| Asta Odimmadu |
Asta looks to his companions. "Well, how much of a hurry are we in? I bet we could get this thing cooled down a little quicker, but there is some downside."
Asta is at +12 crafting. I'm happy to try it if we'd like to speed things along (or looks like Jack is slightly better), but I also don't see a ton of reason not to just wait an hour.
| Fuchsia Madouc |
Fuchsia tosses the snake symbol up and down. Hopefully, she doens't break it. I guess. I'm interested in what ol' Cursei does when we unlock 'em. Wanna go check it out while we wait?
| Yuturr Unku |
I'm in, Yuturr says. Beats the heck out of watching metal cool.
| GM Kate |
You head back to the statue and place the symbol on the lock, which causes it to open. You can unwrap the chains from around the statue.
One freed from the chains, Cursebreaker stands up with a sudden grinding of stone, its narrow horns grazing the ceiling 10 feet overhead. It swivels its head from side to side to assess its surroundings, and its shield briefly flares with the same stylized sun symbol as the floors in Kibwe’s Archive of the Sun, then fades. The statue looks east and squints, as though trying to see something far away, then trundles out of the room with a slow but determined gait.
| Yuturr Unku |
Yuturr is uncharacteristically speechless a moment, his mouth agape.
Finally, he manages: ...should we follow it?
| Fuchsia Madouc |
Do we really have a choice? As if Cursebreaker would stop.
Not like I'm gonna try, anyways…
This place is gross. Let's get our friends and our loot, and get out of here.
| GM Kate |
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You realize pretty quickly that the statue, actually a golem, is heading toward Kibwe. You also realize that it is going in a straight line direction toward the city, which means traveling through dense jungle and encountering many obstacles.
If you travel along the path, you should be able to beat Cursebreaker back to Kibwe. If you follow Cursebreaker directly to keep an eye on it, you'll fall behind it, as it doesn't need to stop to sleep and you all do.
If you want to approach the trip back a different way, pitch me something!
| Yuturr Unku |
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If we're confident where it's headed, the path makes the most sense.
| GM Kate |
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You travel along the path until you reach the bodies of the departed sisters. As their spirits rise once again, Dhira and Tavik step forward.
"We're okay! We're fine."
"Dhira! Tavik! You must escape! They're going to kill you, too!"
"No, no the Aspis are gone! These people rescued us. We're fine! We're fine. You can be at peace."
At these words, the sisters' spirits begin to dissipate. Soon, their bodies exhibit no signs of magic.
"Would you mind waiting a bit so we can give them a proper burial?" asks Dhira.
| Fuchsia Madouc |
Of course. I don’t know much about what to say, but I’ll help dig. She gets out her traveler’s tool and forms a shovel.
| Yuturr Unku |
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Yuturr is clearly worried about the time they'll spend as they follow Cursebreaker, but can't in good conscience deny the request, so he joins in to lend a hand, hoping they can finish more quickly.
| GM Kate |
You bury the bodies, and say a few words.
You soon make it back to Kibwe, and you estimate that you got here several hours ahead of Cursebreaker.
The city looks different. There are few people outside their homes, and they are staying very far apart.
You see signs on the walls. "ALL HUMAN RESIDENTS: STAY AT HOME. DO NOT TOUCH ANYONE. NON-HUMANS CAN SPREAD THE SLITHERING."
You see a human merchant tugging on the reins of his beast of burden, a surly triceratops with garish stripes painted along its frill. The wagon behind the dinosaur is plainly overloaded, even for such a strong animal, but the merchant seems anxious to move away from Kibwe as quickly as possible.
| Fuchsia Madouc |
Fuchsia gets an eerie sense of déjà vu, and stands there pondering the sign for several minutes. It’s as if she stood in a strange, empty city in another life, another place. She shivers.
