Bartholomew Blueington |
Let's check the Forest Bounty. I'm sure we'll find some new information there from the axemen and people of the saw...
Chuckling, Lukaas starts to walk, singing a small song for himself about Lumberjacks
I knew... I knew and yet I clicked anyway.
GM Crucible |
Ignoring—at least for now—the note you received, you head for the Forest Bounty, a popular feast hall located on the north side of Tamran. The feast hall remains busy throughout the day and well into the night.
You enter the feast hall.
The interior of this enormous wooden long house is brightly lit and filled with the sounds of laughter, music, and merriment. Food scents mingle with the smoke of cooking res and tobacco pipes. Servants carry food and drinks from the open kitchen area to the various wooden benches and tables that fill the hall. Many of the patrons are armed and armored, proudly bearing the insignia of local militia groups on their cloaks and tabards, along with the sword and tree symbol of Nirmathas.
Everyone notices when you enter. Conversations die out quickly, and even the music stops momentarily as bards try to recapture the attention of the hall's patrons. All eyes are on you. And your weapons.
GM Crucible |
I'll assume you make Diplomacy (Gather information) rolls, and have a little bit of success. I'll also assume that you continue to not be the first to mention the Pathfinder Society—as you have thus far done—and indeed, keep your affiliation with the Society private.
You attempt to mingle and make discreet inquiries about the missing goods. Some of you are more gifted that others in this regard, but while the citizen soldiers are willing to grouch about recent troubles and curse the “Molthuni dogs” to the south, they respond to questions about the recent thefts with stony silence or by excusing themselves to leave.
A wounded veteran clad in a green cloak bearing the symbol of Nirmathas approaches. He walks with a noticeable limp and is missing his left arm from the elbow down. "A quiet word with ye, if you please." He gestures to a far corner and with a toss of his head clears the two men who were sitting there.
"You can call me Imad, for that is my name."
“Now is not a good time for strangers to be asking questions in Tamran. There are rumors that spies walk among us and that Pathfinders are among those spies. I find it a little hard to believe, given Pathfinders helped me out in a time of need,” he remarks, gesturing with his hand to his amputated arm.
“So before I go answerin' your questions, tell me what you think of the recent resentment of the Pathfinders here in town. Do the locals have cause to worry?”
Bartholomew Blueington |
I think years of conflict and struggle have left the good people of Tamran on edge, which makes it all too easy for a few whispered rumors to cast aspersions on people who might otherwise be allies. I don't think Nirmathas has anything to be concerned about when it comes to Pathfinders.
Lolly Farbanks |
Mr. Imad, I've usually found that Pathfinders are among the more helpful folks; I'm sure they would only want to help Tamran out not hurt it. Lolly says in a bashful manner.
Alexandre D'Alycone |
Alexandre looks about with a slight bit of annoyance, before answering Imad. "Worry about the Pathfinders? No, the locals don't need to worry them. What they need to worry about are the ones that have caused this resentment in the first place. Whatever game those snakes are playing is not going to be for the benifit of Tamran in the long run."
GM Crucible |
Imad smiles slightly. "Oh, the Society can be quite helpful at times, I agree dear. Why, the current Master of Swords, Marcos Farabellus himself, saved my life many years ago. That is the sort of helpfulness not easily forgotten."
"With all the goings on, I'm sure the Society could use a bit of information. But none of their agents seems to announce themselves openly."
He seems to be asking whether you are Pathfinders or not. He wants you to declare or deny your affiliation.
Bartholomew Blueington |
sense motive: 1d20 + 8 ⇒ (19) + 8 = 27
Yes I am a member of that organization. If there is any information you can give us about the recent river raids, it could only help, both the society and Tamran
GM Crucible |
Bartholomew and Lukaas both consider the man friendly enough. But so are most spies, until they stab you in the back.
With his intuition suggesting the fellow is trustworthy, Bartholomew confides his membership in the Society. Imad smiles slightly, and says, “So here is my offer. I know something of these bandits you seek, and I will tell you, but first one of you must drink this.” He produces a small blue bottle from his pocket.
How do you respond?
Bartholomew Blueington |
He reaches out for the bottle,
He smells it...
perception: 1d20 + 8 ⇒ (18) + 8 = 26
As long as it doesn't smell toxic or like a potion of inflict critical wounds, Bartholomew downs it.
Lukaas Penn |
Sorry, my religion asks me to never drink alone. Do you mind if I buy a round of glasses, Imad?
Provided that the man agree, Lukaas stays true to his word and buy a round of glasses for their table.
GM Crucible |
Bartholomew recognizes the liquid as an elixir of truth, and downs it readily.
