Yarg Nairrod
|
Perception 1d20 + 8 ⇒ (6) + 8 = 14
He'll cast true strike and then walk towards the sounds of combat, hoping that beginning of next round he is in a position to strike.
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
| GM Alice |
Initiative: Frog | Balak | Thayn | Chasik | Clacent* | Nicolae* | Yarg*
* = next round
Status
Balak: 2/11 HP
Clacent: blinded
Nicolae: 8/13 hp
Thayn: blinded
Yarg: blindedFrog: 25 damage
Thayn, I'd allow that if Balak used a standard action to pin him - although obviously not now considering he just failed his grapple check...
Balak attempts to knee the frog creature, but he misjudges the frog's nimbleness, even under wraps, and misses. It uses that as an impetus to slip free of his powerful arms.
Thayn Arrow: 1d20 + 4 ⇒ (8) + 4 = 12
Thayn tries again to fire an arrow at the creature but misses entirely, at the same time that Chasik finally succumbs to the blindness and whacks the wall with his warhammer.
Clacent, I won't take your action for you here, but if you want to do something (you said you might stick back and heal people?) you can do so in addition to next round's action
Squint: 1d100 ⇒ 92
Nicolae Sword #1: 1d20 + 3 ⇒ (5) + 3 = 8
Sword #2: 1d20 + 3 ⇒ (16) + 3 = 19 1d6 + 2 ⇒ (6) + 2 = 8
20% miss: 1d100 ⇒ 71
Bite: 1d20 + 5 ⇒ (4) + 5 = 9
Nicolae manages to stab the creature in its softer underbelly, revealing its guts to the open air. With one last creel of pain it attempts to take Balak down with it, but only snaps on the empty air. It then succumbs to its injuries and falls unconscious. Its eyes lose their glow and fade to grey.
Combat over!
FYI - the blindness will last for 1 hour. You're welcome to just wait here until it wears off though, nothing will happen.
Balak Stone
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Balak, leans back against the wall when the creature falls, looking heavily wounded. "Watch that door and don't let anyone in until the blindness passes. Anyone have any healing left?" he asks, examining his wounds.
Chasik"Bash"
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Can anyone see?! I am as blind as my gradnma over here. I'm pretty worthless if I can even see my enemy
An hour will pass as he waits nervously, wondering if he will see again. He rubs his eyes to get them to focus, then looks around the room. He checks to see if there is anything they missed. take 20perception: 20 = 20
| GM Alice |
Eventually, the blinded party members start to see blotches of light, and slowly yet surely their vision returns, blurry at first but steadily completely restored.
Chasik spends some time searching the room while they wait. He discovers three flasks of holy water stamped with the ankh of Sarenrae, a minty green potion, and a rolled up scroll. The scroll looks quite similar to some of the other trade agreements you've located thus far.
Thayn Runeseed
|
Once the blindness fades, Thayn takes a moment to inspect the potion.
Its safe and can be used it to cure moderately serious wounds.
He then moves to the door and listens for anything on the other side.
Take 10 on potion:Take 10+9=19
Perception for door: 1d20 + 9 ⇒ (13) + 9 = 22
If nothing is heard, he opens the door and heads into the corridor to the next door and listens again while the party regroups. Otherwise, he will keep the door closed and tell the party what he hears.
Perception for second door: 1d20 + 9 ⇒ (19) + 9 = 28
| GM Alice |
Thayn hears nothing at either door. The door here is stuck, with more black mould growing around the outside edges but after a few tries he's able to force it open.
Rubbish and black mould choke the far end of the chamber. The slightest movement kicks up dust and spores, choking the stagnant and already foul-smelling air. Luckily, it's far less pungent than the large growths you spotted earlier in the prison, and Thayn knows it's not dangerous.
Thayn Perc: 1d20 + 9 ⇒ (18) + 9 = 27
Know Nature: 1d20 + 9 ⇒ (13) + 9 = 22
Within the large rubble heap, Thayn spots a trio of hibernating fire beetles. He knows that beetles such as this tend to go into hibernation when they are without food for long periods in order to conserve energy.
