GM Tomppa
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Bolded May Act!Brown: 4 dmg, 6/X
Otto: 2 dmg, DR10/adamantine (60/70), Ablative Barrier (25/40), Lucky Number (1), Heroism, Shillelagh
Teal: 64 dmg, Dazzled 1 round 12/X
Vanzetti: 3dmg, 4 negative levels (-4 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL), Alchemical Buffs, Heroism, L. N. (17), Ablative Barrier 30/40
Yellow: 0 dmg 12/X,
Violet:, Dead, 146 dmg, Fatigued
Dain: 22 dmg, 1 non-lethal, Heroism, Alchemical buffs, Suppress charms&Compulsions L. N. (10)
Tachonius: 29 dmg, 10 temp hp, Heightened Awareness, Deadeye's Lore, Discovery Torch, Suppress charms&Compulsions L.N., (6)
Reesa:32 dmg, unconscious, stable, 4 negative levels (-4 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL)) (-20 max hp, max is now 31), Magic Circle Against Evil, Suppress charms&Compulsions L. N. (6)All squares that contain any logs or branches are difficult terrain and the ferns provide cover.
Applying the folio reroll for the first save is fair enough since it was a fair assumption that the racial bonus would apply: You only take the negative levels from the second save.
Snapdragon vs SR: 1d20 + 8 ⇒ (12) + 8 = 20
The snapdragon pushes through the Teal's SR,
ref for Teal: 1d20 + 11 ⇒ (4) + 11 = 15
which is already a bit disoriented from all the beating, and suffers some minor burns from it and is dazzled for a round.
The yellow one attempts to shut the sorcerer's shout with a solid slap
Yellow vs Vanzetti's touch AC: 1d20 + 16 ⇒ (17) + 16 = 33
which connects, giving it a chance to steal some of Vanzetti's thoughts
Will for Vanzetti, Steadfast, sacrificial boon: 1d20 + 5 + 7 + 1 ⇒ (1) + 5 + 7 + 1 = 14
... The sorcerer's might begins to crumble under the onslaught of the outsiders.
Do you want to take the results I already rolled for the second set of negative levels, or do you want to reroll/want me to reroll the lost spells?
Dain Rautavuori
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I think it's Dains' turn after the yellow, yes?
"This's startin' to look grim, friends! A tact'cal repositionin' might be in order!"
Unless Tachonius/Vanzetti are against fleeing, Dain will cast Fly on himself, take a 5ft. step towards the flower and grab the jewels / other loot from it as a move action.
Does it take multiple actions to loot the flower?
"Mustn't forget these things. They look valuable.
Otto! Vanzetti! Tachonius! Let's fall back! Th' mind messin' shrubbery is dead. These things hurt but they don't seem to be the masterminds!"
"Keep a good spacin' so they can't get multiple of us with their little trample attack! Scatter if ye need to. We'll meet at where we left the villagers!
Ah got 2 Fly spell scrolls, if ya need 'em!"
Dain will fly to the ones who need the Fly spell, just give a holler if you need one.
"Ah can stay and taunt th' orbs if need be! Get Reesa out safe!"
GM Tomppa
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Right, good point
Dain and Tachonius can post!
Move action to pick up the item... which consists of stones.
Tachonius
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Tachonius moves to the flower and tries to gather some of the pollen that they were sent to retrieve.
Any roll needed for this?
GM Tomppa
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I recall you successfully identifying the flower - an Etheroot. You doubt that the etheroot is the sacred flower of the village, but, if you want to be sure, move action to grab the main "flower" (the one that tried to bite you >.>) would be sufficient
Tachonius
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All right, I'll do that. Still might be of some value to the Society to study it.
