GM Tyranius
|
Jayma's Perception (T): 1d20 + 10 ⇒ (12) + 10 = 22
Salaish Talenduth's Perception (E): 1d20 + 9 ⇒ (12) + 9 = 21
The group tries to get a read on Lelzeshin. He does not seem nervous nor do any of his statements seem to be a lie. Lelzeshin seems to be telling you the truth. "The royal family has done well to obscure the truth of the past. It was only through my own extensive research, with access to numerous sources that are available only to the most trusted officials, that I was able to learn as much as I have. If more records of Foster’s intentions existed, I would’ve found them.”
“Unlike Princess Ganjay and her Pathfinder allies, you won’t be traveling through the labyrinthine tunnels beneath the palace. Your route will take you right up to the vault’s entrance, past every guard and the vast majority of the vault’s defenses.”
Once we have three people come to a like decision we will move forward as a group on that decision.
Jayma
Symeon
Salaish
Arlo (Staying out of the decision)
Fin-Thir (Against breaking into the Vault)
Iniquity Pen (Against breaking into the Vault)
Iniquity Pen
|
"Lelzeshin, you're an advisor to the king, yes? I didn't misinterpret that part, did I? So you must have the king's trust. Why do you want to betray that trust and convince us to break into the vault?" the Shelynite champion asks with sincere curiosity rather than accusation.
Salaish Talenduth
|
Salaish nods approvingly at Iniquity's questioning. "Yeah, it seems like there's way more going on here than we know, and we'd much prefer to avoid execution. I'm pretty sure if we're caught doing what Selmius Foster did, we'd end up facing a similar fate. I'm inclined to focus on setting up diplomatic relations instead."
Salaish is against breaking into the Vault.
GM Tyranius
|
Against breaking int the vault it is!
Lelzeshin is clearly disappointed. "I completely understand. It is just from what all I read and uncovered it seemed that the Royal Family was covering up Fosters innocence." Lelzeshin gives a small bow. "Please enjoy your time at the dance."
The following evening the Masquerade of Seasons begins with several games and activities, followed by the main event: the Grand Dance. Your goal is to impress the king and the rest of the Bhopanese with your skills as you have been practicing the Lelzeshin most of the day.
Before the Grand Dance begins, you can engage in a variety of activities as they explore the mazelike parks and halls of the Eternal Bloom.
You each may attempt one of the three following activities below.
Plant Barbecue
You happen upon a table containing meats and plants on kebab sticks next to some barrel-sized pitcher plants. The plants open only if a drop of blood is spilled on their lid.
If you don’t wish to spill your own blood, you can convince an attendee to shed blood on their behalf with a Diplomacy or Society check.
The kebabs are dipped into the delicious-smelling acid in the plants, which marinates them in seconds as a kind of ceviche.
You cook your barbecue to perfection with a Crafting check, a DC 18 Cooking Lore check or a DC 22 Perception check earns 1 Edge Point.
★ -- ★ -- ★ --★
Snapping Turtle Lottery
A nasty-looking snapping turtle is inside a small, circular pen. The pen sports several holes, through which assembled individuals put their hands while inhaling strange fumes that briefly cloud their vision. At the sound of a bell, all participants attempt to pull their hands out, with the turtle biting the hand of the slowest person.
This deals 2d6+8 piercing damage A PC who succeeds at a Reflex save wins their round of the snapping turtle lottery, earning 1 Edge Point.
★ -- ★ -- ★ --★
Caterpillar Art
Multihued, tame caterpillars await next to a fenced off area that flashes with sparks and swirls of fire.
You can participate in the caterpillar art by feeding the caterpillars with your blood. If you don’t wish to spill your own blood, you can convince a Bhopanese person to shed blood on their behalf with a Diplomacy or Society check.
The celebrant then walks into the cordoned-off area and tickles the caterpillars, which, depending on the tickling movements and the blood type and ancestry of the blood donor, emit multicolored sparks and gouts of flame from their mandibles, somewhat reminiscent of fireworks.
A PC who succeeds at a Crafting or Thievery check nimbly produces beautiful patterns in the air, earning 1 Edge Point.
Fin-thir
|
The ranger tries Caterpillar Art.
The ranger tries to convince a Bhopanese person to shed blood on their behalf.
Diplomacy:1d20 + 10 ⇒ (18) + 10 = 28
The ranger tries to make patterns in the air.
Thievery:1d20 + 12 ⇒ (12) + 12 = 24
Jayma
|
Jayma considers the situation while the others discuss things among themselves. Knowing all about the machinations usually at work in a royal court, Jayma wasn't naïve enough to believe that Lelzeshin had their best interests in mind. If he was anything like every courtier she'd ever met, Lelzeshin was motivated almost entirely by the accumulation of wealth and power. If Lelzeshin was offering to help them break into the vault, it was because he felt it was the best way to make himself wealthier, more powerful, or quite likely, both. She suspected that he must be very desperate to get into that vault to have risked his own skin by so openly encouraging treasonous acts against his king with what were essentially strangers. Either that, or he felt that setting up the Pathfinders to be caught in the act would somehow advance his position in the court. The kindest motivation she could think of was that the king (through Lelzeshin) was testing their credibility and honor in some fashion. Whatever his motivation, Jayma did not trust him at all, and felt that declining the steward's offer was the best response at present.
Nevertheless, Jayma was quite curious to discover what it was about the vault that led Selmius to take such an ultimately fatal risk. In the end, she felt that they would only find the answers they were looking for in that vault, and that if a future opportunity arose to have a look inside, then they would likely need to take it. Time would tell.
For the Masquerade, Jayma changes out of her usual cutting-edge Absalom-style comfortable-yet-fashionable explorer's outfit and into her finest courtly dress, which she carries around with her wherever she goes but rarely finds a need to wear (first time ever. Yay!). A quick spell brings it back to its pristine condition, and though not in the local style, is still sufficiently stunning to turn heads as she walks by.
