Termia
|
The sudden and inexplicable appearance of beastly monsters stops Termia before she's finished chastising Alec. "Student Alec Gracekin, your punishment will be decided at a later time and place."
The soldier positions herself in the middle of the room, giving her polearm ample space to swing around.
"Monsters, you are trespassing on private property! Leave immediately, or we will use lethal force!" she commands the snouted humanoids.
Intimidation, Demoralize (visual): 1d20 + 3 ⇒ (18) + 3 = 21
(Versus target's Will DC. No penalty for language barriers thanks to Intimidating Glare.)
When they show no sign of remorse or withdrawing, Termia actualizes her threat.
Guisarme: 1d20 + 9 ⇒ (11) + 9 = 20
Slashing damage: 1d10 + 4 ⇒ (3) + 4 = 7
◆ Stride, ◆ Demoralize red, ◆ Strike at red.
Issil Telfae
|
"Oh, bother. Little piggies should run all the way home, where it's safe." She can barely count all four creatures, with only two of them standing out.
She draws her whip and reaches over to Areeza.
"I can make your >Magic Weapon< shine a bit brighter, Areeza."
◆ Draw a whip
◆◆ Casting >Magic Weapon< on Areeza's weapon. If she doesn't want it, I'll cast on anyone who gets in touch range with a weapon. If no one wants it, I'll use it on my whip.
Yakuthiel Treeflyer
|
Stride behind red, and strike at it: 1d20 + 12 ⇒ (1) + 12 = 13
Strike at red again: 1d20 + 12 - 5 ⇒ (13) + 12 - 5 = 20
Damage: 1d10 + 4 ⇒ (10) + 4 = 14
As a reminder, I have a reach weapon in hand, and an available attack of opportunity.
Zug Cowbell
|
| 2 people marked this as a favorite. |
"What? Where pigsie-things come from?" Zug cries out in alarm. But then, the pig-creatures bring a song to his mind. A song that deserves to be sung and accompanied on a cowbell.
"Day of judgement, gods are calling
On their knees, the war pigs crawling
Begging mercy for their sins
Demons laughing, spread their wings"
Inspire courage +1 atk/dmg!!
Foolish pig creatures appear in a room full of soul-stealing things. Zug reaches out with his telekinetic spell and throws a book (yuck!) at the green pig.
◆ Cast a spell: Inspire Courage
◆◆ Cast a spell: Telekinetic projectile
TK projectile: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
damage: 1d6 + 4 ⇒ (1) + 4 = 5
| GM Hawthwile |
The little creature quivers in fear before Termia and Yakuthiel cut it down. As it falls to the carpet, its form evaporates into foul-smelling smoke. Issil lends Areeza her strength while Zug goes on an energetic rampage against books the other pig-creatures.
Making Noise in the Library
Round 1! Bold may act!
Termia
Issil
Vander
Zug
Yakuthiel
Areeza (Magic Weapon)
Red (Frightened 1, -21)
Blue
Yellow
Green
Active Effects:
- Inspire Courage (+1 status to attack rolls, damage, Will vs Fear)
What do you do?
Vander Kai
|
Vander's eyes narrow as he summons the power of his mind. He stares down the creatures to the south and unleashes his psychic power. The two creatures to the south are caught in a whirlwind of psychic fury!
◆◆ Cast telekentic rend amped with 1 focus point, targeting blue and yellow
◆ Cast shield
Basic REF save v DC17
B Damage: 1d6 ⇒ 5
S Damage: 1d6 ⇒ 3
| GM Hawthwile |
@Vander, there's unfortunately a wall and a few bookshelves blocking your line of effect to the indicated spreads. I put a transparent copy of your token next to Alec - would you like to change that shield to a Stride? I'll resolve the round as if that's the case (just to keep things moving) and retcon if needed.
Also, it looks like the spell calls for a Fortitude save rather than a Reflex save?
Blue Fortitude vs DC 17: 1d20 + 7 ⇒ (6) + 7 = 13
Yellow Fortitude vs DC 17: 1d20 + 7 ⇒ (20) + 7 = 27
One of the piggly-creatures uses the bookcase to shield itself from Vander's storm, but the other is battered by books and given several papercuts.
