Ramona Avandth

Helène Yolescu's page

141 posts. Organized Play character for Iff.


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Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène works through the night to fix the papers that Filtch provided them with, grateful for any help. She's quick to accept the stone giant as one additional passenger for their trip on the last day, and reiterates her plan to use magic in shrinking him down.

Once it becomes clear that Filtch has killed the assassins, Helène snorts wisps of smoke in anger and looks ready to chew iron. She's of a mind to leave him, but eventually decides against it; it was their own choice for leaving the assassins with him and - more importantly - abandoning the rat might jeopardize their entire venture.

Regaining her cool, Helène does what she can to get the passenger's extraction going smooth, fast-talking her way past guards, encouraging her companions and the passengers as needed, and rolling up her sleeves when things get ugly. Her unarmed fighting style means she has to get up-close to the reefclaws, but she comes out of the fight with only a few scars to show for it.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Thanks for coming up with this solution, Rainzax. I wasn't quite sure what sort of response I was going to get, but it seems like speaking up with the 'right' thing to do. I'll pop into gameplay for the narrative post.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Rainzax, have you considered making some changes to your GM'ing style in the interested of picking up the pace in this game? We had some interaction with this giant, but it seems like we're now in a holding pattern while we wait for him to actually tell us what his case is. A similar thing happened with Filch's paperwork. I actually thought we were making some progress when you asked for our rolls on executing the plan, but then we were held up by the giant/paperwork.

For the other players: I'm not advocating rushing from roll to roll without any form of roleplay, but I'd like to see a bit more balance and pace, considering how long we've already been at it. We've already lost one player, though I of course don't know what caused that. I'll be honest and say that I've considering stepping away from this table on multiple occasions, but I just don't like letting a group down once we start something.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Waiting to actually hear the giant's story, and Bardok seems to have taken care of the roll for Filtch's papers.

If we want to smuggle the Giant out, maybe we could purchase a scroll with the Shrink spell? It's only 5 minutes, but makes him tiny. That could be enough for him to sneak past the Docks guards. Or maybe Anton could carry him? Just dropping some ideas here while we wait for the encounter to play out.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène continues working on the paperwork, while keeping herself apprised of the situation with the stone giant. "I agree. If he's a victim of the situation here, and we can get him out, we should. We have to think about security first, though. Will he be missed? Can he be tracked by his employer or master?" She considers. "I'd be leery to change our plans for tomorrow so close to the deadline. And I think putting a stone giant on an improvised raft would be a recipe for disaster! We'll have to bring him with us to the docks when we leave."

With that said, she consults Bardok again to figure out what's wrong with Filtch's paperwork. "Is it forged? Did he make his own attempts to get out, or is he deliberately sabotaging our efforts?"

Helène tries to find out what's wrong with the papers. If she can, she'll fix it. And it it seems like Filtch deliberately endangered their mission, she might consider leaving him behind.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

I momentarily forgot about the limit of five passengers on this first boat. Concerning the raft: I propose the two children could board it, with one of the adults to row. The others could hang on at the sides and have to swim/paddle along.

Helène agrees with Zamp. "No, you're right. With only five people allowed on board the Rolanna's Prayer, it should be Daffrid Chaverly with her kids and husband, along with Astrid." She thinks for a moment. "I still think Astrid should hide in the cart with the kids, she can keep them quiet if we encounter anyone. Or they could all hide in the cart, if there's room."

She thinks for a moment. "I've got an idea for a story we could tell if we're stopped by the guards: We've been granted permission to export a rare species of fungus - or mold, that's probably better - that grows in the sewers of the city. They're valuable because of... medicinal purposes? That sounds so odd that it could be true, right?" She continues talking, caught up in the story. "The mold's properties disappear if exposed to light, so that's why we are allowed on the road before dawn. And we have to keep the stuff wrapped under the tarp, because we don't want to take any risk from torches and street lanterns. Maybe it even becomes dangerous if exposed to light? Something like that. That might deter a nosy guard, who insists they should check." She draws up some papers. "Let's see if we can forge some official-looking documents. And then a bit of fast-talking should do the rest."

Helène will help getting the cart with all the passengers through the city and to the secret cove without being searched.