GM Tomppa
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Bolded May Act!Brown: 4 dmg, 6/X
Otto: 2 dmg, DR10/adamantine (60/70), Ablative Barrier (25/40), Lucky Number (1), Heroism, Shillelagh
Teal: 64 dmg, Dazzled 1 round 12/X
Vanzetti: 3dmg, 4 negative levels (-4 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL), Alchemical Buffs, Heroism, L. N. (17), Ablative Barrier 30/40
Yellow: 0 dmg 12/X,
Violet:, Dead, 146 dmg, Fatigued
Dain: 22 dmg, 1 non-lethal, Heroism, Alchemical buffs, Suppress charms&Compulsions L. N. (10)
Tachonius: 29 dmg, 10 temp hp, Heightened Awareness, Deadeye's Lore, Discovery Torch, Suppress charms&Compulsions L.N., (6)
Reesa:32 dmg, unconscious, stable, 4 negative levels (-4 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL)) (-20 max hp, max is now 31), Magic Circle Against Evil, Suppress charms&Compulsions L. N. (6)All squares that contain any logs or branches are difficult terrain and the ferns provide cover.
The brown one continues to tear at what remains of Vanzetti's will,
Brown vs Vanzetti, flank, vs touch: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29Will for Vanzetti: 1d20 + 7 + 7 - 4 ⇒ (12) + 7 + 7 - 4 = 22
But he manages to resist it, for now.
Otto O'Read
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Otto picks up Reesa (Otto's Str is currently 24, so I think this shouldn't be a problem) and moves in whatever direction is needed to escape. As soon as he gets to a place where he can run, if they are giving chase, he (swift action) casts Cheetah's Sprint to allow him to move 200 feet in one round.
GM Tomppa
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Bolded May Act!Brown: 4 dmg, 6/X
Otto: 2 dmg, DR10/adamantine (60/70), Ablative Barrier (25/40), Lucky Number (1), Heroism, Shillelagh
Teal: 54 dmg, Dazzled 1 round 12/X
Vanzetti: 3dmg, 6 negative levels (-6 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL), Alchemical Buffs, Heroism, L. N. (17), Ablative Barrier 30/40
Yellow: 0 dmg 12/X,
Violet:, Dead, 146 dmg, Fatigued
Dain: 22 dmg, 1 non-lethal, Heroism, Alchemical buffs, Suppress charms&Compulsions L. N. (10)
Tachonius: 29 dmg, 10 temp hp, Heightened Awareness, Deadeye's Lore, Discovery Torch, Suppress charms&Compulsions L.N., (6)
Reesa:32 dmg, unconscious, stable, 4 negative levels (-4 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL)) (-20 max hp, max is now 31), Magic Circle Against Evil, Suppress charms&Compulsions L. N. (6)All squares that contain any logs or branches are difficult terrain and the ferns provide cover.
Any particular direction is probably good enough to into, but you know there's a clear, travelled path in the direction where you came from. Picking up Reesa isn't a problem, and you'll be able to sprint 200ft on the next round. I moved you close to the edge of the map.
The Teal creature attempts to siphon some life from Otto and then returns to destroy the dangerous dabbler!
Ref for Otto: 1d20 + 5 ⇒ (19) + 5 = 24 -> success
Otto Dodges it easily as it flies there and back, keeping Reesa's body out of it's reach.
It then gangs up with it's colourful friends and attempts to find a weakness in Vanzetti's defenses.
Ref for Vanzetti: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18 -> fail
Teal sees it has a chance to pay back for all the painful parlor tricks,
Will for Vanzetti: 1d20 + 7 + 7 - 4 ⇒ (3) + 7 + 7 - 4 = 13 -> fail
With Vanzetti's willpower slowly draining away, the group has nearly incapacitated the more dangerous opposition.
2 more negative levels, losing access to 2 more highest level spell slots and rest of 3rd level spells. Teal heals 10 hp. The psychementals threaten you, and will try to take a swipe with +16 to hit vs touch, with each hit prompting a DC 18 will save to avoid 2 more negative levels. You can probably avoid all but 1 AoO if you withdraw (or if you have other tricks).
The Amazing Vanzetti
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It is all The Amazing Vanzetti can do to flee!
Full withdrawal to anywhere but here.
