[PFS2_Luke_Parry] 2-06: The Crashing Wave (Inactive)

Game Master Luke_Parry

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Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

"Wegodderondarun!" the stocky goblin yells, then whacks at it with his club a couple more times. He ends by taunting the creature with a glare, attempting to put the fear of Bair in it.

Strike 2x, Demoralize with Intimidating Glare

+1 Striking Greatclub 'Patience' - Enfeebled vs. Flank: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25 for Bludgeoning: 2d10 + 4 ⇒ (10, 2) + 4 = 16

+1 Striking Greatclub 'Patience' - Enfeebled - MAP vs. Flank: 1d20 + 11 - 1 - 5 ⇒ (5) + 11 - 1 - 5 = 10 (+1 if prior swing misses) for Bludgeoning: 2d10 + 4 ⇒ (10, 2) + 4 = 16

Intimidation (E): 1d20 + 9 ⇒ (10) + 9 = 19 +1 when physically menacing the target

Sovereign Court

Between them, Bair and Hannah shatter the golem's central casing, spilling out the preserved brain and eyes.

Combat over.

The full excavation team arrives the next day, and the party is free to return to the docks for a ride home after they report their findings to
Kyreen Tael, a half-elf ranger who leads the excavation team. Based on what you have discovered, Kyreen infers from the report that this site is not the Osirian ruins they had hoped for, but more likely a Jistkan laboratory. Luckily, the site should still prove interesting and useful with its connections to Jistkan alchemy and mechanical crafting!

Quest completed.

Sovereign Court

Commencing - 1-12: Burden of Envy

Having received a request for aid from Valais Durant of the Radiant Oath faction, the party has gathered aboard the Merry Mayfly, a ship headed toward Xin-Edasseril. En route, their ship rendezvouses with another vessel, the Lightbringer. The Lightbringer’s crew escorts the party below deck to meet with Durant. The ship’s interior is lit by lanterns that hang from the ceiling overhead, swaying back and forth along with the motion of the ship.

Valais Durant begins. “I need your help for a task that requires both great risk and discretion.” The aasimar woman gestures to a green-eyed Varisian man, who flashes a sly grin framed by a thin mustache.

“This is Guaril Karela, a prominent figure among the Sczarni,” she continues. “The Sczarni maintain a smuggling ring, providing freedom to those chafing under the oppression of Belimarius, the Runelord of Envy and ruler of Edasseril. Demand for such services is high,” she pauses and casts a somewhat disdainful glare toward Guaril, “allowing the Sczarni to extract hefty sums from desperate patrons.

I find the practice rather distasteful,” Valais sighs. “However, collaboration with his operations grants the Radiant Oath some measure of oversight in ensuring proper treatment of the refugees. Further, I have Guaril’s personal assurance that the Sczarni will not demand more in payment than their clients can afford.”

“Transportation’s expensive,” Guaril chimes in. “Not to mention paying off border guards and harbormasters. It’s dangerous work. Certainly, you wouldn’t expect my people to take such risk and not be properly compensated, would you? Or have you forgotten that Belimarius has placed a price on my head?”

“Not the first to do so, I’m sure.” Valais notes, before continuing, “Belimarius and her minions began to suspect Guaril’s intentions the last time he was in Edasseril. Now, they seek not only his head, but those of his known associates, including those among the Pathfinder Society. It is not presently safe for them or Guaril to venture within Edasseril’s borders.”

“I had a number of clients ready to go, before leaving Xin-Edasseril,” explains Guaril. “Most of the arrangements are already made. All you need to do is make contact with the clients. Give them the time and place for departure, then escort them out of the city—with their payment.” The Sczarni stresses. “You’ll get a hefty cut of the payment you secure as compensation for your hard work.

I prepared a client list,” Guaril says, handing over a sheet of scrawled paper. “Memorize it. Then, tear it up, burn it, chew it, swallow it—whatever you do, get rid of it! If Belimarius gets a hold of it, it’s a death sentence for anyone named on it.”

Slide 2.

Valais next hands a set of legitimately obtained travel papers and a merchant’s permit to each party member.

“You’ll be entering Xin-Edasseril disguised as merchants,” explains Valais. “These papers will allow you passage in and out of the city for five days before they expire.

