[PFS PbP][GameDay 4] Quest: Fane of Fangs (Inactive)

Game Master The Fox

Fane of Fangs Map


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Gameplay thread opened.


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"Dotting. You got a problem with that?!"


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Female Human Witch (Herb Witch) 6

"No problem at all"


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Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

A tall, black-eyed elf stares out over the small group gathering as she mentally assesses her preparations. Her hands fly over the pouches and bandoliers she keeps her supplies in, light touches to count each item carefully packed for quick retrieval. 12 knives, 1 rapier, a couple potions... should be enough. What have I gotten myself into this time? Pay's better be good to bring me to this godsforsaken backwater. Her face pales slightly and she lets out a groan.

"Ah, sting me," she says as she rechecks her bags. "I forgot my lockpicks.

Grand Lodge

Male human Monk(unchained) 5 |Hp:22/46| AC:19, T 18, FF 16 |CMD: 26|Fort:+7,Ref:+7 Will: +5(+2 vs. enchantments)|Speed: 40||Init:+6|Per+11|Sense Motive:+11|Stunning Fist 4/5 DC15Fort|Ki Pool 5/5|

The lean, muscular Vudrani man calmly watches as his new companions get themselves ready. They are less disciplined than any child of the Padapranjna, The ways of these foreigners is so strange. How can such a grand city have risen up with such lack of focus among them?

Hearing the elfin woman remark about forgotten equipment, he quickly considers his own gear. reliance on posessions is a weakness, but perhaps it would be good to have a length or rope along just in caseIt may be wise for us to consider stopping for some last minute supplies once we know more about where we are going. I trust that you know somewhere that you can replace your missing tools?


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Yes, you may spend your gold to buy supplies. You may not pool your gold for these supplies, however. Please note your purchases in the Discussion thread.


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Getting Started
Where on Golarion? Today's story takes place in the Southern Fangwood, a dense forest along the banks of Lake Encarthan in northeastern Nirmathas.
When? It is early in the month of Lamashan, 4715 AR.

Knowledge (local) DC 15:
A struggling country only recently escaped from the grasp of an imperialistic master, Nirmathas (pronounced NEAR-math-ehs) finds itself trapped in a constant war with the nation that seeks to reclaim it. Its people, proud of their newly gained freedom, try to maintain normal lives while still being ever ready to fight off the imperial advances of their southern neighbour.

Knowledge (history) DC 15:
The history of Nirmathas begins just over sixty years ago in 4655 AR with a bloody war of independence. Before this Nirmathas was just seen as a resource heavy province ripe for harvesting. The grip of their first masters, Imperial Cheliax, loosened in 4606 AR with the death of Aroden and the ensuing civil war offering a brief hope of respite, when in 4632 AR Molthune (of which Nirmathas was a part at the time) declared independence. It didn't take long for the people of Nirmathas to realise that they had only traded one distant, imperious master for another. It soon became clear to the people living in the northern Fangwood that nothing was going to change. The excitement soon faded to disappointment which gave way to a deep, festering resentment. The embers of rebellion were lit. It began as small, petty acts of sabotage, little more than vented frustration. Soon this petty resentment was stocked into the fire of full blown rebellion.

In the early years (starting in 4648 AR) this rebellion was a chaotic series of separate, ineffective skirmishes, until Irgal Nirmath, a half-elf trapper, managed to achieve victory after victory as a leader of a small group of woodsmen. As his victories mounted his reputation - and his army - grew and within seven years, in 4655 AR, Nirmath had lead his forces to victory. Unfortunately, he did not live long enough to see the fruits of his labour, for he was felled by an assassin's blade on the night of his victory. The new country was named in his honour and since that day Nirmathas has been a free nation.