GM Tomppa
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Bolded May Act!Brown: 4 dmg, 6/X
Otto: 2 dmg, DR10/adamantine (60/70), Ablative Barrier (25/40), Lucky Number (1), Heroism, Shillelagh
Teal: 54 dmg, Dazzled 1 round 12/X
Vanzetti: 3dmg, catatonic, 8 negative levels (-8 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL), Alchemical Buffs, Heroism, L. N. (17), Ablative Barrier 30/40
Yellow: 0 dmg 12/X,
Violet:, Dead, 146 dmg, Fatigued
Dain: 22 dmg, 1 non-lethal, Heroism, Alchemical buffs, Suppress charms&Compulsions L. N. (10)
Tachonius: 29 dmg, 10 temp hp, Heightened Awareness, Deadeye's Lore, Discovery Torch, Suppress charms&Compulsions L.N., (6)
Reesa:32 dmg, unconscious, stable, 4 negative levels (-4 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL)) (-20 max hp, max is now 31), Magic Circle Against Evil, Suppress charms&Compulsions L. N. (6)All squares that contain any logs or branches are difficult terrain and the ferns provide cover.
Vanzetti withdraws with haste (First square doesn't provoke, second does, but then you're in the clear.) but the yellow tries to get one last swipe in!
Yellow vs Vanzetti's Touch: 1d20 + 16 ⇒ (2) + 16 = 18 -> HitVanzetti wiggles to free his wisdom from the vice-like grip of vengeful vapors!
Will for Vanzetti: 1d20 + 7 + 7 - 6 ⇒ (3) + 7 + 7 - 6 = 11 Uh oh.
... But can not escape their touch in time. The yellow field of reflections drains what little remains of his mental might and memories. Vanzetti has barely taken two steps before he falls forward to the ground with a loud thud. Crimson liquid starts to slowly drip from the noseholes of his mask as he drools with a vacant expression in his eyes.
He whimpers aloud, curling into a fetal position.
... That's 2 more negative levels, draining
1d6 ⇒ 1 Aid and
1d5 ⇒ 5 Fiery Shuriken
from your memories, as well as 2 of your highest remaining spell slots.
You aren't dead, though, just catatonic, and it's also obvious to your allies from the sounds you still make and the fact that you still move, even if only to shudder.
Without going too much into weights of PC's and equipments, I'll just assume that Otto can carry both vanzetti and reesa >.>
Oh! Almost forgot that they get to act as well.
The yellow one continues it's triumphant trample and targets the dwarven mage next.
Yellow vs Dain, touch: 1d20 + 16 ⇒ (16) + 16 = 32
Does Dain dodge the damnable doodle in his thoughts?
Will for Dain: 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22
Dain is fine for now, it seems.
Dain Rautavuori
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"Vanzetti!" D:
Dain takes a 5ft. step towards Tachonius and shouts "Scroll o' Fly!" at his handy haversack which spits out a tattered piece of parchment.
"Tachonius! Ah can give you flight if ye can go pick up Vanzetti and fly to safety! Ah have Soul Stimulants so we can help 'em back up!"
Your Fly Speed is 40ft. (medium armor) when you carry him but you should still be able to get to safety with him.
Unless he objects, Dain casts Fly on Tachonius from the scroll.
"Ah can taunt them a bit so ye can get away."
He turns towards the orbs.
"Look here ye Runefeast orn'ments! Ah've seen fake glass jewelry tha's brighter an' more real lookin' than ye!"
Tachonius
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Tachonius will double move towards Vanzetti.