Botting Areeza
Her allies' magic surrounding her, Areeza rushes into the fray!
Areeza Scimitar, IC vs Green: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Slashing damage, IC: 2d6 + 4 + 1 ⇒ (1, 1) + 4 + 1 = 7
Areeza Scimitar, IC vs Green: 1d20 + 8 + 1 - 5 ⇒ (7) + 8 + 1 - 5 = 11
Slashing damage, Forceful, IC: 2d6 + 4 + 2 + 1 ⇒ (5, 6) + 4 + 2 + 1 = 18
Her first swing strikes true, but with little force behind the blade. The second makes up for it with effort, but is too slow to catch the little creature.
The wounded pig-headed creature to the south screeches with anger and... disgust? It leaps into the air and clumsily soars on ratty wings between the bookshelves towards Yakuthiel...
Yakuthiel Ransuer, IC vs Blue: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Slashing damage, IC: 1d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8
...and removes any doubt as to its feelings about getting hit by spewing a frankly incredible amount of vomit over Yakuthiel, Termia, and even Issil! Those three need to make a DC 18 Fortitude save at the start of their next turn to avoid becoming Sickened 1 (Sickened 2 on a critical failure). Its companion flies up the other aisle and starts screaming and scratching at the mangy fur covering its arms. Termia acts without hesitation at the sight of something conjuring magic...
Termia Guisarme, IC vs Yellow: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Slashing damage, IC: 1d10 + 4 + 1 ⇒ (10) + 4 + 1 = 15
...but can't bring her blade to bear before slippery oil starts pooling at her feet and spreads rapidly across the ground! Termia, Zug, and Areeza need to make a DC 18 Reflex save or Acrobatics check at the start of their turn to avoid falling prone in the grease. The last gremlin flies into Areeza's face and tries to bite the goblin's nose!
Green Bite vs Areeza AC 18: 1d20 + 9 ⇒ (16) + 9 = 25
Piercing damage: 1d4 + 3 ⇒ (1) + 3 = 4
Green Bite vs Areeza AC 18: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
Piercing damage: 1d4 + 3 ⇒ (4) + 3 = 7
The bite itself isn't very painful - but with the creature right in front of her eyes, Areeza can't help but notice a handful of lice abandoning the creature's mangy fur and trying to make a new home on her scalp! @Areeza, you also need to make a DC 15 Reflex save at the start of your turn to avoid becoming infested with gremlin lice.
Making Noise in the Library
Round 2! Bold may act!
Termia (Fortitude save, Reflex save or Acrobatics check)
Issil (Fortitude save)
Vander (Round 1 clarification needed)
Zug (Reflex save or Acrobatics check)
Yakuthiel (Fortitude save)
Areeza (-4, Magic Weapon, Reflex save or Acrobatics check, Reflex save)
Red (-21)
Blue (-17)
Yellow
Green (-7)
Active Effects:
- Inspire Courage (+1 status to attack rolls, damage, Will vs Fear)
- Grease requires Reflex save or Acrobatics check to Balance to Stride into (Step or Crawl does not require check)
What do you do?
Termia
|
Fortitude: 1d20 + 8 ⇒ (11) + 8 = 19
Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
Termia braces herself against the incoming shower of vomit by adjusting her stance, but this change in her footwork compromises her balance as a pool of oil appears beneath her feet. The soldier quickly gets back on her feet, glaring at the repulsive pest, shouting: "This is your final warning!"
Intimidation, Demoralize (visual): 1d20 + 3 ⇒ (19) + 3 = 22
(Versus target's Will DC. No penalty for language barriers thanks to Intimidating Glare.)
In addition to the verbal warning, Termia issues a physical warning, delivered via her polearm.
Guisarme: 1d20 + 9 ⇒ (19) + 9 = 28
Slashing damage: 1d10 + 4 ⇒ (10) + 4 = 14
◆ Stand, ◆ Demoralize yellow, ◆ Strike at yellow.
