Didymus the Great |
”Whew! That was close!”
Didy hurries over to the mayor and starts patching his wounds.
medicine: 1d20 + 10 ⇒ (16) + 10 = 26
healing: 4d8 ⇒ (4, 6, 1, 4) = 15
GM_MG |
The mayor awakens with a start.
"Oh! Thank you!"
Behind the curtain, BumBum sees a rectangular corridor with 5 doors.
"Thank god you're here! I came yesterday, looking for Harlock, but they barely let me past the door! These men beat me, and threw me into that room." he gestures to the south-eastern room behind the curtain.
"Some of the priests came to see me, just as cruel as them. And they had wicked creatures with them, little flying demons." he shudders.
"The priests said I'd never see Harlock, that he was rotting away awaiting execution in a cell somewhere. I never learned why they are doing this. I don't know what happened here!"
BumBum the Clown |
We need to decide what to do with the Mayor before we move onward.
BumBum will approach Kvothe.
"Hey's I just want to tell's ya, I was pretty scared to come up here. But you, your songs, they really helps a fella out when he needs it. Thanks." Pretty sure I would have missed at least twice without your inspire courage and I think it may have made a crit as well.
"Mayor, how many priests and how many little demons you see? How little was the demons? Smaller than me? They have wings like this?" BumBum will pull out the Quasit wings. "Like that or bigger wings? You alright? You look a bit paler. You need's more help? I got's a potion. Nellyn gave it to us. He and the Professor looking after the town, don't you worry TOO much. Still not great though. But everybody well fed thanks to PontyPool! Thought we ran out of pickles for a moment, then I woke up on the pitch with everyone staring at me. Then I found a pickle in my hand. So pretty good party. Sorry you missed it. You need help back to town?"
GM_MG |
The mayor shrugs. "Three, I think. There are probably more here though. Yeah, like that!" he says when Bumbum shows him the quasit.
"No, no, I'm fine. I can make my way back to town on my own. If you're continuing on, please save Harlock if you can. I'm sure he doesn't have anything to do with all of this."
Didymus the Great |
"Of course! Don't worry we'll save him. We're adventurers!" he beams proudly.
"Hey, have you seen the sherriff with these guys? We found out from the Muggers that he was being held captive by some animated bushes or something. That certainly sounds like the doing of some druids to me."
I think we know he is at the Lindell barn, so we will have to make sure to check that place out next, but it can't hurt to ask if he has any new info. In the meantime, we definitely need to rest, probably for at least 20 min so that Kvothe can regain both Focus points, and so I can make sure that everybody gets healed. If my math is right he should be at 23/30 after the last 2 rounds of healing hymn. So I will use treat wounds on Ambro and on myself.
medicine: 1d20 + 10 ⇒ (12) + 10 = 222d8 ⇒ (2, 4) = 6
medicine: 1d20 + 10 ⇒ (9) + 10 = 192d8 ⇒ (5, 6) = 11
29/30 for Ambro and 30/36 for Didy seems close enough. Thanks again Kvothe, you were definitely the MVP of that tough ass fight!
GM_MG |
Unfortunately due to the way the Refocus skill is worded, you can only refocus if you have spent a focus since the last time you regained focus, which means you can only ever regain one focus at a time, except for a full rest. Link.
"Sadly, no. I'm not sure where the Sherriff has gone to, but I fear the worst." The mayor thanks you again, and heads off to return to Abberton.
Where to?
Lady Alhambra |
Al will cast detect magic and scan for useful items.
Arcana +7 for any secret rolls to identify
GM_MG |
None of the gear the men carried was magical. They each had hide armor, tridents, and wooden shields.
Neither of the doors appear to be trapped. The northern room appears to be a waiting room, containing a table and chairs, with a simple copper jug on the table and several simple clay cups.
The southern room is a storage area, containing a number of boxes and barrels. Among the more mundane gear, you spot a lesser salamander elixer, covered in dust and likely forgotten by the inhabitants.
Lady Alhambra |
With help Al will tie up the prisoner and drag him back to the shed for interrogation. Once he's gagged and the doors are closed she'll bring him around.
"Good morning, sunshine. Now, we're going to need you to tell us what you are up to here. If you don't, that sweet little goblin, the one playing with disembodied demon wings over there, he is going to take a bite out of you.
We need you to do so quietly, and not try anything stupid. Otherwise that sweet little dinosaur over there--you know, the one that you tried to kill--is going to take a bite out of you.
If you lie to us, that vicious maddog who has a frankly uncomfortably close relationship with said dinosaur... well I think you get the gist by now.
Now, are we ready to take out your gag?" she says while batting her eyes and smiling.
intimidation: 1d20 + 9 ⇒ (1) + 9 = 10
This dice roller is jerk. Sorry, guys I'm not willing to spend my only Hero Point.
Kvothe Incruentus |
Helping Al bind and drag/carry the prisoner over to the shed, Kvothe tries to help with the interrogation.
no need to get violent everyone, he was probably just following orders, right buddy? Just answer our questions and we'll let you go....
diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
you guys are too kind, that's what I'm here for buff/bonus everyone
GM_MG |
WHen he awakens, the man immediately begins attempting to free himself from his bonds.