Ugh. Crafting, Cooking Lore, and Thievery are not things Jayma is trained in, and given the situation, she doesn't feel that casting Ancestral Memories to get an ancestor's help would be a good idea. That leaves Perception vs DC 22 or Reflex vs DC ?? as the only real options for her. I should note that no DC is specified for the Caterpillar Art activity either, which makes it difficult to choose the optimal skill to use.
Working her way through the mazelike parks and halls of the Eternal Bloom, the smell of cooking attracts her to the barbecue table. She was ravenous, and the meaty plant kebabs looked and smelled very delicious indeed. Cutting her finger lightly on the edge of her dagger, she drips some of her blood onto the pitcher plants to open their lids and dips her kebab in the delicious-smelling acid before half-wolfing it down in a very lady-like manner; eating quickly and daintily was a skill she'd learned at a very early age.
Perception vs DC 22: 1d20 + 10 ⇒ (14) + 10 = 24
Iniquity Pen
|
Iniquity socializes with the Bhopanese among the halls and gets led to the challenge with the snapping turtle.
Reflex (T): 1d20 + 11 ⇒ (10) + 11 = 21 (includes bulwark vs. damage)
Salaish Talenduth
|
Noting that the stoic Fin-Thir is heading to the art area, Salaish tags along with him. I wonder if I'll be able to tell how much he enjoys this? She watches the display as he feeds the caterpillars and gives him an appraising nod as he leaves and she enters for her turn. She tries to play the ignorant foreigner card to get someone else to drop blood for her, but if that doesn't work she'll use her dagger to do the deed herself.
Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14
Thievery: 1d20 + 8 ⇒ (19) + 8 = 27
Arlo Rumble
|
Arlo practices dancing with Jayma during the next day, and accompanies her on her stroll through the palace. When she arrives at the barbecue, he of course joins in as well. He gets a dagger and pricks a finger on his non-dominant hand.
Perception check: 1d20 + 14 ⇒ (2) + 14 = 16
Bah. I feel like rerolling for an Edge Point is kinda useless. Oh well.
However, he gets distracted while dipping his kebab and accidentally overcooks his stick. He tries to eat some of it out of courtesy, but gets rid of it when he gets the chance.
He looks at Jayma with puppy dog eyes, but doesn't say anything.
GM Tyranius
|
Just need a check from Symeon then.
Symeon Isafira
|
Symeon takes a moment at the party to replace his investigation of the dog faced people, having 'found' them and having a good idea of what happened to them, he instead focuses on the mystery of what really happened with Foster and his expedition here.
He then tries his hand at making catapiller art, first asking someone if they'd be willing to donate some blood he could use (as unknown halfling blood might be problematic for the creatures)
Society: 1d20 + 12 ⇒ (19) + 12 = 31
"... and that's why you truly ought to be worried about blood borne pathogens. They are pernicious and more likely to jump species than you'd expect. You ought to test people for them before just letting them give blood freely."
Once the catapillers have some blood of someone who they have had blood from before, Symeon takes out some gloves and moves into the ring to tickle the creatures in (what he hopes is) artistic ways.
Crafting: 1d20 + 10 ⇒ (4) + 10 = 14
GM Tyranius
|
At the Plant Barbecue Jayma and Arlo each slice a small cut open on their fingers to open the plants to begin their feast. Success and Failure for 1 Edge Point (Both shed blood)
Iniquity Pen tries his hand at the Snapping Turtle Lottery as he places his hand into the jaws.
Damage: 2d6 + 8 ⇒ (2, 5) + 8 = 15 7 damage. 1 Edge Point (No blood shed)
Iniquity thinks he is the fastest but the Bhopanese people were quite ready as Iniquity seems to be the slowest and the edges of the jaws clamp around his arm.
Fin-Thir, Salaish, and Symeon go off to the other side to tickle some caterpillars. Fin-Thir and Symeon manage to talk some of the locals into spilling some of their own blood in an attempt to feed the caterpillars to keep them calm. Unable to find anyone Salaish must find anyone to help and must shed his own blood.
The group commences the tickling as bright and colorful patterns fling into the air. Salaish, and Fin-Thir Success for 2 Edge points. Symeon failure. (Salaish shed blood)
4 Edge Points total for the group.
★ -- ★ -- ★ --★
Dance Phase 1
With the whistling of ghostly white buds resounding in the air like an ephemeral glockenspiel, the Bhopanese gather in the grand plaza of the dance, under the aegis of the bloom of the gigantic orchid castle. A bat-faced man, clad in the finery of a majordomo that would make the Taldan courts blush with envy, claps his hands firmly four times, and fey musicians appear, ranging from satyrs with their pipes to dryads playing various string instruments made of their own hair, all accompanying the song of sirens congregating in the lake. All fey are dressed in elaborate courtly attire, and the massive stigma of the orchid-castle opens to the sound of the primordial symphony, sending clouds of shimmering pollen in grand, visible arcs of pure magic through the cheering celebrants. With the first notes, the music’s magic begins sweeping away the assembled, masked dancers at a tempestuous velocity, transforming the entire dance floor into a swirl of garments and giggling laughter, as the dance’s magic slowly begins raising every dancer into the air. The magical swirls of pollen quickly create different levels of the dance, as the Bhopanese dancers waltz through the air at heights ranging from safe to staggering.
You each may make three checks from the list of obstacles below.
As entrancing as the dance is, it’s no simple matter to strike up a conversation with a dancer beyond pleasantries. Those who succeed against this obstacle can also ask a Bhopanese person a question.
As the floor moves with the music, it creates a series of treacherous gaps. Those that are musically inclined can plan their jump for a moment when the platforms are close together, and those with athletic prowess can simply clear the gap.
While the platforms are generally rising, they sometimes dip lower. Their speed and patterns seem random at first glance, but close examination reveals the method behind their movement and allows a dancer to keep their bearings.
The ritual blends elements of primal and arcane magic. Closely examining the ritual reveals ways to benefit from its magic to follow along with the dance without experiencing any compulsion to continue dancing until the ritual ends.
When the music speeds up, only those who keep up with the flow of the dance can move with the crowds.
