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Scuttlesnarp sniffs as Thurk treats his wounds. "This potion was cheap garbage, but long living kobolds drink much worse in long lives, yes yes? Such sneakiness saves kobold lives, makes kobolds stronger and smarter. Always helpful to have kobold friends when life gets pinchy, yes yes?"
Diplomacy (Influence): 1d20 + 5 ⇒ (2) + 5 = 7
Facepalm.
Sense his spoken advances aren't yielding results, the grumpy kobold plays with a dagger in an effort to display his dextrous prowess before the next fight.
Thievery (Influence): 1d20 + 7 ⇒ (17) + 7 = 24

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Elsha nods at Thurk and offers his foot for bandaging.
It isn't the w-worst smelling foot you'll come across. Th-thanks!
--------------------
Rounds 2/3
Perception +5, twice
Not being as smooth a talker as others, and feeling that he'd used up his social energy for a while with his previous spiel, Elsha stands back for a bit and observes Vionnia to try to figure out what else makes her tick.

GM Farol |

Prception: 2d20 ⇒ (4, 17) = 21
Scuttlesnarp was able to annoy Vionnia and impress her in very short time frame. Crit fail and a success = -1+1 = 0 ;)
Elsha looked, and looked, and looked and realizes that Vionnia might be interested in powerful connections. Giving her weakness, using it reduces the DC of your check.
Round 3 influence (Bolds can go)
Influecen Points: 4
Elsha
Scuttlesnarp
Jiki round 3
Klank round 3
Thurk round 3
Cracked Tusk round 3
Thurk - correct. My bad.

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"Perhaps you've heard of Captain Stella Fane? This seems like the sort of operation she'd be interested in, and I could probably get word to her. Let me tell you about the fight where I made her acquaintance..."
Performance: 1d20 + 8 ⇒ (10) + 8 = 18
Name dropping based on Fane's Friend boon from quest #4.

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Klank continues to observe the woman +8 perception
"Do the losers in your fights get paid as well? Hard to imagine you can get many volunteers to help fill out the lower brackets without it." He adds.

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Cracked Tusk listens to everyone else and states I was looking at your “battlefield” and has a couple nasty thoughts, something to really spice up the game, maybe set a couple traps out there. Nothing too serious of course. We don’t want to be killing anyone. But, a ladder rung sawed down on the sides here, knock out darts there. Really test a persons mental and physical abilities in battle.
Thievery: 1d20 + 6 ⇒ (2) + 6 = 8

GM Farol |

Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Klank keeps observing the Vionnia and believes that she might be lied to or bullied. But those would probably be harder than smooth-talking to her.
"Money goes for winners, we offer healing to the wounded, but no monetary prizes."
Jiki performs and Vionnia seems to begin to like it. success
But Cracked Tusk annoys her with his preposterous ideas. Crit Failure :(
You get a bit closer to the destination "This is Crownsgate"
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 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.

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Scuttlesnarp arms himself and prepares for battle.
Token placed. For prep he will draw both weapons and Hide (Stealth +7).

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So... it sounds like w-w-we should maybe let them come to us in case the bridge is ready to collapse.
The alchemist ducks into one of the buildings on their side of the canal, and cracks the nearby door open to peer down it from what he believes is a safe vantage point.
Elsha's prep include opening the nearby door and Hide (Stealth +7)

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Jiki once again extols the virtues of his teammates.
◇ Cast Lingering Composition
Performance DC 16: 1d20 + 9 ⇒ (12) + 9 = 21
◆ Cast Inspire Courage
For 3 rounds, all allies get a +1 status bonus to attack rolls, damage rolls and saves against fear effects.
This time, the battlefield is not ideal for a grand entrance, so he simply takes a fighting stance.
◆ Draw Shortbow
◆ Raise Shield

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"I have a bad feeling about this. Either this is a powerful mage able to mess with our minds, or a decoy and the real strike force is hidden. Try to spread out a bit, in any case."
Thurk loads his crossbow and concentrates on the protective ward. +1 status to AC within 10-feet emanation

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Klank takes position, drawing out his shield and raising it up, but leaving his sword in its sheath for now.
Raise shield. AC23 with shield and Thurk's aura.

