[PFS2_Luke_Parry] 2-06: The Crashing Wave (Inactive)

Game Master Luke_Parry

Maps and Handouts


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Grand Archive

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CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Coughing, Gedrim spits a mouthful of blood on the slimy ground. With a grimace, he says "Good one, lady. Seems I may have made a sweeping conclusion earlier."

Standing, he carefully steps away from the opponent. "I believe in you companions! We all have broom for improvement!"

Maintain summons (1 action), stand (1 action), guarded step (1 action)

The animated broom rushes toward the foe.

Bristles: 1d20 + 6 ⇒ (7) + 6 = 13 for Bludgeoning: 1d4 ⇒ 3

Fort DC 15 on a hit:

Dust A creature hit by an animated broom’s bristles must succeed at a DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out. A creature that doesn’t breathe is immune to this effect.

Broom Stats

Sovereign Court

Gedrim's broom misses.

The 'walrus' waddles forward, and tries to tusk Gedrim...

Tusk: 1d20 + 12 ⇒ (10) + 12 = 22, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.
Tusk: 1d20 + 7 ⇒ (7) + 7 = 14, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.

...scoring a single, glancing blow.

Ahksiva hisses in anger.

"I will fashion your skull into a warning to heretics!"

She then Strides forward, and tries to bludgeon Gedrim to death...

Fist: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23, for 1d10 + 7 ⇒ (6) + 7 = 13 Bludgeoning damage.
Fist: 1d20 + 10 ⇒ (10) + 10 = 20, for 1d10 + 7 ⇒ (5) + 7 = 12 Bludgeoning damage.

...knocking him out.

1d20 ⇒ 10

Toad Manor, Round 5:

Dranald (-)
Farryn (-; Clumsy 1; -5 movement)
Jasariel (-; Clumsy 1; -5 movement)
Gruvok (-; Clumsy 1; -5 movement)
Ukh (-)
Gedrim (-22; unconscious; Dying 2; Clumsy 1; -5 movement; Wounded 1; Enfeebled 2)

'Little Zura' (-13)
Ahksiva (-44; 3 Persistent Fire)

Party is up!

Envoy's Alliance

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Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Farryn freaks out just a bit when the lady rushes toward him, but then she just beats the crap out of Gedrim's skull against the floor. "I can understand ma'am, those were bad puns. But we still need to stop you."

He lobs his last two flasks of lightning at her, hoping at least one hits.

Step, Strike Ahksiva 2x

Bottled Lightning - Clumsy: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11 for Electricity + Splash: 1d6 + 1 ⇒ (2) + 1 = 3 on a hit and the target is flat-footed until the start of his next turn. A miss does 1 Electricity. A Fumble does nothing.

Bottled Lightning - Clumsy - MAP: 1d20 + 7 - 1 - 5 ⇒ (10) + 7 - 1 - 5 = 11 for Electricity + Splash: 1d6 + 1 ⇒ (3) + 1 = 4 on a hit and the target is flat-footed until the start of his next turn. A miss does 1 Electricity. A Fumble does nothing.

Envoy's Alliance

Half-Orc Sorcerer (8)

"Ayup. We'll debrief him later," Gruvok says in his most serious tone before arcing electricity over both opponents.

Electric Arc (DC 19 Basic Reflex Save)
Electricity: 2d4 + 4 ⇒ (4, 4) + 4 = 12

He then attempts to whack the pinniped with his staff.

Two-Handed Staff : 1d20 + 7 ⇒ (18) + 7 = 25
Bludgeoning: 1d8 + 2 ⇒ (8) + 2 = 10

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin throws a bomb towards the beast.

Alchemist's fire, moderate: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23

Damage, splash: 2d8 + 1 + 2 ⇒ (8, 6) + 1 + 2 = 17 +3 persistent fire on hit

Then he reloads his crossbow.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric continues to sustain his Spiritual weapon's spell and uses it to attack the creature and to get the flank with Gruvok.

Spiritual weapon: 1d20 + 9 ⇒ (1) + 9 = 10

Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Then he casts once again a heal spell upon Gedrim.

