| GM Farol |
Anjo observes Vionnia to better understand how others can influence her. He feels like as a result of her upbringing she might enjoy performances.
Performance added to the list of skills that could be used to influence her.
Mirtha does not have a good moment. At first, she irritates Vionnia just to be able to be ignored by her. From critical fail to fail - HP well spent. However Mirtha felt like there was something in what she said that made Vionnia think.
Anonatha I am not certain I understand what you are doing. You can either influence or discover vs Vionnia on slide 3 of the presentation there are skills that can be done in each. Please let me know if this is unclear
Influence Round 3 (bold can go)
Status: 3 Influence Point
Emdi - action for round 3
Mirtha - action for round 3
Avonatha - action for round 1, 2 and 3
Anjo - action for round 3
Hornbori - action for round 3
Mirtha Darklight
|
Mirtha attempts one final attempt to impress Vionna. "If you are ever in Absalom, look for me. I've always said, it never hurts to have friends in many places."
Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17
Hornbori
|
Horbori figures that if they butter up this unknown girl much more she'll slip down the sidewalk. He keeps his mouth shut and continues to be watchful.
Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Emdi Emmay
|
| 1 person marked this as a favorite. |
Performance: 1d20 + 7 ⇒ (16) + 7 = 23
Emdi pulls out his harmonica and begins singing.
The Phantom of the Oppara is there, inside my mind!
| GM Farol |
Avonatha - Got it
Mirtha fails to impress Vionnia, she feels like she did worse then the previous time.
Emdi catches the interest of the young Taldan who smiles broadly "Hey a harmonica man. That is awesome! Have you learned to play in the army?"
Hornbori and Avonatha learn few things about Vionnia which they share with others
You learn weakness, resistance, and two skills - one of those is false due to Avonatha crit failure. - added to slides
Influence Round 3 (bold can go)
Status: 4 Influence Point
Emdi
Mirtha
Avonatha
Anjo - action for round 3
Hornbori
Emdi Emmay
|
"Army? Abyss no, they hate singing unless it's one of those sadistic dirges. I had to learn on my own, after I, uh, left the army."
Why?
| GM Farol |
Anjo make that last action in your next post
Vionnia begins to lead you towards the next fight. She smiles at Emdi hearing his explanation.
Crownsgate is in somewhat better repair than the Narrows, and the buildings have sturdier bones—though most have been picked clean. The one thing the districts have in common is that the law seems equally disinterested in both. Crownsgate is filled with old industrial buildings and warehouses, and whatever wealth it might have had has long since been pilfered by the rest of the city, right down to the cobblestones. Cutthroats and criminal gangs hold sway over the shadowy alleys, with the occasional desperate beggar trying to eke out a living.
"No worries, gangs here in Crownsgate were paid, no one will bother you."
"Your second fight takes place on a crumbling bridge that stretches over the canal in Crownsgate. Years ago, the bridge was under renovation, but the funds were eventually directed to more prominent districts. Most people avoid this minor bridge, thinking it likely to collapse into the canal sooner rather than later, making it an excellent location for an illegal fight. Keep the fighting to this quarter, and good luck. I will give you the signal when you can start."
Far to the south, you can see a single person standing with long robes.
Map is up, please put your mini within the red square, outside of the buildings. And again you have 1 round of preparations, no leaving the red square, no attacking.
The roof of the bridge is 15 feet above the floor, which is considered difficult terrain due to substantial rubble. The bridge also has several genuine boarded-off doors (Hardness 5, HP 14, BT 7).
A balcony on the southern side of the bridge has also collapsed, leaving a crumbling edge that leads to a 10-foot drop into the canal below. The water in the canal is 15 feet deep and flows calmly enough that an Athletics check to Swim isn’t required if a creature falls into the canal. There are two knotted ropes (Hardness 2, HP
8, BT 4) hanging from both edges of the opening that
require a successful DC 10 Athletics check to Climb.
Emdi Emmay
|
Emdi will draw his shortbow and take cover behind a corner.
