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Nobody's in a good spot to heal, and my two Blesses is useless, now.
Delay

DM Amazing Red |

Erin: 1d20 + 17 ⇒ (3) + 17 = 20
Bodyguard: 1d20 + 15 ⇒ (7) + 15 = 22
Erin: 1d20 + 17 ⇒ (18) + 17 = 35
Bodyguard: 1d20 + 15 ⇒ (11) + 15 = 26
1d4 + 1 ⇒ (4) + 1 = 5
Will Save: 1d20 + 5 + 1 - 2 ⇒ (14) + 5 + 1 - 2 = 18
Ares: 1d20 + 17 ⇒ (2) + 17 = 19
Bodyguard: 1d20 + 15 ⇒ (20) + 15 = 35
Ares: 1d20 + 17 ⇒ (12) + 17 = 29
1d4 + 1 ⇒ (2) + 1 = 3
Will: 1d20 + 7 ⇒ (3) + 7 = 10
Tanrov: 1d20 + 17 ⇒ (1) + 17 = 18
Tanrov: 1d20 + 17 ⇒ (14) + 17 = 31
1d4 + 1 ⇒ (4) + 1 = 5
Will Save: 1d20 + 6 ⇒ (13) + 6 = 19
Maelpheta flurries at her foes, striking each of them once clouding their judgement. Erin takes 5, Ares takes 3, and Tanrov takes 5. And your all confused for 1 round. Map is the same as above and the party is up. Amira, when you want to come out of delay let me know.

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Ares becomes blinded with rage as the little creature in front of him keeps biting him but refuses to lock horns.
Confusion: 1d100 ⇒ 86
Well there’s two targets adjacent.
SnakeLady = 1, Tanrov = 2: 1d2 ⇒ 1
Gore: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 1d8 + 22 ⇒ (1) + 22 = 23
Tanrov struggles to focus as his thoughts become blurred.
Confusion: 1d100 ⇒ 24
But he stays focused and smashes into the right target.
Primary: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 2d6 + 23 ⇒ (6, 4) + 23 = 33
Iterative: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 2d6 + 23 ⇒ (3, 3) + 23 = 29

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KA ROLAShI!
Furious now, KULIK drops his bow (free), casts true strike, and moves alongside Erin, drawing his greataxe on the way.
We deshtroy you, foul thing!

DM Amazing Red |

Seeing her current plan not working as intended, Maelpheta decides to play this more conservatively. She switches to a more defensive stance as she strikes with his snake-arms.
Erin: 1d20 + 17 - 4 ⇒ (5) + 17 - 4 = 18
Bodyguard: 1d20 + 15 ⇒ (9) + 15 = 24
Erin: 1d20 + 17 - 4 ⇒ (6) + 17 - 4 = 19
Bodyguard: 1d20 + 15 ⇒ (10) + 15 = 25
Erin: 1d20 + 17 - 4 ⇒ (20) + 17 - 4 = 33
Bodyguard: 1d20 + 15 ⇒ (19) + 15 = 34
Confirming: 1d20 + 17 - 4 ⇒ (11) + 17 - 4 = 24
1d4 + 1 ⇒ (4) + 1 = 5
Will Save: 1d20 + 5 + 1 - 2 ⇒ (3) + 5 + 1 - 2 = 7
Kulik: 1d20 + 17 - 4 ⇒ (16) + 17 - 4 = 29
1d4 + 1 ⇒ (2) + 1 = 3
Will Save: 1d20 + 7 - 2 + 1 ⇒ (14) + 7 - 2 + 1 = 20
Ares: 1d20 + 17 - 4 ⇒ (8) + 17 - 4 = 21
Ares: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16
Her snakes penetrate the armors of both Erin and Kulik dealing 5 and 3 damage. And Kulik's self doubt causes his mind to cloud and Erin's mind is re-clouded.

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Rage once more with feeling.
Ares throws his head, gives a heroic moo, and then thrusts forward again.
Gore: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 1d8 + 22 ⇒ (2) + 22 = 24
Tanrov mimics his companion’s battlecry and lays into the fiend.
Primary: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 2d6 + 23 ⇒ (1, 2) + 23 = 26
Iterative: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 2d6 + 23 ⇒ (6, 2) + 23 = 31
Confirming Primary: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 4d6 + 46 ⇒ (6, 5, 2, 3) + 46 = 62

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Amira sees how her allies have been slowly whittled down, but also sees their actions as hesitant or doubtful. She decides that standing next to anything that could kill her faster than a runaway cart is a bad idea.
"Come out here if you need healing! I don't want to get hit by those!" she says, with obvious ambiguity.