Knowledge (geography) DC 15:
Nirmathas lies on the western shores of Lake Encarthan, one of Avistan's largest bodies of fresh water. As a nation Nirmathas is surrounded by enemies: to its south lies Molthune, its parent nation and the country that Nirmathas has unofficially been at war with since its creation. To its west, along with Varisia, lies Nidal, the home of fell shadow beast and the foul aristocracy that commands them. To the north lies the orc-infested Hold of Belkzen; it inhabitants' warlike ways are a constant threat to lasting peace.

Nirmathas does have one friendly neighbour: the kingdom of Lastwall at its northern border. Both countries share a respect for each other, and though they do not give each other direct military aid (as Lastwall is also an ally of Molthune), they both share a common enemy in the orcs of Belkzen.

Due to its historic conflicts with its neighbors its borders are unclear. It is approximately 300 miles lateral and 250 miles long with the Tourondil River as its Northern border, the Marideth River as its Southern border and Lake Encarthan as its Eastern border.

Hundreds of years ago, the daemonic harbinger Anogetz attempted to conquer the Southern Fangwood with hordes of crazed animals and cruel fiends. The faithful of Erastil, god of hunting and patron of frontier settlements, fought back, and legend says that when they cornered the cult of Anogetz in its temple, Erastil himself fired a great arrow that split the daemon’s unholy altar in two. This arrow has been a key part of a ritual that has kept the daemons from returning. Until two months ago, Erastilian priests have performed this ceremony in the reconsecrated temple on the night of the new moon, but the relic recently went missing.

The church of Old Deadeye asked that you track down who stole the relic and return it before the daemons broke free once more. You found the arrow only a week ago and have hurried back to the temple to meet the priests Enogas and Larya, who will take custody of the relic and enact the ritual. The new moon rises tonight, and even now dusk is falling.

You have been given possession of a giant arrow so large that it is a two-handed weapon in its own right. Known as the spear of the huntmaster, the arrow acts as a +1 spear that allows the wielder to cast know direction at will. Who among you will carry this relic of Erastil?

Knowledge (religion) DC 10:
Erastil is an elder deity, his worship hearkening back to the time when mankind first set about harnessing the wilderness and mastering nature. Legends claim that it was Old Deadeye himself who crafted the first bow and gifted it to humans, a gift to assist them in overcoming the challenges of the world. Even as the accomplishments of civilization mount, Erastil continues to embrace and represent the simpler pleasures life has to offer.


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Can't roll any of those knowledges except Knowledge (religion) since the DC is only 10 >_>

The barbarian woman in hides kneels nearby, using her massive sword as a backrest. She has grown increasingly surly as the trip to find the spear went on (though she hardly started out as Little Miss Sunshine either).

Amiri scowls at the elf and the vudrani as they chat about little needles or something that you couldn't even use to properly stab someone.

"I got my sword."

She hefts her oversized bastard sword high then jabs it into the ground.

"Why would I need any other #$&^?"

She scratches her nose.

"Are we gonna get a chance to kill something or what? This mission has been boring as &%*$."

She kicks the spear a foot or so along the ground.

Knowledge (religion) (untrained): 1d20 + 0 ⇒ (10) + 0 = 10

"Stupid &#$hole Erastil with his stupid %$&hole spear. Should shove it right up his..."

She pulls her sword out of the ground then holds it high above her head, as if contemplating cleaving the spear in two out of boredom.


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Female Human Witch (Herb Witch) 6

wow, we start WITH the McGuffin? Never happened before :-)

The white haired gnome suspects that there may be more to the spear than we have been told and tries to identify it

spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13.

"Sajan, perhaps you would take the spear? I'd take it myself but it really is just a LITTLE big for me. But somebody should have it. While Padrig is clearly the most worthy he doesn't have hands to wield it"

The winged serpent mutters "and who's fault is that?" which Balazar pretends not to hear.

"Don't worry Amiri, I'm sure somebody will be along soon to try and take the spear away from us and you'll be able to kill as much as you want"

that idiot is so singleminded that I'm surprised she isn't bleached


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Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

Knowledge Local: 1d20 + 8 ⇒ (12) + 8 = 20
Knowlege Religion (Untrained): 1d20 + 0 ⇒ (18) + 0 = 18

The elf rolls her eyes almost audibly, a clever trick for an elf with no whites of her eyes. "Look, muscles, don't damage the goods. We don't deliver the arrow-thing, we don't get paid. Besides, who knows if you can even break it."