Hornbori
|
Hornbori posts up against the wall, ducking behind his shield and giving cover to all behind him. Looking at him is like staring at a movable wall.
Shield raised, under cover.
Anyone behind him gets cover, not the usual minor cover, and also spend an action to "take cover".
"I'm thinking those doors won't stay shut," he grumbles to Emdi. "Some sort of enemy is sure to hit our flanks. Maybe you should hang back and make sure they don't get to our soft casters."
Anjo Aroh
|
Anjo quickly realizes he's has little hope of influencing Vionnia and decides any more effort on his part might be a setback for the party. Instead the ranger gathers his focus in preparation for the next battle.
Anjo uses this round of preparation to cast Gravity Weapon. See the OOC tab
Mirtha Darklight
|
Mirtha steps up behind Hornbori. She raises up a shield to protect herself, then whispers a few words of guidance in Anjo and Emdi's ears.
| GM Farol |
Initiative, Mirtha: 1d20 + 7 ⇒ (2) + 7 = 9
Initiative, Anjo: 1d20 + 11 ⇒ (2) + 11 = 13
Initiative, Emdi: 1d20 + 5 ⇒ (4) + 5 = 9
Initiative, Hornbori: 1d20 + 8 ⇒ (4) + 8 = 12
Initiative, Avonatha: 1d20 + 7 ⇒ (20) + 7 = 27
Initiative, Enemy1: 1d20 + 8 ⇒ (18) + 8 = 26
Initiative, Enemy2: 1d20 + 8 ⇒ (13) + 8 = 21
The person on the opposite side of the bridge casts a spell and soon three of his images are circling around him.
Soon Vionnia yells
"Fight!"
Round Tracker 1 - Bridge over troubled water (Bold can go)
Avonatha
Enemies
Anjo
Emdi
Hornbori
Mirtha
Still waiting for Avonatha&Anjo preparation round
The roof of the bridge is 15 feet above the floor, which is considered difficult terrain due to substantial rubble. The bridge also has several boarded-off doors (Hardness 5, HP 14, BT 7).
A balcony on the southern side of the bridge has also collapsed, leaving a crumbling edge that leads to a 10-foot drop into the canal below. The water in the canal is 15 feet deep and flows calmly enough that an Athletics check to Swim isn’t required if a creature falls into the canal. There are two knotted ropes (Hardness 2, HP 8, BT 4) hanging from both edges of the opening that require a successful DC 10 Athletics check to Climb.
| GM Farol |
Ok, a day has passed so I will delay Avonatha to let the others move. I checked her spells and the longest range cantrip is 60 ft which means that she would have to step in front of Hornbori, before the round of the enemies.
Attack: 2d20 ⇒ (20, 13) = 33
Damage: 1d8 ⇒ 1
Magic Missile: 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9
Two mercenaries run from behind the wizard holding a shortsword and a bottle each. They run forwards throw their bomba and hide behind the corner seeing how many of you have bows.
Thirst bomb smacks into shield splashing some fire at Hornbori boots failed - 1 fire splash damage.
But the second bomb hit right at the high end of the shield. The splash hitting Emdi, Anjo and Mirtha. But the majority of the connotation spiling on Hornbori. Nat 20 even with range penalty that hits your 25 AC making it a crit 2 points of fire damage and 2 persistent fire damage ;) (1 on d8)
In the meantime, the Wizzard moved his hands and spoke incantation, soon three missiles flew towards the dwarf hitting him 9 force damage
Round Tracker 1 - Bridge over troubled water (Bold can go)
Enemies
Avonatha
Anjo -1
Emdi -1
Hornbori -11, 2 persistent fire damage (champion reaction?)
Mirtha -1
The roof of the bridge is 15 feet above the floor, which is considered difficult terrain due to substantial rubble. The bridge also has several boarded-off doors (Hardness 5, HP 14, BT 7).