Society to forge some paperwork: 1d20 + 5 ⇒ (8) + 5 = 13
Deception to sell the story, if needed: 1d20 + 6 ⇒ (18) + 6 = 24

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Looks like we're in the home stretch now. Just a question about our contributions: How many assumptions can we make? A social check would seem in order only if we run into people, for instance Deception to talk our way past guards. Is that OK?

For everyone: Don't forget hero points, if you still have them!

Envoy's Alliance

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LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

I think we only talked about moving the passengers for fear that 'Garrla' was a trap and would bring a whole patrol of guards with her. No need for it now.

Helène reiterates her plan: Before dawn they'll leave with the rowboat in the cart. The children and Kallade could hide under the tarp. We pick up Filtch from the sewers and then head for the docks. If we encounter any guards, we'll try to talk or bribe our way past them.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

"We know," Helène answers flatly at Kallada's mention of the risk they took. She's unarmed, but shows in her stance that she hasn't let her guard down. "I'm Helène. I take it you're Ready to join," she says, referring back to the note initially placed with the bag of gold. "Just to be clear, because we've taken enough risk so far: What are you willing to join, and what's the rest of the price you were willing to pay?"

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Let's roll with it.

Helène ushers the passengers into a back room, out of sight. She's guarded, but things seem to pan out reasonably well. Taking up position opposite Zamp, she nods to signal that she's ready.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

While working on the barrels, Helène reiterates what seems to be the plan so far.

"We're moving the passengers to the sewers for the night, so that they'll be safe. We stay here for the night and deal with the 'Garrla' situation, depending on who shows up." She squares her shoulders, trying to plan ahead based on that. "Early morning before dawn we take the horse and wagon from behind the inn - hopefully with this @#$@#$ flotilla - and pick up the passengers from the sewer. We head to the docks and bribe anyone who asks questions. How's that?"

Craft flotilla: 1d20 + 5 ⇒ (8) + 5 = 13 (Sigh. It just isn't meant to be.)

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Hi folks. I've had eye surgery on Tuesday. Recovery isn't going so well. It might be a few more days before I will be able to read up and post again. I'm sorry for the absence, please bot me as needed.

Envoy's Alliance

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LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

It might be the safe option to get everyone into the sewer now, but I could see some trouble down the road. First, we have the innkeeper's daughter who's still recovering from illness. And two small children. Second, that means we'd have to leave the flotilla device behind. (Also, that means we lose the opportunity to make contact with 'Garrla', making the entire exercise in the Guardhouse a waste).

If we stick to the inn until early in the morning, we can pack everyone on the cart (including flotilla), swing by the sewers and then have everyone on their way. I think that's our best bet for now. We've taken the plunge, let's see where it takes us.

Summary: Helène suggests to stay put at the Inn, keep vigilant throughout the evening and night, and meanwhile work on the flotilla.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène notes that Bardok seems to have some interaction with one of the guards, but is driven foremost by her desire to leave the guardhouse as soon as possible. She's right on the heels of Zamp to clear the building.

When it seems like they're clear and not followed, she slows down. "I knew this was a mistake," she bites back her anger. "We should head to the Inn right away, make sure it's still safe there. We'll have to post guards. whoever's left can work on the flotilla, I suppose. And then let's see what happens."

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

Helène, whose nerves are already frayed from the paperwork and the bureaucrazy they've had to deal with, is horrified at the scene they've (almost) witnessed. Spots of colour go to her cheek and she sets her jaw to prevent herself from doing anything stupid. Through gritted teeth, she whispers to the others. "We have to leave. Now! All of us," she adds, referring to Rose. We'll have to drag her out of the line when we leave, I suppose. Or at least let her know that she has to bail.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

I think we've wasted some time, but our situation hasn't really changed. Therefore, Helène would stick with the original plan. Do the paperwork, wait and see if they're allowed to talk to Ellvard. If not, ask for Garrla directly.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

"Good afternoon, good officer," Helène says. "Thank you for taking the time, because I wouldn't bother you for something I had most likely simply misplaced." She shoots Rose a fake smirk, then focuses all her attention on the clerk.

