
Akoril |

Akoril introduces them selves and explains their Elven parentage, trying to probe them and learn about a weakness.
Society: 1d20 + 20 ⇒ (9) + 20 = 29

Alrinkiri |

Kiri politely greets the council, answering any direct questions. Beyond this, however, they mostly watch and listen, preferring to let their more conversationally-skillful allies do the talking while they study the council, hoping to gain some insight.
Society to Discover: 1d20 + 18 ⇒ (1) + 18 = 19

Chimwemwe |

Chimwemwe engages Sangoma-Priest Gondwi in conversation. Intrigued that the priest combines magic and practical techniques, he tries to probe the man's biases while discussing the different healing practices that he has seen and read about.
Discovery: Society (T): 1d20 + 18 ⇒ (15) + 18 = 33

GM Doug H |

N’ganga-Priestess Simbwala enjoys Wisp's story. I see change in the future… but perhaps it isn't you. We must put this delegation through their paces no less. s
At first, Ougan-Priest Dzonzi warns Akoril cur=tly not to avoid his time, but is soon interested in his story [opoc]S[/ooc]
Kiri's silence annoys the more talkative members of thr cound=cil. CF, -1 influence
Finally, Chim talks with Sangoma-Priest Gondwi. The Magaambya is a place renowned for its magical healers, no? We might team up and offer even more “exclusive services" to the those wise enough to pay extra for such special services in Mzali. He rubs his hands together. S
3 success, 1 crit fail = 2 successes.
It is foretold! At the end of the meeting N’ganga-Priestess Simbwala declares her support for the council. However the rest remain unconvinced…
Akoril spends a little time studying while you attempt to contact the next Mzali figure.
Where to next?

GM Doug H |

Kiri discovers that the council is open to criticism of itself as it always seeks to improve, and that bringing along a student like Ignaci who sees them as nothing but pompous figureheads may be just the kind of maverick move that pays dividends.
Chim discovers that each council member has a lower DC. Arcana for Simbwala, Medicine for Gondwi, Religion for Dzonzi, and Society for Onami.

GM Doug H |

Per slack; themba…
Themba can be found in his mansion. Ahh, my clever friends. So very clever. He softly claps and smiles. His eyes seethe with rage.
If you remember, you took a -2 penalty to contact mzali figures because the secret police were following you. However, the Bright Lions are distracting them, and now you no longer take this penalty.
He slides some notes to the side of his desk. What can I do for my oh-so-clever friends this fine morning?

Akoril |

Akoril pleasantly chats about the various new breads he's been trying, trying to get a sense of how Themba feels about the paths he's been taken through the city and what Themba thinks about them.
Stealth to influence: 1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 41

Curling-Wisps-of-Smoke Reliava |

"Mzali is truly a beautiful city, and we have found our visit to be both enlightening and enjoyable. However, we know we are only getting a visitor's view. We would like to hear more from you about Mzali and what its people need. You have your finger to the pulse of this city."
Wisps's Diplomacy (M): 1d20 + 24 + 2 ⇒ (6) + 24 + 2 = 32

Alrinkiri |

Kiri mostly stays quiet, speaking up occasionally to support Akoril's gambit.
Stealth to Influence: 1d20 + 24 + 2 ⇒ (10) + 24 + 2 = 36

Chimwemwe |

Influence: Athletics (M), Armbands of Athleticism: 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29
"Did you watch the exhibition match we fought? The Jackal Guard recruits were quite ruthless," Chimwemwe says struggling for a way to impress Themba without turning his own stomach.

GM Doug H |

Themba smiles at Wisps. The people don't know what's good for them. That is why they need a hand to guide them… and to punish their transgressions — even when — no, especially when they think no one sees. Walkena's fire illuminates the deepest, darkest secrets. F
Akoril and Kiri get a sense of appreciation for the secret movements of Walkena’s Hand. S, S
Chim struggles, and almost fumbles his own gambit; Themba chuckles. I see… Almost a crit fail, but not quite… F
______
The next morning Nkiruka calls you to her offices. Themba has reported that you are at least competent. I am marking your delegation as a priority group. We shall require important figures prioritize more time meeting with you. The you can now engage in 2 rounds of social encounters per visit
where to next?

Akoril |

Akoril nods to their allies.
"Well done everybody, it feels like we're really making progress now."
"Lets go see Wekesha again, see if we can make any progress there."

