| DoubleGold |
You can still roleplay as you wish or roll healing for the potion, I'm pressing on.
You move to A2, Central Hall
The large building at the center of Bulviss used to act as a catch-all gathering place, but its final function was as the townsfolk’s last defense.The signs of battle are obvious upon entering the hall. Battered and torn remnants of barricades litter the floor and dark stains have seeped into the stones. At the back of the main hall is a shrine to Iomedae that looks remarkably intact. Upon it lays a dusty but unharmed copy of Iomedae’s holy book, , opened to act four—Iomedae convincing mortally wounded soldiers to stand against attacking wraiths until reinforcements arrive to save them.
We are not in init, but everyone roll your exploration activity, perception, stealth, etc. And put on your condition, like Perc and you roll a 22, but +2 involving smell, or +2 involving init, etc.
Briney
|
"Follow Briney!"
Briney can remember his entire life - from his birth, to being a toddler, then a child, to adolescence, and into his early adulthood - indeed, the whole 7 years of his full life! And, cursed with a mind that never ever stops turning, finds himself constantly making connexions to his present moment - every person, place or thing - to this memory or that; to every thought he has ever thunk!
Investigate using Keen Recollection w/ That's Odd: 1d20 + 7 ⇒ (19) + 7 = 26
LINK
You can recall pertinent facts on topics that aren't your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.
LINK
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.
You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.
PFS Note: GMs should provide a character with the That’s Odd investigator feat a hint whenever the character enters a room with hidden aspects, specifically with regard to hidden passageways (such as scuff marks near a bookcase that’s actually a swinging door), creatures or hazards (such as drippage on the floor from an unseen fungus growing on the rafters), or valuables (such as bunched carpet over a secret compartment in the floor that contains a bag of coins). The GM does not need to provide clues for rooms that have no significant secret or hidden features. These clues should indicate only that the character should investigate a given section of the room, not let them automatically uncover the hidden element or provide any additional information beyond signaling its presence.
Briney
|
"Oh Briney see longshank's sneaky crossbow - not as sneaky as Briney tho!"
Thievery (Trained) vs DC 23: 1d20 + 7 ⇒ (10) + 7 = 17
Thievery (Trained) vs DC 23: 1d20 + 7 ⇒ (13) + 7 = 20
Thievery (Trained) vs DC 23: 1d20 + 7 ⇒ (14) + 7 = 21
Thievery (Trained) vs DC 23: 1d20 + 7 ⇒ (11) + 7 = 18
Thievery (Trained) vs DC 23: 1d20 + 7 ⇒ (13) + 7 = 20
Thievery (Trained) vs DC 23: 1d20 + 7 ⇒ (6) + 7 = 13
Hero Point!
Thievery (Trained) vs DC 23: 1d20 + 7 ⇒ (3) + 7 = 10
"Uh Oh!" CLICK-KUSHOOONK - Briney squirms as he sets off the trap!
Looks like longshank's sneaky crossbow is as sneaky as Briney!
| DoubleGold |
My mistake perception 23 to spot it and thievery dc 20 to disable it.
Briney disables the blessed crossbow trap.
The back of the altar has been painted with a message: “May the Inheritor judge our final acts.” Under the words are the names of townsfolk, nearly a hundred people who stayed behind.
Also treasure You can take the mundane heavy crossbow along with its 10 bolts
I assume you move onto A3, let me know when you're ready
Briney
|
A couple of tense moments pass - Briney, holding his breath, one finger on his nose, the other in his ear, his eyes closed! - and yet the crossbow doesn't shoot!
Peeping his eye right down the barrel, he remarks "Silly longshank's sneaky crossbow broken" and jumping up, he dusts off his hands "Briney alright Nice Pixie Lady!" he reassures his teammate.
"Looky is paper silly longshanks needs to live in house?" he points to the 100s of names on the wall.
Alseil Geodekeeper
|
Alseil waves the potion off. "It isn't that bad."
After watching the goblin break the trap.
"There are quite a lot of traps in this area for an 'abandoned' town. Do you think someone, or something, new has moved in?"
Briney
|
"Oh! Briney do!"
Thievery (Trained) vs DC 20: 1d20 + 7 ⇒ (18) + 7 = 25
He grabs the paper on the ground and "turns it in" to 1d2 ⇒ 2 "Here Nice Rainbow Lady!"
| DoubleGold |
You find documeneted information and deeds in the locker.