★ -- ★ -- ★ --★
Dance Phase 2
The Bhopanese etiquette seems quite strange and takes a bit of observation.
Each PC must attempt a DC 15 Bhopan Lore or DC 18 Society check to observe the rituals or risk losing dance points.
The potent magic of the dance transforms everything into a whirl of color, a cascade of garments and phosphorescent bursts of pollen, of masked revelers sweeping through the air on currents of flashing energy and laughter. The floor is far below, obscured by decadent dresses and swirling colors. The music changes, announcing the beginning of a new dance sequence.
You each may make three checks from the list of obstacles below.
As entrancing as the Bhopan dancers are, it’s no simple matter to strike up a conversation with a dancer beyond pleasantries. Those who succeed against this obstacle can also ask a Bhopanese person a question.
A slight error in the ritual has dangerous consequences, as the movements of a group of dancers slip out of sync with the movement of the floor. Nearby dancers are too caught up in the dance’s magic to assist, so they attempt to move around the injured people, causing the floor to become chaotic and crowded.
The ritual blends elements of primal and arcane magic. Closely examining the ritual reveals ways to benefit from its magic to follow along with the dance without experiencing any compulsion to continue dancing until the ritual ends.
When the music speeds up, only those who keep up with the flow of the dance can move with the crowds.
Dancers are gathered in a line that snakes around the platforms. As they reach the center of the room, each performs a whirling spin.
Salaish Talenduth
|
Dance Phase 1
As the pollen takes to the air and the dance begins, Salaish gushes: "Oh, it's so beautiful! I gotta be part of it!" She throws herself into the next open spot she sees and does her level best to keep up with the dancers around her.
Converse (Diplomacy): 1d20 + 9 ⇒ (9) + 9 = 18
Daring Leap (Performance): 1d20 + 11 ⇒ (16) + 11 = 27
Relentless Beat (Performance): 1d20 + 11 ⇒ (18) + 11 = 29
Dance Phase 2
DC 18 Society: 1d20 + 5 ⇒ (10) + 5 = 15
Converse (Diplomacy): 1d20 + 9 ⇒ (5) + 9 = 14
Relentless Beat (Performance): 1d20 + 11 ⇒ (14) + 11 = 25
Spinning Flourish (Performance): 1d20 + 11 ⇒ (9) + 11 = 20
Iniquity Pen
|
"Oh, this will be lovely, indeed! The artistry here is amazing!" Iniquity exclaims before enthusiastically attempting to join the dance.
Meanwhile, the tracker who came with Iniquity, now dressed as an attendant, tries to get the knight's attention about something he noticed.
Phase 1
Daring Leap: Athletics (E): 1d20 + 14 ⇒ (4) + 14 = 18
Perplexing Magic: Nature (E): 1d20 + 10 ⇒ (5) + 10 = 15 Expert Hireling
Relentless Beat: Performance (E): 1d20 + 13 ⇒ (18) + 13 = 31
Phase 2
Iniquity Pen's Society (T): 1d20 + 8 ⇒ (3) + 8 = 11 Can you use an Edge on that check? If so, I definitely would use one there.
Injured Dancers: Athletics (E): 1d20 + 14 ⇒ (5) + 14 = 19
Relentless Beat: Performance (E): 1d20 + 13 ⇒ (8) + 13 = 21
Spinning Flourish: Performance (E): 1d20 + 13 ⇒ (18) + 13 = 31
Fin-thir
|
Dance Phase 1
Relentless Beat (Acrobatics):1d20 + 14 ⇒ (3) + 14 = 17
Perplexing Magic (Nature):1d20 + 11 ⇒ (16) + 11 = 27
Daring Leap (Athletics):1d20 + 11 ⇒ (8) + 11 = 19
Dance Phase 2
DC 18 Society:1d20 + 9 ⇒ (16) + 9 = 25
Relentless Beat (Acrobatics):1d20 + 14 ⇒ (7) + 14 = 21
Perplexing Magic (Nature):1d20 + 11 ⇒ (2) + 11 = 13
Injured Dancers (Athletics):1d20 + 11 ⇒ (19) + 11 = 30
Jayma
|
This whole "shed blood"/"no blood shed" accounting thing seems a little ominous. I wonder which group will get kicked in the butt later in the adventure.
Jayma liked nothing more than a good royal ball and was looking forward to knocking some rust off her long-neglected social and dancing skills. As she rises into the air, she giggles and hopes her undergarments don't embarrass her too much. As she works to get her dancing legs back, she picks a suitably high-level courtier and strikes up a conversation with them.
"... and that's how I ended up flat on my back with my canapé stuck to the back of the duke's wig, ha ha! It was such fun."
Diplomacy (Converse): 1d20 + 15 ⇒ (20) + 15 = 35
"By the way, what can you tell me about Lelzeshin, the king's advisor? I've been trying to get a handle on the fellow but he keeps his cards very close to his chest."
Not wanting to risk twisting an ankle, Jayma doesn't attempt any daring leaps across gaps or between moving platforms. But, the magic powering all this wonder was of great interest to her. While continuing to dance, she picks out the arcane aspects of the ritual for closer examination and...
Arcana (Perplexing Magic): 1d20 + 13 ⇒ (14) + 13 = 27
...it slowly starts making sense to her. She uses this newfound knowledge to improve her dancing, which is soon put to the test as the tempo of the music picks up and the dancers have to move more quickly and efficiently to stay with the crowd. Jayma does her best to keep her short legs moving in time with the music...
Performance (Relentless Beat): 1d20 + 12 ⇒ (17) + 12 = 29
...and surprisingly manages it without too much trouble. She's really beginning to enjoy herself at this party, but some of the Bhopanese etiquette seems quite strange, so she watches very carefully...
Society vs DC 18: 1d20 + 14 ⇒ (20) + 14 = 34
...and almost immediately gets the hang of it in all its varied subtle nuances. All in a day's work for an ex-princess. Pretty soon she finds herself paired with another high-level courtier and decides to strike up another conversation as they weave their way through the dance. ... and then the queen said, 'my dear duke, is that canapé in your hair or are you just glad to see me?', ha ha!"
