GM V |
Ellie hits! The Minotaur bellows and vents its frustration on the spirit!
Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Attack 2: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11
Gore: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Ive been forgetting an attack this whole time...
Round 4
Ellie
BG [-27]
Nou
Terros
Yelek [-15] Dying Roll to stabilize.
Quang [-6]
Max
Esme
Janira [-26] Stable
Nuo Fukui |
Yelek! Nuo grows both flustered and worried.
Standard Action
She gives another tap to Janira, hoping to wake her up.
Wand of Cure Light Wounds (CL 3): 1d8 + 3 ⇒ (6) + 3 = 9
Move Action
She moves to get in a better position to heal Yelek next turn.
Qiang Fukui |
Ow! We will take you down!
Full Attack
Slam Attack 1 (Advice from Max): 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Slam Damage 1 (Advice from Max): 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Slam Attack 2 (Advice from Max): 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Slam Damage 2 (Advice from Max): 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Terros Deepdelve |
Now just across the fast-moving stream from the beast, Terros grabs pebbles and small from the river and mentally lifts them into the air.
Still dripping, they hurl toward the minotaur.
Earth Blast (bludgeoning, piercing, or slashing): 1d20 + 3 ⇒ (14) + 3 = 171d6 + 1 + 5 ⇒ (1) + 1 + 5 = 7
Esmeralda Villasani |
Esmeralda's temper is starting to get the best of her as she stubbornly continues to try to ford the stream....
Swim: 1d20 - 1 ⇒ (20) - 1 = 19 FINALLY!
Move action
Brother Max |
Yelek - how bad are you? You're header still shows 13/13 hp...
Max takes a quick step up to flank the minotaur, and summons his inner strength to set his hand ablaze with fire, as he punches the large beast.
Unarmed Strike: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage plus Elemental Fist: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12
GM V |
The attacks from Terros and Max miss but Qiang did score a hit. Janira thanks Nou, stands and collects her whip, still looking worse for ware.
Round 4
Ellie
BG [-31]
Nou
Terros
Yelek [-16] Dying Roll to stabilize.
Quang [-6]
Max
Esme
Janira [-17]
Ellie Doubledown |
Sorry about the delay!
"Blessings of Desna, monster!"
Ellie hurls another starknife towards the minotaur, but with less success, this time...
Starknife, Point-Blank, Inpsired: 1d20 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
GM V |
The minotaur attmepts to put an end to Quang and hold off max!
Attack Quang: 1d20 + 7 ⇒ (9) + 7 = 16
Attack Max: 1d20 + 2 ⇒ (6) + 2 = 8
The dice want you to live.
Round 5
Ellie
BG [-31]
Nou
Terros
Yelek [-16] Dying Roll to stabilize.
Quang [-6]
Max
Esme
Janira [-17]
Brother Max |
The dice want you to live.
How unusual!
Max, now in position, starts to flail at the beast, while continuing to shout inspirational instructions. Unfortunately, he looks like a drunk old man taking a swing at a bouncer. It is not pretty.
Attack: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Nuo Fukui |
Yelek, I have you!
Move Action
Nuo gets closer to Yelek. Gulp
Standard Action
She taps Yelek with the Wand of Cure Light Wounds.
Wand of Cure Light Wounds (CL3): 1d8 + 3 ⇒ (6) + 3 = 9
Qiang Fukui |
They do want us to live. :)
Qiang goes to town on the beast!
Full Attack
Slam Attack 1 (Flanking, Advice from Max): 1d20 + 2 + 2 + 1 ⇒ (20) + 2 + 2 + 1 = 25
Slam Damage 1 (Advice from Max): 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Slam Attack 2 (Flanking, Advice from Max): 1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20
Slam Damage 2 (Advice from Max): 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Slam Attack 1 Crit (Flanking, Advice from Max): 1d20 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7
Slam Damage 1 Crit (Advice from Max): 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Esmeralda Villasani |
Esmeralda moves forward, finally in range to wreak havoc on this beast, even if it means fighting with one foot in the accursed stream. For a moment, she debates striking for effect instead of damage, but seeing the wounds already on it, that idea is easily discarded.
Bladed Scarf attack, Flanking, Max: 1d20 + 4 + 2 + 1 ⇒ (7) + 4 + 2 + 1 = 14
damage, Max: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Terros Deepdelve |
With his companions engaged in melee with the creature, Terros is hesitant to send his continuing barrage of rock too close, and his shot goes wide.
Earth Blast (bludgeoning, piercing, or slashing): 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1 + 5 ⇒ (4) + 1 + 5 = 10
Yelek Hssar |
Once revived by Nuo Yelek immediately lashes out from his prone position to the hulking minotaur that dropped him so easyly...
Power Attack roll: 1d20 + 5 + 2 - 4 - 1 ⇒ (16) + 5 + 2 - 4 - 1 = 18 -> Damage roll: 2d6 + 6 + 3 ⇒ (2, 1) + 6 + 3 = 12
Edit: Thanks Nuo! Yelek back to 6 hp
GM V |
Under the assault from Qiang and Yelek the minotaur gives a last bellow then falls! Janira thanks you profusely for saving her life. Once safely back in the Grand Lodge, Master of Scrolls Kreighton Shaine inquires excitedly about what you found and asks to hear your report.
