Nightfiend's Before the Dawn: Part 1-2 (Table-A Invite Only) (Inactive)

Game Master Nightfiend

(8)

Metallic Door Entrance

Azlant Ridge

Consortium Assault


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Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Feeling more confident after her last attack, Jane continues to try and stop the summoner.

Longspear, Flank: 1d20 + 3 + 2 + 2 ⇒ (18) + 3 + 2 + 2 = 25
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Miss: 1d100 ⇒ 24

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

miss chance: 1d100 ⇒ 98


Round (7) Conclusion

Jane Doe: The psychic thrusts her long-spear forward with a powerful strike. Any other day, the attack would have proven fatal to its intended target. Unfortunately the illusiveness of the invisible woman causes the elf to strike nothing but air. Miss
Sula: The keen sensed Ratfolk manages to catch a small glimpse of a blood trail, which allows her to hone in on the summoner’s location. With a powerful thrust, she feels the tip of her lance dive deep into Lura’s chest. The now visible woman slowly slides off the small lance and onto the ground. The blood from her bleeding body begins to compile into a small pool next to Sula’s mount. (Hit-9 lethal)

Out of Combat

As the summoner lays motionless on the ground, in an obvious pool of blood, many of the establishment’s patrons begin to grab everything in sight. The building literally becomes a haven of chaos. The large center tank has become a frothing pool of blood, with only the large fish still alive, and the only people not panicking or looting, are yourselves and the barkeeper.

Groups Current Condition

Hangust (-16 Lethal)
Barnaby (-13 Lethal)
Jane
Brunhilde (-6 Lethal)
Otieno (-9 Lethal) (Stable, Prone, Unconscious)
Wolf
Sula
Lura (-28 Lethal) (Bleeding, Prone, Unconcious)

Let me know what you would like to do from here.

Grand Lodge

Skills:
Acrobatics +9, Climb +8, Perception +8, Kno(Nature) +4, Profession (Trapper) +4, Survival +4
Male Halfling PFS#186188-2 (Retired: Rebuilt for 2e) Barbarian (Unchained) 3
Stats:
│HP: 32/32 (38 Rage) │ AC 18 (16 Rage)│ T13│ FF16│ F5│R2│W0│Init 2│Perception +8│CMB +4│CMD16│

As the second elemental is destroyed and Lura falls not long after Hangust calms down and drops to his knees, exhausted from the strain. However as the world turns to chaos around him he turns his mind back to the mission at hand and starts searching Lura's body for the curative that they came here for. "Don't suppose anyone has a healing wand?" He says as he searches, taking note of the fact that he's bleeding or burnt in various places.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Fatigued for 1 minute

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Panting slightly to catch his breath, Barnaby looks around at the fleeing patrons. "That would be, well him." he says, nodding towards the downed druid. Approaching Otieno slowly, hands outspread to keep the wolf from leaping at him, he attempts to use his wand to wake their comrade.

UMD: 1d20 + 8 ⇒ (6) + 8 = 14 for hp: 1d8 + 1 ⇒ (4) + 1 = 5
UMD try: 1d20 + 8 ⇒ (3) + 8 = 11 for hp: 1d8 + 1 ⇒ (3) + 1 = 4
UMD try: 1d20 + 8 ⇒ (2) + 8 = 10 for hp: 1d8 + 1 ⇒ (7) + 1 = 8
UMD try: 1d20 + 8 ⇒ (1) + 8 = 9 for hp: 1d8 + 1 ⇒ (7) + 1 = 8

EDIT: Welp, my wand is now useless for the day :(

Whacking the hunk of wood with his hand, the detective looks at his colleagues. "Coor! Any of you have a potion we can shove down his throat? This hunk of junk is fritzed 'til morning and I'd rsther not risk shorting out another one."

Hopefully as the druid heals him, Barnaby's gaze spins back to the barkeep. "Well mate, I reckon that you're the new owner here then. So how about you show us when her stash is, you keep the building, and each of us end the day no less worse off, hm?"

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Jane fumbles through her bag for a moment, careful to leave her wayfinder and Chronicles unexposed, retrieving a pair of vials. She pours one down Otieno's throat.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Once he's awake, Jane will offer her own wand to continue healing his own injuries, as well as anyone else who needs treatment.

