GM Z..D.. |
The stairs end in a damp room with several deteriorating doors, each decorated with the winged eye of Aroden. A once-imposing set of double doors stands slightly ajar across from the stairs. Another staircase on the western wall once led deeper below the city, but its ceiling has collapsed, blocking further passage.
The chittering echoes of conversation stop as the PCs reach the base of the stairs. The tracks you have been following lead strait to the double doors.
You have a chance to sneak up on the enemy, however, all PC's need to make the stealth check in order for it to pay off. I will go ahead and accept Merisiel's roll. Another option is, Merisiel or who ever else wants to stealth up you can, but the rest of the party must stay far enough behind not to alert the enemy on the other side of the door. Those not choosing to stealth is going to have to spend a round to play catch up since the stealth check is required once you hit the basement landing. The decision is yours.
Enchanter's Pregen |
Stealth: 1d20 + 4 ⇒ (9) + 4 = 13
Quinn decides to come along with Merisiel. While he is quiet enough, his sword cane taps on the stone floor.
Hakon PBP |
Hakon will hold off.
GM Z..D.. |
Just as Merisiel approaches the double doors, they burst open and three humanoid creatures with features of a rat stand behind it.
Knowledge(local)
Kyra: 1d20 + 0 ⇒ (12) + 0 = 12
Quinn: 1d20 + 1 ⇒ (19) + 1 = 20
Merisiel: 1d20 + 6 ⇒ (10) + 6 = 16
Hakon: 1d20 + 2 ⇒ (5) + 2 = 7
jirelle: 1d20 + 4 ⇒ (15) + 4 = 19
Jean: 1d20 + 0 ⇒ (15) + 0 = 15
Ratfolk Red: 1d20 + 9 ⇒ (5) + 9 = 14
Ratfolk Blue: 1d20 + 9 ⇒ (8) + 9 = 17
Ratfolk White: 1d20 + 6 ⇒ (5) + 6 = 11
Remaio: 1d20 + 5 ⇒ (7) + 5 = 12
Map has been updated.
Combat Round 1
Order: Bold May Act
Quinn
Jirelle
Blue
Merisiel
Jean
Red
Remaio
Kyra
White
Hakon
Hakon PBP |
KnLoc: 1d20 + 2 ⇒ (1) + 2 = 3
Three mystical rat beasts! Another magical story in the making.
Enchanter's Pregen |
Knowledge, Local: 1d20 + 7 + 1d6 ⇒ (10) + 7 + (2) = 19
Can I get special attacks?
"Ratfolk! Watch out!" Quinn slips forward, brandishing his sword cane and thrust it at the closest one.
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
GM Z..D.. |
@Quinn: Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Quinn walks up and skewers with his sword cane.
Jirelle matches Quinn with one of her thrust.
Both targets drop at the end of the respective blades.
Combat Round 1
Order: Bold May Act
Quinn
Jirelle
Merisiel
Jean
Remaio
Kyra
White
Hakon
Remaio will start telling a story of his families history. Inspire Courage +1:+1 competence bonus to attack and defense and +1 morale vs fear
Merisiel the Pregen |
Mersiel darts forward and tries to run the last ratfolk through with her rapier.
attack: 1d20 + 4 ⇒ (15) + 4 = 191d6 + 2 ⇒ (2) + 2 = 41d6 ⇒ 6
I asume he is still flat footed, so I rolled sneak attack as well. I am moving to the square where the blue one was...don't wanna move my token there until the old one is gone...just in case i mess things up.
GM Z..D.. |
Merisiel moves up and leaves a nice deep puncture wound in the gut of the rat creature.
Kyra and Seelah play catch up.
The remaining enemy lashes out with a dagger towards merisiel.
attack: 1d20 + 6 ⇒ (10) + 6 = 16
and merisiel is able to dodge it.
Combat Round 1/ 2
Order: Everyone may act
Quinn
Jirelle
Merisiel
Jean
Remaio
Kyra
White
Hakon: Round 1
Enchanter's Pregen |
Quinn steps forward again and jabs the ratfolk with his sword cane.