GM Tomppa
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Bolded May Act!Brown: 4 dmg, 6/X
Otto: 2 dmg, DR10/adamantine (60/70), Ablative Barrier (25/40), Lucky Number (1), Heroism, Shillelagh
Teal: 54 dmg, Dazzled 1 round 12/X
Vanzetti: 3dmg, catatonic, 8 negative levels (-8 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL), Alchemical Buffs, Heroism, L. N. (17), Ablative Barrier 30/40
Yellow: 0 dmg 12/X,
Violet:, Dead, 146 dmg, Fatigued
Dain: 22 dmg, 1 non-lethal, Heroism, Alchemical buffs, Suppress charms&Compulsions L. N. (10)
Tachonius: 29 dmg, 10 temp hp, Heightened Awareness, Deadeye's Lore, Discovery Torch, Suppress charms&Compulsions L.N., (6)
Reesa:32 dmg, unconscious, stable, 4 negative levels (-4 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL)) (-20 max hp, max is now 31), Magic Circle Against Evil, Suppress charms&Compulsions L. N. (6)All squares that contain any logs or branches are difficult terrain and the ferns provide cover.
The brown field of colours dashes through Tachonius and Otto before heading towards Dain.
Ref for Tachonius: 1d20 + 10 ⇒ (17) + 10 = 27Tachonius dodges the creature easily, as usual.
Ref for Otto, heroism: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
But otto has some trouble avoiding the creature,
Will for Otto, heroism: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
And he seems a bit distracted, but does manage to resist it's drain only barely.
I assume the +2 from heroism wasn't already calculated into your saves?
Otto O'Read
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That's correct, Heroism wasn't added into the saves in my stat line, so the numbers you've got are my correct saves. Whew.
Otto grabs Vanzetti and throws him over his shoulder where Reesa is already lying, and then hustles out of the clearing, as far away from these creatures as possible.
Btw, unless these creatures have a special ability, negative levels don't normally cause you to lose spell slots or the ability to cast spells known/memorized, though they do reduce the caster level at which you cast them. At least as I understand it.
GM Tomppa
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Bolded May Act!Brown: 4 dmg, 6/X
Otto: 2 dmg, DR10/adamantine (60/70), Ablative Barrier (25/40), Lucky Number (1), Heroism, Shillelagh
Teal: 54 dmg, Dazzled 1 round 12/X
Vanzetti: 3dmg, catatonic, 8 negative levels (-8 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL), Alchemical Buffs, Heroism, L. N. (17), Ablative Barrier 30/40
Yellow: 0 dmg 12/X,
Violet:, Dead, 146 dmg, Fatigued
Dain: 22 dmg, 1 non-lethal, Heroism, Alchemical buffs, Suppress charms&Compulsions L. N. (10)
Tachonius: 29 dmg, 10 temp hp, Heightened Awareness, Deadeye's Lore, Discovery Torch, Suppress charms&Compulsions L.N., (6)
Reesa:32 dmg, unconscious, stable, 4 negative levels (-4 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL)) (-20 max hp, max is now 31), Magic Circle Against Evil, Suppress charms&Compulsions L. N. (6)All squares that contain any logs or branches are difficult terrain and the ferns provide cover.
They do have a special ability which is different from the normal energy drain - it's not negative energy/necromancy/undeath based, it drains spells, and it doesn't cause death, "only" catatonic state
The teal one dashes through Tachonius as it joins it's bretheren.
ref for Tachonius: 1d20 + 10 ⇒ (3) + 10 = 13
Tachnius' will is strong, however,
Will for Tachonius, Supress C&C: 1d20 + 15 ⇒ (9) + 15 = 24
Roll twice: 1d20 + 15 + 4 ⇒ (18) + 15 + 4 = 37
And so he has no problems resisting the Teal.
Yellow moves to flank Dain,
Touch vs Dain, flank: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
Will for Dain=Suppress c&c: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27
but doesn't manage to get hold of his thoughts.
Tachonius
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Tachonius picks up the wand that was left on the ground so that it does not become lost.