"We should leave this place as soon as possible. It seems we've attracted quite a bit of notice. Do check if there's any sign of the treatment for the boy, though."

If Hangust is searching Lura for noteworthy items, she'll carry any necessary, though she'd wait to inspect them more closely until later, unless others are insistent on staying put for the moment.

If anyone doesn't have a wand of their own, feel free to use mine, especially as I'm the only one who made it out of there unscathed.


Hangust begins searching the limp body of the summoner and manages to come up with a couple interesting objects. Among her possessions he finds a small blue vial containing a light blue liquid, a well crafted Morningstar, and a chain shirt.

Banaby quickly moves over to the fallen druid and attempts to administer some healing with his trusty wand. Fizzle, fizzle, fizzle, and finally a large FIZZLE with a small pop at the end. The druid doesn't look any better off then he did before the healing process.

The bare keep rubs his chin for a moment, as he considers Banaby's proposal. "Hmm, I think I would make a good bar owner."

After considering Barnaby's offer, the bar keep acknowledges his agreement by nodding his head and pointing at a sturdy wooden cabinet behind the counter. Shortly after pointing out the cabinet, he pours a free round of drinks for everyone.

Jane Doe retrieves a potion from her belongings and pours it down the druids throat. The healing energy of the potion takes affect immediately as you notice his wounds begin to close. (+5 HP) That is enough to bring the druid conscious.)

Grand Lodge

Skills:
Acrobatics +9, Climb +8, Perception +8, Kno(Nature) +4, Profession (Trapper) +4, Survival +4
Male Halfling PFS#186188-2 (Retired: Rebuilt for 2e) Barbarian (Unchained) 3
Stats:
│HP: 32/32 (38 Rage) │ AC 18 (16 Rage)│ T13│ FF16│ F5│R2│W0│Init 2│Perception +8│CMB +4│CMD16│

"Oh yeah, potions!" Hangust exclaims as Barnaby reminds him that he has a few. He pulls out two of his own and downs them, watching as his wounds close.

CLW: 2d8 + 2 ⇒ (3, 3) + 2 = 8

After he's done with that he holds the vial up to his companions. "Any of you think you can identify this? Maybe it's what we need for the boy!" He also shows them the morningstar and chain shirt on the chance any of them want the items.

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Brunhilde also has a wand. However she can't use it. Assuming Otieno will do me the honors. 1d8 + 1 ⇒ (7) + 1 = 8

Brunhilde is still somewhat frustrated about how hard it was to kill this woman.

I hate what I can't hit...and I hate invisible magic men and women.. cowards all of them!

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

At Hangust's request, Jane begins examining the vial. She also scans Lura's other possessions for magical auras.

Spellcraft: 1d20 + 11 ⇒ (16) + 11 = 27


I have sent Otieno a PM letting him know that he has been healed and in conscious. I haven't received any reply one way or the other yet, so I’m going to give it a reasonable amount of time, if i don't hear from him I will safely assume he is not going to continue.

I will require a UMD check (DC 20) from Barnaby to activate Brunhilde’s wand.

Hangust retrieves a couple potions from his pack and drinks them down. His wounds begin to quickly mend and the positive energy from the potions take effect. (+8 HP) -2 CLW potions.

Brunhilde pulls out a wand from her belt and offers to let others use it, stating that it is a wand of healing. Soon after making the offer, she asks Barnaby if he could activate the wand and use it on her.

Hangust hands Jane Doe the blue vial, who begins to inspect it for magical properties.

Round 1: Jane detects the presence of a magical aura.
Round 2: She determines the vial has a single aura and it is faint.
Round 3: After concentrating on the vial she is able to determine it is a potion of cure light wounds.

After inspecting the vial, Jane turns and begins concentrating on the other items Lura had in her position.

Round 1: None of the other items show any sign of a magical aura.

