Orla Pfeffenpfoffer
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I'd like to have a quick Perception check before engaging with the angry crowd to look for ne'er-do-wells lurking for a quick shank.
Perception Check: 1d20 + 6 ⇒ (1) + 6 = 7 Wow. That's moot - natural 1.
Orla's sharp halfling wit immediately picks up the anger of the crowd and uses it to bend a barb back at them. She pitches her words loudly for the leather-smiths.
"Yes, please continue to insult the agents of Gorm Greathammer, Master Smith of the Five Kings Mountains and Leader of the Smithing Council of Absalom, by calling us smugglers and ruffians. It isn't as if he couldn't snuff the fires of your own forges before you returned home for your dinner for daring to suggest his impropriety. Stop being asinine."
There's a bit of Deception to what she's pronounced, but it's more Intimidation. I'll re-roll if you'd like, GM.
Intimidation Check: 1d20 + 3 ⇒ (7) + 3 = 10
Zazz Zelgadis
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Almost wanting to take a step back from the intimidating prescenes of his allies, Zazz resolves himself to the situation. What should have been an easy rescue, is apparently a large scale production and with statues numbering this high-a rather forboding concept.
"Really. Those are people trapped. Can you imagine what thats like? Forever unmoving, unable to die, all you can do is think in you're head. Would you want to be left like that? We're helping, What you're doing is basically calling a living corpse prison art."
I'm not exactly sure what Crafting brings to the table here. Is it explaining what happened to them, and their condition? or is it breaking down their concept of a pretty statue? I'm not entirely sure what that option gives. But it is Zazz's best option
Crafting: 1d20 + 6 ⇒ (14) + 6 = 20
I'm relating this to his statement above, explaining the condition of those effected. Either to persuade them of the horrorible fate. or if that is not applicable. Can I used it to aid Losseyel? (describing such a fate is rather unnerving). If so add +4
| Pirate GM |
I think your description along with using crafting is great. I'd be happy to use that as an aid instead of a roll, but given the relative difference in DCs I'd suggest that even with a +4 from helpful your odds of contributing to overall success are in your favor to make a roll rather than aiding. So lets call that a roll.
Zazz convinces one of the rabble rousers to back down by reminding them of the humanity behind the statues.
Losseyel does intimidate one into backing down, while Orla is not successful at either of her endevours.
Locke Highwind
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Locke moves forward to the front of the crowd towards the leader as best he can.
"People, people! It's all been one big misunderstanding. As my friends here are telling you, higher authorities have recognized that this individual has been wrongly sentenced, and we are here to simply ensure that proper justice is being met."
He points his finger at one of the leaders of the mob.
'You, sir! If you were wrongly sentenced for a crime, wouldn't you wish that caring Pathfinder agents such as ourselves would come to your aid and free you of your unjust stony imprisonment? I would think so!"
Locke's definitely hamming it up, but his bonus to either Diplomacy and Performance is identical. So either one!
Diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20
Sailor Bobbins
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Oh! Didn't realize that Group Coersion would come up here! Gorwinel has it!
Gorwinel points at a couple of the women. "You really don't want to be messing with us. The Pathfinder Society is a great agency whose goal is to collect artifact and accumulate knowledge, but every organization has a bad side, and the Pathfinders are a powerful organization at that."
Intimidate: 1d20 + 6 ⇒ (13) + 6 = 19
| Pirate GM |
Gorwin scares off two of them while Locke's has trouble getting people listen to his more reasoned arguments.
Diplomacy is technically possible although quite a bit harder than intimidate in this case.
With most of the leaders scared off the crowd quickly disperses, except for a single tall man in a large trench coat.
"no NO NO NO! That's not what's supposed to happen. Justice cannot prevail here!"
and the trenchcoat falls off revealing a pair of flying creatures that cackle evilly.
Any remaining bystanders flee.
