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We've got to wait at least 2 mins before he comes back to his natural form...
Btw GM, how many turns does the effect last?
Edit: the effect in question is my "entangled". 2 mins gaseous form would account for 20 rounds.....

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We've got to wait at least 2 mins before he comes back to his natural form...
Btw GM, how many turns does the effect last?Edit: the effect in question is my "entangled". 2 mins gaseous form would account for 20 rounds.....
Really, that would be a knowledge or spellcraft check for in-character knowledge, IMO. Merevelyn has Spellcraft, but not Knowledge (Arcana) (yet). I wasn't sure which would apply to identify the potion effect as equivalent to a particular spell's effect, and then to further know the details on that spell.

GM G |
Thanks Merevelyn, I agree completely with your post
Potion bottle is destroyed! Carry on, more to follow tomorrow.

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When his turn comes up
Marduk moves up to the bugbear ending opposite Saitama ( unless this provokes AoO)
Right hook: 1d20 + 2 ⇒ (15) + 2 = 17 Add +2 if flanking does not provoke AoO
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3

GM G |
Untangling the mess I created
Sterelin, both goblins are dead, so they can't have any more bad luck..
The bugbear tries to quaff a potion, unfortunately for her Saitama is quicker than she is and he punches the bottle right out of her hand. It shatters on the floor! Merevelyn shoots another magic missile at the bugbear, hitting it (off course!)
edit: Marduk punches the bugbear on the nose.
Status
Party is blessed! (+1 to attack rolls and saves vs fear), 7 rounds leftBugbear: 9 damage, Grappled
Marduk, entangled: -2 to attack rolls, -4 to dexterity and move at half speed
Saitama: Shaken for 1 rounds, GrappledNext (everyone but Marduk and Merevelyn)
Darmut & Shersht
Marduk
Wyeth
Merevelyn
Saitama
Sterelin
Bugbear
Map not updated, Saitama is next to bugbear
Can anyone post for Darmut, thanks!
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@GM: Can't use 2-handed weapons while grappled. Such is the power of the Full Nelson
With the bugbear right where he wants him, Saitama, trying to overcome his fear, shouts aloud
"And now, I shall attempt the this feat of Iroran style wrestling... the Jalmalucha Spinning Armlock!", the warpriest shouts, lifting himself from the large bugbear's body and spinning around using his momentum to generate the torque to throw the foe to the ground and pull one of the arms to the side and backwards, pinning it!
Fancy way of say, continuing the grapple, attempting to pin upon success
Jalmalucha Spinning Armlock Grapple Pin attempt: 1d20 + 3 + 5 + 1 - 2 ⇒ (14) + 3 + 5 + 1 - 2 = 21
"Say 'uncle'! Say 'uncle'!"

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How long does this entangle still last? Just so i know if i do or don't calculate the penalty.
Darmut directs the bird to the back of the bugbear.
Beak: 1d20 + 6 ⇒ (1) + 6 = 7 Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Talon: 1d20 + 6 ⇒ (13) + 6 = 19 Dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Talon: 1d20 + 6 ⇒ (14) + 6 = 20 Dmg: 1d4 + 2 ⇒ (1) + 2 = 3
Darmut flanks opposite his bird.
Trident: 1d20 + 4 ⇒ (16) + 4 = 20 Dmg: 1d8 + 6 ⇒ (3) + 6 = 9
Marduk was opposite Saitama.
"Enough of you! May lightning strike you!"
Marduks fists sparks with bright lighting current.
Right hook: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18
Dmg: 1d6 + 2 ⇒ (6) + 2 = 8
Extra electric dmg: 1d6 ⇒ 6

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The goblin dispatched, Wyeth turns his attention to the bugbear. Seeing it being harassed from all directions, a wicked smile crawls onto his face and he gestures at the creature. "ఫియర్ కారణం!"
Cause Fear (Frightened 1d4 rds, DC 13 Will save to Shaken 1 rd)
Frightened Rounds: 1d4 ⇒ 4

