Hanzo Hashashi
|
Hanzo lets the ball part of his kusari gama slide toward the door a little as the group approaches the lizard creatures.
Friend or foe? We are here to protect this place.
Sense Motive: 1d20 + 14 ⇒ (17) + 14 = 31
Thaddeus Silverhorn
|
"Friend or foe? We are here to protect this place."
Thaddeus translates Hanzo's words into Draconic, in case these creatures share more in common with kobolds that just appearance.
| GM Fuzzfoot |
Local knowledge is of little use here, as these boys ain't local. However, Thaddeus' knowledge and language skills do help you learn that these creatures are Wyvaran's, and that they are speaking draconic to each other. They see you, and assume a battle stance, but Hanzo gets the impression that perhaps they are not looking to cause harm and mayhem.
(Nice rolls on those checks.)
Hanzo Hashashi
|
Hanzo mutters from under his mask
I don't know what they are, but I don't get the feeling the feeling they're here to fight...
He retracts his kusari gama and motions to Thaddeus.
Can you ask who they are, or why they're here? I think they're on our side, either way.
Thaddeus Silverhorn
|
Stepping forward to represent the group, Thaddeus translates his teammates' questions, and adds a few of his own.
Diplomacy: 1d20 + 2 + 1d6 ⇒ (14) + 2 + (2) = 18
| GM Fuzzfoot |
The creatures do not relax their stance, but do begin to converse with Thaddeus.
"We do not invade. We were trapped and brought here by Aspis peoples. Where are we? What has happened to our home? We do not trust these Aspis people, and now we seek information - maps, I believe you call them."
This is, basically a library, and the right skills could help them find what they seek, if you are so inclined.
Thaddeus Silverhorn
|
For expedience, assume that Thaddeus will translate anything he understands. Mi casa es su spoiler.
“They claim to be lost – brought here by – Aspis!”
Sense Motive: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (4) = 26 Assuming Thad trusts them:
Perception: 1d20 + 9 + 1d6 ⇒ (5) + 9 + (5) = 19
Thaddeus searches for a few key maps, of Absalom, The Inner Sea, and of all known Golarion. “You are here – the island nation of Absalom – the heart of the Inner Sea. We will make right what these Apsis have done, and return you home – but we must first deal with this incursion. Remain here, if you wish, but you must hide – other Pathfinders may mistake you as invaders.”
Taking ink and brush, the tiefling scribbles out a large note on parchment (or the least important document to hand) in the Common tongue.
PEACE! We mean you no harm. Seek out Pathfinder Thaddeus Silverhorn.
With that, he hands them the page and his Wayfinder. “Hide yourselves, but show these to any who discover you. I don’t know if you can spot Aspis on sight, and you should defend yourselves if it comes to it – but Pathfinders should know what this means.”
Turning to the others, Thaddeus explains the conversation up to this point.
Hanzo Hashashi
|
Hanzo's eyes darken.
Aspis?! Here? They've grown too brave for their own good!
Flames lick at his fist as he talks, burning with the physical manifestation of his anger.
Mors Buolgun
|
At Thaddeus's translation, Mors's eyebrows climb as he lets out a low, whistle. "Them Aspis can sure be dumb."
The half-orc makes a show of stowing his blade and nodding to the creatures. "Ask'em if how many Aspis they know are in the area? And tell'em the Society will make it worth their while if they can provide any help here."
Not speaking Draconic, can Mors still attempt Diplomacy to make them like us more?
Diplomacy: 1d20 + 3 ⇒ (15) + 3 = 18
Thaddeus Silverhorn
|
Can I just say how glad I am to be in a group that asks questions first, before rushing into battle with unknowns? Good job!
| GM Fuzzfoot |
Balanmieux, through Thaddeus translations, is able to help these creatures find the maps they are seeking in about 10 minutes. As it turns out, the maps appear to be treasure maps. They eagerly pocket them, and then say to Thaddeus, "We will bring no harm to those who do not attack us, and will remain here until things have quieted. We do not know how many Aspis, but there are many of us from many realms that have been released from this Hao Jin Tapestry. I beleive you will find your hands full."
Mors Buolgun
|
can the rest of us begin looking for supplies/survivors?
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Otherwise, as Hakon mentioned, the stairs looks like our next best choice to look into.
Mors moves to the stairs, skirting the creatures with an ugly smile to stop and look up and/or down the stairs.
Thaddeus Silverhorn
|
“Which way did the Aspis go? And what is your name? I will tell any others of your kind to meet your here, or hide as best they can.”