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Merisiel the Pregen |
Merisiel steps forward and slashes at thh
e ratfolk again.
attack: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 2 ⇒ (6) + 2 = 8
5ft step forward...im on my phone atm...cant move token...making room for Jirelle if needed
Hakon PBP |
Hakon starts an Inspired Rage and approaches. You all may accept the rage or not as you so choose.
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.
Jean-Pierre de Suis |
Seelah steps forward, and takes a swing at the rat.
Longsword: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24, for 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8 damage.
Crit Confirmation: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17, for 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8 *ADDITIONAL* damage.
GM Z..D.. |
Hakon inspires the rage inside of you.
Quinn misses with his sword cane.
Jirelle lunges, and just misses the the target.
Merisiel's strike take the target down.
The white ratfolk carries the shiny bust in a backpack. Her allies carry the other stolen relics, which include a set of embossed bronze offering bowls, a string of prayer beads made of silver, and collection of holy symbols of Aroden from different regions of Golarion.
After the PCs defeat the ratfolk, Remaio has all the evidence he needs toconvince the Arodenites that Honaria’s bust wasn’t safe in the basilica, and Brother Valicus allows Remaio to take it without protest. Remaio thanks the PCs and takes them out to a fine dinner if they let him.
Valicus does not press the PCs about the remaining relics. However, if they choose to hand them over, the man who presides over the basilica, Father Basri, grants them an audience, and gladly accepts the relics, blessing the party in the name of Aroden. This blessing no longer carries any magical weight, but Basri is predisposed to support the PCs in the final quest of this series.
Will post beginning of next quest later
Hakon PBP |
Hakon is for handing over all the relics
Hakon welcomes heartily the offer of a fine meal, and shows the stereotypical manners of someone from the barbarian lands.
Enchanter's Pregen |
Quinn agrees to hand over the remaining relics, though he rolls his eyes at the idea of a blessing. The dapper man smirks at Hakon's manners while sipping wine.
Alright, I got the hang of these quests now. Time to break out the inspiration more.
GM Z..D.. |
Trusted associates,
Ah, Qadira, our fiery neighbor! I need you to travel to its desert and visit the Ghazali family. They’ve acquired Honaria’s lost sword, an item that’s appeared in my research into her life. This is no common blade, but a powerful weapon given to Honaria by the Church of Aroden. Its existence alone might prove the Alcastis’s worth. I’ve included the original record of the sword’s transfer to Honaria as a reward for her services to the Church and the Empire. Show this record to the Ghazali matriarch, Arajida. She should be reasonable.
Safe travels,
Remaio Alcasti
The PCs enjoy an uneventful trip to Omash. The guards at the city’s main gates help the PCs find the Ghazali family manor. The luxurious estate lies on the outskirts of Omash, outside of the fortress-city’s towering walls.
A sandstone wall decorated with geometric mosaics surrounds the opulent Ghazali manor. Through the brass front gates, white cobblestone paths wind through a garden of flowering cacti and acacia trees to the manor’s entrance. A pair of guards clad in polished armor flanks the heavy wooden door to the residence.
A guard stationed at the door intercepts the PCs and leads the group to Lady Ghazali’s study.
The domed ceiling of this grand room soars above red and white tiles whose pattern resembles roses in bloom. Between the mahogany bookshelves that line the chamber, suits of armor stand at attention. An empty weapon rack faces the doorway.
Arajida al-Fakhiri, Lady Ghazali, a middle-aged Keleshite woman, sits alone with her head in her hands. She greets the PCs, but her pleasantries fall flat, and her eyes are slightly bloodshot.
"Greetings, and welcome to my humble abode."
Jean-Pierre de Suis |
Seelah bows.
"Greetings, and well met, Lady Ghazali. We have come on behalf of a gentleman who is tracking down a relic of one of his ancestors - a sword belonging to a Taldan hero by the name of Honaria. However, I cannot help but notice that you seem to be in a state of distress; is there something that we can do to help you?"
Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22.
GM Z..D.. |
"My son Ayef, he has been missing since the morning and has yet to return. I am filled with worry over him." She pauses slightly before starting again speaking of the sword. "I’ll gladly give you the sword if you bring my son home. Otherwise, I cannot give it to you, even if I wanted to.”
Enchanter's Pregen |
"Why not, Lady Ghazali? Is your son somehow tied to the sword or is it a political matter?" Quinn taps his cane on the stone floor.
