GM Hmm |
Step Three: Rescue Casira - Completed
Although it comes close, Walton never actually falls in the lava! With the aid of Lioness and the grumbling fey's ropes, he manages to finally pull Casira to safety. Once everyone is back on solid ground, a disembodied kazoo trills a celebratory refrain and the “lava” bursts into harmless sparks that quickly fade, returning the floor to normal.
"Well thank you!" Casira says, but then looks back at the library and its supposedly normal floor. Now that she's been rescued, you can tell she has a burned foot and is still feeling somewhat nervous about being here.
Would anyone like to try Diplomacy or Medicine to make Casira feel safer as a guest of the Lodge?
Zibini, Goblin Psychic |
"See, no trouble at all? And all cleaned up!"
Zibini takes Casira's hand and shakes it vigorously. "It's like training! Pathfinders have to be prepared to find all kinds of strange things."
Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12
Hero Point!
Diplomacy reroll: 1d20 + 8 ⇒ (12) + 8 = 20
Hercule Purroit |
“We do apologize for any pain and inconvenience you have experienced.”
Diplomacy E: 1d20 + 10 ⇒ (6) + 10 = 16
If no one wants to do the medicine check, I say we give her one of the lesser healing potions in the crystal carafes.
Although Hercule is trained in Medicine, he isn’t good enough at it that I would want to try the check.
Zibini, Goblin Psychic |
I can also cast soothe, if needed.
Lioness Lapping Blood |
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Lioness will try to help Ahzeem out by giving a second opinion.
Medicine (Aid): 1d20 + 4 ⇒ (9) + 4 = 13
"Have you tried licking it? Licking it usually helps."
GM Hmm |
Casira seems pleased by both the healing and the kind words. "I feel I may have misjudged you Pathfinders. You are good people trying to deal with someone who is obviously attempting to sabotage your event." She hands you a gift. "Take this. It's a fully stocked cantrip deck. Perhaps you will find it of use."
Hercule Purroit |
“Thank you for the generous gift. It is most appreciated.”
Once the guests are cared for and wander off, Hercule says “I believe that is the last of the tricks that Safa mentioned. Now we just need to draw out her master.”
Looking at the deck, he says “Some of these seem quite useful. Are any of these spells something that one of you” gesturing to Alice, Ahzeem, Lioness and Zabini “do not have available today?”
Hercule would like the shield and electric arc cantrip cards. Specifically Electric Arc because it does NOT require an attack roll so it is a good spell to use when his strategem is poor.
Alice the Poppet |
"I don't think you can just take a subset of cards. The deck itself does the casting. Hercule, take the deck. You can always use a third action to hand the deck to someone else."
Hercule Purroit |
“Really?” Hercule says, looking at the deck. “I had thought it was the individual cards that caused the spells to happen.” He shrugs and keeps the deck in his hand.
He hesitates, putting a paw on his sword cane, but evidently decides to keep it sheathed. “Don’t want to make any of the guests more nervous.”
Looking to the rest of the group, he says “Time to go find Safa’s master!”
Would it be Search or Investigate to spot the red faced antlered person in the crowd?
Whichever it is, I want to do that as my exploration activity now.
GM Hmm |
As you consider where to find Safa's Master, all of a sudden you find yourselves gathered up in a swirl teal-covered mist that -- rather gently -- deposits you in the northern part of the central courtyard. As the mist dissipates, the lodge suddenly falls unnaturally quiet.
The color of every surface and object has taken on a muted tone. The constant hustle and bustle of the party that has followed them from room to room is simply gone. All of the other people, from the guests to the staff to their fellow Pathfinders, have vanished. The seven of you are now completely alone in Sedeq Lodge. A quick check of other rooms reveals that the doors leading out of the lodge are sealed shut, and the windows show only a featureless landscape stretching in all directions beyond.
Ahzeem Kazahd's Religion (T): 1d20 + 9 ⇒ (16) + 9 = 25
Walton Dilcox's Religion (U): 1d20 - 1 ⇒ (2) - 1 = 1
Hercule Purroit's Religion (T): 1d20 + 6 ⇒ (8) + 6 = 14
★ ---- ★ ---- ★ ---- ★
Then you find yourselves pulled back urgently to the courtyard with another burst of teal-colored mist. "Be ready!" you hear Safa's voice call urgently to you.