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Confusion 1d100 ⇒ 77
Tanrov = 1 Kulik = 2 Snake Lady = 3
1d3 ⇒ 3
Everything beginning to spin wildly, Erin lashes out at the closest creature.
Attack 1 1d20 + 9 ⇒ (11) + 9 = 20 (Bless, Aid, Flank, Despair)
Damage 1 1d6 + 3 + 3d6 ⇒ (3) + 3 + (2, 2, 3) = 13 (Aid, Flank, Despair)
Attack 2 1d20 + 9 ⇒ (13) + 9 = 22 (Bless, Aid, Flank, Despair)
Damage 2 1d6 + 1 + 3d6 ⇒ (2) + 1 + (4, 3, 4) = 14 (Aid, Flank, Despair)

DM Amazing Red |

Tanrov's hammer rocks the Rakshasa while Ares' horns gore her. If not for her fiend-like resistance, she would be dead by now. Amira inches forward and readies to heal any ally wanting it. Erin lashes out and again strikes at Maelpheta while Kulik just babbles, his spell wasted. Battered and bruised, the party's foe again tries to confuse them into striking each other.
Erin: 1d20 + 17 - 4 ⇒ (16) + 17 - 4 = 29
Bodyguard: 1d20 + 15 ⇒ (16) + 15 = 31
1d4 + 1 ⇒ (3) + 1 = 4
Will: 1d20 + 5 + 1 - 2 ⇒ (1) + 5 + 1 - 2 = 5
Kulik: 1d20 + 17 - 4 ⇒ (6) + 17 - 4 = 19
Bodyguard: 1d20 + 15 ⇒ (5) + 15 = 20
Kulik: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15
Bodyguard: 1d20 + 15 ⇒ (6) + 15 = 21
Kulik: 1d20 + 17 ⇒ (6) + 17 = 23
1d4 + 1 ⇒ (2) + 1 = 3
Will: 1d20 + 7 + 1 - 2 + 2 ⇒ (16) + 7 + 1 - 2 + 2 = 24
Kulik: 1d20 + 17 - 4 ⇒ (17) + 17 - 4 = 30
1d4 + 1 ⇒ (2) + 1 = 3
Will: 1d20 + 7 + 1 - 2 + 2 ⇒ (14) + 7 + 1 - 2 + 2 = 22
Erin takes another 4 and is confused while Kulik takes 6.
Map same as before except for Amira's move and the party is up.

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Tanrov warns his companion to hold back while he brings his earthbreaker down on the bloodied fiend.
Primary: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 2d6 + 23 ⇒ (4, 6) + 23 = 33
Iterative: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 2d6 + 23 ⇒ (4, 5) + 23 = 32
Ares, having reached the limits of his bovine rage, goes into a frenzy and begins thrashing about and bucking. His massive bulk sends splinters of the already shattered furniture flying through the air.
Trample DC:23: 2d6 + 16 ⇒ (5, 6) + 16 = 27

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Confusion 1d100 ⇒ 6
Erin gathers her bearings and continues to flail away at the beast shouting in frustration.
"Will you just die already!
Attack 1 1d20 + 9 ⇒ (19) + 9 = 28 (Bless, Aid, Flank, Despair)
Damage 1 1d6 + 3 + 3d6 ⇒ (2) + 3 + (4, 5, 4) = 18 (Aid, Flank, Despair)
Attack 2 1d20 + 9 ⇒ (7) + 9 = 16 (Bless, Aid, Flank, Despair)
Damage 2 1d6 + 1 + 3d6 ⇒ (4) + 1 + (1, 2, 4) = 12 (Aid, Flank, Despair)
Critical 1d20 + 9 ⇒ (7) + 9 = 16 (Bless, Aid, Flank, Despair)
Damage 1d6 + 3 ⇒ (6) + 3 = 9 (Aid, Flank, Despair)

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Ares continues trampling the fallen snake-lady until her remains are a gooey mess.
"Stop Ares! That's enough!"
After finally soothing the savage bull, Tanrov gives him a glance that says You're in trouble... and binds him to his armor again.
"Everyone okay? Let's look around."
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

DM Amazing Red |

Tanrov searches the boudoir and finds a velvet bound book with a tiny lock on it. After he either breaks the puny lock or Erin picks it, he finds a lot of words written in a language he does not understand.
DC 25 linguistics check. If you speak Vudrani you get a +10 to this and can do it untrained.