Merisiel looks her companions over before saying, "But I do think that she'll be the best weild it. Muscles is a good name as any for you."


Female Human Witch (Herb Witch) 6

I just realized that I may have misinterpreted what you said. Are we currently in the temple waiting for the clerics to show up or on our way there?

Balazar sidles up to Merisiel and whispers to her

"perhaps challenging the barbarian to see if she can break the nice magical spear isn't the wisest course of action?"

although it might be really interesting to see if she can break it. And to see what would happen. Hmm. And it would be so amusing to see the faces of the priests. However, Merisiel is right, we wouldn't get paid

will save: 1d20 + 5 ⇒ (19) + 5 = 24

no, I REALLY need money right now. I guess I'll be good. Pity.


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Protean Eodolon┃Init+4┃Per +7┃Hp:30/30┃AC:26┃T 14┃FF 16┃CMD 20 (can't be tripped)┃F:3 R: 8 W:4┃ 21Hp/30┃Speed 20/Fly 40(Good)┃Bite +10 (d8+3 + grab, 10 ft reach), tail slap +4 (1d6+2)┃Grapple +10┃
Defences:
evasion┃Resist acid, sonic, electricity 20
Skills:
Acrobatics +9┃Bluff +5┃Climb +10┃Fly +13┃Stealth +10

The winged snake opens its chicken beak and states

"You lot are all boring. Talk less. Look out for danger."

He then leaps into the air and flies up to look around for approaching danger.

perception: 1d20 + 7 ⇒ (3) + 7 = 10 if it is sufficiently dark, he will stay within 60ft of the ground (his dark vision range)

note that Pradrig and Balazar can communicate over their link


Korvosa map | Green Market map

You are just outside the temple. I will describe more as soon as I figure out who is carrying the spear, and everyone is finished with their last-minute purchases.

Dusk is falling...

It might also be nice to know what light sources you will all be using.


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Still holding her sword high, Amiri scoffs at Merisiel.

"'Who knows if I could break it?' Just who the hell do you think I am?!"

She begins pulling the sword farther back in preparation to bring it down on the spear. Then Balazar interjects, and she laughs, lowering her sword, eyes on Merisiel.

"Yeah. The little gnome knows what's up. I don't gotta prove *&%$ to you."

She picks up the spear and stows it on her back.

"Sure. I'll hold onto the spear. Maybe some %*&holes will see how tra-la-la-la-lee-day fancy it is and try to make a grab for it."

Amiri slams her sword into the ground, cleaving a huge divit as she grins..

"Might get some fun then."


Korvosa map | Green Market map

As dusk settles, you stand outside the temple where you are to meet with the priests, Enogas and Larya. Once a temple to Anogetz, this sanctuary has since been converted into a shrine to Erastil. The god’s holy symbol—a bow of elk antlers nocked with an arrow—is emblazoned on each of the large oaken doors leading into the temple.

Knowledge (religion) or Knowledge (planes) DC 20:
Anogetz is a little-known daemonic harbinger who makes his home on Abaddon. His small spark of divine power gives him the ability to grant spells and boons to those who worship him.

The entrance stands slightly ajar. The path leading to the site shows signs of recent traffic.

Perception or Survival DC 15:
You discern four different sets of footprints around the entrance.

Survival DC 20 additionally gets:
Two sets are from humanoids wearing boots, two are from barefoot humanoids, and none seems to have left the temple.

GM screen:
This is where I will roll dice secretly. Don't open these! ;)


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Survival: 1d20 + 9 ⇒ (19) + 9 = 28

Amiri--still chomping at the bit--remains wary as the party approaches, searching and hoping to find some sign of trouble.

She grins as se appears to have found one.