This warning gives you two rounds to arm yourselves, reload weapons and cast buff spells before we start the fight.
A male voice calls out angrily throughout the lodge. “Pathfinders! Your desperate attempts to secure allies are disgusting. Such pathetic fools! You have no place in my city. If you were truly strong, as I am, you would not need allies at all—you would command servants to do your bidding! I, Fasiel ibn Sazadin, have become a genie binder, in spite of the Society's meddling! I shall soon be master of Sedeq, and I shall start by eliminating you!”
The voice grows quieter, but no less angry. “Safa, I command you! Bring me to the battlefield!”
Safa appears above the fountain, hovering with their head tilted to one side as they consider the command. “Of course, Fasiel. As you wish.”
A man walks out of the courtyard's maintenance closet. He wears the garb of a Qadiran aristocrat, and his two antlers protrude awkwardly from his lopsided hat. His face is a deep, unnatural red. He shouts, “Summon a powerful minion for me, then stay back! I'll show these Pathfinders myself what it means to be a true genie binder!”
Safa furrows their brow, then grins. “A minion. Of course— your favorite kind.” Safa weaves magic through the air.
A gout of flames roars up from the fountain, and a muscular, twelve-foot-tall horned woman with flaming red skin and smoldering eyes steps forward. Fresh bits of charred flesh cling to her flaming scimitar. “You dare to summon me, Safa?! Shouldn't you still be skulking about in the ether?! Explain, now. Or die.”
Safa shrugs, points at Fasiel, and says, “He did it.”
Fasiel shouts, “Marvelous! Yes, it is I, Fasiel ibn Sazadin, who commands you! Efreeti, obey my—”
The flaming woman screams in irritation, cutting off Fasiel's words. “Shut up, skelm!" Then, in a more normal voice, she continues. "You disgust me. I have no time for this—Safa, don't ever do that again.” With another roar of flames, the efreeti is gone, and creatures of fire and steam pour out of the fountain. The flaming creature appears to be a small rat made of fire and embers. The steam creature appears to have bat-shaped wings.
Safa winks and vanishes.
★ ---- ★ ---- ★ ---- ★
Ahzeem Kazahd's Initiative Using scan: 1d20 + 9 ⇒ (7) + 9 = 16
Walton Dilcox's Initiative Using Stealth: 1d20 + 12 ⇒ (12) + 12 = 24
Zibini's Initiative Using Avoid Notice: 1d20 + 5 ⇒ (12) + 5 = 17
Lioness Lapping Blood's Initiative Using Seek: 1d20 + 4 ⇒ (1) + 4 = 5
Hercule Purroit's Initiative Using Search: 1d20 + 8 ⇒ (18) + 8 = 26
Alice's Initiative Using Detect Magic: 1d20 + 7 ⇒ (12) + 7 = 19
Cinder Rat's Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Scalding Mephit's Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Fasiel ibn Sazadin's Perception: 1d20 + 11 ⇒ (10) + 11 = 21
★ ---- ★ ---- ★ ---- ★
Bolded names are up! Remember you have had two rounds to prepare for this!
Hercule
Walton
Steamy Bat-Thing
Fasiel ibn Jerkface
Alice & Alice
Zibini
Azheem
Flaming Rat
Lioness
Hercule Purroit |
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Quick to adapt, Hercule realizes it will not be necessary to search for Sofa’s master.
He draws his sword cane from the sheath and moves to a more central position next to the fountain. Deck in one hand and sword cane in the other, he stands ready for combat.
“Safa, I think you deserve a better master.”
——
With opponents finally visible, Hercule looks for an opening to attack the fiery rat minion first.
Devise a Stratagem: 1d20 ⇒ 4 Free action since it is subject of lean on Safa’s Master
Not liking the chances, he instead decides to move up and attack the cowardly master.
Stride twice
“Let me introduce myself as well. I am Hercule Purroit, a proud member of the Pathfinder Society. I find your disruptive behavior most rude.”
Free action to monologue as well.
“Seems all you will understand is my point.” This last line is delivered just as he thrusts with his sword.
Strike
Sword cane: 1d20 + 7 ⇒ (19) + 7 = 26 Agile, concealable, finesse
Piercing damage: 1d6 ⇒ 6
GM Hmm |
Hercule hurries forward, challenging the skelm to melee combat! He makes a cutting remark, and follows through with a dashing cut.
