| Gobo Byzant |
Gobo attempt to aid his sewer dragon friend.
Observe. He does a flourish. Both Alladin Sarsippius Sulamanagic the Third and Gobo the Magnificent are of refined taste. They walk among those who appreciate fine things. Praise for the Three-Legged Frog shall echo from New Thassilon to the foundations of Absalom itself.
Gobo's Diplomacy (T): 1d20 + 6 ⇒ (10) + 6 = 16
Gobo's Diplomacy (T), hero point: 1d20 + 6 ⇒ (15) + 6 = 21
Alladin Sarsippius
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"My sweetest Aganis, I know I have come unannounced and potentially imposed upon you a terrible burden. I wish to be no beast in this situation, believe me. But I, for you? I would walk the ends of this world if only to taste but a nibble, see but a flash of the luxury behind your doors. I am a kobold of my word; when I say I do not tell I mean that. I mean that.The honor of this establishment shall be kept in the highest regard. I will sing the praises of the Threelegged Frog to Shelyn herself, baring my soul, my heart, my everything. Please, Miss Aganis. Please. For me. I must know the luxury of The Three-legged Frog.
they're all the same: 1d20 + 7 ⇒ (20) + 7 = 27
Zalmora
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Zalmora tries very hard to ignore the strange haggling going on with Alladin and Gobo. She succeeds.
"A standard room will serve for me."
GM Dennis
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"Oh my! Well...it's not booked right now, so I suppose I could cut you a deal on the luxury suite. How does 3.5gp sound?" Conveniently, exactly how much you have left. What a coincidence! A deal struck, she leads you up to your rooms, which are spacious and comfortable. The feather mattresses are plump and comfortable, and Aganis returns shortly with a basket of fresh fruit for the table in the central room of the suite, from which all of your rooms branch out. "We've got some delicious, alchemically-enhanced pastries on order for tomorrow morning, as well, complementary for our luxury guests, of course! Just the thing to give you a pep in your step for wherever your business takes you." Staying in the luxury suite will give you a bonus later on, which I will reveal when the time is right.
Another post coming when I get a moment after my meeting.
| Gobo Byzant |
Alladin Sarsippius Sulamanagic the Third, Gobo would travel with you more often.
The fauchard clatters across the table, slicing an apple in twain. Gobo picks up one half and offers it to the kobold. He nibbles at the the other half and dabs the running eyeshadow off his plump cheeks. How sweet it is, having everything one deserves.
Alladin Sarsippius
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CRUNCH
”I don’t know about you, Gobo, but I am going to enjoy my mani/pedi tomorrow. I think I can talk them into one of those cucumber eye patch treatments. A warmed robe and a towel for my head. Sweet Aroden this a delicious apple. We make a good team, Gobo. Here, let me freshen up those robes for you. We gotta look good you know: look good feel good, make the right impression.”
Aladdin casts prestidigitation to clean Gobo’s clothes; he then does the same for his own traveling gear.
”Anyone else?”
Ennillee
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Ennillee seems a little uncomfortable standing in the fine room. "Gosh, this is a lot nicer than anything we ever got at the Monastery. Is it like this where you all come from?"
Dewin Bryse
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I shall not require your magicks, Dewin says, grooming himself with his tongue and using his own prestidigitation.
To Ennillee, he replies, I have witnessed better...but have certainly witnessed worse, to be sure.
Ingmar Ironfist
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"Def'nitely not." replies the dwarf. "Where I come from, there ain't none of this magic stuff. None at all. All got burned out millennia ago by the wizard wars. We proud dwarves of Dongun Keep protected themselves just fine, too.
"Now there ain't a lick o' magic near us, and we kinda like it that way, 'Course, we had t' invent these little babies, t' help wit' th' defense, but invent we did!"
Zalmora
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"I've never seen accommodations like this in Nirmathas, though I guess it might be possible in Tamran," Zalmora says, suddenly aware that each step she takes adds dirt to the accommodations.
"My da was a Foxclaw, so for me and my mum home was whatever patch of ground we found that was dry. Though there was the occasional cabin stay with my aunt and uncle. But I grew up on the land. All this," she waves an arm to gesture at all the comforts. "I don't even know where to start."