"I really hope he is in. We saw some men at the docks unloading crates. When one of them complained that they were heavier than they looked, the other gave him a warning glance first, then a knowing wink. 'You're getting weak if you can't even carry a crate filled with nothing but clothing', he said. And I'm not even exaggerating the emphasis, they were surely sharing a joke." She gives the clerk her most honest look. "I don't want to think about what was really in those crates. Even if it's nothing dangerous, smuggling like that hurts everyone's business - including ours - so we thought it best to report it here. And I've heard it said that Ellvard is the most appropriate one to report this to." That might make it more believable for us to report this, instead of looking the other way, as outsiders. We're simply trying to get rid of some competition...

Deception: 1d20 + 6 ⇒ (4) + 6 = 10 (Yeah, that's a hero point for sure.)
Deception: 1d20 + 6 ⇒ (18) + 6 = 24 (Better. :)

Should Ellvard not be in, Helène goes for broke and asks whether Garrla is in, in that case. She'll comment that she's heard the name and figures he might be a good second choice to take their statement in more detail. If he is in, she'll repeat the story, but weaves in that it was actually Garrla who recommended they speak to him. That might get a reaction either way.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Smuggling, probably. >:)

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

"I like the idea in theory, Zamp," Helène considers, "but it seems like we'll stick out like a sore thumb."

She frowns tries to make sense out of what she heard. "I haven't been able to find anyone who could confirm that a 'Garrla' works at the Emerald Guardhouse. Maybe it's a code word? I did overhear some rumours about a guard that has been known to accept bribes. He might be a good first point of contact. If things go sideways and the whole thing was a set-up, we might be able to buy our way out of it."

She rubs her hands together as she forms a plan. "How about this? The guard - Ellvard - frequently works at the docks. We go in and ask to see him first, claim we've seen some disturbing things down by the docks that we'd like to report, and we were referred to him. The upside is that we can keep our cover or merchants, and that we can all go in as a group. We were all witnesses to the 'event', after all. Once we meet him, we'll ask for Garrla. And then we see what happens."

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Sorry, GM. I'm a bit confused on what's happened. I was under the impression that Helène had succeeded on the Gather Information check. The roll was here: https://paizo.com/campaigns/v5748p75ivl4n/gameplay&page=8#354.

Per your later request in the spoiler, I narrowed down my hunt for information to one question: Who is Garrla and does he indeed work at the Emerald Guardhouse? Did that not give any result? Please let me know if I'm mistaken somehow.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

I already rolled my Gather information roll above.

Helène visits some shops in the vicinity, making small-talk during her purchases. She hopes to find out whether Garrla works at the Emerald Guardhouse, and what kind of person he is.

Regarding your next question on our revised Entry Plan: I don't see how it would be useful to formulate a plan of approach already. That would defeat the entire point of Gather Information, in my eyes: To get some intel first that would help us in figuring out how to proceed.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Yep, that was also my suggestion from earlier here in the thread. That why I voted for staying outside, for now.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

I thought the same as Zamp, that Rose would gather information inside the guardhouse using the description she gave.

However, in this case I would suppose we use Gather information first, and then move to Rose entering the guardhouse. The others could just wait outside within earshot, allowing her ruse while still being close enough to join the interaction if needed. Would that work?

Envoy's Alliance

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LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Just wanted to make a mention here for everyone: Don't forget your hero points. So far, this has been a skills and interaction based scenario. That means your hero points might be best spent to make sure we succeed those tests and make the mission run as smooth as possible. It'd be a shame to let those points go to waste!

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Yesterday evening, with the guard

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Helène catches Rose's look and walks beside her on the way home. "It was a gamble, but it seemed to pay off. This isn't actually the first time that I distracted someone from looking at a contract properly. I'm not proud of my past, but it's taught me some skills that still come of use - hopefully for Good, this time around."

--

Helène's mood sours at their failure to build the raft, once again. She doesn't go near the pile of broken bits for a while and takes Kunsheng's word at face value. "I hope a few of them can swim," she says with a grim smile. "Or maybe they can hang on to the edges of the raft, if we ever get it built." She sets her jaw. "We'll need some time to do this, though. Tomorrow morning it has to be done."

