Flint Thunderstriker |
Flint nods, "Only pain for the soul there.... here. Come now, let us see this done." He joins Pell with a clap on his back.
The Mad Hoppper |
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Hopper follows Flint and Pell saying:
"I was waiting for my turn to get in there and punch Pell. Oh well, maybe next time."
Hopper nods to Pell to open the doors.
Milady' |
Milady wonders if Hopper is going to fake hearing voices ordering him around and hit someone to blow off steam.
She follows the group.
»I think we should still explore the place completely.
And then have the book checked. »
GM Aerondor |
You quickly check out the last room.
Only a single, aged worktable still stands in one corner of this room, though the clay fragments of an oven and rusted metal suggest it was once a kitchen. The ceiling has completely fallen in, leaving this room open to the sky above. Doors stand in the east and west walls.
You figure that between the book, the odd whispers and the scent/chanting you probably have a fair amount of idea about what used to go on in the house... it may be time to return to your first faction leader to give a report. Or alternatively go on with one of the other missions before making the trek back through Absalom to the Grand Lodge, and hit up multiple leaders at the same time.
Flint Thunderstriker |
"Well, can't say I'll be sad to see this house go. Let's knock out something more before going back. My legs aren't as long as all of yours."
Milady' |
"Yes, let us leave this place, report our findings, and let others clear out the clawed things that live under the floor!
Onwards we go..."
GM Aerondor |
It takes some time to get to Westgate from the puddles. During this time you might be able to pick up some information.
If you want to try to find stuff out, let me know your diplomacy(GI) bonsues
GM Aerondor |
As you head toward Westgate you hear from various people heading in the other direction. There is a large mob assembling around Statue Street. Apparenly someone is going to try to free some of the art work, and the mob isn't happy about it...
Forewarned you continue on.
But feel free to make any preparations you might feel are relevant.
Map is updated.
For several blocks, the quiet lanes of Westgate’s residential neighborhoods feature small houses, low-key cafes and taverns, and the occasional specialty shop. The fragrant scent of tended flower gardens in the warm sunlight blends with the low hum of distant conversation over what would normally be a pleasant boulevard. But the stone statues—at first appearing only here and there, like odd decorations—now number several per block, and the otherwise plain square ahead is outright cluttered with stone figures. They take countless forms, from humans and halflings to orcs, lizardfolk, and even stranger, all forever frozen in acts of desperation, defiance, or despair. The quaint, statue-filled square is also filled with people; several dozen townsfolk shout and argue, their voices somehow out of place among the silent statues.
Anjo Aroh |
Anjo looks at the group. "I think we may be in need of a few more assets. Perhaps a holocaust cloak, a wheelbarrow, and a torch might be of some aid in dealing with this mob"
Milady' |
Milady will accompany her comrades, and go ask around.
"Hello! Do you have any wooden floorboards? Yes? Please check if there are any cracks... clawed arms might rip your legs apart any time you know."
+7 Diplo' for GI
Arriving at the square, Milady tries to remain unobtrusive and check out for wherever this person trying to free a statue is.
+7 Stealth and +6 Perception
GM Aerondor |
On the main platform, a group of men seem to be leading the crowd in a chant.
"two, three, four, five. Our statues were alive!
Seven, eight, nine, ten. Don't take our stoned men!"
Milady' |
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"What about one and six?"
The Mad Hoppper |
After leaving the house Hopper mounts his riding dog to make the trip towards statues more enjoyable. Lizzy walks down from his arm and positions herself close to the head of the dog, who apparently does not mind that.
Hopper being good 1ft higher than usual enjoys his high ground observing his surroundings.
Untrained diplomacy +2
"So Goblins are not the best at avoiding conflicts through the talking. Do we want to send a bit taller representative?"
Says the Goblin from the saddle of his dog.
Milady' |
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Milady plans to go up and sing and calm them down—
Diplomacy, trained: 1d20 + 1 + 2 + 4 ⇒ (4) + 1 + 2 + 4 = 11
—but her voice does not carry much:
»Two three four five
Keep everybody alive
Seven eight nine ten
Remain calm women and men! »
Flint Thunderstriker |
"Well this isn't going to be easy..." Flint looks around and tries to suss out any details he can about those who are leading the crowd.
