
Elizar |

Will Save: 1d20 + 3 ⇒ (6) + 3 = 9 Slowed!
Elizar winds up and smashes at the fish--unfortunately he's comically slow, and only manages to attack once instead of twice...
Slam Attack: 1d20 + 3 + 1 - 1 ⇒ (18) + 3 + 1 - 1 = 21
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
The rolls above include the bonuses from Fleur's singing and the attack penalty for being slowed. Elizar takes no penalties for fighting underwater, and deals full damage with his natural attacks, due to being aquatic and his drowned phantom ability.

Ashlyn Orellis |

Ashlyn looks at Elizar with worry. She swims closer to him, winds up and punches at the fish latched onto his goopy body.
Swim Check: 1d20 + 10 ⇒ (4) + 10 = 14 This is calm water, right?
Attack: 1d20 + 3 + 1 - 2 ⇒ (11) + 3 + 1 - 2 = 13
Damage: 1d3 + 2 + 1 ⇒ (1) + 2 + 1 = 4 Dealing only half damage = 2
Rolls include the bonuses from Fleur's singing, and the penalties for fighting underwater. She has held her breath for 4 rounds total.

GM Nikolaus 'the Grimm' |

Elizar's much slowed swing strikes the fish latched onto his arm, but the persistent creature maintains its grasp. Grapple: 1d20 + 11 ⇒ (9) + 11 = 20 Even Ashlyn's follow-up swing is not enough to dislodge it as it swipes at Ashlyn with its tail, giving her a blow on the arm. With remarkable speed it strikes again but the second slap is ineffective.
Attack: 1d20 + 0 ⇒ (20) + 0 = 20 Damage: 1d4 ⇒ 4
Confirm?: 1d20 + 0 ⇒ (13) + 0 = 13 Damage: 1d4 ⇒ 2
Attack: 1d20 + 0 ⇒ (11) + 0 = 11 Damage: 1d4 ⇒ 1
Elizar needs to make another will save, he's at -2 dex now and grappled.
Aurelian manages to connect with his attacker this time and when it swims in to try and strike him, brings the pommel of his rapier down on its head. Even through the water the blunt force of the blow crushes the fishes skull. You killed it on the parry and riposte.
The third fish loosens itself from the hull and swims towards Fleur, apparently drawn by her singing voice. The fish latches onto Fleur's arm as she tries to block and she begins to feel unnaturally slow.
Bite: 1d20 + 5 ⇒ (16) + 5 = 21 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Fleur, 3 damage, you are grappled, -1 dex and must make a DC12 will save or be slowed
Above the water Evie and Jenner notice the magical aura on the ship wink out as though it had never been there.

Sarine Dulciare |

Seeing the attacking fish, Sarine attempts to swim to Fleur with her dagger drawn.
Swim: 1d20 + 6 ⇒ (15) + 6 = 21 - I'm assuming that succeeds and that it will give me enough movement to reach Fleur.
Enter bloodrage (2/8 rounds remaining), 4/4 temporary hp remaining, 26/28 rounds of breath remaining, no combat penalties due to piercing on the dagger, right?
Attack: 1d20 + 9 ⇒ (19) + 9 = 28 +2 bloodrage +1 inspire courage
Damage: 1d4 + 7 ⇒ (4) + 7 = 11
Threat Confirmation: 1d20 + 9 ⇒ (3) + 9 = 12
Crit Damage: 1d4 + 7 ⇒ (1) + 7 = 8

Aurelian Fache |

That expends 1 panache point for the parry, but gains 1 back for the death.
HP 21/21
AC 15, touch 13, flat-footed 12
Fort +2, Ref +6, Will -1 (0/1 set mind; 0/3 charmed life)
CMD 14 (16 vs. disarm)
Panache: 3/3 (0/1 deed reroll);
Effects: air bubble 17/20 rounds, courageously inspired (+1/+1)
Aurelian seems to maintain his poise in the water as if he were standing on land, then strikes at the fishy foe flanking the foul phantom.
"BLURBLE!" he exults.
Swim: 1d20 + 6 ⇒ (20) + 6 = 26
Rapier: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
I'm guessing the above will finish the fish eating Elizar, leaving them to go deal with the other one if Sarine didn't take care of it.