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In that case Elsha will set up next to Kernal

GM Farol |

Klank, Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Elsha, Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Scuttlesharp, Stealth: 1d20 + 7 ⇒ (8) + 7 = 15
Cracked Tusk, Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Jiki, Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Thurk, Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Elsha, Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Klank, Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Perception, Wizzard: 1d20 + 6 ⇒ (15) + 6 = 21
Perception, Mercs: 1d20 + 7 ⇒ (5) + 7 = 12
Perception, Mercs: 1d20 + 7 ⇒ (14) + 7 = 21
You may spot the enemies shifting, the Wizzard stepping to the side and a Mercenary taking his place. The enemy is holding a sword and a javelin.
Vionna yells "Fight!" and you move to action
As you want to move forwards, Klank and Elsha spot some uneven grounding that could be trapped lying on the ground. Marked with Red X's
Round 1 Fight on the bridge
Thurk
Klank
Red Mercenary
Green Mercenary
Blue Mercenary
Yellow Wizzard
Elsha
Cracked Tusk
Scuttlesharp
Jiki

GM Farol |

@Thurk - all doors are boarder, you can't open them
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.

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"Stay behind me and we'll route them!" Klank moves straight ahead in full Dwarven fashion, stopping slightly before the damaged bridge and drawing a throwing hammer and raising his shield for defense. Maybe they don't know about the trap there...
AC23 with shield raised and aura. Will prioritize shield block reaction.

GM Farol |

@Thurk I will let you reposition, but I will make the move with mercs to let other going.
Attack: 3d20 + 1d20 ⇒ (19, 20, 2) + (14) = 55
Damage: 2d6 + 1d4 ⇒ (6, 2) + (2) = 10
The two first mercenaries run forwards throw their javelins. First one hits Kernal in the leg, the other smacks his shield so hard and cuts him in his arm. 19 and 20 on D20, Hit for 7 and crit for 6
The third mercenary moves forwards, throws his javelin and then jumps over the trap.
The wizard steps back between the buildings and chants a moment, suddenly a ray of frost flies towards Elsha hitting him with a bitting cold. 20 to hit for 5 cold damage, that hits even with the aura
Red Mercenary
Green Mercenary
Blue Mercenary
Yellow Wizzard
Elsha -5
Cracked Tusk
Scuttlesharp
Jiki
Round 2
Thurk (pending move from last round)
Klank -13 (pending shield block)

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Ya Klank will use the shield block the first chance he has, so the first attack dealt both him and his shield 2 damage. He takes the full 6 from the crit, leaving him down 8hp and his shield slightly damaged.
Klank grunts in pain as a pair of javelins expertly pierce his defenses Quite the step up from peasants and grave diggers! He thinks as he smashes his light hammer into blue twice before raising his shield back up. "Move ahead guys!" He calls out to the team.
Light Hammer (B), Inspire: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 201d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Light Hammer (B), Inspire: 1d20 + 10 + 1 - 4 ⇒ (15) + 10 + 1 - 4 = 221d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Again I'll prioritize shield block reaction, hopefully I can aggressive block blue or someone else into that trap. AC23
Aggressive Block: Free Action *Trigger: You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.* You push back as you block the attack, knocking your foe away or off balance. You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature’s space, it must become flat-footed instead of being moved.

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Jiki decides to wade into the action this time.
Stride, Strike, Strike
+1 Shortsword: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Piercing Damage: 1d6 + 1 ⇒ (6) + 1 = 7
+1 Shortsword: 1d20 + 8 + 1 - 4 ⇒ (1) + 8 + 1 - 4 = 6
Piercing Damage: 1d6 + 1 ⇒ (3) + 1 = 4

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Scuttlesnarp darts ahead of Klank on the dwarf’s command, lashing out with his rapier at the nearest target.
Stride, Stride, Strike vs Blue (or Red if Blue falls).
Attack (rapier): 1d20 + 7 ⇒ (3) + 7 = 10
Damage (piercing): 1d6 + 4 ⇒ (3) + 4 = 7