In need of relief, she chuckles at the stubborn pack animal and the foolish merchant. "What an ass." She makes her way over to help the poor creature.
| Yuturr Unku |
Yuturr looks at the dino and turns to Zarke. Friend of yours...?
| Zarke |
Zarke will take a moment to check out the triceratops while hopefully one of his companions talks to the merchant.
| GM Kate |
As the group approaches, the man suddenly collapses into a pile of ooze! You reach for your bludgeoning weapons, but the triceratops beats you to it, stomping the ooze into oblivion. Unfortunately, the ooze releases some kind of filth wave that gets the triceratops even more agitated, just as it breaks free of its harness!
You have a chance to calm the triceratops down before we roll for initiative.
| Fuchsia Madouc |
Fuchsia waves her red scarf around to help Zarke's efforts.
One For All (Diplomacy to Aid Another), Badge (E): 1d20 + 4 + 15 ⇒ (17) + 4 + 15 = 36
Crit success if it's allowed, so +2 circumstance?
| Yuturr Unku |
Yuturr isn't knowledgeable about Nature things, but tries to lend a hand, fishing out a bit of food to try and help Zarke's dino-whispering.
Diplomacy (expert, Aid Another): 1d20 + 13 ⇒ (10) + 13 = 23
| Zarke |
Zarke does his best to calm the dino.
I think I can follow the expert, which makes this much more likely to succede, may need one of those to be a check instead of an assist, not sure.
wild diplomacy w/follow: 1d20 + 7 + 2 + 2 - 1 ⇒ (18) + 7 + 2 + 2 - 1 = 28
| GM Kate |
Zarke, with the assistance of Fuchsia and Yuturr, soothes the triceratops before it can go stampeding through the streets.
Just as that problem is solved, you hear a scream! You run over several blocks to see several small fey with red caps parading around holding crude human dolls slathered with slimy, viscous oil on each of their scythes. They have also written slogans like “Watch Your Step around Humans!” and “New Flavor: Human Jelly” in chalk along their scythes. They are currently terrorizing the humans on the street, threatening to touch them.
redcap 1: 1d20 + 12 ⇒ (4) + 12 = 16
redcap 2: 1d20 + 12 ⇒ (18) + 12 = 30
redcap 3: 1d20 + 12 ⇒ (3) + 12 = 15
Fuchsia: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
Zarke: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
Jack: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
Asta: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
Yuturr (Stealth): 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Initiative!
Zarke
Yuturr
Fuchsia
Asta
Red Cap 1
Red Cap 2
Red Cap 3
Jack
| Fuchsia Madouc |
Fuchsia accidentally steps in a piece of fresh triceratops-dung on the way over. "Eeew."
She delays when she sees the evil fey. Let them come to us, IMO.
"C'mere! I got my own slogan about Redcaps, on the bottom of my boot! I'll show you."
| Zarke |
Zarke fires a ray of frost at the front crimson fey.
zap: 1d20 + 15 ⇒ (18) + 15 = 33
cold damage: 4d4 + 4 ⇒ (1, 2, 2, 3) + 4 = 12
Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Before encouraging T'gon'l to bite any fey that comes too near.
Zarke casts guidance on Fuchsia.
| Asta Odimmadu |
Asta sees the wisdom in Fuchsia's plan, waiting for the creatures to come closer (also delay).
| Yuturr Unku |
Yuturr picks up what Fuchsia is laying down. Hoping he's not yet been observed, he waits for the right opening... Also delay.
| GM Kate |
Zarke gets their attention with a precisely placed ray of frost. Everyone else waits for the rec cap wearing fey to come near, which they quickly do.
"Trying to protect the humans? We'll see if any of you are human enough for the slithering!"
If Zarke is wielding a reach weapon, he gets an AoO on his choice of redcaps.