GM G |
Marduk, I Completely missed that you posted actions for D&S
One dead bugbear! Out of combat!
You search the dead bodies and find two potions that Merevelyn identifies as an elixer of hiding and a potion of CMW. Then you proceed further in the dungeon. The next room you enter is a bedchamber.
This chamber contains Inoklar’s bed and other furnishings. A search of the room finds a large chest containing Inoklar’s takings from the Nightsoil Marauders’ operations, including emblems and tokens of rival crime organizations in Magnimar: a set of miniature scales carved from black onyx stolen from an inattentive Night Scale thief, several Varisian scarves and knives taken from Sczarni thugs, an ornamental star of Desna filched from one of the Gallowed, a broken klar that belonged to a Shoanti gang leader, and most importantly, a golden Aspis Consortium badge. At the bottom of the chest, well hidden from her superstitious goblin minions, are Inoklar’s scrawled notes detailing her plans to take over Magnimar:
Inoklar’s foremost plan is to expand her guild’s influence by starting an all-out war between Magnimar’s criminal elements. She intends to commit a series of grisly murders of underworld figures and their families, and subtly leave clues at these crime scenes implicating rival factions. She expects to have groups like the hotheaded Sczarni, the Shoanti gangs, and the Night Scales at each other’s throats before long. Inoklar’s other schemes include using the pyromaniacal nature of her goblin minions to demand “fire insurance” protection money from businesses and to stockpile enough incendiaries to start a widespread fire in the city above, with the aim of weakening or wiping out any organization opposing hers. When the smoke clears, the Nightsoil Marauders can move in to seize power.
You report back to Sheila Heidmarch, who is impressed by the way you cleared this first assignment.

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Wyeth lets free a low whistle after he watches his compatriots sift through the stolen goods and listens to a reading of future schemes. "That was one busily thieving and conniving bugbear," he says, clearly impressed.

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Merevelyn, too, is impressed, and reassured about having opened hostilities, with the group thus having neutralized the brains and much of the force behind the Nightsoil Marauders. "I would guess that the stolen wayfinder was going to be one of the clues left at some crime scene, meant to entangle the Pathfinder Society."
"Speaking of entangling the Society in questionable situations..." Merevelyn thinks as she begins to quietly collect the groups unused alchemist's fires and other goblin-produced alchemical items. "We'd just be giving them to the Society, and Pathfinders won't probably want to use them, anyway," she argues.
After going back to free the captive goblin and spending some time finishing the destruction of the alchemical equipment and reagents back in the lab, Merevelyn makes ready for the group to take leave of Ekkie (and Plurk). Merevelyn gives Ekkie back her the rest of her gear, plus the alchemical items, and whatever goblin items and supplies she may find of interest.
Diplomacy, Take 10 for a 25.
"Now, leave the city, as we agreed, Ekkie and Plurk, and take care of yourselves. Go back to your tribe or another, and keep away from the longshanks and their allies. If you find things or information that would be of interest to us, however, you should come back and tell the Society; you'll be rewarded for it. Obviously, you know where to find the Lodge."
Merevelyn then spends some time describing things the Society would be interested in (actions of rival factions, remnants of the Shadow Lodge, ruins, artifacts, and the like), and then some time coming up with passwords and identifying signals so the Ekkie can be recognized as a non-hostile visitor to the Lodge, information she'll take back to the Lodge. (She'll keep Ekkie's interest, parceling items and food as she talks, making sure that Ekkie understands each point.)

GM G |
Ekkie beams with joy when Merevelyn gives her the items and easily agrees to Merevelyn's requests
"Thank you misses, Plurk and I will surely leave the long shank town and go back to the swamp. won't you come with us? I can show you where the nice and tasty frogs can be found and where you find the nice and moldy mushrooms."

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Marduk stands next to Saitama.
"Brother Saitama, have i yet shared thoughts about the hygienic flaws in this place? I'm sure someone would agree with me."
Cue a brief gaze past Saitama, Darmut and his roc come up and Saitama is lifted by the armpits and maybe 1 leg and carried into the corridor.
Grapple Shersht: 1d20 + 3 ⇒ (8) + 3 = 11
Grapple Marduk: 1d20 + 2 ⇒ (19) + 2 = 21
Grapple Darmut: 1d20 + 4 ⇒ (17) + 4 = 21

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"Ah, yes, frogs and moldy mushrooms... Sadly, the Pathfinder Society longshanks chief mistress will have different things for me to do now," Merevelyn smiles then nods regretfully. "It does rather sound like some haute cuisine, however. Maybe there could be role for goblins in society."
Bluff, taking 10 for a 19.

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"That was because the stench of evil was greater than the stink of the sewers.", the warpriest nodding.
Turning to Ekkie, Saitama continues. "Of course little one, just because you'll be constantly surrounded by smelly swamp gas doesn't mean you shouldn't shirk your bathing responsibilities! Cleanliness is next to muscularness!"

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A loud SPLOOSH can be heard, followed by a loud:
"Brother Marduk! Your strenght should be used for beating our foes, not toss-a-warpriest! By the great Irori, my muscles of beefedupness should be having a mudbath instead of a sludgebath!"