★ ---- ★ ---- ★ ---- ★
Bolded names are up! Remember you have had two rounds to prepare for this!
Hercule
Walton
Steamy Bat-Thing
Fasiel ibn Jerkface (-6)
Alice & Alice
Zibini
Azheem
Flaming Rat
Lioness
Zibini, Goblin Psychic |
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Given Safa's warning, Zibini draws his dagger (though he doubts he'll use it). He then focuses his mind on thoughts of protection and safety.
Thinking about who best to protect, he settles on the child and the healer. And himself, obviously.
Shields of force manifest in from of Azheem and Alice, and an especially formidable one in front of himself.
Prep round 1: Draw weapon.
Prep round 2: Cast shield on Azheem and Alice the Girl, and amped shield on self. Amped shield becomes a sustained spell with three layers, that can either be broken together for increased hardness or multiple times so the spell doesn't break on the first Block.
Ahzeem Kazzahd |
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1st prep round:
"I am pretty sure we have been transported to another Plane. The Plane of Shadow, I believe. states Ahzeem as he moves to the side, casts Protection from Evil, and then touches Lioness Lapping Blood.
You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment.
This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the lawful trait, and vice versa; if you choose evil, this spell gains the good trait, and vice versa.
Note that I have purchased this spell with the Esoteric Spellcaster Boon. I can send you a copy to your PM if you wish.
2nd prep round Ahzeem draws his scimitar and readies himself for attack
GM Hmm |
Azheem and Zibini cast protective spells during their two rounds of preparation!
Walton Dilcox |
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As the lodge view takes a bad turn, Walton looks around nervously as he draws out his gun again. You sure about that Ahzeem? Still plenty hot. Copper piece its hell.
As the red-faced Fasiel emerges and is shortly followed by a giant fire creature, then another fire create and a water-fire creature, he adds. Yup, gettin' real Hell vibes here.
As Hercule races up, Walton follows...to an extent. He rushes towards the edge of the fountain, lining up a shot on the 'skelm' while yelling Careful Herl! Devils're the type you want backup around you for!
◈ Stride
◈ Strike: 1d20 + 13 ⇒ (10) + 13 = 23 for Piercing: 2d8 + 2 ⇒ (2, 6) + 2 = 10
If crit (insanely unlikely, but would instead be 2d12 + 2 ⇒ (2, 4) + 2 = 8x2 +1d12 ⇒ 6
He then crouches behind the fountain's lip as he reloads, looking warily at that steam bat
◈Covered Reload
Alice the Poppet |
Alice will spend the second round of the preparation casting Summon Fey.
A Tooth Fairy appears.
GM Hmm |
Walton and Azheem have an intellectual debate about whether the party is in the Shadow Plane or in Hell. Both are agreed though that you're not in Kansas Qadria anymore. Alice prepares for the conflict by summoning a creature more terrifying than any shadow creature or devil: a tooth fairy.
Then Walton acts, shooting the devilish-looking skelm with a solid shot, and aiding the next ally's attack!
★ ---- ★ ---- ★ ---- ★
Then the steamy bat-thing acts! It moves forward, and catches both Hercule and Fasiel ibn Jerkface in its breath weapon.
Steam Breath (Fire Damage, DC 18 basic Reflex): 3d6 ⇒ (4, 2, 2) = 8
Fasiel's Reflex Save: 1d20 + 12 ⇒ (2) + 12 = 14
"What are you DOING?" Fasiel yells. "I'm your MASTER!"
The steamy bat thing blows a raspberry and mutters stuff in other languages.
Then it looks the flaming rat.
Meanwhile, Fasiel does a frightening rant! "Don't you know who I am? I'm FASIEL IBN SAZADIN!"
Each creature within 30 feet must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure). While frightened by this rant, creatures take a –2 status penalty to Strength-based damage rolls against Fasiel but gain a +2 status bonus to those rolls against other creatures.
Will Save, Steamy Bat: 1d20 + 5 ⇒ (19) + 5 = 24
Will Save, Flaming Rat: 1d20 + 6 ⇒ (11) + 6 = 17
The steamy bat giggles, and the flaming rat mutters something in Ignan.
Fasiel punches Hercule.