Issil Telfae
|
Fort Save: 1d20 + 7 ⇒ (19) + 7 = 26
"That's... not what I expected." Issil wipes some of the gunk from her dress.
Issil Telfae
|
Issil sends a ball of flame at the Yellow piggie thing Areeza is fighting.
Produce Flame: 1d20 + 9 ⇒ (4) + 9 = 13
Fire: 2d4 + 4 ⇒ (4, 3) + 4 = 11
"You ruined my favorite dress, little piggy. You're going to pay for that." She gives Yellow an >Intimidating Glare<.
Intimidate: 1d20 + 9 ⇒ (18) + 9 = 27
I mean, she has several favorite dresses, but this was one of them!
◆◆ Produce Flame at Yellow
◆ Demoralize Yellow
| GM Hawthwile |
Termia cuts down one of the gremlins with extreme prejudice, causing it to dissipate into foul-smelling smoke. Issil glares at its companion still in Areeza's face, but can't put her fire close enough to catch it without harming the goblin below.
Making Noise in the Library
Round 2! Bold may act!
Termia
Issil
Vander
Zug (Reflex save or Acrobatics check)
Yakuthiel (Fortitude save)
Areeza (-4, Magic Weapon, Reflex save or Acrobatics check, Reflex save)
Red (-21)
Blue (-17)
Yellow (-28ish)
Green (-7, Frightened 2)
Active Effects:
- Inspire Courage (+1 status to attack rolls, damage, Will vs Fear)
- Grease requires Reflex save or Acrobatics check to Balance to Stride into (Step or Crawl does not require check)
What do you do?
Vander Kai
|
Vander quickly moves into position so he can get a clear shot on the remaining foe. He removes a stone from his pocket and empowers it with his mind. He points at the thing and the stone speeds off at an incredible speed towards the creature.
◆ Stride
◆◆ Cast a Spell, Telekinetic Projectile at blue
Spell Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage B: 1d6 + 4 ⇒ (3) + 4 = 7
Zug Cowbell
|
Ref save: 1d20 + 7 ⇒ (19) + 7 = 26
Zug is used to performing at taverns late at night. So having the ground under his feet covered in vomit, beer or oils is no news to him. Like a true artist, he doesn’t even break his rhythm with this interruption.
Inspire courage +1 atk/dmg!!
At the same time he keeps throwing books at the pig creatures. Sooner or later he must hit one.
◆ Cast a spell: Inspire Courage
◆◆ Cast a spell: Telekinetic projectile at the nearest enemy (typing from phone, didn’t check the map…)
TK projectile: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
| GM Hawthwile |
Those darn bookshelves keep getting in your way @Vander XD. I've moved your token to somewhere with a clear line of effect to Blue.
Stones and books fly across the room, knocking the pig-creature with vomit still clinging to its lips to the floor to vanish in a puff of equally-disgusting smoke.
Botting Yakuthiel and Areeza
Yakuthiel Fortitude vs DC 18: 1d20 + 10 ⇒ (17) + 10 = 27
Areeza Reflex vs DC 18: 1d20 + 5 ⇒ (4) + 5 = 9
Areeza Reflex vs DC 15: 1d20 + 5 ⇒ (17) + 5 = 22
Yakuthiel endures the vomit, then cuts at the last creature near where Areeza's face should be. The paladin's face is conveniently missing from the area, having made acquaintance with the slippery floor with such impact that any lice that might have been on her nose have been dislodged and are now squirming helplessly on their backs in the grease.
Yakuthiel Ransuer, IC vs Green: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
Slashing damage, IC: 1d10 + 4 + 1 ⇒ (9) + 4 + 1 = 14
And with one final puff of noxious smoke, the last creature vanishes.
Out of Combat! Damage Report:
- Areeza (-4)
As usual, go ahead and post any restorative actions in your next post.
Before silence can settle back into the library, however, a loud whooshing sound fills the air - accompanied by several clinks and a thump. Four identical bottles of ruby-red liquid (minor healing potions) are rolling around on the previously-empty tabletop, as are two polished crystals (potency crystals). In the middle of the mysterious motion is a book - a romance novel, judging by the cover, but otherwise unremarkable save for its sudden appearance.