GM Doug H |

You find Wekesha standing under an old bridge, talking to a local merchant who seems rather bemused.
As they speak, a cart laden with heavy tools and pulled by two massive oxen lumbers overhead; the wooden structure groans, sways, and creaks alarmingly.
Wekesha smiles at the merchant. …indeed, sir, this bridge is in need of some repair. But are you truly saying that our Temple City needs Bridge Inspectors for safety? What is next, building inspectors? Fire inspectors?
Walkena sees all in his temple city, there are no shadows, and he is the inspector of all. Surely our God-King we have no need for such bloated bureaucracy, which might stifle innovation and commerce. At some point, safety is just pure waste.
He jots a few more notes. Hmm… but I pass along your words.
The merchant sighs and shakes Wekesha's hand, and moves away from the bridbe with alacrity as another heavy cart approaches. Wekesha turns to your group. Ah. You again…

Akoril |

Akoril spends a bit of time getting to know Wekesha better, explaining a few bits where he's found out about Wekesha's good work, while also sharing a few bits that could use work, trying to figure out a better approach for Wekesha.
Society to DISCOVER: 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 35
Would like to discover weakness.
Society to Influence: 1d20 + 20 + 2 ⇒ (16) + 20 + 2 = 38
Will add a post with details of influencing after getting Discovery.

GM Doug H |

Over the coming months you work with your contacts to convince them of your delegation's mission: that opening the gates to outsiders and removing the death penalty for outsiders is a good thing. Over time, you come to understand the people you must work with.
The council
These are the city's elite, interested in little more than growing their wealth even at the suffering of the people. They gift you with treasures of golden artifacts worth 9,500 GP. They have come to believe your mission will ultimately bolster the local economy and that they can recoup the costs in a short time — these elaborate gifts are an investment rather than a loss.
M’bele
You learn that M’bele was the middle child of a merchant family. After his father passed when M’bele was a teenager, he took it upon himself to serve as the family’s representative with a Sargavan trade company. After Vidrian’s rise, M’bele joined the Traveling Merchant Guild in hopes of helping his family rise to a greater economic standing.
This desire to do well by his family compels him to try and succeed, and makes him highly anxious about negotiations. With some coaching you help him grow and learn, and his mission succeeds with the trade guild being welcomed to the city.
Themba
Themba believes that he could accomplish so much more if he was given a large force to command. He's extremely jealous or Worknesh but knows that were he to try and kill her using his secret police his attempts may fail.
He takes a long time to warm to the delegation. Once he does, he drops the facade of kindness and presents himself as he truly is: a serious man who puts his own goals first, seethes with rage, and harbors grudges.
Gaining his favor gets you a boon… a token of friendship from a terrible man. He explains that he has members of Walkena’s Hand not only in Mzali, but anywhere Mzali has interests. If the you call out, “May Walkena’s Hand smite you!” and indicate any citizen of Mzali (other than Themba himself, of course), his agents will assassinate the them at their earliest opportunity.
Wekesa
You learn more about what makes Wekesa tick. He's is the eldest child of a Zenj family that moved to Mzali after a flood destroyed their village. In a rare moment of generosity, Walkena took in the village’s survivors and offered them homes and citizenship, an act that endeared the young Wekesa to Walkena.
As Wekesa grew older, Walkena’s teachings slowly corrupted the kind-hearted Wekesa into an evil man. he believes Mzali is for Mzalis only, and all other outsiders are undeserving of even stepping foot in the city.
Wekesa is adept at logging all of the citizenry’s requests and bringing them to Walkena. Whether or not Walkena acts on these requests doesn’t concern Wekesa in the least.
But once you break through his tough facade, he comes to like you. He sees that you aren't so different from the citizens he serves.
This small revelation is only the first step for Wekesa to undo his evil mindset. It will be a long, difficult path toward a redemption… but you have planted a seed that may blossom in years to come.
Worknesh
Worknesh presents you with a cache of armaments as a sign pity for your terrible combat skills, in the hopes you can use them to protect yourself.
While the armaments are very elegant, Worknesh is against mistreatment of weaponry by making them more decorative than functional—each piece can be used in a fight. The armaments include a breastplate of command, an iron equalizer, and a +1 striking axiomatic Warhammer with a greater binding coil affixed to it.
Zubari
Zubari is a man stretched thin dealing with everyday tasks as an administrator alongside his priestly duties. He's always harried and overworked, but your group teaches him the art of delegation, helping him lead more effectively and getting the man much needed rest.
Zubari offers to place a blessing upon the delegation. This blessing comes with a mote of Walkena’s power. The heroes gain fire resistance 2 for 1 year. A hero who already has (or later gains) fire resistance increases it by 2 instead. (As this blessing comes from Walkena, it doesn’t protect against fire damage originating from Walkena.) Let me know if you choose to accept this blessing.
Sihar
Sihar continues on her mission, working to restore the lost gods of the Temple City. Perhaps longer-term cultural change is what's needed, not bloody battle in the streets now.
If the hearts of the people change, even a god-king stands no chance.
She is still looking for that kist temple…
Nkiruka
You learn about what makes her tick. In Mzali, Nkiruka sees the opportunity to prove herself the ultimate diplomat.
If she can make a tyrant bow to reason, she'll know that her skill is unmatched. If she could make others eager to meet and speak with the people of Mzali, she would be a genius among ambassadors. Undeterred by the dangers that the city presented, Nkiruka traveled to Mzali and used her silver tongue to earn a meeting with Walkena. The god-king was impressed with Nkiruka’s confidence, and he delivered many tests to prove her skill.
Your mission has only elevated er further, and her efforts behind the scenes has tested her mettle and proven her exceptional talents.
______
Next week, you are going to met with Walkena himself for his say on the Maagambyan mission.
Please level up!

