Naoto Fujioka
|
Seeing the wall open up, Naoto's eyes light up. My First REAL mission! how exciting! Barely able to contain herself, she grabs Uriah's hand after crossing the newly stable plank. "Uraih! Let's go! I don't want to be late! This is Exciting!"
I brought Uriah up with me. I don't think that he would want to miss any of the excitement!
Uriah Firehands
|
Uriah raises his eyebrows and glances at Naoto when she grabs his hand. Then he gives her hand a squeeze and winks at her. For a second he hesitates, as if about to shoulder past her to get to the front, but then he shrugs and stays put, neither holding tight to her hand, nor completely releasing it. He glances at her again, with rakish, crooked smile, and then looks back towards the front of the line.
| GM Z..D.. |
stealth: 1d20 ⇒ 18
Uriah: 1d20 + 10 ⇒ (14) + 10 = 24
Naoto: 1d20 + 2 ⇒ (3) + 2 = 5
Lady Mae: 1d20 + 3 ⇒ (3) + 3 = 6
Ayla: 1d20 + 3 ⇒ (9) + 3 = 12
Genryl: 1d20 + 2 ⇒ (16) + 2 = 18
Teloish: 1d20 + 4 ⇒ (8) + 4 = 12
GM: 1d20 ⇒ 14
A quick blur comes from one of the cracks and rushes the party before they can react. This hunched-over wretch has long, pliable arms like tentacles capped with five wide, spiny claws.
Round 1-Bold May Act
Uriah
GM
Genryl
Teloish
Ayla
Lady Mae
Naoto
Knowledge Dungeoneering
Naoto Fujioka
|
Hey GM! For the future, Naoto has some amount of Chronomancy that lets her fiddle with time. Primarily, it allows her to alter her initiative, or the Initiative of others! For all future combats, assume that I will spend 1 point (of 6) to add 1d4 to Uriah's Initiative. I have 6 points, so I should probably be able to do that for the rest of the adventure. I'll let you know if I want to quit spending points :D
| GM Z..D.. |
Teloish takes an opportune swing, but just misses the grey beast.
Round 1-Bold May Act
Uriah
GM
Genryl
Teloish
Ayla
Lady Mae
Naoto
Uriah Firehands
|
Hearing the commotion, Uriah gives Naoto's hand a lighthearted squeeze, then grins at her as he squeezes down the hallway into the room. He steps out from the line and raises his pistol. He squeezes the trigger, *crack* *pop*
pistol, attack, focused aim: 1d20 + 5 ⇒ (2) + 5 = 7 for piercing: 1d8 + 4 ⇒ (3) + 4 = 7
The attack resolves against touch AC, in case you're unfamiliar with pistols
| GM Z..D.. |
The round ricochets off the wall behind the choker.
damage: 1d4 ⇒ 3
grab: 1d20 ⇒ 7
constrict: 1d4 ⇒ 1
It brings it abnormally long arms around and lashes out on Ayla and grabs her around the neck and starts to squeeze. Ayla takes 10 damage and cannot speak or cast spells with verbal components.Also is grappled with the choker.
Round 1-Bold May Act
Genryl
Teloish
Ayla-10 damage/strangle/grappled
Lady Mae
Naoto
Round 2
Uriah
GM-grappled
Uriah Firehands
|
"Hey! Leave the little lady alone!" Uriah shouts as he draws his rapier. He steps forward and stabs the choker with his raider.
rapier, attack: 1d20 + 6 ⇒ (4) + 6 = 10 for piercing: 1d6 ⇒ 4
Lady Mae
|
What the heck is that thing! Must help quick! Mae scrambles around, drawing out a small wooden cudgel as she climbs up on top of the desk, swinging it down at the thing's head.
"Let her go! Let her go!"
Club, Higher Ground?: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 71d4 + 1 ⇒ (1) + 1 = 2
I can't believe they have a choker as one of the options for this fight!
Teloish the Sly
|
Stepping back a bit to give himself room to operate, Theolish raised his Glaive-Gusarme and swatted at the strange creature, but only succeeded in hitting the air around it.
