Agents of Edgewatch Adventure Path (Closed) (Inactive)

Game Master Dorian 'Grey'

Absalom, the City at the Center of the World, has
always drawn travelers from distant lands. Yet this year
is different, for it is the year of the Radiant Festival, a
celebration of epic proportions held every hundred years
to commemorate the failed Radiant Siege of Absalom in
1619 ar.


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Society: 1d20 + 8 ⇒ (19) + 8 = 27

Watanabe examines the missing person's reports trying to find some connection. "Seems they all disappeared within the last month and they were all visitors to the city. No natives, that's interesting. Perhaps the perpetrator was targeting people who were less likely to be missed. Let's start here, the Dragonfly Pagoda, five workers all went missing on the same day two nights ago. This is the largest number in one time."


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Society: 1d20 + 1 ⇒ (20) + 1 = 21

As Ono sifts through the stack of reports with Watanabe, organizing them into a confusing web of somewhat questionable ‘connections’, he says, ”An excellent observation, Watanabe. I concur. With careful reading, the dots almost connect themselves. The Dragonfly Pagoda is the most likely location to find first link in the chain that leads us into a epic adventure that spans years, and eventually pits us face to face with our arch nemesis—who we have yet to meet—showering fame and fortune upon all of us... at least all of us who survive. Ladies and gentlemen, let’s solve a crime!”

This pile of reports is perhaps the most anyone at the precinct has seen Ono read in a single sitting, and his mind is quite obviously racing with the input of all of this new information.

”Well come on then! We can’t be dawdling! Time is of the essence!”


The fact that Ono concurred with his assessment causes the subtle creep of doubt cloud Watanabe's mind. He hems, "Um... ah..." and haws while double checking, "Yes. Let's go. Wait nemesis?!"


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11

Pen had been standing at attention on top of a chair through the briefing and only slightly relaxes when the conversation starts up. Having not picked up any information on the case prior to coming in, she decides to trust these two fine officers who are clearly the most knowledgeable ones on the team.

"Don't worry about us, Lieutenant, we'll have this nemesis sniffed out in no time!"

She offers a crisp salute and then mounts up.


Female shield 20/20 Hero Points 3/1 Catfolk Champion 3 HP41/41 | AC 21/23| Fort +8 Ref +6 Will +6| Per +4 | Speed 25ft | Conditions:

diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14


Male Archives of Nethys Human Loot List Roll20

The determined flipping and turning of dozens and dozens of pages of reports, causing painful paper cuts, blurry, double vision, and a bit of carpel complications; grants gratitude to our studious Agents during the evening.
The missing persons seem radom, although Ono and Watanabe agree that the Dragonfly Pagoda is the first place to visit.


Male Archives of Nethys Human Loot List Roll20

The Dragonfly Pagoda

Situated near the heart of the Precipice Quarter, the Dragonfly Pagoda is sure to be one of the highlights of the Radiant Festival—if its builders can ever get it finished.

Diplomacy or Society DC 16:
Sent from Minkai to introduce the common people of the Inner Sea region to the majestic culture of the Empire of Dawn, the delegation in charge of constructing the temple includes some of the finest architects to ever serve the Jade Throne, yet the project has seen innumerable construction delays. At the time of the fair’s opening, only the first floor of the theoretically seven-story tower has been completed. Crews have been working around the clock under grueling conditions, and more than one fight has broken out between local laborers and their Minkaian counterparts.

When the Edgewatch agents approach the pagoda, they find the site in more chaos than ever. No one appears to be working—instead, a crowd of laborers and dignitaries shout at each other a stone’s throw from the temple’s front doors.
Characters who approach quickly find themselves speaking to Ama Uomi, the delegation’s chief architect and head of construction. Somewhat abashed, the architect reveals that in their rush to complete the temple, they made some... “unconventional” hiring choices. Knowing kobolds’ talent for construction and ability to see in the dark, the forepersons recruited a gang of kobolds called the Stonescales from Absalom’s Undercity, putting them to work with several Minkaians on the night shift.

Unfortunately for the project, the Stonescales were even less willing than their day-shift counterparts to put up with overworking and mistreatment. They’ve kidnapped the non-kobold members of the night shift and barricaded themselves inside the half-completed temple, refusing to leave or release their prisoners until their demands are met. (Exactly what their demands are is unclear, as each kobold shouting them out the doors adds their own spin to the negotiations, including increasingly unreasonable demands ranging from ownership of the pagoda after the fair to a seat for kobolds on Absalom’s Grand Council.)