Unremarkable, that is, until it suddenly flips open! Pages flop back and forth a few times, as if turned by an ungraceful hand.
Zug's Perception (E): 1d20 + 6 ⇒ (12) + 6 = 18 1d5 ⇒ 1
Yakuthiel's Perception (E): 1d20 + 8 ⇒ (1) + 8 = 9
Termia's Perception (E): 1d20 + 6 ⇒ (19) + 6 = 25
Areeza's Perception (T): 1d20 + 3 ⇒ (20) + 3 = 23
Vander's Perception (T): 1d20 + 5 ⇒ (14) + 5 = 19 1d5 ⇒ 4
Alec beats a hasty retreat back into the common room, eyes wide after witnessing vestiges of the battle. "It's, uh, probably just more romance novels in there anyway," he stammers as he leaves the room, closing the double doors behind him. A reminder - you were able to pass through the front doors (albeit taking some effort to push through).
What do you do?
Termia
|
Having neutralized the hostiles and witnessed several keywords from the pages of a mystical book, Termia produces a handkerchief and starts wiping off the worst of the pig vomit. Once the cloth can absorb no more liquid, she discards the rag, and returns to standing at attention, awaiting orders.
(It occurs to me that we didn't check if there were any pitchers in the kitchen. Oh well, we'll have to coordinate with the students to get it anyway.)
(There still seems to be some unexplored area on the ground floor. Shall we check it out before we explore upstairs?)
Issil Telfae
|
"Activate, failsafe, bring, each, focus, to, Armeline's, chamber, restore, reality" Issil speedreads the book as it flips in front of her. "Did anyone else see that?"
"Areeza, your arm..." She squints through the smoke. "Do you need my help?"
Areeza could Lay on Hands and Refocus if the player is afk.
"Wait, Armeline. That sounds like a name. And we still need the focuses, correct? A pitcher of water, a steel shield, and a large lodestone. I don't see the water or lodestone here..."
Yakuthiel Treeflyer
|
"Well, it seems clear enough to me. In order to activate the failsafe, they have to bring each focus item to Armeline's chamber in order to restore reality. Now, all we have to do is to communicate it before another 'disaster' happens."
Vander Kai
|
Vander's head snaps back for a moment when the book's pages begin to move on their own accord. Teh words fly by in a blur, but he squints and catches one.
"There did you see?!? Did anyone else catch what was on those pages. 'Chamber' was the only word I could make out. How about anyone else?"
Issil Telfae
|
"Yakuthiel's makes sense. After we collect the items, we'll bring it to the Venture-Captain's chamber." Issil lets out a puff of smoke from her ears. "Sorry, I tend to let off a lot of smoke when I'm stressed."
"Once we finish recovering, let's push through the door and see what mischief the children got into. We have the shield, we still need the water and the lodestone."
| GM Hawthwile |
While Areeza recovers from her bite, the rest of the Pathfinders confer and plot their next moves.
Waiting for a plan of action - two votes in agreement moves the party.
What do you do?
Zug Cowbell
|
"Yes, me see 'failsafe' too." Zug says. He scratches his head in puzzlement. "Don't know what means. But Yakuthiel plan sound good."
| GM Hawthwile |
Their plan set, the Pathfinders head back to the main room and begin enacting the first step - communicating what needs to be done to the students.
This is a more complicated idea, so be sure to state clearly what you're Communicating from Beyond when you make your checks.
What do you do?
Termia
|
(As a reminder: two of the students, Hari and Geltra, already know of the ritual and its components, as seen on this post. The only new information here is that the ritual should perhaps take place in Armine's chamber; the paper only said to do it "as close as possible to the center of any extraplanar disturbance", which may or may not be the VC's chamber.)
(For the record, I think it'd make more sense to first collect the items, and then instruct the kids to bring them to the specified location, just like Issil suggested.)