Power attack: 1d20 + 3 ⇒ (7) + 3 = 101d10 + 7 ⇒ (4) + 7 = 11
Naoto Fujioka
|
Seeing Ayla in trouble, Naoto bristles, and pulls something from the pouch at her side. "This might feel a little weird Ayla, but it should help!" Saying a few incantations, Naoto applies a slippery sheen of Sped up Time around Ayla, hopefully making it a little easier for her to wiggle out of the monster's grasp.
Spell is Grease on Ayla's Armor, giving a +10 circumstance bonus to Grappling CMD, CMB to break a grapple, and Escape artist checks. Hopefully that should help!
Ayla Vivindor
|
Ayla feebly kicks her feet and squirms, trying to escape the choker.
Escape Artist: 1d20 + 3 + 10 ⇒ (20) + 3 + 10 = 33
As she slips out of it's grip (hopefully), Ayla tumbles away to safety.
Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
Genryl Vinebrewer
|
Genryl takes a step forward, drawing his longspear. Hmm, maybe I should go beg a wand off of Janira. This thing looks deadly!
He takes a moment to line up his strike. "Uriah, careful of your right! There might be a spear there!"
____________
Attack!: 1d20 + 2 ⇒ (5) + 2 = 7
Damage?: 1d8 + 3 ⇒ (5) + 3 = 8
| GM Z..D.. |
That was a bad round for rolls for the party
attack: 1d20 + 1d4 + 1d20 + 1d4 ⇒ (19) + (2) + (13) + (1) = 35
The party attempts to surround the choker, but the close quarters have them distracted.
As Ayla tumble away, the wretch manage to get a claw on her once more. Ayla takes another 2 points of damage. I forgot the read the adjustments for the choker. Its attacks do less damage. So right now you are only at -8. Not unconscious.
The choker turns on Uriah and attacks. It wraps his tentacle like arms around his neck. [Uriah takes a total of 5 points of damage and is being strangled. Also have the grapple condition.[/ooc]
Round 1-Bold May Act
Genryl
Teloish
Ayla-8 damage
Lady Mae
Naoto
Round 2
Uriah-5 damage/strangled/grappled
GM-grappled
Lady Mae
|
Mae continues to swing at the choker with her club as it latches on to the firey redhead "The creatures of this land are deadly! Save him!"
Club + High Ground: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 51d4 + 1 ⇒ (4) + 1 = 5
Genryl Vinebrewer
|
Not able to do much to help here, Genryl tries to help Uriah get clear of the thing choking him. "Uriah, I'm going to count to down from ten, on zero I'm going to stick my spear in this thing's general vicinity, and that'll probably be your best chance of escape! Ready? 10..."
______________
Aid another, CMB/D? DC 10: 1d20 + 2 ⇒ (5) + 2 = 7
Ayla Vivindor
|
Ayla coughs and hacks, struggling to draw in breath. She draws a potion and drinks it...
Healing: 1d8 + 1 ⇒ (3) + 1 = 4
Naoto Fujioka
|
Seeing yet another friend in trouble, Naoto begins another incantation, focusing a bit of sped up time into a blob shooting from her finger.
Acid Splash - Cover (vs Touch): 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15 Acid Damage: 1d3 ⇒ 3
"We'll have you out of there in a jiffy Uriah! I'd say 'Hold On!' but that Thing looks to have that taken care of!"
After firing the small blob from her finger, Naoto grabs a Well Worn crossbow from under her cloak, and prepares to load it.
Lady Mae
|
Mae notices Uriah isn't really fighting back or struggling very much, having been pretty still for quite some time. "Fight on red topped one. We are trying to free you. Stay away from the teeth, no matter how shiny and bright."
| GM Z..D.. |
I think the site update might have messed with my thread subscriptions...
Yeah, you're not the only one. I have been going through my profile and then my campaigns to get to my list
Another unsuccessful round for the PC's. The only one connecting is Naoto with her acid splash.
