GM Computerpro82
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Blue Reflex save: 1d20 + 9 ⇒ (18) + 9 = 27
Green Reflex save: 1d20 + 9 ⇒ (10) + 9 = 19
Both the remaining enemies partially dodge Starlight's electricity.
Wizard's Tower: Round 2 into 3
Bold may act
Liaskra/Grey -65 HP, Dead
Luz Lumino 17/38 HP
Martin Amblecrown 31/47 HP
Starlight Sparkle 20/20 HP
Green -3 HP
Hancock the Angry 39/55 HP, DC 17 Basic Reflex save vs 8 damage
Red -17 HP, Dead
Blue -3 HP
Slipp 38/38 HP
Professor Serj Harlequinn 35/44 HP
Martin Amblecrown.
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Mavenee continues to pursue Green as Martin supports her with spells. The eidolon tries to strike again with her horns.
Horn: 1d20 + 10 ⇒ (13) + 10 = 23
Piercing: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13
◈Protect Companion, ◈Act Together (◈Boost Eidolon, ◈Stride), ◈Strike
Slipp
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Slipp glares at the nearby creature in Green.
"Your leader is dead... and soon you will be too."
intimidating glare: 1d20 + 11 ⇒ (1) + 11 = 12
But a giggle escapes from their lips, somewhat ruining the effect.
Then lightning flashes in the little gnomes eyes and a roar of thunder echoes overhead. The barrier between worlds weakens further and the electricity arcs between the dimensions.
electric arc ref DC19, E damage green and blue: 2d4 + 4 ⇒ (4, 2) + 4 = 10
* intimidating glare
** electric arc
GM Computerpro82
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Mavenee moves up to Green and deals a devastating blow with their horn. Green drops to the floor, dead.
Blue Reflex save: 1d20 + 9 ⇒ (4) + 9 = 13
Blue can't dodge the onslaught of electricity Slipp generates, taking full damage. They raise their hands, saying I surrender!
You are out of combat.
Party status
Luz Lumino 17/38 HP
Martin Amblecrown 31/47 HP
Starlight Sparkle 20/20 HP
Hancock the Angry 39/55 HP, DC 17 Basic Reflex save vs 8 damage
Slipp 38/38 HP
Professor Serj Harlequinn 35/44 HP
Hancock the Angry
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reflex: 1d20 + 6 ⇒ (15) + 6 = 21
Hancock seems on top of his form today when it comes to nimble steps and, though his swing missed, the others manage to neutralize the opponents. Though tempted to get in one more practice swing, Hancock lowers his lethal maul and returns to the body of their leader and offers first aid while the other loot or question the survivor. (auto success).
Luz Lumino
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Luz quickly begins to work on his own health.
Treat Wounds on Luz vs DC20: 1d20 + 9 ⇒ (1) + 9 = 10 Damage: 1d8 ⇒ 7
The burns on his hands prove to be troublesome in more ways than wounds and Luz struggles to adjust.
After 10 minutes, Luz tries again.
Treat Wounds on Luz vs DC20: 1d20 + 9 ⇒ (18) + 9 = 27 HEal: 2d8 + 10 ⇒ (4, 2) + 10 = 16
GM Computerpro82
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Starlight finds the notes from the Divination Lounge (downstairs) on Liaskra.
You have found all 8 of the research fragments, which will impress Alyreha and provide a success for the Envoy's Alliance Faction Mission.
What would you like to do now?
Starlight Sparkle
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For some reason I was thinking there were ten
Starlight collects them all and trots down to the atrium to inform Alyreha, after dropping off the Comprehend Language scroll to the ghost student.
GM Computerpro82
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With Liaskra defeated, you can also safely bring Alyreha up into the tower, at which point Alyreha notes “ I recognize Liaskra as the one who interrupted my name erasure ritual, causing it to fail. I got wind of Liaskra asking around about my research, so I did what I could to look into Liaskra and Aslynn’s plans and why they were after the true name research. I learned that Aslynn apparently wanted to somehow learn to “cook” multiple true names, essentially “boiling them down” to raw material or combining them, and thus “molding” individuals according to her desires, which is why I decided I needed to act and hide myself from them.”
This just leaves the Vigilant Seal Faction Mission
VIGILANT SEAL MISSION
Alyreha makes it clear that she will hear you out, but once she’s made up her mind, that’s that. As such, you get only one chance at this skill challenge. Each of you can attempt two skill checks to convince her, chosen from the following options or other skills at the GM’s discretion.
Party members who succeed at a Diplomacy check to Make a Request, a Deception check to Lie, or a Intimidation check to Coerce (expressing the gravity of the consequences rather than directly threatening Alyreha—threats against her are an automatic critical failure) can make compelling arguments to persuade her.
You can impress Alyreha with your knowledge of true name magic with a Arcana or Occultism check to Recall Knowledge.