This is the conclusion but before I make up the chronicle sheets I want each of you to give a report of what you learned. In your own words.
Nuo Fukui |
I learned that the cave is a shrine to Aroden, and that's why the gillmen were coming there. I also learned there's all manner of weird creatures looming in those caves. And I'm just glad we were able to save Janira from that Minotaur! She was so brave to take it on by herself!
Yelek Hssar |
"Hsss the place where you sent us holdsss ssssome religious ssssignificance for gillmen who follow Aroden ssstill. Apparently the ritualssss enacted there sssstill give power to those who ask for divine boonssss. Aside from that I learned that minotaur meat tassstessss good" says Yelek with no hint of irony whatsoever...
Brother Max |
"Gillmen have more paegan beliefs than we do, but they still seem righteous and worthy of our friendship. They, not surprisingly, worship the water, and seem to be a fragile people."
Esmeralda Villasani |
"Within the cave entrance that Field Agent Gavix located was primarily a small warren of tunnels infested with an assortment of hostile creatures, including undead, darkness dwelling humanoids with trained giant vermin, and mobile oozes."Esmeralda begins, knowing that the Master of Scrolls would want raw information as well as opinions. "However, the cavern of interest to the society in a gillman shrine to Aroden, still with some fading vestiges of his power. The first chamber in this cavern held faded carvings on the walls of Aroden's 12 guises. The second chamber of the shrine holds the real gem of the shrine, a miniaturized model of Absolom. While I think this model was before Aroden's fall, I'm not sure, and someone with more experience in the matter could better answer that question. However, any team that wishes to further study the site should have some capable combatants, as there is a minotaur presence in the area, aside from the standard issues that arise from wilderness expeditions."
"As for more personal opinions on the matter, It would be to our advantage to discuss with the local gillmen about these caves, since we did meet one in the caves, and between that and Janira's sightings, they likely have more information on the site. If you wish for someone to study the site further, it should be done sooner rather then later, as I don't know how long the power within the site will hold, and what the loss of that power would do to the site. And finally, on a personal note, trusting in raw luck is not a good plan. If it wants to be bad, it will be bad, no matter how you try to mitigate it."
Ellie Doubledown |
"I learned that either minotaurs don't speak Taldane or they shrug off any insults when they're focused on battle," Ellie shrugs. "All the other good lessons were already taken."
GM V |
You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission of utmost importance. Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents. Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.
Coming to the meeting place—an odd choice of venue, as it is a street corner far from the Grand Lodge—a lone beggar garbed in baggy robes approaches. The only figure visible in the constant drizzle, the beggar sticks out his hands for currency. “Have you any coin to spare, fine folk?”
The question hangs in the air for only a scant moment before the figure pulls back his hood to reveal the wizened face of Venture-Captain Drandle Dreng. He gives a crooked smile, soaked head to toe from his unprotected time in the rain. His clothes smell faintly of cabbage.
“Sorry about that,” he says with a wink. “I always like to play a little joke on agents when I stumble across them during my jaunts into town. Now, why did I summon you fine folk here again…?” Dreng shakes his head from side to side, as though trying to knock water out of his ears, despite the constant downpour.
“Ah yes, the Wounded Wisp! I’m undercover now and can’t stray far from the site I’m watching, but I need someone to retrieve a package for me from that fine establishment. It’s among Absalom’s most storied taverns, you see, and one that holds a special place of privilege in the Society’s lore as the place where the organization began. Well, I could drone on and on about it, but standing out in the rain is doing none of us any favors.” As if anticipating agreement, the bedraggled venture captain produces a small slip of folded paper from one of his many stitched pockets. Dreng quickly shows a glimpse of the page’s contents: a map detailing the location of the Wounded Wisp bar.
“The bartender is a woman by the name of Heryn Gale, a fine lady who came to own the Wisp after the passing of her father from—oh, bah, it’s really getting too cold for me to give a proper history lesson! If you could just go to the Wisp, and tell Heryn you’re there to pick up my parcel, it would be most appreciated. I’ll be around here for several more hours at least.”[/i]
Feel free to make a know history check and ask any questions you may have.
Brother Max |
"A joke? Very well... er... very funny sir. I knew the journey to become a Pathfinder would likely involve some menial tasks, but certainly you didn't need all of us to fetch a package. Still, if this is what you require, it will be done. Try to stay dry, and we will return."
Nuo Fukui |
Very well, but I would like to know at least what we are picking up for you. It may better help our mission.
Esmeralda Villasani |
Esmeralda looks a little put out by the Venture-Captain's deception, but quickly banishes the irritation. "Is this to be done as fast as possible?"
And heck, it's untrained, but Knowledge(history): 1d20 ⇒ 4 Nope, nothing here.
Terros Deepdelve |
"Fetch a drink? Dornt min' if Ah dae," Terros utters, though he looks nonplussed by the assignment, or having to deal with fellow agents again for that matter.