Round 2-Bold May Act
Uriah-5 damage/strangled/grappled
GM-grappled
Genryl
Teloish
Ayla-8 damage
Lady Mae
Naoto
Uriah Firehands
|
Uriah assessees his situation and opts for violence. He stabs at the choker with his rapier.
rapier, attack, grappled: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12 for piercing: 1d6 ⇒ 5
| GM Z..D.. |
Grapple check: 1d20 + 1d4 + 1d4 ⇒ (18) + (4) + (4) = 26
Uriah is unable to fight off the choker as it tightens its grasp around his neck. Slowly crushing his throat in on itself. His body goes limp. Uriah takes 10 points of damage
Round 2-Bold May Act
Genryl
Teloish
Ayla-8 damage
Lady Mae
Naoto
Round 3-Bold May Act
Uriah-15 damage/unconscious/dying/grappled/strangled
GM-Grappled
Naoto Fujioka
|
Well, let's see how this goes!
Noticing that everyone else is struggling to hit with more conventional weapons, Naoto continues to shoot little blobs of rapid time, hoping to further dissolve the beast!
Acid Splash - Cover (vs Touch): 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18 Acid Damage: 1d3 ⇒ 1
Acid Splash Crit? - Cover (vs Touch): 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12 Acid Damage: 1d3 ⇒ 1
Lady Mae
|
Mae gets very concerned as the red topped man goes blue in the face and falls limp. She pulls out a small fly swatter and smacks him upside the back of the head. "Yummie bugs in my tummie!"
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Ayla Vivindor
|
I healed my self for 4 damage last turn, I no longer have 8 wounds, only 4.
Ayla draws her rapier, steps forward and stabs at the choker.
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d4 ⇒ 2
Confirming a Critical: 1d20 + 2 ⇒ (18) + 2 = 20 Potential critical.
Damage: 1d4 ⇒ 2
Genryl Vinebrewer
|
With Uriah knocked prone and not being a barrier to attacking the creature, Genryl steps over and tries to kill off the grapple-manic. If I heal Uriah now he's likely to just get knocked out again...
Taking his longspear, Genryl tries to stab the damnable thing in front of him.
_______________
Attack! Longspear!: 1d20 + 2 ⇒ (17) + 2 = 19
Damage!: 1d8 + 3 ⇒ (2) + 3 = 5
| GM Z..D.. |
Uriah's allies surround the choker and come to his aid. He manages to come around, barely.
Heryn lets out a cry of alarm as this fight get deadlier. She turns back and heads back upstairs.
Round 3-Bold May Act
Uriah-10 damage/staggered/grappled/strangled
GM-Grappled
Genryl
Teloish
Ayla-4 damage
Lady Mae
Naoto
Lady Mae
|
Mae hops down from the desk and tries yet again to clobber the choker, this time with the added distraction of Genryl and his longspear.
Club + Flank: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 81d4 + 1 ⇒ (2) + 1 = 3
Uriah Firehands
|
Uriah makes a desperate attempt to free himself
CMB: 1d20 + 1 ⇒ (6) + 1 = 7
And then collapses.
| GM Z..D.. |
Uriah blacks out once more.
The choker drops its victim, knowing it is no longer a threat. He then whips his tentacled hand around and grabs hold of the grippli. Lady Mae takes 6 points of damage
Round 3-Bold May Act
Genryl
Teloish
Ayla-4 damage
Lady Mae-6 damage/grappled/strangled
Naoto
Round 4-Bold May Act
Uriah-11 damage/dying/unconcious
GM-Grappled
Ayla Vivindor
|
"Hey!" Ayla exclaims. "Cut that out, ugly!"
She thrusts at the choker with her rapier again.
Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 ⇒ 2
Genryl Vinebrewer
|
Genryl takes advantage of the openings Lady Mae is making and stabs out with his spear. "Mae! Be careful, we don't need two Pathfinders out cold! Though I guess Uriah is out warm!"
He then gives a laugh at his own joke and the fact his spear looks about to hit home in the creature's side.
__________
Hmm, I'm not sure Lad Mae is valid for flanking, but I'll through in the bonus just in case.
Longspear with flanking: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
| GM Z..D.. |
Genryl drives his spear into the back of the choker. It cries out as it releases Lady Mae and slinks to the floor.
A few seconds later, Heryn returns with the boartusk twins, axes at the ready. "Oh, its taken care of" she announces with a look of relief on her face.