At dawn on the fourth day after your arrival in Xin-Edasseril, the ship Rolanna’s Prayer will arrive in a bay just outside the city: Shard Cove. The boat can accommodate five clients, providing an excellent opportunity to escape undetected. One of the clients, Flitch, knows a secret tunnel to Shard Cove.

Once the clients are aboard ship, return to the city. Any remaining clients that you weren’t able to smuggle out by sea will have to be smuggled out of the city with you, which means you’ll have to get them past the guards at the docks. Your ship, the Merry Mayfly, must depart the docks once your papers have expired.”

“The clients are expecting to deal with me,” cautions Guaril. “But as that’s not possible, and as it’s now a few days past the window when I was to make contact, the clients might need some reassurance to go through with the job.”

Giving the Pathfinders a stern look, Guaril then warns, “While you’re in Belimarius’s back yard, be careful. You are foreigners in Xin-Edasseril, and Belimarius has eyes everywhere. Don’t do anything that would draw unnecessary attention to yourselves. The last thing you want to do is tangle with the authorities. The runelord’s forces are well trained and quite capable. Keep your wits about you at all times and your blades sheathed.

We cannot afford one of you being arrested or interrogated. Pay any bribe required to remain free. I don’t want to further expose any part of the operation,” says Valais. “Our goal here is to bring hope and freedom to as many souls as we are able. It is risky, but hope and freedom are worth the price.”

She then looks at you questioningly.

"Any questions?"

Sovereign Court

Adalan: 1d20 + 10 ⇒ (18) + 10 = 28.
Mara: 1d20 + 8 ⇒ (4) + 8 = 12.
Hannah: 1d20 + 4 ⇒ (3) + 4 = 7.

Adalan knows that Edasseril is the western kingdom of the nation of New Thassilon, which was founded by the two surviving runelords of ancient Thassilon. Edasseril is the domain of Belimarius, the Runelord of Envy. Xin-Edasseril, the nation’s capital, is located on Peridot Isle. He also knows that Xin-Edasseril was trapped outside of time within a massive crystalline sphere, as the result of Belimarius’ efforts to avoid the catastrophe of Earthfall. Many of the city’s residents, particularly the city’s guards and functionaries, are too proud to acknowledge how out of touch they are with the modern world.

You gain a +1 circumstance bonus on Deception checks to Lie about where you’re from or Impersonate a citizen of another country in the Inner Sea when dealing with Xin-Edasseril’s guards and functionaries.

Adalan: 1d20 + 10 ⇒ (16) + 10 = 26.
Mara: 1d20 + 8 ⇒ (18) + 8 = 26.
Hannah: 1d20 + 4 ⇒ (11) + 4 = 15.

Both Adalan and Mara know that Belimarius became the tenth and final Runelord of Envy upon the murder of her predecessor. Over five thousand years ago, Belimarius ruled the Thassilonian realm of Edasseril, a nation of bitter rivalries, byzantine bureaucracy, and enslaved giants, until shortly before Earthfall. As the result of Belimarius’ efforts to avoid the catastrophe, the ancient city of Xin- Edasseril became trapped outside of time, allowing the runelord and her citizens to survive the worldwide calamity known as Earthfall.

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair enjoys his ship ride. Then gets quite excited when they swap over to an even better ship! His endless ship-related questions seem to be a bit more tempered though, perhaps he is growing to just enjoy the travel. You have noticed that he has been chatting a bit with a half-orc, though none of you are sure if it is just a sailor or maybe... one of Bair's gladiatorial posse?

___________________

The stocky goblin runs his hand through his hair as usual, then snatches up the note and hands it to the half-orc, "Memrize dat."

Grand Lodge

1 person marked this as a favorite.
LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

The half orc glares down at the shorter goblin, "I ain't your slave, boy. I scout, track and hunt food for ya. But ya ain't payin' me ta read or do ya damn job for ya. I didn't take this jahb as you call it to risk my own damn neck."

Vigilant Seal

1 person marked this as a favorite.
N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair's glare intensifies for about ten seconds.

Just as you expect a fist fight to break out, he cracks into a big smile. "LUVDISGUY, HAH! Aight, you ehn't goddado nundat stuff."

He hands the paper off to someone else, not wasting any time reading it.

Verdant Wheel

1 person marked this as a favorite.
Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

The dwarf strokes his beard: I hope they have nothing against traveling with some little cat? Otherwise Little cat will love them.