Heal, 2 actions, healing hands: 2d10 + 16 ⇒ (10, 7) + 16 = 33

Grand Archive

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CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Opening his eyes, he opens and closes his mouth a couple times. "Quit it."

"You're not my type, so you can stop sweeping me off my feet anytime now." Crawling away from the woman, he sends the broom after her again.

Bristles: 1d20 + 6 ⇒ (5) + 6 = 11 for bludgeoning: 1d4 ⇒ 3

Dust if Hits:

A creature hit by an animated broom’s bristles must succeed at a DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out. A creature that doesn’t breathe is immune to this effect.

Maintain summons, Crawl 2x

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Worried that Ahksiva will incapacitate Farryn as she did Gedrim, Jasariel hurries to intercept her. She keeps her shield up as she struggles to move against the slime coating her. Once in position, Jasariel lunges at the prophet with her trident and activates the crystal embedded in its shaft, surrounding its prongs with a blue glow.

Trident: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 2d8 + 4 ⇒ (1, 8) + 4 = 13

Raise Shield, Stride, Strike and use her potency crystal.

Sovereign Court

Dranald's spectral weapon misses, but the healing energy restores Gedrim to full health, if not functionality.

Farryn tosses two flasks at Ahksiva, but both to even splash her.

Jasariel keeps her shield up, and stabs at Ahksiva with her trident, but the swing is dodged.

Gruvok sends out a blast of electricity...

Reflex: 1d20 + 7 ⇒ (20) + 7 = 27.
Reflex: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18.

...which the 'walrus' dodges, although Ahksiva is fried a little.

However, it does not manage to dodge the staff swing, which landds with a satisfying 'thud'.

Ukh then sets the 'Walrus' on fire...

Gedrim's broom misses once again, and he crawls away.

The 'Walrus' tries to tusk him...

Tusk: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.
Tusk: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19, for 1d8 + 6 ⇒ (5) + 6 = 11 damage.
Tusk: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5, for 1d8 + 6 ⇒ (3) + 6 = 9 damage.

...hitting twice, but not dropping him.

Contemptuously ignoring Jasariel, Ahksiva Strides over, and keeps swinging...

Punch: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21, for 1d10 + 7 ⇒ (10) + 7 = 17 damage.
Punch: 1d20 + 10 ⇒ (14) + 10 = 24, for 1d10 + 7 ⇒ (9) + 7 = 16 damage.

...cracking Gedrim's skull, and delivering a solid punch to Gruvok.

Gruvok needs to make a Fort save.

"How DARE you!"

1d20 ⇒ 6

1d20 ⇒ 6

Toad Manor, Round 6:

Dranald (-)
Farryn (-; Clumsy 1; -5 movement)
Jasariel (-; Clumsy 1; -5 movement)
Gruvok (-16; Clumsy 1; -5 movement; Fort save)
Ukh (-)
Gedrim (-22; Unconscious; Dying 3; Clumsy 1; -5 movement; Wounded 2; Enfeebled 2)

'Little Zura' (-43; 3 Persistent Fire)
Ahksiva (-59; 3 Persistent Fire)

Party is up!

I'd suggest that it's probably a good idea to let someone else taunt her, although I acknowledge that it is tempting, Gedrim ;-)

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric once again continues to sustain his Spiritual weapon's spell and uses it to attack the creature and to get the flank with Gruvok.

Spiritual weapon: 1d20 + 9 ⇒ (18) + 9 = 27

Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Then he pulls out his 1st lvel scroll of Heal and casts once again a heal spell upon Gedrim.

Heal, 1 action: 1d8 ⇒ 5

Gedrim, take care! Next time I can't do anything more for you.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

As Gedrim is down, the goblin fires a bolt against the woman.

+1 striking alchemical crossbow: 1d20 + 10 ⇒ (16) + 10 = 26

Damage, fire: 2d8 + 1d6 ⇒ (4, 5) + (6) = 15

Then he throws a new bomb against his target.

Pay attention grenade!