GM Tomppa
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Bolded May Act!Brown: 4 dmg, 6/X
Otto: 2 dmg, DR10/adamantine (60/70), Ablative Barrier (25/40), Lucky Number (1), Heroism, Shillelagh
Teal: 54 dmg, Dazzled 1 round 12/X
Vanzetti: 3dmg, catatonic, 8 negative levels (-8 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL), Alchemical Buffs, Heroism, L. N. (17), Ablative Barrier 30/40
Yellow: 0 dmg 12/X,
Violet:, Dead, 146 dmg, Fatigued
Dain: 22 dmg, 1 non-lethal, Heroism, Alchemical buffs, Suppress charms&Compulsions L. N. (10)
Tachonius: 29 dmg, 10 temp hp, Heightened Awareness, Deadeye's Lore, Discovery Torch, Suppress charms&Compulsions L.N., (6)
Reesa:32 dmg, unconscious, stable, 4 negative levels (-4 on ability checks, attack rolls, CMB, CMD, saving throws, skill checks, and level-dependant variable's such as CL)) (-20 max hp, max is now 31), Magic Circle Against Evil, Suppress charms&Compulsions L. N. (6)All squares that contain any logs or branches are difficult terrain and the ferns provide cover.
One of the colourful fields takes an attack of opportunity
Vs Dain's Touch: 1d20 + 16 ⇒ (15) + 16 = 31Hitting,
Will for Dain: 1d20 + 9 + 4 ⇒ (17) + 9 + 4 = 30
but Dain still resists.
The three creatures watch as the group bravely runs away, making one last attempting to convince Tachonius to stay.
Tachonius, Will vs Possession: 1d20 + 15 + 4 ⇒ (17) + 15 + 4 = 36
Tachonius, Roll Twice: 1d20 + 15 + 4 ⇒ (16) + 15 + 4 = 35
Tachonius, Will vs Possession: 1d20 + 15 + 4 ⇒ (4) + 15 + 4 = 23
Tachonius, Roll Twice: 1d20 + 15 + 4 ⇒ (20) + 15 + 4 = 39
Tachonius, Will vs Possession: 1d20 + 15 + 4 ⇒ (12) + 15 + 4 = 31
Tachonius, Roll Twice: 1d20 + 15 + 4 ⇒ (18) + 15 + 4 = 37
... But he manages to fend them off before joining the rest of the group on their escape.
I assume you'll just run the hell out of there.
Tachonius
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Yes. I just wanted to be the last one to leave.
GM Tomppa
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As you are running through the jungle with the psychomentals at your heels, you notice the wind rising. You did notice it a few moments ago for the first time when you slew the Etheroot, but it wasn't quite as noticeable as it is now - a mere breeze in the jungle slowly taking up speed. But something isn't right with it. It's almost as if something had been keeping it in check, and some unknown hand of fate finally opening the floodgates, setting it free. And it isn't just wind - in the howling turbulence of air, you can make out voices. Their words aren't clear at first, but soon you start to make out a word there, another here.
This is a Silver Squall, a planar weather phenomenon comprised of aggressive, competing thoughts, gusting through the jungle and the nearby village. You know that you can't fight it with brawn nor magic, just your wits and your wisdom - it can't be attacked directly, being quite literally, a weather phenomenon.
Succeeding in recognizing it gives you a bonus against it.
You don't have much time, maybe just a a round or two before it hits with it's full force.
Mainly giving you a chance to revive your party members and perhaps try to prepare/offset what penalties you may have accumulated
Tachonius
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Kn. Planes: 1d20 + 14 ⇒ (9) + 14 = 23
Tachonius will try to revive Reesa, using her wand which he had picked up before fleeing.
Feel free to roll for yourself.
"I can't do much for Vanzetti."
I have no way of removing negative levels and neither they nor the catatonic state are conditions.
GM Tomppa
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This next part is a bit complicated, and I feel would be easier to run in face2face format where the GM can more easily RP with the players and inject advices and comments here and there - I'm going to just explain the rules since I can't react to what you say in the same way, and, truth be told, it's more fair this way. It's difficult enough even without being vague about the rules.