Because for me it's quite logical. I'm an architect and I want to sell houses. Little cat is my body guard. That's fine, isn't it?

Envoy's Alliance

Female NG Human Rogue 6 | HP: 56/56 | AC: 24 (+1 vs Traps)| Fort +8, Ref +14, Will +11 (+1 vs Traps) | Perception +10 (+1 vs Traps) | Speed 30 ft. | Hero Points 1/1 | Conditions: Haste

Mara flips through the papers, quickly memorizing the names. "Yuleg has a daughter, and Daffrid has a spouse and two children. Combined with the clients themselves, that makes nine. Anyone else bringing family with them?"

"Assuming not, that's still four people we'll have to smuggle out manually." Mara starts to pace while she thinks. "Definitely got a few questions. Are the Rolanna’s Prayer and the Merry Mayfly meeting up afterwards? It'll be good to know if splitting families is an option or not. Do those papers declaring us merchants say anything about what we're selling? Or buying?" She gives Dran'Thor a sideways glance. "I don't think we can claim to be selling houses in a city we obviously don't live in. I'm sure, uh, 'little cat' will be fine though. If anyone asks, you can just claim tigers are common pets now and no one will be able to say otherwise." She pauses. "On second thought, I'll claim tigers are common pets. You're too honest to get away with it."

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

Of course I'm honest. I'm a dwarf! And I'm selling only houses I constructed by myself. I'm a dwarf, in case you didn't notice it. He strokes his beard with satisfaction as he had told a good joke.

But I agree: that's a greater difficulty to take the families with us. More if the spouses want to take all the clothes of her dressing with her.

Sovereign Court

@Dran'Thor:

Guaril shrugs.

"With giants walking the streets, a tiger probably won't attract too much attention... That said, you may be expected to stable it outside some public buildings."

@Mara:

Guaril shakes his head.

"Even if there *were* additional people, they haven't been budgeted for. The ships are unrelated - they won't be meeting up, although both will (eventually) be docking in Magnimar."

Grand Archive

Fighter/Sorcerer/Bard (11)

"Mr. Karela, do your clients expect some signal or password to let them know we're there to help? They're probably skittish at this point."

Sovereign Court

Guaril shakes his head, grimacing.

"No - they had already met me, and I was supposed to be the one getting them out, so there is no pass phrase, apart from the one for Flitch that I mentioned in the note."

He then frowns.

"I would probably start with that one, since he knows the secret tunnel to Shard Cove."

Vigilant Seal

LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

"Can you give us any more details on the security we're likely to face?" Adalan asks Guaril. "What kind of surveillance measures or agents have you had avoid while operating in Xin-Edasseril before?"

Sovereign Court

Guaril shrugs.

"The Emerald Guards are the visible tip of the security iceberg, but there is a complex web of secret police and informants, as well. Be on your guard."

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

The dwarf looks at the others to see if there are still questions.

Sovereign Court

Guaril shrugs.

"Well, if that's all..."

You are then hurried on your way!

Xin-Edasseril is a city of gleaming architecture and beautiful vistas, although its skyline still bears scars from the events that brought it into the present day. Most of its structures stand as grand displays of the wealth and power of ancient Thassilon. Public construction projects dot the city, slowly erasing damage caused by its shift through time.

The party arrives at the city docks without incident. Upon disembarking, you are immediately met by two Emerald Guards. Each guard is clearly well armed and well-trained, with gleaming magical weapons, armor, and
equipment.

The guards demand to see each of the your papers. After a few minutes scrutinizing the documents, the guard sternly informs you that a curfew is in effect for outsiders, permitting them to be outside for an 8-hour period during the day; they must remain indoors at all other times. They remind you that your papers expire in five days, before warning you to keep your weapons stowed at all times while in the city. They don't bat an eyelid at Dran'Thor's pet, apart from noting that it better be house-trained. After listing these restrictions, the guards allow you to pass.

Adalan: 1d20 + 10 ⇒ (19) + 10 = 29.
Deshacerla: 1d20 + 7 ⇒ (8) + 7 = 15.
Mara: 1d20 + 8 ⇒ (5) + 8 = 13.
Hannah: 1d20 + 4 ⇒ (1) + 4 = 5.

Adalan and Deshacerla knows that The Emerald Guard is the city guard of Xin- Edasseril. Highly trained and capable, they maintain a presence throughout the city. Graft and corruption are rampant among the organization.