Much like his brother, Pellas had a knack for engineering, though whereas Castor focused on architecture, Pellas enjoyed intricate mechanics. These skills would become vital to Bulviss’ last stand, but the demons quickly realized he was the mastermind behind their frustrations. Pellas paid dearly for his bravery.
There is also a deed and other mementos from his brother.
Briney
|
Briney grabs the other papers in the locker and "turns it in" to 1d2 ⇒ 1 "Here Nice Pixie Lady!"
| DoubleGold |
Kyra speaks. One area left, and I should treat wounds on everyone, if there are demons about, we should take our time which means you can all spend an hour. Demons live for an eternity, they don't think like humans or other races. Other races would raid the place, kill who they need and move on. Demons, or other races created by them, don't age, so they will raid the place, kill who they need and can still be there a dozen days later before leaving even if they had no reason to stay. Time is not of the essence for the, but if you are all in a hurry, well, I cause we can move on without the need for treat wounds.
Briney
|
Our small goblin hero thinks about it a moment "Briney agree with Nice Pixie Lady!"
Prilla
|
Prilla tries to fly up to Kyra's eyeline but isn't able to sustain her wings long enough. Given she is only a third of Kyra's height, she looks down at the ground and shuffles her feet.
You have a good point. We should explore fully and report .... although ... demons are so big and powerful ... and I am so small and ...... not so powerful.
| DoubleGold |
medicine: 1d20 + 9 ⇒ (19) + 9 = 28 Prilla
medicine: 1d20 + 9 ⇒ (16) + 9 = 25 Briney
medicien: 1d20 + 9 ⇒ (15) + 9 = 24 Alseil Minimum healing gets you full
There all full. I would head outside, but not without your permission. Maybe you want to spend longer in this building, I don't know.
Alseil Geodekeeper
|
Alseil grins. "Don't worry Goldirox can protect us. It is what he was built for."
The golem speaks up. "This is only partly correct. My builder constructed me to protect 'all the pretty ladies,' a task I preform with much fevor.'
Alseil palms her face. "Goldirox, I told you to stop saying that."
"No."
*Sigh* "Anyway, we should finish exploring. We might be freelancing, but we are still Pathfinders."
Prilla
|
I would prefer to be outside Lady Kyra Prila replied. It is the nature of my kind. Besides, shouldn't someone keep a watch? Sometimes being small is an advantage - I may be passed over as .... insignificant
She then looks over at Alseil and her golem. You didn't build him?
Briney
|
"We going now, right? Has longshanks silly papers right?"
Looking utterly confused as to why - bird in hand - his two comrades would walk recklessly into danger for zero gain.
Prilla
|
Prilla wandered out to look at the other buildings and watch the sunset, trying to look like an abandoned lawn ornament when necessary.
Does anyone want to watch the stars with me later? she asks.
Alseil Geodekeeper
|
"Yes and no." Alseil says to Prilla. "I built the body, or at least I started it? Eidolons are complicated. The spirit is all his own."
If no one stops her, Alseil will start walking towards the next ruin.
| DoubleGold |
You think it is safe, but just then...a mournful howling erupts from the well as a group of beheaded emerge and begin attacking. One of the flaming skulls matches Pellas’ description and has a turnkey lodged inside of it.
the ones in front are severed head, the ones in back are flaming skulls.
Roll init
perception init: 1d20 + 9 ⇒ (7) + 9 = 16 flaming skulls
perception init: 1d20 + 6 ⇒ (16) + 6 = 22 severed heads.
Briney
|
For the first time all evening, Briney notices Kyra "Um. Hi Nice Holy Lady!"
Initiative (Perception): 1d20 + 6 ⇒ (16) + 6 = 22
| DoubleGold |
all creatures have to doublemove to get to you. Flaming skull attack vs Briney hit: 1d20 + 10 ⇒ (20) + 10 = 30 crit hit dmg: 1d6 + 3 + 1d6 ⇒ (5) + 3 + (3) = 11 x 2 means Briney takes 22 damage
Flaming skull attack vs Prilla hit: 1d20 + 10 ⇒ (1) + 10 = 11 crit miss
Then severed heads go to attack Briney hit: 1d20 + 6 ⇒ (6) + 6 = 12 miss
hit: 1d20 + 6 ⇒ (17) + 6 = 23 hit dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Briney at 27 damage
Then Kyra goes channeling energy 3 action heal killing the severed heads and badly injuring the flaming skulls, one for 27 points of damage the other for 15, one crit failed and the other failed they both have weakness to positive. This channel Also heals all living creatures for 2d10+16 which equaled out to 28. Briney and all allies are back to full health.