--

Discussion with Vurna

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Listening from the edge of the room, Helène follows the discussion between Bardok, Rose and Vurna. She takes a cue from Rose and tries to weigh in. "Vurna, we've been in the city for a few days and I think we'll manage by now. And Rose makes a good point. It was only yesterday that we had to face an ambush by assassins." She tries to put some extra menace in her voice at the word. "But you could be valuable here: If you stay on the lookout and come for us right away if there's any trouble at the inn?" It's been quiet her for a few days, but that at least will give the girl the idea she's contributing in some way.

Diplomacy to dissuade Vulna from joining: 1d20 + 6 ⇒ (9) + 6 = 15

--

At the guardhouse

Helène would like to make some inquiries from the local citizens regarding the Emerald Guardhouse, under the pretense of asking for directions. "Is it over there you say? A big building, or small? Many people stationed there? What's their main function?"

Diplomacy to gather information: 1d20 + 6 ⇒ (18) + 6 = 24

I'm fine with Rose entering the building.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène holds up her hands at Orris, a spark in her eyes and voice. "I never said anything about being afraid. But when I tally the odds of this one, it seems to come out red in my book. That's what I'm saying." Her tone softens. "I can get behind Rose's suggestion. Let's use tomorrow to scout the Emerald Guardhouse, maybe we can try to gather some useful information while we're at it. And then we can decide."

Following Rose's suggestion, I'm on board with going to the Emerald Guardhouse tomorrow to do some scouting and gathering information. Based on what we find, we might take the plunge and make contact. Or we could use that information to make contact with Garrla on the last day.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Task 1.
Deception: 1d20 + 6 ⇒ (18) + 6 = 24

As they're walking, Helène stops the group when she thinks she hears someone. "Might be a patrol." She tosses two pebbles the other way, down an alleyway, to distract them. "OK, we should be good to go now."

--

When they make it out of the sewers and back to the Rockfish inn to be greeted by Daffrid and the others, Helène permits herself a thin smile in return to the doctor's token of encouragement. So far, so good. She updates Yuleg on their progress in general terms, avoiding names and specifics. She stays well clear of Vurna, both because she can't do much for the innkeeper's ailing daughter and because she's not in the mood to sate the curiosity of a girl who's too nosy for her own good.

Rather, she rolls up her sleeves and gets back to work on the flotation device. Damned if I find myself wasting a second night on this thing!

Task 2.
Craft on flotation device: 1d20 + 5 ⇒ (18) + 5 = 23

--

Task 3
Over dinner when discussing the plan for the next day, Helène is silent initially. Her mood could best be described as brooding. "We have one day left, and one more name on the list." She frowns. "Guaril will be cross if we don't bring this one in - especially if we won't even try. And we could miss the opportunity to get someone safe passage who really needs it. But I have a very bad feeling about this." She makes two fists as she speaks. "On the one hand, we've been lucky so far. We could lay low tomorrow, and have all of these people on the boat day after next. Easy as counting coppers." She switching the attention to the other fist. "Or we could head to the Emerald Guardhouse, ask for Garrla. If it's a trap, we'll deal with it. And we have the possibility to help another person."

I'm torn on this choice. As a player, I'd like to use the time we have and go for it. As a character, Helène is risk-averse and would probably let it go. However, she's torn and could easily be swayed if just one person makes a case for heading to the Guardhouse.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

"I understand that this isn't going exactly as you had hoped for, Filch," Helène says as she tries to keep her composure. "But we hadn't counted on a run-in with assassins. We have to improvise. Here, I'll tie them up safely. They won't give you any bother..."

Thievery: 1d20 + 7 ⇒ (5) + 7 = 12 Hero point reroll
Thievery: 1d20 + 7 ⇒ (16) + 7 = 23

Envoy's Alliance

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LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Perception, Themolin: 1d20 + 4 ⇒ (15) + 4 = 19
Mercantile Lore, evaluate artwork: 1d20 + 5 ⇒ (7) + 5 = 12

Helène nods as Themolin tells his story. "We shouldn't stay long, then." She agrees with Kunsheng. "Getting some of this 'False Death' would be ideal, but our chances are very slim. I say we can't take the time to search for a seller - or the chance to get caught. Putting him in the Inn is too many eggs in one basket, so the sewers it is." Sorry, not sorry, she thinks with another look at Themolin.

