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OK, everything is done. Jory, it's 3 XP per level, and each scenario is 1 XP. So completing first steps gets you to the start of level 2, with 6 fame. I would probably suggest that many of you might want to spend 2 fame on buying CLW wands to hand to your healers to use on you :) Seems to be a very popular strategy from what I've seen. Everything that's not grey on the form you guys can fill out yourselves for your equipment purchases etc.
OK, got everybody but Tiann. I sent a note a day or two ago, so hopefully I'll hear back soon. In the meantime, my bachelor party is tonight, so I'm probably not going to be able to do all of the chronicle sheets until sunday night or monday. I'll do the reporting at that time; I can always update the report later when Tiann picks a faction.
Thanks Tal. I have faction choices down for Tal and Jake. It's possible others have posted their faction choices before we started part 3, and I just didn't write them down because nothing was official til the end of part 3. So everybody else, please let me know what your choice is, even if you said it a month or two ago. :)
Nester nods. Once at the embassy, you find the Gillmen there completely unaware of the activities of the bartender and her allies, and if you try to accuse them of being complicit in it, they are definitely a little put off. If you are diplomatic and don't offend the ambassador too much, he accepts Gloriana Morilla's letter, though when he opens it, he simply smirks to himself and shakes his head at a silent joke he doesn't share with you. When eventually you make your way back to Absalom, Drandle Dreng is glad you were not duped. He believes that the three were Aspis Consortium agents, and warns you that the Aspis Consortium is the greatest threat to the Pathfinder Society and that you should be ever vigilant against the organization in your ongoing careers. Your chosen faction leaders send you letters welcoming you to your factions: HERE Those of you who haven't picked a faction, please do so.
Nester considers. "I don't believe these three represented the attitude of the gill-men as a whole. We should interrogate our prisoners, but I suspect this was a group of criminals, or something more insidious. We need to report back to the Society, and get the artifact safely back to Escadar I'd say. How would you propose to track a gill-man on the open ocean?"
The web lasts for almost another half an hour (yes, she was a level 3 illusionist). There are two grievously wounded gill-men who are unconscious but stable. You still have the letter from Lady Morilla to the Gillman embassy; you can go there if you want. You prevented this group from obtaining the artifact you brought, in exchange for what Nester informs everyone seems to be a well-made fake that they brought.
The bartender makes good her escape, presumably swimming away, but not surfacing again in any case. You are essentially done, other than some RP potential if you want to play out anything else for the cleanup. You've met all the success conditions for the scenario, and mechanically, all that remains to be done is to lock in your final faction selections. I'll post the blurbs for each faction later this evening, and follow up on any RP people may want to do before we call it an end. Everyone will be earning 401 gold when I finish the chronicle sheets. I'll produce the final versions of all 3 chronicles for everyone when your faction choices are completed, at which point I'll also report this scenario and update the reports for the others to award full prestige.
Jory:
No line of sight to the caster until after she shatters the aquarium, but your shot can go off as soon as it shatters. As the glass shatters, Jory looses an arrow that passes through the falling glass neatly, but passes just an inch from the bartenders head, its path seeming to bend very slightly from the otherwise perfect path towards her. Shot would have hit except the mage armor stopped it... Tal: It'll take you another turn to get to the south end of the dock, at which point you can see her surfacing and glancing back from about 120' away from you, on her way out to sea. You have time for a shot at that point if you want to take it, with no penalty other than range.
Time for GMPC... Tiann will vs. blindness: 1d20 + 6 ⇒ (14) + 6 = 20
Tiann is not blinded, but gets trapped by the web. She fights her way free, then loads her crossbow. Seeing that her compatriots are down, the bartender casts another spell.
Spellcraft DC17:
She casts shatter. As she completes it, she triggers a loud ringing noise, and the aquarium shatters, the water, fish, and most of the glass falling straight down into the river. The bartender dives straight through the hole into the water, and starts to swim away.
Thanks. Don't get me wrong - I'm happy to discuss rulings and change my mind - I'm definitely a rules lawyer sometimes, but I don't want you guys to feel like I am not willing to hear alternate viewpoints. There are also times when I have completely misread rules, and usually I thank people when they call me on it. :) If it was not a PFS game, I would probably go with the flow a little more on skill usage and throw in floating bonuses for creativity, but I feel like I'm really not allowed to do that in PFS play. I have no issue with the intimidate being a social success, I just can't figure out a way for it to fit either game mechanics outcome. Socially, it was a successful intimidation.
Ahrmisa goes down, run through by Tal, before she can attack. Ahrmisa: HP -5/6, Stabilize: 1d20 + 1 - 5 ⇒ (19) + 1 - 5 = 15
Shaolo attacks Jake:
The gillman then takes a step back. Jake is up, then Tiann and Karzak. Jory - you can go east to escape along the north side of the bar; 10' will take you out of the web in that direction. Or you can go 20' north, away from the melee. Or once you've gone 10' to the north, anything east is also free of the web.
Intimidate to influence attitude takes a minute of conversation. So as an immediate action, I'd say that's a no go. Intimidate to demoralize doesn't really seem like a good fit, since you didn't even know combat was starting yet. So, I'm not sure what you want to accomplish with the intimidate, mechanically. Sure, he looked worried. Jory, I went with Perception, and rolled it for everyone. Had I gone with reflex, you still would have lost, because I would have still been rolling for everyone, and I assume your perception is higher than your reflex.
Shaolo moves sideways towards the bar, and Ahrmisa moves next to him. Both wield their spears. Round 1:
The bartender casts another spell.