Gor: 1d20 + 5 ⇒ (2) + 5 = 7
Locke: 1d20 + 5 ⇒ (17) + 5 = 22
zazz: 1d20 + 3 ⇒ (17) + 3 = 20
Orla: 1d20 + 6 ⇒ (18) + 6 = 24
Losseyel: 1d20 + 4 ⇒ (8) + 4 = 12
red: 1d20 + 6 ⇒ (7) + 6 = 13
blue: 1d20 + 6 ⇒ (19) + 6 = 25
The first of the flying creatures begins to buzz and cackle, it flies around Orla's head before dipping down for a pair of bite attacks.
chomp: 1d20 + 8 ⇒ (1) + 8 = 9
chomp: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d8 + 1d4 ⇒ (8) + (4) = 12
8 piercing and 4 evil damage, and Orla needs to make a fort save vs Disease.
Initiative:
Blue
Orla 3/15
Locke
Zazz
Red
Losseyel
Gor
Orla, Locke and Zazz are up!
Can spend an action and roll occultism and read below if you want to learn more.
25+ (or nat 20)
15+
5- (or nat 1)
Orla Pfeffenpfoffer
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WTF?!
"What do you mean justice cannot prevail----AHHHH!"
As Orla confronts the trench-coated miscreant, the hidden flying creatures fly at her, raking at the priest with unholy havoc.
Fortitude Save: 1d20 + 3 ⇒ (11) + 3 = 14
Orla falls back from the threatening creature and prays aloud to Desna, her voice echoing across the market square in the twilight.
"Hear me, oh Wanderer of the Spheres, and aid me in my time of tribulation! Strike at my foes with your lunar might!"
A blast of silvery-white light rips through the nearer (blue) enemy.
Spell Attack roll: 1d20 + 6 ⇒ (18) + 6 = 241d6 ⇒ 1 If that is a successful hit, the creature is dazzled for one round. If that is a critical hit, then double the damage and the creature is dazzled for one minute.
Zazz Zelgadis
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Zazz blinks several times before registering the rapid change in situation "That was NOT what I was expecting!" Fumbling briefly, realizing he wasn't ready for an attack, weapons stowed, and not loaded, Zazz decides to try something crazy.
Dashing to the side of the creature, Zazz calls out "Locke! moving into a flanking position hoping his ally joins him. Zazz lashes out with hammer fist, and then regains his balance hoping for help.
Stride (would provoek AOO if it has it). STrike. Aid Action--Prepped to help Locke attack the creature in a flanking pincer attack. Or whoever can benefit from it if Locke doesn't flank
Hammer Fist Unarmed: 1d20 + 6 ⇒ (8) + 6 = 14
If hits: bashing damage: 1d4 + 2 ⇒ (1) + 2 = 3
Aid Another to Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Unless someone does flank, and that helps the Aid DC I don't think I succeed Aid. WHelp should've done Shield I guess!
| Pirate GM |
Going to wait until late tonight to bot Locke since Paizo was down for quite a bit.
Orla's moon beam is a direct hit, dazzling the creature briefly. (Not enough for a crit.
Zazz circles around the flying critter but can't manage an effective attack.
Initiative:
Blue -1 (Dazzled 1R)
Orla 3/15
Locke
Zazz
Red
Losseyel
Gor
Locke is up!
Locke Highwind
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I was trying all evening yesterday to post but couldn't. Ugh! Sorry.
Locke looks over and acknowledges Zazz, moving into flanking position with his alchemist companion.
"Thanks for the assist! I appreciate it!" Locke says while flashing his rapier and short sword.
Locke twirls the short sword in hand, spinning it with a dazzling display. He smiles, pivots, and quickly lunges with his other arm, attempting to catch the enemy off guard with an unsuspecting rapier thrust.
Move, Feint, then Attack.
Feint vs Perception DC: 1d20 + 5 ⇒ (5) + 5 = 10
If that succeeds, the target will be flatfooted until the end of my next turn (-2 AC). Even though they're already flatfooted from the flank, this will last even if they move away.
Rapier Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Rapier Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Sneak Attack: 1d6 ⇒ 2
| Pirate GM |
Locke moves up and manages to connect once despite not succeeding on his feint.