GM Dennis
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Ennillee Diplo: 1d20 + 5 ⇒ (11) + 5 = 16
Aladdin Diplo: 1d20 + 7 ⇒ (18) + 7 = 25
Ingmar Diplo: 1d20 + 3 ⇒ (9) + 3 = 12
Gobo Diplo: 1d20 + 6 ⇒ (3) + 6 = 9
Dewin Diplo: 1d20 + 5 ⇒ (19) + 5 = 24
After settling in to your new lavish accommodations, you eventually wander back downstairs to find a common room that is steadily filling up as the afternoon goes along. Aganis’s husband Roland has joined her behind the bar, and is every bit as friendly as his wife. You spend a pleasant afternoon chatting with them and with locals that work the docks as they enjoy an after-work drink, and you hear from several people about the strange mushroom-looking fellow that passed through here a few days ago—maybe a week, or even ten days? There’s some disagreement on this point. Ennillee and Dewin hear from Roland that Rain showed up later than his reservation indicated, and that as a result he was forced to hire more expensive accommodations than he had planned, as the cheaper rooms were all booked up by the time he arrived. Even worse–and Roland does feel a mite bad about this, but what can you do?--his pack mule and some of his provisions were stolen from the stables overnight. Rain set out the following morning, and Roland hasn’t seen him since. Alladin gets to talking with a friendly dockhand that bought the downtrodden leshy a drink and chatted with him for a while. She remembers Rain telling her that he had booked a guide to take him into the swamp, but that the guide never showed up. She tried to talk him out of going out into the swamp on his own, told him there were lots of dangerous critters and whatnot, but he was determined. The last she saw of him, he was heading toward the north gate with nothing but a backpack and the clothes on his back.
Ingmar Ironfist
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"So, did the little lad say anything more about where he was goin'? Or was it jus' th' swamp? What kin ye' tell us 'bout the swamp?"
GM Dennis
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"Said he was looking for some old ruins. Told him all I've ever seen out there is mud and snakes, but he wouldn't be denied, I'm afraid."
Ennillee
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"It sure sounds like he had a rough time of things. Do you all think we should just head for the north gate, or do we want to talk to more people?"
| Gobo Byzant |
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Gobo would derive pleasure from punishing this felon, but it would be a mere diversion such as a pleasure cruise.
Gobo dresses in his leopard-print galoshes, a pink poncho featuring a dizzying array of neon yellow shapes, and an oversize sun hat to match. He lifts the brim of the hat up so he can see, and drops the fauchard yet again. Gobo is prepared to face these inimical swamplands.
Swapping detect magic for prestidigitation and maintaining that spell as exploration in swamps.
North gate!
Ingmar Ironfist
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"Well, we might as well be off." says Ingmar. "Zalmora, you wanna track, or should I?" We are both +7
Alladin Sarsippius
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"I think we should go visit that deadbeat before we leave, but if'n y'all want to run off in to the swamp after this rainy day toad, that's cool. Once we return with the little stool, maybe me, him and my main man Gobo here can go pay him a visit. Teach him the error of his ways. Painfully; until he gets with the plan."
| Gobo Byzant |
Gobo is willing to help gather info on the guide. +6
Zalmora
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"I can do my best to keep us safe from the worst the swamp has to offer, but we should speak with Rain's guide if we can. I want to hear their story."
I'm happy to Track, but I think we need to have found tracks first. If we do, I will Hunt Prey, giving me a +2 to Survival. But I think the first challenge of the swamp will be... to not fall victim of the environment.
Ingmar Ironfist
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”Do we know who the guide was?” asks Ingmar. ”Sort of sounds like poor Rain in Cloudy Day got screwed over every way he turned !”
GM Dennis
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"No clue who the guide was, sorry. Rain never mentioned a name" There are no shortage of people offering guide services in Cassomir, so finding the one that ghosted Rain without even so much as a name to go on is not feasible in the time frame in which you're operating.