To defeat this weird planar argument weather phenomenon, you'll have to counter the arguments that make it up. This is done by using skills. There will be 4 rounds, one emotion per round. Each of them have their own suggested skills, but a well constructed argument that would utilize another skill can be also acceptable. A well roleplayed argument or presenting relevant facts can get you a bonus on the roll.
You can either make your own argument, assist another character's argument (even if it is made with a skill that normally does not allow for assistance, like knowledge), or pass. If any one of your group exceeds the DC, you counter that argument. Anyone who TRIES, but DOES NOT succeed, is stunned for the next round. Likewise, anyone who assists a person who fails in the check is also stunned. This way, everybody assisting the same person gives you better chance at success, with bigger risk if you fail.
At the end, there's a "bonus round" in which you get one last chance to counter arguments you failed to counter on the first 4 rounds.
If you have questions, ask. Just trying to make sure you're all on the same page.
Otto O'Read
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Are these temporary negative levels, or permanent ones?
Knowledge (Planes): 1d20 + 10 ⇒ (16) + 10 = 26 "Oh no! A Silver Squall!" Go ahead and read the Knowledge (Planes) spoiler above
GM, I have a boon that causes me to be treated as one size larger for the purpose of powerful wind effects. Would that apply/matter here?
GM Tomppa
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Does not matter, the wind isn't the problem, it's the, uh, arguments. >.> You also realize that the traces you found earlier must have been from this same phenomenon! They just... Didn't make sense earlier. The negative levels are temporary.
GM Tomppa
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Since failure has substantial consequences (losing the next round), please wait for assists before rolling. You Probably should try to coordinate this among yourself somehow.
Otto O'Read
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Otto will tap himself with his wand of Heightened Awareness and offer it to anyone else who would like to make use of it. He'll also use a pearl of power to recover his Shillelagh spell (assuming it has expired from the fight with the Psychementals? It has a 7 minute duration).
The Amazing Vanzetti
|
** spoiler omitted **
HOLY MOLY. That's simultaneously terrifying, sickening, and funny as hell.
Comrades? You REALLY might want to do your best to quite specifically revive ME for this...I have a terrible feeling I'd actually be GOOD AT IT.
Reesa
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Reesa began feeling somewhat better after having her curative wand applied to her.
CSW, 2 charges 6d8 + 10 ⇒ (3, 5, 4, 4, 4, 1) + 10 = 31
Tachonius
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Even if someone has a restoration spell, it has a 3 round casting time, which is too long. Without some sort of special boon, I think Vanzetti is out of this one.
Otto O'Read
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I have a boon that allows me to cast restoration as an SLA (but would still be 3 round casting time) with no gp cost but with a penalty to the recipient (it's the same boon that I used to cast stoneskin on myself earlier - I've got two uses remaining). The penalty to the recipient is no morale bonuses for 24 hours or, in the case of the 1000 gp version, which this would be, no beneficial mind-affecting effects for 24 hours. I'm fine with using it to get Vanzetti back into things but am not sure if this is excessive meta-gaming (I have not yet read the spoiler, but I guess Vanzetti has) - I'll let the GM make the call. I'll be traveling all day tomorrow so please bot me as needed and feel free to use the boon if the GM decides its appropriate. It's from 9-05 Call of the Copper Gate.
GM Tomppa
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Adventure doesn't specify how much time you have to prepare, if any at all - the silver squall sweeps you up in a vortex "after the encounter". I said "one or two rounds" to highlight that there's limited amount of time, and to give you some sort of a chance to get ready for it. I'm fine with casting restoration from the boon even with the 3 rounds casting time.
Dain also mentioned having soul stimulant which would temporarily negate 1 negative level, bringing him back to his senses without the need use the boon.
I don't think Restoration would be meta-gamey - you know what you're up against, and it's clear that vanzetti has suffered some kind of serious mental damage. Even if you don't know the exact mechanics, restoration seems like a perfectly reasonable gamble.