"Hey, weren't there supposed to be only two guys here? I see four sets of footprints that went in and haven't come back out yet. Two of 'em ain't got shoes, either."

She anxiously taps the handle of her sword. She wants someone to tell her something is fishy so she can get to flaying and boning it.


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Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

Perception: 1d20 + 11 ⇒ (17) + 11 = 28

Merisiel shrugs and says, "I'm not sure, muscles. Let me go ahead and scout it out."

Merisiel moves towards the shadows of the building, hoping to gain some sort of cover in order to sneak through the door and peer into the room beyond.

GM:
Merisiel slinks along the side of the building until she either sees something or gets more than 100 feet away from the party.

Stealth: 1d20 + 12 ⇒ (12) + 12 = 24


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Female Human Witch (Herb Witch) 6

"Padrig, it looks like there is trouble inside the temple. At least 4 inside and we were only expecting 2. If you haven't noticed anything, please come down so we can face it together"

Assuming Padrig has nothing to report and comes down Balazar casts barkskin and shield on him the 2 spells bring Padrigs AC to 26

Balazar also casts light on a pebble in his hand.

knowledge planes: 1d20 + 13 ⇒ (12) + 13 = 25

"Anogetz has some divine casters working for him. Be ready in case there are any spell casters amongst them. Oh, it also sounds like the priests of Erastil may be captive in there. Let's please try and make sure that we only kill hostiles. Killing ones employers gets one a bad reputation"

Padrig then flies up a little behind and above Amiri.


Korvosa map | Green Market map

GM Screen:
Enoras cannot succeed on a Perception check to see Merisiel at that distance. No roll required.

Merisiel:
This open-air courtyard and its decorative columns are covered in moss and lichens. Weathered statues of an elk-headed hunter stand in alcoves spaced evenly around the room. Two pillars and a statue that had been intact when Merisiel and her companions were here only a month ago now lie shattered on the ground. Halls to the north and west lead out of this room.

Merisiel sees Enoras, the priest of Erastil, standing next to the shattered columns, hands on his hips and shaking his head while he surveys the damage. He doesn't seem to notice her watching him.

Here is the map we will be using. You are entering from the East

Padrig has nothing to report.


Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

Merisiel comes slinking back from the temple, breaking into a stride once safely out of the building.

"I think we're overreacting, guys," she says with a smirk. "The only person in their is that priest with the abs. Enoras, if the name comes back to me. There seems to have been some sort of damange done to the building, though. Perhaps there was a scuffle earlier? In any case, Muscles can lead that way if she wants."


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When you all are ready to enter the courtyard to the temple, you can go to the map page and place your character tokens. After placing your token, you can read the spoiler below for a description of the area.

Courtyard:
This open-air courtyard and its decorative columns are covered in moss and lichens. Weathered statues of an elk-headed hunter stand in alcoves spaced evenly around the room. Two pillars and a statue that had been intact when you were here only a month ago now lie shattered on the ground. Halls to the north and west lead out of this room.

Enoras, the priest of Erastil, is standing next to the shattered columns, hands on his hips and shaking his head while he surveys the damage.

"Oh. Hello," he greets you as you enter the courtyard. "Quite a lot of damage here. Pity." He sighs heavily. "Damned vandals."


Map is set to view only so I can't move in.

Amiri drops her sword, a dull thud against the ground, then throws her hands in the air.

"UGH. You're telling me we missed the fight?! You sure it's not some a$$#+!& pretending to be the guy? Or maybe it's abs man, but he's getting ready to try to shank us? Or...some other kinda thing that means we're gonna have to fight?"

Without even waiting for an answer, Amiri retrieves her sword and begins walking towards the courtyard. She drags her sword behind her, the blade leaving a trench in the earth.

"Come ooooooooon. I want fighty-fighty-blood-blood-blood time."

As "Muscles" shoves her way into the courtyard, she scans for hostile targets the whole way.


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I think I have fixed the map now. Sorry about that.