Akoril |
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Akoril moves on from his tour of breads, having finally settled on a few good vendors and trying to bring balance back to his diet.
Will pass on the Walkena fire blessing.

Alrinkiri |

Kiri will pass as well.

GM Doug H |

On the morning you're to meet Walkena, you find a note in the loaf of bread Azeeko made you.
Word on the street is you'll see Walkena. There's secrets in his temple… valuable information. Keep a lookout for that temple I mentioned. We must locate the lost daughter, and give the people hope.
— S.
The note dissolves into a yeasty goo.

GM Doug H |

Walkena’s temple, the tallest building in Mzali, stands in the center of the city, looming above all other structures. It is from here the God-king greets his followers every dawn.
The temple is filled with Walkena’s most fanatic devotees, ready to cater to his every whim. As you move through the golden corridors, you note that there are many both living and undead warriors at guard. His faithful continue to serve even in death.
Nkiruka, Themba, Worknesh, Zubari, and two dozen reborn sun warriors standing vigilantly at attention in the throne room.
Clad in white silk robes, a golden shawl, and a radiant crown, Walkena strides into the chambers, a look of confidence upon his sunken face. The rest of the people in the room throw themselves to the floor, prostrating before the god-king.
With a gesture, he commands everyone to stand and return to their seats. He looks around the room, eventually resting his gaze on the your delegation, a warm but somewhat strained smile on his face. He begins to speak with a dry rasp to his voice.
“I understand you have worked hard to earn some time to speak with me. I’ve been told that you would ask me to enact some changes to the way I rule my city. Your efforts and your... persistence have truly paid off, I would say.
I have considered the words you’ve shared with my officials and the words you’ve shared with me through Nkiruka. I think you will be pleased to hear that I agree. It is indeed time for some changes in Mzali, and you should be proud of all you’ve done here. Now then, let me tell you everything you’ve done for my beautiful city.”
I hereby give my word to the death penalty outsiders. No longer will they need my seal for security. I believe this will create inroads to trade between Mzali and the rest of the Mwangi Expanse, invigorating my people and spreading my purifying and holy light even farther into the recesses of the outside world.

Chimwemwe |

Chimwemwe's puzzle box appears in his hand, his fingers fiddling with it furiously as he finishes reading the brief note. After a long, contemplative silence, he jokes nervously, "I'm not certain my theater skills are up to the challenge."

GM Doug H |

The god king smiles at you. It's not a nice smile.
But I said my word. I require a… test… of your devotion to your cause. And to the enrichment of MY people.
Walkena snaps his finger; undead assistants with fire-scorches skin bring in three massive stone tablets, carved in ancient Mzunu writing. Fire and sun referencing fire and sun symbology dance across the ancient rock.
Teacher Ot tries to step closer so he can read the tablets, but the guards step forward with spears ready. The god-king tuts, a sound like dead branches scraping. How utterly scholarly of you! Fret not, Magaambyans, I will accurately interpret these tablets for you, so there is no need to put in any effort yourself. If you need, I have many scholars here in the temple who can educate you on these items, should you care to further edify yourself.
He places gestures at the tablets at his feet.
These are the Tablets of fire, prophecies found near a nondescript, forgotten place in the jungle. I won't bore you with direct quotation, of what they say; I will summarize: these tablets truthfully and accurately foretell the arrival of myself, to liberate Mzali from oppression. These precious artifacts are but one of the many symbols of my rightful rule.
There may be more Tablets of Fire in this forgotten hovel. It was once called the Shrine of the Eclipse. We know where the shrine is, but no one else outside this temple,
Bring me these trinkets.
Walkena smirks. I won’t complete my end of the bargain until you do!
He turns and leaves without so much as a goodbye. The warriors escort you swiftly out.