Diplomacy (Converse): 1d20 + 15 ⇒ (6) + 15 = 21
Hmm. I suspect that that isn't going to cut it. If that fails, I'll use a Hero Point for a re-roll (we can't have Jayma failing at her forte now, can we).
Diplomacy (Converse) - REROLL: 1d20 + 15 ⇒ (9) + 15 = 24
"So I heard a rumor that there's a royal vault in the castle with something super important in it. I wonder what it could be. Have you heard anything about that?"
As the dance ritual continues, Jayma keeps trying to pick out its arcane aspects so that if things go badly, she'll have a chance to avoid some of the fallout...
Arcana (Perplexing Magic): 1d20 + 13 ⇒ (12) + 13 = 25
...and she manages to make a little more sense of the ritual as she's drawn inexorably to the center of the room where she suddenly finds herself having to make a complicated whirling spin...
Performance (Spinning Flourish): 1d20 + 12 ⇒ (16) + 12 = 28
...which she performs almost flawlessly due to her natural ability and with the help of her recently acquired knowledge of the dance ritual.
Arlo Rumble
|
Arlo's eyes go wide at the sight of the majesty of it all. He forgets himself for a moment, his mouth falls open and he just stares at everything that's happening around him. Then, as his companions start taking into the air, he collects himself and joins in.
Converse, Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26
Moving Platforms, Survival: 1d20 + 13 ⇒ (13) + 13 = 26
Perplexing Magic, Nature: 1d20 + 12 ⇒ (20) + 12 = 32
Converse question: "So sorry to bring it up, but I've head Selmius Foster left quite an impression on this city. Do you know anything about that? We're looking into the history ourselves, and we're trying to leave a better impression than he did."
Can you do Lore checks untrained? I'm untrained in both Bhopan Lore and Society, but the lower Lore check means I'm less likely to crit fail that one.
Bhopan Lore/Society: 1d20 ⇒ 14
So close! If possible, I'd like to use an Edge Point on this, if people allow.
Arlo stumbles a little as the pace of the dance shifts, but manages to pick himself up again.
Converse, Diplomacy: 1d20 + 11 ⇒ (9) + 11 = 20
Injured Dancers, Medicine: 1d20 + 15 ⇒ (6) + 15 = 21
Perplexing Magic, Nature: 1d20 + 12 ⇒ (10) + 12 = 22
Relentless Beat, Acrobatics: 1d20 + 12 ⇒ (5) + 12 = 17
Those are some deeply mediocre rolls. Sorry!
I forgot to mention it, but I have Halfling Luck. If I fail a skill check, I can reroll it. Since I don't know the DC, I'll reroll the first check I failed (add modifier to it):
Halfling Luck reroll: 1d20 ⇒ 8
If I failed Diplomacy it's worse, if it's Medicine it's a 23, if it's Nature it's worse, if it's Acrobatics it's 20.
Converse question: same question as earlier if I didn't get a satisfying answer, otherwise: "You seem to live very much in harmony with nature. Could you tell me something about how you achieved that?"
Arlo doesn't like the crowded dance floor/sky much, so he stays on the outskirts of the dance, looking at the dance from a distance and joining in when the time seems right.
GM Tyranius
|
@Arlo- You can use Lore cecks untrained for recall knowledge but need to be trained for specific tasks.
(+3) Converse: Salaish Fail, Jayma Crit Success, Arlo Success
(+1) Daring Leap: Salaish Success, Iniquity Pen Fail; Fin-Thir Fail
(+1) Moving Platform: Arlo Success
(+4) Perplexing Magic: Iniquity Pen Fail; Fin-Thir Success, Jayma Success, Arlo Crit Success
(+3) Relentless Beat: Salaish Success, Iniquity Pen Crit Success
(-2) Complication: Salaish Fail, Iniquity Pen Fail (Edge Point 1 Success), Fin-Thir Success, Jayma Crit Success, Arlo Fail
(+2) Converse: Salaish Fail, Jayma Success, Arlo Success
(+3) Injured Dancers: Iniquity Pen Fail, Fin-Thir Crit Success, Arlo Success
(+2) Perplexing Magic: Fin-Thir Fail, Jayma Success, Arlo Success
(+3) Relentless Beat: Salaish Success; Iniquity Pen Success, Fin-Thir Success
(+3) Spinning Flourish: Salaish Success; Iniquity Pen Crit Success
The dance seems to be going very smoothly as the King looks more and more impressed as it begins to conclude. Jayma speaks with a few high leveled courtiers. "Oh, Lelzeshin. He is a Steward to the King! Does a fine job from what I can tell. Very loyal."
The second Socialite sneers at the mention of the Vault. "Adolphus was a terrible man. He seduced Princess Ganjay to earn her trust so he could use her to access the vault, and then kidnapped her. Can you believe that?"
Arlo is able to find out a little more to the story. "Selmius Foster was able to enter the royal vault, which only people of royal blood should be able to enter. This must mean that Foster brought powerful dark magic with him, perhaps from the legendary enemy of their people: an evil fey called the Thorned Monarch, who nearly wiped out all of ancient Bhopan before the remaining survivors retreated to their current island home.
Fin-Thir and Jayma 1 action remaining as Phase 1 Relentless Beat is closed.
Jayma has 1 more action remaining for Phase 2 Spinning Flourish is completed.
★ -- ★ -- ★ --★
Phase 1 Remaining Obstacles
As the floor moves with the music, it creates a series of treacherous gaps. Those that are musically inclined can plan their jump for a moment when the platforms are close together, and those with athletic prowess can simply clear the gap.
While the platforms are generally rising, they sometimes dip lower. Their speed and patterns seem random at first glance, but close examination reveals the method behind their movement and allows a dancer to keep their bearings.
★ -- ★ -- ★ --★
Phase 2 Remaining Obstacles
As entrancing as the Bhopan dancers are, it’s no simple matter to strike up a conversation with a dancer beyond pleasantries. Those who succeed against this obstacle can also ask a Bhopanese person a question.