Hannah has heard a rumour that newcomers to the Emerald Guard are beaten during the recruitment process.

Where to first?

This section is a bit 'abstracted' - it takes two hours to travel between locations.

Vigilant Seal

LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

"I suppose we should follow Guaril's advice and and try to find Flitch first," Adalan says. "Given that the Rolanna's Prayer will arrive in a few days, I don't think the curfew or expiration of our papers will present much of a problem. We'll just have to keep an eye out and avoid breaking the rules when possible."

On the way to Envy Road East, Adalan watches the crowds for any signs of surveillance or pursuit.

Search for his exploration activity.

Sovereign Court

Note: Some exploration activities, such as Search, cause you to move at half speed. I mention this, because you are only allowed 'out' for 8 hours per day, and you have a hard limit of 5 days to complete your mission... So if you Search, it takes 4 hours to move between locations...

That said...

Heading over to Flitch's flat: This rundown flat is typical of the residences of Envy Row East. It is locked, and the windows are boarded over, whilst fragments of a flowerpot lie beneath one windowsill.

I need Thievery or Athletics to get inside.

Grand Archive

Fighter/Sorcerer/Bard (11)
Luke_Parry wrote:
keep your weapons stowed at all times while in the city

Question: you can't really "stow" a polearm. Should I just assume Hannah doesn't have it for this adventure?

Hannah jiggles the handle.

Athletics: 1d20 + 8 ⇒ (18) + 8 = 26

..."Such shoddy craftsmanship!"

Sovereign Court

That... is an excellent question. Not explicitly covered, but given the police-state nature of this place, I would say that polearms should be left on the ship?

Hannah easily breaks the door down.

A thin layer of dust covers the floors of this sparsely furnished wood-walled apartment. The northern wall bears crude etchings, graffiti, and other odd markings.

Adalan: 1d20 + 8 ⇒ (10) + 8 = 18.
Bair: 1d20 + 8 ⇒ (16) + 8 = 24.
Deshacerla: 1d20 + 6 ⇒ (16) + 6 = 22.
Dran'Thor: 1d20 + 12 ⇒ (5) + 12 = 17.
Mara: 1d20 + 8 ⇒ (5) + 8 = 13.
Hannah: 1d20 + 7 ⇒ (1) + 7 = 8.

Everyone *except* Mara and Hannah notices Flitch’s name hidden in the graffiti and markings on the wall, along with a coded message...

Adalan: 1d20 + 10 ⇒ (20) + 10 = 30.
Mara: 1d20 + 8 ⇒ (11) + 8 = 19.
Hannah: 1d20 + 4 ⇒ (3) + 4 = 7.

Mara realises that the message alludes to the fact that Flitch has hidden himself in the sewers in another area of the city, and Adalan realises that the surrounding markings form a crude map (which will make it easier to track him down when you go there)

What now?

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair grimaces when Hannah cracks down the door, "Goddabe bit quietah when da coppahs are aftah us."

But no further interactions are necessary so it seems they are in the clear. He looks at all the scribbles and shrugs. If someone shares what they actually mean he heads on out towards the sewers, "I pay dis guy ta track, he gonna track."

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

The half orc quickly memorizes the map in case necessary for his skills to be put to use.

Sovereign Court

Alright then. Two hours later...

A well-oiled grate leads down into a twisting sewer system. Graffiti covers the walls at every intersection of the labyrinth.

Give me a Survival check :-)

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

That's a dwarf's task. Let me to help.

Survival: 1d20 + 10 ⇒ (16) + 10 = 26

Grand Archive

Fighter/Sorcerer/Bard (11)

Hannah grins, "I wouldn't think hunting in the sewers was a thing Dwarves did often."

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

The dwarf gets an eyebrow.

Underground. We're underground. And construct a labyrinth underground,that's a thing Dwarves do and know how to do very well. I can show you if you are not sure Dwarven know the stonemasonry.

Sovereign Court

Proving that he is the king of the Dwarven muckrakers, Dran'Thor easily navigates the tangled mess of sewers.

The trail eventually leads to a small sewer maintenance chamber, which has been converted into a humble campsite.

It has a single occupant: A young Varisian male, his wholesome face accented by dark hair and a single curl, dangling over his forehead, which he routinely brushes aside.

He looks up warily as you enter.

