GM Faelyn |
I am okay with your process of handling the Harrow reading, Juhnavi. One way that I've always done it online is to roll 1d6 to determine the suit, and then 1d9 to determine the specific card from that suit. Obviously reroll and duplicates. Very nicely done, by the way! I know how much time it can take to try to interpret a Harrow...
"The Eclipse. This card suggests you have been feeling doubts, maybe wondering whether there's anything more you could be doing for these children? I'm sure it's not easy, and I'm sure you have to have a few drinks by the end of the day. Or something else is causing you to feel a loss of purpose, perhaps. Well, that's your role card. The rest of the cards will be interpreted in light of that."
Auntie Baltwin smiles a little despite the suspenseful aura. "“Ha! Seems most days you need it if you want to make it through the day in this house. These children are killing me!” With that she takes a nearby bottle of distilled liquor and adds a splash or two to her tea. "Care for a taste in your tea?" She offers some to any who wish to partake.
"First, the past," the mystic says, turning over the left-most column of cards. She raises her eyebrows -- the cards are (top to bottom) The Lost, The Publican, and The Eclipse.
"A true match, the role card, and an opposite match," she observes. She sets aside The Publican, which is not any kind of a match, and considers the two other cards. "The Eclipse shows in the past, a true match, and your role, Auntie. You've had these feelings of doubt a long time, I feel, and I don't doubt that the drinking has been going on a long time as well. All the same, you've long felt a clarity of mind, the opposite of what this card shows," she taps The Lost, "since it's misaligned, and you're no fool, certainly." She puts the two cards together, as part of the spread.
Auntie Baltwin looks a little bored with the reading. ”Of course, I ain’t no fool, girl! I’ve been doin’ this my entire life, takin’ care of everyone’s kids. Its what I’m good at.”
Next she turns over the middle column, murmuring, "The Present,", revealing the Midwife, the Carnival, and the Queen Mother.
"True match for the midwife," Juhnavi says, setting aside the other two. "This card can be seen both as a reflection of your current position -- a sort midwife who helps these children be born into adulthood -- and as a spiritual, metaphorical position. New information is coming to light that was previously hidden. New arrivals have come -- that could be us, in fact. This is a positive thing, as this card is correctly aligned. Even if this birth, that is, the coming out of hidden information, is a painful thing, it gives new life and freedom."
Auntie Baltwin’s smile slips as she stares between Juhnavi and the cards on the table. ”What, uh, exactly do you think this information might be?”
"Finally, the future," she says, turning over the final column. It contains The Winged Serpent, The Mute Hag, and The Owl.
"Only a single partial alignment," Juhnavi observes, setting aside the Mute Hag and the Owl. "That means that the future is far less settled than it could be -- it depends very much on your choices. The Winged Serpent is a powerful being, a champion of good. Your future depends in no small part on a powerful good being, but there's a twist, since it was a partial alignment. Interpreting this in light of the other cards, I think this card refers to Ollysta -- the silver crusader, who has been a constant source of charity to aid you and the children. Information is coming to light that will resolve one way or another your self-doubt, but only you choose what happens to it. Ollysta waits to receive your confession if you choose to give it." Juhnavi looks pointedly at Baltwin.
Aunti Baltwin is now opening staring at Juhnavi with her mouth hanging open for a few moments before regaining her composure and taking a sip of tea, her hands visibly shaking. ”Why are we playing this game, young lady?”
Sune, you are easily able to slip away during this time as Auntie Baltwin is utterly entranced by the Harrow reading. Where/what would you like to do?
Syllyn/Golangar, anything you two would like to do during this time? Perhaps Syllyn could give Rerois that little extra bump his needs on his Diplomacy check with an Aid Another?
Syllyn |
Good idea.
Syllyn will slip back outside where Rerois is talking and enliven his tales with a little martial beat.
diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23
Juhnavi Ahliwylia |
I'll hold off on responding to Baltwin until after others have a chance to do something during the time.
Sune Wanderlust |
Sune, glad to be on the move, looks around for anything out of the ordinary.