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Hmm, it's getting cr-cr-crowded over there already...
Still, he feels safe if he stays behind Kernal, so he trudges up to the back of the crowd. He quickly procures two vials, pressing tightly on the stopper on each before throwing it at a different aggressor.
◆ Stride 15'
◆ Strike: lesser blight bomb RED (quick bomber, far lobber)
alchemical bomb attack, poison damage, poison splash damage (inspired): 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 201d6 + 1 ⇒ (4) + 1 = 51 = 1
1d4 persistent poison damage
splash ONLY applies to RED (bomber research field ability)
◆ Strike: lesser blight bomb GREEN (quick bomber, far lobber)
alchemical bomb attack (multi-attack), poison damage, poison splash damage (inspired): 1d20 + 7 + 1 - 5 ⇒ (6) + 7 + 1 - 5 = 91d6 + 1 ⇒ (2) + 1 = 31 = 1
1d4 persistent poison damage
GREEN and RED both take splash

GM Farol |

Klank hits the merc twice with his hammer taking him down.
Scuttlesnarp attacks the red but misses. Elsha however is not, his bomb hits the merc and takes him down on sight. His other bomb only splashes on green boots.
Red Mercenary
Green Mercenary -1
Blue Mercenary
Yellow Wizzard
Elsha -5
Cracked Tusk
Scuttlesharp
Jiki (revisit action
Round 2
Thurk
Klank -8 (-2 shield)
Jiki - I resolved actions based on posting and not ordering so I will let you remake your action (you can keep your rolls).

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Jiki moves to the same space, but instead casts Daze on green. 4 mental damage, DC 18 basic Will save vs. stunned 1.

GM Farol |

Will save: 1d20 ⇒ 19
Jiki sends a mental attack towards the mercenary who withstands the attack. Success so taking 2 mental damage.
Cracked Tusk before the fight drank his mutagen and now run forwards and jumped over the trap.
Red Mercenary
Green Mercenary -3
Blue Mercenary
Yellow Wizzard
Elsha -5
Cracked Tusk
Scuttlesharp
Jiki
Round 2
Thurk
Klank -8 (-2 shield)

GM Farol |

Ok, I will delay Thurk to move the fight further and let other make their moves.
Attack: 6d20 ⇒ (17, 4, 15, 20, 19, 17) = 92
Damage: 6d6 ⇒ (5, 4, 2, 2, 3, 6) = 22
Attack: 2d20 ⇒ (5, 16) = 21
Damage: 2d6 ⇒ (5, 5) = 10
MM: 3d5 + 3d4 ⇒ (4, 4, 1) + (1, 3, 1) = 14
Suddenly the doors next to Klank and Jiki open and more Mercenaries come into fight. One next to Klank attacks him with his short sword twice, but missing due to heave armor.
Another merc attacks Jiki, hitting both times. Regular hit for 3 damage and crit for 6 damage.
The third one throws his javelin at Elsha, the javelin cuts his arm. 4 points of damage.. The second javelin hits the wall next to the alchemist.
The last merc moves towards Cracked Tusk and attacks twice missing both times.
The wizard calls magic missiles, one flies towards Cracked Tusk 2 damage, the other towards Scuttlesharp 3 damage, the third towards Klank 2 damage.
Red Mercenary
Green Mercenary -3
Blue Mercenary
Yellow Wizzard
Teal Mercenary
Orange Mercenary
Pink Mercenary
Elsha -9
Cracked Tusk -2
Scuttlesharp -3
Jiki -9
Round 3
Thurk
Klank -10 (-2 shield)

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The alchemist lets out a gasp as the javelin tears into his non-throwing arm. Just as he's trying to steel himself to act another javelin lands right next to his face on the nearby wall. His composure seems to come apart and he reveals a hint of franticness.
Wh-whoa! This group is a little more p-prepared than the last! he remarks before backing up and launching two of his fire-bombs at one of the nearest foes.
◆ Step NE
◆ Strike ORANGE (far lobber, quick bomber)
alchemist's fire attack, fire damage, persistent fire damage, fire splash damage (inspired): 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 251d8 + 1 ⇒ (1) + 1 = 21 = 11 = 1
◆ Strike ORANGE (far lobber, quick bomber)
alchemist's fire attack, fire damage, persistent fire damage, fire splash damage (multi-attack penalty, inspired): 1d20 + 7 + 1 - 5 ⇒ (16) + 7 + 1 - 5 = 191d8 + 1 ⇒ (5) + 1 = 61 = 11 = 1
Using his research field ability to limit splash to the main target only on BOTH attacks.