A balcony on the southern side of the bridge has also collapsed, leaving a crumbling edge that leads to a 10-foot drop into the canal below. The water in the canal is 15 feet deep and flows calmly enough that an Athletics check to Swim isn’t required if a creature falls into the canal. There are two knotted ropes (Hardness 2, HP 8, BT 4) hanging from both edges of the opening that require a successful DC 10 Athletics check to Climb.
Mirtha Darklight
|
| 1 person marked this as a favorite. |
My read of this is that the entire bridge is covered in difficult terrain, so her movement would have double cost. Just want to make sure.
Mirtha gingerly moves forward across the bridge, stepping over the rubble. She grasps her holy symbol and mutters some words, sending a blast of energy right into the head of the enemy wizard.
Casting daze, which deals 4 points of mental damage (Basic Will Save DC 19). On a critical failure, the wizard would get Stun 1.
| GM Farol |
I've spent 5 minutes looking at what the roof of the bridge is, and the best that I found is that there are bridges with roofs. So I would go with no. The regular floor of the bridge is not difficult terrain. Climbing the roof and walking there is. Now I am happy to discuss as I am neither an English native speaker nor a bridge-builder ;)
Will: 1d20 ⇒ 17
Perception, Mirtha: 1d20 + 7 ⇒ (13) + 7 = 20
Perception, Anjo: 1d20 + 11 ⇒ (15) + 11 = 26
Perception, Emdi: 1d20 + 5 ⇒ (6) + 5 = 11
Perception, Hornbori: 1d20 + 8 ⇒ (16) + 8 = 24
Perception, Avonatha: 1d20 + 7 ⇒ (18) + 7 = 25
Perception, Mirtha: 1d20 + 7 ⇒ (4) + 7 = 11
Perception, Anjo: 1d20 + 11 ⇒ (1) + 11 = 12
Perception, Emdi: 1d20 + 5 ⇒ (1) + 5 = 6
Perception, Hornbori: 1d20 + 8 ⇒ (14) + 8 = 22
Perception, Avonatha: 1d20 + 7 ⇒ (2) + 7 = 9
Mirtha moves forwards and attacks mentally the wizard. He withstands the blow but seems to be affected. success 2 points of mental damage.
As the fight has started you all spot a trap hidden not far from where one of the mercs have hidden. Marked on the map with red X
You see a second trap one square to the east of the other one.
Round Tracker 1 - Bridge over troubled water (Bold can go)
Wizzard yellow -2
Merc Green
Merc Red
Avonatha
Anjo -1
Emdi -1
Hornbori -11, 2 persistent fire damage (champion reaction?)
Mirtha -1
Emdi Emmay
|
Emdi's reaction only works if the enemy is within 15', so no reaction.
Emdi will delay until after Hornbori so he can place himself optimally.
Avonathalanthalasa Caldon
|
Round 2
Seeing that the wizard is casting spells and that it might take a while for the group to get to him, she begins to chant a spell of her own, adding to it the knowledge of increaing the area of the spell, Ast ersare sarers . When she is done chanting a velociraptor appears right next to the wizard
VelociraptorCreature 1
NSmallAnimalDinosaur
Source
Perception +6; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +8, Athletics +5 (+8 jumping), Stealth +6
Str +0, Dex +3, Con +2, Int -4, Wis +1, Cha +1
AC 16; Fort +5, Ref +7, Will +4
HP 20
Speed 40 feet
Melee Single Action jaws +8 [+3/-2] (finesse), Damage 1d6+3 piercing
Melee Single Action talon +8 [+4/+0] (agile, finesse), Damage 1d4+3 slashing
Leaping Charge Single Action The velociraptor Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike with its talons, gaining a +1 circumstance bonus to its attack roll.
Pack Attack The velociraptor deals 1d4 extra damage to any creature that's within reach of at least two of the velociraptor's allies.
Mirtha Darklight
|
The summon spells only have a range of 30 feet, but the animal gets to make it's two actions at the end of the casting, so it should get to attack this turn.
