PF2E Stolen Fate

Game Master andreww

Roll20 Table for maps, handouts, etc.
Loot List

Billy Bardy Hero Points 1
Slick Silvertongue Hero Points 1
Pinebrush Hero Points 1
Sigourney Hero Points 1

◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction

Rolls:

Perception
[dice=Slick ] 1d20+21 [/dice], Master, +2 hearing
[dice=Billy ] 1d20+ 23[/dice], Master, +2 visual
[dice=Pinebrush]1d20 + 22 [/dice], Legendary, +1 visual
[dice=Sigourney]1d20+20[/dice], Expert

Initiative
[dice=Slick ] 1d20+23 [/dice]
[dice=Slick Battle Cry]1d20+24[/dice]
[dice=Billy ] 1d20+23 [/dice], +2 item visual, +2 circ scout
[dice=Pinebrush]1d20 + 26 [/dice], stealth, Perception +22, +1 circ if visual, +2 circ scout
[dice=Sigourney]1d20+20[/dice], +2 circ scout

Fort Saves
[dice=Slick ] 1d20+24 [/dice], Juggernaut
[dice=Billy ] 1d20+ 20[/dice]
[dice=Pinebrush]1d20 + 21 [/dice], pass becomes crit
[dice=Sigourney] 1d20+21[/dice]

Reflex Saves
[dice=Slick ] 1d20+19 [/dice], Bulwark +2
[dice=Billy ] 1d20+21 [/dice]
[dice=Pinebrush]1d20 + 27 [/dice], Improved Evasion
[dice=Sigourney] 1d20+22[/dice]

Will Saves
[dice=Slick ] 1d20+ 22 [/dice], Bravery
[dice=Billy ] 1d20+24[/dice], Resolve
[dice=Pinebrush]1d20 +19 [/dice]
[dice=Sigourney] 1d20+21[/dice]

[dice=Harrow Draw]1d6 + 1d9[/dice]
Suit: Hammers, Keys, Shields, Books, Stars, Crowns
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil


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Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Sorry, I had the feeling we were gonna move on!

Society for Influence: 1d20 + 20 ⇒ (20) + 20 = 40

"Indeed, we dislike inflated behavior, but we're privy to a number of sources of an esoteric nature. I am certain the personages we contact would be delighted to visit your shop. And we do apologize for troubling you about Dieral. Elves can be flighty, can they not? And yet..."

Dramiil spreads his hands in a 'what can you do' gesture.

"at times, fortune appears to favor them in strange ways."

Uh WHOA


Erikanesh smiles openly at Draamil, Well, why didn't you start off with that. Ys, yes, Dieral is a bother and I haven't seen him around much. I was a little hesitant to discuss him as I believe he has come into possession of a most unusual Harrow card and I didn't want to lose out to a potential competitor. However, that doesn't seem like an issue with you. Unfortunately I don't know where he is, all I know is that last time we met he said he was going to be staying somewhere in Eastgate. I am afraid I don't know where. Now, while this has all been lovely I am afraid I am rather busy. Please feel free to come back any time and don't mind the fee, it's just to keep out casual gawkers and riff raff.

Your crit gets you to 8 influence and you have learned all you can here. Off to Kraken's Ink next?


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Nubnonk smiles afresh as Erikanesh finally lets the amurrun out of the bag. "We happy to be loyal customers. Adventurers get lotsa money to spend around, and Grand Bazaar very good, yes! Nubnonk thank Erikanesh! We back later for more talk and buy and tea and sweets!"

The goblin carefully wends and winds his way around the display cases as he leaves the store and pulls the hood of his cloak up to shield him from the dampness outside as he parts the curtain.
"Them nice," he says once outside. "Free stuff, nice chat, and no fee next time!" He does a little dance and then twirls to face his companions. "Maybe Arhan Benimaya give free tattoo!"

Nubnonk didn't have any tattoos yet, after all.

Yes to Kraken's Ink!


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13, physical 5 (Mountain Resilience) | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

When the discussion appears to be winding down, Slick leans towards Billy and whispers to him. "I don't think I can use the cloak or the shield, but can't you do something with that staff?"

Straightening up, he says to Erikanesh. "It has been a pleasure to make your acquaintance and I fully expect you'll be seeing us again... once our financial situation improves, that is."

Kraken's Ink it is.


The group makes their way through the crowded streets towards the Kraken's Ink. Based in the docks district the crowds get busier, noisier and more boisterous as you reach the wharfs.

The shop sits right in the harbour, made of sturdy wooden timbers which look to have been recovered from a variety of different vessels. Entering the store you find it busy with a number of customers. Arhan himself is crouched over a large shoanti woman, working to alter an existing tattoo of some kind.

A whip thin azarketi man lounges behind the desk, smoking a vile smelling cigar while a small blue kobold sketches designs at a side table. As you enter the shop a small yellow dog looks up from its basket and barks at you.

What do you do? Unsurprisingly this encounter will also use the influence system we used for Erikanesh. Everyone can take a round 1 action. You can find Arhans image on Roll20. His discovery skills are Art Lore, Scribing Lore, Perception and Society.


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13, physical 5 (Mountain Resilience) | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

As they approach the door to the Kraken's Ink, Slick is relieved to see the complete absence of an entry fee requirement. It looks like he'll be able to hold onto that last silver of his for a while longer. Ducking into the shop, he spots Arhan hard at work. He smiles a greeting to the Azarketi man and then looks down at the little dog barking at him. In a jovial tone, he addresses the animal. "How scary you are, little one. But you needn't worry about us; we mean your master no harm. We only dropped in to discuss a matter of some importance with him." He leans down to give the dog a quick scratch behind the ear.