Alchemist's fire, moderate: 1d20 + 10 + 1 - 5 ⇒ (16) + 10 + 1 - 5 = 22

Damage, splash: 2d8 + 1 + 2 ⇒ (4, 1) + 1 + 2 = 8 +3 persistent fire on hit

Then he reloads his crossbow.

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Farryn sighs as the human keeps getting 'pun'ted around, lobbing a fire flask at the witch, reloading his crossbow and firing the bolt at her as well, "Keep it up, she's almost down!"

Quick Bomber, Interact, Strike

Alchemist’s Fire: 1d20 + 7 ⇒ (5) + 7 = 12 for Fire + Splash: 1d8 + 1 ⇒ (5) + 1 = 6 on a hit and adds 1 Persistent Fire. A miss does 1 Fire. A Fumble does nothing.

+1 Crossbow - MAP: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8 for Piercing: 1d8 ⇒ 6

Envoy's Alliance

Half-Orc Sorcerer (8)

"I think those tusks would look great on the end of my staff," Gruvok says as he lays a hand on the walrus's head.

Produce Flame : 1d20 + 9 ⇒ (12) + 9 = 21 (vs Flat-Footed)
Fire: 2d4 + 4 + 2 ⇒ (4, 1) + 4 + 2 = 11

He then takes a Guarded Step back.

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel adds her own healing abilities to Dranald's effort to keep Gedrim alive, channeling a surge of life energy through the shaft of her trident and into the fallen wizard.

2nd level heal (2 actions): 2d8 + 16 ⇒ (7, 2) + 16 = 25

She then steps back into the fray.

Sovereign Court

Dranald smacks the woman with the spectral weapon, leaving her bruised.

Farryn tosses an alchemist's fire, and manages to single her slightly.

Jasariel channels healing energy into Gedrim, once again waking him up.

Gruvok... you didn't roll the Fort save...?

Gruvok pimp-slaps the 'Walrus' with a gout of flame, killing it.

Ukh then immolates Ahksiva, leaving her quite charred, her once-beautiful hair a mess.

Toad Manor, Round 6:

Dranald (-)
Farryn (-; Clumsy 1; -5 movement)
Jasariel (-; Clumsy 1; -5 movement)
Gruvok (-16; Clumsy 1; -5 movement; Fort save)
Ukh (-)
Gedrim (-; Clumsy 1; -5 movement; Wounded 3; Enfeebled 2)
Ahksiva (-83; 3 Persistent Fire)

Gedrim is up!

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Euh, Ahksiva was at -59. Dranald did 10 and me 15 and 8. Ahksiva should be at -92. But I may have missed something.

Envoy's Alliance

Half-Orc Sorcerer (8)

Lol. I was like, "What Fort save?" Totally missed it.

Fortitude: 1d20 + 7 ⇒ (12) + 7 = 19

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Eyeing fluttering open again, Gedrim looks around. "Mugma phsreemsha..."

Shaking his head to try and clear the sparkling lights he sees everywhere, he continues to crawl away from the woman.

"I..." trailing off, he considers the wisdom in his next words before smiling widely. "It would seem my broom has left you a bit raw."

Sending a single bolt of force at her, he allows the broom to vanish from the room.

1 Force Missile: 1d4 + 1 ⇒ (2) + 1 = 3

2 Actions to Crawl - 1 to send a single force missile

Envoy's Alliance

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Half-Orc Sorcerer (8)

"Alright, lady, we all know how much you loved your walrus. Snuggled with it every night. Let its whiskers tickle you. But don't you fret! I may be a half-tusker, but I got just as much blubber for lovin'. HAHAHAAHA!"

Sovereign Court

Gruvok starts to feel weakened...

Gedrim struggles to crawl away, then vindictively taunts Ahksiva, before tossing a solitary force missile at her.

It rocks her back on her heels, but she remains standing...

She snarls.

"Damn you! Damn you all!"

She then casts a spell, and vanishes...

1d20 ⇒ 12

...but scant seconds later, there is a soft thud from outside the manor, and when you rush outside, you see her charred and withered corpse smouldering on the front steps.

Combat over!