I'll check any other rooms that might show how other supplies delivered here were used? Misused? If there is a basement or upstairs, I'll go there next.
perception: 1d20 + 2 ⇒ (19) + 2 = 21
GM Faelyn |
During their snooping, Sune and Golangar locate three curatives stashed throughout the house in various locations... From the stamps on the packages, you determine they are all from different charities.
The boys become increasingly excited when Syllyn rejoins them outside, their heads bobbing in sync to his beat. "Did you guys have to learn to clean houses as well before you became a grown up? Everyone says it's good to learn lots of skills before you grow." One boy looks at Rerois and Syllyn closely before whispering excitedly. "Are you guys Pathfinders??? That's what I want to do when I grow up!"
Syllyn |
"I am now. Just finished my training and this is my very FIRST mission! I'm very excited about learning all about the different cultures I'll be meeting. I most certainly did NOT have to clean houses. In fact where I lived there were no houses, we lived in caves. Seems far more sensible that having to build and rebuild out of wood, though your stone houses make sense when you run out of caves."
Sune Wanderlust |
Sune looks through the curatives stashed throughout the house, trying to determine if the packages should have been used in a different manner.
Does it look like standard storage of the supplies, like in a closet intended to be used later, or like a big stash that should have been used to help the kids now, but isn't? Can I tell?
GM Faelyn |
The curatives appear to have been intentionally stashed away from any prying eyes. They were quite difficult to locate (DC 20). None of them have appear to have been used or even opened.
Sune Wanderlust |
Sune promptly returns to the rest of the group.
"We certainly have no time for tea," she says. "We have places to go! But this visit has certainly been...eye-opening!" she adds.
GM Faelyn |
Want to give Rerois and Juhnavi a chance to post again before my next post.
Juhnavi Ahliwylia |
Juhnavi smiles thinly at Baltwin. "The cards reveal much that is hidden, and this is not the only divination I can perform," she says, waving her hands and psychically causing the cards to shuffle together without touching them. (Mechanically, using Mage Hand.)
"The alcoholism is minor enough, but the other things... sending the children into town, and your business dealings with the sczarni sorts? My inner sight reveals much, but even those with ordinary eyes can see what is plain. Did you expect these things would remain hidden forever?"
GM Faelyn |
Auntie Baltwin stares at Juhnavi with wicked glare. "Okay, fine, you caught me! I imbibe in alcohol from time to time to relax. You'd have to as well if you had to deal with all these children running about and screaming!" She pauses suddenly, looking at Juhnavi with a dubious expression. "Sczarni?! Don't know where you're getting that information, missy, but I can tell you I do not deal with those low-lifes!"
Syllyn |
I believe Syllyn is outside with the children so I will forgo the sense motive roll.
Sune Wanderlust |
Sune is too distracted by her desire to leave to know whether the woman is being truthful or not, but believes she has other important information to share concerning the stored supplies.
"Let's get going. I believe we have found what we came for," she says.
sense motive: 1d20 + 1 ⇒ (1) + 1 = 2
Juhnavi Ahliwylia |
1d20 ⇒ 9
"Perhaps not Sczarni," Juhnavi says, "I admit I don't know the difference between the various sorts of unscrupulous scoundrels, but the signs are clear that you receive payment from unsavory characters, while gambling even."
-Posted with Wayfinder
GM Faelyn |
Sounds good folks, I think we can move on from here!
Auntie Baltwin glares at Juhnavi and the other Pathfinders for a moment, openly defiant; however... After a moment she sinks down into her armchair with a defeated sigh. "So, what now Pathfinders? Are you going to arrest me? Put all these children out on the streets with nowhere to go? Do you know what happens to them then? The girls will quickly become street-walkers and the boys will become cut-throats... That's assuming they even survive. So again I ask; What now?"
Juhnavi Ahliwylia |
"Of course not!" With a mere thought, the Winged Serpent card slides out of the Harrow deck and hovers before Auntie Baltwin. "I urge you to take the message of the Harrow. Go to Ollysta. Confess your truth, and ask for aid in improving yourself, and you shall experience a new birth of purpose," she says, the Midwife joining the first card in hovering before her in the air. "Improving the self is a life-long process, and one is never too far gone that one cannot try again. So teaches Master Irori."