GM Farol |

Elsha two bombs take down the mercenary. Elsha you would have to first throw two bombs and then move as now the wall gets in a way.
Red Mercenary
Green Mercenary -3
Blue Mercenary
Yellow Wizzard
Teal Mercenary
Orange Mercenary
Pink Mercenary
Elsha -9
Cracked Tusk -2
Scuttlesharp -3
Jiki -9
Round 3
Thurk
Klank -10 (-2 shield)

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Seeing a route out of magic missile fire and toward a new target, Scuttlesnarp darts through the newly opened door and lunges at the mercenary hiding behind it.
◆ Stride, ◆ ◆ Twin Feint vs Teal.
Strike #1 (rapier vs Teal): 1d20 + 7 ⇒ (18) + 7 = 25
Damage (piercing): 1d6 + 4 ⇒ (3) + 4 = 7 Deadly d8 on crit.
Strike #2 (dagger vs Teal, agile, Twin Feint): 1d20 + 7 - 4 + 2 ⇒ (16) + 7 - 4 + 2 = 21
Damage (piercing, sneak attack): 1d4 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10

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Jiki will attack the person who just opened the door next to him.
+1 Shortsword: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Piercing Damage: 1d6 + 1 ⇒ (2) + 1 = 3
+1 Shortsword: 1d20 + 8 + 1 - 4 ⇒ (5) + 8 + 1 - 4 = 10
Piercing Damage: 1d6 + 1 ⇒ (4) + 1 = 5
+1 Shortsword: 1d20 + 8 + 1 - 8 ⇒ (10) + 8 + 1 - 8 = 11
Piercing Damage: 1d6 + 1 ⇒ (2) + 1 = 3
If Teal drops before the end of the sequence, Jiki will Step as indicated by the arrow instead of the last attack and continue on Pink.

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Klank's ears ring a bit from the clang of steel on steel as the purple soldier attempts to ambush him "Gotta have better aim then that if you're going to win this tournament friend." He responds inkind with his light hammer before raising his shield for protection.
Light Hammer (B), Inspire: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 261d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Light Hammer (B), Inspire: 1d20 + 10 + 1 - 4 ⇒ (8) + 10 + 1 - 4 = 151d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
If somehow that first attack drops purple I'll throw my hammer at green, but the attack will be -4 thanks to my 10 Dex. Again I'll prioritize shield block reaction. AC23

GM Farol |

Fast on his paws, Scuttlesharp enters what should have been an empty building and with quick two strikes takes down the mercenary.
Jiki steps to aid Klank and makes two strikes with his sword, missing, unfortunately.
Klank however, with his first blow takes down the Mercenary next to him. So he throws his hammer at the green mercenary but misses.
Red Mercenary
Green Mercenary -3
Blue Mercenary
Yellow Wizzard
Teal Mercenary
Orange Mercenary
Pink Mercenary
Elsha -9
Cracked Tusk -2
Scuttlesharp -3
Jiki -9
Round 3
Thurk
Klank -10 (-2 shield)

GM Farol |

Botting Cracked and Thurk
Cracked Tusk attack the mercenary bitting him with his jaws...
Tusks Attack@green merc: 1d20 + 7 ⇒ (17) + 7 = 24
jaws: 1d6 + 2 ⇒ (4) + 2 = 6
The merc falls to the ground motionless. Then the orc runs and attacks the wizard...
Tusks Attack@Wizzard: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
Claws: 1d4 + 2 ⇒ (2) + 2 = 4
Missing.
Thurk gather magic and sends a ray of frost at the remaining foe
Thurk Ray of frost@wizzard: 1d20 + 7 ⇒ (2) + 7 = 9
jaws: 1d4 + 4 ⇒ (3) + 4 = 7
But misses. Wizard sees that he is the last one standing and he yells
"I give up!"
Combat 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.
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 will just say that Thurk healed you. There is no massive damage and you have around 2 hours to do it.

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Jiki will attempt to learn more about Vionnia. Society +6
He then tells the story about how he helped rescue none other than Gregaro Voth. 2-00
Performance: 1d20 + 8 ⇒ (4) + 8 = 12
Finally, he reminisces about a particularly interesting caper from before he joined the Society.
Thievery: 1d20 + 7 ⇒ (5) + 7 = 12
Jiki will flip a copper coin toward the beggar, but otherwise pay him no mind.
Don't worry, everyone, the bard has only completely lost the ability to make the pretty words.