Groups Current Condition

Hangust (-8 Lethal)
Barnaby (-13 Lethal)
Jane
Brunhilde (-6 Lethal) Pending a UMD check for a +8 heal from Barnaby using the wand.
Otieno (-4 Lethal) (Prone)
Wolf
Sula

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

Hangust is obviously exhausted. Sula dismounts, guiding Fiona into lying down next to the halfling.
Gently she places a hand on Hangust shoulder. "Why dont you sit down for a bit, catch your breath. You can lean against Fiona. She'll keep an eye out."
Turning to Fiona, Sula gives her the command to guard Hangust.

Seeing Barnaby busy with the wounded, Sula steps up to the barkeep.

"Dont mind that I help my friend out, do you?", and begins checking the cupboard the barkeep indicated.

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

Otieno opens his eyes and stands up. "What did I miss?" he asks as though nothing happened, absentmindedly petting Luna, who stands next to him patiently.


Sula's mount obeys the cavaliers commands, but look highly uneasy being so close to the wolf. The mount looks at Sula longingly, as if visually begging for permission to run away. Meanwhile the wolfs ears drawback as it eyes the mount with a mischievous look in its eye.

Once Sula examines the cabinet, she realizes it was constructed to completely blend in with the rest of the bar. It would have taken a very keen eye to catch the subtle differences. Currently the cabinet is locked.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Barnaby breaks out into a weary smile as Otieno opens his eyes. "Quite a bit as it turns out. Our esteemed host decided to attack my and our poor sick friend. But she's gone now, and I'm sure our new friend Barkeep is just as interested in getting our poor friend's head fixed as anyone."

Barnaby moves over to double-check Lura's pockets for a key. If he doesn't find one he then looks pointedly at the remaining staff member and nods his head towards the locked cabinet. "Isn't that right?"

His movement, however minor, finally causes Barnaby to wince. "By the by, anyone willing to lend a stick to tap me with? I'm good for it, come tomorrow." he says shaking his currently inactive wand.

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

Sula raises a finger at Fiona, "No, Fiona, stay and look after Hangust."

Finding the door of the cabinet locked, Sula twitches an ear, what must pass for raising an eyebrow, in an eyebrowless species.
"Hey buddy, got a key to this thing?"


Fiona lowers her ears and then curls up next to Hangust. The wolf mimics the rat and sits with its belly tight against the floor. Periodically you can see the wolf inch towards Fiona.

The bar keep shakes his head, indicating he doesn't have the key. What staff are still present, also seem not to know where the key is.

Banaby looks over Luna again and doesn't come up with a key.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

With a sigh, Barnaby heads over to the cabinet and attempts to unlock it.

Disable Device: 1d20 + 6 ⇒ (5) + 6 = 11


(11) Click! It doesn't open!

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Otieno, as the only one with Cure Light on your spell list, I think you'll be getting handed a number of wands (mine at the very least). Would you mind hitting the wounded (feel free to include yourself), and let me know how many charges you end up using.

"This is a healing potion, though not the sort the boy needs. Perhaps we should keep this as a reserve for later?"

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

Otieno mutters a few divine words and touches his own wounds.

Cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4


I am going to take into account that with a +6 Barnaby can take 10 and successfully disable the lock on the cabinet. If Barnaby is going to activate Brunhilde's wand, he still needs to make a UMD check (DC 20).

The psychic detective takes his time and opens the obscure cabinet behind the counter. Within the well crafted piece of furniture, Barnaby finds (10) bottles of the establishments top shelf alcohol, A bundle of exotic narcotics, and a small brown vial labeled Senzer.

Otieno casts cure light wounds on himself, which takes effect and his wounds completely heal. Otieno is now 8/8 HP

Groups Current Condition

Hangust (-8 Lethal)
Barnaby (-13 Lethal)
Jane
Brunhilde (-6 Lethal) Pending a UMD check for a +8 heal from Barnaby using the wand.
Otieno
Wolf
Sula

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

"Ah, here we go then. Lura's 'fix-it cure'" Barnaby says after tinkering with the lock mechanism for a bit and finally obtaining the vial.

I can try to roll UMD for the wand, but if Otieno is willing to use others' wands for them I'd recommend that route. From current experience I can say no one wants to risk losing their wand for a scenario.


That's up to Otieno. If he is willing, and stats this to be ok, then I will accept a cure light wounds roll from the wand owner under the assumption that Otieno is helping with its activation. If the wand is to be used on someone else other than the owner of the wand, I just need to know who's wand is being used for the roll.