Fasiel's fist (agile, magical): 1d20 + 15 ⇒ (3) + 15 = 18
Bludgeoning damage: 1d6 + 9 ⇒ (3) + 9 = 12
Then Fasiel strides towards Walton. "So you have that fancy gun, but can you fight up close?"
★ ---- ★ ---- ★ ---- ★
Bolded names are up!
If you choose to identify, that is a Secret Check, with Arcana, Nature for the elementals and Society for Fasiel ibn Jerkface.
Hercule (-12, DC 18 Reflex, DC 20 Will saves pending)
Walton (DC 20 Will save pending)
Steamy Bat-Thing
Fasiel ibn Jerkface (-24)
Alice & Alice
Toothfairy
Zibini
Azheem
Flaming Rat (-2 to damage rolls vs Fasiel)
Lioness
Walton Dilcox |
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Will: 1d20 + 7 ⇒ (12) + 7 = 19
And I’m Walton Dilcox. So? You wanted us to know you you shouldn’t be used a go-between all these times. Walton replies even as Fasiel’s rant and approach does make him a bit nervous.
That frightened 1 would also impact the Fake Out aid roll then when it’s actually (presumably) used potentially (Dunno if it would matter with the actual roll - keeping myself in suspense :p
Alice the Poppet |
One action to direct the tooth fairy to attack
A combined action
-- Evolution surge (speed +20)
-- the little girl (drops the ragdoll and) moves
The tooth fairy moves and attacks (with flanking): 1d20 + 7 ⇒ (4) + 7 = 11
The little girl attacks (with flanking): 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Ahzeem Kazzahd |
Ahzeem calls out..."Sarenrae guide my hand." as he casts a spell and points to Fasiel ibn Jerkface. A ghostly scimitar appears between Fasiel and the door, and tries to attack twice....
Spiritual Weapon vs. Fasiel: 1d20 + 9 ⇒ (4) + 9 = 13
possible Force damage: 1d8 + 4 ⇒ (8) + 4 = 12
Spiritual Weapon vs. Fasiel: 1d20 + 9 - 5 ⇒ (20) + 9 - 5 = 24
possible Force damage: 1d8 + 4 ⇒ (2) + 4 = 6
Traditions: Divine Cast: somatic, verbal; Requirements: You have a deity. Range: 120 feet Duration: sustained up to 1 minute
Description: A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as your deity’s favored weapon.
When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.
The weapon’s Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth.
The weapon doesn’t take up space, grant flanking, or have any other attributes a creature would. The weapon can’t make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.
Heightened (+2) The weapon’s damage increases by 1d8.
GM Hmm |
"Do you not recognize me, man? I am Fasiel ibn Sazadin!" The skelm looks at Walton in disbelief.
Both the tooth fairy and the little girl discover that the flaming rat has an aura of fetid fumes. The tooth fairy misses outright, and but the little girl succeeds in hitting the flaming rat!
Concealment Flat Check (DC 5): 1d20 ⇒ 18
A creature that enters the emanation or begins its turn there must succeed at a DC 22 Fortitude save or become sickened 1. Everything within the aura's emanation, including the cinder rat, is concealed by smoke.
Then Azheem sends a spiritual weapon against Fasiel. The first attack misses, but the second strike hits a weak spot!
★ ---- ★ ---- ★ ---- ★
Bolded names are up!
If you choose to identify, that is a Secret Check, with Arcana, Nature for the elementals and Society for Fasiel ibn Jerkface.
Hercule (-12, DC 18 Reflex, DC 20 Will saves pending)
Walton (Frightened 1)
Steamy Bat-Thing
Fasiel ibn Jerkface (-36)
Alice & Alice (DC 22 Fort Save Pending)
Toothfairy (DC 22 Fort Save Pending)
Zibini
Azheem
Flaming Rat (-8, -2 to damage rolls vs Fasiel, concealed)
Lioness
Hercule Purroit |
"Do you not recognize me, man? I am Fasiel ibn Sazadin!"
“If you want people to know your name, might I suggest you allow Safa to tell it to people when they ask?”
GM Hmm |
Hercule shakes off most of the damage, as well as the fear effect!
Fasiel says, "Fools! You should know me by the towering reputation my deeds have earned! No matter... With you gone, everyone will know the name of Fasiel ibn Sazadin!"
★ ---- ★ ---- ★ ---- ★
Bolded names are up!
If you choose to identify, that is a Secret Check, with Arcana, Nature for the elementals and Society for Fasiel ibn Jerkface.