"We may be able to help. Do you know where your son was last or what he may have been doing?"
Diplomacy, aid: 1d20 + 5 ⇒ (8) + 5 = 13
Hakon PBP |
Hakon is also waiting for responses to the questions already asked.
GM Z..D.. |
"I can not give you the sword due to my son taking it. He barely even knows how to use it. The sword was supposed to go to my eldest daughter."
When asked where he might go, she responds,"Aayef has big dreams. He begged to be allowed to train at one of the war academies in the city, but I couldn’t bear the thought. I’m afraid he ran off on his own to slay some imaginary dragon—and found himself a real one."
Diplomacy will not help any further since, she is already freely giving you information. And no local checks to be made at this time.
Jean-Pierre de Suis |
Seelah winces.
"Well, hopefully, that didn't actually happen..."
Bidding the noble farewell, she goes to try and discover whether anyone has seen Aayef.
Diplomacy(Gather Information - did anyone see where Aayef went?): 1d20 + 7 ⇒ (14) + 7 = 21.
GM Z..D.. |
If you have more questions, she may be able to answer them, if not moving on
As you search the property for clues.
Survival Check
Enchanter's Pregen |
Quinn examines the ripped shirt. "Lady Ghazali, would he have gone to seek enrollment in one of the academies? Or is there another way for him to have made his name?"
Perception on the shirt: 1d20 + 5 ⇒ (2) + 5 = 7
Hakon PBP |
Survival: 1d20 - 1 ⇒ (13) - 1 = 12 to aid Jean-Pierre de Suis.
The mention of dragon piques Hakon's interest.
At last! Something to make a grand saga from.
[b]"Dragon? What do you know about a dragon, imaginary or not?"[/dice]
GM Z..D.. |
After a while a guard comes forward and speaks to the group,"Quick, we found a trail, it looks to be that of Ayef"
The guard leads you to the tracks, which can easily be followed in the days light.
Aayef ’s trail leads three miles east to the sand blasted ruins of a circular building. Chunks of wall and broken pillars stand as the last testament to what was once a shrine.
A chunk of twisted deadwood rests atop a pile of ashes in the lee of a fallen stone column. Cinders surrounding the driftwood suggest a recent fire.
As you move deeper into the shrine steps ascend the wreckage to a smooth stone dais. A cracked stone shrine stands before the eastern wall. Bones and other detritus litter the floor around the altar.
As you approach the shrine, you see a giant creature with pincers and claws cornering a young male against the wall.
Kyra: 1d20 + 0 ⇒ (11) + 0 = 11
Quinn: 1d20 + 1 ⇒ (10) + 1 = 11
Merisiel: 1d20 + 6 ⇒ (19) + 6 = 25
Hakon: 1d20 + 2 ⇒ (6) + 2 = 8
jirelle: 1d20 + 4 ⇒ (11) + 4 = 15
Jean: 1d20 + 0 ⇒ (12) + 0 = 12
Creature: 1d20 + 0 ⇒ (10) + 0 = 10
young male: 1d20 + 1 ⇒ (3) + 1 = 4
Combat Order:Round 1
Bold May Act
Merisiel
Jirelle
Jean
Quinn
Kyra
Creature
Hakon
Young Male
Map Updated. Due to all the rubble and sand. Everything is counted as difficult terrain.
GM Z..D.. |
Creature
Knowledge Nature
Hakon PBP |
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Knowledge Religion: 1d20 + 1 ⇒ (13) + 1 = 14
Knowledge Nature: 1d20 + 1 ⇒ (3) + 1 = 4
Enchanter's Pregen |
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Before they see the young man being attacked, Quinn spots a bag in the in the corner, hidden by rubble. He snatches it up before the group's attention is turned to the dangerous creature.
"Aayef, is that you?!" He draws an extract and drinks it, then moves forward, twisting his cane as he goes, revealing the sword.
Drink extract of Shield. +4 to AC
Merisiel the Pregen |
perception: 1d20 + 7 ⇒ (10) + 7 = 17 Merisiel darts forward even though the sand slows her pace.
moving to square below Hakon...into a flanking position...cant attack, but threaten...also on phone...cant move token...