Dain Rautavuori
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| 1 person marked this as a favorite. |
Planes: 1d20 + 8 ⇒ (15) + 8 = 23 +2 from Heroism
Dain gives both Reesa and Vanzetti one Soul Stimulant (Soul Stimulant negates the penalties of 1 negative level for 12 hours) bringing Vanzetti back to consciousness.
"Welcome back, Vanzetti. That a bit of a scare ye gave us there.
Say... Ye ever want to just shout at th' sky about th' gen'ral unfairness of it all?"
Dain looks up at the gathering storm.
"Now's your chance."
He also fishes around his Haversack for a packet (4 pieces) of what appears to be chewing gum.
"Everyone that is good in logic'l thinkin' eat one of these!
Focus Chew gives a +1 Alchemical bonus to all Intelligence based skills as well as +2 to concentration checks for 1 hour.
If we have only 2 rounds to prepare:
1st round: Move to take out the Stimulants, and another to give the other to someone who can feed it to Vanzetti on the first round.
2nd round: Move action to take a Packet of Focus Chew from the other Handy Haversack. Standard to eat one. (3 Focus Chew left)
(In the low chance that we have a 3rd round to prepare, Dain will gladly try and use the Heightened Awareness wand. If not, then not.)
UMD: 1d20 + 3 ⇒ (5) + 3 = 8 eh, nope. Even with Heroism
----
Dain Skill bonuses for the argument phase are the following:
Arcana/Dungeoneering/Planes +11
Local +12
History +9
Diplomacy +1 (He has also given his Ioun stone which gives a +1 Competence bonus to Diplomacy checks to someone)
Intimidate +5
----
GM Tomppa
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Using the restoration boon requires Vanzetti's consent so it's up to him (and Otto, obviously).
The Amazing Vanzetti
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No beneficial mind-affecting effects IS something of a handicap for me, but under the circumstances, I'll take what I can get!
Tachonius
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You only need the 1000 gp version of Restoration to remove permanent negative levels. You can remove temporary negative levels with the 100 gp version.
Otto O'Read
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I'm fine with using the boon to provide Restoration for Vanzetti. Tachonius is correct - only the 100 gp version will be required, which means simply that Vanzetti can't benefit from morale bonuses for 24 hours. This should remove all the negative levels on Vanzetti, so no need for Dain to also use his Soul Stimulant.
Otto chews the gum offered by Dain with interest. "Nice flavor, that, makes me feel a bit brainier, donchya know?"
I'll be very busy with family stuff between now and Monday, so please bot me as needed. I likely won't have a chance to post again until Monday.
Relevant Skills, including current bonuses (including Heroism, Focus Chew):
* Handle Animal +5
* Heal +11
* Intimidate +4
* Knowledge Nature +9
* Knowledge Planes +13 (and 1/adventure reroll a failed Knowledge Planes check)
* Perception +15
* Profession (Gardener) +11
* Sense Motive +9
* Spellcraft +13
* Survival +11
I also have a boon to give me ONE use of inspiration to roll +1d6 for any skill check AFTER making the initial roll. I would prefer to only use this if it's really needed, but definitely use it for me if it seems like we need it.
Otto is hideous and obnoxious (Cha 5), so he should not try to aid Cha based skills.
GM Tomppa
|
Okay, so Soul Stimulant wasn't used. Instead, vanzetti was revived using Otto's Restoration boon. Reesa has 4 negative levels, so -4 to just about everything
The vortex of emotions and arguments sweeps you up and carries you along. The voices that started out as barely audible whispers have grown to a full-sized arguments.
"Aram Zey saved Onhae, when the old ways failed to protect my people." the voices claim. "Evil spirits corrupted the old faith, and it was time to purge them."
The first emotion that hits you seems to be about the Faith of Lin Fen Hai and the rest of the Sunsu Godae.
Clearly, knowledge: History could be used to make a convincing argument against the silver squall, but diplomacy would also be an option. Otto defaults to assisting. Please don't roll before you know if you've gotten assists or not: If you want, you can announce that you'd like to roll, and tell me the relevant bonus, and I can then roll it for you as soon as we have the assists (or you can roll it yourself if you see the assist posts before I do). Remember that you can have multiple people trying.