Will DC 13 to negate, if you choose, although doing so might be noticeable.
No sooner has the liquid hit your stomach then Imad immediately bombards you with questions.
“How long have you been working for Molthune?”
“Who is your Molthuni contact?”
“Do any of your allies have ties to Molthune?”
Lolly Farbanks |
Yeah Molthune is yucky. Lolly adds to the conversation oblivious to the fact that the potion was an elixir of truth.
GM Crucible |
Thanks for your patience. I was rather ill over the weekend (and still recovering).
Imad seems satisfied with Bartholomew's answers, and shares a story.
“Two weeks ago, while my men and I were patrolling along the edge of the Fangwood south of the city, we spotted a group of bandits attacking a smuggler in the woods. We gave chase, and tracked them as they fled west, but lost the trail when they hit the river. I don’t think they simply forded or swam; I’d bet good money your bandits have a ship capable of sailing up the Marideth River.”
"I wish I had more to share with you," he laments. "Your purpose is noble. May fortune smile on you."
Nothing else to do here. Further questions don't reveal useful answers.
Your only lead now is the note delivered to you magically. Let me know what preparations you make before we move to the next scene, where I'll assume you'll attend the meeting specified in the note.
Bartholomew Blueington |
Bartholomew will review the letter, but other than checking in with the local lodge and catching a nap until shortly before the appointed time he has nothing to do to prepare.
Lolly Farbanks |
Don't need to do anything until right before the meeting.
If nothing happens before we reach the dock. I'll stop the group a little ways from the meeting place. See spoiler.
Hey I need a moment before we go to the meeting.
Lolly moves a little away from the others. Takes off her backpack and retrieves a small censer, loading it with some incense, she lights it with her flint and steel.
It's finally time Sir T!
Lolly begins swinging the censer and chanting quietly, performing some kind of ritual. After about a minute Lolly's head tilts backward and strange green ectoplasm begins flowing from from her nose and mouth slowly forming into a foreboding tall armored warrior.
Soon Lolly regains her senses, looking around to her fellow pathfinders, a smile on her face.
May I introduce Sir Trystas Tallance
The frightening phantom gives a strange bow.
He's my special traveling companion.
Lolly then replaces the censer and other items in her backpack; and takes out a her Wand of Mage Armor, taps herself and the ectoplasm. Stowing that Wand, she then draws her Wand of Shied and does the same.
We are ready to meet Mr. Gueril
Alexandre D'Alycone |
I'll perform the purchase of 3 doses of vermin repellent during this 'downtime'. that's 15GP, nothing that I need to mark on my tracking sheet.
Alexandre looks somewhat disturbed at Lolly all but vomiting up a ghostly warrior. "Yes, that's quite the surprise., he agrees with Bartholomew.
Lukaas Penn |
I've honestly never saw something like that... I would say I'm speechless, but that would be a blatant lie, as I'm currently speaking.
he bows to the phantom warrior
I'm Honored to do your acquaintance, Sir Tallance
Know Nobility: 1d20 + 6 ⇒ (7) + 6 = 13
Lolly Farbanks |
Lukaas doesn't recall the name of the knight.
Feral's PFS NPC |
Kyra clutches her holy symbol tightly when Lolly's companion 'appears'. Servants of the Dawnflower often made it their responsibility to personally put the undead to rest but her duties as a member of the Pathfinder Society sometimes came before that. Instead she watches the creature closely as introductions are made.
No prep to do here.
GM Crucible |
You move down to the docks at the appointed hour.
A few small lanterns illuminate this rickety stretch of shoreline, and the smell of moldering wood fills the air. Ramshackle buildings line the shore, while short wooden docks protrude into the gently lapping waters of the lake.
1d20 + 6 ⇒ (17) + 6 = 23
1d20 + 4 ⇒ (11) + 4 = 15
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 8 ⇒ (6) + 8 = 14
1d20 + 8 ⇒ (2) + 8 = 10
Worst bunch of Perception rolls I think I've seen in a while.
You make it to the door where you're supposed to meet. It's closed, but you see a flicker of movement at the curtain as you approach.
Arrange as you like, I'll pick up with the encounter in about 12 hours.
@Lolly, if your ghost/spirit/whatever needs an avatar, please add it. I'll trust you to explain any mechanics I need to know about the spirit.
Lolly Farbanks |
Sir T, why don't you play ghost and go see what's in there, I'd go in from above. Lolly speaks to the phantom that seems to follow her commands.
Sir Trystas Tallance |
The terrifying phantom, a sickly green ectoplasmic creature contorts until he now appears as a ghostly incorporeal apparition. He floats upward reaching near the ceiling and suddenly vanishes through the wall into the building.