Indeed you have fixed it! Danke


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Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

Merisiel steps over to examine the broken column, a thoughtful look clouding her face as she pokes through the rubble for anything notable. Why can't vandals ever accidentially drop their coin purses? Would be good for them to do that on occassion, but noooo.

"Well, these do seem to be former columns. But staring at them won't get things moving, will it?" Merisiel kicks a bit of loose rubble before glancing over the room for any other signs of the vandals.

Perception: 1d20 + 11 ⇒ (17) + 11 = 28


Female Human Witch (Herb Witch) 6

Pradig is actually flying above Balazar but that was impossible to see

Balazar takes out his wand of magic missile

Hope I don't have to use this. Hopefully Imiri will kill everything before it even gets close to me

Grand Lodge

Male human Monk(unchained) 5 |Hp:22/46| AC:19, T 18, FF 16 |CMD: 26|Fort:+7,Ref:+7 Will: +5(+2 vs. enchantments)|Speed: 40||Init:+6|Per+11|Sense Motive:+11|Stunning Fist 4/5 DC15Fort|Ki Pool 5/5|

Sajan slides into the room behind the others, carefully considering the damage done by the vandals.

He looks at Enoras and asksIt would have taken some determination for them to knock these over. Was there anything unusual about the columns and the statue that they destroyed?


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Merisiel:
The forlorn elf scans the room looking for more sign of vandalism. She notices that the vandals also pulled down one statue and defaced several others by crudely carving fangs across their mouths.

If you are trained in Knowledge (religion) you can roll a check.

Just as she notices that, Enoras says, "Ah, there she is," indicating the arrival of Larya from the West. "Any luck finding those vandals?" he asks?

Larya replies, "Oh. No luck! I see our friends have arrived."

Then Enoras turns to Sajan, "No, these columns are old and not very well attached. We priests of Erastil have not taken very good care of them, I'm afraid. Nothing strikes me as special about the columns or the statue, but maybe you can find something."


Female Human Witch (Herb Witch) 6

Nothing at all suspicious here. No, not a thing

"Its refreshing to hear a priest admit that they haven't taken good care of their church. Normally they're more than a little defensive about such things"

Making no attempt whatsoever to disguise it, Balazar casts Detect Magic.

"I'm just going to see if there is any residual magic to help us identify the vandals"

Assuming that they allow him to spend 3 rounds, he definitely wants to look at both of the priests. Looking for Disguise Self or Alter Self spells primarily but he'll see what he can.

Grand Lodge

Male human Monk(unchained) 5 |Hp:22/46| AC:19, T 18, FF 16 |CMD: 26|Fort:+7,Ref:+7 Will: +5(+2 vs. enchantments)|Speed: 40||Init:+6|Per+11|Sense Motive:+11|Stunning Fist 4/5 DC15Fort|Ki Pool 5/5|

Sajan walks over to take a closer look at the toppled over statue, looking for anything that might have caused it to be a target above the others
Knowledge(religion): 1d20 + 8 ⇒ (3) + 8 = 11
perception: 1d20 + 11 ⇒ (20) + 11 = 31

"Was there damage to the rest of the temple, or was the vandalism just in this chamber?"


Korvosa map | Green Market map

Round 1 of Balazar's detect magic

The priests don't appear to be concerned by the spell-casting. Balazar detects several auras in the area.

Sajan:
Sajan's knowledge of religion seems to have failed him here, but looking around he notices blood splattered on the ground partially soaked into the mosses. You can make a Heal check if you would like.

Larya responds to Sajan's question, "I haven't inspected the whole temple, but from what I've seen, the greatest despoiling has occurred here in the courtyard. Maybe you want to take a look around for us?" She smiles warmly at the monk.

"Perhaps we should fan out and find the perpetrators before they wreak too much havoc on our temple," Enoras suggests somewhat impatiently.

