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Harmonious will move up to the Hippo on edge and use his stellar handle animal skills to try and calm the animal, "Crikey, mister hippo, we're friendly here, let's all get along,"
Can I use my 21 from before?

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Seelah grabs her longbow and nocks an arrow. She sticks close to Harmonius, in case the silly man indeed tries to put his head in the hippo's mouth.

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Thing is handle animal doesn't really work like that, that's more of wild empathy thing. Handle animal is more for domesticated animals training and pushing them, it doesn't let you calm wild angry beasts.
As Harmonius with Seelah behind moves toward the hippo trying to keep it calm, the territorial animal becomes clearly irritate.
Initiative
August: 1d20 + 1 ⇒ (19) + 1 = 20
Dioneo: 1d20 + 10 ⇒ (6) + 10 = 16
Dimble: 1d20 + 2 ⇒ (8) + 2 = 10
Eldon: 1d20 + 6 ⇒ (14) + 6 = 20
Harmonius: 1d20 + 8 ⇒ (14) + 8 = 22
Seelah: 1d20 ⇒ 11
Hippos: 1d20 + 4 ⇒ (18) + 4 = 22
Round 1 Jungle
Harmonius
Hippos
Eldon
August
Dioneo
Seelah
Dimble
Harmonius can tell his little talk isn't soothing the hippo and has the jump on it.

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Damn it Jim, I'm a bard not a druid!
Realizing that the vicious Hippo beast can't be reasoned with, "Crikey mates, I don't think he likes us!".
He'll begin his Bardic dance and draw out a potion.
Move action start my Selfish Inspire Courage(only affects me) and another move action to draw my Potion of Touch of the Sea. Free action to quick draw scimitar
Parry 1 - Size Penalty: 1d20 + 15 - 2 ⇒ (16) + 15 - 2 = 29
Riposte 1: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 1d6 + 10 ⇒ (4) + 10 = 14
Parry 2 - Size Penalty: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21

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The hippo charges Harmonius
Bite: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
damge: 2d8 + 5 ⇒ (7, 1) + 5 = 13
Harmonius successfully parry's the hippos bite attempt, and ripostes back, connecting with the hippo damaging it.
Meanwhile the second hippo move closed to you.
Everyone is up for Rnd 1.

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August sees the other hippo charge towards him and waits for it to get within range of his greatsword! C'mon, fella! I'm waitin' for ya!

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Observing the stealth plan to fail, Eldon quickly moves over the rocks next to Harmonious while drawing his rapier in an attempt to defend the group.
Acrobatics: 1d20 + 13 ⇒ (2) + 13 = 15 If the rock is so high as to require climbing, the bonus is +7 instead
If successful, the elf attacks with his rapier at the roaring hippo behind the rock, using his arcane energies to make his rapier magical.
arcane pooled rapier-PA+high position: 1d20 + 11 - 1 + 1 ⇒ (6) + 11 - 1 + 1 = 17
Piercing/Magical/Cold iron damage+PA: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Sneak attack (if applicable): 2d6 ⇒ (1, 1) = 2

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"oh." states Dioneo, yawning.
Knowledge Nature (identify hippo): 1d20 + 5 ⇒ (20) + 5 = 25
The baron looks deep in the eyes of the hippo with purple-ish skin and mutters some words in Ignan, urging him to murder his friend.
Casting Murderous Command. Will save DC 17.

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Eldon bursts forth jumping onto the rock and piercing the hippo with his rapier. The beast lets out a howl of pain.
The hippo didn't see you, but it smelled you - scent
August readies his greatsword.
Dioneo confirms these are indeed hippos, the ill-tempered “river horse” has a well-earned reputation for hostility, despite the fact that it is a herbivore. You have 3 questions you may ask about it.
He then urges the hippo to attack the other hippo.
Will DC17: 1d20 + 3 ⇒ (5) + 3 = 8 Fail
Had to double check if murderous command was language dependent or Int dependent, seems it only needs to be a living creature.
The hippo begins to turn toward it's mate.
Round 1 Jungle
Harmonius
Hippo Pink 28 dmg
Hippo Blue Murderous Command
Eldon
August
Dioneo
Seelah
Dimble
Round 2
Harmonius
Seeleh, Dimble, and Harmonius are up.