Seeing a potentially vulnerable target the red critter flies past Orta and moves to flank Locke where it makes a pair of vicious bites
bite vs FF locke: 1d20 + 8 ⇒ (1) + 8 = 9
bite vs FF locke: 1d20 + 4 ⇒ (1) + 4 = 5
but can't get anywhere near Locke.
Initiative:
Blue -10 (Dazzled 1R)
Orla 3/15
Locke
Zazz
Red
Losseyel
Gorwinel
Losseyes and Gorwinel are up!
Losseyel
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Losseyel stares for a moment as the creatures reveal themselves. "Wha..."
Then she whips out her rapier, runs up to the nearest one, and attacks.
Rapier, flanking: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Piercing damage: 1d8 + 1 ⇒ (1) + 1 = 2
Deadly d8 if critical success: 1d8 ⇒ 5
| Pirate GM |
As a reminder flanking doesn't give you +2 to hit but instead makes the target FF to the attack
Gorwinel doesn't manage to connect while Losseyel succeeded with a small stab on red.
The flappy blue monster bites at the flanked Locke while its wounds begin filling in with some sort of infernal blight. fast healing
bite vs Locke FF: 1d20 + 8 ⇒ (4) + 8 = 12
It misses, then it flutters around to the far side of Losseyel and takes a bite.
bite vs losseyel FF: 1d20 + 4 ⇒ (16) + 4 = 20
dazzled DC 5+: 1d20 ⇒ 4
However with sparkles in its eyes it can't quite connect.
Initiative:
Blue -5
Orla 3/15
Locke
Zazz
Red
Losseyel 2/11
Gorwinel
Orla, Locke and Zazz are up!
Zazz Zelgadis
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Zazz chases after the blue, before seeing a better opportunity to try and stomp out the red together. Attempting a front kick at the end of his movement and preparing to try and prevent it from dodging when another attacks.
Stride, Strike, Aid Action. To whoever attacks Red next
Front kick: 1d20 + 6 ⇒ (18) + 6 = 24 damage. Bashing: 1d4 + 2 ⇒ (4) + 2 = 6
Aid:block its dodging path: 1d20 + 10 ⇒ (6) + 10 = 16
Locke Highwind
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Seeing its wounds begin to heal, Locke runs forward and skirts around the side of the blue creature, into flanking position with Losseyel.
"Oh no you don't!" Locke shouts at the monster with both weapons crossed.
Move (1), Attack (2), Attack (3)
Rapier Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage + Sneak: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7
Shortsword Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage + Sneak: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12
Orla Pfeffenpfoffer
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Orla races away from the combat and towards Gorwinel, praying loudly to Desna as she glances hauntedly over her shoulder at the winged things cackling inside her head.
Orla's movement would provoke an attack of opportunity from red if it had one. If it attacks and hits (and deals enough damage), then the actions after the movement are moot.
"Goddess, please spare thy servant!"
Heal: 1d8 ⇒ 3
Occultism Check: 1d20 + 0 ⇒ (15) + 0 = 15
| Pirate GM |
Zazz manages a critical kick to the back of red's head before Locke follows up with a deadly shortsword blow, sending the fiend crashing to the ground.
It does not look like it will be getting back up.
Orla retreats and manages to recall something useful about the creature.
Feel free to read Orla's spoiler
Hearing Orla call out a prayer to Desna the remaining Cacodaemon flies to Orla, snarling at her holy symbol as it tries to devour the halfling cleric.
"They prefer targets who call upon or display symbols of good-aligned deities."
bite: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d8 + 1d4 ⇒ (5) + (3) = 8
5 piercing and 3 evil damage is enough to send Orla to Dying 1
The daemon than adjusts 5 ft and slobbers over Orla and Gorwinel.
Initiative:
Locke
Zazz
Orla 0/15 (Dying 1)
Red Cacodaemon
Losseyel 2/11
Gorwinel
Everybody is up! (Orla gets bumped to just before the Daemon)
Zazz Zelgadis
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Seeing Orla go down, Zazz utters a curse while pulling out his last elixir and running over to her side.