Hercule (-16)
Walton (Frightened 1)
Steamy Bat-Thing
Fasiel ibn Jerkface (-36)
Alice & Alice (DC 22 Fort Save Pending)
Toothfairy (DC 22 Fort Save Pending)
Zibini
Azheem
Flaming Rat (-8, -2 to damage rolls vs Fasiel, concealed)
Lioness
Zibini, Goblin Psychic |
"You said yourself you don't have any friends!" snarls Zibini, cackling as the elemental attacks the binder. "They're not very good minions, either, if you have to tell them who you are."
But he's too far away for Zibini's magic to reach him. He moves forward, keeping up the shields on himself and Ahzeem (since he no longer has clear sight of Alice)
* Sustain amped shield.
* Cat shield on Ahzeem.
* Stride.
Ahzeem Kazzahd |
Ahzeem's concentrates on maintaining the spell and attacking again...
Spiritual Weapon vs. Fasiel: 1d20 + 9 ⇒ (19) + 9 = 28
possible Force damage: 1d8 + 4 ⇒ (1) + 4 = 5
Spiritual Weapon vs. Fasiel: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16
possible Force damage: 1d8 + 4 ⇒ (1) + 4 = 5
GM Hmm |
Hercule and Zibini taunt Fasiel. Zibini lays down new protective magics and Azheem's spiritual weapon once again takes a slice out of Fasiel.
"OW!"
★ ---- ★ ---- ★ ---- ★
Worried about that tooth fairy, the flaming rat leaves the flank blender and strides twice to attack Fasiel.
Jaws (finesse): 1d20 + 10 ⇒ (14) + 10 = 24
Fire damage: 1d8 + 4 - 2 ⇒ (8) + 4 - 2 = 10
A solid, scorching bite!
Fasiel shrieks. "What kind of a minion are you? Attack them! Them! The Pathfinders! I, Fasiel ibn Sazadin, am your MASTER!"
★ ---- ★ ---- ★ ---- ★
Walton, you are in the Cinder Rat's fumes. You need to make a save.
Bolded names are up!
If you choose to identify, that is a Secret Check, with Arcana, Nature for the elementals and Society for Fasiel ibn Jerkface.
Hercule (-16)
Walton (DC 22 Fort Save)
Steamy Bat-Thing
Fasiel ibn Jerkface (-51, 1d4 Persistent Fire)
Alice & Alice (DC 22 Fort Save Pending)
Toothfairy (DC 22 Fort Save Pending)
Zibini
Azheem
Flaming Rat (-8, -2 to damage rolls vs Fasiel, concealed)
Lioness
Walton Dilcox |
Fort: 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14
Maybe *ack* maybe let the demon animals and whats's'name f-*cough* fight it out. Walton hacks as he Strides away from the angry man and the flaming rodent.
Flat check: 1d20 ⇒ 3
Attack: 1d20 + 13 - 1 ⇒ (5) + 13 - 1 = 17 for Piercing/Blud: 2d8 + 2 ⇒ (2, 4) + 2 = 8
or if crit damage: 2d12 + 2 ⇒ (4, 11) + 2 = 17x2 plus 1d12 ⇒ 8
As his shot goes badly lost in the smoke, he reloads against the far lip of the fountain.
Reload
Hercule Purroit |
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Hercule looks an opening to attack Fasiel.
Devise a Stratagem: 1d20 ⇒ 13 Free action Safa’s Master lead
He sees something that he believes he can take advantage and strides forward. While adjacent to him Hercule does some fancy footwork and then attacks.
Acrobatics (T): 1d20 + 7 ⇒ (14) + 7 = 21 Catfolk Dance vs Reflex DC, probably does nothing
Concealment: 1d20 ⇒ 18
Strategic Strike, Sword Cane: 13 + 5 + 3 = 21 Agile, concealable, finesse
Piercing damage, strategic strike: 1d6 + 1d6 ⇒ (3) + (1) = 4
Stride, Dance, Strike
“I suggest you have Safa create a biography for you and deliver it to the Grand Lodge. We keep records about all sorts of trivial things.”
Lioness Lapping Blood |
Before the battle begins, Lioness wraps Alice (the girl) in protective blood magic.
Casting Blood Ward on Alice. Knowing genies are involved, he would select Elementals so she gets a +1 to AC against Elementals.