Presumably returning moments later with a story to tell Lolly.
Phanton can change from ectoplasm to incorporeal and back as a full round action.
GM Crucible |
Is there supposed to be another map?
Yes. See the link under my name, or use this one.
GM Crucible |
Just as the ghost enters the building high on the wall, the door opens.
The man behind the door booms in a voice much louder than is possible for a mortal. "Submit to Razmir! Submit to your new god!"
Alexandre: 1d20 + 5 ⇒ (2) + 5 = 7
Bartholomew: 1d20 + 2 ⇒ (14) + 2 = 16
Kyra: 1d20 + 0 ⇒ (20) + 0 = 20
Lolly: 1d20 + 2 ⇒ (17) + 2 = 19
Lukaas: 1d20 + 2 ⇒ (19) + 2 = 21
Priest: 1d20 + 2 ⇒ (19) + 2 = 21
vet: 1d20 + 3 ⇒ (15) + 3 = 18
vet: 1d20 + 3 ⇒ (16) + 3 = 19
vet: 1d20 + 3 ⇒ (5) + 3 = 8
Roll-off
Lukaas: 1d20 + 2 ⇒ (1) + 2 = 3
Priest: 1d20 + 2 ⇒ (7) + 2 = 9
(surprise round)
Doors open in the buildings around you, and armored figures move forward with weapons drawn.
The figure in the robe raises his quarterstaff and wipes blood across his face, howling in rage at Bartholomew with his thunderingly loud voice.
Demoralize attempt vs. Bartholomew.
Intimidate vs DC 15: 1d20 + 25 ⇒ (10) + 25 = 35 No, not a typo
Bartholomew is shaken for 1 round. (-2 to attacks, saves, & checks)
The priest steps out of the building, his eyes going into a frenzy. He smacks the staff hard against Bartholomew's side.
staff: 1d20 + 11 ⇒ (8) + 11 = 19
dmg: 1d6 + 8 ⇒ (5) + 8 = 13
—COMBAT—
Lukaas
Lilly
Kyra
Lolly
* R1
* R2
Bartholomew (-13)
Alexandre
* R3
* Priest
Those in bold may act.
Lolly Farbanks |
Lolly steps back and casts a spell, concentrating on the phantom, she transfers the spell energy to Sir T.
5 ft step, cast Touch of Gracelessness
Deliver Touch Spells (Su): The phantom can deliver touch spells for the spiritualist when fully manifested in incorporeal or ectoplasmic form. The spiritualist and the phantom need not be in contact to accomplish this, but the phantom must be within 30 feet and the spiritualist must be able to see the phantom. The spiritualist can cast the spell, and then the phantom can deliver the touch as an immediate action. If the touch spell deals damage, the phantom must make the attack roll. The phantom can't hold the charge of a touch spell cast by the spiritualist using this ability. If the spell is delivered to the phantom, it must touch a target or the spell is lost.
Sir Trystas Tallance |
The spell magically reaches Sir T, who reaches out and attempts to touch the robed figure.
Melee Touch attack: 1d20 + 4 ⇒ (17) + 4 = 21
Dex damage: 1d6 + 1 ⇒ (1) + 1 = 2
In addition, if the subject moves more than half its speed, it falls prone. A successful Fortitude save halves the penalty to dexterity and negates the possibility of falling prone.
DC 15 Fort Save
Lukaas Penn |
Lukaas starts to sing, about people getting to arms for a revolt, gathering under the moon with their pikes to fight
His rapier in hand, Lukaas is ready for a fight, and moves toward Lolly to protect her
Standard action: Inspire Courage, +1 to hit and damage, +1 to saves vs Charm and fear. 5 Foot step toward Lolly
GM Crucible |
Reminder: As both Kyra's bless and Lukaas' Inspire Courage provide morale bonuses, the effects do not stack.
Fort: 1d20 + 7 ⇒ (11) + 7 = 18
Kyra calls down a brief blessing, while Lolly's ghost drains only a fraction of the evil priest's agility.
Lukaas begins to sing.
The two mercenaries flanking you move slightly closer and draw composite bows. The first fires at Lukaas, while the second targets Lolly. Both attacks strike from short range, and arrows sprout from the Pathfinders.
red bow+PBS+FavEn-DA: 1d20 + 5 + 1 + 2 - 1 ⇒ (11) + 5 + 1 + 2 - 1 = 18
piercing+PBS+FavEn+DA: 1d8 + 2 + 1 + 2 + 2 ⇒ (5) + 2 + 1 + 2 + 2 = 12 Lukaas takes -12
blue bow+PBS-DA: 1d20 + 5 + 1 - 1 ⇒ (16) + 5 + 1 - 1 = 21
piercing+PBS+DA: 1d8 + 2 + 1 + 2 ⇒ (5) + 2 + 1 + 2 = 10 Lolly takes -10
These archers are dangerous, and could prove fatal to the casters.