Pell the Peerless |
"Distinguished men and enchanting chanters!" cries Pell over the loud voices as he tries to get to some higher ground. "I get the sense that some tension has arisen within your fine quarter of the City. What, pray tell, is your concern? And can we not gather 'round table to discuss it as civilized beings? Over fine ale and wine, perhaps?"
GM Aerondor |
Legal lore will work here
Milday's words are ignored... well, she is a goblin.
Status, negotiating with the crowd round 1 (diplomacy check is the obvious thing to try here, but there may be other options open to you. You may choose to aid-another rather than make a skill check yourself.)
Pell
Flint
Hopper
Arrus
Anjo
Zanderel
--end round 1
Milday
Arrus Lionius |
society untrained: 1d20 + 2 ⇒ (14) + 2 = 16
Arrus whispers to his companions as he tries to subtly point out one of the rabble rousers "I think I recognize that one on the left from court. Fancies himself a barrister. Loves those long-winded legal arguments. (lore legal)"
Without any expertise in that field himself Arrus motions for Drogo to try his best at a convincing argument.
hireling diplomacy: 1d20 + 3 ⇒ (6) + 3 = 9
Drogo the halfling, much like Milady the goblin has trouble being heard in a big person's world.
Zanderel Elerin |
"Yes, this protest, though an allowed civic activity, is I fear misplaced. Misplaced in that there are calmer methods for discourse on this subject."
Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25
Milady' |
Milady looks at Drogo: "I'll buy you a pint... shall we go find a tavern?"
Flint Thunderstriker |
Building on Pell's follow on to Zand's "And more pleasant means we'll all be happier!"
Diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13
The Mad Hoppper |
Wasn't there some wierd stuff related to aid another? Meaning it can lower the score if applied, and the one taking the roll need to agree to that? And the DC was 20 right? So my +2 of diplomacy allow me to succeed in aid if I roll 18+ and fail on 8-
Hopper sits comfortably on his dog looking around the crowd for a group that can be impacted by other skills than diplomacy ;) He nods and listens to the arguments brought by Zanderel while nodding his head.
Hopper is socially challenged so he feels no need to roll here. I will find a way to enjoy it RP wise ;)
GM Aerondor |
I didn't tell you the DC. And yes, if you critically fail the aid another it can reduce your chance of success, so I'm only going to allow aid-anothers if you specifically say you are accepting aid.
Zanderel's words call out across the crowded square. One of the main agitators seems to stop for a moment. Perhaps he is just worried about his reputation, but he slinks away.
Remember, you may have been given something at the party that might help here...
Status, negotiating with the crowd round 1 (diplomacy check is the obvious thing to try here, but there may be other options open to you. You may choose to aid-another rather than make a skill check yourself.)
Anjo
--end round 1 (1 leader left)
Milday
Arrus
Zanderel
Pell
Flint
Hopper
Milady' |
Milady clears her throat, takes a deep breath, and climbs on some box to have a better view: "BARRISTER MILADY OF ABSALOM SPEAKING! Remember that such unlawful acts as you are about to commit fall under Articles G-27a through G-28-c, and even one like I might not be able to save your hide! I advise you all to calm down."
Deception, trained: 1d20 + 1 + 2 + 4 ⇒ (13) + 1 + 2 + 4 = 20
Charming Liar: crit’ Lie = improves 1 step like Make An Impression w. Diplo’
GM Aerondor |
Milday tries her best, but these lawyers know their stuff.
Not good enough to be a crit success sorry
Arrus, having got his words together comes across forcefully, and another of the leaders slinks away...
Status, negotiating with the crowd round 1 (diplomacy check is the obvious thing to try here, but there may be other options open to you. You may choose to aid-another rather than make a skill check yourself.)
Anjo
--end round 1 (1 leader has left)
Zanderel
Pell
Flint
Hopper
--end of round 2 (2 leaders have left)
Arrus
Milday
Milady' |
I was not trying for the crit', that was just a bonus, Deception for the lie, to try other stuff than Diplomacy for fun
Milady glares at one of the leaders, making her eyes glow even redder... and she snarls, motioning with her head that he better "beat it".
Intimidation, trained: 1d20 + 1 + 2 + 4 ⇒ (9) + 1 + 2 + 4 = 16
Intimidating Glare: no penalty for language problem
Anjo Aroh |
Disappointed that no one wanted to go with the holocaust cloak idea and not as skilled in the social arts as the others, Anjo tries another route. He attempts to sneak amongst the crowd and create a distraction by slapping someone on the head or pinching someone on the rump so as to accuse the person next to them.