Ama can provide a useful blueprint of the structure (though she notes that the kobolds have likely set up any number of traps not accounted for on the map above). While she recognizes that the safety of her workers should come first, Ama asks the Edgewatch agents to avoid smashing up the place if possible, and she also warns them of the building’s extremely flammable nature. “You Absalomians are accustomed to brick and mortar, so I’ll offer this advice: fire and Minkaian architecture don’t exactly mix.” To further incentivize the guards to be careful with the construction, Ama tells them they can requisition any loose valuables they find in the pagoda, including the discretionary cash located in the desk drawer in the pagoda’s administration room. (“We’ll probably have to start the remaining construction from scratch anyway,” she laments.)

Pagoda Features:
A chaotic maze of lumber and tools surrounds the completed bottom floor of the temple, which is elevated about 10 feet from the earth via a grid of wooden support beams and thick pillars, giving the impression, from a distance, of a massive dragonfly hovering above the ground. The temple’s primary entrance is at the tip of the building’s “tail” (the mutinying kobolds destroyed the stairway to the building’s rear exit). Colorful, massive dragonfly wings made from glass and paper rise gracefully upward on tall support pillars and serve as beautiful ceilings for the building’s annex rooms.

The majority of the temple is made from specially reinforced wooden beams. Exterior walls are made of strong wooden lattices that provide the support and allow light in from outside. Climbing the foundation and beams is fairly straightforward (DC 10 to Climb). Interior walls, as well as the pagoda’s sliding doors and windows, are made of much thinner lattices combined with paper, and any of these paper partitions can be cut with a sharp object or simply burst through (treat as difficult terrain). As Ama has warned, fire and paper are a dangerous combination; any fire that touches the pagoda’s paper walls spreads at a rate of 10 feet per round and can quickly engulf the entire building if not extinguished.

The sliding doors inside the structure have no locks, and ceilings are 15 feet high unless otherwise noted. All rooms except for the open-air areas are completely dark at night and only dimly lit during the day.


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Society: 1d20 + 1 ⇒ (12) + 1 = 13

Those reports really should have included some more details about all this, Ono thinks to himself as he begins to examine the structure with a tactical eye, paying careful attention to any areas that seem like they could conceal any sort of makeshift kobold traps.

”So, Ama, do you have any recommendations for the best breach point? You certainly have a much better idea of what to expect in there than we do. Obviously, we’d prefer to minimize any collateral damage to the Dragonfly Pagoda, if that weren’t already clear.”

Ono continues, ”It’s too bad this is such a delicate operation though. It would be so much easier to just burn the kobolds out. They’d either flee the Pagoda, right into incarceration, or they would stay for the immolation. Either way, problem solved.”


Male Archives of Nethys Human Loot List Roll20

Ama just looks at the Agent Ono with her mouth open; and a bit of concern in her eyes....


Society: 1d20 + 8 ⇒ (3) + 8 = 11

Watanabe is too distracted by Ono's casual suggestion of arson to think of something useful. "Maybe we should to a perimeter sweep?"


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

Why won't anyone stop to talk with me?

Father Emmett agrees with Watanabe's suggestion.

Perhaps the perimeter scan will reveal an entry point for us to go in and bring these kobolds to justice


Male Archives of Nethys Human Loot List Roll20

Father Emmett opens his eyes to see an entrance to the pogoda...


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Another less obvious entrance!


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Ono looks at Ama and says, ”It was just a joke. I wouldn’t harm the Pagoda. We’re here to serve and protect.”

“Seems like the front door is as good a place as any to make our way in.” Ono steps over to the front door, paying close attention for any signs of potential traps.


Male Archives of Nethys Human Loot List Roll20

After a quick jog around the perimeter of the Pogoda, both our bathrobe wearing Agents come back looking scratched, red faced and breathing hard.
The knees area of both their bathrobes have the telltale signs of freshly made grass stains, mud, and a bit of dried leaves.
Both our Priest and Wizard identify this particular entrance the most accessible; although any egress could be made with a bit of minor vandalism....

Exploration Modes?


Female shield 20/20 Hero Points 3/1 Catfolk Champion 3 HP41/41 | AC 21/23| Fort +8 Ref +6 Will +6| Per +4 | Speed 25ft | Conditions:

diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11

Miss Canella moves in between Ono and Watanabe.