Avonathalanthalasa Caldon
|
I have the extend spell feet :) but I think I will summon him with 10 ft so he can do his ultra clutch move :)
Avonathalanthalasa Caldon
|
Seeing the wizard, the little dinosaur knows that he should attack him. He charges at him and tries to land on him to slice him with his large foot claw.
1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 talon attack
1d4 + 3 ⇒ (2) + 3 = 5
Hornbori
|
Hornbori hisses in pain when the burning oil explodes around him, but he keeps moving.
"Ware the trap on the right," pointing to it.
He moves up, providing cover for those behind him. Then he slaps out the fire, showing himself to be uninjured after all.
Battle Medicine (DC 20): 1d20 + 11 ⇒ (12) + 11 = 232d8 + 15 ⇒ (1, 4) + 15 = 20
1. Stride.
2. Battle Medicine with Medic Dedication.
3. Raise Shield.
Flat check to end persistent damage (DC 10 or 15): 1d20 ⇒ 4
I was going to argue that his battle medicine should qualify as "taking steps to help yourself" under the persistent damage rules, but that clearly doesn't matter in this case. He continues to burn like an armored torch!
All his previous damage should be healed, though. And then he takes 2 more points of fire damage at the end of his turn.
Emdi Emmay
|
"Got it. I'm right behind you," Emdi says to Hornbori. Emdi follows Hornbori.
I assume Avonatha's velociraptor hit Yellow, in which case, Emdi will also aim for Yellow. If not, Emdi will go for Red.
Shortbow: 1d20 + 10 ⇒ (16) + 10 = 26
Piercing: 1d6 + 1 ⇒ (4) + 1 = 5
Deadly?: 1d10 ⇒ 9 plus immobilized
Shortbow, MAP: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10
Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Deadly?: 1d10 ⇒ 8 plus immobilized
Shortbow: 1d20 + 10 ⇒ (8) + 10 = 18
Piercing: 1d6 + 1 ⇒ (3) + 1 = 4
Deadly?: 1d10 ⇒ 2 plus immobilized
Anjo Aroh
|
Anjo shakes of the slight burn from the fire, targets his prey and unleashes a flurry of arrows.
Hunted Shot 1+ Guidance: 1d20 + 11 ⇒ (19) + 11 = 30 Damage wGW: 1d8 + 3 ⇒ (6) + 3 = 9
Deadly: 1d10 ⇒ 6
Hunted Shot 2: 1d20 + 7 ⇒ (10) + 7 = 17 Damage w: 1d8 + 1 ⇒ (5) + 1 = 6
Strike 3: 1d20 + 4 ⇒ (7) + 4 = 11 Damage w: 1d8 + 1 ⇒ (4) + 1 = 5
Anjo then moves across the alley, out of sight.
| GM Farol |
Avonatha summons a dinosaur which darts down the alley and jumps on the Wizzard hitting him with the talons.
Hit image, 1 hits wizzard: 1d4 ⇒ 2 One of the images dissapears.
Hornbori moves forwards and heals himself. Then he raises his shield.
Emdi moves and takes two shots one of them hitting the Wizzard doing some damage to him.
Hit image, 1 hits wizzard: 1d3 ⇒ 3 Another two images are destroyed
Anjo releases three arrows at the wizard. First flies above the raptor and trucks Wizzard. The remaining two miss the target.
The red mercenary moves after the reptile and flanking with Wizzard strikes twice, first attack misses but the second hits.
The other mercenary jumps over the trap and attacks Hornbori twice, both times hitting the shield
Soon the doors next to Hornbori and green merc opens and another Mercenary moves and attack Emdi. Missing both times
Wizzard takes a step back and begins chanting, an arrow flies towards the raptor but misses him.
Attack: 2d20 + 2d20 + 2d20 + 1d20 ⇒ (6, 11) + (8, 13) + (7, 8) + (5) = 58
Damage: 2d6 + 2d6 + 2d6 ⇒ (2, 3) + (4, 1) + (5, 4) = 19
Round Tracker 2 - Bridge over troubled water (Bold can go)
Wizzard yellow -26 no more images
Merc Green
Merc Red
Merc teal
?? - are there more mercs hidden under the carpet?