In addition to the large silver holy symbol of Groetus on the wall, there are also several bags stuffed with magical reagents and gifts offered to the prophet in one of the side rooms (basically, just worth treasure bundles!).

With the threat posed by Ahksiva dealt with, your return journey through the swamp is uneventful.

By the time you return to the city, Venture-Captain Hestia Themis has captured and imprisoned Reast Mycer; Guiding Light has been thoroughly raided.

Without the guidance and rallying figure of Ahksiva, the cult known as Groetus’s Chosen quickly dissolves. The neighborhood of Admiral’s Fen sees a dramatic decrease in violent crime and vandalism over the next several months. Attempts at draining the neighborhood begin in earnest again. The people of Cassomir no longer fear walking the streets!

Venture-Captain Hestia is ecstatic with your work. "I will do all I can to keep hope alive in Admiral’s Fen and ensure that monsters who would prey on the downtrodden can’t find their way into the city.

So long as people have hope and faith, they won’t turn to anger and false prophets..."

Exactly 24 hours later, Gruvok and Gedrim's strength is restored!

Scenario completed...

Sovereign Court

Commencing - Q11: A Parchment Tree (1-4)

Requesting you personally, Venture-Captain Esmayl ibn Qaradi invites you all to his personal estate in Qadira’s capital of Katheer. Signs of wealth abound; fine cloth awnings hang over an impressive spread of food and drink, with fruits, meats, and grains from across the Inner Sea. Esmayl’s attire is expensive, finely pressed, and immaculate.

When you arrive, the Venture Captain clasps the arm of each of you at the elbow one by one, and invites you to enjoy the refreshments.

"Welcome all of you to my humble home, and thank you very much for coming. I have invited you here so you can help me settle an important matter on behalf of the Pathfinder Society as a whole. As you know, our lodge here in Katheer is the only location we have in the whole of Qadira. This is something I plan to rectify personally, so I have contributed a small fortune to purchasing a plot of land for another lodge, close to the slave port of Sedeq in the south.

We’re having this conversation here due to my personal stake in the matter. As it happens, I’ve come across a problem that’s brought the sale to a complete halt. Two different merchant families, the Agarja and the Patari, have approached me with papers claiming they are the proper owners of this land. Both attest they are descendants of the original landowner, Prince Agar ibn Karatari. I was under the impression I was to deal only with the owner of his estate until these two families stepped forward. The process to complete the sale alone will take months, but thankfully, this is a problem that can be rectified.

With your assistance, we can determine which family is the legitimate heir to the property. There are four documents we can use to authenticate the prince’s lineage, which I have tracked to the bazaars of Katheer. Here is a list of the four merchants you’ll need to speak with. I would recover them myself, but I have another appointment I’m afraid I must keep. While you are in the bazaar, I will be discussing another matter with a fellow Pathfinder agent. I intend to use the new lodge as a safe house for the Society and our allies released from slavery, and I have intelligence which indicates some of our own could be moving through Sedeq from across the Inner Sea.

If you’re able to recover these documents on my behalf, not only can we move ahead with saving our compatriots in chains, but we can establish further relations with the nation of Qadira and hopefully within Casmaron itself.”

He arches an eyebrow.

"Any questions, before you head out...?"

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The small goblin listens quietly the long monologue of the Venture-captain. The are in Qadira and they weather is hot. So no need to move to much and better to wait until they really need to activate themselves.

A story of a new lodge creation. That's a good idea. Why to place this new one near the slavery port is less good. The alchemist has already some ideas about the reasons why but no one satisfy him.

A question appears in his mind in the end. A question that he can't resist to ask for.

Excuse me, but why don't you simply let down this sale to buy another estate?

All in all after their adventures in Razmiran and in Qadira the goblin will be ready for a real estate agent carrier for sure.

For the remainder of the mission, they have to speak with 4 merchants in the bazaar. So they should go.

Envoy's Alliance

Half-Orc Sorcerer (8)

"Great idea wantin' a Lodge near the port! Best access to fresh fish that way! HAHAHA!"

"Anything you can tell us about these two families? What's their business? Are they the local mob? Feed the hungry? Creepy gravetenders?"