1, scythe vs Fuchsia: 1d20 + 15 ⇒ (16) + 15 = 31
ouch!: 1d10 + 10 ⇒ (2) + 10 = 12
2, scythe vs Fuchsia: 1d20 + 15 ⇒ (4) + 15 = 19
ouch!: 1d10 + 10 ⇒ (2) + 10 = 12
3, scythe vs Zarke: 1d20 + 15 ⇒ (13) + 15 = 28
ouch!: 1d10 + 10 ⇒ (9) + 10 = 19
The slimy dolls hang from the scythes.
Initiative!
Zarke, -19 hp
Red Cap 1, -24 hp
Red Cap 2
Red Cap 3
Yuturr
Fuchsia, -12 hp
Asta
Jack
| Fuchsia Madouc |
Fuchsia tries to tumble through twice and fails. I thought I got better at this…!?
Tumble Through: 1d20 + 18 ⇒ (3) + 18 = 21
Tumble Through: 1d20 + 18 ⇒ (5) + 18 = 23
So she stabs it in the eye.What. EVER.
Striking Rapier: 1d20 + 16 ⇒ (20) + 16 = 36
P: 2d6 + 4 + 2 ⇒ (3, 5) + 4 + 2 = 14
FF on crit; deadly 1d8 ⇒ 5
33 Piercing
| Asta Odimmadu |
Nature to Recall Knowledge (Known Weakness): 1d20 + 11 ⇒ (18) + 11 = 29
Devise a Stratagem: 1d20 ⇒ 8
Asta, seeing a moderate opening, darts around to the far side and stabs at the nearest redcap.
+1 striking ghost touch sword cane vs. flanked #1 (DaS): 8 + 16 = 24
P damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7
Strategic Strike: 2d6 ⇒ (4, 6) = 10
◆Devise a Stratagem, ◆Stride, ◆Strike
| Zarke |
Zarke gets a nasty gash before smashing down at #2.
maul vs #2 FF: 1d20 + 14 ⇒ (7) + 14 = 21
b damage: 2d12 + 4 ⇒ (6, 7) + 4 = 17
before zotting 1&2 with an electric arc.
electric damage: 4d4 + 4 ⇒ (3, 3, 2, 4) + 4 = 16
basic reflex 25
T'gon'l will also take a bite at the flanked #2.
bite vs #2 ff: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15
piercing damage: 2d8 + 4 ⇒ (6, 7) + 4 = 17
As a reminder you can touch Zarke for 4d10 healing
| Jack Lily-White |
Action 1-2: Wall of Fire
Action 3: Guidance
Taking a cue from all the quips the others make, Jack says, "Nice of you to form a line. It's perfect for a fiery line dance."
It's not a great quip, but so it goes.
What follows is an eruption of fire where they stand!
Wall of Fire. Any creature that crosses the wall or is occupying the wall’s area at the start of its turn takes 4d6 fire damage
And knowing that Yuturr will step in to skirmish on the other side of the wall, Jack works his magic to guide the rogue.
Guidance on Yuturr
| GM Kate |
Fuchsia can't seem to tumble through, but she has no trouble stabbing a fey right in the face.
Asta recognizes redcaps! They have fast healing and are weak to cold iron. They dip their caps in the blood of their enemies, which gives them their fast healing.
Asta moves around to the other side and stabs, taking out 1!
Zarke smashes at 2, then casts an electric arc.
2 Reflex save: 1d20 + 15 ⇒ (13) + 15 = 28
3 Reflex save: 1d20 + 15 ⇒ (7) + 15 = 22
Jack sets up a wall of fire encompassing both red caps!
Initiative!
Zarke, -19 hp
Red Cap 2, -25 hp
Red Cap 3, -16 hp
Yuturr
Fuchsia, -12 hp
Asta
Jack
Yuturr up!
| Yuturr Unku |
Yuturr darts into position and goes to work. Starting on 2, moving to 3 should 2 drop.