One of the twins gives out a disappointed groan, while the other one yells out, "No fun. Back to the bar"
With the choker taken care of, the PC's finally get a chance to look over the contents on the desk. The papers chronicle the personal exploits of Selmius Foster, a famous Pathfinder whose name the PCs recognize from their training as Pathfinder agents or from conversations with patrons in the Wounded Wisp. Most of Foster’s more infamous adventures appear here in varying amounts of detail, but it is evident there is another investigation he had been pursuing before he died: the lost records of a Society agent named Eylysia.
I write this letter in the event that my upcoming expedition to Bhopan goes poorly. In this trove I have left my considerable findings, which I hope will be of use to our growing Society. While most of this information will no doubt already be in the hands of fellow Society members, there is a personal matter which I have left contained within.
Events over the past decade have led me to suspect a fellow agent of hoarding her knowledge and not submitting it for review. This woman-a surprisingly sensible gnome by the name of Eylysia-has partaken of almost as many missions as I, yet she reports only a third of what I have brought to light. In order to ensure knowledge is not concealed, I have begun an investigation into Eylysia and her activities here in Absalom, hoping to find her hidden repository of stored knowledge. Thus far, I have come across two promising leads.
The first is Eylysia’s contact with a well-known stonemason by the name of Arkath. I had the displeasure of meeting this fellow in his dying days, when he promised to take any secrets he held to his grave. He was interred in a mausoleum in the Ivy District weeks after our encounter, though I still believe there is more to his connection with Eylysia.
Another lead is Eylysia’s friendship with a member of the Arcanamirium, a local wizard’s guild. The fellow is a gnome by the name of Fimbrik. All of my attempts to speak with him have failed, though I have noted his home address in my files for follow-up.
It is my sincere hope that I am able to return to discover what Eylysia has hidden, but should I not, I entrust this to my assistant Adolphus or any brave Society agents who come across my unfinished work.
-Selmius Foster
My mentor, Selmius Foster, is dead-slain during our journey to the island of Bhopan. I have taken up his investigation into Eylysia's activities, though recent developments mean my time in Absalom is short.
My initial follow-up of Foster's investigation into Arkath involved hiring several diviners to discern the veracity of Selmius's leads. It appears the stonemason was quite honest with my mentor; there is some key clue buried with him in his mausoleum.
I have watched Eylysia for many months since my return, and I have caught her making additions to the Wall of Names-the memorial built in honor of my departed mentor. She has added three names, none of which are true Pathfinders and are likely worth investigating. Their names are:
~ Doulgonlir Caskmail
~ Hollis 'Evil Grin' Thorne
~ Karina Clamp
Events are in motion that will soon take me to Quantium, after which I will be unable to conclude this investigation. I leave this hidden under the Wounded Wisp, in hopes that one day I might return, or that the Society endures its current woes and a future generation of agents can take up this cause.
-Adolphus
Heal up and figure out which leads you want to follow first. Once two of you have agreed, I will move you on. Both spoilers are also added to the presentation.
Lady Mae
|
Mae struggles as the choker wraps its tentacles around her neck for a few moments before the others finally put it down. [small]"Thank you. That thing is very strong for its size."[/smaller] She rubs the growing bruise on her bulbous green throat, pointing to Uriah on the floor.
Is Genryl going to channel to heal or should I use my wand? If no one else has a wand I can assist. If you have your own wand Mae is happy to use it for you.
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
After a few minutes to recover, Mae hops over and climbs up the wall a bit to get a better view of all the documents everyone is clamoring over. "These are important to your people yes? We should go visit these places to see what we can find out. The mason or the gnome first?" She leans towards the Mason first.
Genryl Vinebrewer
|
| 1 person marked this as a favorite. |
I can channel! I don't use that enough as is.
Genryl steps up to the choker and gives it one last stab in the back making sure the creature is dead. He then looks up and survey's the group. "Well those marks on your necks look nasty/ they must make drinking difficult! Once we're done with this mission it'd be a crying shame if we couldn't share a glass together!"