Ono be careful. We don't know what to expect.

She readies her shield and rapier just in case of trouble.

Exploration Mode: Scout


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Exploration Mode: Search

The...front....door...(gasp). Let's....(wheeze)...use...the...front...door...(coughing fit)


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

"Officer Slade, are you well? A brisk walk shouldn't be that difficult..." Pen remarks from the back of her mount. She keeps an eye out for danger and secrets while Officer MacGruff sniffs around.


Male Archives of Nethys Human Loot List Roll20

Front Stairs
Beautifully carved marble steps lead up ten feet to a simple arbor made of dark wood, which marks the temple’s entrance. Two red wooden posts rise up on either side of the base of the stairs and connect by an elaborate crosspiece to create the impression of a gateway.

DM screen:

Ono Perception DC 18: 1d20 + 7 ⇒ (12) + 7 = 19
Father Emmett Perception DC 18: 1d20 + 8 ⇒ (15) + 8 = 23
Pen Perception DC 18: 1d20 + 6 ⇒ (4) + 6 = 10

Ono and Father Emmett (peeking over the Elf's shoulder) spot some suspicious looking plates on the floor not 10' from the Entrance. They seemed to have been tampered with...

Fountain Pavilion
This air in this pavilion is significantly warmer, the heat radiating pleasantly up from the tile floor. Large semicircular basins protrude from the thick wooden walls to the north and south, their warm water constantly draining away and replenished by burbling, dragon-headed fountains mounted on the walls above them. To the east and west, lattice balustrades of fine darkwood demarcate the edges of the pavilion, with a walkway continuing the structure to the east.

DC 15 Society or Religion :
Characters who succeed at a DC 15 Society or Religion check recall that in Minkai, it’s customary to wash one’s hands and face before entering a temple.

DC 15 Engineering Lore or similar check:
You surmise that both the water and the radiant floor heating are powered by a boiler system hidden beneath the floor.

DM screen:

Ono Perception DC 17: 1d20 + 7 ⇒ (11) + 7 = 18
Father Emmett Perception DC 17: 1d20 + 8 ⇒ (10) + 8 = 18
Pen Perception DC 17: 1d20 + 6 ⇒ (11) + 6 = 17

All three of you easily see a female kobold ducking behind the Northern fountain. She has her eyes closed....


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

Bardic Lore 1: 1d20 + 4 ⇒ (13) + 4 = 17
"Everyone, make sure you wash up before we enter! Hands and faces! It's only polite."

Bardic Lore 2: 1d20 + 4 ⇒ (5) + 4 = 9


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Ono takes note of Pen’s cultural advice, but the plates on the floor are of more interest at the moment. He turns back to the group and says, ”Anyone want to talk to the kobold with her eyes closed behind the fountain over there?”

Ono then focuses his attention on the plates.

Looking for possible traps, of course.


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

In case it’s a trap, Ono would like to disarm it.

Thievery: 1d20 + 8 ⇒ (7) + 8 = 15


Female shield 20/20 Hero Points 3/1 Catfolk Champion 3 HP41/41 | AC 21/23| Fort +8 Ref +6 Will +6| Per +4 | Speed 25ft | Conditions:

society: 1d20 + 5 ⇒ (8) + 5 = 13

society: 1d20 + 5 ⇒ (7) + 5 = 12
What language does the Kobold speak?

Miss Canella moved over to the fountain to speak to the Kobold.

Excuse me but are you alright? Can we help you?

diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18


Watanabe gives his face and hands a perfunctory magical clean and then goes back to looking at auras.


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Father Emmett also washes his face and hands with water from his canteen. Father Emmett also calls out to the kobold in Common.

"Hello friend! We do not mean to startle you but are here to have friendly dialogue with the Stonescales. Can you help us?"

Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18


Male Archives of Nethys Human Loot List Roll20

Ono takes a closer look at the flooring in front of them.

Ono:
Hazard: The kobolds have made a deadly addition to the pavilion’s plumbing. Pressure plates beneath the floor tiles in the marked squares on the Map disable safeguards on the boilers—when someone steps on them, the plumbing suddenly sprays boiling water in a line, burning anyone caught between the two fountains.
Action: Disable DC 21 Thievery (trained) to disable each pressure plate, DC 16 to jam each fountain, or DC 18 to deflect a fountain’s spray.