1d20 ⇒ 18
He makes no response to anything said to him.
Didymus the Great |
Can I try a sense motive to check if he is possessed/mind controlled? (Perception +10)
Bongo BigBounce |
We are going to knock this guy out again, whomever has the best check will tie him up well, then we will hang him off the cliff about 15 feet down, gagged, and upside down. Any extra rope in the shed?
After hanging the Gozreh piñata BumBum will go back inside beyond the green curtain and start listening at and searching doors for Hazards, starting at the NE door.
Didymus the Great |
Didy will follow along beside BumBum as we explore past the curtain. Keeping my bow ready, and doing the bloodhound thing hoping to catch a scent as an early warning and/or designate someone as prey.
GM_MG |
No one notices anything past the green curtain.
The door at the far end of the hall is a massive granite slab, looking very secure, although you can't tell if its locked or not.
GM_MG |
Each of the four rooms are largely the same. Each has a bed and a simple desk with chair. On each desk is a copy of Hymns to the Wind and the Waves, the Gozren holy text.
The southeastern room is a bit different, however. The sheets here are bloodstained and in disarray, and there are a handful of rough wooden shims scattered across the floor—likely used to jam the door shut when Mayor Jae Abber was kept prisoner here.
Didymus the Great |
Didy will search the rooms thoroughly, and examine the holy text.
perception: 1d20 + 10 ⇒ (20) + 10 = 30
Lady Alhambra |
And I will indeed scan the rooms and then the granite door with Detect Magic
GM_MG |
There is no magic in any of the rooms.
The granite door doesn't appear to be trapped in any way, but it is very heavy and, if sealed on the other end, would likely be an excellent defensive emplacement.
Opening the door will require an Athletics check. If you'd like to attempt to do so quietly, you can also roll a Thievery check alongside it.
GM_MG |
Mighty BumBum gets the door open with surprising strength, although it may be lacking in subtlety.
This wide hall leads into the cliff face at an angle. A double door at the west end of the room is carved from blue and green marble and depicts a magnificent abstract pattern that evokes both the wind of a tornado and the water of a whirlpool. The handles are green-enameled metal leaves, each bearing a drop of water. Smaller doors lead out of this hall to the north and south directions. The door to the north has several planks nailed across it.
Another guard is here looking at the door to the north, and beside him is an awful, slimy frog, roughly man sized, with massive tusks sticking out of its mouth. The guard turns and observes you with some surprise as you enter.
"Hi."
1d20 ⇒ 9
1d20 ⇒ 9
1d20 ⇒ 8
1d20 ⇒ 13
1d20 ⇒ 14
1d20 ⇒ 14
Lady Alhambra |
"Hi? Hi!? You lazy slouch! You call yourself a guard! No wonder we were asked to test your defenses. This is just embarrassing." she says with a tut-tut and a shake of her head.
I finally have someone to bluff! I have Charming Liar, so if I manage a crit, I also increase his attitude towards me by one step.
deception: 1d20 + 11 ⇒ (7) + 11 = 18
GM_MG |
Froggie
Guard
Al
Didymus
BumBum
Kvothe
The frog bounds forward immediately, a trail of slime left in its wake.
Attack: 1d20 + 11 ⇒ (6) + 11 = 17
However, BumBum avoids the attack.
It follows up with another tusk attempt.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
That attempt goes even poorer than the first.
The guard makes an irritated face as the frog moves in front of him, which quickly becomes a full scowl of rage. He take up a position to the side of the door and attempts to poke BumBum through the door.
Attack, with cover: 1d20 + 11 ⇒ (3) + 11 = 14
His attack misses, however.
Up next, everybody!
Kvothe Incruentus |
Strumming his lute to a rousing tune, Kvothe sings along
From the kids on the hill plus my mom and my pops
I came to get down, I came to get down
So get out your seat and jump around!
inspire courage and then Healing Hymn on Ambro and move
Lady Alhambra |
Al will summon her favorite flash beetle again, just beyond the enemies. It will flash them and then step up into flank with BumBum (DC 17 Fort vs dazzle).
Didymus the Great |
I will delay until after BumBum, to enact his plan. So after BumBum goes, I will Hunt Prey on the adorable tusked frog, fire a couple hunted shots, then command Ambro to step into the breach and bite the frog. If at any point during all of that the frog drops, I'll switch to the guard.
hunted shot 1 +inspire: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 151d6 + 1 ⇒ (2) + 1 = 3
hunted shot 2 +inspire: 1d20 + 10 + 1 - 5 ⇒ (10) + 10 + 1 - 5 = 161d6 + 1 ⇒ (3) + 1 = 4
precision: 1d8 ⇒ 3
Ambro bite +inspire +precision vs FF: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 102d8 + 2 + 1 ⇒ (4, 2) + 2 + 1 = 9
Didymus 30/36 HP
Ambro 30+4/30 HP
GM_MG |
Round One
Active Effects - Inspire Courage
Froggie (-15)
Guard
Al
Didymus
Ambrosius (2 temps, fast healing 2)
BumBum
Kvothe
1d20 ⇒ 20
1d20 ⇒ 15Both enemies are unaffected by the flash.