She takes her leave of the orphanage, praying quietly to the Master of Masters that the old lady find her purpose.
-Posted with Wayfinder
Sune Wanderlust |
Sune shakes her head. "Our task was to deliver supplies and see how things are going here. We have done our job, and will report our findings accurately. The temple itself will decide what to do, not us," the sylph says.
"But I can see we have overstayed our welcome. We should be off."
GM Faelyn |
Auntie Baltwin nods at Juhnavi's wisdom and promises to speak with Lady Ollysta as soon as she is able. With the knowledge in hand, the Pathfinders return to the paladin of the Silver Crusade and explains everything they learned. "It is unfortunate that a woman of her talents would succumb to such base addictions, but if she is able to see the folly of her ways and submit herself for redemption, then perhaps the Silver Crusade will continue their support of Lady Baltwin. Only time will tell whether she is worthy of our continued support. Thank you, Pathfinders. You can done honorably in your task. Should any of you wish to continue with such good works, the Silver Crusade is always looking for Pathfinders of upstanding moral fiber who seek to promote good throughout Golarion."
Anything else you fine folks would like to do before moving on?
Juhnavi Ahliwylia |
Ok with moving on.
-Posted with Wayfinder
Syllyn |
Let's move on.
GM Faelyn |
Sounds good! I will have a post up sometime this afternoon!
GM Faelyn |
With your list complete, its time to return to Ambrus and report the completion of your very first mission. As you make your way through the streets of Abasalom, a throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering. Not wanting to waste anymore time, you all decide to follow the egress into the narrow alleyway. The crowd is thick until suddenly up ahead you all spot the same red-haired woman from earlier watching you very intently as she stands still, like a standing in the middle of a stream as the crowd passes around her and three others...
Juhnavi Ahliwylia |
Juhnavi pauses, something doesn't seem right. She reaches down for her starknife, the ancient Desnan weapon she found in a Kellid monument in Ustalav, preparing for the possibility of trouble.
Syllyn |
Syllyn is not impressed by the woman nor is he aware that this is odd behavior for a group of humans.
GM Faelyn |
Waiting on Rerois and Golangar. If they don't post by tomorrow evening I will move us along.
Golangar |
Percep: 1d20 + 8 ⇒ (16) + 8 = 24
Golangar, despite his short stature, notices the woman in the crowd. "There is something off here. She's been watching us, and she has friends. This may be an ambush..."
He then decides to blend into the legs of the crowd and move toward the woman, hopefully unnoticed.
Stealth: 1d20 + 13 ⇒ (3) + 13 = 16
Syllyn |
[i]Ambush?[i]
Now THAT Syllyn understands and he instantly goes on alert and starts looking for well armed lingerers.
perception: 1d20 + 7 ⇒ (1) + 7 = 8
GM Faelyn |
Okay... moving along... Rerois hasn't posted since 4/13, so I just sent him a PM to check on his status. I also told him that if I have not received a reply from him by the time we finish this scenario I will likely be seeking a replacement for his PC to the other 3 scenarios.
As the Pathfinders move forward through the crowd, they notice the red-haired woman suddenly slips on a mask (see Know-Religion spoiler to identify) and whistles as she begins casting a spell (See Spellcraft spoiler below to identify). Immediately following the whistle, one of the other three (a young blonde woman) begins reciting a scroll and a bank of thick fog suddenly and quickly settles over the alleyway! Screams came be heard from all around as the citizens still in alleyway scatter like cockroaches in the sunlight. Leaving the Pathfinders and their, now hidden, enemies.
Juhnavi: 1d20 + 1 ⇒ (5) + 1 = 6
Rerois: 1d20 + 1 ⇒ (8) + 1 = 9
Sune: 1d20 + 3 ⇒ (10) + 3 = 13
Syllyn: 1d20 + 1 ⇒ (12) + 1 = 13
Deandre: 1d20 + 1 ⇒ (18) + 1 = 19
Halli: 1d20 + 2 ⇒ (5) + 2 = 7
Larkin: 1d20 + 3 ⇒ (8) + 3 = 11
Ledford: 1d20 + 2 ⇒ (12) + 2 = 14
Sorted Initiatives: Group 1 - Golangar, Deandre. Group 2 - Ledford, Sune, Syllyn, Larkin. Group 3 - Rerois, Halli, Juhnavi.