IronHelixx
|
********************
Overseer Announcement
********************
| GM Fuzzfoot |
I was just waiting to see if anyone objected to the treasure maps being taken, but as no one appears offended, I will continue...
The wyvaran's thank you for your assistance, and help you search the building, but no one else is here.
Surprised by your help, they say "You Pathfinders have acted with far greater honor than we were led to expect. In exchange for these maps, we wish to offer you these items."
The offer you some of their supplies, which we will also report as part of your success. This area seems clear. Would you like to try another section, or continue here?
Mors Buolgun
|
Mors would really only care if he thought the creatures were being deceptive or duplicitous in some way. Does Mors get that feeling?
Sense Motive: 1d20 + 6 ⇒ (12) + 6 = 18
Assuming Mora doesn't sense any deception, should we go help in the Northeast? Or continue here?
| GM Fuzzfoot |
Mors does not detect any deception. Quite the contrary, they seem genuinely happy to take some treasure maps for their troubles, and it seems they do now regard Pathfinders as potential friends rather than as enemies. Job well done there.
@Thaddeus - sorry, I wasn't intentionally ignoring your question, but they don't really know much about what is going on outside or where any specific Aspis agents are.
Little meta-gaming here - basically, there are 3 sections you can explore. South (currently condition yellow), Northwest (where you are, currently yellow with your help), and Northeast (red, still). Within each zone, there are a variety of potential encounters. Honestly, I don't know how you were supposed to choose unless you are really familiar with the Lodge and had some preferences, although some of the rumors you heard during the games in Act 1 could give you some ideas, I suppose. Each success helps turn the tide for the Pathfinders, and you have recovered extra supplies in both of your first encounters, which is also very useful. Once all sections are reclaimed (condition green), or if time runs out, the game will move to the next act.
New Policy: The Decemvirate has spared no expense on this year’s Grand Convocation and has reached out to as many Pathfinders as possible and underwritten some costs when necessary. This is an effort to demonstrate their appreciation to field agents, repair any frayed relationships, and celebrate a successful year.
Strange Artifact: The principal discovery of the sky citadel of Jormurdun has been moved to a strange chamber with no corners along the exterior walls, floor, and ceiling. This is to help shield it from strange otherworldly entities. This year’s keynote address is allegedly about the artifact discovered in Jormurdun, the Sky Key.
Mysterious House: Arliss Hall is full to the brim with visiting venture-captains from abroad. The building is rumored to mysteriously change its internal layout. The increased comings and goings have prompted it to do so with even greater regularity and many venture-captains have become lost themselves, wandering the hallways.
The Master of Scowls: Master of Spells, Aram Zey was slated to deliver the keynote address but begged out of the privilege, citing his general dislike and disdain for the Grand Convocation as a colossal waste of time and expense. Marcos Farabellus, Master of Swords, volunteered to take his place.
Menagerie Multiplication: The budget to maintain the menagerie has been temporarily expanded for the Grand Convocation. The Grand Lodge is capitalizing on the large number of visitors to present as many unusual specimens as possible.
Mors Buolgun
|
I appreciate the meta-game. It helps us understand how we can interact with this phase.
Given that we can stay here to try to raise this section all the way to Green (if we move quickly enough), I'd suggest we do just that. Of those rumors, I think the menagerie is in our section. GM Fuzzfoot, is that correct? If so, that's my vote ... to go try to make sure that area is secure.
Do our characters know if any of the people or places in any of those other rumors are also in this Northwest area?
Thaddeus Silverhorn
|
Knowledge(Local) - Hao Jin Tapestry: 1d20 + 7 + 1d6 + 1 ⇒ (3) + 7 + (4) + 1 = 15
I had another character on a mission through the tapestry, but I'm not sure what Thadd would know, including its location within the Lodge.
Additionally, I know I'm supposed to be able to get a +1 to knowledge for Friend of Janira Gavix, but story-wise, she's not around to help. Curious if the GM info refers to this at all.
Mors Buolgun
|
| GM Fuzzfoot |
The menagerie is actually in the south campus, and the tapestry is likely in Skyreach, which you are not currently allowed to access (restricted area). However, since you seem content to stay in the area, and are interested in the menagerie, it seems somehow fortuitous that the following occurs near by.
The beauty of the Grand Lodge’s well-manicured grounds is shattered by the sounds of shouts and screams from panicked initiates, support staff, and visitors. Frightened innocents trip over hedges and stumble through fountains and pools in an effort to get to safety by the most direct means possible, especially when the landscaping otherwise leads them to certain peril.