Avonatha
Raptor -4
Anjo -1
Emdi -1
Hornbori -2, 2 persistent fire damage
Mirtha -1
Mirtha Darklight
|
Mirtha commands Emdi, "Take those fighters out!" Emdi then hears a raspy voice whisper into his ear:
"Yes...kill them..."
Emdi gets a +1 status bonus for one round on checks to carry out Mirtha's Diabolic Edict, and a -1 penalty if he wants to do something else. He can also automatically resist this effect.
Mirtha then launches a melon sized ball of red flame at the closest warrior.
Produce Flame: 1d20 + 9 ⇒ (18) + 9 = 27
Fire: 2d4 + 4 ⇒ (4, 4) + 4 = 12
Persistent Fire damage on Critical hit: 2d4 ⇒ (3, 2) = 5
Avonathalanthalasa Caldon
|
Rappy attacks the wizard again trying to bite
1d20 + 8 ⇒ (19) + 8 = 27 bite: That looks like a Crit
2d6 + 3 ⇒ (6, 5) + 3 = 14
and then triest to claw to hold him down
1d20 + 4 ⇒ (2) + 4 = 6
another claw
1d20 ⇒ 7
Avonathalanthalasa Caldon
|
[ooc] It looks like Rappy would need to do his raptor punce to get to the wizard so there would be a +1 to hit.
Avonathalanthalasa Caldon
|
The elven wizardress begins to chant again, seeing that Rappy is doing pretty well, and as she concentrates she lifts up a sharp rock [slashing] to chuck at the green baddy That looks like the closest one to me
1d20 + 9 ⇒ (14) + 9 = 23 slashing
1d6 + 4 ⇒ (5) + 4 = 9
Emdi Emmay
|
Automatically resist? That's no fun. Emdi doesn't like being told what to do by voices in his head, but he does want to help his team. I'll make a Will save vs your class DC.
Will: 1d20 + 7 ⇒ (3) + 7 = 10 vs DC 19?
Emdi will fire at the one that Mirtha attacked. I think that is teal, but the colors are a little difficult for me to distinguish. Can we change teal's color to a darker blue or a yellow-ish color?
Shortbow, Diabolic Edict: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Deadly?: 1d10 ⇒ 8 plus immobilized
Shortbow, MAP, Diabolic Edict: 1d20 + 10 - 5 + 1 ⇒ (17) + 10 - 5 + 1 = 23
Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
Deadly?: 1d10 ⇒ 5 plus immobilized
Emdi opens his mouth, intending to say some polite words encouraging them to perform their best. Instead, a diabolic scream emanates.
Demoralize, Diabolic Edict: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Resistance 5, plus:
Shortbow: 1d20 + 10 ⇒ (19) + 10 = 29 +1 vs teal, -1 vs anyone else
Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
Deadly?: 1d10 ⇒ 4 plus immobilized
Hornbori
|
Hornbori lays into the foes beside and before him, sweeping a wide arc with his dwarven axe.
"Come on lads, winning this fight isn't worth dying. Bugger off while you can still walk!"
1. Strike.
2. Strike.
3. Raise Shield.
Battle Axe v. Teal: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 4 ⇒ (4) + 4 = 8 Crit?
Battle Axe v. Green, plus Sweep: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 141d8 + 4 ⇒ (3) + 4 = 7
| GM Farol |
A: 3d20 ⇒ (14, 10, 15) = 39
Damage: 3d6 ⇒ (6, 2, 4) = 12
Mirtha tries to bind Emdi to her will and make him kill one of the Mercenaries. Then she throws a flame at the foe hitting him.
As the Raptor jumps after the Wizzard, the mercenaries hit him with his sword. AOO for moving out of threatened space Raptors blood sprinkle walls but it does not stop it, the enemy jumps at the Wizzard and takes him down.