He also notices that they are huddled around a small hessian sack.
Balak Stone
|
"Let's get the sack. We can squash a few bugs if they want to fight us for it. But if someone's sneaky enough maybe we can grab the sack without them noticing." Balak says.
Anyone good at Stealth and Sleight of Hand?
Yarg Nairrod
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I don't think I used my Judgement yet, so swift for judgement of +1 to hitting. Edit: Add it Destructive Smite - it takes no action economy but I thought it did + 1 dmg
Attaaaack 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22, Damage 1d10 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Balak Stone
|
Balak grins and joins Yarg in the assault, attacking a second bug with his Temple Sword.
Temple Sword 1d20 + 3 ⇒ (19) + 3 = 22
1d8 + 3 ⇒ (3) + 3 = 6
Crit Threat 1d20 + 3 ⇒ (14) + 3 = 17
1d8 + 3 ⇒ (7) + 3 = 10
| GM Alice |
Wow... two crits... these things have 4 hp... lol
The three of you squish the bugs before they even have a chance to rouse from their hibernation. At least they died in their sleep.
The small sack contains 200 silver pieces and a pair of bronze bracers decorated with an ivy-like engraving.
With that sorted, you believe that you've rather brutally cleared the entire dungeon of all there is to see. Now all that remains is deciding what to do with the stuff you've found...
Namely: who gets the letter you found inside of the jade katana? Who do you speak to first - Amara Li or Aaqir al'Hakam?
There's also the matter of the haunted well's bones to consider also.
Chasik"Bash"
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Chasik will keep a lookout while they search for a suitable place to bury the bones. While also helping to look for a suitable place.
perception: 1d20 ⇒ 16
| GM Alice |
There's no true cemeteries or holy grounds in the local area. That said, the Cairnlands surrounding Absalom are filled with makeshift graves from the many soldiers that have tried and failed to assault its walls. One more body, duly given respect, is unlikely to cause further problems.
So giving her the katana and the documents inside?
Yarg Nairrod
|
We promised the Katana... not the documents.
And that Qadiran said documents that relate to Qadira, not this document.
| GM Alice |
You could try and talk to Ambrus Valsin or some other venture-captain, but they may not actually care. This is, after all, technically not a Pathfinder Society mission, but rather a personal favour asked by Amara Li. She is also a VC herself - while Aaqir is not - so you might have to worry about potential bias there. It's up to you guys.
If you just want a translation so you can decide for yourself, you could hire a translator in the city to see what they say. (I'll say 3 gp for this)
Balak Stone
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What do we, young Pathfinders that we are, have to gain from keeping the documents from Amara Li? The documents were hidden inside the katana, she asked for the katana, one can infer that whatever contents the katana possessed also belong to her.
| GM Alice |
Eventually you gather everything found this day and return back to Absalom to report, having decided to give the katana and its internal trade agreements to Amara Li.
Amara Li is absolutely ecstatic, showering you with praise of your skill and heroism. She says that she is always in your debt, and that you are always welcome within her Lantern Lodge and within all Lodges across the ocean in Tian Xia. She of course confirms that the document inside the katana was her primary goal, and thanks you profusely for giving it to her.
Trade Prince Aaqir al'Hakam is less happy about your offerings to him, shuffling through all the miscellaneous trade agreements you found with a look of disinterest. He does, however, express some level of gratitude. Oddly enough, he asks about the jade katana, explaining that within it was a trade agreement that he intended on claiming for Qadira. The news that you had given the agreement to Amara Li causes him to frown a little, but he does not press the issue.
At some point after your return, you are met by Major Maldris. Apparently the Andoran learned of your actions--namely, slaying the ex-Pathfinder Maurit Zergo and putting to rest the haunted spirit--through his contacts in the Society and wished to congratulate you for your good deeds. "I know it was difficult," he says. "The undead sometimes cling to life, but they always turn to evil. This was a hard lesson that I felt you had to learn, to better serve the common good. As Pathfinders, we should always serve the common good and always fight for freedom."
And that's a wrap!