"Do you have any messages for me?"

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

Yes, we made our way to you to inform you that your uncle's been asking about his slippers.

The dwarf remains on his guards, but that's an innocent conversation.

Sovereign Court

Flitch breathes a sigh of relief.

"I knew Guaril would come through for me! Family is important, but it always pays to have back-up options..."

So saying, he proudly shows off some forged travel papers.

"See?"

Adalan: 1d20 + 8 ⇒ (3) + 8 = 11.
Bair: 1d20 + 8 ⇒ (13) + 8 = 21.
Deshacerla: 1d20 + 6 ⇒ (5) + 6 = 11.
Dran'Thor: 1d20 + 12 ⇒ (19) + 12 = 31.
Mara: 1d20 + 8 ⇒ (8) + 8 = 16.
Hannah: 1d20 + 7 ⇒ (17) + 7 = 24.

Bair, Dran'Thor, and Hannah realise that whilst the papers might pass a casual inspection, there are several small flaws that mean they would be outed as fakes on detailed inspection (but you can correct them).

Flitch also offers you his disguise kit, repair kit, and invisibility potion.

Where to next?

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

As Dran’Thor isn’t good at forgeries I let someone else correct the paper. Then I would say we go to the nearest one.

Vigilant Seal

LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

Right, forgot about that. In the future Adalan will proceed at a normal pace and hope the party isn't being tailed then.

"The current plan is to get you and a few others out via a ship which will arrive in Shard Cove in a few days," Adalan tells Flitch. "We'll return here with the others, and you can guide us to the cove through your secret tunnel. There are more refugees we'll be helping escape after the Shard Cove operation, so your papers will come in handy then. And thank you for the other items as well, they should be similarly helpful."

Adalan takes the documents, but waits to spend time improving them until after the curfew begins.

Turning to his companions, Adalan suggests, "I say we visit Themolin next, unless someone else is much closer. Having a down payment from him could be useful if we do have a run-in with the Emerald Guard."

Sovereign Court

"No problem!"

Flitch is quite happy to stay where he is.

Moving on to the Ministry of Tithes...

This building is the center of bureaucracy and taxation within the kingdom of Edasseril. A guard is posted at the building’s outer door.

Well-dressed bureaucrats tend to the paperwork piled upon the dozens of desks, which are arranged in orderly fashion around a prominent stone likeness of Belimarius. Within the shadow of the statue, a neatly dressed woman sits a reception desk. Next to her stands a well-manicured man, also in fine attire, who is leaning over her. The two appear to be engaged in animate conversation.

What would you like to do?

Grand Archive

Fighter/Sorcerer/Bard (11)

Hannah will stand near the receptionist, waiting for a break in the conversation. She won't interrupt, but once she sees an opening, she'll ask, "Excuse me, I'm early for an appointment, and was wondering if... I believe his name is Themolin... might be available for an audience, soon? I've never actually met the man in person before."

Flashing that trademark smile, Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19

Vigilant Seal

1 person marked this as a favorite.
N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair gives his bestest and most disarming smile to help Hannah's plea.

Diplomacy (T) Aid DC 20?: 1d20 + 7 ⇒ (2) + 7 = 9

s~%!...

Diplomacy (T) Aid DC 20? Hero Point Reroll I'm sorry that was a really bad roll!: 1d20 + 7 ⇒ (7) + 7 = 14

Well, that's my last foray into trying to aid stupid diplomacy.

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

The dwarf strokes his beard softly and meticulously waiting that the woman in charge of the attendance in this building would have called the guy they are looking for. They must have such kind of personal here.

Sovereign Court

"Themolin? He's booked solid. If you need a new appointment, I can give you one four days from now..."

The woman looks the party up and down, giving Bair the same sort of disgusted look as if she had stepped in something noisome, and squelchy. However, she seems to warm to Hannah.

You have improved her attitude towards *you* to Friendly; if you like, you can try another Diplomacy check to 'Request Aid'.

The man, who was largely ignoring you, suddenly becomes extremely interested at the mention of Themolin.

"Themolin? What business do you have with him?"

Grand Archive

Fighter/Sorcerer/Bard (11)

Will wait to see if Mara wants to attempt, since she's the best Diplomat we have.

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

And also either her or DC are the best at deception so... that might be needed here too. Bair is keeping his ugly mug outta these checks after what just happened.