I will delay Avonatha as she has no line to attack the Teal merc - more details in chat
As Emdi shots the enemy from a short distance it quickly attacks him with his sword, slicing him at his hand. Teal attack of opportunity for 5 points
Emdis first arrow misses, but the second hits.
Hornbori starts swinging his ax, his first sweep takes down the wounded merc. And the problem with teal is over ;)
But his second misses.
Hornbori, burning damage, recovery: 1d20 ⇒ 4
Round Tracker 2 - Bridge over troubled water (Bold can go)
Wizzard yellow -26 no more images
Merc Green
Merc Red
Merc teal -30
?? - are there more mercs hidden under the carpet?
Avonatha (2 actions)
Raptor -11
Anjo -1
Emdi -6
Hornbori -2, 2 persistent fire damage
Mirtha -1
Avonathalanthalasa Caldon
|
REtcon of second dino attack from 1st round
1d20 + 3 ⇒ (17) + 3 = 20 to bite
1d6 + 3 ⇒ (6) + 3 = 9 bitey the wizard
Avonathalanthalasa Caldon
|
Round 2 Retcon
Move forward a bit and cast shield on herself while maintaining Rappy,
Ajax Arrowhawk
|
Ajax moves next to Avona, designates the merc in melee with Hornbori, and fires.
Hunted Shot 1: 1d20 + 10 ⇒ (17) + 10 = 27 Damage w GW: 1d8 + 3 ⇒ (7) + 3 = 10
Hunted Shot 2: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d8 + 1 ⇒ (7) + 1 = 8
| GM Farol |
Anjo takes two shots dropping another mercenary. The last warrior looks around and yells {b]"I surrender!"[/b]. Yet again a cleric comes to the field to look for the wounder and save the dying.
Fight is over! Good Job!
You notice Vionnia speaking with a hooded figure, instead of the urchin from before. Vionnia seems surprised, but quickly recovers her composure and informs you that their next fight takes place outside the city gates.
After quickly tending to your wounds and putting down scorching dwarf you head out.
Vionnia guides you through the markets of the Lionsgate district, where produce sellers are packing up their stalls after a day of sales to return to their homes outside the gates. As you walk a beggar comes from the alley and asks you for money.
Vionnia looks at your reaction, not interacting with him.
At the main gates, Vionnia and you fall in with the afternoon traffic leaving the city. Vionnia nods at one of the guards, who nods back and pays no further attention to the group. As you leave Oppara behind them, one of the gate’s two 50-foot-tall, magically animated marble lions rises up to let out a mighty roar before returning to its lounging atop the gate. Vionnia leads you northwest alongside the canal, towards the jousting grounds that are about an hour’s trek away from Oppara.
As you walk, we have another 3 rounds of Influence engagement. Please each one of you make 3 checks to influence Vionnia, and describe how you handle the beggar. I've added society to the skills available. There was Oppara Lore (which I removed from the list as no one has it, but I brought society instead, only 1 PC has it but yeah :|)
Emdi Emmay
|
| 1 person marked this as a favorite. |
Emdi gives the beggar a giant hug, and offers him some rations (up to 4 days) and his bedroll. He also offers to switch socks and shoes with the beggar - or straight up offer the beggar his socks and shoes if the beggar's socks and shoes look unwearable. I'm open to a small, voluntary mechanical penalty if he's barefoot.
---
Emdi discusses religion with Vionnia, asking about the popular religions of the city.
"Does anyone worship Shelyn?"
He'll invite her to have a mini-rave with him.
Performance: 1d20 + 7 ⇒ (19) + 7 = 26
Performance: 1d20 + 7 ⇒ (3) + 7 = 10
Performance: 1d20 + 7 ⇒ (13) + 7 = 20
Just realized I still had a Hero Point - I'm going to reroll the middle one.
Performance: 1d20 + 7 ⇒ (17) + 7 = 24
Mirtha Darklight
|
| 1 person marked this as a favorite. |
Mirtha fishes out a pair of copper pieces and sets them in the beggars hand. "May Sarenrae's fires warm you." Then frowning, she adds "And don't spend it on drink."