The ritual blends elements of primal and arcane magic. Closely examining the ritual reveals ways to benefit from its magic to follow along with the dance without experiencing any compulsion to continue dancing until the ritual ends.
★ -- ★ -- ★ --★
Current Total Dance Points: 23
Edge Points Remaining 3
Jayma
|
Fin-Thir and Jayma 1 action remaining as Phase 1 Relentless Beat is closed.
Jayma has 1 more action remaining for Phase 2 Spinning Flourish is completed.
Let's see if I have this right: Salaish/Iniquity closed Relentless Beat 1 and Spinning Flourish and so Jayma has to pick a different task to attempt from the remaining obstacles in each of Phase 1 and 2. She can do so for Phase 1, but she's already attempted the two remaining tasks for Phase 2. I'll just have her re-roll a Converse in Phase 2. Also, I didn't know what Edge Points were until I just looked it up; probably means that I could have used an Edge point instead of burning a Hero Point on her Diplomacy roll. Did she have to use her hero point to succeed?
Jayma has never been very comfortable with the whole physical prowess thing and the thought of trying to jump these treacherous gaps by using her non-existent athletic abilities never crosses her mind. Instead, she believes that if she times it just right, she might be able use the momentum generated by her dance moves to propel her small body over the gaps...
Performance (Daring Leap): 1d20 + 12 ⇒ (2) + 12 = 14
...but she mistimes the start of her movement and barely catches herself before going over the edge.
Perhaps this would be a good time to use one of those Edge Points :)
Recovering from her almost fatal misstep, Jayma finds herself facing yet another courtier. "... the duke then plucks the offending canapé from his wig and examines it in confusion. Bowing to the queen, he says, 'I am always glad to see you, your majesty. By the way, have you tried these canapés yet? They're absolutely delicious,' and without a second thought, throws it into his mouth. Ha ha!"
Diplomacy (Converse): 1d20 + 15 ⇒ (17) + 15 = 32
"What can you tell me about the evil fey called the Thorned Monarch? Are they still around? Should I be concerned?"
Symeon Isafira
|
Symeon takes his time with dancing, he mostly focuses on the platforms as that is the only open one he has a chance with.
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
He proves fairly adept at determining distances and effects, but ultimately proves only be adequate.
He watches as the dance moves into it's next phase, trying to note social implications of things here.
Society check: 1d20 + 12 ⇒ (8) + 12 = 20
There's a moment he spends talking with the dancers, but ultimately the magics of the place draws his attention more than anything.
Converse: Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18
Perplexing Magics: Arcana: 1d20 + 12 ⇒ (4) + 12 = 16
It proves to be a bit too much of a puzzle for him to untangle and he has to give up after a while.
GM Tyranius
|
"Oh, no. The Thorned Monarch has not been seen from for hundreds of years." The Socialite casually waves off the nonsense with her hands.
King Webhekiz and the rest of the attendees are absolutely delighted at the effort you put into learning the dance. King Webhekiz approaches and claps. "Well done. Lelzeshin has taught you well." A servant approaches with a small pillow which lays several items. "Please accept these gifts as my thanks for your wonderful effort." On the pillow lays an alabaster mask decorated with elaborate inlays with seasonal motifs. This is a Persona Mask. Below the mask lie a set of stark white gloves. These are Healer's Gloves. "These are treasured among the Bhopanese as they never show signs of blood on the gloves, making them quite favored among high society." You have earned max rewards from the dance.
★ -- ★ -- ★ --★
The party continues on for several more hours as you speak with numerous Socialites. Soon after, four shrill alarms echoes throughout the palace, one after another. Guards race to find you and escort you directly to a side chamber that King Webhekiz stands in. He points to the air. "Each of those alarms means someone's life blood has been shed near the Royal Vault. Attempting to enter the vault without the permission of the king is a high crime, and it is known to be lethal to all but members of the royal family and outsiders to Bhopan." He explains. "I have accounted for all of my family and now know that you are not responsible for this act, so I have no idea what is happening right now. My guards are still rounding up others but I have a pair of guards just outside these doors. They are to escort you towards the Vaults if you would see what is happening. I am afraid I can send no others as the Vault is lethal to my people."
Iniquity Pen
|
"Where is Lelzeshin?" Iniquity asks, voice tinged with disappointment.
Salaish Talenduth
|
Salaish's eyes go wide. So it *was* a set-up! After recovering her composure, she muses: "If it's this obvious when someone tries to break into the vault and the result is always death, why would anyone bother? What would be the point?" Unless there's something truly nefarious going on beneath the surface here. Oh, I *wish* we could talk to the common people without any interference or spying! I bet they'd have a different perspective on all this.
Jayma
|
Jayma makes all the right noises in response to the king's compliments and gifts ("It was entirely our pleasure, your majesty," "Oh, how very generous of your majesty. We will treasure these gifts," etc.)
Jayma was settling nicely into the rhythm of the party when the alarms sound and they are whisked away to a side chamber to meet with the king. When she hears what the king has to say, her first thought is, "Lelzeshin must be behind this. He tried to rope us into his treasonous plan to breach the vault and then went ahead anyway when we turned him down. I wonder what foreign allies he found to help him."
Seeing the opportunity to have a look in that vault with the king's approval, Jayma seizes the chance. "Of course, your majesty. After your generous hospitality the least we can do is look into what's happening down in your vault. What would you like us to do with anyone we find in the vault, your majesty? Do we have your permission to stop them by any means from completing their heist?"
Iniquity Pen
|
"If I make it into the fray before everything is burned to the ground, I shall capture these thieves," Iniquity promises.
GM Tyranius
|
"Capture any thieves you find within under my full authority." The King says gravely. King Webhekiz deactivates all of the palace’s magical defenses along the route to the vault. With the guards’ guidance, reaching the vault takes roughly 10 minutes.
The organic structure of the Eternal Bloom descends into a constructed stone chamber, lit diffusely from magical light set in the ceiling fifteen feet above. The chamber has four massive alcoves, as well as a ceremonial staircase in the east that ends in an imposing black metal door.