As she repackages the payment for transport, she looks at the unconscious assassins again. "Let's leave Barralbus here. It'll be a while before his body will be found. We can take the unconscious assassins with us to the sewers. That should keep them from being found, and our two passengers can keep an eye on them."

She thinks of some practical matters. "Two people should scout for the nearest sewer entrance while the rest of us prepare what's left here. Then we'll make a quick dash and hope we don't run into anyone who'll question us. After that we either stay below ground for the night, or head to the Inn if we can still make it before curfew."

I suppose loading the unconscious assassins in crate would be best, for now. That seems less conspicuous then dragging bodies through the streets.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Taking the discussion to OOC for a bit, on a couple points:

- Helène did (only) nonlethal damage on two of the assassins. They were not at risk of dying.

- Bardok notes that the "first ship comes tomorrow". This is not the case, from how I read it. We're currently on Day 2, and the first ship comes on day 4.

- Leaving the assassins in the warehouse seems too risky, considering it'll be two days before Themolin leaves. Finding False Death seems a risky venture - low chance that we'll find it. How about we bring them and Themolin into the sewers, and both of our passengers take care of them until they depart?

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

1. Helène gives Themolin a glare, still high on adrenaline from the fight. "Yes, what a shame that we were right in time to save you from these assassins..." She takes a deep breath and stretches her spine. "I am glad we were able to save you." She helps him up and offers something to drink. "What happened here? Did they try to kidnap you?"

2&3. She consults with her companions on what to do with the assassins, but makes sure to include Themolin in the discussion. This is his problem as much as ours. "We have two dead and two unconscious, from what I can tell. We have to make sure that they won't be discovered for another two days, at least. Can we lock the unconscious ones in here, with some food and water to last them until help arrives? We'll make sure to drop a note somewhere when we leave, so that they'll be freed at the right time." She doesn't look too happy with the suggestion, but can think of no better one. "Unless someone know best?"

4&5. Out of earshot of Themolin, she discusses what to do with him while checking the payment he indicated. "Take him to the Inn as well, until the day after tomorrow? It's getting awfully crowded in there, but it's an inn. And they'd best get acquainted before the passage out of here." She takes a quick peek outside. "We must be hitting curfew soon, so we'd best head back there anyway."

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

"Sure," Helène nods at Rose and Kunsheng. "I'd had my fill of him this morning." She deftly strides in between the pair to engage the last remaining assassin.

She looks her new opponent up and down, giving him a fiery glare. "You got more than you bargained for, didn't you?" she says in an attempt to unnerve him. "Did you see how easily your colleagues crumpled?" She barely gives him time to consider before she lashes out with both of her 'claws', letting out a roar (much more powerful this time) that seems to increase the impact of her strikes.

◆ Stride, ◆ Demoralize, ◆ Ki strike to perform a flurry of Blows.

Intimidation: 1d20 + 6 ⇒ (12) + 6 = 18

Flurry, Wolf jaw: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Extra force damage: 1d6 ⇒ 6
Flurry, Wolf jaw -MAP: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14 (Reroll with hero point)
Flurry, Wolf jaw -MAP: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Extra force damage: 1d6 ⇒ 1

Envoy's Alliance

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LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène groan at the sight of Barralbus. "So, you hadn't expected us? You came for Themolin?" Helène asks of the clerk. She doesn't stay in place to hear his answers, but hustles up to protect her companions. "I've got your back, Rose." Still in her low chouch, she jabs twice at the assassin with the rapier.

She turns to the clerk again after dispatching the assassin. "Watch out, you're next. If you're playing with fire, you're going to get burned." She grimaces and a (weak) dragon-like roar escapes her throat.

◆ Stride, ◆ Flurry of Blows at assassin one. ◆ Intimidate on Barralbus.

Flurry, Wolf jaw: 1d20 + 9 ⇒ (17) + 9 = 26
Nonlethal damage: 1d8 + 1 ⇒ (5) + 1 = 6
Flurry, Wolf jaw -MAP: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11 I'll use a hero point to reroll that one.
Roll Flurry, Wolf jaw -MAP: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Nonlethal damage: 1d8 + 1 ⇒ (4) + 1 = 5

Intimidate: 1d20 + 6 ⇒ (5) + 6 = 11

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Botting Doc:

Bolstered by his bestial mutagen, Orris lumbers up to the remaining visible assassin and bite down.