(We already have a hint of where to find the lodestone: the very same Armeline Jirneau's chamber. And I suspect we can find a pitcher in the kitchen. In fact:)
"Understood, colleagues. I'll fetch a pitcher of water from the kitchen." Termia salutes to excuse herself, goes to the kitchen, and looks for any jug or jar that might qualify as the ritual component.
Issil Telfae
|
"While Termia looks for the pitcher, I'll try to tell the students to bring the ingredients to Armeline's chamber."
Performance: 1d20 + 9 ⇒ (9) + 9 = 18
Issil carefully messes with the tiles to spell out the message she read from the book.
Performance: 1d20 + 9 ⇒ (2) + 9 = 11
Issil also informs them to look for a suitable pitcher in the kitchen.
Vander Kai
|
Vander nods in agreement. "Good ideas, both. I wish I were more help here but this is the most I have been ignored since leaving Hermea. Try try again though, right?"
◆◆ Communicate from Beyond, to aid Issil or make separate attempt to explain to the students to bring ingredients to Armeline's chamber.
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16
| GM Hawthwile |
Termia does indeed find a qualifying pitcher in the kitchen, but when she goes to pick it up her hands pass right through without resistance - much like everything else in the room. A sink nearby likewise proves invulnerable to the guardswoman's attempts at interaction. The pot that had previously flown through the ceiling remains out of sight.
The students watch excitedly as Issil and Vander explain the plan. Vim keeps trying to anticipate what comes next, but Geltra and Hari reign in their excitable classmate and fill in missing bits of context. Tels holds the practice shield by the rim and keeps the rest of the students quiet while Alec runs to the kitchen, swipes the pitcher off the counter, dunks it in the sink, and races back to the common room. The five student leaders turn to the game table and give a combination of nods, salutes, or hands over chests. Or in Vim's case, all of the above. It's clear though that these are still children - easily excited, easily startled, easily distracted. The kids are going to need more direction now - this isn't part of their homework assignment and they don't know what to do (even with the written instructions).
"But... where is the captain's room?" Hali scratches their head and looks around the common room. "I haven't seen any rooms that look like they would be fit for a venture-captain - has anyone else?" Only low murmurs and shaking heads answer them.
Remember that you can pass through doors without opening them.
What do you do?
Issil Telfae
|
"Well, the students raise important questions." Issil moves through the kitchen and checks the door. "We may as well keep searching."
| GM Hawthwile |
Issil finds a pantry, filled with sacks of dry ingredients and jars of preserves. Everything is neat, orderly, and clearly labeled. Tacked to the other side of the door is a resupply list, with one section labeled "Recurring" and the other "One-Off".
Zug finds a smaller library. The shelves are filled with even more books - though these seem to be more like binders of documents rather than the bound novels outside. Each shelf is labeled, but with some kind of encoded script that doesn't seem terribly interesting to the goblin. (AKA, that's flavor text from the GM and not something worth investigating.)
"What about upstairs?" Vim suggests in the common room. "If I were a venture-captain, that's where I'd want my office!"
What do you do?
Issil Telfae
|
Issil slowly backs away from the strange room full of... uncooked foodstuffs. No lodestones there.
"Before the children bolt upstairs, we should finish the first floor, yes?" She takes her time looking through the smoke. "How about we move beyond the training grounds?"
| GM Hawthwile |
Issil finds a quiet courtyard, open to the emerald sky above. A cobblestone pathway winds its way between carefully-tended topiaries and past a burbling fountain. Following the path to the other side, she pushes through the door to emerge in what appears to be a well-stocked armory. Weapon racks and suits of armor on display stands line the walls of the room. Several weapons are laid out on the tables in the middle of the room, along with whetstones and oil cloths.
Areeza ascends the staircase to the upper floor. There, she find the environment decidedly more chaotic than below - shifting patterns in the carpet constantly change colors, strange smells of ocean, swamp, and desert all mix together, and odd noises of all types ring through the air in a nearly-silent cacophony. Closed doors lines the outer walls of both landings.
"It might be dangerous though - we should wait for one of the chaperones to tell us it's okay to go up there," Tels cautions in the common room.