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"It would not be a Pathfinder mission if something was not trying to get into my head."
Erin mumbles sullenly, looking down at what is left of the hideous creature.
Tanrov's questions eventually snap her out of her daze.
"You should probably let Amira take a look at that. I will see if there is anything else of note in here."
She responds, and begins digging through the room.
Perception 1d20 + 15 ⇒ (17) + 15 = 32

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Ohhhhhhhh, boy. The first Linguistics check this character gets! Cloistered Cleric, GOOOO! And since you said the DC was 25...
Amira looks over the note and mutters some things under her breath. "'A best friend kind of way'... that's what I get for actually doing something with my hair. Last time I spend half-an-hour straightening it..."
Linguistics, taking 10: 10 + 13 + 2 = 25 the extra +2 is from Archetype because it's about writing.

DM Amazing Red |

Amira's translation uncovers that Maelpheta has connections in a noble family in Korvosa, though the diary does not reveal the family’s name, only that they are powerful in the Old Korvosa district.
When you return with Syrdathiel’s collection of lore, Ambrus Valsin and Guaril Karela are pleased at your determination and initiative. They thank you all, as the collection makes many more missions possible
Amira has helped you accomplish your faction mission. Grats!
You can roll day jobs here if you'd like. I will get you guys your chronicles sometime today.

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We played too fast! I'm not immediately going to be 8th after this game, like I have been for the other 2 pbps.
Amira has a nice, angry talk with herself on the way home. "Small? Unassuming? I see how it is. That's it; I'm never getting all gussied up like that again."
Heal as a Day Job: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17 The extra +2 is from the Green Market boon
So, interpretation time.
Result meaning die roll or after math? It seems odd that a prestige award can become 100% useless after ANY amount of time...
Heal as a Day Job: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28

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Ha, no, I've just enjoyed the "I'm a new level every game!" from the past two. We've been drudging through First Steps locally again, so I don't have nearly enough GM creds to level up immediately, anyways.
EDIT: Oh, wait, no. I'll be 8th after this. I forgot; I've got this Echoes of Everwar credit that my event coodinator has yet to report. Yay, 4th level spells!

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Prerequisites: Special (see benefit)
Benefit: Your characters progress in levels abnormally fast. Select one character with horrible survivability chance that is currently engaged in a play-by-post game. So long as the player of this character spends at least 6 hours per week running a Pathfinder Society game for terrible man-children, they may reduce the amount of games required to be played to advance in level by a number equal to the number of weeks spent in the play-by-post game.
Special: This feat can be selected more than once. Its effects do not stack. Each time you take this feat, you may choose another character to apply the benefits to, but requires an additional 6 hours to be spent per week running horrible PFS sessions.

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Last week, the "Iroran Hellknight aspirant" threatened to punch a boatman in an attempt to Intimidate him into ferrying his group to Escandar. Not only did he fail, he later payed the boatman a net sum of 60-some extra gold in a bidding war of apology against the hypochondriac (OOC not IC) dwarf barbarian. Each of these players have 5th level characters. It's AWFUL. His higher tier character is a Tiefling Barbarian with 5 Cha. We've taken the fact the penalty as "Everything that comes out of his mouth, OOC or IC, is said IC. It works out pretty well.

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"The snake lady said lots of crazy things Tanrov. We probably should not take too much of it to heart."
Erin responds quickly, suddenly taking a much larger interest in the books at hand.
Day Job (Thieves Guild) Sleight of Hand 1d20 + 15 ⇒ (9) + 15 = 24
@ side conversation. Yes that group is a real chore, haha.

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That's rough, though I could tell you some stories of my own. And hey there is nothing wrong with a tiefling barbarian with 5 charisma...
Do ho ho, you're talking like I don't already have one. Mine was made with a boon a week before they make them 100% legal without boons, which was shortly after they released Blood of Fiends IIRC. I spend 2 whole weeks thinking "One chance, make it count." Needless to say, Erin was spared my hissy fit from the legalization of Tieflings, Aasimar and Tengu only thanks the fact our Thursday PFS event coordinator is far more available by phone during the day.
Enough unwarranted tangents from me, though. What's next on the scenario menu?

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Thanks a bunch for running, Red. :-)
No day job for KULIK; he's a full-time Pathfinder.
At a local con this weekend, so we'll see what I wind up playing since I'm a player who'll move to any table where I'm needed and even jump in to GM if warranted.

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