Bestial jaws: 1d20 + 6 ⇒ (11) + 6 = 17
Piercing damage: 1d8 + 2 ⇒ (4) + 2 = 6

◆◆ Stride, ◆Strike. I've moved his token.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène takes big strides to cover Rose's right flank. When she rounds the corner, she spots the assassin wielding a short bow and closes the distance. "You asked for this." She crouches into a low stance and flexes her fingers, imitating claws. She grimaces and exhales with a snort while taking two simultaneous jabs at the assassin's throat, aiming to incapacitate without dealing mortal wounds.

--

◆ Stride, ◆ Wolf Stance, ◆ Flurry of Blows targeting assassin three with two Wolf jaw strikes.

Flurry, Wolf jaw: 1d20 + 9 ⇒ (18) + 9 = 27
Nonlethal damage: 1d8 + 1 ⇒ (1) + 1 = 2
Flurry, Wolf jaw -MAP: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25
Nonlethal Damage: 1d8 + 1 ⇒ (6) + 1 = 7
I had intended to use one of my hero points on this attack, but that's not really needed. :*)

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Botting Imiriax:

Imiriax hurries to catch up with the rest of the group, falling in behind Bardok.

◆◆◆ Stride to catch up. I've moved his token.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

"Over here," Helène calls out for the benefit of the others. "Hostiles." She sizes up their opponents, trying to figure out what's going on. Did Themolin set us up? Possibly. Or his safe house has been compromised. Let's see if we can figure out either way. "If you've been hired by the owner to protect this place, there's been a mistake," she offers to both assailants. "We're on the same team, aren't we?" She doesn't believe it for a second, but figures it might draw them into conversation to learn some useful tidbits, even while they're fighting.

Meanwhile, Helène shifts her weight to better defend herself, and a few words of Draconic come to mind. "Fus Su Spaan!" she shouts, and a shield of magic forms in front of her.

Casting Shield for my final action. Helène will use the reaction to Shield Block at the first opportunity. And could we please get a description of the assassins?

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène has picked up some pace and doesn't let up when she hears the second muffled sound. She smoothly turns left and keeps ahead of the group to confront whatever may be happening.

Two Stride actions bring me to my new location on the map. If she already notices what's going on and sees someone hostile, Helène will cast a shield spell with her final action. If not, she'll Seek in a 30 ft. cone aimed South, starting from her present location.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

A chill runs through Helène's spine when they hear the cry for help. She pivots and hustles to the other side of the warehouse as fast as she can. So much for subtlety... When she comes to an intersection in the corridor between all the stacked crates, she takes a quick look left and right. "Themolin? We're here. Where are you?" she calls out loudly.

Three Stride actions to get me to this location.

Envoy's Alliance

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LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène strides forward into the warehouse. She keeps her eyes open and mulls over the clues she got from the lock. Either this is Themolin's warehouse and someone else got here first, or he simply knows of this place and forced the lock to meet us here. Maybe hiding in a place he owned would put him at too much risk.

She steps around the first stack of crates to get a better idea of the eastern part of the hall. She takes a brief glance back. "We'd best close the door behind us."

In a normal voice that wouldn't carry too far, she calls out: "Hello? Anyone there?"

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Thievery: 1d20 + 8 ⇒ (20) + 8 = 28

Envoy's Alliance

1 person marked this as a favorite.
LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène shakes her body for a second in an attempt to rid herself of the inertia she felt earlier. She snorts and a wisp of smoke might seem to appear from her nostrils. "Enough of this, we won't get anywhere if we think we see ghosts everywhere."

A nod is enough between her and Kenshung to divine their tasks. Helène strides up to the front door and checks to see whether it's visible locked. She raises her hand to open the door, step inside and announce their presence.

Helène would give the others plenty of time to intervene if they find anything out of the ordinary. However, her intention is to go for the direct approach: open the door, take a step inside and announce her presence. "Hello, anyone there?"