As the battle starts, he sustains the spell on Alice then gets closer to the action before drawing down a bit of night (it's there even during the day) and wrapping it around Face Seal's head.
Casting Shroud of Night. DC18 Will Save. On a failure, all creatures are concealed to him unless he has darkvision.
GM Hmm |
Lioness wraps the little girl in protective blood magic.
Walton, the little girl and the tooth fairy all fail their fortitude saves on the cinder rat, and all become sickened.
Fasiel's Fortitude Save: 1d20 + 13 ⇒ (12) + 13 = 25
Fasiel, inured to the miasma surrounding some genies, manages to escape being sickened by the cinder rat.
Walton's cough gets in the way of his shot, and it flings wide of Fasiel. Hercule does fancy footwork and strikes at Fasiel through the smoke and concealment of the cinder rat.
Lioness casts Shroud of Night on Fasiel, but Fasiel shakes it off.
Fasiel's Will Save: 1d20 + 11 ⇒ (13) + 11 = 24
"Ha! You think to cast spells on me? I am Fasiel ibn Sazadin and I am invincible!"
★ ---- ★ ---- ★ ---- ★
At the start of his turn, the invincible Fasiel takes some persistent fire damage!
Persistent Fire Damage: 1d4 ⇒ 4
"Auuggh!" Fasiel whimpers. "Totally invincible..."
And the steamy bat thing swoops in, takes advantage of a flank with the cinder rat, and swoops out.
Steaming claw (agile, finesse): 1d20 + 9 ⇒ (4) + 9 = 13
Slashing damage: 1d6 + 3 ⇒ (2) + 3 = 5
However, its strike was so bad that it's unclear who the steaming mephit was aiming at!
Then it is Fasiel's turn! He nods approvingly at the mephit, assuming that the mephit was aiming for Hercule. After all, it is possible that this was so. "Finally, minion, you are aiming at the correct enemy! I am your master. They are scum!"
Fasiel, not wishing to fight in the cinder rat's smoke, moves around the fountain to attack Walton!
Antler (plus Knockdown): 1d20 + 15 ⇒ (12) + 15 = 27
Piercing Damage: 1d10 + 9 ⇒ (9) + 9 = 18
He hits Walton hard, and knocks the gunslinger down!
"Look at what you are making me do! You are making me attack with my antlers, something I swore not to use on foes as insignificant as you!"
★ ---- ★ ---- ★ ---- ★
Bolded names are up!
If you choose to identify, that is a Secret Check, with Arcana, Nature for the elementals and Society for Fasiel ibn Jerkface.
Hercule (-16)
Walton (-18, Sickened, Prone)
Steamy Bat-Thing
Fasiel ibn Jerkface (-60, 1d4 Persistent Fire)
Alice & Alice (Little Girl is Sickened 2, with +1 AC vs Elementals)
Toothfairy (Sickened 2)
Zibini
Azheem
Flaming Rat (-8, -2 to damage rolls vs Fasiel, concealed)
Lioness
Zibini, Goblin Psychic |
Oh. Suddenly very close. Okay. Zibini can work with that!
He lets out his joyful laugh, and the colors and leading emotions once again begin to work around him and nearly lift him off of his feet.
Keeping his shield up, he points his Daggett at the Invincible and slashes through the air--a good for away from Fasiel at least. Around acne in front of his real knife, though, he imagined a much larger blade, a mighty sword something like a scimitar and something like a dogslicer. This blade, for just a moment, is just as real as the knife and slashes through the air in imitation of it.
[free] Unleash Psyche.
* Sustain amped shield.
** Imaginary weapon: 1d20 + 9 ⇒ (10) + 9 = 19 for slashing damage: 1d8 + 7 ⇒ (6) + 7 = 13
GM Hmm |
Flanking with Walton, Zibini summons an imaginary blade and cuts Fasiel!
★ ---- ★ ---- ★ ---- ★
Bolded names are up!
If you choose to identify, that is a Secret Check, with Arcana, Nature for the elementals and Society for Fasiel ibn Jerkface.