Elizar |

Will Save: 1d20 + 3 ⇒ (11) + 3 = 14 (I'll wait until I know how this save goes before posting further.)

GM Nikolaus 'the Grimm' |

Ahh yes - I'd missed the fact that Sarine crit (again!)
With the fish destroyed the various members of the company return to the surface, all wet and in various states of dress. Evie and Jenner confirm that the ship no longer appears to be enchanted and, after pulling on clothes, each party member climbs up the side of the ship with varying degrees of grace.
Once everyone returns to the Peregrine's deck the tension can be cut with a knife. Instead of the harmonious group you left there are now numerous small bands dispersed across the ship and muttering quietly to each other. You can all make out "...cursed..." "we should go back to Andoran while we can" "foolish idea - Ramona has no idea what she's doing" and other dispirited talk. The crew are going about their duty silently, clearly unhappy but trying not to get involved.
Ramona sees you coming over the side and loudly explains how you have secured the ship and removed the curse. This garners some muttered approval but at least one person simply comments "good, we can go home quicker."
Ramona approaches you and talks in a hushed whisper. "This isn't good - too many people have taken the negative view and now its infecting the others. They aren't listening to me anymore - I've been trying to keep spirits up all day, could you talk to them for me? Try and convince them that the whole thing isn't as hopeless as they think? Antona, Faedwyr, Harcourt and Perrell are the worst - if you can sway most of those four it should turn the balance in our favour."
It's down to the PC's! This is a modified social encounter so consult the following rules carefully!
For each person you can make a 'discovery check' which will tell you how best to influence them. You then perform one of these skill checks to try and win them over to your point of view. If you don't make the discovery check then you just have to guess which skill will work best! :)
Each PC has enough time for one check (either discovery or influence), except for Fleur and Evie, whose social skills will give them enough time for two checks each. (A total of 8 amongst the group). It is possible to aid another on the influence check (max 2 aids per check), but not the discovery check. You can plan, regroup and share information as you like since time is fairly fluid in this scene.
Antona Sedgewick: Discovery check - Sense Motive.
Faedwyr Trundlebrook: Discovery check - Knowledge (Nature).
Harcourt Carolby: Discovery Check - Knowledge (Local or Nobility).
Perrel Beys: Discovery Check - Knowledge (Arcana, Engineering or History)
I will award bonuses for good roleplaying! :) Have fun.

Jenner 'Holystone' |

Jenner is just as glad they didn't have to get in the water- not that he doesn't mind getting wet, but it's damned hard to swing an axe in the drink. He shakes his head wryly at whatever displaying Aurelian gets in whilst getting back in the boat, and then they all climb the ladder back to the ship.... to run into a near-mutiny, by the sound of things!
Jenner's eyes narrow before he plasters on an easy-going grin instead. "Now, what's with all the long faces! Didn't you all just see the magnificence of Aurelian Fache climbing out of the water bare as a blue jay? Why, if that does't raise your spirits, I can't think what would."
Jenner gives Antona an overdone wink. "Or is Master Fache a bit not your type?"
Sidling closer to her he murmurs in a more serious and quiet tone, "No offense meant. Now then, I'm a man of the gods-- that means I take folks' worries professionally, all jokes aside. D'you want to share what's got you looking so serious, then?"
Trying a Sense Motive
SM on Antona: 1d20 + 3 ⇒ (6) + 3 = 9
And failing.

Aurelian Fache |

Aurelian easily makes his way from the water up to the deck, blithely unconcerned as always about his state of undress. He runs his hands through his hair as he waits for his clothing to arrive from the rowboat, donning it while still dripping wet with seawater. He is, however, far more careful with his sword, making sure it's dried and cleaned before slipping it back into the sheath around his waist.
"There is no reason for them to worry," he assures Ramona. "Aurelian Fache and his friends have taken care of all these dangers, and will continue to take care of any others."
Harcourt and Perrell are in the campaign tab; do we know anything about Antona or Faedwyr before attempting checks? Also, which of the four is the best-looking? If we have 8 checks, maybe spend four on discovery and four on actual influencing? Aurelian has a decent Know (nobility), but is probably inclined to be more of an influencer (he's good at Bluff, Diplomacy, and Intimidate).