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

"Agreed," Helène replies to Zamp, her voice a little lower than usual. "We have an appointment, so just act casual and go by the front door." She makes sure to keep an eye on on their entire surroundings, not wanting to be jumped by anyone possibly following them.

Helène will switch to Scouting.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

"Bardok, please hold for a moment," Helène says in as casual a voice as she can muster. Under pretense of adjusting her shoe she takes a moment to find out what might be causing her sense of alarm.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

She doesn't notice anything and doesn't want to take too long. That'll only rouse more suspicion. Helène stands up and motions that she's ready to continue. "Yep, all good."

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Garrla is a risky proposition. And we have only limited time until the 4 pm appointment with Themolin.

I propose we move the Rockfish Inn now. That's a natural point to meet up the two groups, and it has the added benefit that we can personally introduce the Chaverlys to Yuleg.

We'll have a few spare hours then. We can either use them on the Downtime activities we have at the Inn, or do some Gathering information.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène tries to give Dr. Chaverly's husband a friendly smile as she passes, but she's a little on edge and the gesture feels forced. Her cool demeanor thaws when she watches him interact with his children. She can only imagine what it must be, being told that you're leaving everything behind, into the unknown. She tries to put the boy at ease when he passes. "Don't worry. We'll take care of you four. It'll be like a grand adventure." Her encouraging smile has noticably more warmth in it, this time.

A few sentences exchanged with Zamp is enough to conclude that they have the same idea. She adds some words to Dr. Chaverly before they depart. "We're making a round of the travelers to check in with them. We will leave the day after next, early dawn. You'll be safe at the Rockfish Inn until then; Yuleg is in the same situation as you. We cannot go with you at the moment, but we'll meet you there tonight before curfew."

Agree with Zamp on all counts. I think we could meet Rose and Imiriax before the appointment with Themolin? They have the time and address as well.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Perception to Sense Motive: 1d20 + 4 ⇒ (5) + 4 = 9

Helène has trouble focusing on the conversation due to the presence of the two children. Bardok and Kunsheng seem like they can take care of this. "I'll be over there," she mutters with a shrug and takes u a casual position near the door to check that no other visitors might pass close enough to overhear their conversation.

Switching to Stealth as exploration tactic. I'm not actually actively hiding, but just keeping my presence non-obvious in a casual manner. Stealth seems most appropriate for that, in my mind.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Lore library: 1d20 + 5 ⇒ (14) + 5 = 19 to locate Daffrid's office.

Despite their haste, Helène can't help but marvel at the vastness of the building. The grandeur distracts her enough that she's not even angered at its labyrinthine interior. She's only takes a wrong turn once, but thankfully she's correct at that point by Kunsheng. "Ah, you're right. That way seems a shortcut, indeed."

--

Finding two children playing in Daffrid Chaverly's office has Helène groaning, though she tries to hide. She's not good with children. Even the clerks were probably better than this. Assuming they're Daffrid's, she looks around for the children's mother, paying little attention to the children.

Perception to discover: 1d20 + 4 ⇒ (3) + 4 = 7 (Fail, which led to my description above)

--

Helène will continue using Investigate as her Exploration activity using Society +5. Two other points: Did we skip any interaction with the giant? And Bardok, I think you're allowed to make either an influence check (Diplomacy for the moment) or a Discover check (with Perception).

Envoy's Alliance

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LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène says a quick goodbye to Rose and Imiriax. "Meer up at the usual place tonight, if we don't see you earlier." She doesn't press the issue on covering their tracks. "Our time is limited, and we should make the best of it. I was just frustrated by those clerks - this place is getting to me. Let's just move on."

As they get to the university, Helène nods absent-mindedly to Kunsheng. "Directory... Yeah, would be helpful. We can see if she's in her office. But look over there. it's a giant. It's... hiding?" Despite her earlier mentions of being pressed for time, just tableau piques her curiosity.

Would like to me a Society check at +5. After that's dealt with (or not), I suggest we try and locate Daffrid's office using the directory.