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Wow, I didn't see I rolled so high... Special attacks, weakness and damage resistance?

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Special attacks - they can trample and capsize small boats
Weaknesses - nothing special
DR - none

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Finishing his small talk in Ignan, Dioneo informs the party of what he remembers.
"Recent studies have shown that hippos don't have any special weaknesses and resistances. Oh, but they can trample you or capsize small boats."

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Dimble grabs a bomb out and moves.
"Poor hippo but friends come first"
attack w/bomb: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 4d4 + 4 ⇒ (1, 3, 2, 1) + 4 = 11

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Seeing she won't be able to get off a good shot at the hippo that's now in melee with Harmonius, Seelah moves up next to Dimble and shoots an arrow at the other hippo.
+1 Arrow: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 1d8 + 5 ⇒ (5) + 5 = 10

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Hate to delay any more. Will have Harmonius on delay.
Dimble's bomb and Seelah's arrow find the mark on the murderous Hippo.
Will use Harmonius other post parry roll from above
The angry hippo again attempts to bite Harmonius.
Bite: 1d20 + 8 ⇒ (13) + 8 = 21 tie, does not parry
damage: 2d8 + 5 ⇒ (6, 6) + 5 = 17
Harmonius nearly parries the attack but the hippos big jaws chomp down on the aasimar.
The other hippo under a murderous command moves over and attempts to bite it's mate.
Bite: 1d20 + 8 ⇒ (5) + 8 = 13
damage: 2d8 + 5 ⇒ (6, 5) + 5 = 16
But it misses it attack.
Round 1 Jungle
Harmonius 17 dmg - delay
Hippo Pink 28 dmg
Hippo Blue 21 dmg
Eldon
August
Dioneo
Seelah
Dimble
All Pathfinders are up.

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Dioneo shrugs and spits a little ball of fire that hits the first hippo and, in a loud WOOSH, spreads and burns the other hippo.
Fireball, Ref DC 21 halves: 8d6 ⇒ (1, 3, 2, 2, 3, 5, 5, 2) = 23

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Hey! Where ya goin'?!? Unknown to August that the spell drew the creature away from his readied attack, he chases the creature around the edge of the water.
Double Move.

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Eldon attacks once more to the hippo in pink skin, covering his face with his free hand in order to save himself from the heat of the explosion.
arcane pooled rapier-PA+high position: 1d20 + 11 - 1 + 1 ⇒ (15) + 11 - 1 + 1 = 26
Piercing/Magical/Cold iron damage+PA: 1d6 + 7 + 2 ⇒ (3) + 7 + 2 = 12

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Sorry about that guys, my home group were finishing up Iron Gods book 4 last night. The ultimate fight of the scenario, ended up going a bit long
Harmonious continues his dance of death, stabbing at the hippo
Attack + Inspire: 1d20 + 11 + 4 ⇒ (16) + 11 + 4 = 31
Confirm Crit + Inspire: 1d20 + 11 + 4 ⇒ (14) + 11 + 4 = 29
Damage + Inspire: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Crit Damage + Inspire: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13 26 damage total
"Taste the sun's bite, hippo!"
Parry 1 + Inspire - Size: 1d20 + 11 + 4 - 2 ⇒ (3) + 11 + 4 - 2 = 16
Parry 2 + Inspire - Size: 1d20 + 11 + 4 - 2 ⇒ (19) + 11 + 4 - 2 = 32
Parry 3 + Inspire - Size: 1d20 + 11 + 4 - 2 ⇒ (15) + 11 + 4 - 2 = 28