Sarine Dulciare |
2 people marked this as a favorite. |

Waiting for a bit on checks since Sarine is kind of helpless on the discoveries. Sidenote: I really crit on a 12? Maybe the fish was considered grappled?.
Sarine grabs the fish she kills before it sinks further into the sea. Someone will want to study the creature, she's sure.
After seeing the situation onboard, Sarine climbs onto a set of barrels near the crowd and addresses those standing nearby. "Countrymen, please listen to me," she calls out. "Not all of you are from Andoran, but I call you countrymen because you are here. You chose to come to Azlant with us to make a new life, and for that you are all kin to me. This is your curse," she says as she holds up the fish. "It's a strange creature that none of us have seen before, but some of these were stopping the ship. We have much to learn about our new home. But this...this is no curse." Sarine drops the fish to the deck.
"I will not hide it from you: more trouble is ahead. You know this much already since you waited a day on the Peregrine for us to return. The news is troubling, but do not lose hope! None of us came here because the journey would be easy. I know this because those who wished for a life of ease are enjoying such back in our homelands." Sarine hops down from the barrel to be among the people instead of above them as she continues. "Remember what you did come for. It is different for all of us, but we share common bonds. Opportunity. A new life. A second chance. Hope."
Sarine points toward the shore. "That is what waits for us there. That is what Azlant is and more. Remember the explorers that have come before us. Taldor's armies crossed half of Avistan to found new kingdoms. The Garundi built a legend out of nothing but sand. The Bonuwat built an empire in the mists of their Mwangi home that we hardly even remember. The dwarves built mighty Sky Citadels after an ageless journey to seek the open air. We speak of their accomplishments in awe, but not one of the people who built those kingdoms was better than any one of us. That is the lesson of Common Rule. That is the glory that waits for those who do not turn back. This is our inheritance. This is what it means to be human."
"Look deep in your hearts. Trouble and even danger lie before us. The days ahead will be hard. But is that not why we came? This is Azlant! This is what we dreamed of."
"Decide for yourselves. Common Rule gives us that as well. But I will not turn back."
Making a History check to give some bonuses to my Perform (Oratory) and hopefully some circumstance bonuses as well. If our GM wants to apply this to the social challenge somehow, that's great. I just mostly wanted to do it. And now....<needs some help from the dice>
History: 1d20 + 6 ⇒ (16) + 6 = 22 - the idea here is to add more historical details that I don't know
Oratory: 1d20 + 3 ⇒ (6) + 3 = 9 - I guess that could have been worse....

Ashlyn Orellis |

Ashlyn climbs aboard the Peregrine in her undergarments. She shakes out her wet hair without much concern for how messy it looks. When someone passes her her gear she smiles and thanks them. "Does anyone have a towel?" she asks. Once dry she gets dressed.
After hearing Ramona's news about the ship, Ashlyn frowns. "Well, that won't do! We'll have them right as rain in no time!"
So if we spend our time on discovery, that reveals the skill checks that will affect them best, which are written right beside discovery, correct? Do I need to make a roll for discovery, or is it just an action?
Ashlyn and Elizar aren't good at influencing people. However, she was closest with Perrel when the trip began, so she'll make a discovery check to figure out how to best influence her. Once she does so she can tell Sarine, which should let her use her fancy history check she made already to impress and soothe Perrel.
Ashlyn wanders over to Perrel. "Whoo! Rough day, huh? What's got everyone so upset?"
Once Ashlyn knows we can influence Perrel with history, arcana or engineering, she'll tell the others and Sarine can make her speech.
Ashlyn claps proudly when Sarine finishes her speech. "Yes! We're with you, Sarine!"