Mirtha continues attempting to influence Vionia as they walk throuth the city.
Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30
Diplomacy: 1d20 + 11 ⇒ (5) + 11 = 16
Diplomacy: 1d20 + 11 ⇒ (5) + 11 = 16
Avonathalanthalasa Caldon
|
Avonatha will go and check on Rappy and thank him for helping them to be successful as she releases him back to the planes that he came from. :), making sure to give him a little treat.
Hornbori
|
Hornbori hands the man a silver piece. "Don't spend it on -bad- drink," he says with a wink.
If Vionna isn't won over by the team's aptitude for violence, their charity or his companions' diplomacy, nothing Hornbori has to say will change her mind. The guardsman hums a tune as he walks and says nothing. After a few moments you realize he's humming the tune Emmdi had played for the beggar, only in a much lower key.
Anjo Aroh
|
Instinctively Anjo makes the man his prey. Free Recall Nature
Then Anjo tries to determine if there is some subterfuge at work. Sense Motive +9
| GM Farol |
@Avonatha - no, not really. I reread her profile and she would not be interested in the skills that you have. She actually does not have Society and Thievery as well only Oppara Lore and Underworld Lore. But I decided that skills should be allowed at higher DC.
Emdi is able to do hell- Shelyn of a impression on Vionnia. Crit Succes and two successes, while Mirtha is able to make very good impression at the beginning but later she lost her mojo.
Another Crit Succes.
Influence Points: 10
Perception: 1d20 ⇒ 16
Anjo designates the man as his prey but he quickly disappears. He thinks that Vionnia feels a bit off but he is unsure what to do with it.
@Anjo will you try to impress Vionnia with Thievery? Or should I move on.
As you walk out of the town...
A partly overgrown earthen path leads towards lights and structures on a field in the distance. At the last stretch, the path straightens and becomes flanked by rows of tall, leafy trees. From a cliffside overlooking the Porthmos river, the setting sun paints the nearby stands, tents, and crates in an orange glow.
Vionnia leads you to the melee arena and keeps you from wandering off elsewhere.
"You should wait here for the next fight to begin."
I will pause here as some development is dependent on the amount of influence points that you have...
Anjo Aroh
|
When Anjo is unable to detect any deception on the part of the beggar, the ranger offers his fishing pole.
"This should serve you better than a few coins."
Anjo walks along with Vionnia, but can find no opportunity to discuss thievery in a compelling way. He also finds that influencing people does not seem a fitting pursuit.
Since thievery isn't even a named skill, not going to tempt fate. Plus, schmoozing is not really something Anjo is motivated to do.
| GM Farol |
Vionnia looks at you and says in a hushed voice
"Look, something is off here. Usually, winners are brought here to the Justling Grounds, but you did not fight enough fights to be the winners."
You look around at where you are.
The tournament grounds themselves consist of an archery range, melee arena, jousting lane, and stands for the common people. On the cliffside, a crumbling gazebo built from white stone serves as an entrance to the staircase. The jousting grounds are dimly lit by the setting sun, with rusted iron chains and spikes cordoning off the melee arena from the rest of the grounds. The hooded lanterns cast an area of bright light over the entire melee arena and 5 feet surrounding it. On the western side, there are some large cages covered with red canvas. The audience stand is 10 feet high, while the royal stand’s fence is 3 feet high. The jousting divider is 5 feet high, though a Medium or Small creature is able to Squeeze through its openings. Other than the cliffside to the west, the fields continue in all other directions for several hundred yards.
On the ground, you can see a tooth.
Each one of you can make 1 of the following checks (all secret)
- Perception check
- Gladiator Lore - to learn something from the setup of the grounds
- Survival check - to learn things from the tracks on the ground
- Nature - to recall knowledge based on the tooth found
You can make only one of the above, tell me which with the modifier and I will make the roll for you and tell you the outcome