the Public House' is a vastly under-researched field!"

"Well, I never considered myself to be a scholar." Yuleg replies, considering the words. "Been in Xin-Edasseril my entire life. What should I tell them I am looking to compare the Rockfish Inn to?"

Another success. 3 Successes obtained. The party needs 3 more to overcome this obstacle.

Radiant Oath

Female Investigator 1| HP 17 | AC 17 | F + 4 R +7 W +5 | Perc +6|

Alenor falls into step beside Yuleg, her voice low and measured—calm not by warmth, but by certainty. She studies his expression for a moment, notes the pattern of panic, then answers with the clipped precision of a practiced lecturer. “If they ask questions, answer only what is asked. Nothing more.”

Society to calm yuleg: 1d20 + 7 ⇒ (16) + 7 = 23

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺

Emil tries to calm Yuleg by reminiscing about some inns he has stayed at, which he hopes may give him some ideas for what he might really do if he were comparing his inn to those Emil mentions.

Diplomacy: 1d20 + 3 ⇒ (13) + 3 = 16

Horizon Hunters

Human Rogue 1 | HP: 18/18 | AC 18 | Fort: +5, Ref: +9, Will: +6 | Perception: +6 | Hero Points: 0

I'm still following along, just have nothing to contribute at this time, unfortunately. Redmond's untrained diplomacy is +2 and society is +0, and I'd rather not risk a crit fail unless absolutely necessary.


Burden of Envy: Table 1 | Table 2 | Sloughscar Summit |
Alenor Holt wrote:
“If they ask questions, answer only what is asked. Nothing more.”

The dwarf nods affirmatively.

Father Emil 2E wrote:
Emil tries to calm Yuleg by reminiscing about some inns he has stayed at, which he hopes may give him some ideas for what he might really do if he were comparing his inn to those Emil mentions.

Heeding Emil's words, Yuleg remains contemplative but quiet.

A crit success followed by a success! Obstacle is overcome.

OBSTACLE 2: "BLECH!

As the party approaches the guards, Vurna suddenly displays telltale signs of nausea. Perhaps, nerves or a residual reaction to her prior illness and treatment. Regardless of it cause, her sudden bout threatens to draw unwanted attention and scrutiny from the guards.

Each PC may attempt a Deception check to Create a Diversion to distract the guards when she gets sick or a Medicine check to help calm her stomach.

Radiant Oath

M Dwarf Champion 1; Fort 8, Ref 3, Will 7; Perception 5; HP 23/23; AC 17 (19); Exploration: Search

Oh no, we've got a puker, Modra thinks. The dwarf has spent some time in and around battlefields and has at least a little bit of an idea of how to calm the mind as well as treat the wounds of the body.

After a gesture to get Vurna's attention and make sure that she is making eye contact, he says, "Try this, lass. Always gets out me nerves." He then shakes his right hand, counting down from ten to one in Dwarven, followed by his left hand, again counting with each shake. He repeats with his right foot, then his left, then starts again with the right hand, now counting down from nine. He smiles and nods in encouragement, hoping Vurna joins in so that the nervous energy is shoved into this countdown ritual rather than wandering idle negative thoughts.

Medicine: 1d20 + 5 ⇒ (16) + 5 = 21

Eight, then seven, six, and so on down the line, each round finishing faster than the previous one, until at last - one shake each of the right hand, the left hand, the right foot, and the left foot, and at last, zero!

Long ago, this ritual got me through a high school theater performance.

**

I thought some more about the overall plan and I realized we should probably settle on a specific posture with regard to Kallade before we arrive at an obstacle that involves her. Are we attempting to disguise her? Are we having her out in the open with us past the guard checkpoint? We probably want to have a plausible-sounding explanation for her presence. She might be able to pull rank on Ellvard, although it'd be best for things not to come to that point.

Rough idea: She is carrying out a "routine inspection" of cargo loading and departure, after which she will signal to a patrol ship to collect her and return her to the harbor. Of course, she will signal no such thing and just leave with us. Possibly she could even say she's already inspected our papers. Desperate backup plan: Suggest to Ellvard that her departure will create an opportunity to advance in rank.


Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:

I like your Kallade plan. Will support that

Magnus is not the leading expert on medicinal remedies for nausea, but he has some mint-like herb from the First World in his kit and offers it to Vurna, and can only shrug when she declines.

Medicine: 1d20 + 4 ⇒ (3) + 4 = 7

I show out of Hero Points, but the slide still seems to show one for Magnus. If so, will take the re-roll but if not I fully understand.

Medicine, Hero point: 1d20 + 4 ⇒ (7) + 4 = 11 Eh, marginally better but probably not a success or a crit fail

Horizon Hunters

Human Rogue 1 | HP: 18/18 | AC 18 | Fort: +5, Ref: +9, Will: +6 | Perception: +6 | Hero Points: 0

Noticing Modra and Magnus attending to Vurna, Redmond realizes that a distraction may be needed.

He approaches the nearest guard, points toward the water, and asks, "Those creatures lurking in the water under the docks, with the crab claws and the fish tails? Should we be concerned about them?"