Amiri, Merisiel are up. I moved Merisiel's token over by the columns she was looking at earlier and Sajan's token over by the statue. Everyone should feel free to move your characters around on the map. :)


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"Perpetrators?! Hell, yes. I ain't had a good go in ages."

Amiri pushes past the priests, her sword screeching against the floor at her rapid pace. She stops and throws her head back, turning her head as she shouts as if trying to make sure the sound hits every part of the building.

"HEY A*&!~$$S. THE LONGER YOU DRAG THIS OUT, THE MORE THIS IS GONNA HURT."

Perception: 1d20 + 9 ⇒ (14) + 9 = 23


Korvosa map | Green Market map

Enoras nods approvingly, "That one is a woman of action."

Larya smiles in silent agreement.

Amiri's sizable voice echoes through the corridors ahead. A murder of crows caw outside the temple then fly over the courtyard.

Ahead, Amiri can see—just barely in the light of the lanterns in the courtyard—a pair of double doors. From beyond the doors, the barbarian woman hears what sounds like stone being hammered and broken.


Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

Merisiel furrows her brow at the strange markings, but turns away from them without being able to decipher their meaning. She looks over to Enoras and Larya with suspicion, taking in the whole of them rather than the part. Something does not seem right about this at all. She gives a curt nod to Sajan and motions to the figure with a jutting thumb.

Sense Motive: 1d20 + 1 ⇒ (7) + 1 = 8


Korvosa map | Green Market map

You may make a Bluff or Sleight of Hand check to signal Sajan without the priests noticing, if that is what you were attempting.

GM Screen:
Enoras Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Larya Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Merisiel Perception: 1d20 + 11 ⇒ (17) + 11 = 28

Merisiel:
Merisiel cannot quite put a finger on it, but something is not right with these two priests. Is it Larya's mole above her mouth? Is it Enoras's hair? It is impossible to tell, but one thing is certain: these are not the two priests she met with a month ago.


Korvosa map | Green Market map

Initiative

Amiri: 1d20 + 2 ⇒ (16) + 2 = 18
Sajan: 1d20 + 6 ⇒ (11) + 6 = 17
Merisiel: 1d20 + 8 ⇒ (4) + 8 = 12
Balazar: 1d20 + 1 ⇒ (2) + 1 = 3
Padrig: 1d20 + 4 ⇒ (14) + 4 = 18
Enoras: 1d20 + 7 ⇒ (9) + 7 = 16
Larya: 1d20 + 7 ⇒ (2) + 7 = 9

Padrig
Amiri
Sajan

Enoras
Merisiel
Larya
Balazar

If Merisiel's Sleight of Hand succeeds vs DC 22 then she will get a surprise round.

Otherwise, Padrig, Amiri, and Sajan are up.

Grand Lodge

Male human Monk(unchained) 5 |Hp:22/46| AC:19, T 18, FF 16 |CMD: 26|Fort:+7,Ref:+7 Will: +5(+2 vs. enchantments)|Speed: 40||Init:+6|Per+11|Sense Motive:+11|Stunning Fist 4/5 DC15Fort|Ki Pool 5/5|

Sajan looks a little closer at the blood soaked moss.
heal: 1d20 + 3 ⇒ (9) + 3 = 12
Then he notices Meresiel motioning towards the priests. Perhaps you could lead us around and show us all the damages, Larya"

He smiles at the two priests It would be a shame if those responsible for the damage were to get away with it
sense motive: 1d20 + 11 ⇒ (4) + 11 = 15


Protean Eodolon┃Init+4┃Per +7┃Hp:30/30┃AC:26┃T 14┃FF 16┃CMD 20 (can't be tripped)┃F:3 R: 8 W:4┃ 21Hp/30┃Speed 20/Fly 40(Good)┃Bite +10 (d8+3 + grab, 10 ft reach), tail slap +4 (1d6+2)┃Grapple +10┃
Defences:
evasion┃Resist acid, sonic, electricity 20
Skills:
Acrobatics +9┃Bluff +5┃Climb +10┃Fly +13┃Stealth +10