Thievery
You did not Crit fail...lol!

Miss Canella and Father Emmett begin speaking with the hidden kobold. Upon hearing their words, she peeks her full head over the Fountain.
Who be yous? Mees Doopa! Mees guards against da intruders!

The small kobold then steps out from behind the Fountain. She stands bravely.
Yous shall nots bees passes!

She then looks at Father Emmett.
Yous wants ta meets da Stonescales?

Watanabe peeks into the room but fails to see any thing magical.


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Father Emmett bows to Doopa.

"It is a pleasure to meet you Doopa. We are aware of the anger of the Stonescales at the working conditions you've been facing. We hope to resolve this matter peacefully and make the Stonescales happy. May we speak with your leader or a representative?"

Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

Pen casts a guidance on Father Emmett to improve his chances.

+1 to the roll


Male Archives of Nethys Human Loot List Roll20

Make An Impression

Our brave, brave Agents boldly enter the DragonFly Pagoda! The smells of sweat, fear, and wet pervade their senses.
Miss Canella boldly speaks words of comfort to the single female kobold.
Father Emmett (twice) speaks words of empathy to the single female kobold.
Pen gooses Father Emmett; who seems does not object.

The single female kobold smiles at the brave Agents. She returns Father Emmett's bow in like manner.
Me can go git ta goes to fetch Rekarek! Mees git her! You wait here!

She points to the room that you currently occupy. Then she skips down the Eastern doorway....


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

”Hmmm, I suppose I’ll keep at this while we wait. Probably best not to have active traps haphazardly strewn about.” Ono says as he continues his attempts to disable a pressure plate.

Thievery: 1d20 + 8 ⇒ (15) + 8 = 23


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Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Father Emmett looks at his hourglass watch and then looks at his colleagues.

So uh... nice weather we're having here in Absalom. Might be a good weekend to go mule riding.

Father Emmett is NOT an Expert at small talk


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

Pen looks up at the priestly man. "I do love the cool sea breeze that the precipice district gets. It's not quite as fresh in Eastgate." Her sublime smile fades to puzzlement. "Whats this about mule-riding though? Are you a mountaineer?"


1 person marked this as a favorite.
Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

Father Emmett seems to light up at Pen's interest in his deep passion for mules.

GM, for the love of all that is good and proper, it may be best for this conversation to be interrupted before Father Emmett gets started...


GM is out of internet last I heard so you may have to...


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

”Speaking of mules, I once visited a circus just outside Absalom—The Circus of Wayward Wonder it was called, I believe. They had a man named Barnum, and in his act, the mule would ride upon him! I wonder if he’s still around performing his animal antics.” Ono says, as he joins the small talk of mules while awaiting the return of the kobolds.


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

"That circus sounds wonderful! I hope they can spend all of their days spreading joy to the Isle of Kortos, and they never get distracted from their mission by world-shaking plots and ancient mysteries."


Male Archives of Nethys Human Loot List Roll20

I am crying over here! We have a funeral; so keep the Mule talk going...lol. And tell me more of this Wondrous Circus, you speak of...


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

You see Father Emmett has no children of his own... Have you ever heard of the mythical muletaur? A truly wonderous creature with the best characteristics of both man and beast. Father Emmett has had much time to study HOW such a marvelous creature can come to be.

So the process (ahem) is surprisingly...simple. You see, when a man loves a mule very very much...

I kinda feel like we need to cut to commercial or something...


2 people marked this as a favorite.
Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

”Father Emmett! I’ve been alive for a long time, and I can tell you that is NOT how a muletaur is created! While I appreciate the logic and reasoning behind such a conclusion, I sincerely hope you haven’t tested your theory!”

“Muletaurs were a punishment on elves, courtesy of some of the more devious fey tricksters. Initially the fusing of human and mule—the top half mule, and bottom half human, of course—was more than simply an abomination of nature. It was also extremely painful to the muletaur, who would bray night and day... it was truly the most forlorn bray I have ever heard. I was a young child at the time, but I will never forget that sound, even if I live to be 1,000.”

“All of the clans of elves were brought together to try to help the pitiful muletaurs, and they tried soooo many times without success. During the efforts, some of the hunters were driven mad by the incessant braying, and took to hunting the muletaurs to make it stop. While that worked for a time, it seemed as if every muletaur that was cut down spawned two more.”