The Amazing Vanzetti
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Now that my heroism spell doesn't work on me, my Diplomacy bonus is +13 with a Sacrificial Boon (+12 without). That's what I have to offer - that and a potentially creative argument.
GM Tomppa
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You can go ahead and make the argument, we'll roll it once we know who assists and/or if someone wants to try their own argument. There's no penalty for making multiple attempts (except for the fact that failing attempts stun the one who tried + assisted)
Dain Rautavuori
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Good thing Vanzetti is back on his feet. Dain will still use 1 Soul Stimulant on Reesa, to lessen the penalties she has to -3 instead of -4. Unless she doesn't want to of course.
Dain will give his Cracked Mulberry Pentacle Ioun Stone to Vanzetti unless he already has Competence bonus to Diplomacy.
(+1 Competence bonus to Diplomacy/Bluff)
He also knows History somewhat ( +9) but it's probably better to let Vanzetti do the talking.
Dain will also try to assist Vanzetti on Diplomacy.
Diplomacy Assist: 1d20 + 1 ⇒ (14) + 1 = 15
That's a total +3 to Vanzetti's Diplomacy roll.
"Go on Vanzetti. Ye can do this."
Reesa
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Reesa will use the Soul Stimulant as well, and attempt to aid the diplomacy check
Aid another diplomacy with negative levels and soul stimulant 1d20 + 10 - 4 + 1 ⇒ (5) + 10 - 4 + 1 = 12
Tachonius
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Can't roll History and only +1 to Diplomacy right now, so I'm probably better off not rolling at all.
GM Tomppa
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Tachonius, the penalty for failing (stunned for next round) only comes if the person you were assisting, fails, Not if you fail to assist. Of course, if you do and Tachonius fails, then the whole team is stunned for the next round.
Tachonius
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Maybe I'm misunderstanding. My impression was that if you participate and the primary roller fails, you are stunned, meaning you are unable to participate in the next check. So if everyone tries to help and the primary person rolls poorly, then we wouldn't be able to even attempt the second check and would end up failing twice. So it seemed like it was essential that at least one or two people abstain from each check.
That being said, I do have a trick that could come into play after this round. My familiar can use the family domain power once per day. That power transfers a single condition to it and in addition makes the beneficiary immune to that condition for 5 rounds. That means I can remove stun from one of us and we would not be able to be stunned for the rest of the encounter.
Key Skills
Intimidate +12
Knowledge (arcana, dungeoneering, engineering, nature, planes, religion) +14
Perception +19
Sense Motive +20
Spellcraft +14
GM Tomppa
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Ah, yeah, you understood correctly. I probably misread your post, as it seemed to me that you thought that failing an assist would stun you. You are correct in that having one or two people abstain from the check would ensure that you at least get to try on the next check too. The familiar trick sounds pretty powerful, and does work like you described it. Reesa and Dain assisted, I'll default Otto to assisting unless he posts or one of you decides otherwise. Just waiting for Vanzetti's counter-argument now.
The Amazing Vanzetti
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"Aram Zey saved Onhae, when the old ways failed to protect my people." the voices claim. "Evil spirits corrupted the old faith, and it was time to purge them."
The Amazing Vanzetti returns to lucidity to the sound of a tempest of disembodied voices whining about a crisis of faith - he wonders for a moment which Lower Plane he's died and been sent to.
"It sounds to me like you haven't learned a rather obvious lesson, then: If your old faith failed you, why insist on finding a new one? Perhaps it's faith itself that is the problem? You're like a pesh addict. Have you ever tried, for want of better terminology, faith in yourself? Is that so terrible a proposition? Why cling now to this 'Aram Zey' like a barnacle to a whale? I believe we all can be better than that."
Diplomacy, Sacrificial Boon, aid, Dain's Ioun Pentacle: 1d20 + 16 ⇒ (12) + 16 = 28