Private to Balazar "So, we fight now? Kill these people?"
From Balazar, privately. "Not yet. Guard stupid one for the moment"

"Don't get too far ahead, Imiri. I'd hate to have to save you AGAIN"

Padrig flies over Imiri's head. Moved icon a bit back so we can see both. She then readies to attack anything obviously hostile that enters her reach (10 foot with bite)

Bite (if ready goes off:

1d20 + 10 ⇒ (1) + 10 = 11 to hit for 1d8 + 3 ⇒ (3) + 3 = 6 damage
If hit, grapple 1d20 + 10 ⇒ (14) + 10 = 24


Korvosa map | Green Market map

Sajan notices nothing unusual about the blood, nor does anything seem amiss regarding these two priests of Erastil. They are, after all, the two you met a month ago when you were sent to find the spear of the huntmaster.

Padrig hovers above Amiri. The ceiling is 10 ft. high in this corridor, so they are each in their own space.


Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

Sleight of Hand: 1d20 + 12 ⇒ (5) + 12 = 17


Korvosa map | Green Market map

Ok. Larya notices Merisiel signaling Sajan, so no surprise round for Merisiel, but fortunately for the elf, her initiative is higher than Larya's. I'm going to just let Amiri delay until after Merisiel, and Enoras (who was unaware of the signaling) will delay until after Amiri. Padrig takes his readied bite attack against Enoras or Larya after Merisiel acts. Sajan spent his standard action on the Heal check, but he does still have a move action available if he wants it.

Padrig bites Larya, but not hard enough to penetrate some kind of natural armor.

Updated Initiative

Sajan (acted, but has a move action left)
Padrig (readied bite, acted)
Merisiel
Amiri
Enoras (delayed)
Larya
Balazar

Merisiel, then Amiri, followed by the two priests of Erastil.

Deception games always cause a confusing start to initiative, but I think we have it worked out now. I will explain what was happening in full in the Discussion thread after this gets underway.


Female Elf PU Rogue 5 hp 41/41┃AC 22 t 16 ff 15┃CMD 21┃Fort +3 Ref +9 Will +3┃evasion, uncanny dodge, danger sense +1 Init +8┃Perception +11

Meriseil glares at the woman and says, "Who are you? What have you done with Larya?" She steps next to her and draws her rapier. The steel glints sharply in the rapidly darkening courtyard as Merisel thrusts foward, hoping to catch the woman impersonating Larya off guard.

Attack: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Damage + Sneak Attack: 1d6 + 5 ⇒ (2) + 5 = 73d6 ⇒ (6, 3, 5) = 14


Korvosa map | Green Market map


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Korvosa map | Green Market map

Larya screams in pain (Sound FX) as Merisiel's rapier drives deep into her side.


Korvosa map | Green Market map

Note: you cannot 5-ft. step over the broken columns. Moving past a downed column is difficult terrain. Merisiel was fine; she could take a move action. However, that provokes attacks of opportunity from the priests. (They have Combat Reflexes so can take AoOs while flat-footed).

Enoras slam: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d6 + 2 ⇒ (5) + 2 = 7

Larya slam: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 1d6 + 2 ⇒ (3) + 2 = 5

Both slam attacks miss. Had they hit, I would have allowed an Acrobatics check to avoid them.

Grand Lodge

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Male human Monk(unchained) 5 |Hp:22/46| AC:19, T 18, FF 16 |CMD: 26|Fort:+7,Ref:+7 Will: +5(+2 vs. enchantments)|Speed: 40||Init:+6|Per+11|Sense Motive:+11|Stunning Fist 4/5 DC15Fort|Ki Pool 5/5|

I hope that my companions haven't acted rashly here. Sajan thinks to himself as he draws his temple sword move action to draw and prepares to go on the offensive. He quickly reconsiders his reservations about the attack upon seeing Padraigs bite shrugged off and the priests attempted counterattack against the Merisiel.