Each of the alcoves sports a different mosaic on its floor that depicts a scene that is iconic of one of the four seasons. The mosaics wrap around L-shaped walls. In the inner corner of each L-shaped wall, there is a keyhole.The four alcoves are covered in a thick fog that makes it impossible to see through.
The guards remain outside, explaining that they are forbidden from approaching the entrance, "You will need to open the Vault as we cannot get near."
New map is up.
Northwest Alcove: This orange and red mosaic depicts a bat-faced Bhopanese woman, bent and grizzled with age. She is surrounded by colorful leaves.
Southwest Alcove: This mosaic is blue with traces of red. It depicts a blue-tinted wasteland with a stain of red, from which a thorny growth rises.
Northeast Alcove: This white, gold, and yellow mosaic depicts massive plant-ships sailing a sea of light.
Southeast Alcove: This mosaic depicts a young girl running from trees in the distance. While it features many colors, the predominant color in the mosaic is green.
Jayma
|
Am I missing something? How we can see the mosaics on the floors and the keyholes in the corners of the L-shaped walls in the alcoves while at the same time, the alcoves are covered in a thick fog that makes it impossible to see through? I'll assume that some of the alcove is visible (keyholes, mosaic floors), but that most of it is shrouded in mist.
Jayma looks around at the shrouded alcoves from where she stands in the center and sees the four keyholes, one in each alcove. She then looks at the imposing black door and assumes it must lead to the vault. "Looks like we'll need to find the keys for these keyholes before we can open the vault door. I wonder where they might be? If the king had them he would presumably have given them to us. Maybe Lelzeshin has them? I wonder where he got to. I half expected to find him here."
Jayma examines the mosaics more closely. "Much like everything else on this island, my guess is that each alcove represents a season." Pointing to the Northwest alcove she says, "Orange and red leaves suggest fall." Pointing to the Southwest alcove she says, "Blue tinted wasteland suggests Winter." Pointing to the Northeast one she says, "bright yellow light suggests Summer." Turning to the last alcove to the Southeast she says, "green trees and a young girl suggest Spring."
As Summer is her favorite season (she abhors the cold), Jayma chooses the Northeast alcove for a closer look. "We need to search these alcoves thoroughly. The mechanism to open the vault must lie somewhere within." She steps up to the entryway and tries to see further into the fog. If she still can't make out what is going on inside, she will step into the fog and make her way to the keyhole for a closer look.
Iniquity Pen
|
I believe the inner corners are the alcoves and keyholes. The outer corners are filled with mist.
Iniquity investigates the southwest mosaic and wall.
I definitely need a bit more guidance, myself.
Salaish Talenduth
|
Something about this situation doesn't add up in Salaish's mind, but she can't put her finger on what or why. As uneasy as she is, she knows she's not up for solving riddles. Instead, she conjures a set of pan pipes and begins playing a contemplative tune to help the others think.
Casting Inspire Competence to aid whoever does the next skill check roll.
Performance to Aid Another DC 20: 1d20 + 11 ⇒ (1) + 11 = 12
Failure is an auto-success.
GM Tyranius
|
The murals and keyholes are in the L-shaped corridors leading into the alcove while the chamber itself is shrouded in a thick fog.
Fin-thir's Initiative: 1d20 + 13 ⇒ (6) + 13 = 19
Jayma's Initiative: 1d20 + 10 ⇒ (20) + 10 = 30
Iniquity Pen's Initiative Using Search (gladiator): +4 more if there's spectators: 1d20 + 9 ⇒ (11) + 9 = 20
Symeon Isafira's Initiative Using Investigate (Society): 1d20 + 9 ⇒ (8) + 9 = 17
Salaish Talenduth's Initiative: 1d20 + 11 ⇒ (16) + 11 = 27
Arlo's Initiative: 1d20 + 14 ⇒ (12) + 14 = 26
Trap: 1d20 + 15 ⇒ (2) + 15 = 17
While Jayma heads to the northeast alcove while Iniquity Pen heads in the opposite direction to the southwest alcove.
In the inner corner of each L-shaped wall, there is a keyhole. The body of a Bhopanese person is slumped against the wall, just beneath the keyhole.
An arc of primal energy emerges from the ceiling, targeting Jayma and Iniquity Pen. Since you are the only two in those areas. Poisonous pollen drifts down over Jayma as the decay of late autumn takes root over Iniquity Pen.
@Jayma and Iniquity Pen- Need a DC 28 Fort Save vs the Traps.
This will take us into Initiative to deal with these two traps then we will deal with what you find in the alcoves.
The trap can be disabled by distracting the sensors with a (Crafting or Thievery check 2 actions), or by confusing the sensors with knowledge of primal magic (Nature check 2 actions). The trap can also be avoided by moving out of the corridor, but a character needs to be in range in order to disable it.
Critical Success The trap has no effect.
Success The target takes 2d6+2 poison damage.
Failure The target takes 4d6+4 poison damage.
Critical Failure The target takes 4d6+4 poison damage and is drained 1.
Critical Success The trap has no effect.
Success The target takes 2d6+2 negative damage.
Failure The target takes 4d6+4 negative damage.
Critical Failure The target takes 4d6+4 negative damage and 1d6 persistent negative damage.
★★★
Season's Toll! Round 1
──────────
BOLD IS UP!:
──────────
➤ Jayma (50/50 HP)
➤ Salaish (48/48 HP)
➤ Arlo (66/66 HP)
➤ Iniquity Pen (86/86 HP)
➤ Fin-Thir (72/72 HP)
➤ Symeon (38/38 HP)
NE Trap (- HP)
SW Trap (- HP)
Iniquity Pen
|
Fortitude (E): 1d20 + 13 ⇒ (9) + 13 = 22
Negative: 4d6 + 4 ⇒ (5, 3, 6, 1) + 4 = 19 and then resist 1 of that
"Ow!" Iniquity exclaims as the magical trap exerts its influence. "Am I developing wrinkles on my hands!?"