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

Sula sticks her nose in the cupboard, and snifs out a good bottle of brandy. Holding it up for the barkeep to see, she asks, "Mind if I help myself?"

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Yes a toast to victory would be very welcome!


Not only is the barkeeper OK with you helping yourselves, he grabs a couple of fine brandy glasses and heads over. After setting everyone up with a glass, he offers to pour the brandy.

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Barnaby could you try your UMD magic on Brunhildes wand and hand it round to whoever still needs healing? Next level Brunhilde will pick up a level of Bloodrager and can do Infernal healing!

Brunhilde uncorks a Bottle of brandy and drowns a third of a bottle in one drought.

$hit this is is some strong mead!

The princess exclaims then remembers a dead sick little boy and a guilty conscience overcomes her...

Hey ...you remember what we came here for? You know the sick little boy!

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

Sula nods. "Yeah... I just figured a good bottle of booze would maybe help us on the way. Either we can use it in this weird town to bribe someone. Which might happen with what we are still facing. If not, I could use a drink once we get out of here."

Not saying no to a good glass of brandy, Sula downs her glass, sending shivers donw her tail. "OoooOooh. Say what you want about that Sula. She has a good taste in brandy!"

Sula holds another bottle carefully in the crook of her arm. "If Barnaby is sure we have the cure, lets get ourselves scarce."

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

I think I mentioned before that Otieno gladly uses anyone else's wands of cure light wounds on any target they like, so long as we're out of combat.


Otieno wrote:
I think I mentioned before that Otieno gladly uses anyone else's wands of cure light wounds on any target they like, so long as we're out of combat.

Taking that into consideration, anyone wishing to use a wand may do so with the guidance of Otieno. Just post who's wand is being used at the time of activation.

Assuming everyone is heading back to Senzer's shop, I will need everyone to make a Knowledge (local) or Stealth check to continue laying low as you move through Bloodcove and back to Rulkep Tonics.

Grand Lodge

Skills:
Acrobatics +9, Climb +8, Perception +8, Kno(Nature) +4, Profession (Trapper) +4, Survival +4
Male Halfling PFS#186188-2 (Retired: Rebuilt for 2e) Barbarian (Unchained) 3
Stats:
│HP: 32/32 (38 Rage) │ AC 18 (16 Rage)│ T13│ FF16│ F5│R2│W0│Init 2│Perception +8│CMB +4│CMD16│

Hangust, finally feeling energetic again, agrees with the party that it's time to go.

"We've got a boy to heal and a mission to complete."

With the the halfling starts heading back the way they came, trying to keep a low profile.

Stealth: 1d20 + 6 ⇒ (4) + 6 = 10

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Kn. Local1d20 + 2 ⇒ (13) + 2 = 15

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Thank you Otieno. I must have missed that over the course of the combat. That was a long one :)

I will take two charges of Brunhilde's wand, assuming that's okay with her.

Barnaby downs his shot of whiskey in one go, then cringes as as the alcohol and conjuration magic wash over him.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

"Yeah, best get off then." As he moves to go, ht calls back to the barkeep. "And good luck with the place. I don't expect to be back, and would be very cranky is I was."

Know Local: 1d20 + 8 + 1d6 ⇒ (4) + 8 + (4) = 16

Grand Lodge

Male Elf Druid 2, HP 13/13; AC 19,14,15; Fort +3, Ref +4, Will +5; Init +6; Perception +9 (Low-Light Vision); Luna (wolf), HP 20/20; AC 14, 12,12; Fort +5, Ref +5, Will +2; Init +2; Perception +5 (Low-Light Vision, Scent)

Stealth: 1d20 ⇒ 19

Otieno tries his best to fit in, but it's difficult for him to justify Luna's presence. Finally, he settles into a corner and is thankful the wolf is able to remain silent.

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

Sula puts the bottle of brandy in Fiona's saddlebag. You never know when you need a strong drink.