Chimwemwe |
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Chimwemwe keeps his face neutral with real effort as they pass the undead guards and servants in the god-king's temple. Of all the magic in the universe, the act of binding the dead to service and preventing their passage along the River of Souls has never set well with the arcanist. Necromancy, used in this fashion, breaks the system unlike any other application of the divine arithmetic.
The entrance of the god-king Walkena strikes Chimwemwe for a moment even more than their befriending of a cloud dragon as he considers his humble birth and how his fate has brought him to this place at this time and moment of potential change. He also listens carefully to Walkena's words, searching for the hidden mockery or loophole that belies his true intentions.

GM Doug H |

Nkiruka meets you on the temple steps. She looks deeply concerned. You better get going within the week. Walkena may grow bored or irritable if he does not see forward motion here.
She pauses. I am sorry you do not have more time to improve your combat skills and train. Perhaps I can arrange a lesson or two? I know Worknesh is harsh, I know some gentler teachers…
She whispers: It's terrible he is asking scholars who have only rudimentary training to go to this place. I suspect this lost temple is a dangerous place indeed — after all, why hasn't Walkena sent his own people there to retrieve these tablets? Likely he expects you to never return, and therefore rid of a nuisance and impetus of change. Should you somehow survive, he will have a new piece of religious propaganda. She sighs, leaving the rest unsaid.
Good luck. If you do not return, I will make sure the Magaambya knows you bravely gave it your all.

Chimwemwe |

Chimwemwe arches an eyebrow at Nkiruka's explanation. "That makes sense," he acknowledges. "Can you show us to the entrance to this place so we can assess the scope and scale before we make our preparations?"
If she can, Chimwemwe will try something potentially more dangerous that he realizes: performing Consult the Spirits using Religion (+21) before the entrance to the temple. He will modify it with Heir to the Saoc for (1d4 ⇒ 1) -1 to the roll.

GM Doug H |

Nkiruka explains the temple is out in the jungle, a few days travel. She must remain neutral and can't take you there. You will have to go alone!
We can save this for the entrance

GM Doug H |
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Before you go you provide a magical report to Zachva and Zanvi about the status of Mzali. The spiderlings are excited to hear about the progress you have made, and that people who are different can be allowed in the city without being hurt or made to feel unwelcome. They are going to work on a report for school about your efforts — if the Lore Speakers can get a mean sun god to open his city's gates, maybe spiderlings will be more welcome in Nataambu as well!

GM Doug H |
1 person marked this as a favorite. |

Esi and chim share a tender farewell. Once again, they must part!
______
En route out of the city, you pass by the gates and a curious thing. One of the Jackal Guards is on gate duty, mottled like a bull frog and his skin is green. His face is stretched wide like a frog's.
He croaks sadly. O, Worknesh won't even give me a day off, let alone sick pay! Said that's what I get for getting tricked by a little rat-faced possum-thing. He scratches furiously. And now I somehow have fleas.
Imagine doing a hundred burpees in Worknesh's pit while you have itches in places you never knew could itch.
The jackal guard standing next to him chuckles. Heh. Every time you stop and scratch, a hundred more burpees… whatever the case, I don't think she really wanted to "help!" — or maybe she did, until you kicked her like that…

GM Doug H |

I wish she hadn't run off into the jungle after pointing that broom at me and doing … this. I'd do worse than kick. Blorp.
Their captain marches by and the guards shut up and snap to attention. Hop to it, men! She chuckles, wandering off.
You head out into the forest…
I'll update a bit later today

Chimwemwe |

"Did Anchor Root do that?" Chimwemwe asks Akoril as he connects the dots.

GM Doug H |

Akoril mentions that sometimes Binji's flea infestation comes back. Anchor and Lucky Bones try to get ants. She must have escaped school and traveled here from the Magaambya, to help.