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Klank flips up his visor as the mage relents "Good." Then goes about checking on the downed mercenaries, waving the medics over to any that look particularly bloody.
"You've got games running outside the city too, alright." He collects his tossed hammer and goes about fixing up his shield as Thurk tends his wounds.
Klank has assurance: crafting, which lets him hit a DC14. I am not 100% sure, but I would thing that is high enough to repair the steel shield's 2hp.
-----
At the appearance of the beggar Kernal gives them a hard look, seeing if they're begging because they're poor and hungry or because they're just avoiding an honest day's work. Perception +8 If they look poor and hungry he'll hand them a day's rations, if not he'll pay them no mind.
-----
Klank keeps mostly to himself besides small talk, focusing mostly on figuring out their host. Not many skills I can put to use but this one so far I'm afraid.
Perception: Figure out an influence: 1d20 + 8 ⇒ (9) + 8 = 17
Perception: Figure out an influence: 1d20 + 8 ⇒ (17) + 8 = 25
Perception: Figure out an influence: 1d20 + 8 ⇒ (6) + 8 = 14

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How much damage does Thurk heal?
Scuttlesnarp wipes down his weapons, sheathes them, and cracks his neck. ”No Taldan skullduggers will floor Scuttlesnarp! Better crooks throughout Absalom have tried and failed!”
Influence #1 - Thievery: 1d20 + 7 ⇒ (19) + 7 = 26
Influence #2 - Diplomacy: 1d20 + 5 ⇒ (1) + 5 = 6
Influence #3 - Underworld Lore: 1d20 + 3 ⇒ (5) + 3 = 8
Jesus this dicebot really hates poor Scuttlesnarp.

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As they walk away from the second fight Elsha starts privately musing conspiracy theories to his teammates.
What if there is no fight club here? What if they set all of this up just for us, to draw us in and eventually kill us? What was Vionnia saying to that hooded figure...? Did anyone hear?
Lol, do with that what you will.
---------------
When the beggar approaches Elsha just nervously shifts and looks away until they give up.
---------------
Elsha struggles to think of topics to use to impress Vionnia on their way to the next fighting locale.
Influence (Thievery): 1d20 + 7 ⇒ (17) + 7 = 24 He tries to chat her up about local rackets.
Influence (Society): 1d20 + 8 ⇒ (13) + 8 = 21 Then he attempts to engage her philosophically about the place of this fighting ring in the local community.
Influence (Occultism): 1d20 + 8 ⇒ (13) + 8 = 21 Finally, going out on a limb, Elsha tries to talk to her about local supernatural phenomena. If nothing else it's interesting.

GM Farol |

So there was one more thing to learn, and let's say it was Klank's first roll that revealed it => That means that Jiki can attempt one more influence roll and Klank can do 2 influence rolls. I looked at Klanks profile and Labor Lore could be a skill to use (as nothing else matches).
The goblin attempts to interest Vionnia in a story but he fails. There si something about that human lady that makes Jiki hard time to connect.
Klank keeps his eyes open and analyze Vionnia, she seems to be very independent and don't accept be bullying or pushed around. Added Weakness to the slides
He does believe the beggar to be hungry and poor, so he passes one day's rations.
Vionnia observed that and Jiki copper carefully then she kept moving.
Scuttlesnark shares his insights with Vionnia who seems pretty impressed at his familiarity in the business
"Hmm, that is interesting. I think there is something here, we could be on the trail of history here, don't you think Scuttlesnarp?" Crit Succes - 2 influence points, crit failure - -1 influence point. Net: 1 influence point
Elsha keeps throwing ideas, now knowing that some spirits and deities are listening, weaving the idea into the tapestry of life.
Elsha is able to keep the conversation going jumping through subject to subject.
Influecen Points: 8 points.
Klank - potentially 2 roll
Jiki - potentially 1 roll.
Scuttleshark - I would say that you are fully healed. I started to bot Thurk rolls to heal you and after the first round it was 3 and 4 HP missing so I just stopped there.
=================
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." says Vionnia who seems a bit nervous.
Map is up, I will wait for the influence situation to settle. And give one more day for Thurk to show up.