What do you do?
Issil Telfae
|
"No lodestones here. Good." She doubles back to the common room. "I think the first floor is clear. Let's head upstairs."
She moves up the stairs until she can see Areeza. "This floor is... interesting. Explains the strange creatures we've dealt with recently." She slowly moves Northeast. "Let's try this door first. Maybe we'll see the lodestone in here."
| GM Hawthwile |
Issil carefully pushes through the door...
...but instead of seeing a room on the other side like she would expect, she finds herself back on the balcony overlooking the common room!
What do you do?
Issil Telfae
|
"Now, now, it's not that bad once you adjust to the..."
Issil returns to the balcony.
"...spontaneity. Perhaps you have a point, Termia."
She thinks for a bit. "Maybe we cannot access the rooms, here. But the students in the other realm can. Vim seemed eager. Maybe we can ask her to come upstairs and open the doors for us."
If the team agrees, Issil will return downstairs to ask Vim to check the upstairs, and describe what she sees when she checks on the doors.
Performance: 1d20 + 9 ⇒ (9) + 9 = 18
Termia
|
Issil's unusual movement causes Termia to raise an eyebrow. "Enough with the parlor tricks, colleague. Please take this mission seriously." A short moment later the soldier seems to have a moment of realization. "Please excuse my earlier statement. That seems to have been some kind of a side effect of this confounding phenomenon."
She ponders Issil's suggestion for a moment, but ultimately agrees. "If a student can access these rooms in a way that we can not, we cannot guarantee the safety of the student in question in case something goes wrong. Still, it is a suspicion worth testing. Proceed."
| GM Hawthwile |
Vim is more than happy to come upstairs when Issil asks. She doesn't comment on the strangeness of the environment, but she shivers frequently as if experiencing a sudden chill. Carefully she walks to the door in question, then grasps the latch and opens it to reveal...
...a simple bedroom. A neatly-made bed takes up most of the room, with a standard footlocker for personal belongings at its foot and a book partially-tucked underneath one of its pillow. Nothing seems out of place or out of the ordinary inside.
I'm railroading us a bit here to keep things moving.
The other student leaders cautiously ascend the staircase as Vim opens another door, then another, then another. Each reveals a simple bedchamber on the other side, though the larger room to the northeast seems to have been set up to receive guests rather than house a permanent resident.
Finally, there is only one door remaining. Pathfinders and students line up, prepared for the worst. Tels nods to Vim, who nods back and waits for a signal from the nearby lamp to open the door. She pushes the heavy wooden door open to expose a well-furnished room, with a large bed covered in fine linens, a sleeping man, and a ghostly serpentine creature wrapped tightly around his body with its head plunged inside head of the man - who on second glace is recognizable as Professor Thandmere Krelsun. The creature's long tail hangs down over the side of the bed, passing through a strange "ripple" in the air. When it emerges from the distortion, it appears much more substantial than the rest of the creature. It dances idly back and forth, but seems to perk up when the doors open.
Additionally, a sturdy table surrounded by three chairs sits in the room's northeast corner. A chest of drawers displays several eye-catching curious atop it, including a mirror with a gilded frame, a mother-of-pearl box holding what appears to be talcum powder, and a polished lodestone more than a foot across. Two lamps in wall scones light the room, and a thick carpet woven with a wayfinder patterns lays on the floor. The room itself is quite disorienting to look at - shimmering images of the bed dance across the floor, loose papers float through the air in slow processions, and the walls ripple like a pond's surface with each breath Termia and Yakuthiel take. The pile of the carpet grows six inches deep in the course of a second, and then subsides back to normal just as quickly.
If you critically succeed:
What do you do?
Issil Telfae
|
"That's... not exactly the kind of bedtime hospitality I strive for." Issil peers through the smoke.
Religion: 1d20 + 5 ⇒ (7) + 5 = 12
"Something tells me we have to loosen that snake from the professor. And the lodestone is over there!"
She holds her whip at the ready. "Anyone have any bright ideas that don't involve fire? Not that I'd be opposed, but I do like challenging you."