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Zalmora Track: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Ennillee Scout: 1d20 + 3 ⇒ (6) + 3 = 9
Aladdin Search: 1d20 + 6 ⇒ (2) + 6 = 8
Ingmar Detect Magic: 1d20 + 7 ⇒ (19) + 7 = 26
Gobo Maintain Spell: 1d20 + 2 ⇒ (8) + 2 = 10
Dewin Search: 1d20 + 3 ⇒ (15) + 3 = 18
Quicksand stealth: 1d20 + 10 ⇒ (6) + 10 = 16
The next morning you rise and, still grumbling about what you're going to do to the guide that ditched Rain if you ever find them, you make your way out the northern gate and into the swamp. Zalmora takes the lead, putting her tracking skills to use as she searches for tracks that look like they belong to a leshy. She doesn't have much success, however, and her luck quickly goes from bad to worse as her foot suddenly finds the ground not nearly so solid as it appears! She just manages to keep her balance as, in the blink of an eye, she sinks down to her waste in quicksand!
Initiative!
Ingmar and Dewin may act. A PC that tosses Zalmora a rope or reaches out to her with a pole or other implement can attempt a DC 18 Athletics check to pull her out.
Ingmar Ironfist
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Ingmar quickly pulls out a rope and hands it to Ennilee. He the will look to see if there is anything out there that could be used to help more.
Perception, Nature, or Survival +7
I'd prefer not to roll with a +0 athletics, if there is a chance to make things worse, since I will critically fail 40% of the time, and only succeed 20%. Those seem really bad odds.
GM Dennis
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As an alternative to rolling Athletics, you can ready to Aid Zalmora using another skill if you can justify how you're using it to help. If this changes what you would do, Ingmar feel free to retcon your turn.
Ingmar Ironfist
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With his knowledge of nature, Ingmar decides to give Zalmora some advice on how to best escape quicksand, that of slow and steady movements over rapid flailing.
Nature to Aid : 1d20 + 7 ⇒ (5) + 7 = 12
GM Dennis
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Dewin drops a surprisingly well-built ladder into the quicksand, but as Zalmora grabs at it she sinks a little more! Now submerged up to her neck.
Initiative!
Whole party may act. Zalmora gets a +2 on her Athletics check from Dewin's critical aid. Everyone else can either make an Athletics check (DC 18) to help pull her out, or can make some other sort of check to Aid (normal DC 20). Because she's now neck-deep, it will take two successful Athletics checks to get her out (one to get back to waist-deep, then one to escape).
| Gobo Byzant |
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Panic chokes the runelord. This wretched place! Why!? WHY!?
Gobo shall rise above the sludge and filth! He flaps his arms around under his pink poncho; rainbow-colored runes manifest in the air as he veils himself in confidence, hiding his fear — even from himself.
His voice is calm. Pull on three. Using Perform to aid by timing the pull.
Gobo's Performance (T): 1d20 + 6 ⇒ (7) + 6 = 13
One, two— PLOP. The fauchard falls into the mud. Gobo stares at it, forgetting to say "three."
Zalmora
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"Stay, Baxter!"
Zalmora does her best to calmly get herself out of this sticky situation.
Athletics: 1d20 + 5 + 2 + 1 ⇒ (12) + 5 + 2 + 1 = 20
Dewin Bryse
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Now, Zamora, Dewin purrs, his voice calm as a still pond, you didn't have the benefit of Society classes like many of us did, where we learned how to handle situations like this. If you had, youd know. Steady as she goes, put one hand after the other. Step by step, hand by hand, ladder rung by ladder rung. You'll be out of that mire in no time.
Pathfinder Society Lore to Aid: 1d20 + 7 ⇒ (18) + 7 = 25
GM Dennis
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Pulling on the ladder, Zalmora manages to get herself halfway out of the quicksand (back to waist-deep).
Ennillee and Ingmar may act.
Ingmar Ironfist
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Ingmar gives Ennillee some advice on how to pull Zalmora out. "It is all about working with the pressure. Time your pull with ebb and tide of the swamp. You can't fight nature, you have to work with it!"
nature to Aid: 1d20 + 7 ⇒ (18) + 7 = 25
Ennillee
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Ennillee grabs a rope from her pack, tosses it to Zalmora, and pulls!