Envoy's Alliance

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Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

A human cleric takes a seat and has the time to relax before the next mission.

This one will begin soon anyway.

Can you tell us more about these two families? And who is the 'owner' with who you were talking before the two families arrived to pretend to be the legal owner?

That's two questions which can clear something in his mind.

Edit: ninja'ed for the first question by Gruvok.

Sovereign Court

The Venture Captain nods to Ukh.

"Frankly, I have already invested too much time and money in the necessary permits and other paperwork to arrange purchase of another property. It would literally take months, even after finding a suitable site, before a representative of Qadira might provide their stamp of approval.

This site has lain fallow for some time, without anyone technically claiming it, but now that these other groups have gotten wind of the interest of an outside party in actually purchasing it, they want to make sure the funds go to them, rather than the central Qadiran government.

I don't care whom I pay, just as long as the purchase is completed legitimately, and as quickly as possible.

As for the families concerned, the Agarja family deals in trading spices to and from other lands, and the Patari family farms cattle local to Qadira."

To find the places that you need to go in the Bazaar, I will take *a* Diplomacy (Gather Information) check. The first person to roll will be considered the primary, unless they specifically state that they are trying to 'aid another' (it is being done this way, because time is tracked in this Quest...)

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin tries to gain information from the merchants to know where to go in the bazaar.

Diplomacy, Hobnobber: 1d20 + 7 ⇒ (18) + 7 = 25

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Seeing how good the alchemist is skilled to talk to the merchants to learn where are the sports they should go, the cleric thinks he has better not to try to help.

Envoy's Alliance

Half-Orc Sorcerer (8)

"Little goblin is in a hurry! HAHAHAHAA!!"

Diplomacy, Aid: 1d20 + 11 ⇒ (5) + 11 = 16

Sovereign Court

The Opulent Bazaar of Katheer is magnificent. Qadira’s satrap, Xerbystes II, certainly spared no expense in the upkeep of the capital and is paying an even greater fortune in its expansion. In between merchants from nearby Casmaron and from all over Golarion attempting to hawk their wares, Ukh nevertheless manages to ask around (Gruvok tries to help, but just doesn't manage to provide meaningful assistance), and eventually finds where each of the four locations you need to go are...

...although it *still* takes two hours!

Satrap Esoterica:

Anebu, a Garundi woman of very eclectic tastes, owns the Satrap Esoterica and is rumored to have everything you want under the Qadiran sun — and everything you need under the satrap’s starry skies. Qaradi has tracked a book here which allegedly contains Prince Agar’s memoirs, written in his own hand.

The truth of the matter is the proprietor owns several books that supposedly contain what you are looking for, but only one of them is the correct one...

Society (Decipher Writing) or Crafting (Identify Alchemy) to determine the correct volume.

Morning Sands:

The sun seems to shine more brightly upon the sign of the Morning Sands. Perhaps divinely so, as this quaint shop serves as an antechamber to one of the many churches of Sarenrae in Katheer. The Vudrani priestess Zarida informed the venture-captain that she recalled something she read about Prince Agar in the church’s library. She’s willing to part with it on Esmayl’s behalf to you, if only she can remember whether she found it among the sacred texts or within the forbidden archives...

Religion check or Sarenrae Lore check to Recall Knowledge, or an Occultism check to Recall Knowledge.

The Four Dunes:

The Four Dunes is a cartographer’s shop run by a pair of halfling twins who go by the names Fali and Farul Dunes. Claiming to serve merchants and navies alike, the fact that they own more maps of the seas than the local deserts (scribbled with their own messy handwriting, no less) easily gives away their true profession. They readily provide the map the venture-captain was inquiring about, eager themselves to learn of where the property of an ancient Qadiran prince might lie...

Farming Lore, Mercantile Lore, or a Nature check to Recall Knowledge.

Royal Concessions:

Onlau, a Tien scribe in the government of Katheer, operates Royal Concessions. They’ve turned their job in genealogical studies into their passion. As a specialist in noble lineages, their most frequent clients are people seeking familial prestige. They are fond of the saying, “It’s not where the apple falls, but the height of the tree.”