GM Doug H |

You travel through the jungle, talking about binji's fleas, Worknesh and whatnot.
That night as you are making camp you hear strange voices ibn the jugle again, reminiscent of the voices you heard en route ot the small village.
But this time, they're your voices, mimicking the words you said earlier that day in the jungle.
Help! Screams Akrol's voice.
Flee![/i] hoots Chim's voice.
[b]Help me! laughs Wisp's voice.
Then you hear another voice, bravely ringing across a glade. YAY! Binji help!
Wisps's voice chortles.
Akoril's voice says Come closer!
Chim's voice says Belp!
Silence…
ACK Binji help! Help Bingi. Help Bingi HELLLP!
You dash out into the night, heading towards the voices. Running across the glade you see your gremlin friend sprinting ahead, pursued by 4 daemonic creatures. they have the faces of owls, but their wings are made of shadow and fire.
Binji spins around and shoots her broom of wonder at them… a cone of monarch butterflies. Hellllp!
----
Akoril's Initiative Using Avoid Notice: 1d20 + 20 ⇒ (17) + 20 = 37
Kiri's Initiative Using Avoid Notice, Battle Cry: 1d20 + 24 ⇒ (7) + 24 = 31
Wisps's Initiative Using Search: 1d20 + 22 ⇒ (2) + 22 = 24
Chimwemwe's Initiative Using Defend: 1d20 + 19 ⇒ (16) + 19 = 35
4d20 ⇒ (12, 3, 7, 17) = 39
One of them flies right up to the gremmlin and folds its wing around her. It speaks in Akoril's voice. Shhh. You will disappear in the lonely jungle, and no one will miss you.
demoralize: 1d20 ⇒ 10
Waaah! The grimple's Broom of Wonder quivers as the creature spooks her good.
☀☀☀
Help Binji! Round 1
──────────
BOLD IS UP!:
──────────
Owl-thing 4 (-0 HP) │ On ground
➤ Akoril (164/164 HP)
➤ Chimwemwe (164/164 HP)
Owl-thing 1 (-0 HP) │ 10' up
Kiri (138/138 HP)
Owl-thing 3 (-0 HP) │ 10' up
Wisps (140/140 HP)
Owl-thing 2 (-0 HP) │ 10' up
Binji (-0 HP) │ Frightened 1

Akoril |

Binji!!!!! Shouts Akoril, trying really hard to be upset, rather than worried. "Run and hide, come out when this is done!"
Staring down the Daemon nearly on top of Benji Akoril whispers and oath to slay the creature that would harm Benji. Akoril then swirls the magic around him, plants his feet and taps into the earth beneath him. From there he unleashes an arrow at #4.
spellstrike vs 4: 1d20 + 25 ⇒ (18) + 25 = 43
piercing+Oath: 3d8 + 4 + 1d6 ⇒ (8, 3, 7) + 4 + (3) = 25
Greater Deadly?: 2d10 ⇒ (1, 7) = 8
Unless that's a critical miss, DC 30 Reflex vs Impaling Spike
cold iron/piercing: 8d6 ⇒ (5, 4, 6, 5, 1, 5, 3, 1) = 30
As the arrow stikes the creature, magic from the very ground reaches up as well, trying to impale the creature with a cold iron spike.

Chimwemwe |

Chimwemwe traces the invisible shapes on his forearm. Disappointedly, nothing happens even after retracing them. He curses and raises his shield in preparation for the impending assault.
◆ Overdrive (manipulate) vs. DC 31: 1d20 + 25 ⇒ (3) + 25 = 28
◆ Overdrive (manipulate) vs. DC 31: 1d20 + 25 ⇒ (5) + 25 = 30
◆ Raise a Shield
AC 38
↺ Shield Block 13

GM Doug H |

Akoril's arrow slices across the creature's throat. Criit!
ref: 1d20 ⇒ 18 CS
A spike of stone erups from the ley-line at Binji's feet, but the owl-thing dodges it.
One of the other creatures glides down at Binji. It jabs its talon into her tiny shadow, cast by the flickering flames. It pulls the shadow up over binji, covering her for a moment…
Binji Will: 1d20 + 17 - 1 ⇒ (11) + 17 - 1 = 27
But Binji fights it off — whatever it was.
No! Binji HELP!
☀☀☀
Help Binji! Round 1
──────────
BOLD IS UP!:
──────────
Owl-thing 4 (-58 HP) │ On ground
Akoril (164/164 HP)
Chimwemwe (164/164 HP)
Owl-thing 1 (-0 HP) │ On ground
➤ Kiri (138/138 HP)
Owl-thing 3 (-0 HP) │ 10' up
Wisps (140/140 HP)
Owl-thing 2 (-0 HP) │ 10' up
Binji (-0 HP) │ Frightened 1