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

The dwarf remains stroking his beard with attention.

Yes let's do the professional Mara to liquidate this task.

Envoy's Alliance

Female NG Human Rogue 6 | HP: 56/56 | AC: 24 (+1 vs Traps)| Fort +8, Ref +14, Will +11 (+1 vs Traps) | Perception +10 (+1 vs Traps) | Speed 30 ft. | Hero Points 1/1 | Conditions: Haste

Mara steps forward, best smile at the ready. "We're looking to do some trading in the city. My father, Guaril, is a merchant that's worked with Themolin before and considers him to be a friend. He's getting older and chose to stay home this time, but, well...it's my first time doing business without him, you see, and I was hoping Themolin could help walk me through some of the required paperwork." Her voice takes on a shade of self-deprecation, even as she lowers it in a conspiratorial manner. "To be honest, I'm rather terrified I might mess something up."

Deception: 1d20 + 10 ⇒ (8) + 10 = 18

I'm tempted to use a hero point, but that's close enough to average that I'd rather not risk it.

Vigilant Seal

LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

"One of the goods we're here to trade is a shipment of Varisian sand eels which will spoil if they're left on our ship for any longer than another day or two," Adalan chimes in. "We would very much like to work out the necessary customs duties and offload the eels before they start rotting, and I'm sure Themolin would be happy to make room in his schedule for Guaril's sake."

Deception to Aid Mara: 1d20 + 9 ⇒ (15) + 9 = 24

Sovereign Court

The man nods thoughtfully.

"Ah, I see..."

He pulls out a small notebook, and jots something down, before turning and leaving.

So... do you want to try for another Diplomacy check, Hannah, or just wait the four days?

Grand Archive

Fighter/Sorcerer/Bard (11)

"Four days? I'm sure our matter wouldn't take long. Will happily treat him to a late dinner, if that would sweeten the deal."

Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19

That probably won't be enough...

Diplomacy Reroll: 1d20 + 6 ⇒ (16) + 6 = 22

Sovereign Court

Anyone want to Aid that? Asking for a friend ;-)

Envoy's Alliance

Female NG Human Rogue 6 | HP: 56/56 | AC: 24 (+1 vs Traps)| Fort +8, Ref +14, Will +11 (+1 vs Traps) | Perception +10 (+1 vs Traps) | Speed 30 ft. | Hero Points 1/1 | Conditions: Haste

Mara glances back where the man had disappeared, keeping a smile on her face despite the worrying turn her thoughts were taking. Guaril is a relatively common name, isn't it? Surely he can't have become too suspicious just from that...

Realizing Hannah seems to be making some progress towards getting them an appointment sooner, she refocuses her attention back on the secretary. "Perhaps you could mention my father to him? I'm sure he could find a little time in his schedule for the daughter of an old friend."

Diplomacy Aid: 1d20 + 10 ⇒ (20) + 10 = 30

Verdant Wheel

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Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

The dwarf raises an eyebrow and smiles for himself in his beard. Applause for Mara does he think in this moment.

Sovereign Court

The woman's expression softens as she listens to Hannah and Mara's words.

"I shouldn't really do this, but Themolin had an appointment cancelled at the last minute this afternoon. If you hurry over to him, you can probably squeeze in a quick review right now, if he is in a good mood."

She then directs you to the correct desk in the open plan office.

A portly man with thinning hair looks up from behind several stacks of papers, some nearly toppling from the heavy wooden desk upon which they are perched.

“I-I understand that y-you’ve made an appointment to s-see me. H-how may I b-be of assistance?” he stammers as he hesitantly rises to his feet.

Feel free to make a Diplomacy check to 'Make an Impression :-)

Please note that it is an open plan office, so there are plenty of other people within ear-shot...

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

The dwarf is slowly thinking it's a wait of time to talk to everybody. They have a mission. They guy wants to go. So where is the problem?

Well that should be difficult to work with papers and account during the whole day. Am I wrong? For sure you must sometimes imagine to be far away from here. Guaril, as a merchant, is often traveling around the word. And you know him, he can't always be at each place he would like to be.

Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19

Sovereign Court

The man visibly panics at the mention of the name Guaril, but manages to not soil himself.

"S-sorry? I am afraid that I need m-more to go on than j-just a name. What l-line of business is h-he in?"

Someone else can make a Diplomacy check to further improve his attitude :-)

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