Stealth: 1d20 + 6 ⇒ (9) + 6 = 15
What do we have in our inventory?
Lizzy - Familiar |
Lizzy wakes from the slumber towards Anjo and repeats with her odd voice what was told them with fair bit of accuracy:
"Thinking of mistakes...One of your fellow young pathfinders was ... led astray, smuggling an Azlanti artefact into the city. His punishment was to be petrified and left in Westgate as a lesson to others."
"This arrived on my desk just before the party. It is the authority for his release. ".
"This one will return him to flesh. The second.. well. most situations are better handled with words than swords. IF you find yourself in such a case, that second potion may help you. Are you willing to release your colleague?"
The Mad Hoppper |
"So we got a potion to release fellow pathfinder from being petrified. I wonder what the problem is with us releasing one of the statues."
Hopper stands in stirrups to be more visible and tries to aid his friends
"Hello, excuse me..."
Diplomacy, aid another: 1d20 + 2 ⇒ (2) + 2 = 4
But he can't get through this crowd.
Anjo Aroh |
So the other potions is some sort of Diplomacy Aid? How long does it take Hopper to figure out what the potions are? If too long, then maybe our best Diplo drinks the potion? Or are we out of Diplo checks.
GM Aerondor |
You just drink the potion. LEt me know who wants it. Happy to have it apply retrospectively to people in round two if you want, or those who have not acted in round 1. I'll hold off letting you know about any more successes until you decide about it.
Milady' |
Milady moves to take the potion... but then stops: "Wait, I'm not wounded."
Passing on drinking the potion
Milady' |
Milady looks around--
(we wait to see if any takes the potion retroactively, correct? Until we act next)
The Mad Hoppper |
I looked at the rolls above and I don't know who could have used it tbh. Given that maybe someone would drink it going forwards.
"Anjo, it takes me up to 10 minutes to figure out what this potion is. I am not sure if we can leave the crowd on its own for such long. Take a sip, what's the worst thing that can happen..."
Says Hopper sittin in the saddle as his dog yawns.
Flint Thunderstriker |
I'm really sorry, for some reason this game didn't show new posts, and I checked in because I was getting worried. Flint would be a solid negotiator with a boost. I'll roll as if I'm NOT drinking it, but if no objects, Flint will drink it down.
Eyeing the crowd and the shift in mood, Flint presses to the remaining leader(s). "Please, this entire scene makes everyone - us, you, them - look like barbarians. Let us all just call it a day, hit the pub, and have a pint. I hear that Cayden's Lamashanfest is on tap."
Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21
The Mad Hoppper |
Hopper looks at Flint quaffing the potion and speaking to the mob leaders and the mobsters themselves.
Go crazy with regards to the potion!
GM Aerondor |
Flint downs the potion and addresses the leaders. The last of them, his throat dry from talking acknowledges the wisdom of Flint's words and heads for the local, taking a sizeable portion of the crowd with him. The rest slowly disperse without charismatic leaders to keep their interest.
You can (now) find the required statue without a lot of effort...
Milady' |
Milady listens to Flint, and, starting to feel ashamed, leaves with the mob...
"I don't want to look like a barbarian, I am sorry for what I did."
The Mad Hoppper |
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Hopper glad that the mob disperse begins to ride between the status looking for the one that they need:
"Let us see: a basilisk, a horse, a goblin lady doing a laundry... Here it looks like a petrified Pathfinder. Oh, wait it's some bartender."
Comments Goblin riding around on his mighty steed. As he finally finds the goal, Hopper pulls out the mixture and begins to read the envelope.
"Made by Agron. Well, that doesn't tell us much, his mixtures are up most mediocre. Ok, how to use ..."
He unwraps the label which is easily a couple pages long:
"Osirion, Common. Oh they have one in Goblin. Let me read: Put the juicy-juicy on the stony-stony part. Repeat until the stony-stony turns to fleshy-fleshy. For more information read Common, as who on earth would read the label in Goblin." Hopper turns red as he begins to curse
"What an old a**hat. Ok Common: Put the potion on petrified parts of the body. If the whole person was petrified pour the substance on the top-most part. Side effects: this is not important. Ok let us try this."
If there are not more rolls to find the statue, and no one minds Hopper uses the potion on the Pathfinder.