Alrinkiri |

Seeing Binji threatened, Kiri let's out a vicious roar as battle begins, channeling the many predator beasts they've encountered in their long travels through the jungle. I keep forgetting I have Battle Cry (have for several levels, I think). Unfortunately only the two that have already acted are within range, but I'll roll it anyway and you can adjudicate as you see fit if it matters.
Intimidate to Demoralize #4, Intimidating Prowess: 1d20 + 20 + 1 ⇒ (20) + 20 + 1 = 41
----------
Kiri pounces, bounding off the nearby rock and coming down slashing with both claws at the creature holding Binji before nimbly dancing back a few feet.
◆Stride, ◆Strike, ◆Skirmish Strike (Strike, then Step), attacking #4. I'm hoping Binji counts as an ally for Gang Up.
claw vs. flat-footed #4 (+2 striking, ghost touch, grievous): 1d20 + 26 ⇒ (13) + 26 = 39
Slashing: 2d4 + 7 ⇒ (1, 1) + 7 = 9
Sneak Attack: 3d6 ⇒ (4, 1, 5) = 10
claw vs. flat-footed #4 (+2 striking, ghost touch, grievous), agile 2nd: 1d20 + 26 - 4 ⇒ (9) + 26 - 4 = 31
Slashing: 2d4 + 7 ⇒ (4, 4) + 7 = 15
Sneak Attack: 3d6 ⇒ (4, 1, 1) = 6
Stupified if one hit, -10ft penalty to speeds if 2. DC 32 Fort vs. Slowed 1 on crit.
-------

GM Doug H |

fort vs slow: 1d20 - 1 ⇒ (9) - 1 = 8
Kiri slashed their target again and again, hamstringing it!
One of the other creatures swoops in.
Bibnji hurt! it mocks their friend:
Deception to demoralise Kiri to demoralize: 1d20 + 22 ⇒ (18) + 22 = 40 F1
Beak: 1d20 + 24 ⇒ (15) + 24 = 39
p: 2d10 + 16 ⇒ (1, 8) + 16 = 25
☀☀☀
Help Binji! Round 1
──────────
BOLD IS UP!:
──────────
Owl-thing 4 (-98 HP) │ On ground, Fright 1, Slow 1
Akoril (164/164 HP)
Chimwemwe (164/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (113/138 HP) │ Fright 1
Owl-thing 3 (-0 HP) │ 10' up
➤ Wisps (140/140 HP)
Owl-thing 2 (-0 HP) │ 10' up
Binji (-0 HP) │ Frightened 1

Curling-Wisps-of-Smoke Reliava |

"Whatever these are, we'll handle them!"
Religion to Recall Knowledge, take 1: 1d20 + 19 ⇒ (12) + 19 = 31
Religion to Recall Knowledge, take 2: 1d20 + 19 ⇒ (3) + 19 = 22
Wisps fires at #4.
Shortbow: 1d20 + 22 + 1 ⇒ (3) + 22 + 1 = 26
ouch!: 2d6 + 2 + 1 ⇒ (4, 5) + 2 + 1 = 12
deadly, if a crit: 1d10 ⇒ 9
Inspire, Loremaster's Etude (free), Recall Knowledge, Strike

GM Doug H |

Wisps's Nature (E): 1d20 + 21 ⇒ (7) + 21 = 28
Wisps, even inspired by her muse, cannot identify these strange daemonic creatures. Sorry, two low rolls…
The last owl-thing swoops in at Akoril. Binji help! it laughs and drives a talon into his shadow, beginning to manipulate it like a puppet…
====
Binji pulls down her new Lore-speaker mask — an elegantly carved but badly painted little jackal. Yes, the jackal… the lowly scavenger who helps clean the Savannah.
Binji help!
The Helpful Hyena dashes over to Akoril and boops his ankle with her nose, unlocking his inner heroism. Heroism (+1 version)
====
Owl-thing 4 swoops over to flank Akoril:
Beak, F1: 1d20 + 24 - 1 ⇒ (15) + 24 - 1 = 38
P: 2d10 + 16 ⇒ (8, 1) + 16 = 25
Though it finds it can't get a flank the thing's filthy beak still draws blood.
No longer slow1
☀☀☀
Help Binji! Round 2
──────────
BOLD IS UP!:
──────────
Owl-thing 4 (-98 HP) │ On ground
➤ Akoril (164/164 HP) │ Heroism, DC 27 Will vs Spoiler effect
➤ Chimwemwe (164/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (88/138 HP) │ Fright 1
Owl-thing 3 (-0 HP) │ 10' up
Wisps (140/140 HP)
Owl-thing 2 (-0 HP) │ 10' up
Binji (-0 HP)