All heroes are up Both flaming skulls are at half or less than half HP, both severed heads are dead.
Prilla
|
Prilla fires off another Spray of Stars (15 ft cone) fire: 2d4 ⇒ (2, 4) = 6 (Heightened +1) DC 19 ref save.
She then Raises Shield.
It also looks like gravity is loosing it's grip on her again.
| DoubleGold |
Prilla, just to be clear, they are flaming skulls, the ones not on fire are already dead. This doesn't mean they are immune to fire, in fact they could have a fire resistance of 0 or 1. But you are trying to burn skulls already on fire, not the whole head, but their hair is made of fire. I'm not telling you to metagame, but your character would see that, would your character still try?
Briney
|
Reaching into his pocket, our tiny goblin hero pulls a few reagents out and pours them consecutively into his mouth, sloshing them together like mouthwash, and swallowing with a "Yuch!" as immediately a sort of adrenal overdrive overtakes and his skin begins to sparkle and little scales spontaneously develope along the backside of his forearms, the front side of his shins, along his shoulders, head, and brow. Then, his eyes narrow into reddish slits, and his nostrils widen into tranguloid ovals. Convulsing momentarily here, he flexes his tiny body under the strain of transfiguration, breathing in and out through lungs that increase the temperature of his breath.
Hardened in stature, he speaks now in a voice that has a slightly lower pitch.
"Not Nice Numbskulls Die Now!"
◆) Stow Alchemical Crossbow
◆) Quick Tincture @ Moderate Drakeheart Mutagen (to AC 22)
◆) Inbibe
Alseil Geodekeeper
|
Alsiel looks at the skulls and kind of hurmphs. "Goldirox, take point. I'll start with spells."
The golem beats their, his(?) fists together and replies, "Affirmative."
Starting with Tandem Action, One Actions to Alseil, Three to Goldirox.
◆Boost Eidolon[/url
◇Attempting to Casting [url=https://2e.aonprd.com/Spells.aspx?ID=1048]Extend Boost as free action.
Extend Boost (Arcana): 1d20 + 5 ⇒ (7) + 5 = 12
That's a fail. I don't lose the Focus Point, but the effect only last 1 round.
◆Step, Goldirox steps north to be adjacent to the first skull.
◆Goldirox Primary Attack: 1d20 + 10 ⇒ (14) + 10 = 24Damage: Bludgeoning: 1d6 + 6 ⇒ (5) + 6 = 11
◆Goldirox Primary Attack x2: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23Damage: Bludgeoning: 1d6 + 6 ⇒ (3) + 6 = 9
| DoubleGold |
spread damage: 2d6 ⇒ (1, 1) = 2 Alseil kills one and it explodes dealing 1 fire and 1 piercing damage to all in melee, including its partner, but that skeleton only takes 1 piercing damage.
Then she hits the other one.
hit: 1d20 + 10 ⇒ (19) + 10 = 29 vs Alseil dmg: 2d6 + 3 ⇒ (2, 5) + 3 = 10 X2=20
hit: 1d20 + 5 ⇒ (20) + 5 = 25 vs Alseil dmg: 2d6 + 3 ⇒ (6, 3) + 3 = 12 X2=24
hit: 1d20 + 0 ⇒ (5) + 0 = 5
The Cleric is then able to do another healing, killing the skeleton and healing everyone enough so that its explode damage doesn't kill anyone.
Conclusion
By the time the PCs collect the deed, they should also have pieced together the story of Bulviss’ heroism in the face of demonic attack. The PCs can return to Castor and tell him what they found. The adventure ends on a bittersweet note, as Castor takes the news with a mix of overwhelming sadness and pride at his brother’s actions. What is clear is that the people of Bulviss chose to put the lives of others above their own, even understanding that it might’ve been in vain. Now armed with the truth, Castor gets to choose how to live the life his brother left him.
Briney
|
"Here silly longshanks" he hands Castor the deed "Now pay Briney!"
Once that's done he hugs everyone "Bye Nice Pixie Lady!" and "Bye Nice Rainbow Lady!" and "Bye Nice Holy Lady!" each in turn Alseil, Prilla, and Kyra.
And leaves.
Alseil Geodekeeper
|
Ouch! Thankfully I can ignore most of the fire, but crit and hit still really, really hurt.
"It was very nice exploring with all of you. I hope we get to do it again sometime in the near future."
Being a creature of relatively few words, Goldirox just waves goodby as he is dismissed.