You can also explain how safe the vaults at Skyreach are with a successful Pathfinder Society Lore check to Recall Knowledge, but the party can only benefit from this Lore check once.
As is normal, the Pathfinder Society Lore check has the lowest DC but can only be done once by the party. Ranking lowest DC to highest: Diplomacy, Intimidation, Arcana or Occultism, then Deception. If you make a convincing argument others skills might be used with DC adjustments. Skills other than Pathfinder Society Lore can be repeated without penalty. You start with three Persuasion Points for having recovered all eight fragments and need as many Persuasion Points as there are Party Members. Standard Critical Success/Failure rules apply
Hancock the Angry
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Hancock could care less whether the society gets ahold of some weird name magic.
Bruce would chime in once he figures out what the group is after.
Slipp
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Slipp listens to the conversation. "True names have power in the First World too. But I can't imagine what 'cooking' true names down would do. Wouldn't be good for the creatures cooked." they think.
"This, could be very, very bad Aslynn."
intimidate: 1d20 + 11 ⇒ (10) + 11 = 21
GM Computerpro82
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Slipp successfully talks to Alyreha about the concerns with the True name magic.
With your head start from getting all the fragments, you now have 4 Persuasion Points of 6 needed.
Professor Serj Harlequinn
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”Proportional to the value of your research ought to be your means to protect that investment. Thieves of great resource are vigilant in seeking to modify that fundamental ratio to their favor, and it is of my opinion that you lead them into temptation, de facto asking for capitalization of your imprudent oversight” having created the need, our shrewd hero then pivots to sell the solution ”Harlequinn Enterprises Ltd. in partnership with the Pathfinder Society can offer you the opportunity to safeguard your valuable intellectual assets within it’s purview at little to no cost (besides a meager but ample finder’s fee), all but assuring that your efforts will only fail to fall into the hands of those who would claim yours as their own!” now having made the deal, he ends with an emotional call to action ”Consider counting us among your stewards!”
Make a Request (Diplomacy, Expert, Glasses of Sociability @ 2 checks: 1d20 + 10 ⇒ (19) + 10 = 291d20 + 10 ⇒ (19) + 10 = 29
Starlight Sparkle
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I'm just concerned for your safety Starlight starts. Names are the fundamental building blocks and ... well .. it wouldn't surprise me if Aslynn sends someone else.
arcana: 1d20 + 8 ⇒ (6) + 8 = 14
GM Computerpro82
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It does look like you have enough successes. The Professor blows away Alyreha with his sales pitch for the Society (in conjunction with his own LLC of course) Two 19s in a row. Wow
Starlight is not nearly as impressive. At least it wasn't a critical failure.
You have gathered the research and you can work alongside Alyreha in her tower to sort through the puzzle of words and runes to recover her true name.
As soon as she has the knowledge of her true name, Alyreha invokes it, causing a brilliant arcane light to burst forth from the skull she inhabits. As the light fades, sitting on the desk before you is a small, elderly Garundi woman dressed in flowing desert robes bearing the symbol of a Nexian arclord. With her previous form returned to her, she quickly rummages through her shelves and books and spends the next several hours going room‑to‑room and restoring all her wards and defenses. She is incredibly grateful to you and the Pathfinder Society, especially since you recovered all eight research fragments.
After putting together the pieces of Alyreha’s true name and saving her research from falling into the hands of Aslynn and her daughter Liaskra, you can return to the Nexus house and report your findings to Sebnet Sanserkoht. She thanks you for preventing the research from falling into the wrong hands. She also assures you that she will continue to work with Alyreha to recover any of her other work that might still be left behind or needs to be recreated.
Since Alyreha was restored to her true form, Sebnet is impressed enough that she grants you a Ganjay book (Pathfinder Lost Omens Pathfinder Society Guide 96) and dose of oxygen ooze (Pathfinder Lost Omens Impossible Lands 306).
This concludes this adventure. I hope you had fun. Please feel free to continue the roleplay and complete any downtime activities you want me to include on your chronicle sheets. I should have the session reported shortly.
Slipp
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Slipp looks at the book with a bit of disappointment. That is until it's folding powers are demonstrated. Then she spends a whole mass of time seeing if she can fold it into any shapes other than a book.
"I wonder if I could make it into a dove?"
Thanks for the adventure everyone, and especially to GM Computerpro82 for taking us through the pair back to back.
Starlight Sparkle
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Thank you very much.
Starlight claps her forehooves together as Alyreha is restored. She still plans to keep the skull as a memento. Starlight also asks if she could stay for a bit to help Alyreha get re-acclimatised and also learn more about magic - asking to borrow the books she had found earlier.
Hancock the Angry
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Books are not really Hancock's thing, but an ooze that is actually useful is pretty dang intriguing to any dwarf. Hancock experiments with it by exploring the coral reefs. Later, of course, after returning to Absalom.
Always grateful to anyone that who puts for the effort to run something.