Chimwemwe |

Chimwemwe traces his invisible tattoos once more in desperation. The adrenaline rushing his body turns to advantage as his tracing is so precise that the bioelectric energy stored in his armor blooms as it saturates the inventor with power.
As he analyzes the battlefield, he pauses before rushing into the fray. Softening the enemy first seems like a better strategy. He manipulates gems on his scaled breastplate and then strikes the center. Small iron rods rise from the armor and gather some stored energy.
A wide lightning bolt crackles through the two owl-demons on the ground. Unfortunately, it also escapes backward. Fortunately, the armor recycles most of the power and Chimwemwe only blisters a little. "Ah!"
◆ Overdrive (manipulate) vs. DC 31: 1d20 + 25 ⇒ (20) + 25 = 45
◆◆ Megavolt (electricity, manipulate, unstable), Basic Reflex DC 31: 6d12 ⇒ (10, 6, 9, 2, 6, 10) = 43
Unstable DC 17: 1d20 ⇒ 5
13 electricity - 11 resistance = 2 damage
AC 36

GM Doug H |

2d20 ⇒ (16, 18) = 34 S, CS :(
The things flutter out of the way, the second daemon avoiding the blast entirely.
☀☀☀
Help Binji! Round 2
──────────
BOLD IS UP!:
──────────
Owl-thing 4 (-119 HP) │ On ground
➤ Akoril (164/164 HP) │ Heroism, DC 27 Will vs Spoiler effect
Chimwemwe (162/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (88/138 HP) │ Fright 1
Owl-thing 3 (-0 HP) │ 10' up
Wisps (140/140 HP)
Owl-thing 2 (-0 HP) │ 10' up
Binji (-21 HP)

Akoril |

Will save: 1d20 + 19 ⇒ (10) + 19 = 29
Akoril shakes off the spell before beaming at the help from the Helpful Jackal.
Nodding down and smiling Akoril he stands his ground to avoid leaving Binji alone and fires off a set of force fangs at #4.
inspired force missiles: 4d4 + 1 ⇒ (2, 3, 4, 4) + 1 = 14
Feeling recharged, Akoril unleashes another spellstrke on #4. This time gathering pointy debris and the like as he arrow swirls through the air.
heroic bow - volley: 1d20 + 25 + 1 - 2 ⇒ (11) + 25 + 1 - 2 = 35
inspired arrow + telekinetic projectile: 3d8 + 4 + 1d6 + 1 + 8d6 + 1 ⇒ (4, 6, 4) + 4 + (5) + 1 + (2, 2, 5, 3, 5, 5, 5, 1) + 1 = 53

GM Doug H |

Though not destroyed, the Daemon is badly hurt, It screeches and flies off into the night!
However the other three remain…
#1 mocks binji, trying to demoralize Wisps…
Deception to intimidate: 1d20 + 22 ⇒ (17) + 22 = 39 F1
Then it unleashes a gout of fire and ash:
Burning ash, DC 30 basic reflex: 9d8 ⇒ (4, 1, 1, 1, 1, 4, 8, 8, 7) = 35
Binji save: 1d20 ⇒ 7
The area becomes filled with ash for 1 round. All creatures within the cloud of ash become concealed, and all creatures outside the cloud become concealed to creatures within it. This creature is immune to this effect.
OW! Bingi yelps…
☀☀☀
Help Binji! Round 2
──────────
BEFORE YOUR TURN:
──────────
Akoril: DC 30 basic reflex bvs 35 fire
Chimwemwe: DC 30 basic reflex bvs 35 fire
Wisps: DC 30 basic reflex bvs 35 fire
──────────
BOLD IS UP!:
──────────
Akoril (164/164 HP) │ Heroism
Chimwemwe (162/164 HP)
Owl-thing 1 (-0 HP) │ On ground
➤ Kiri (88/138 HP)
Owl-thing 3 (-0 HP)
Wisps (140/140 HP) │ Fright 1
Owl-thing 2 (-0 HP)
Binji (-56 HP)

Chimwemwe |

Reflex (E), Bulwark vs. DC 30: 1d20 + 22 ⇒ (8) + 22 = 30
Chimwemwe staggers back from the flame in time to escape the full force. Multiple sigils on his armor and shield glow as they absorb some of the heat. He squints through the ash cloud.
S: 17 Fire - 10 resistance = 7 damage.

Akoril |

Reflex: 1d20 + 21 ⇒ (11) + 21 = 32
Akoril dodges the worst of it.