Athletics: 1d20 + 7 ⇒ (1) + 7 = 8
Oh, heck no
Athletics, hero point: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
GM Dennis
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Zalmora Track, Hunt Prey: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Ennillee Scout: 1d20 + 3 ⇒ (15) + 3 = 18
Alladin Search: 1d20 + 6 ⇒ (18) + 6 = 24
Ingmar Detect Magic: 1d20 + 7 ⇒ (5) + 7 = 12
Gobo Maintain Spell: 1d20 + 2 ⇒ (18) + 2 = 20
Dewin Search: 1d20 + 3 ⇒ (12) + 3 = 15
Python 1 Stealth: 1d20 + 6 ⇒ (7) + 6 = 13
Python 2 Stealth: 1d20 + 6 ⇒ (17) + 6 = 23
Python 3 Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
Ennillee grits her teeth, loops a rope around Zalmora, and with a mighty second heave, hauls the ranger out of the quicksand! After a few moments to catch your breath, you can easily skirt around the edges of the still-rippling quicksand.
After a few more hours of travel, you come to a point where a large tree has fallen across the path. Before you can begin to clear the log or find a way around, you all notice several long shapes slithering their way through the marshy water to your right!
Terrain Notes: Green areas are swampy water, which acts as difficult terrain for medium or larger creatures. Small or smaller creatures must swim. To move past the tree will require you to climb over it (using Athletics) or you can shove it out of the way with a DC 20 Athletics check.
Initiative!
Alladin may act.
Alladin Sarsippius
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”Ive been trying to tell you, for so long now. If you feel like I do….”
Aladdin hunches while he sings emoting like no tomorrow while greenish signals and whorls appear in the air. Hitting the high note, he draws his rapier.
”Lets get it on.”
inspire courage (+1 to hit, damage, saves vs fear), cast shield, draw weapon
GM Dennis
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Suddenly, a much stealthier snake lashes out at Dewin from the water on the other side!
Bite vs. flat-footed Dewin: 1d20 + 8 ⇒ (12) + 8 = 20
Piercing: 1d8 + 3 ⇒ (3) + 3 = 6
The snake bites the cat and latches on!
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Initiative!
Gobo, Ennillee, Dewin, Zalmora, and Ingmar may act.
Ennillee
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Ennillee starts moving in a strange manner, almost as if she were bobbing in the water rather than standing on firm ground. She moves over next to the snake gripping Dewin and lashes out twice!
Stumbling Punch: 1d20 + 7 ⇒ (13) + 7 = 20
ouch!: 1d8 + 2 ⇒ (1) + 2 = 3
Stumbling Punch: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
ouch!: 1d8 + 2 ⇒ (5) + 2 = 7
Enter Stance, Stride, Flurry
Frequency once per day; Trigger A creature that has blood and is not at its maximum Hit Points hits you with a melee Strike; Effect You channel salt and brine from your blood into the creature's wounds. The creature must attempt a DC 17 Fortitude save. On a failure, the creature takes 1d6 persistent acid damage and is sickened 1 by the pain. On a critical failure, it instead takes 2d6 persistent acid damage and is sickened 2.
| Gobo Byzant |
The runelord shrieks: Gobo is king of this wretched wasteland!
Again he flaps his arms around under his pink poncho; the swamp writhes with grasping roots. 3-action Warped Terrain DC 17 will
He bends it it his will!
Ingmar Ironfist
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Added Ingmar. Sorry, I guess I missed him on the marching order slide
Ingmar moves to a location he can catch two of snakes within range, and calmly calls lightning to arc out to 1 & 3.
electric arc DC17: 1d4 + 4 ⇒ (2) + 4 = 6
"Seems a shame t' hurt th' wee serpents, but I guess they be attackin' us."
GM Dennis
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Sorry Ingmar, that's my mistake not to double check I had everyone.
Ennillee moves up and punches the snake holding Dewin, while Gobo works to confuse the other two and Ingmar Zaps a couple with lightning.
#1 Reflex: 1d20 + 10 ⇒ (13) + 10 = 23
#3 Reflex: 1d20 + 10 ⇒ (9) + 10 = 19
---------
Initiative!
Dewin and Zalmora may act.
Dewin Bryse
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Dewin is displeased.
He pulls out a blue-hued rune and slams it to the ground. Cast electric arc.
flat DC 5: 1d20 ⇒ 19 success
electricity: 1d4 + 4 ⇒ (3) + 4 = 7
He then conjures up a disc of force for protection.
Verbal & somatic components for electric arc, verbal component for shield.