Hercule (-16)
Walton (-18, Sickened, Prone)
Steamy Bat-Thing
Fasiel ibn Jerkface (-73, 1d4 Persistent Fire)
Alice & Alice (Little Girl is Sickened 2, with +1 AC vs Elementals)
Toothfairy (Sickened 2)
Zibini
Azheem
Flaming Rat (-8, -2 to damage rolls vs Fasiel, concealed)
Lioness
Ahzeem Kazzahd |
Concerned about how long this is taking, Ahzeem concentrates on maintaining the spell and attacking again...
Spiritual Weapon vs. Fasiel: 1d20 + 9 ⇒ (6) + 9 = 15
possible Force damage: 1d8 + 4 ⇒ (8) + 4 = 12
Spiritual Weapon vs. Fasiel: 1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9
possible Force damage: 1d8 + 4 ⇒ (8) + 4 = 12
GM Hmm |
The force sword misses twice!
★ ---- ★ ---- ★ ---- ★
Bolded names are up!
If you choose to identify, that is a Secret Check, with Arcana, Nature for the elementals and Society for Fasiel ibn Jerkface.
Hercule (-16)
Walton (-18, Sickened, Prone)
Steamy Bat-Thing
Fasiel ibn Jerkface (-73, 1d4 Persistent Fire)
Alice & Alice (Little Girl is Sickened 2, with +1 AC vs Elementals)
Toothfairy (Sickened 2)
Zibini
Azheem
Flaming Rat (-8, -2 to damage rolls vs Fasiel, concealed)
Lioness
Alice the Poppet |
◆ The rag doll attempts to retch: 1d20 + 7 ⇒ (7) + 7 = 14
◆ Combined actions
-- boost eidolon
-- Eidolon moves
◆ Ragdoll instructs the tooth fairy.
Tooth Fairy (sickened 2, turn 3 of 10) moves and strikes: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Eidolon (sickened 2) strikes: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Damage (including boost): 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
GM Hmm |
Alice the doll attempts to retch up a small bit of stuffing, but does so ineffectually. Then she sends the tooth fairy to attempt to extract one of Fasiel's teeth. The tooth fairy misses, but the little girl whacks Fasiel up the head solidly!
★ ---- ★ ---- ★ ---- ★
The cinder rat, tired of running all over the world, attacks Hercule!
DC 22 Fortitude or be sickened by the Cinder Rat's flames!
Cinder Rat jaws: 1d20 + 10 ⇒ (2) + 10 = 12
Fire damage: 1d8 + 4 ⇒ (4) + 4 = 8 plus 1d4 persistent fire
The cinder rat misses Hercule!
★ ---- ★ ---- ★ ---- ★
Bolded names are up!
If you choose to identify, that is a Secret Check, with Arcana, Nature for the elementals and Society for Fasiel ibn Jerkface.
Hercule (-16)
Walton (-18, Sickened, Prone)
Steamy Bat-Thing
Fasiel ibn Jerkface (-82, 1d4 Persistent Fire)
Alice & Alice (Little Girl is Sickened 2, with +1 AC vs Elementals)
Toothfairy (Sickened 2)
Zibini
Azheem
Flaming Rat (-8, -2 to damage rolls vs Fasiel, concealed)
Lioness
Hercule Purroit |
Delay until after Walton. If Walton vacates the flanking position, I will take it.
Fort: 1d20 + 5 ⇒ (10) + 5 = 15
Hercule finds the fumes most disagreeable.
He looks over at Fasiel to see if there is an opportunity there.
Devise a Stratagem: 1d20 ⇒ 15
Deciding it is best to get rid of Safa’s irritating and unreasonable master, he strikes up to Fasiel and strikes.
Free Devise a Stratagem
Stride X 2
Strike
Strategic Strike, Sword Cane, sickened: 15 + 5 + 3 - 1 = 22 Agile, concealable, finesse
Piercing damage, strategic strike: 1d6 + 1d6 ⇒ (3) + (2) = 5
“Let me carve some of that antler off then!”
Walton Dilcox |
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Walton's already a bit woozy from the fumes. Getting knocked down ain't helping that.
Now dealing with a tiny touch of vertigo, the slinger stands up ◈ Stand groggily. Well you want a punch-em-up so bad, fine. Plenty of dance partners for you he says as he ◈ Strides away, then takes one last potshot at the angry man as he leans against the fountain lip for balance.