—COMBAT—
Bartholomew (-13)
Alexandre
* R3 (green)
* Priest
Lukaas (-12)
Kyra
Lolly (-10)
* R1 (red)
* R2 (blue)
Those in bold may act.
Bartholomew Blueington |
5 foot step and draws his sword,
Yes yes I'm sure mighty Razmir sees all, how about you hmm?
then flings a bit of mud from the ground with his sword blade
dirty trick: 1d20 + 16 - 2 ⇒ (19) + 16 - 2 = 33
blinded, hopefully for a two or three rounds.
Alexandre D'Alycone |
If I need to make an Acrobatics check for that tell me and I'll roll one, But I'm assuming that with a 33, the blinded condition lands.
Alexandre pauses for one second as Bartholomew splatters mud in the face of the Razmiri, before jumping into action. He deftly slips past the cultist, and just into the doorway of the building before turning to strike at the holy man.
Attack(IC, Bless): 1d20 + 9 + 1 + 1 ⇒ (4) + 9 + 1 + 1 = 15
Damage,IC: 1d6 + 5 + 4 + 1 ⇒ (1) + 5 + 4 + 1 = 11
Swift action to Demoralize
Following a slight growl, Alexandre barks at the Ramziri. "Okay, You holy pain in my ass, show some sense and run!"
Intimidate: 1d20 + 7 ⇒ (17) + 7 = 24
Spending 1 Panache for Opportune Parry and Reposte
Alexandre goes to knock the quarterstaff out of the way ...
Parry(IC,Bless): 1d20 + 9 + 1 + 1 ⇒ (2) + 9 + 1 + 1 = 13
...before using the opening to attack again himself.
Reposte(IC,Bless): 1d20 + 9 + 1 + 1 ⇒ (11) + 9 + 1 + 1 = 22
Damage(IC): 1d6 + 5 + 4 + 1 ⇒ (2) + 5 + 4 + 1 = 12
Feral's PFS NPC |
Inspire actually does stack with bless partially.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Emphasis mine. So the attack bonus stacks but the bonus to saves doesn't.
GM Crucible |
Thanks for the correction, Feral. You're right, of course. I'd simply stopped reading at "morale bonus".
Bartholomew flicks mud in the raging priest's eyes, blinding him.
Yes, blinded for multiple rounds, or until he spends a move action (no AoO) to recover. As you have Improved Dirty Trick, you of course don't provoke for the maneuver.
Alexandre takes advantage of the distraction to move freely. His attack rebounds against strong armor, however, doing no damage.
Even with the blinded penalty to AC and lost Dex bonus, a 15 still doesn't hit.
A third archer in green hurries around the corner of a building to the south, and sights his composite longbow on Lolly. The arrow flies past, barely missing.
composite longbow: 1d20 + 5 ⇒ (12) + 5 = 17
The raging Razmiri priest wipes the mud from his eyes. (move action, negates blinded effect of dirty trick) The priest ignores Bartholomew, and continues his attack on Kyra, bashing her hard in the side, and screaming something about false gods in his thundering voice.
quarterstaff: 1d20 + 11 ⇒ (13) + 11 = 24
dmg: 1d6 + 8 ⇒ (1) + 8 = 9
—COMBAT—
Lukaas (-12)
Kyra (-9)
Lolly (-10)
* R1 (red)
* R2 (blue)
Bartholomew (-13)
Alexandre
* R3 (green)
* Priest
Those in bold may act.
Lolly Farbanks |
As the archers reach for their next arrows, Lolly scurries around the corner, hoping to draw less fire, pulling her Wand of Cure Light Wounds as she goes.
Double move, draw wand on the move.
Sir Trystas Tallance |
Sir Trystas flies between the archer (red) and Lolly, raising up to full size. He yells at the man.
Arragga!!
Intimidate to Demoralize: 1d20 + 8 ⇒ (11) + 8 = 19
Move, then Intimidate. Will trigger AOO from the priest if he chooses.
Feral's PFS NPC |
Kyra winces from the injury. She responds by channeling her goddess's soothing light. Excluding up to two bad guys but I think there's only one bad buy in range.
Channel to Heal: 2d6 ⇒ (1, 5) = 6
GM Crucible |
Lolly hurries to safety, drawing her wand.