Round 1, Group 1 Actions!
Map is updated. Please use the AMBUSH map for this combat. The grayed section is the area currently affected by the Obscuring Mists.
Deandre - 12/12. PFG - 10/10
Halli - 8/8
Larkin - 10/10
Ledford - 17/17. Rage - 6/6
Syllyn |
KnRel: 1d20 + 1 ⇒ (14) + 1 = 15
Spellcraft: 1d20 + 4 ⇒ (4) + 4 = 8
Syllyn |
"That mask thing she just put on, I think, will disguise her appearance so be careful and don't turn your back on anyone seemingly innocent. If we can find anything in this mess."
Golangar |
Golangar grins at the actions of the caster. She thinks fog will save her? She is mistaken...
He then moves through the fog silently until he comes upon someone, and casts a [i]color spray[i] at them. Stealth: 1d20 + 8 ⇒ (4) + 8 = 12
Concentration to cast defensively if needed, DC 17: 1d20 + 5 ⇒ (7) + 5 = 12 <-BOO!
Sune Wanderlust |
Sune reacts quickly, ready for some action. She advances on the mist, but not seeing anything, readies an attack against anything coming out of it.
readied naginata atk: 1d20 + 5 ⇒ (9) + 5 = 141d8 + 3 ⇒ (5) + 3 = 8
GM Faelyn |
Golangar, your speed is only 20' so you would not be able to make it all the way into the mists without a double move. You could make it to the edge of the mists and cast your Color Spray if you want. Also, given that combat just started your enemies are still Flat-Footed and would not be able to make any attacks of opportunity against you. If you'd like to retcon your actions for this round I moved your icon back to its originating square.
GM Faelyn |
Round 1, Group 1 Recap
Golangar approaches the edge of the fog and prepares to blast the area with a spell the moment he first spots any enemies. From inside the mists, you all can hear a female voice speaking aloud to her deity...
Round 1, Group 2 Actions!
Sune also approaches the mists and readies her own attack!
Syllyn is up!
Group 1 - Golangar, Deandre. Group 2 - Ledford, Sune, Syllyn, Larkin. Group 3 - Rerois, Halli, Juhnavi
Deandre - 12/12. PFG - 9/10, SoF - 10/10
Halli - 8/8
Larkin - 10/10
Ledford - 17/17. Rage - 6/6
Syllyn |
Syllyn will start up a raging song/inspired rage) and then cast Ghost Sound (DC 13). It will sound like the city guard rushing into the mist.
Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level beyond 1st, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.
A raging song has audible components, but not visual components. Allies must be able to hear the skald for the song to have any effect on them. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit.
When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
Syllyn |
Raging. For some reason I thought it was a move action.
GM Faelyn |
Okay, sorry folks! Had a lot going on, and completely forgot you all were waiting on me. I will strive to be more on top of this! Also, thank you Juhnavi, for assisting with Syllyn's actions!
Round 1, Group 2 Recap
Sune approaches the mists and prepares an attack. Syllyn begins a raging tune to bolster his comrades! From within the mists the group suddenly hears a primal scream, followed by the sounds of footfalls running towards them! Reacting on instinct, Sune slashes with her naginata just before a halfling, wielding a massive battleaxe suddenly ducks underneath the blade and appears out of the mists before her!
The halfling cackles madly, foaming flying from his mouth as he attempts to cut the Sylph in half, but misses by a narrow margin. "Quick on your feet, but that was just a test. Next time my blade will taste your blood!" Sune then suddenly spots another man appear out of the mist from around the nearby corner. He attempts to skewer her, but the wall he is using for cover keeps his attack from coming remotely close to its target!
L's Attack: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
W's Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Group 1 - Golangar, Deandre. Group 2 - Ledford, Sune, Syllyn, Larkin. Group 3 - Rerois, Halli, Juhnavi
Round 1, Group 3 Actions!
Rerois and Juhnavi are up! Given that I have not heard back from Rerois yet, I will allow someone to bot his PC if he has not posted any actions by tomorrow (5/10) at 6 PM CST.