◈ Strike: 1d20 + 13 - 1 ⇒ (15) + 13 - 1 = 27 for Pierce/Blud damage: 2d8 + 2 ⇒ (8, 7) + 2 = 17
If crit, instead 2d12 + 2 ⇒ (10, 8) + 2 = 20x2 plus 1d12 ⇒ 9
And no reactions this round, as Walton's turn ends with his chamber empty.
Lioness Lapping Blood |
Lioness takes a step to the left, releases what seems to be a humorous laugh at first but is quite unsettling as it echoes through the chamber, then calls upon the spirits of the night to "touch" his enemies. Dark tendrils extend from his fingers, narrowly missing the Girl and Hercule and caressing both Fasilly and the smoking rat.
◈ Step
◇ Cackle to sustain blood ward
◈ ◈ Cast Grim Tendrils
Grim Tendrils Negative Damage DC18 Basic Fort save: 2d4 ⇒ (1, 4) = 5 plus 1 persistent bleed.
GM Hmm |
Walton makes way for Hercule and takes a shot. At the same time, Hercule moves in to Walton's place and scores a strike on the skelm, and then Lioness casts grim tendrils on him. It's too much for Fasiel!
★ ---- ★ ---- ★ ---- ★
Fasiel's wounds are fatal. That much is clear even as he clings to them, dragging himself along the ground. “Safa! Heal me! Return me to my lair, so I may plot my revenge!”
Safa appears out of nowhere, descending through the air without bothering to hide their glee. “Of course.” They snap their fingers, summoning a flash of white-hot flames that cauterize Fasiel's wounds.
He howls with pain, rolling in the dirt and cursing Safa's name. The genie pins him to the ground with one foot and casts a hasty glance around the courtyard. “His wounds will heal... with time.” Safa snaps their fingers, opening two elemental gates for the steamy bat-thing and the flaming rat. The elementals gleefully leap through them to their home planes. Then Safa gestures, and a breeze comes along that simultaneously puts out the flames on Fasiel and heals the Pathfinders completely.
Safa flashes a wicked grin, but it lasts only a moment. “Fasiel has encountered the Society before, in the home of Corvius Vayn. He believes your agents prevented him from becoming a genie binder. A cruel genie twisted his wish for confidence and power by transforming him into the creature he is today. The wretched skelm is hateful and cruel, but also shortsighted—he could never match the Pathfinders. Your true foe, the one who gave him my seal, is far more powerful. They hold deep hatred in their heart and have long dreamt of the Society's downfall. They would trade anything, even me, to further their goals. They're angry, sinister, loathsome—your newest nemesis. Please don't ask for a name. Just know that they're out there, and this... man... is hardly their only puppet.”
Safa stoops, hoists the mewling Fasiel over their shoulder, and salutes. “Good game, Pathfinders. I hope we meet again.” With a snap of Safa's fingers, they both vanish.
★ ---- ★ ---- ★ ---- ★
In the next blink, color and the noise of a party in full swing fill your senses. You find themselves back in the real Sedeq Lodge courtyard. The crowd claps at your sudden appearance in the Courtyard as teal-colored fireworks shaped like a genie flash overhead! "You certainly know how to put on a show!" Khayrat says with a bow. "To the Pathfinders!"
The crowd is eager to speak with you and congratulate you on a successful party.
It's time to start making your final swings through the crowd! Who do you speak to and glad hand?
Alice the Poppet |
The Alices will again put on a ventriloquism performance. (Anyone who has seen the ragdoll act will know that the ragdoll is not a ventriloquist's puppet. That will make the performance even more precious for some.) Some of the comedy will come from the confusion as to who (or what) is in charge in the duo.
Performance: 1d20 + 7 ⇒ (13) + 7 = 20
During this, the duo will pay special attention to those we intend to influence.
Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14
Hercule Purroit |
Hercule picks through the appetizers and drinks. He then goes to see if he can find the historian Casira bint Meji. She seems a very civilized sort and likely good conversation. Maybe she can even tell him something interesting about the history behind geniebinding.
Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28
Lioness Lapping Blood |
Lioness is grinning at being the one to strike the final blow against Face Eel, anyway. When he hears the applause of the crowd, he bows.
As things die down, he approaches Kharyat.
"Wild party, eh? Your friends didn't seem surprised earlier when you were performing your 'trick.' Perhaps some other time you could show me one or two that you intend to do? You seem to know all the best, or at least most entertaining people around here."
Society: 1d20 + 8 ⇒ (19) + 8 = 27