Elizar |

Recalling his time spent inside Ashlyn's head, Elizar remembers that Harcourt was a stuck up nobleman who only cared about frivolous pursuits. They had joked together that Harcourt would cry when he got his first blister... Smiling at the memory, Elizar scrunches up his face in thought.
Can Elizar make a discovery check to deduce that Harcourt is influenced by knowledge local and nobility? I notice he's not included in the social checks... Haha. If he can he'll tell the others. And if not, I am not surprised!

Aurelian Fache |

I read the checks listed above are the discovery checks -- you attempt a skill check with one of those to find out what the best skill to influence the person is.

GM Nikolaus 'the Grimm' |

The skills listed are for the discovery checks - you roll one of them and if you roll high enough then I will reveal exactly what skills can be used to influence them.
Elizar may make a roll along with everyone else, but he will receive a penalty - what with being dead and all. He is however free from the dex penalty and slow.
@Aurelian You don't know anything about Antona and Faedwyr particularly. Best looking - Faedwyr is an elf, so he wins there. Out of the women Perrell is younger than Antona but is perpetually worrying so Antona is more pleasing to the eye.
Evie is currently in hospital so we won't get a post from her for a couple of days.

Aurelian Fache |

Hope she's OK.
My suggestion: Have Ashlyn, Elizar and Sarine make discovery checks (maybe the latter's speech and Know [history] triggered something in Perrel she noticed already?). Then Fleur, Evie and Aurelian can each try to influence one of the quartet. Feel free to suggest other methods, though!

Ashlyn Orellis |

Oh! In that case she'll let Sarine do her history on Perrel.
Ashlyn wanders over to Antona. "Whoo! Rough day, huh? You look upset. What's going on?"
Sense Motive: 1d20 + 4 ⇒ (6) + 4 = 10

Elizar |

From over Ashlyn's shoulder, Elizar examines Antona.
He wails mournfully, "Yooooooour day better than miiiiiiiine."
Sense Motive to aid Ashlyn: 1d20 ⇒ 11

Ashlyn Orellis |

Ashlyn considers this. After a moment she nods. "Yes, that's likely true."

Aurelian Fache |

No aid allowed on the discovery check, only on the influence checks (where two people can aid).

Jenner 'Holystone' |

After his awkward approach with Antona, Jenner decides he'll keep his mouth shut.

Fleur |

Fleur waits for the discoveries before trying to influence others... she will watch and listen and learn how best to approach each of the four while waiting.

GM Nikolaus 'the Grimm' |

Jenner, Elizar, Ashlynn you all fail the check. :P

Aurelian Fache RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Well, that's a bummer. Anyone have any preferences on who they try to influence? Don't forget two others can help with that (which at the risk of hogging the limelight should also probably be Aurelian, Fleur and Evie, as they have the best chance of success)? I can handle try to handle Perrell based on what Sarine found.

Ashlyn Orellis |

I only had one use each, and I used them both on failed discoveries. I'm can't make any more rolls.

Fleur |

so let me get this straight... we are each allowed one or two checks... and so far, we've only discovered one 'best method' of influencing one ringleader. I have 2 checks left and can either do one discovery, one influence.. or two influences, but at least one of those would have to be blind, right? Aurelian will try to influence Perrel, so I can do 2 others blindly - would you guys rather I did one discovery/one influence based on my discovery roll? or two influences?

Sarine Dulciare |

Fleur, I've only done two similar skill challenges in PFS. In both instances, we had far more available checks (via additional rounds of checks but no one ever got 2 checks per round), the discovery skills were more general in nature, there was an additional recognize check before the skill challenge started & each PC had discoverable strengths & weaknesses in addition to their influence skills. What we're seeing here is very different and I feel a bit out of my depth. I'd recommend going for discovery 1/influence 1 over trying to influence blind 2, however. Hopefully on a discovery check you are very good at. If you have to try blind, I'd go for Diplomacy and hope for the best.