Spellcraft DC 17:
She cast web. A many-layered mass of sticky strands coats the area around everybody but Tal. Web rules It's a reflex DC 14 not to get grappled by the web. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter. Those who haven't made their will save yet, make that on your turn before you do anything else. Everybody needs a reflex save when the web is cast to avoid being immediately grappled before your turn even comes up. Tal is up, then Jory.
The glass being dropped was the signal the gillmen were waiting for. I was deciding between a reflex roll and a perception roll, and went with perception...might not be the best choice. The difference being, they knew what signal they were waiting for, you guys were trying to watch everything at the same time.
The bartender drops a glass, and it shatters loudly. Perception rolls:
Tiann Ceriagh'u: 1d20 + 4 ⇒ (3) + 4 = 7 Jory Redcap: 1d20 + 8 ⇒ (3) + 8 = 11 (+2 vs stonework, auto) Talhaearn: 1d20 + 10 ⇒ (19) + 10 = 29 (low light) Jake Hargrove: 1d20 ⇒ 4 Karzak: 1d20 + 4 ⇒ (7) + 4 = 11 (darkvision 60') Only Tal and the Gillmen get to act in the surprise round. Init:
Initiative rolls:
Tiann Ceriagh'u: 1d20 + 1 ⇒ (3) + 1 = 4 Jory Redcap: 1d20 + 1 ⇒ (13) + 1 = 14 Talhaearn: 1d20 + 6 ⇒ (11) + 6 = 17 Jake Hargrove: 1d20 + 4 ⇒ (4) + 4 = 8 Karzak: 1d20 + 1 ⇒ (3) + 1 = 4 Ulionestia: 1d20 + 6 ⇒ (15) + 6 = 21 Shaolo/Ahrmisa: 1d20 + 1 ⇒ (11) + 1 = 12 roll-off:
Surprise round:
then Round 1:
As the glass hits the floor, the other Gillmen close their eyes. The bartender casts a spell.
Spellcraft DC 17:
She cast pyrotechnics The torches around the bar explode in a burst of bright, colored aerial light. Roll Will DC 15 or be blinded for 1d4+1 rounds. Tal is up in the surprise round. One standard or move action.
Rearranged everybody as it sounds like they described. Feel free to move yourself. Tal:
You don't see any gillmen outside. Shoalo places the bundle on the table, and pushes it towards Tiann and Nester. Shoalo: "Can I inspect your item?" Before responding, Nester unwraps the gillmen's relic, to examine it. Anybody close to the table (i.e. not Tal unless he returns) can make an appraise check on the relic.
Karzak also spotted the gillman bartender. After you have a chance to settle in and perhaps have a drink or two, the gillman party arrives, consisting of only two Low Azlanti, a man and a woman. The male bears a delicately wrapped bundle of cloth, apparently around the Azlanti relic, while the woman seems to be acting as bodyguard. The man carrying the bundle introduces himself as Shoalo; the other, a muscular female gillman named Ahrmisa, remains silent and stoic. Shoala sits at a table and places his package before them, offering the two seats opposite him to Nester Rees and any other member of your party.
The sounds of a busy tavern echo off the wooden walls of this unusual building. Resting precariously over Escadar's harbor, the Grindylow's Goblet offers an unequaled view of the water. In the bar's center, a thick glass aquarium presents a striking display. Within the tank, a coral statue of a goblin with the lower body of an ocropus hosts a school of colorful fish that flit about the nooks and crannies of its tentacles. Several torches fill sconces that cast the tavern in normal illumination. Two human servers busily provide food and drink to the tavern's half-dozen patrons, and a striking woman tends the bar.
Nester reluctantly agrees to go along even though he doesn't feel completely better again yet, if you guys push him on it (I think only Tal is cured yet?) When your party arrives at the docks still coughing, Otti doesn't look very happy, but he agrees to transport you for the agreed upon price as long as you try not to cough in his direction. The boat journey takes 12 hours, and is scenic but uneventful. During the journey, Nester explains. "Escadar is the war port of Absalom, located on the Isle of Erran north of Kortos. It houses Absalom's navy and is strategically placed away from Absalom's treacherous Flotsam Graveyard. Further, those nations intent on blockading Absalom must also deal with Escadar, for word would spread quickly, and Escadar's armada can come to Absalom's aid on short order. Along with the primarily military population, Escadar is also home to many gillmen (or Low Azlanti, as they like to call themselves). These amphibious people have set up an embassy within the town, and it is with this organization that the Society plans to trade Azlanti artifacts. The gillmen have agreed to meet us at a waterside tavern called the Grindylow's Goblet once we send word of our arrival to the embassy."
Sorry guys, I've been pretty slow lately already and now this week was the worst week I've had in years at work when it comes to being busy and sleep deprived (10-15 hour days every day and no more than 4 hours sleep at a stretch is not something I'm used to). I thought I remembered Tiann saying to expect an absence, but I may be foggy. I'll try to get things rolling along again (I was a really aggressively fast GM when we started this, eh? How the tides have turned...)
If you buy the spell, you get an additional +4 on your fort roll on top of the +4 they will provide using the heal skill (so your fort +8). It takes 2 consecutive successful days of saves to be cured. Until you are cured, you don't heal the wisdom points. Assuming nobody else has anything else to do today, go ahead and roll your forts for the AM, and you can go about your day. Nester fort: 1d20 + 1 + 8 ⇒ (6) + 1 + 8 = 15 passed. Save DC is 13. Oh, and everybody except Tal comes up sick today. I think Tiann was the only one who hadn't been sick yet but she wakes up coughing. Tiann fort: 1d20 + 4 ⇒ (18) + 4 = 22 passed. She doesn't seem like the miasma is hitting her too hard.
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