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Seelah steps up to the water's edge and shoots two arrows at the nearest hippo.
+1 Arrow: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d8 + 5 ⇒ (3) + 5 = 8
+1 Arrow: 1d20 + 3 ⇒ (6) + 3 = 9 Damage: 1d8 + 5 ⇒ (3) + 5 = 8

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No worries Harmonius -- glad you were having some fun!
The dancing Harmonius's scimitar bites deeply into the hippo. Eldon's magically infused rapier also pierce the animal it slumps into the water dead.
August rushes to the waters edge, as Dioneo fireball explodes near by engulfing the remaining hippo.
DC21 Reflex: 1d20 + 5 ⇒ (8) + 5 = 13 fail
Seelah first arrow is off the mark, but the second hits.
Round 2 Jungle
Hippo Pink 66 dmg - dead
Hippo Blue 52 dmg
Harmonius 17 dmg
Eldon
August
Dioneo
Seelah
Dimble
Dimble is up
Quick question - Harmonius when you parry does it cost you a panache?

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Hm I deleted my previous post answering your question because I was wrong. It is a panache to parry and an immediate to riposte on successful parry. Thanks for bringing this to my attention. I won't parry on my turn if that's okay.

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Dimble lobs a bomb at the hippo.
"Let's try not to kill the poor creatures!"
pink
attack: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 4d4 + 4 ⇒ (1, 3, 3, 4) + 4 = 15

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I'll assume you want to bomb blue as pink is already down
Dimble chucks his bomb and BOOM! The second hippo sinks below the waves.
Combat over
--------
You are able to harvest the needed root, and thanks to Harmonius's remarkable directions on the way back the total trip takes you around 4 hours. You arrive back in town.
Back to Bunda shop to have her extract the essence you need from the root? or somewhere else first?

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Wow, nice work with them exploding things and stuff! So, back to that shop now, right?

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"Yes, I think we have wasted enough time." says Dioneo, satisfied his magic worked pretty good.

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Guiding the group back through the jungle, "I vote for bolstering the defenses of the clubhouse, lets get the root essence then find Rand,"

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Oh! Yeah, I forgot about that! You're a smart one, Harmy! August will agree to anything, really.

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You make haste to Bunda's shop, true to her word she is able to extract the essence you need quickly and says her offer still stands about a half priced item.
Let me know if you have a purchase in mind - any single item from the Alchemical Remedies, Alchemical Tools and Alchemical Weapons sections of Pathfinder RPG Ultimate Equipment.
--------
Back at Sharrowsmith's Exports, you find the Zenj ceremonial armor flying clumsily through the halls on patrol.
Aya seems relieved when you enter, That black diamond worked! As you can see the armor is on patrol. Any news of Rand?
She eagerly receives the essence and hurries you on your way again.
--------
Back to the streets, with no solid leads you're going to have to ask around.
Some Dipolmacy gather info checks, please.

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"I'm glad to see the lodge has proper protection now," Seelah says to Aya.
"Now, let's get to the main mission."
Diplomacy, Gather Info: 1d20 + 13 ⇒ (16) + 13 = 29

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It does take Seelah long before she begins to hear about a heavily tattooed Kellid man—a sort of person rarely seen in these parts—dressed in clothes that seemed to be made of solid oil and glass.
Such a man could belong to the Technic League, and be dressed in some of the alien attire their assassins and spellcasters tend to wear.

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August will follow Dimble this time, obviously to ask about what sort of alchemy item he should purchase with his discount. You seem ta know all about this sorta thing. Whatcha think?
Aid Diplo: 1d20 - 3 ⇒ (3) - 3 = 0

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Eldon will accept Bunda's offer "Sure, that's a good deal. I will take an Antitoxin. Here are my 25 gold pieces"
-----------------------
K. local: 1d20 + 9 ⇒ (5) + 9 = 14
"A Kellid... mmm... well no idea, but I think Kellid are original from the north. Aren't they?" comments the elf "Where have you seen this strange man anyway?"
Eldon will use also his ease to make new contacts by inviting some drinks in the proper tavern in order to know more about where to look for Rand, and following the advise of Aya, he will check with Marti in the Sodden Fish "Have you seen Arvellos Rand recently? I have heard he was seen last out of the Exports."
K. local: 1d20 + 9 ⇒ (5) + 9 = 14

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Knowledge Local: 1d20 + 4 ⇒ (4) + 4 = 8
Knowledge Arcana: 1d20 + 4 ⇒ (8) + 4 = 12
"Never heard of such a man... Not in Cheliax." states the ifrit.