Aurelian Fache |

I didn't realize we had two unused, so I would definitely do a check, Fleur, and then try to influence. It looks like I've got the best Intimidate, so I'll hold off a little more -- if you discover someone is best persuaded with that skill, I'll handle it. Otherwise, I think you, Evie and I also have very similar Diplomacy and Bluff skills so we can just work blindly on the two we don't know.

Aurelian Fache |
2 people marked this as a favorite. |

OK, I'm going to post something in an effort to move things along. My Bluff, Diplomacy and Intimidate are all the same, so I'll just roll once and apply it to whichever skill check is being used.
Aurelian approaches the recalcitrant colonist with his usual smile.
"Hello, friend," he says warmly, before letting the smile fall. "Aurelian Fache has been thinking, and was hoping to get your opinion.
"When Aurelian Fache was growing up, there were people who were doubtful and afraid. They wanted to slink back home to Galt, and said Steyr was too strange and that they would put up with the violence and chaos where they came from. One of these people was an older student at the Academy where Aurelian Fache learned to use his sword. He whined and cried and was mean to the other students who wanted to learn how to fight, to stop the Gray Gardeners. He made them doubt themselves.
"One day, Aurelian Fache had enough! Do you know what Aurelian did? He challenged this bully to a fight. Now, remember, even though Aurelian Fache was just a little boy then, he was still a great swordsman. He took him into the training circle and taught him a lesson. No, Aurelian Fache did not kill him, just left him wishing he were dead!
"Aurelian stabbed him in both arms and legs, so he could not carry a sword or walk. Aurelian slashed his face, making it so he was even less beautiful than Aurelian Fache, so he was as ugly as his words. Aurelian Fache cut off his pants, so everyone could see his shriveled little manhood. Aurelian Fache left him weeping in the circle, left him knowing that it wasn't hopeless for others to doubt, only for him, because he was no good. Aurelian Fache has never forgotten this lesson, but he never had to give it again at the Academy, because everyone knew the legend of Aurelian Fache and knew better than to say such things where he would find out about it.
"But, it's funny: Here, people do not know Aurelian Fache so well or what he can do. Yes, they realize he's a great swordsman, but they think of him only as a perfect lover, or someone to enjoy looking at when he walks by. Aurelian Fache wonders if he should give another lesson someday, so people know what he can do. Perhaps you could suggest someone who would be willing to whine and cry for Aurelian Fache so he can make his point and not have to worry about it anymore?"
Aurelian saunters over to Perrel with an easy grace, a wide smile on his lips as he runs his hands through his hair. Oddly, his shirt once again seems to have gone missing.
"Hello," he says with a happy grin. "It is a beautiful day, is it not. You should put down your books and come for a swim with Aurelian Fache. The water, it is magnificent, and may make Aurelian look even better than when he is dry, if that is possible. Afterward, Aurelian can show you around the island, for he has already crossed much of it and has found it a nice, easy place to live. Can you imagine? Back home in Steyr, we had to go out and find our food. Here, this place is so nice, that the fish come to the ship so that we can eat them! Can you imagine such a thing, fish delivering themselves directly to Aurelian Fache for his dinner?
"It can seem scary, yes, Aurelian Fache realizes this, but there is no reason for anyone to be afraid," he continues. "See, the Peregrine has an advantage the other colonists does not. The greatest swordsman in the world is on it. This is very sad for Avistan, but it is happy for Azlant, unless there is danger on this island. That would make Azlant very sad, because Aurelian Fache is undaunted by danger, and he will vanquish it and make sure everyone in this colony stays safe! Even bugs are not safe, for Aurelian Fache has already killed them."
Intimidate or Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21
Also, GM, how's Evie doing?

Ashlyn Orellis |

LOL!

Fleur |

Fleur will spend a little time trying to get to know Perrel Beys a little bit, and try to get a feel for what might move him towards a favorable reaction...
not sure what to roll... I seem to have missed the post when I scrolled up... can you please remind me what to roll for discovery on him or roll for me, thanks

Aurelian Fache |

Perrel is the one person we already know. The others are:
Antona Sedgewick: Discovery check - Sense Motive.
Faedwyr Trundlebrook: Discovery check - Knowledge (Nature).
Harcourt Carolby: Discovery Check - Knowledge (Local or Nobility).