You recognize military historian Yargos Gill among those fleeing for their lives.
Two brightly-colored feline blurs resemble cheetahs with longer fur and lynx-like ears, and seem to scorch the air as they move. They seem agitated and hostile.
Mors Buolgun
|
Im not sure why I thought the menagerie was up this way. Oh, well, it looks like it came to us.
Mors spots a familiar figure among those fleeing the cheetah things. "YARGOS! EVERYONE!" he roars, "TO US! WE'LL BLOCK WHILE YOU RUN!"
Then he hustles forward, his heavy footfalls K-THUNK-ing as he moves forward to create a wall, his big blade ready to cut fur.
Move 2 squares right (can someone move Mors?), then ready a power attack against the first of those things to move into melee.
damage: 1d10 + 9 ⇒ (5) + 9 = 14
Thaddeus Silverhorn
|
What are those things?
Kn(Arcana): 1d20 + 7 + 1d6 ⇒ (16) + 7 + (4) = 27
Kn(Nature): 1d20 + 7 + 1d6 ⇒ (16) + 7 + (5) = 28
Kn(Planes): 1d20 + 7 + 1d6 ⇒ (12) + 7 + (4) = 23
Or same modifier for any applicable Kn check
Thaddeus Silverhorn
|
I meant 2 squares right ... not left.
Done.
Blanmieux
|
init: 1d20 ⇒ 14
In his turn, Blanmieux will just walk Behind Mors and will try to hit a monster who come with his cold iron longspear. .
"This is just a beast."
hit power attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage 2d4 + 12 ⇒ (1, 3) + 12 = 16
Thaddeus Silverhorn
|
Depending on the results of those knowledge checks, Thadd will try to parlay or calm the creatures, if he can communicate with them somehow. Otherwise, he'll move to defend the retreating Lodge-goers.
| GM Fuzzfoot |
You can try Handle Animal checks to calm them, but they appear panicked right now.
Blamieux: 1d20 + 0 ⇒ (4) + 0 = 4
Hakon: 19 = 19
Hanzo: 1d20 + 2 ⇒ (14) + 2 = 16
Mors: 1d20 + 1 ⇒ (20) + 1 = 21
Sereniti: 9 = 9
Thaddeus: 1d20 + 3 ⇒ (13) + 3 = 16
Opponents: 1d20 + 7 ⇒ (6) + 7 = 13
Round 1 (Bold may act)
Mors - move and ready
Hakon - swaps weapons
Thaddeus*
Hanzo*
Purple Pard
Blue Pard
Sereniti - braces spear
Blamieux - means to attack
Sereniti
|
Since there was not an initial action and the critters are going before Sereniti, there is no reason to brace her spear - that will not be her action - I'll need to see their positioning to know what I can do.
Thaddeus Silverhorn
|
“Pards – rather intelligent, for beasts, and have telepathy, of a sort. I've no gift with animals, but...” Thaddeus steps forward, offering what he hopes is a mollifying gesture.
Peace, creature.
Handle Animal(Untrained): 1d20 - 2 ⇒ (2) - 2 = 0 Well, that answers that...
Thaddeus Silverhorn
|
Well, if they charge us (and that's looking more and more likely) diplomacy will have already failed, right?
Mors Buolgun
|
True, but it's still worth determining if they're the problem or just another pair of victims also running away from another threat.
.
Can Mors tell if they're running scared or pursuing prey?
Sense Motive: 1d20 + 6 ⇒ (5) + 6 = 11
| GM Fuzzfoot |
Not that the sense motive roll was good, but I will call this an easy DC. They appear panicked, and so running scared seems likely. However, they are also a predator, so the reason for their stance may not matter much to you.
Given the way I sort of munged this setup (I was falling asleep at the keyboard), Thad made a valiant attempt to diffuse the situation, but alas a 0 cannot be rewarded. :) So let's start at the top of the round and let everyone start with new actions... fair enough?
Mors Buolgun
|
I wouldn't worry about it. My assumption is that this Scenario has a lot of variables.
.
I'm good with a quick mulligan. And I'll assume it's knowing what we know now.
Stepping forward, the big man switches his blade to his off-hand as he draws out a whip. It uncoils as he whips it through the air, snapping it over the heads of the two creatures. "KEEP RUNNING, CRITTERS! NO EASY MEAT HERE!"
Trying to scare them off. If Intimidate can't be used that way given that we're already in combat rounds, we'll play it as a demoralize attempt on the nearest one.
Intimidate: 1d20 + 2 ⇒ (19) + 2 = 21