Interact to pull out my last Elixir of Life, 2 stride actions to get to Orla's side. 25movement sadly, and undrawn/unloaded xbow.
I will be looking up the rules for "dragging" an unconscious ally, and I'll feed her an elixir next round as well. I don't have another method to stablize.
Locke Highwind
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"Orla!" Locke shouts in horror as the halfling crumples from the daemon's attacks. "Damn you! None of my friends die on my watch!"
Locke strides into flanking position opposite of Losseyel and unleashes two quick attacks, desperately trying to stop the creature.
Move (1), Attack (2), Attack (3)
Rapier Attack: 1d20 + 7 ⇒ (1) + 7 = 8
1d6 + 2 + 1d6 ⇒ (5) + 2 + (4) = 11
Shortsword Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage+Sneak: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10
| Pirate GM |
will: 1d20 + 6 ⇒ (9) + 6 = 15
The remaining Cacodeamon takes the brunt of Losseyel's psychic attack while Locke gets into a flanking position and lands a solid blow.
Zazz runs over to help while Gorwinnel fires 3 times.
arrow: 1d20 + 9 ⇒ (7) + 9 = 16
more arrow: 1d20 + 4 ⇒ (11) + 4 = 15
Arrow3: 1d20 - 1 ⇒ (20) - 1 = 19
damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12
Gowrinnel then manages to finish off the critter.
Out of Combat
I'm certain somebody will at least stabilize Orla before they bleed to death. Feel free to recover as desired.
Also, locating the stoned Pathfinder is fairly trivial without the angry mob or other dangers present.
Zazz Zelgadis
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Zazz will feed Orla his last Elixir, "I know you can't hear me, but this is a good drink, don't cough it up. It is my last."
ElixirHP: 1d6 ⇒ 4
Also Orla gets +1tem bonus to saving throws against diseases and poisons for 10 minutes.
Locke Highwind
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After Orla comes to, Locke kneels next to the halfling with a smile and says, "Next time, a little warning before you nearly get your head chewed off by a daemon, okay?" He grins and helps Orla to her feet.
"I'm kidding. I'm glad you're still with us. Are you able to patch yourself up? I'm afraid I lack a proper kit, and medicine was never my strong suit. I can take care of our stony buddy."
Assuming Locke is given the antiparalysis salve, he will carry out the rest of this narration. Otherwise, if there's objections, disregard.
Locke wanders over to the Pathfinder frozen in stone. He stares at the figure for a minute, rubbing his chin with his hand. "You know, you almost got my friend here killed, I sure hope you're not some evil villain that's about to murder me," Locke says dryly before uncorking the salve and pouring the contents on the statue.
Orla Pfeffenpfoffer
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Orla takes a deep breath as she comes back from unconsciousness. She looks around wildly. "Who released those fiends?" she demands.
Thanks for the healing. I'll use one of the scrolls of heal (hers) to mend her wounds further.
Orla looks at her colleagues to see if anyone else if wounded. Not seeing any other injuries, she concentrates on herself after handing off the salve of anti-paralysis to Locke.
Two-action Heal: 1d8 + 8 ⇒ (1) + 8 = 9 Great. Still Wounded 1.
"I don't have healing tools. Does anyone else have them?"
If no, then Orla will continue with 13/15hp, but also Wounded 1.
Zazz Zelgadis
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I have not healing tools. Alchemists sadly have to buy their Alch tools. Doesn't leave enough Zazz is out of healing. (Unless you want an antidote/antiplague, or the Eagle Eye Locke has)
"I don't, sorry that was the last brew I had, I don't think my alchemical set would work well for mending. I really wonder where t hose creatures came from, and why. ...Should we sketch them for the guild records.. I don't really want to touch them much if they turn people to stone?"
| Pirate GM |
The Pathfinder is returned to life "Thank Desna I'm still in one piece. Quickly Pathfinders, what year is it?" she asks seemingly urgently.
She'll gladly ask and answer questions about what changes have gone on since she was turned to stone two years ago in 4719 AR. Her stamina will not hold out long though and after a few minutes will request an escort back to the Grand Lodge to finish recovering.