Alrinkiri |

Kiri darts away from the owl beside them, springing off a nearby rock and flying through the air as they slash into the creature attacking Akoril and Binji.
◆Stride (provokes from 2 and 3 if they they have AoOs we somehow haven't seen yet), ◆Strike, ◆Skirmish Strike (Strike then Step).
claw (+2 striking, ghost touch, grievous) vs. off-guard #2, IC/CA: 1d20 + 26 + 1 ⇒ (7) + 26 + 1 = 34
Slashing, IC/CA: 2d4 + 7 + 1 ⇒ (4, 2) + 7 + 1 = 14
Sneak Attack: 3d6 ⇒ (5, 1, 1) = 7
claw (+2 striking, ghost touch, grievous) vs. off-guard #2, IC/CA, agile 2nd: 1d20 + 26 + 1 - 4 ⇒ (17) + 26 + 1 - 4 = 40
Slashing, IC/CA: 2d4 + 7 + 1 ⇒ (2, 2) + 7 + 1 = 12
Sneak Attack: 3d6 ⇒ (5, 4, 1) = 10
Stupified 1 on success, -10ft speeds if two successes, DC 31 Fort vs. slowed 1 on crit.
---------

GM Doug H |

fort: 1d20 ⇒ 13 S
Kiri slashes through these creatures; blood and feathers fly through the flames.
Owl-thing thing three glides in at Kiri and tries to grab them with a talon:
Talon: 1d20 + 24 ⇒ (18) + 24 = 42
P: 2d6 + 13 ⇒ (3, 6) + 13 = 22
Grab: 1d20 + 21 ⇒ (6) + 21 = 27
… they slip away!
☀☀☀
Help Binji! Round 2
Terrain: All creatures within the cloud of ash become concealed, and all creatures outside the cloud become concealed to creatures within it.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Wisps: DC 30 basic reflex bvs 35 fire
──────────
BOLD IS UP!:
──────────
Akoril (147/164 HP) │ Heroism
Chimwemwe (155/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (66/138 HP)
Owl-thing 3 (-0 HP) │ -10 speed
➤ Wisps (140/140 HP) │ Fright 1
Owl-thing 2 (-65 HP)
Binji (-56 HP)

Curling-Wisps-of-Smoke Reliava |
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Wisps moves out of the cloud, and tries to target Binji to bring her closer.
flat check: 1d20 ⇒ 15
She sends out ephemeral strands to grasp Binji and bring her close.
Friendfetch!

GM Doug H |

Yaaah! Binji is pulled to safety by Wisps' ephemeral webs!
---
Will vs Bonekeeper: 1d20 ⇒ 15 CS
Owl-thing 2 does not seem affected by he ash cloud's concealment or the magus's Bonekeeper's bane.
Beak vs Magus: 1d20 + 24 ⇒ (8) + 24 = 32 Miss
Talon vs magus: 1d20 + 24 - 5 ⇒ (14) + 24 - 5 = 33
P: 2d8 + 13 ⇒ (6, 2) + 13 = 21
Grab: 1d20 + 21 ⇒ (18) + 21 = 39 CS
The creature claws at Akoril, snatching them up!
--
Binji points her Broom of Wonder at the creature grabbing Akoril…
flat: 1d20 ⇒ 17
1d100 ⇒ 17
A lightning bolt jolts out fron the bristles, arching across #2 and 3!
Electric: 4d12 ⇒ (3, 4, 5, 12) = 24
Ref's: 2d20 ⇒ (9, 8) = 17 S, S
Binji help!
☀☀☀
Help Binji! Round 3
Terrain: All creatures within the cloud of ash become concealed, and all creatures outside the cloud become concealed to creatures within it.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Akoril (147/164 HP) │ Heroism, Restrained (Escape DC 31)
➤ Chimwemwe (155/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (66/138 HP)
Owl-thing 3 (-12 HP) │ -10 speed
Wisps (140/140 HP)
Owl-thing 2 (-77 HP) │ Grabbing Akoril
Binji (-56 HP)

Chimwemwe |

Chimwemwe scuffs his heel across a rune painted on his greaves. The rune and its painted companion runes glow as the paint burns away to release the elemental magic inside—wind and fire rush from the bottom of his soles as he leaps out of the ash cloud.
He lands next to Alrinkiri. There he slams his shield toward the owl-fiend grappling with Akoril.
◆ Interact
◆ Leap (greater blast boots)
◆ Strike vs. #2: +2 Striking, Ghost Touch Shield Boss (M): 1d20 + 25 ⇒ (16) + 25 = 41 vs. Off-Guard, probably
Magic, Bludgeoning, Ghost Touch, **Critical Overdrive!**, Weapon Specialization: 2d6 + 4 + 6 + 2 ⇒ (2, 3) + 4 + 6 + 2 = 17 + Fire: 1d6 ⇒ 5