Getting back into the saddle, Sula tries to be as stealthy as possible.
stealth: 1d20 - 3 ⇒ (18) - 3 = 15


The bar eventually becomes less chaotic and many of the remaining patrons congratulate you on the victory. Weigo the bartender seems overly pleased with his new position, and is more than happy to allow Sula to take a bottle or two of the top shelf brandy. After collecting up the brown looking vial, which is labeled Senzer, you begin to make your way back towards Rulkep Tonics.

Night has finally become dominant over the waning sun, and most of the stores have closed for the night. The amount of foot traffic along the watery coast has diminished by over fifty percent. The walkways are semi-lit with hooded lanterns, that have been placed along the sides of the buildings. On your way back to Senzer’s shop, Hangust catches a couple people looking intently at him. Outside that, the trip back to Rulkep is uneventful. After arriving at the alchemist’s shop, you spend a fair amount of time knocking on the door. Eventually Senzer opens the door. You can see that he has been hard at work cleaning up the damage from the fight earlier. He has stacked the three bodies, you left behind, into a corner of the building. Most the broken shelves and a lot of the broken bottles have been cleared away, and there is a small pile of rubbish that has been swept up into a pile next to one of the windows.

As soon as he realizes who you are, he quickly invites you in. ”Where you successful? Did you get the cure for my son? Did you deal with Lura and her thugs?” The man seems overly anxious, as he begins to ramble on with questions about your success.

Still require a stealth or Knowledge local from Jane Doe. Correct me if I am wrong, but I believe that cure light wounds is still on the rangers spell list. I believe it is now a 2nd level spell.

Groups Current Condition

Hangust (-8 Lethal)
Barnaby (-6 Lethal)
Jane
Brunhilde
Otieno
Wolf
Sula

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Stealth: 1d20 + 1 ⇒ (17) + 1 = 18

Jane is relatively sneaky, getting more accustomed to the city.

Brunhilde is a Trapper, which gives up all spellcasting, including ability to use spell trigger and completion items.

Healing
Hangust
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Barnaby
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

That should get you mostly patched up.


OK, I see now why she hasn't been able to activate the wand. I missed the archetype. Thanks Jane for pointing that out.

Groups Current Condition

Hangust (-2 Lethal)
Barnaby (-2Lethal)
Jane
Brunhilde
Otieno
Wolf
Sula

Witht the use of Jane's wand, the group begins to once again look much more formidable.

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

Sula makes Senzer sit down, and poors him a glass of the brandy, making sure he drinks it, before giving him the details of what happened.

"Yes, we were succesfull, altough not in as covert a way as we would have like. We found a vial with your name on it, which must hold the cure. We had to kill Lura. It was her or us to get what we needed."

Pooring Senzer another drink to make the news go down, Sula looks at the alchemist seriously. "We had a big fight right in the middle of the bar floor. We were seen, by a lot of people. I dont know if we managed to come back here undetected. But it would probably be better if you lay low for a while."

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

As Jane Doe offers her own wand to Barnaby's cause as well, he smiles at the odd elf. "Very much obliged." Then, almost as an afterthought, "And when we have a chance later, I'd be interested to take a look at that head of yours if you would like. It's an...oddity, but there could be something more to it."

-----

At Senzer's

Barnaby gives a thin smile to Senzer, then brings out the vial found in the locked cabinet. "We got the cure. Hopefully. And Lura herself won't be bothering you I can guarantee that. But you should be on your guard; there was a...complication or two more than we'd hoped. You never came up, but there may be some heat in the near future."

He pauses and looks over Senzer, an odd thought playing across his mind. "It was no mean feat analyzing the fake cures I'm sure. And we've heard nothing but good things about your potions and supplies. After this is all over, I may be able to get you in touch with some fellow researchers and alchemists, get you the resources to explore that talent further."

As Senzer is an alchemist, would it be possible to try and recruit him into the Dark Archive? This would be a faction goal that should not have a bearing on the plot, if so, the roll against a DC 17 would be Know Arcana: 1d20 + 9 + 1d6 ⇒ (1) + 9 + (3) = 13


Yes Barnaby, you may attempt to recruit Senzer. In fact because you have recovered the cure for him, and dealt with Lura, I have added a circumstance bonus to the attempt.