Additionally she'll gift you with a small but valuable Azlanti Trinket.
Non Magical, but does represent some of your treasure for the adventure.
Orla Pfeffenpfoffer
|
The current year, I believe, is 4719 AR. Two years ago would have been 4717 AR.
"What's your name?" Orla manages after the Pathfinder tells their short tale. "We have been sent by the leader of the Envoy's Alliance faction to ensure your safety! It would behoove us and our efforts if we could report to them your name."
Locke Highwind
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"Well, someone obviously didn't appreciate us interfering in lifting your sentence. If you don't know anything though, I guess all we can do is get you back to the Lodge. I'm sure plenty of folks will be happy to see you back in the flesh."
As they return the lost Pathfinder back to headquarters, Locke turns to the rest of the group.
"I'm starting to think we may have been thrown in a little over our heads with these tasks. But I'm not one to back down from a challenge! After that beating that we've taken from golems and daemons though, perhaps getting some rest and resuming later tonight or tomorrow would be for the best? If there's other vicious things trying to eat us, I'd like to be at our best, ya know?"
Zazz Zelgadis
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"Rather than being thrown in over our heads, I feel like there was little to no research prior.. Or I guess they used us to research the situation. ...I'm not really sure how it works, it did seem haphazard to give missions out at a formal party with no real notory. Resting sounds good. I'm fresh out of supplies, and maybe I should try going heavier tomorrow.."
Orla Pfeffenpfoffer
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”I completely agree with a rest. Additionally, I’d like to look into purchasing a healer’s kit and perhaps some rations. I didn’t think I’d need either of those things while still within Absalom.”
I’d vote for a rest and I’d like to purchase a healer’s kit and 1-2 days of rations, if possible.
| Pirate GM |
In Absalom your easiest (And Freeist!) accommodations are at the Grand Lodge.
There you're able to get a couple warm meals and enough rest to be fully recovered and ready to go come morning.
Purchasing a healer's kit is no problem, with access to one it's no problem to assume you're all fully healed by morning.
Heading over to the college of Mysteries you'll have to do some asking around to track down this experiment.
Anybody who wants to look can roll gather information(diplomacy) or assist as normal.
Zazz Zelgadis
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After finishing his daily prep, Zazz heads out with his associates. He starts his investigation by heading to the library to ask the staff if t they've anyone who happens to be researching about a scroll or Nidal that he could talk to.
Untrained diplomacy: 1d20 + 0 ⇒ (17) + 0 = 17
Orla Pfeffenpfoffer
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"Can anyone lend me the coin to purchase a healer's kit? I know it'll come in useful."
Orla has 2 gp and 2 sp. A healer's kit is 5 gp. Any help?
Zazz Zelgadis
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"I've got a few silver.. but that's it. Alchemical reagents are expensive."
Zazz only has 5 silver. He had to buy his Alchemist Kit, which is also 5 gold at character creation, combined with other things. Or he would've had his own med kit too
Orla Pfeffenpfoffer
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With Losseyel's generosity (Thanks!), Orla completes her purchase of a healer's kit and rations and appears ready to go.
Losseyel, I'll borrow 3gp from you and pay your character back at the end of the scenario. GM, I'll purchase the healer's kit and spend 2sp to purchase 3 days of rations.
| Pirate GM |
Sounds good on supplies
Heading to the College of Mysteries and asking around a bit reveals several points of interest.
The ritual is being performed by a graduate student named Tavvar Hamavsi. She's been practicing the ritual for the past several days after hours at the Blackros Museum.
It's pretty clear from talking with people that Tavvar has been rushing the ritual to completion as her dissertation is due quite soon and may have been cutting some corners.
It takes a couple hours to gather up that information and is currently late morning.
Orla Pfeffenpfoffer
|
Lore (Library): 1d20 + 2 ⇒ (14) + 2 = 16
Orla tries to use her library card to see about figuring out what the kind of dark ritual the student is trying to perform.