With a mirthful twinkle in his eyes, he digs out his holy symbol and holds it aloft. "Halcamora, grant your kindness to us, so that we might be able to partake in your bounty!" as he finishes his prayer a flood of energy washes out. Little bubbles form in the bright, lightly golden energy as is floods the room. The bubbles seem to lift the pain and bruising from people's necks.
_____________
Channel, by Genryl: 1d6 ⇒ 5
Hmm do we want another? If so:
Channel, by Genryl 2?: 1d6 ⇒ 2
Genryl has one or two channels left!
______________
After he get to read the files Genryl nods at Lady Mae's analysis, "The mason might be good to visit first, if he's dead, he's not likely to put up much of a fight!"
Ayla Vivindor
|
I'm fully healed.
Ayla examines the paperwork with excitement, chattering away the entire time, then stuffs it all into her backpack.
"To the mausoleum!" she exclaims.
On the way out she's sure to collect the wine that Dreng asked for from Heryn.
| GM Z..D.. |
Mason it is then....
Details left by Selmius Foster indicate the location of Arkath’s burial site: a plot of land in Eastgate operated by one of the more popular faiths. Buried in a mausoleum on the church’s property, Arkath paid a substantial sum to have his remains guarded. A fence surrounds the necropolis grounds, and although members of the faith and city guards routinely patrol the property, it is still legal to enter the grounds to respect the departed. Arkath’s crypt is the northernmost structure on the map.
While the gates into the necropolis are left open to those paying their respects, the doors of the mausoleums are sealed with sturdy stone slabs.
A loan cleric paces the necropolis, making idle chat with the visitors.
Uriah Firehands
|
seems I overlooked picking up a wand of CLW. GM, do you mind if I do that now? The two channels and one of Lady Mae's taps from the wand should get Uriah up to full.
Uriah exhales a sigh of relief and looks shakily at the party. "You all saved my life. Thanks. I owe you." He seems uncomfortable saying so; one gets the impression that he is not used to owing anyone anything.
Genryl Vinebrewer
|
Genryl gives a last, longing look at the wines in the cellar as he heads for the stairs. "Ah, sooo many treasures down here..."
Back up in the noisy taproom his melancholic mood lifts and he makes a beeline for Janira, "Hey Janira, it's good to see you again. What have you been up to lately?" After a few seconds of catching up he shifts the topic. "Mind if I ask you a favor? I don't have a healing wand on me, but we're on an assignment that might get a bit dangerous without one. Mind if I bum one off of you? I'll trade you a bottle of my uncle's best chardonnays, if you want."
--------------
At the graveyard, Genryl gives a shudder. "I may be a holy man, but I've never liked these places. They always seem so dead. I'd much rather a bright open road or the fresh loam of a vineyard any day."
When he catches sight of the lone cleric, Genryl gives a big "Hallo!" and moves in closer, showing his holy symbol prominently. "Evening, there sir or madam! It's nice the rain has let up a bit, isn't it? Might I inquire why you are out here all alone? Are you in charge of this place?"
_____________
Also meant to pick up wand of CLW, and if possible will spend some prestige to pick one up. and I thought bumming one off of Janira was thematically appropriate.
| GM Z..D.. |
Yes, I'll allow you to pick up some wand if you wish.
The cleric wears a holy symbol in the shape of a key, which Genryl easily identifies as Abadar's. "In charge? No. I am just one of the keepers. If you have questions, I can try to answer them."
Lady Mae
|
Mae thanks the Boartusk twins on the way out "Thank you for coming to our aid. Sorry you didn't get any fun though." She says smiling a bit as she hops past and outside.
As they approach the graveyard it gets to be obvious that Mae is uncomfortable here as well Why do they put all the dead here? There are no trees to hide in, no shade, just these creepy stones... She does her best to stay out of sight, keeping the others in front of her.
Uriah Firehands
|
Uriah flashes a smile at the priest. "We are here to visit the grave of someone named Arkast. Can you help us find it?"
Ayla Vivindor
|
Ayla scampers through the graveyard, looking unnaturally chipper.
"Thanks, pal!" she says to the cleric.
As the others speak with him, Ayla looks around the mausoleum's scoping the place out in case they need to beat a hasty retreat. Paying extra attention to possible exits, places to hide, and possible routes through the graveyard.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15