The alchemist sits and enjoys a glass or two of the fine brandy that Sula has provided. The beverage seems to calm him a bit. You watch the man's shoulders relax, as you describe Lura's death. As soon as Barnaby pulls out the small brown vial, Senzer examines its contents and confirms that it is indeed the remedy. "This is it." The alchemist says while holding the vial up to the light. "I have been praying for a long time for this. It will take a while for it to fully take affect, but this should cure my son. I will do what I can for the society from this point forward. It will take a little time for the heat to die down, but I don't think another death in Bloodcove will draw to much attention. I will apply the remedy right away, and hopefully we will see some sign that it has taken affect by morning. If you need a place to stay for the night, you are welcome to reside here."

Senzer points out that the night has begun get a little late. "Most of the businesses close after sun down in Bloodcove. There might be a few places seedy enough to attempt to keep their doors open, but most wont risk it."

Senzer is interested in Barnaby's offer and inquires about the Dark Archive's ability to help him and his son move out of Bloodcove.

Let me know what the group would like to do from here.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Barnaby peers out the window, pondering their options. The longer we delay, the more we risk getting caught. And yet... "Perhaps we should hole up for the night. The last thing we need right now is to be seen loudly knocking on closed House Cartahegn doors right now. But what do you all think?"

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

That may be for the best. Though we should be wary. I doubt our recent 'incident' will go unnoticed. What shall our priority be when we wake? I might be able to reach out to our allies overnight, to begin making arrangements"

Jane has Dream as a SLA 1/day. If we have a particular message (maybe something as simple as "Pathfinders need to meet you at X location at Y o'clock"), I can try to deliver it tonight.

Grand Lodge

Skills:
Acrobatics +9, Climb +8, Perception +8, Kno(Nature) +4, Profession (Trapper) +4, Survival +4
Male Halfling PFS#186188-2 (Retired: Rebuilt for 2e) Barbarian (Unchained) 3
Stats:
│HP: 32/32 (38 Rage) │ AC 18 (16 Rage)│ T13│ FF16│ F5│R2│W0│Init 2│Perception +8│CMB +4│CMD16│

Hangust yawns as Barnaby suggests staying the night. "Took the words out of my mouth! A good nights sleep can't hurt. We can see House Cartahegn tomorrow and see if they can provide the supplies we need. Thank you for the offer Senzer!"

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Yes! Let us drink to victory!

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

Sula pours Senzer another glass, then joins Barnaby at the window. "While time is of the essence, I am hesistant to go out after dark. I can see just fine, but we are not part of the night pack here. We will draw attention, if not a robbery attempt."

Hearing her companions ask for a nights rest, Sula shrugs. "Looks like we are staying."


Surprisingly the night goes by uneventful. Based on your best judgment, you believe you have done well keeping a low profile. The following morning, Senzer prepares everyone with a mid-sized breakfast, which includes eggs, ham and a role. As the sun rises over the horizon, the sound of seagulls can be heard quite predominantly throughout the city.

As you finish your breakfast, you note a moderate increase of foot traffic outside the shop. The three dead bodies are still lingering in the corner of the place and are beginning to ripen. On that note, Senzer approaches the group. “What am I supposed to do with these dead bodies?”

You may apply a full nights rest. Let me know what you would like to do from here.

Grand Lodge

Feamle Human (Ulfen) Init +2, Perception +8 AC 21 (T12 FF 19) HP 26/26 CMD 18 CMB +6 BAB +3 WIL +4 (+2 vs. Mind affecting) FORT +6 REF +5

Aren't you an Alchemist? Likely you know of more ways than us to decompose living flesh!

Man is this guy ever unimaginative...

The Exchange

Ratfolk Cavalier (Emmisary) 2 | HP 22/22 | AC 20 | Touch 13 | FF 18 | Fort +5 | Ref +2 | Will +2 | Percption -3 | Scent | Darkvision

Sula spends the nigh curled up with Fiona under the same blanket.

Once awake in the morning, both Sula and Fiona have a lengthy cleaning session. Fiona licks herself clean (similar to a cat).
Sula cleans herself with a damp cloth.

For breakfast, Sula digs in, giving Fiona some rations, and sharing some of her eggs with the riding rat.
Fiona happily eats it all, sitting on her hind legs, gripping the food in her front paws.

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