Ellie Doubledown |
Untrained History: 1d20 + 2 ⇒ (18) + 2 = 20 Does a 10 get anything?
Under her breath, Ellie mutters, "if this is the typical task I can expect, I'll give Karela a piece of my mind!"
To Dreng, she asks, brighter, "What exactly are you waiting for, Captain? What are you observing?"
Yelek Hssar |
Yelek gives the captain a skeptical look but nods as the group receives his orders:"It will be asss you sssay! We'll get thisss package fom the Gale woman and bring it back to you! Ssssimple mission is ssssimple!" he hisses
Terros Deepdelve |
Terros scowls at the rain, having spent most of his life away from it, and away from non-dwarves, for that matter.
He sullenly follows the others to the Wounded Wisp.
Nuo Fukui |
Nuo gives a bow. Thank you Dreng. Try not to get too wet. She and Qiang follow the group. He's in incorporeal form while walking around, following her in the ground so as to not freak anyone out.
Esmeralda Villasani |
Esmeralda nods and starts jogging toward the Wounded Wisp. At least it'll be dry in a pub.
Ellie Doubledown |
Ellie likewise makes her best attempt at running between the raindrops.
Upon arrival, Ellie sidles up to an empty barstool and hails the barkeep, hoping to ascertain the identity of Heryn Gale.
GM V |
You remember that The Wounded Wisp was a bar once frequented by the original members of the Pathfinder Society before the Society was even formed. Inside the Wisp, acquaintances would share stories about their adventurous exploits with one another.
The Wounded Wisp is located in the Foreign Quarter district of Absalom, close to the grounds of the Grand Lodge. Built from dark, discolored wood, the exterior of the Wounded Wisp is the image of an iconic dive bar. Stained and barred windows obscure direct vision into the establishment, though ruddy yellow light bleeds from a window in the front hall. In the hours just before dawn, the building closes long enough for menials to clean and to give staff a rest. The only distinguishing feature on the Wisp’s exterior is a thick wooden sign hanging from above the bar’s entrance. A brass ring fitted onto the sign anchors a lantern—referred to by the staff as “the wisp”— that hangs there during the evening hours.
The smell of smoke and spilled ale assails the senses in this wide-open area. Walls of dark-stained wood make up the sides of the Wounded Wisp, while well-used wooden tables are spread throughout the space. A raised area in the back of the establishment houses several additional tables and eating areas for groups seeking more than just a good drink. An austere bar supported by kegs instead of wooden panels commands the northern end of the room. A stained-glass cabinet stands behind the bar, its dark panes cracked in several spots, yet not so opaque as to conceal the several dozen types of hard liquor within.
A handful of different groups are already relaxing around the bar, enjoying drink and food offered by the Wisp’s staff.
What do you do?
Yelek Hssar |
Yelek moves up to the bar and asks the first of the catering staff he can reach:"We need to talk with the woman called Heryn Gale. Are you her?" he hisses.
GM V |
Map is updated.
A1. Entry Hall: This long wooden hallway is the entrance to the Wounded Wisp, heading north into the building itself. The walls are covered in numerous decorations and trophies left by successful Pathfinders who’ve donated minor paraphernalia to the bar.
A2. Coat Check: This large closet contains various coat racks and shelves for patrons to place any equipment they don’t want to lug with them. Typically a teenager works here and manages any garments the patrons wish to stow.
A3. Main Hall: Tables fill the main floor of the Wounded Wisp where patrons sit with colleagues and share stories over drinks. Three sets of stairs lead up to a raised dining area (area A5).
A4. Bar: Staffed by at least one employee of the Wounded Wisp, the bar holds a variety of different beers, while hard liquors are kept in a glass case on the wall behind the bar.
A5. Dining Area: Four feet above the main floor of the Wounded Wisp, this section is sectioned off by elegant metal railings. On this level, patrons can enjoy a more private meal without the noise of the area below.
As you walk in and start to look around, your spotted by a familiar Halfling. She breaks from the group she was talking to and heads over. "Hi guys!" She greets you cheerfully. "I was just telling them the story of the minotaur! They were hanging on my every word. Thanks again for saving me last week. What are you doing here?" She says quickly ending with a question.
Yelek Hssar |
Yelek keeps staring at the waitress in front of him, focused on the mission more than on greeting the halfling they saved a few days before.
Ellie Doubledown |
"More work to do, Janira. Only this time it seems to be some package of VC Dreng's that needs to be saved." Ellie pauses, decides that secrecy is not of import here, and continues. "Do you know Heryn Gale?"
Esmeralda Villasani |
Esmeralda steps in the common room of the inn, grateful to be out of the rain. Just hearing the flow of conversation in the common room helps to even out her mood from the rain and this seemingly inane task. So while Ellie chews the fat with Janira, she slips into the center of the common room to just listen in and pick up on rumors. An inn like this one should be prefect for hearing something interesting in Absolom.
Nuo Fukui |
Helping out Dreng with his alcohol addiction, I think. Nuo chuckles at her own dry humor.