GM Dennis
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Snake 3 Reflex vs. electric arc: 1d20 + 10 ⇒ (1) + 10 = 11
Wrapped tightly as it is around Dewin, it has no chance to dodge out of the way! The scent of fried reptile fills Dewin's nostrils as the snake goes slack and falls to the ground at his feet. Just enough damage on that crit fail to finish it off!
---------
Initiative!
Zalmora may act.
Zalmora
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Action 1: Hunt Prey
Action 2: Gravity Weapon
Action 3: Strike
Bow in hand, Zalmora moves her right hand a series of gestures that instill a kind of gravitational weight to her strikes. Cast Gravity Weapon
The ranger then quickly draws and nocks arrow. She takes a second to study one of the snakes, working on understand and predict its undulating movements. Hunt Prey on 1
She then pulls back on the bowstring, aiming and releasing with studied precision.
Strike vs 1: 1d20 + 7 ⇒ (9) + 7 = 16
Damage (P + Precision): 1d8 + 1 + 2 + 1d8 ⇒ (4) + 1 + 2 + (6) = 13
GM Dennis
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Zalmora takes careful aim and buries one powerful arrow into the flank of one of the approaching snakes. Undeterred, her target swims forward, heading for the tasty dwarf meal right in front of it! It moves around the strangely altering terrain, slowing it down, but still manages to get in range to lunge at Ingmar!
Jaws vs. Ingmar: 1d20 + 8 ⇒ (17) + 8 = 25
Piercing: 1d8 + 3 ⇒ (8) + 3 = 11
Stride, Stride, Strike
The other snake plows right ahead into the weird swamp, struggling through the strange, warped terrain to reach Zalmora!
Swim, Swim, Stride.
---------
Initiative!
Whole party may act.
Zalmora
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Action 1: Hunt Prey
Action 2: Strike
Action 3: Command an Animal (Stride, Strike)
Zalmora turns her attention to the approaching snake, studying it like she did the other. With a degree of confidence that she knows which way it'll sway she sends forth another arrow aimed at centre mass!
Strike vs 2: 1d20 + 7 ⇒ (7) + 7 = 14
Damage (P + Precision): 1d8 + 1 + 2 + 1d8 ⇒ (8) + 1 + 2 + (4) = 15
"Baxter, sic 'em!"
The loyal dog rushes to obey.
Strike vs 2: 1d20 + 6 ⇒ (6) + 6 = 12
Damage (P + Precision): 1d8 + 2 + 1d8 ⇒ (3) + 2 + (5) = 10
Ingmar Ironfist
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"All right you vile serpents. Time to pay for that."
Ingmar steps back, can casts electric arc on the remaining two snakes.
electric arc DC17: 1d4 + 4 ⇒ (3) + 4 = 7
Ennillee
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Ennillee races over to #1.
She swirls around in a confusing manner, suddenly lashing out with two quick jabs.
Deception to feint: 1d20 + 5 ⇒ (10) + 5 = 15 vs Perception DC
Stumbling Punch: 1d20 + 7 ⇒ (18) + 7 = 25 possibly vs flat-footed
ouch!: 1d8 + 2 ⇒ (6) + 2 = 8 +1 if flat-footed
Stumbling Punch: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
ouch!: 1d8 + 2 ⇒ (3) + 2 = 5
Stride, Feint, Flurry of Blows
Frequency once per day; Trigger A creature that has blood and is not at its maximum Hit Points hits you with a melee Strike; Effect You channel salt and brine from your blood into the creature's wounds. The creature must attempt a DC 17 Fortitude save. On a failure, the creature takes 1d6 persistent acid damage and is sickened 1 by the pain. On a critical failure, it instead takes 2d6 persistent acid damage and is sickened 2.
GM Dennis
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The snake zigs when Zalmora expects it to zag, then recoils just in time to avoid her dog's bite.
Snake 1 Reflex vs. electric arc: 1d20 + 10 ⇒ (17) + 10 = 27
Snake 2 Reflex vs. electric arc: 1d20 + 10 ⇒ (9) + 10 = 19
It then avoids some of Ingmar's lightning, though it's companion is able to dodge completely out of the way. Ennillee steps up and finishes the job, though, hitting the snake with a vicious one-two that drops it, unmoving, to the ground! Not quite enough to feint, but still enough to knock it out. #1 down.