BumBum hits the frog once, then moves away as Ambro takes his place in front of the door. Two arrows from Didy miss and an attack from Ambro also miss.
The frog attempts to tusk Ambro.
Attack: 1d20 + 11 ⇒ (4) + 11 = 15 Nein!
Attack: 1d20 + 6 ⇒ (7) + 6 = 13 Nyet!
Attack: 1d20 + 1 ⇒ (14) + 1 = 15 No way!
All three attacks miss tankosaurus.
The guard here reaches out and shoves Ambrosius.
Athletics (Shove): 1d20 + 6 ⇒ (12) + 6 = 18 DC is Fort DC, so this will just barely fail.
Ambro holds his position, so the man attempts to skewer the flash bug behind his pet with his trident.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d8 + 4 ⇒ (5, 4) + 4 = 13
The flash beetle returns to its plane of existence.
Finally, the guard tries to jab Ambro.
Attack, cover: 1d20 + 1 ⇒ (11) + 1 = 12 Nope
Heroes are up!
Kvothe Incruentus |
Combining to strum and inspiring tune, Kvothe summons his primal powers and hurls an acid ball at the Guard
I'm the cream of the crop, I rise to the top
I never eat a pig, 'cause a pig is a cop
Or better yet a Terminator, like Arnold Schwarzanegger
Try to play me out like, as if my name was Sega
inspire and then cast acid splash on the Guard
acid splash+inspire: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
damage: 1d6 + 1 ⇒ (5) + 1 = 6
BumBum the Clown |
'Hey you's all watch this!"
First BumBum will attempt to Demoralize the Frog.
intimidate: 1d20 + 11 ⇒ (9) + 11 = 20
Then I will try to Tumble Through the Frog's square.
Acro: 1d20 + 11 ⇒ (11) + 11 = 22 That should do
And then attack the frog FF.
tail vs. FF: 1d20 + 11 ⇒ (15) + 11 = 26 B: 2d6 + 5 ⇒ (3, 4) + 5 = 12 crit?
Lady Alhambra |
Al will second the goblin's menacing glare.
intiidate on the guard: 1d20 + 9 ⇒ (18) + 9 = 27
Then she'll run a bolt of electricity through the two of them.
DC 19 Reflex vs: 2d4 + 4 ⇒ (1, 3) + 4 = 8 elec damage
Didymus the Great |
"Good boy!" Didy encourages the tankosaurus who takes a bite out of the frog before falling back a step. As the line of fire is cleared, the archer launches a pair of arrows into the frog. Finally he sizes up his next target.
Command: bite + guarded step, hunted shot, then I am banking on frog not surviving the round, so I am Hunting Prey on the guard
Ambro bite +inspire +precision: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
damage +precision: 2d8 + 2 + 1 ⇒ (3, 5) + 2 + 1 = 11
The archer then fires a pair of arrows into the frog.
hunted shot 1 +inspire: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
damage: 1d6 + 1 ⇒ (6) + 1 = 7
hunted shot 2 +inspire: 1d20 + 10 + 1 - 5 ⇒ (16) + 10 + 1 - 5 = 22
damage: 1d6 + 1 ⇒ (3) + 1 = 4
Didy precision: 1d8 ⇒ 7
Didymus 30/36 HP
Ambro 30+4/30 HP
GM_MG |
Round One
Active Effects - Inspire Courage
Al
Didymus
Ambrosius (2 temps, fast healing 2)
BumBum
Kvothe
1d20 ⇒ 5
For speed, I'm going to retarget things that would have hit the frog onto the guard.
BumBum drops the frog, and Al intimidates and shocks him.
Ambro misses, but Didymus' first shot is a critical hit, and his second is a solid hit as well, dropping the guard.
Out of combat!
GM_MG |
The frog has no equipment—and with its layer of slime, you'd be reluctant to touch anything if it did—but the guard wears hide armor and carries a trident and a wooden shield.
The door to the south appears unremarkable, and BumBum doesn't see any traps.
Didymus the Great |
I will give the door a good sniff and listen before we open it, but then I will drop back with my bow and have Ambro ready to step up to tank.
survival: 1d20 + 8 ⇒ (6) + 8 = 14
perception: 1d20 + 10 ⇒ (3) + 10 = 13
Kvothe Incruentus |
Seeing the danger pass, Kvothe will sit on the floor with his lute across his lap. Thinking of some new lyrics and notes for their adventure notes/songs.
taking 10 min while BumBum and Didy search the next few rooms
GM_MG |
This small room has a wall-mounted basin, filled with clean water. Several hooks on the side of the room hold gray robes and rough soap.
Didymus the Great |
searching the room: 1d20 + 10 ⇒ (19) + 10 = 29