He looks over his shoulder at the woodsman who came with him on the ship. "What? Distract it by doing what? Are you serious? Fine!"
The champion of Shelyn does what he can to distract the sensors before withdrawing to observe the effect of his efforts.
◆◆ Disable: Nature (Expert Hireling): 1d20 + 10 ⇒ (16) + 10 = 26
◆ Stride
Symeon Isafira
|
Symeon, realizing no one has picked up the Healer's Gloves decides to put them on just in case. The continous benefit of the gloves (+ item to medicine) is rather pointless for him, but Symeon will hold onto them unless someone else wants to heal.
The surgeon then pauses as he realizes what has just happened to both Jayma and Iniquity. He rushes up to Iniquity, taking a moment to take in his wounds and what caused them before stepping up and injecting the man with a brightly glowing vial. "Hold still for a moment. You've been hit by negative energy and we need to counteract the artifical aging it can cause..."
Battle Medicine, Expert, DC 20: 1d20 + 11 ⇒ (18) + 11 = 29
Healed: 2d8 + 15 + 4 ⇒ (1, 7) + 15 + 4 = 27
"See those wrinkles are smoothing right out. And that rather cancerous looking mole is back to being a tiny spot. I might need to take a biopsy of that after this is all done, in case it's truly cancerous."
The medic then moves back out of the space near the definite traps.
Hopefully it doesn't attack Symeon for moving in. ◆ Stride, ◆ Doctor's visitation (Stride and Battle Medicine), ◆Stride.
Jayma
|
Jayma looks up to see the energy arc ("Uh oh") and then sees the dust start falling everywhere...
Fortitude Save vs DC 28: 1d20 + 11 ⇒ (8) + 11 = 19
...but sucks in a lung full before she can stop herself. "Ugh. That tasted awful."
What square was Jayma in when the arc was triggered? Was she in the alcove itself or in the L-shaped corridor leading up to it? I'm trying to figure out how far she will have to go to remove herself from the effects of the trap. Jayma has no Crafting, Thievery or Nature and will be useless against these traps.
Arlo Rumble
|
I think it's in the cloud itself? Also, it's a new day, so you get your spells back.
Symeon, go ahead and take the gloves. I'm wearing a pair of my own. :)
Arlo doesn't know what happened exactly, but he sees Jayma coughing up pollen. Since she hasn't shown signs of hay fever before, Arlo rushes to her aid.
"I think this is some kind of trap. If I swirl the magic around, it should clear the fog."
Disable trap, Nature: 1d20 + 12 ⇒ (10) + 12 = 22
I don't think that's enough, traps tend to have spicy DCs. But I'll keep my Hero Point for really bad rolls.
◆ Stride
◆◆ Disable
GM Tyranius
|
@Jayma- You just need to remove yourself back out of the L-Shaped Corridor. The trap is targeting those in the alcove or adjacent to it.
Iniquity's hireling is quite the expert on primal energy as it begins to befuddle the sensor. SW disabled. Symeon quickly rushes to Iniquity Pen's side and begins to assess the injury as the negative energy rapidly aged him. With a little bit of ointment those wrinkles under the eyes will disappear in no time.
Jayma Poison Damage: 4d6 + 4 ⇒ (6, 6, 2, 4) + 4 = 22
Jayma swallows a large lungful of the pollen and begins choking. Arlo rushes in and tries to confuse the sensors similar to Iniquity Pen but fails to make it through the thick poisonous pollen. That was indeed a fail.
★★★
Season's Toll! Round 1
──────────
BOLD IS UP!:
──────────
➤ Jayma (28/50 HP)
➤ Salaish (48/48 HP)
Arlo (66/66 HP)
Iniquity Pen (86/86 HP)
➤ Fin-Thir (72/72 HP)
Symeon (38/38 HP)
NE Trap (- HP)
Jayma
|
Jayma just leveled up to 6 before the start of Part 1, so she will remain at level 6 for Part 2.
Jayma's lungs start burning and she can think of nothing else but to get herself out of that room and away from the poisonous pollen. She staggers out of the room and around the corner. "<Cough!> Do NOT go in there. <Hack!>" Spotting Symeon across the main room, she staggers over to him. "My <Ahem!> dear doctor, <Cough!> do you by chance <Hack!> have something to treat this? <Cough! Hack!>"
Action 1 (◆): Stride (25 feet)
Action 2 (◆): Stride (25 feet)
Action 3 (◆): Stride (25 feet)
Salaish Talenduth
|
Salaish stops playing her pipes for a moment. "...Oh. My. Uh, I guess I could try to disable that. I'm not great at it, but I have some training." She tucks the pan pipes into her waistband, takes a deep breath to hold, and scuttles into the poison-pollen alcove to try to disable that trap.
Thievery: 1d20 + 7 ⇒ (14) + 7 = 21
Of course, she doesn't manage to disable it. She dashes back to safety. "Phew! Okay, Arlo. How about I Inspire you so you can try again?" She whips out her pan pipes and plays a ditty to inspire Arlo to great competence.
Casting Inspire Competence
Performance DC 20 to Aid Arlo: 1d20 + 11 ⇒ (19) + 11 = 30
Crit Success! Arlo gets +2 to his next roll.
Arlo Rumble
|
Salaish, disabling it is two actions, so you can't attempt and aid at the same time (presuming you moved). The help is greatly appreciated, though. :D
GM Tyranius
|
@Salaish- It was also a double move to get you into position.
Jayma rushes out of the Alcove as Salaish rushes past her into the room to try and begin disabling the sensor.
Fin-Thir looks to check out another alcove to investigate if these is another trap in the northwest sector.
Fin-thir's Perception (E): 1d20 + 11 ⇒ (17) + 11 = 28
Fin'Thir skids to a half just before the L-Shaped hallway as he too spots another trap and decides to hold back before setting it off.
The Northwest also has a trap. I moved Fin-Thir back a couple spaces as you likely wouldn't want to set it off without having a chance to disarm it since you noticed it.
Random Target (1=Arlo, 2=Salaish): 1d2 ⇒ 1
The pollen continues to rain down onto Arlo. [ooc]DC 28 Fort Save.