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Seeing that his personal stories are not interesting her at all, Jiki moves on to flatetring her about how much fun he is having and how well organized the tournament is.
Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9
Zarongel damn it, I'm using a hero point on this.
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

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"Here ya go friend." Klank hands off a ration to the hungry.
----
Finally, thinking it could help break through to the woman, Klank starts to ramble on about the virtues of an hard, honest day's work, mostly about his love for the less than profitable (for him) blacksmithing. "Ya its hot and dirty work, but at the end of the day you can look at that lump of steel and think - yup, its kinda round now, a bit more work and it'll be really round and then I can make another one."
Labor Lore: 1d20 + 4 ⇒ (6) + 4 = 10
Labor Lore: 1d20 + 4 ⇒ (12) + 4 = 16
Getting to the grove of trees Klank looks around a bit, curious if this is where the missing fighters ended up. "You look a bit rattled, take a drink n relax a bit."

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Seeing Klank give the ration to the beggar, Thurk nods at him.
"In his need bread might be more useful than coin."
Thurk will ask the beggar if he would like more food and give one of his rations too, but if not he will offer to share it with Klank to offset the loss.
Thurk shares with Vionnia his story of growing up in an old Lastwall lineage, and how his knight father's principles and kindness to his orc mother still guide him despite everything that happened in the world around.
Society: 1d20 + 8 ⇒ (12) + 8 = 20
When approaching the combat site, he asks the group how do they want to approach the next combat - do they want him to help maximize damage or mess with the minds of opponents, or maybe summon an animal to clog the battlefield.
I still have 2 1st level spell slots left, Currently filled with Endure and Magic Missile. it takes 10 minutes to change a prepared spell. I was thinking Magic Weapon and Fear based on past two encounters but open to suggestions

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@Thurk I think those changes make a lot of sense.
"Why so skitterish, Vionna lady? Are you knowing things we should know about the fight ahead?"

GM Farol |

Thurk please do two more checks to influence Vionnia. I will move the story forwards just for everyone not the have to wait
Jiki was able to turn it around and finally impress Vionnia with his way with words. Klank tried to speak of Labor Lore and how the tournament could be made legal with hiring of proper physicals and guards. Vionnia listened to it with not that much interest but she was moved by the reaction to the poor man.
Jiki - one success. Klank - with the food given another success
Vionnia is the interested in hearing half-orc story about his family matters.
And another success
Influence Points: 11 (two more checks from Thurk)
Vionnia looks Scuttlesanrp in the eyes
"Look this does not look good. Usually, the winners are taken to these grounds but you did not fight enough fights to be considered winners. Be careful my boss is a vicious person."
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

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Perception +5 is the best Jiki can do, unless Bardic Lore at +6 can sub in for something.

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"Wait if the winners are taken here then it should be a good place, no? What are you afraid of?"
Diplomacy: 1d20 + 5 ⇒ (11) + 5 = 16
"Is this place used to host a knight tournaments? In Lastwall they have all but died down in favor of ceremonial drills, are they still a big deal in Oppara?"
Society: 1d20 + 8 ⇒ (12) + 8 = 20
Thurk looks closely at the tooth on the ground. "Did someone get hit in the face very hard?"
Nature +5 to Recall knowledge

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Klank keeps his eyes and ears open as they make the trip into the old arena grounds. I hope we aren't just marching into a death trap here. I'm starting to rethink my decision to join the Pathfinders instead of just keeping at the forge...
He looks at the tracks on the ground, then back at the covered cages "So we're to fight some sort of beasts... hrm."
Survival +6
"If things go VERY badly stick together and find cover." He checks on his pair of shields and weaponry.

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Perception +6
Scuttlesnarp grins. "Scuttlesnarp and Pathfinders are supreme winners! Worry you not, Vionnia lady."
He then immediately reports back to the others and snitches on what Vionnia told him. "Mischief is afoot, many foes are coming to stomp us." He keeps close to Klank.

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Vionnia getting genuinely worried makes Elsha a little nervous.
Hrm, and wh-what does your boss usually do to w-w-winners when they finally arrive at this place?
Perception +5