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I don't possess those knowledge skills :(
Seelah decides she'll ask for the whereabouts of said strangely dressed man. Surely someone must've seen him go somewhere.
Diplomacy, Gather Info: 1d20 + 13 ⇒ (13) + 13 = 26

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Harmonious, thinking to himself if he has heard of such a people, he is from the northern barbarian tribes himself.
kn local: 1d20 + 5 ⇒ (1) + 5 = 6
"Doesn't sound familiar to me "

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You make the trip to the Sodden Fish, you are surprised to find that it's more than your typical port side dive bar; the place is well maintained. The clientele is a real mixed bag from rough dockworkers to more sophisticated merchants. The draw seems to be a wide selection of imported Chelish wines, all the way from low quailty ports to very choice vintages. Marti the purveyor apparently is an expert, and your not surprised to see he is himself a Chelish man, standing out among the mostly Mwangi clientele.
Eldon's conversation with Marti doesn't bare much fruit. Extremely cordial to the elf, Marti explains, I know Rand well enough, he's fond of a particular Rose from Longacre. Thing is he hasn't been in for close to a week.
Seelah has more luck talking to some of the other patrons. Someone can swear they saw him heading into a warehouse that sits on the far southwestern outskirts of town along a secluded canal.
hours: 1d4 + 1 ⇒ (4) + 1 = 5
You time gathering info takes you 5 hours all told.
----
Your best lead being the warehouse you head to the outskirts of town and locate the building. Its solid 20-foot-high walls contain a few dirt-stained windows facing the eastern waterfront. It seems to have 3 entrances each larger sets of doors for moving big loads in or out. One is on the front of at the street; one on the side down a gated alleyway; and another that opens into the canals around to the back.
What would you like to do?

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So, we gonna just knock or we gonna bust our way in? I ain't too sneaky, ya know.

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"We might just be able to talk our ways through this, maybe he is hiding here and not being held captive,"

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"Burn the barn. All the fleas come out easily." says the baron with a smirk.
After Seelah's glance, he adds.
"Just joking. Let's knock haha!"

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Eldon says "Let me try to scout first, then we can knock at the door and try to parley"
He moves to the windows very carefully and tries to find a spot a bit clear to see the interior through the dirty.
Stealth: 1d20 + 11 ⇒ (14) + 11 = 25
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Observing the dirt is to thick he approaches the doors and attempts to look through the lock hole and hear through the door in the alleway.
Stealth: 1d20 + 11 ⇒ (19) + 11 = 30
Perception: 1d20 + 9 ⇒ (8) + 9 = 17

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Eldon creeps over to the alleyway door, as he nears the door to peek and listen, he hears a loud bell ring inside the warehouse.
JINGLE, JINGLE, JINGLE!
Map up

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Harmonious will walk up to the warehouse doors and pound on 'em.
"Aye, open up, we've gotta food deliver, Chico's Meat on-a-stick to go,"
Bluff: 1d20 + 9 ⇒ (8) + 9 = 17

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Genius Eldon!
Eldon moves quickly at the other side of the doors and attempts to hide behind the barrels as he waits to know how the situation develops.
Stealth: 1d20 + 11 ⇒ (7) + 11 = 18

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"Yeah, and you better hurry, there's a lot of them food boxes!" says Dioneo, finding the idea hilarious.
Bluff: 1d20 + 6 ⇒ (17) + 6 = 23