Genealogy Lore, Heraldry Lore, or Society to Recall Knowledge.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

I assume we have all to try the different skill checks.

The goblin tries to goes quickly as well inside the bazaar to find out the proofs they need to ascertain the owner of the land the venture-captain wants to buy.

Satrap Esoterica

So if you have everything, you must have something for us.

Crafting (Identify Alchemy): 1d20 + 14 ⇒ (6) + 14 = 20

the goblin tries to determine the correct volume.

Morning Sands

The goblin tries to recall knowledge about the story of the Prince Agar to help the priestess to remember where she found it.

Occultism: 1d20 + 10 ⇒ (4) + 10 = 14

The Four Dunes

The goblin is less confident in this part of the researches.

Nature: 1d20 ⇒ 19

Royal Concessions

Finally he looks at the genealogy in a passionate manner. Especially he tries to identify the different blazons.

Heraldry Lore: 1d20 + 10 ⇒ (9) + 10 = 19

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Following the others in the bazaar, the cleric of Iomedae tries to help at each stations.

Satrap Esoterica

Society: 1d20 ⇒ 10

Morning Sands

Religion: 1d20 + 9 ⇒ (6) + 9 = 15

The Four Dunes

Nature: 1d20 + 9 ⇒ (16) + 9 = 25

Royal Concessions

Society: 1d20 ⇒ 17

Sovereign Court

No. This is *not* a group skill check (I would have telegraphed that if it was). Each is a 'one and done' check, with penalties for failures.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Oups. I wouldn't have made the Nature check. And Dranald wouldn't have made both Society checks of course.

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel can't help but roll her eyes and sigh internally as she listens to the Venture-Captain explain his predicament. This is what we have come to, relying on scraps of paper to decide who claims hollow dominion over land itself. If only the earth was as pure an expression of She Who Guides the Wind and the Waves as the sea, they would realize the meaninglessness of their squabbles. Though I can see the importance of this matter to the Society, however ridiculous the methods may be.

In the Bazaar, Jasariel applies her theological knowledge and maritime expertise to the task of obtaining the necessary documents.

Morning Sands: Religion (T): 1d20 + 8 ⇒ (14) + 8 = 22

The Four Dunes: Nature (E): 1d20 + 10 ⇒ (18) + 10 = 28

Sovereign Court

At Satrap Esoterica, Ukh determines the correct volume by locating text written in invisible ink, which can be revealed with a simple application of heat, such as holding a blade warmed in a candle or torch near the page!

At Morning Sands, Jasariel gives the priestess enough information to quickly collect the correct scroll from the sacred texts.

At The Four Dunes, Jasariel locates the most suitable ground to build upon on the path between Katheer to Sedeq to avoid natural disasters, like sinkholes and landslides.

At Royal Concessions, Ukh traces the correct volume by following the changing family crests over the centuries.

At this point in time...

A group of individuals armed with sturdy clubs shows up.

"We'll take those; that information belongs to us!"

R: 1d20 + 8 ⇒ (1) + 8 = 9.
C: 1d20 + 6 ⇒ (5) + 6 = 11.
Dranald: 1d20 + 9 ⇒ (12) + 9 = 21.
Farryn: 1d20 + 6 ⇒ (17) + 6 = 23.
Gedrim: 1d20 + 7 ⇒ (15) + 7 = 22.
Gruvok: 1d20 + 6 ⇒ (2) + 6 = 8.
Jasariel: 1d20 + 8 ⇒ (2) + 8 = 10.
Ukh: 1d20 + 6 ⇒ (14) + 6 = 20.

Chasing Their Family History, Round 1:

Farryn (-)
Gedrim (-)
Dranald (-)
Ukh (-)

C (-, -)
R (-, -)
Jasariel (-)
Gruvok (-)

Farryn, Gedrim, Dranald, and Ukh are up!

Slide 2.

Envoy's Alliance

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Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

The happy go lucky (not really) halfling rushes up to the group panting a bit, "Just got your... never mind."