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Amiri spins around at the sounds of combat, hefting her sword onto her shoulder.

"You BASTARDS!"

There's no anger in her voice. Only violent joy.

She lives up to Merisiel's nickname as her muscles bulge. She grinds her teeth in a vicious grin as she swings her sword in a downward arc on the female.

"YOU A#~##+#S SCREWED UP!"

Attack with Bastard Sword (rage, accurate stance, power attack): 1d20 + 9 + 2 + 2 - 2 ⇒ (10) + 9 + 2 + 2 - 2 = 21
Damage (rage, power attack): 2d8 + 7 + 2 + 6 ⇒ (8, 6) + 7 + 2 + 6 = 29

Free action to enter rage, move action to activate Accurate Stance, five-foot-step, standard action attack


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Korvosa map | Green Market map

Larya falls to the ground, dying.

Stabilization: 1d20 + 4 ⇒ (5) + 4 = 9 Larya bleeds and loses another hp.

Enoras's form shifts and he morphs into a hairless, leathery biped with a face dominated by grotesque and unsettling whorls and slits instead of actual features.

He steps back and then lashes out to slam Merisiel with a long rubbery arm. "நீங்கள் இங்கே தெய்வம் வந்து இருக்கக் கூடாது. மே Anogetz உங்கள் ஆன்மா கொள்ளையிட." I went with Tamil for the Elf language, because it is cool looking.

Elf:
"You should not have come here elf. May Anogetz despoil your soul."

Attack: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Grab: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24

Not their lucky day. :)

Knowledge (dungeoneering)

DC 14+:
This is a faceless stalker, an aberrant shapechanger capable of imitating humanoid victims. Its rubbery body resists bludgeoning attacks, but slashing and piercing attacks work well.

DC 19+:
A faceless stalker’s flexible body allows it to stretch its arms to several times their normal length, granting it extraordinary reach. It is also capable of grabbing foes of its size and draining their blood.

DC 24+:
A faceless stalker carefully watches its prey for weaknesses and exploits those to deadly effect; it has a rogue’s sneak attack ability.

Updated Initiative

Sajan
Padrig
Merisiel
Amiri

Enoras (acted)
Larya (51 hp damage, dying)
Balazar

PCs are up! You guys can post in whatever order you want. I am going to resolve Balazar's and Sajan's actions ahead of the others, though.


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Female Human Witch (Herb Witch) 6

Somebody else who makes lots of use of google translate, I see :-)

Knowledge dungeoneering: 1d20 + 8 ⇒ (6) + 8 = 14

"These are faceless stalkers. Don't use blunt things on them. As, uh, Amiri already showed. Amiri, well done. One hit, one corpse. I'm impressed, I really am"

Balazar steps up and fires the magic missile wand at the other one, calling out the command word

"Pew pew. Hah. Take that you fiend"

wand: 2d4 + 2 ⇒ (1, 1) + 2 = 4

"Wow. I've got to get that wand fixed one of these days. Padrig, if you would be so kind as to attack it?"


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Protean Eodolon┃Init+4┃Per +7┃Hp:30/30┃AC:26┃T 14┃FF 16┃CMD 20 (can't be tripped)┃F:3 R: 8 W:4┃ 21Hp/30┃Speed 20/Fly 40(Good)┃Bite +10 (d8+3 + grab, 10 ft reach), tail slap +4 (1d6+2)┃Grapple +10┃
Defences:
evasion┃Resist acid, sonic, electricity 20
Skills:
Acrobatics +9┃Bluff +5┃Climb +10┃Fly +13┃Stealth +10

Padrig moves up so as to flank the other monster for Merisiel. That required a 45 degree turn so :

Fly check: 1d20 + 13 ⇒ (14) + 13 = 27 No problem.

Bite (10 ft reach): 1d20 + 10 ⇒ (2) + 10 = 12 for damage: 1d8 + 3 ⇒ (2) + 3 = 5

"Not to worry, I meant to do that. Give it a false sense of security."

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