Deandre - 12/12. PFG - 9/10, SoF - 10/10
Halli - 8/8
Larkin - 10/10
Ledford - 17/17. Rage - 6/6
Juhnavi Ahliwylia |
"Fall back! Let's get out of the bottleneck, make them come to us!" Juhnavi suggests. She focuses her mental power into her starknife, enhancing its strength. Using Legacy Weapon to give the starknife a +1 enhancement bonus. She also gives herself a boost to her movement. Using Sudden Speed to increase speed by 30ft.
GM Faelyn |
Going to bot Rerois so we keep things moving.
Round 1, Group 3 Recap
Juhnavi enhances her combat prowess with her implements and then suggests retreating a little to avoid the bottleneck! She then falls back several steps to create some openings for her companions. Rerois maintains his position in the nook and prepares to strike the first enemy that presents itself!
Rerois Readied Attack: 1d6 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
"Halli, get up here and burn these bastards!" Sune realizes that the human with the rapier (W) was shouting to someone else within the mists.
A giggling is heard over the din of battle. "Okay!" A few seconds later a gout of flames shoots out from the mists, engulfing the axe-wielding halfling, Sune, and Golangar as well as burning away a goodly portion of the mists.
Burning Hands: 1d4 ⇒ 1 Reflex DC 11 for half damage.
Round 2, Group 1 Actions!
Golangar is up!
Group 1 - Golangar, Deandre. Group 2 - Ledford, Sune, Syllyn, Larkin. Group 3 - Rerois, Halli, Juhnavi.
Halli - 8/8. OM - 9/10
Larkin - 10/10
Ledford - 16/17. Rage - 6/6
Sune Wanderlust |
"You'll have to catch me, first!" Sune responds to the halfling trying to murder her. The nimble sylph withdraws from her disadvantageous position, alone in the front.
Withdraw action.
Golangar |
Ref: 1d20 + 2 ⇒ (20) + 2 = 22 No damage. What a waste of a natural 20!
Golangar replies to her spell with one of his own. Casting color spray on all three of them, DC 17 Will or they are down for the count.
GM Faelyn |
Halli Will DC 17: 1d20 + 1 ⇒ (2) + 1 = 3
Larkin Will DC 17: 1d20 + 0 ⇒ (5) + 0 = 5
Ledford Will DC 17: 1d20 + 4 ⇒ (15) + 4 = 19 Well, poop!
U/B/S: 2d4 ⇒ (3, 4) = 7
B/S: 1d4 ⇒ 1 Basically they are effectively out of the fight... Nicely done, Golangar!
Round 2, Group 1 Recap!
Golangar quickly retaliates with a potent area effect spell of his own, dropping two of the combatants immediately as the spray of colors washes over them! The halfling shakes his head a little and stumbles, but stays on his feet. From within the mists you all hear a female voice spitting curses. "Ignorant fools! Norgorber, deal with these miscreants!" Suddenly the alleyway seems a little darker for just a moment as a wave of soul-burning energy overcomes most everyone in the alleyway! Syllyn, Sune, Rerois, and Golangar are all affected. Including the other three bandits.
Channel Negative Energy: 1d6 ⇒ 6 Will save DC 11 for half damage.
Halli Will DC 11: 1d20 + 1 ⇒ (10) + 1 = 11
Larkin Will DC 11: 1d20 + 0 ⇒ (1) + 0 = 1
Ledford Will DC 11: 1d20 + 4 ⇒ (17) + 4 = 21
Round 2, Group 2 Actions!
Syllyn is up!
Group 1 - Golangar, Deandre. Group 2 - Ledford, Sune, Syllyn, Larkin. Group 3 - Rerois, Halli, Juhnavi.
Deandre - 12/12. PFG - 9/10, SoF - 10/10
Halli - 5/8. OM - 9/10 (U - 7 Rds. B - 8 Rds. S - 9 Rds.)
Larkin - 4/10
Ledford - 13/17. Rage - 6/6 (U - 7 Rds. B - 8 Rds. S - 9 Rds.)
Rerois - 5/11.
*EDIT*
Rerois Will DC 11: 1d20 + 1 ⇒ (6) + 1 = 7