Deception: 1d20 + 5 ⇒ (12) + 5 = 17

The Kallade idea sounds good to me!

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺

Emil stands near her and whispers, "Breath in for 4 counts, breath out for six counts."

Medicine: 1d20 + 7 ⇒ (17) + 7 = 24


Burden of Envy: Table 1 | Table 2 | Sloughscar Summit |
Modra Boeske wrote:
"Try this, lass. Always gets out me nerves." He then shakes his right hand, counting down from ten to one in Dwarven, followed by his left hand, again counting with each shake. He repeats with his right foot, then his left, then starts again with the right hand, now counting down from nine. He smiles and nods in encouragement, hoping Vurna joins in so that the nervous energy is shoved into this countdown ritual rather than wandering idle negative thoughts.

The girl begins tapping.

A success.

Magnus Whizzbang wrote:

Magnus is not the leading expert on medicinal remedies for nausea, but he has some mint-like herb from the First World in his kit and offers it to Vurna, and can only shrug when she declines.

I show out of Hero Points, but the slide still seems to show one for Magnus. If so, will take the re-roll but if not I fully understand.

I haven't awarded any Hero Points in a while, so sure.

A regular failure.

The mints don't make things worse.

Redmond quickly steps in and gets the attention of one of the guards, while Vurna appears to respond well to the breathing techniques.

A success and a crit success. The party needs one more success to overcome this obstacle.

BOTTING Alenor - No post in 48+ hours
Alenor, Deception T: 1d20 + 4 ⇒ (14) + 4 = 18

Obstacle overcome!

OBTACLE 3: Unwanted Exposure

The party approaches closer to the check point, when the wheel of the cart holding the "load of stone" strikes a broken board. The giant inside begins to shift, lifting a big, rocky hand to grab ahold of the side of cart to prevent himself from "spilling out" onto the dock.

To overcome this obstacle, PCs may attempt a Deception check to Creature a Diversion to distract the guards while Seddothrum repositions himself or a Stealth check to Hide the giant's hand and arm that is at risk of being detected.

Radiant Oath

M Dwarf Champion 1; Fort 8, Ref 3, Will 7; Perception 5; HP 23/23; AC 17 (19); Exploration: Search

As soon as he spots the potential for the scene to unfold into chaos, Modra springs into action. This dwarf is neither built nor wired for subtlety nor trickery and he leaves these possibilities for others. Instead, he approaches the unstable part of the cart, plants his feet, and throws his back into it, attempting to hold the thing in place so that Seddothrum can steady himself with a less obvious effort and get his hand out of view before somebody notices who shouldn't notice.

Athletics to steady the cart: 1d20 + 7 ⇒ (13) + 7 = 20

My best shot at this is an off-menu skill since otherwise we're talking Stealth 0. I hope this action has appropriately addressed the description of the obstacle. Case for +2 circumstance bonus: Redmond and Modra helped to prepare the cart with other loose stones that would also be in motion with this jostling, further drawing any observers' attention from the fact that one of the moving "stones" is actually one of Seddothrum's hands.


Gnome Wizard 1 HP 15/15| AC: 15 (16)| F +4 R +5 W +6| Perc +4 (low light)| 25 feet | Class DC 17 | Active Conditions: none | Exploration:

Seeing the giant likely to spill out of the cart entirely, and give away the ruse, Magnus uses Prestidigitation to blow a small gust of wind over his cloak, billowing it enough to try to cover the rocky limb until Seddothrum can get himself back into place. But instead the wind is too strong and blows the cloak clear over the gnome's head, making more of a scene, instead of covering up the small accident.

Magnus Stealth to cover the limb: 1d20 + 5 ⇒ (2) + 5 = 7 Ugh! Sorry team...


Burden of Envy: Table 1 | Table 2 | Sloughscar Summit |
Modra Boeske wrote:
As soon as he spots the potential for the scene to unfold into chaos, Modra springs into action.

A success, even at the higher DC!

Magnus Whizzbang wrote:

Seeing the giant likely to spill out of the cart entirely, and give away the ruse, Magnus uses Prestidigitation to blow a small gust of wind over his cloak, billowing it enough to try to cover the rocky limb until Seddothrum can get himself back into place. But instead the wind is too strong and blows the cloak clear over the gnome's head, making more of a scene, instead of covering up the small accident.

[dice=Magnus Stealth to cover the limb]1d20+5 Ugh! Sorry team...

Just a regular failure.

Radiant Oath

Male Human Cleric of Erastil 1 AC 17 HP 22/28 F +6 R +4 W +10 Perception/Initiative +8 ◆◇↺

Emil casts a spell while standing behind the others to make it harder to see his casting actions. Then a voice calls out from well back in the line about 60 feet back, "What's taking you gits so long?! I've got fish on ice back 'ere I do! Don't want it ta be spoilt afore I can get it on the ship! 'ho's in charge? F---ing morons what got promoted ta yer level o' idiocy?"

Ventriloquism spell ◆◆ DC 17

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