Aurelian Fache |

Fleur, can you please make one of the checks, so when we get going again, the GM doesn't need to wait for it. Thanks!

Fleur |

sorry, didn't realize we already knew about Perrel... how about Faedwyr instead then...
know nature on Faedwyr: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
IF she can make a second discovery and still make influence checks after, her second discovery check will be on Antona, but disregard this if she has to save her second roll for an influence roll
sense motive on Antona: 1d20 + 9 ⇒ (4) + 9 = 13

GM Nikolaus 'the Grimm' |

You would have to save your second for an influence check, unless you want to leave that all to Evie.
Fleur gathers from a little asking around that Faedwyr is rather timid about the idea of a deserted settlement and needs reassurance that it's safe.
A strength check or an impressive demonstration of non-lethal combat would do it. At a pinch, diplomacy from a martial character might do.

Aurelian Fache |

Non-lethal combat's not really what Aurelian does. Smart enemies die just at the sight of him approaching, because they know they are doomed. If Evie/Fleur have something that might work there (fascinate, maybe? a spell?), I suggest they do that. If not, since Aurelian is more martial than they are, let's use his Diplomacy check from above with Faedwyr, and they can try to soothe the rest.

Evelyn Goldwall |

No useful spells Im afraid
Perrell diplomacy influence check: 1d20 + 8 ⇒ (16) + 8 = 24
Evie walks up to Perrell and flashes a reassuring smile.
"Hello Perrell, I'll have to share some fascinating notes I recorded on the island. You know, people have really been exaggerating what is going on because they think its dramatic and exciting. As long as we keep together and record the true facts we will be absolutely fine. This will be a great project to work on .....together."
Discovery check on Harcourt - Nobility: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15

GM Nikolaus 'the Grimm' |

Evie is able to calm Perrell, her emphasis on recording true facts and not all this fake news bother seems to calm the scholarly woman down considerably.
Observing Harcourt and his blustering to the group around him suggests to Evie that he might be persuaded by appealing to his vanity - he seems to love to be at the centre of attention and a diplomatic request for his help would likely go a long way...
Perrell - influenced.
Antona - Discovery, DC16 Sense Motive.
Faedwyr - Influence with a strength check or a round of impressive non-lethal combat. (Impressive means BAB +2)
Harcourt - Influence with Diplomacy.
Fleur has one check left. Aurelian or Sarine may make a performance combat roll (Charisma check + BAB + ranks in Perform (Act/Comedy/Dance) + 1) to influence Faedwyr, or simply fight a round or two of non-lethal combat.

Aurelian Fache |

Evie, you only get two checks total, so the discovery doesn't really help. Even if you figure it out, we'd be down to just one shot to influence. You're better off trying to influence someone even without knowing the best way to do so as at least that way there's a chance of success.

Aurelian Fache |

Neither. Aurelian is far too lethal to demonstrate nonlethal combat. This is a dilemma: He may be forced to admit he has a failing.
That said, Aurelian has a +2 BAB, so he's certainly willing to shadow fence a little if that will impress Faedwyr (he's got various rolls above).

Aurelian Fache |

"Haha, Aurelian is not scared. Except of hurting you, maybe," he says, face falling slightly from his usual grin. "But we will have Jenner available to make you feel better if he does! If it will make Faedwyr feel better, maybe that is important."
He hefts his blade, mind flashing back to his childhood lessons and the wooden practice swords that he used to use. He never thought to have to go back to them, but the practices on the long journey here -- and now this demonstration -- makes him think he should have one fashioned when they return to the island.
Let us know what you want us to roll, if anything, GM. Just in case you do want combat rolls:
Rapier (nonlethal): 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Parry (DC=attacker's roll): 1d20 + 6 ⇒ (7) + 6 = 13
Riposte (if parry succeeds) (nonlethal): 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Ha; Aurelian Fache told you he was not good at nonlethal combat.