He turns to face down the two thugs down his side of the ally, "Sadly for you all, I've been itching to try this out. So... we start by melting your face off, then swap to frying you two's brains. Let's see how you all do!"

Quick Bomber vs. Green

Moderate Acid Flask: 1d20 + 9 ⇒ (2) + 9 = 11 for 2 Acid Damage to Red & Green on a hit or miss. A hit also adds 2d6 Persistent Acid Damage. A Fumble does nothing to either.

Electric Arc vs Green & Red for 2d4 + 4 ⇒ (4, 2) + 4 = 10 Basic Reflex DC 19

Vigilant Seal

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Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin is thinking that these streets are not very smart. The ones of Admiral's fen were less dangerous even if they were said to be. But nevermind he throws quickly two bombs towards each of the foes in his direction.

Pay attention grenade!

Alchemist's fire, moderate: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27

Damage, splash: 2d8 + 1 + 2 ⇒ (7, 5) + 1 + 2 = 15 3 persistent fire on a hit

Alchemist's fire, moderate: 1d20 + 10 + 1 - 5 ⇒ (18) + 10 + 1 - 5 = 24

Damage, splash: 2d8 + 1 + 2 ⇒ (6, 2) + 1 + 2 = 11 3 persistent fire on a hit

Then he draws his crossbow.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Let's kill these ones first!

The cleric moves to see something and casts a spell. Then he attacks with the weapon he summoned.

Spiritual weapon: 1d20 + 9 ⇒ (17) + 9 = 26

Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

"Seems we have some competition to squash." mumbles Gedrim as he watches his companions unload on the nearby duo.

With a flick of his wrist, an over-sized centipede appears at the end of the alley. Rushing forward, it bites at the man with the blue scarf.

Mandibles: 1d20 + 6 ⇒ (3) + 6 = 9 for Piercing: 1d4 - 1 ⇒ (1) - 1 = 0
Well...that's unlikely to hit. lol

Mandibles: 1d20 + 1 ⇒ (16) + 1 = 17 for Piercing: 1d4 - 1 ⇒ (4) - 1 = 3
That one might though - if it hits need a Fort save DC 14 vs...

Centipede Poison:

Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round) Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)

3 action summon Giant Centipede

Centiped moves up and attacks 2x

Sovereign Court

Farryn tosses a flask of acid, which lightly burns Green...

Reflex: 1d20 + 8 ⇒ (13) + 8 = 21.
Reflex: 1d20 + 8 ⇒ (9) + 8 = 17.

...who is literally shocked by the subsequent electrical discharge.

Gedrim summons a centipede, which flails around, missing completely.

Dranald summons a spectral weapon, which delivers a solid hit to Green.

Ukh then tosses a pair of Molotov cocktails, immolating both his foes.

The two finely-dressed individuals smile.

"Now now, there is no need to fight..."

They then cast spells...

Charm (Ukh). DC 20 Will.
Charm (Gedrim). DC 20 Will.

...before starting inspiring battle cries.

Inspire Courage.

Meanwhile, the other two move in, and start swinging at *other* targets.

Club(Centipede): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19, for 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7 damage.
Club(Centipede): 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19, for 1d6 + 5 + 1 ⇒ (3) + 5 + 1 = 9 damage.

Club(Ukh): 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15, for 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7 damage.
Club(Ukh): 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10, for 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8 damage.

The centipede is squashed like a bug, and then Cyan moves forward, whilst Red moves in and misses Ukh.

1d20 ⇒ 12
1d20 ⇒ 15

Chasing Their Family History, Round 1/2:

Jasariel (-)
Gruvok (-)
Farryn (-)
Gedrim (-; Will save)
Dranald (-)
Ukh (-; Will save)

C (-34, -)
R (-23; 3 Persistent Fire, -)

Party is up!

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Farryn steps back carefully, then considers his options.

"Hmmm... well the lightning worked okay and my aim is terrible, let's just use that again."