The priest swings at the spirit as it hurries past. The inherent magic in the weapon allows it to connect with the incorporeal spirit, and Sir Trystas Tallance takes a knock as he moves by. (6 dmg)
Is able to hit because it's a magic weapon. 50% damage because the target in incorporeal.
quarterstaff: 1d20 + 11 ⇒ (14) + 11 = 25
dmg: 1d6 + 8 ⇒ (4) + 8 = 12 50% == 6
Lukaas' spell fails to take hold of any of the bowmen.
Please specify which one, next time.
Will: 1d20 + 1 ⇒ (19) + 1 = 20
Kyra channels energy, making sure to exclude both nearby enemies. Waves of holy healing emanate from her holy symbol, and the party feels refreshed.
You'd need to exclude both as red is within 30. (He's also undamaged, so it's moot.)
The two bowmen on the north side each take aim, the first at Lukaas, the second at Kyra. The arrow misses Lukaas, but the arrow from the blue archer takes Kyra deep in the neck, and blood gushes down her armor.
red, c. longbow+PBS-DA: 1d20 + 5 + 1 - 1 ⇒ (4) + 5 + 1 - 1 = 9
blue, c. longbow+PBS-DA: 1d20 + 5 + 1 - 1 ⇒ (20) + 5 + 1 - 1 = 25
CONFIRM c. longbow+PBS-DA: 1d20 + 5 + 1 - 1 ⇒ (20) + 5 + 1 - 1 = 25
critical damage +DA +PBS (x3): 1d8 + 2 + 2 + 1 + 1d8 + 2 + 2 + 1 + 1d8 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 + (2) + 2 + 2 + 1 + (1) + 2 + 2 + 1 = 25
Ouch.
—COMBAT—
Bartholomew (-13+6=-7)
Alexandre
* R3 (green)
* Priest
Lukaas (-12+6=-6)
Kyra (-9+6-25=-28)
Lolly (-10+6=-4; Sir Trysta -6+6 = -0)
* R1 (red)
* R2 (blue)
Those in bold may act.
Bartholomew Blueington |
Bartholomew steps into place and then swings at the Priest,
longsword swing: 1d20 + 8 + 2 + 2 ⇒ (5) + 8 + 2 + 2 = 17
damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Alexandre D'Alycone |
Bloody Zealots... Alexandre mentally grumbles before perking up and smiles faintly.
"But sir, I'm sure that you've merely been mislead about the true wonders of Cayden Cailean!" He loudly exclaims before starting into a impromptu speech about the bravery and adventures of the Accidental God.
Alexandre is pulling s$+! out of his ass something fierce here, but since this loon seems to have an ...intense view on other gods, He's hoping that the lies are believable enough to get the Razmiri to focus his attention on him.
Bluff: 1d20 + 12 ⇒ (18) + 12 = 30
As he continues to 'perform', he accents one of his points with a stab toward the man's side only to miss horribly.
Attack(IC,Bless,Flank): 1d20 + 9 + 1 + 1 + 2 ⇒ (1) + 9 + 1 + 1 + 2 = 14
damage(IC): 1d6 + 5 + 4 + 1 ⇒ (1) + 5 + 4 + 1 = 11
Ugh.... not rolling well here....
1 Panache for Opportune Parry and Reposte
Alexandre smiles as his plan actually worked, before tapping the quarterstaff aside...
Parry(IC,Bless,Flank): 1d20 + 9 + 1 + 1 + 2 ⇒ (15) + 9 + 1 + 1 + 2 = 28
...And lining up a much better shot at the man's chest.
Reposte(IC,Bless,Flank): 1d20 + 9 + 1 + 1 + 2 ⇒ (19) + 9 + 1 + 1 + 2 = 32
Reposte Crit confirm{IC,Bless,Flank): 1d20 + 9 + 1 + 1 + 2 ⇒ (10) + 9 + 1 + 1 + 2 = 23
Reposte damage(IC): 1d6 + 5 + 4 + 1 ⇒ (3) + 5 + 4 + 1 = 13
Crit damage(IC): 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Why are the good rolls here?!?
Lukaas Penn |
Lukaas' spell fails to take hold of any of the bowmen.
Please specify which one, next time.
I specified: Cast Charm person, DC 16, on the Blue bowman. We're not yet on a first name basis, sorry. It was probably unseen in the gore and fury of combat.^^
GM Crucible |
Was red demolarized?
Yes, Red is demoralized, both for that round and at least one more round. The penalty for being shaken wasn't part of the attack roll, but it turned out not to matter.
——
We're not yet on a first name basis, sorry. It was probably unseen in the gore and fury of combat.^^
'Twas. You're right; I missed the purple text after the DC, somehow. Thanks!