“As more and more of my brethren fell to the madness of the bray, one of our most powerful wizards, Assun Bayldare, discovered the solution. It lay within ancient magicks, unlike anything we know in our time, or had known then.”

“Assun performed the ritual, knowing full well that he would destroy himself in the process. The ancient magicks tore him apart, shattering his very soul. However, the ritual placed a tiny piece of his soul in each muletaur, causing a transformation. The muletaurs changed before our very eyes, shifting into what we know today, with the bottom half mule and top half human.”

“We considered calling them Asstaurs in honor of Assun, but it never caught on. It just doesn’t have the same ring muletaur does. However, about a decade later the words mule and ass were nearly interchangeable in the common dialect of the time.”


Watanabe asks Miss Canella in a whisper, "Are all Avistani insane or is it just me? Maybe it was a mistake coming here."


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

Pen balls up her tiny fists and plants them on her hips. "Clearly neither of you tallfolks has ever been to the First World. That's the kind of place where the love between and a man and a mule could really turn out a muletaur, if their love is pure. Well, or if one of them pissed off a particularly powerful fey with a cruel sense of humor. Or if their love was particularly unpure. But either way, Officer Emmet, if you desired to chat up and seduce a mule, you could...COULD conceivably do so in a much less problematic way in the First World than in, well in the Precipice District. I'm pretty sure those acts are illegal here. Taldor, on the other hand, I have heard can feature such acts as a party trick."


Female shield 20/20 Hero Points 3/1 Catfolk Champion 3 HP41/41 | AC 21/23| Fort +8 Ref +6 Will +6| Per +4 | Speed 25ft | Conditions:

Miss Canella responds to Watanabe in a whisper. We all are a little insane in one way or another.


Watanabe offers, "So long as you're both consenting adults what you do in your own barn is up to you. No voiced judgement."


Male Cavern Elf Fighter 3 | HP 42/42 | AC 20 (21 w/ shield) | Fort +8 Ref +11 Will +8 | Per +8 | Speed 35ft | Conditions: Brave

Ono begins to laugh and turns to face Pen.

”Haha! You almost got me, Pen! First World...”. His laugh turns to a grin as he shakes his head.

“I think I like you. As far as fey go, you’re a good one. Not like those ones that cursed us with the muletaurs. When we get back to the station, let me buy you an ale! Or maybe, half an ale?”

Ono continues to chuckle as he thinks over Pen’s story about the ‘First World’.


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

This is so funny. Nice job, everyone!


Male Archives of Nethys Human Loot List Roll20

Well done! Post after work...


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

The foot-tall sprite raises a swooping eyebrow at Ono's offer and smiles at her fellows towering over her. "Can everyone come? As a rule I don't date coworkers, but that said I'd be happy to grab a grab a drink and get to you all you better after work."


Male Human Cleric 3 (Cloistered) | HP 35/35 | AC 16/17 w Shield | Fort +8 Ref +6 Will +11 | Per +9 | Speed 25ft | Conditions: Rested and Refreshed | 4 Heal Left | 0 Hero Point

How soon can I get to this First World?!? I must book my next vacation there.

Father Emmett smiles dreamily.

I look forward to buying the upcoming book Muletaurs of Golarion! Ono and Pen just developed some great lore!


Male Archives of Nethys Human Loot List Roll20

Fountain Pavilion

Ono--determined elf that he is--decided to stuff the pressure plates to allow for traversing.
He is quite successful; by his estimation....

The rest of our Agents begin to discuss the merits of First World love allowances and this one's...

Father Emmett can feel the bold eyed stare from The Mule boring into his head!

So, a few minutes pass this way...so what happens is...

The sounds of many clawed feet begin to resound through the Pagoda. The easy chant of something Draconic is heard vibrating into the Fountain Pavilion.
Ono, Father Emmett and Pen can see a clutch of kobolds approaching. The each hold spear; and they seem to be chanting a warish chant...


F Melixie Sprite Bard 1 || AC 18 | Hp 24/24 | Fort +5 Ref +7, Will +6 | Perception+6 LLV|

"Oh! Here they come!"

Pen pulls out her violin and starts to play, intending to melt their icy hearts with a cool island song. As she starts to play, Officer MacGruff perks up and dutifully joins in, providing a keen alto accompaniment to Pen's violin and soprano.

Perform: 1d20 + 8 + 1 + 1 ⇒ (12) + 8 + 1 + 1 = 22

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