Zug Cowbell
|
Occultism: 1d20 + 5 ⇒ (10) + 5 = 15
Zug follows the others through the investigation of the floor. Then as the final door revel it's secret he stands staring at the sight.
"Me think.." the goblin begins, sniffing and wrinking his nose. His sense of the occult things tell him something here. "...this is source of all strangeness in this place."
He looks at the shimmering images and rippling air, trying to figure out the sight. "Me think we need be inside strange room to do anything. Outside not work."
And without giving it another thought, the goblin hops inside.
Issil Telfae
|
"Sounds like a plan." She turns to Termia and Areeza. "After you..."
Termia
|
As the chamber's doors open and the group gets a glimpse of the strange sights within, Termia glares at the serpent holding professor Thandmere captive, with apparent hatred and disgust.
She grasps her polearm. "Roger that." As instructed, she marches into the room, her eyes locked in on the serpent.
"Serpentine creature! Your crimes are too numerous to account! Release that man immediately, and we may show leniency in your sentence. If you resist, you face immediate summary execution."
Yakuthiel Treeflyer
|
Yakuthiel will move past the serpenty thing, and gripping his ranseur asks, "Someone tell me that I can attack this thing without hurting the professor?"
| GM Hawthwile |
As Zug crosses the threshold of the room, the tail stands at attention and starts swishing in a way that could be interpreted as dangerous.
Zug's Initiative (): 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Yakuthiel's Initiative (): 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 Scout
Termia's Initiative (E): 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 Search for Hazards
Areeza's Initiative (): 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 Defend
Vander's Initiative (): 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 Search
Tail: 1d20 + 10 ⇒ (11) + 10 = 21
To avoid too much retcon, I'm leaving tokens where they are on the map and resolving the round as if Yakutheil's and Issil's first actions are to Stride into the room. If you would prefer to use that action for something else or to adjust your position at the end of the Stride, please let me know at the beginning of your next post.
The Pathfinders are professional problem-solvers and spring into action - but the students are more hesitant. "Wha- What do we do?" Vim asks uncertainly. Her red eyes dance back and forth across the room, looking for some sign of communication from the chaperones.
To activate the failsafe, all three parts of the ritual (the pitcher, the shield, and the lodestone) have to be activated within a single round. Each focus can only be activated once a round. Directing a student to activate their focus requires a Communicate from Beyond activity (which requires two actions). Additionally, positioning is more important her than it has been in the past. Please be sure you are adjacent to the medium you're using to Communicate from Beyond (such as the mirror on the dresser or the papers on the desk), or the attempt will be ineffective. Also remember that Zug says you'll need to be in the room to affect anything inside.
A Tail for Trouble
Round 1! Bold may act!
Yakuthiel (2 actions remaining)
Termia
Issil (2 actions remaining)
Vander
Tail
Areeza
Zug
Environmental Effects
- Directing a student to activate the failsafe requires a Communicate from Beyond activity while adjacent to the medium being used to communicate (such as the mirror or lamps)
What do you do?
Issil Telfae
|
"Right. Let's finish this ritual." Issil strides towards the mirror. GM, can I include this as part of my initial Stride?
"Alright, there's the lodestone. We have a pitcher and a shield. W-where do we place them?"
Performance: 1d20 + 9 ⇒ (19) + 9 = 28
"Alright, students! Time to be heroes. Whoever is holding the shield, perform the ritual and activate it."
Vander Kai
|
"Finally seeing the end of this tunnel...hopefully"
Vander rushes into the room and looks around, seeing a stack of paper, he decides likely best way to communicate to the children. He strides up to the desk and prepares to reach out from beyond to guide the students.
◆ Stride
◆ Stride
◆ Prepare to aid Issil
Yakuthiel Treeflyer
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Two actions
Strike: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d10 + 4 ⇒ (6) + 4 = 10
Strike: 1d20 + 12 - 5 ⇒ (13) + 12 - 5 = 20
Damage: 1d10 + 4 ⇒ (7) + 4 = 11