Envoy's Alliance

LG female human (Versatile) Investigator 2 | HP 24/24 | AC 18 (19 with Shield) | F +4, R +8 W +6 | Perc +6, Stealth +6 | speed 25 | Hero Point: 1 | Active conditons: -

Helène manages to suppress a sigh of relief as she watches Bardok and Zamp rejoin them. She nods at Barralbus, managing to work up some positive energy from the fact that she'll soon be rid of him. "Yes, of course. We do thank you for your time. Good day to you as well." She then turns and gets out as quickly as she reasonably can.

--

Once outside, she makes sure there's no onlookers or eavesdrops as she waits for Zamp and Bardok to tell them how it went. "Good, good. I'm glad we don't have to go back there for another appointment with him." Her nostrils flare at the thought of it. "Sweet Gods, I just wanted to punch him in the face."

She shrugs at Kunsheng's question and instead directs her attention at Bardok. "The university? That's the Arcanium Abjurant, isn't it?" She feels like she doesn't need to mention their next client, who resides there. She turns to Imiriax. "Didn't you mention it? You've been there already?"

Helène would like to use Perception as we leave the Ministry, to make sure we're not followed. Once we reach the Arcanium, she'll switch to Society to get a feel for what kind of behavior is considered normal.



How long does the penalty from the Hexing weapon enchantment stick around for? I can't find it anywhere.


I've been DMing Adventure Paths for a while now and I've always been interested in running my own campaign. I come up with crazy fun ideas but putting it to the test with the math usually discourages me.

My question is, has anyone built their own campaign from start to about 15th level and had fun? How did you make those XP decisions in regard to "filling up" that 10,000 point budget for your five level-1 PC's? What were the percentages spent on monsters, traps, and story awards?

Just, what do I do?


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We're currently playing our weekly game and we had a funny idea about how Diamonds being treated as stone objects with regards to the Stone Shape spell.

You see, we need a 20,000gp diamond for the spell Purify (1001 Spells) and we have x4 5,000gp diamonds for other spells. Our question is: Can you use Stone Shape to smush these smaller diamonds into one big one?

Thanks for the help!


My group just started Mummy's Mask and I wanted to play a spider themed character. I need some help making him cool and functional at the same time. So far he's a halfling sorcerer (envenomed bloodline) who plans on using the natural poison he gets on his throwing daggers. I'm on mobile so I can't post the exact details but, he has to fill the rogue role and I plan on taking the Mummy's Mask Trap Finder campaign trait to help. I have two other traits at start, 25 point buy, and 120 starting gold. Level 2 also.

If anyone has ideas or questions, I welcome them all. Thanks guys.


I have an interesting problem. I'm trying to build a Warpriest (playtest class) that uses a made up weapon that's basically a large stone fist that is modeled off of the Scizore. Bludgeoning instead of slashing and retaining the shield bonus thing. My issue is that I want to find a spell that will change a stone weapon into a metal one temporarily. The other plan is to just make the weapon out of metal but, that kills my plan to use Stone Shape to augment the Stone Fist on the fly (Full Metal Alchemist style).

If anyone has any questions, ideas or concerns, please let me know. Thank you.


If my rogue has the Fast Stealth Talent and uses a Ring of Invisibility to become, well...invisible, would moving full speed still take -10 off of the invisibility bonus to Stealth?

Thanks as always for any answers forthcoming.


My bad-ass Arcane Trickster died last night by "corking" an Acid Pit spell with a Force Cage. Weird story.

Anyway, our party needs a front-liner and I'm thinking about the concept above. I need some ideas on how to make him awesome. I have access to all material and I have Level 14 Starting cash. Let's do this.


OK. Despite the title, I doubt this character is going to actually strangle anything with the Giant subtype. In that case, I really want to make a good Whip-Based Halfling Barbarian. If anyone can help me put it together or offer insight into different routes that would be great.

Until then, here's what I have already:

Att: STR 16, DEX 16, CON 14, INT 13, WIS 10, and CHA 10. (25 point-buy mind you.)

Skills: Climb, Intimidate, Knowl (Nature), Perception, Stealth, and Survival.

Feats: Exotic Weapon Prof. (Whip)

Weapon: Scorpion Whip

Traits: Prehensile Whip, Swampland Skulker (Or something like that)

Alt Racial Traits: Underfoot, Low Blow

All this is subject to change. I just want a few opinions please.

Thank You!!!