Step, Electric Arc on Red & Green for 2d4 + 4 ⇒ (1, 4) + 4 = 9 Electric Damage, DC 19 Basic Reflex

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Will DC20: 1d20 + 9 ⇒ (13) + 9 = 22
Reaction Spell ID: 1d20 + 8 ⇒ (8) + 8 = 16

"I disagree good sir. You squished my companion..." replies the half-elf, shaking off his magical attempt.

For a moment, he considers bring forth another creature to fight, before moving out of the alley. A sly smile spreading across his face, he calls out "Farryn and them have the right idea. We've got to take them 'one grease at a time.'"

With a pinch of butter, he summons up a slipper surface beneath the closest duo. "I suggest you 'Grease and desist' while you still can!"

1 action move, 2 action cast Grease DC 18

Envoy's Alliance

Half-Orc Sorcerer (8)

"Does someone smell... bacon?"

Gruvok strides around the corner, fans his fingers forward, and casts...

Burning Hands (Level 2, DC 19 Basic Reflex Save)
Fire: 4d6 ⇒ (6, 4, 5, 4) = 19
If [yellow] fails its save it takes an additional 2 fire damage.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Will: 1d20 + 6 ⇒ (7) + 6 = 13

Hero point reroll: 1d20 + 6 ⇒ (15) + 6 = 21

After resisting to the charm the goblin throws another bomb towards the caster.

Pay attention grenade!

Alchemist's fire, moderate: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27

Damage, splash: 2d8 + 1 + 2 ⇒ (7, 2) + 1 + 2 = 12 3 persistent fire on a hit

And he loads his crossbow and casts Shield +1 AC

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric sustains his current spell, draws his own longsword and pulls out a scroll.

Spiritual weapon:1d20 + 9 ⇒ (5) + 9 = 14

Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Verdant Wheel

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N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel pulls out her shield, though she doesn't have time to raise it yet. With a wave of her trident she calls down a disappointingly quiet thunderclap on the two foes hopefully tripped by Gedrim's grease.

Interact, Cast Sound Burst (DC 18).
Damage: 2d10 ⇒ (1, 2) = 3

Sovereign Court

Jasariel tosses out a blast of sound...

Fort: 1d20 + 9 ⇒ (17) + 9 = 26.
Fort: 1d20 + 5 ⇒ (18) + 5 = 23.

...which both targets shrug off with a wince.

Gruvok channels a great gout of flame...

Reflex: 1d20 + 8 ⇒ (10) + 8 = 18.
Reflex: 1d20 + 8 ⇒ (12) + 8 = 20.

...charring the scruffy one.

Farryn Steps back, and channels electricity again...

Reflex: 1d20 + 8 ⇒ (10) + 8 = 18.
Reflex: 1d20 + 8 ⇒ (15) + 8 = 23.

...causing both men's skulls to explode, as their skulls turn into impromptu pressure-cookers for their brains.

Gedrim tosses out some bacon-fat...

Reflex: 1d20 + 8 ⇒ (7) + 8 = 15.
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24.

...tripping the scruffy one.

Dranald's spectral weapon misses.

Ukh's bomb, on the other hand, scores a direct hit.

The man who is singing gives Gruvok a winning smile.

"Come now, surely you see that there is no need for more senseless violence..."

Charm. DC 20 Will.

Meanwhile, his companion staggers to his feet, moves forward, and takes a swing at Gedrim...

Club: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15, for 1d6 + 5 ⇒ (3) + 5 = 8 damage.

...but misses.

1d20 ⇒ 3

Chasing Their Family History, Round 2/3:

Jasariel (-)
Gruvok (-; Will save)
Farryn (-)
Gedrim (-)
Dranald (-)
Ukh (-)

C (-25; 3 Persistent Fire)
R (-20)

Party is up!

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel stabs at the man attacking Gedrim.

+1 Trident: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Then, if Gruvok is obviously charmed:

She summons an incorporeal wave which crashes over Gedrim, hopefully washing away the the enchantment affecting him.

2nd level dispel magic.
Counteract Check: 1d20 + 8 ⇒ (7) + 8 = 15

Otherwise:

Jasariel jabs at the enemy again, then raises her shield to prevent retaliation.

+1 Trident: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
+2 AC, will Shield Block if hit.

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