+1 striking rapier vs. flat-footed AC: 1d20 + 16 ⇒ (11) + 16 = 27
piercing: 2d6 + 2 ⇒ (1, 3) + 2 = 6
plus sneak attack: 2d6 ⇒ (3, 5) = 8
plus deadly, if a crit: 1d8 ⇒ 3
+1 striking rapier vs. flat-footed AC: 1d20 + 16 + 4 ⇒ (2) + 16 + 4 = 22
piercing: 2d6 + 2 ⇒ (2, 2) + 2 = 6
plus sneak attack: 2d6 ⇒ (5, 3) = 8
plus deadly, if a crit: 1d8 ⇒ 4
Stride, Strike x2.
| GM Kate |
Yuturr moves in, getting two good stabs on one of the red caps.
Their wounds heal, and then they burn in the wall of fire!
wall of fire!: 4d6 ⇒ (1, 2, 1, 5) = 9
I think that I get to choose the order in which things happen that all happen at the start of my turn. In this case, I can heal from fast healing before I take damage from the wall of fire. If you think otherwise, let me know! It would be good to know for the future.
#2 swings twice at Fuchsia.
scythe: 1d20 + 15 ⇒ (3) + 15 = 18
ouch!: 1d10 + 10 ⇒ (7) + 10 = 17
scythe: 1d20 + 15 - 10 ⇒ (19) + 15 - 10 = 24
ouch!: 1d10 + 10 ⇒ (8) + 10 = 18
It then starts to run away, and Zarke takes an AoO.
maul vs #2 F: 1d20 + 14 ⇒ (6) + 14 = 20
b damage: 2d12 + 4 ⇒ (1, 12) + 4 = 17
Sadly missing. It kicks Asta on its way out.
boot: 1d20 + 15 - 8 ⇒ (5) + 15 - 8 = 12
ouch!: 1d6 + 8 ⇒ (5) + 8 = 13
The other one swings twice at Zarke, then kicks Yuturr on its way out.
scythe: 1d20 + 15 ⇒ (16) + 15 = 31
ouch!: 1d10 + 10 ⇒ (4) + 10 = 14
scythe: 1d20 + 15 - 10 ⇒ (12) + 15 - 10 = 17
ouch!: 1d10 + 10 ⇒ (6) + 10 = 16
And it kicks Yuturr on its way out.
boot: 1d20 + 15 - 8 ⇒ (17) + 15 - 8 = 24
ouch!: 1d6 + 8 ⇒ (1) + 8 = 9
Initiative!
Zarke, -33 hp
Red Cap 2, -52 hp
Red Cap 3, -15 hp
Yuturr, -9 hp
Fuchsia, -12 hp
Asta
Jack
| Fuchsia Madouc |
Fuchsia shouts through the flames: Surely you're not running away; don't you have a slogan about ratfolk you'd like to workshop?
Bon Mot vs. 2: 1d20 + 15 ⇒ (17) + 15 = 32
Once charged up, she scurries around the fire and lands a stab at #3.
Striking Rapier, Confident Finisher vs #3: 1d20 + 16 ⇒ (10) + 16 = 26
P: 2d6 + 4 + 2 ⇒ (1, 1) + 4 + 2 = 8
Precision: 3d6 ⇒ (5, 2, 4) = 11 (full damage on miss)
| Zarke |
Not seeing a need to push through the wall Zarke does his best to target the remaining redcaps with another electirc arc.
flat dc5 Vs #2: 1d20 ⇒ 17
flat dc5 Vs #3: 1d20 ⇒ 14
electric: 4d4 + 4 ⇒ (3, 1, 2, 1) + 4 = 11
Basic Reflex 25
Before moving back a step and granting Asta Guidance.
| Yuturr Unku |
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Running away? Seems like those red caps should be yellow! Yuturr pursues, irritated that he can't get an advantageous angle on the more wounded of the two, but taking the shot he can get on #3.