Critical Success The trap has no effect.
Success The target takes 2d6+2 poison damage.
Failure The target takes 4d6+4 poison damage.
Critical Failure The target takes 4d6+4 poison damage and is drained 1.
★★★
Season's Toll! Round 2
──────────
BEFORE YOUR TURN:
──────────
Arlo: DC 28 Fort Save vs NE Trap
──────────
BOLD IS UP!:
──────────
➤ Jayma (28/50 HP)
➤ Salaish (48/48 HP)
➤ Arlo (66/66 HP)
➤ Iniquity Pen (86/86 HP)
➤ Fin-Thir (72/72 HP)
➤ Symeon (38/38 HP)
NE Trap (- HP)
Arlo Rumble
|
The pollen descends on Arlo, causing him to have a sneezing fit.
Fort save: 1d20 + 12 ⇒ (19) + 12 = 31
Luckily, he shakes off the worst of it.
Poison damage: 2d6 + 2 ⇒ (6, 5) + 2 = 13
That's still a lot. And I'd rather have that 19 for the disable attempt.
Through his sneezing, he still fiddles with the magical sensors, trying to stop the pollen from appearing.
Disable attempt, Nature, Plus Aid: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Hero point time! No HP left.
Disable attempt, Nature, Plus Aid: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Bah. :(
Still sneezing, he leaves the cloud, sensing that his attempts don't seem to have the desired effect.
◆◆ Disable attempt
◆ Stride
Iniquity Pen
|
"Thank you, Symeon. That was a distressing assault. Go help the others while I look for the other what is certainly another trap," Iniquity says as the halfling restores his lost vigor.
He looks to the north in search of a trigger for another trap.
◆ Step
◆ Seek: red square @ +9
◆ Seek: blue square @ +9
Symeon Isafira
|
Symeon tosses the gloves to Salaish, knowing she'd probably be able to use the healing abilities of them well enough.
Symeon doesn't get much benefit from the Healer's Gloves and a fourth person with a single action healing effect wouldn't hurt.
As he does he digs out a small pot of liquid, he gives Jayma a small smile before jamming a small spout of the pot up her nose. "This'll be uncomfortable and hurt for a moment, but you don't want anything taking root in your lungs!"
Battle Medicine, Expert, DC 20: 1d20 + 11 ⇒ (18) + 11 = 29
Healed: 2d8 + 15 + 4 ⇒ (3, 3) + 15 + 4 = 25
He then leaves her with a handkerchief and towel to help clean up everything that comes out and moves closer to the still active trap, not wanting to get inside the area of falling pollen, but ready with more pots of liquids just outside it.
Unless someone has disabled it, in which Symeon will Doctor's Visitation on Arlo
Jayma
|
Jayma's eyes follow Symeon's hands as he pulls out the small pot with the spout. She frowns at first, but a look of horror slowly dawns on her face as she realizes what the good doctor intents. "Oh dear! For the love of..." But before she can protest further, Symeon jams the spout up her nose and squeezes out the contents."<Huurrnk!> Mai wurd but dat taysts tewibble. <Sneeze!> Ugh! Why is it that the cure always seems worse than the disease? <Sniiiiiffff!> Ahhhh! Much better, I take it all back doctor, you are indeed a magician of the medicinal arts."
GM Tyranius
|
Arlo isn't able to disable the trap as pollen drifts into his eyes and nose, causing him to sneeze. Fail. Iniquity Pen looks all over the place for another trap. He gets a gut feeling that a fourth one lies in the southeast chamber but it is expertly hidden. Need to have expert Perception to locate.
Jayma joins up with Symeon as he pours water over her eyes and face to clear the poisonous polled out.
★★★
Season's Toll! Round 2
──────────
BOLD IS UP!:
──────────
Jayma (28/50 HP)
➤ Salaish (48/48 HP)
Arlo (53/66 HP)
Iniquity Pen (86/86 HP)
➤ Fin-Thir (72/72 HP)
Symeon (38/38 HP)
NE Trap (- HP)
GM Tyranius
|
Salaish Thievery: 1d20 + 7 ⇒ (6) + 7 = 13
Unable to disarm the trap Salaish quickly retreats out of the chamber so the pollen doesn't hurt his lungs further.
Fin-Thir moves into the NW alcove, setting the trap off to try and disarm it, but fails to do so as heat, greater than the hottest summer, burns his skin.
Critical Success The trap has no effect.
Success The target takes 2d6+2 fire damage.
Failure The target takes 4d6+4 fire damage.
Critical Failure: The target takes 4d6+4 fire damage and is dazzled for 1 hour.
★★★
Season's Toll! Round 3
──────────
BEFORE YOUR TURN:
──────────
Fin-Thir: DC 28 Fort Save vs NW Trap
──────────
BOLD IS UP!:
──────────
➤ Jayma (28/50 HP)
➤ Salaish (48/48 HP)
➤ Arlo (53/66 HP)
➤ Iniquity Pen (86/86 HP)
➤ Fin-Thir (72/72 HP)
➤ Symeon (38/38 HP)
NE Trap (- HP)
NW Trap (- HP)
Iniquity Pen
|
"Ah ha! I have an idea!" Iniquity says. He strides as close as he thinks he can without triggering the trap and then cuts his thumb on an edge of his armor. "May you be blessed by autumn's bountiful harvest!" he declares before pressing his bloody thumb to the floor.
◆ Stride
◆ Interact
◆ Interact
I figure it's worth a shot!
Symeon Isafira
|
Jayma should be at full health due to last round.
Symeon takes a look at Arlo and gives him a nod. "I think that Iniquity is have some troubles over there, you're okay on your own, right? I should go and make sure that our dandy doesn't accidentally make some deal with some devil or something like that."
He strides over to the other side of the room and almost readies to look for the trigger as he realizes that Iniquity has stepped further into the area and might trigger the fourth and final trap. He pauses outside the area and waits for a moment ensuring that nothing happens first and then readying to rush in and shut down anything that might happen in response.