+1 striking rapier vs. flat-footed AC: 1d20 + 16 ⇒ (3) + 16 = 19 I VOLUNTEER THIS HERO POINT AS TRIBUTE
+1 striking rapier vs. flat-footed AC: 1d20 + 16 ⇒ (20) + 16 = 36 YAAS
piercing: 2d6 + 2 ⇒ (4, 3) + 2 = 9
plus sneak attack: 2d6 ⇒ (4, 4) = 8
plus deadly, if a crit: 1d8 ⇒ 4
Stride x2, Strike.
| Asta Odimmadu |
Asta follows, moving once again into a flanking position and striking at the fleeing redcap between Yuturr and himself.
Nature to Recall Knowledge (Known Weakness): 1d20 + 11 ⇒ (18) + 11 = 29
Devise a Stratagem: 1d20 ⇒ 8
+1 striking ghost touch sword cane vs. flanked #2 (DaS): 8 + 16 = 24
P damage: 2d6 + 3 ⇒ (5, 5) + 3 = 13
Strategic Strike: 2d6 ⇒ (5, 1) = 6
◆Devise a Stratagem, ◆Stride, ◆Strike
| Jack Lily-White |
Action 1: Stride
Action 2-3: Ray of Frost
Jack moves to get a better view before releasing a ray of frost at one of the redcaps!
Ray of Frost vs 3: 1d20 + 15 ⇒ (18) + 15 = 33
Damage (Cold): 4d4 + 4 ⇒ (1, 2, 4, 3) + 4 = 14
| GM Kate |
Fuchsia knocks Redcap 2 off-kilter with a cutting remark, and stabs #3 as he ponders.
Zarke lets off another arc of electricity!
2 Reflex: 1d20 + 15 ⇒ (11) + 15 = 26
3 Reflex: 1d20 + 15 ⇒ (2) + 15 = 17
3 takes all of the arc to the face while 2 dodges some of it!
Yuturr moves in and finds exactly the right spot to stab #3, dealing an impressive blow!
Asta moves in to finish off 2, and Jack lets loose with a powerful burst of cold to make sure none of the fey will rise again!
After you take a few moments to patch up your wounds, you continue on. You see a ripple in the air of an upcoming cross street, and realize that it is a gelatinous cube! As you reach for your bludgeoning weapons, a battle cry rings out from atop a nearby building. Your friend Grisshuk leaps from the building into the gelatinous cube while swinging his greatclub. The gelatinous cube breaks his fall, and a few powerful strikes from his club cause the cube to slough away into a greasy stain on the street.
After defeating the ooze, he spots you and grins.
"Hello, friends! I've been earning my redemption by taking out these oozes all over the city."
| Yuturr Unku |
Grisshuk! Yuturr greets the reformed orc warmly. Once we break this curse, we'll see to it that your action on Kibwe's behalf is rewarded somehow! How many have you felled so far?
| Fuchsia Madouc |
You seem less… grimdark?
She thinks to herself. Seems like killin' oozes and helping the city secretly makes him happy. I'm glad he found a way.
| GM Kate |
"Oh, dozens! But I don't need a reward. It actually makes me feel a little weird when people insist on giving me things. Reminds me of being a merc, you know? Maybe you could take these things? You're the real heroes."
He hands over 242 sp, a wide silver anklet worth 60 gp, and bracers of armor type I designed to look like overlapping baobab leaves.
"Oozes aren't the only news around town. I hear there's a big shake-up with the Aspis Consortium. Some halfling woman is taking over, moved them all to some old building in the southern end of Mozimba Camp."
Oh no! That's where the Archive of the Sun is! That building where Cursebreaker was supposed to be and you fought a bunch of boggards.
| Yuturr Unku |
Yuturr is quick to take the goodies Grisshuk offers as he listens to the news about the Aspis. I'm starting to hate those guys, he says matter-of-factly. We should go pay them a visit, no? We already know the layout of the place.
| Asta Odimmadu |
"Given that it was an Aspis agent that moved the statue so far away from town in the first place, it seems likely to be intentional."