While he's entertaining the dog, he watches the tattoo artist and his friends surreptitiously to determine whether playing the good guard or the bad guard would be the best approach here.

Perception for Discovery with Gossip Bonus: 1d20 + 19 + 2 ⇒ (14) + 19 + 2 = 35

I suspect that Diplomacy will be on the influence skill list, but how about intimidation? Because Slick can be very intimidating if he puts his mind to it.


CG Aasimar Halfling Bard 13 | HP 133/149 | AC 34 (35 w/ shield) | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□, Focus□□ | Harrow Omen: Books (Skill)| Cond: none

Back at the Historia Reliquary...

Billy nods to Slick, and turns back to Erikanesh, "My companions feel the Staff may prove most useful. We thank you for your generous offer." Accepting the item, Billy bows and says, "Of course we'll remind everyone where they can find the finest artifacts in the bazaar."

Arriving at Kraken's Ink, Billy leads the way inside, strumming a familiar chord on his lute. "Arhan! It's me, Billy!" Turning to the group, he says, "This is the most skillful artist in the bazaar." He pulls down his chain shirt to show Arhan that the intricate detail is still visible. "Your work is unparalleled."

Billy retrieves his jug of honey mead, and once again, offers mugs to all. "We're investigating a murder and concerned for your safety. Signs pointed us to your shop. Dieral Myrnese may know more. Might you have any leads on his Harrow Barrow?" Billy takes a sip from his mug.

Diplomacy (to Influence) +Jug: 1d20 + 22 + 1 ⇒ (13) + 22 + 1 = 36


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Society: 1d20 + 20 ⇒ (3) + 20 = 23

"Mm, hello," says Dramiil. "Dramiil Rau, one of Billy's retinue."

Draconic:

"Good afternoon,"
he offers in perfect Draconic. He debates saying more and decides not to disturb the kobold.

"Indeed, we've come from Three Moves Ahead and we regret to say that the proprietess has been foully murdered," he adds.

O fortuna, velut luna..


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Nubnonk's eyes widen as he sees the yellow dog in the corner. As it barks, he bears his teeth and starts making a hissing sound.

The goblin knew the stereotypes. He knew he played into some of them while brazenly defying others. But dogs?

Dogs?!

Barking, smelly, unpredictable, loud, noisy, aggressive, good for nothing

Dogs...

(*ahem* Nubnonk's views do not reflect the player's.)

Who was more likely to drive customers away in fear and frenzy--a goblin and a dog growling at each other or two people casually strolling in and openly discussing murder? Both at the same time, you say?

Thankfully Slick is a longshanks that's good with dogs. As the big half-elf interposes himself between Nubnonk and the yellow dog, the goblin tries to move around so that he can see Arhan working. Tattoos were interesting. When Nubnonk had first started reading, he had preferred picture books without many words (less chance of having your thoughts stolen). Tattoos were very different from pictures books, though. Sometimes there were stories, and sometimes there were not. Nubnonk looks at the pictures being put altered on the Shoanti woman's back, and wonders whether there's a story there.

"Business later," he chastises. "Art now!"

Discovery check, Secret, with Perception +19

So eager.


The group enters the shop and starts to get a bit of a read on the occupants. The little dog seems to enjoy the ear scratching and jumps up, licking Slicks fingers. Arhan glances over grins, he seems to like people who get on with his dog.

Hold steady dear he mutters to the Shoanti woman, You dont want me to slip. The woman grimaces and you notice that he seems to be crafting a tattoo to cover up a name on her shoulder.

Slick realises that Arhan can indeed by intimidated as a way of influencing. It might not make you many friends but it could well be effective.

The little Kobold seems pleased with Draamils draconic greeting but quickly goes back to her sketching. At the mention of a death the azarketi man perks up and scowls. Arhan gives a small gasp, Oh my, I don't really know the woman and I cant see how this has anything to do with me.

Thats a fail on Draamils discover check

Spotting Billy he grins, I'll be with you in a moment, just got to finish covering up Jetni's old flame here, she got dumped, the poor thing. The large shoanti woman gives out a despairing wail, He left me, the bastard, he said we would be together for ever. We were going up north to take down a Linnorm and claim a Throne. Now I am alone, alone! Behind her the azarketi man rolls his eyes, you get the feeling that this has been going on for a while.

Billy gets a success to influence

As Nubnonk and the little dog begin to come into a bit of conflict Arhan glances over, Be nice Apple. Don't mind her, she is harmless really but he quickly goes back to his work. His level of focus and attention to detail is clear to see for Nubnonk.

Nubnok's discovery check succeeds, you realise that you can influence him using Crafting given his dedicated focus to his craft.

Everyone can go ahead and take a second round action now.


CG Aasimar Halfling Bard 13 | HP 133/149 | AC 34 (35 w/ shield) | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□, Focus□□ | Harrow Omen: Books (Skill)| Cond: none

As the shoanti woman despairs, Billy tries to help Arhan by comforting her, "It's a terrible thing, indeed. I'm Billy ... you may have seen me at "The Gutless Griffon". Billy strums a chord and displays his tattoo for the lady, "This is Arhan's work. Just like my real lute. Notice the attention to detail." Nodding with respect to the artist, Billy assures her, "You're in excellent hands. Arhan is a true master at his craft."

Crafting (to influence): 1d20 + 17 ⇒ (3) + 17 = 20
May I try a Harrow reroll? If so, Books (Billy has 2 such cards) for skill checks.
Crafting (to influence): 1d20 + 17 ⇒ (14) + 17 = 31


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13, physical 5 (Mountain Resilience) | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick realizes that he can probably frighten the man into talking to them but seeing that he's a(nother) of Billy's friends, decides that a less confrontational approach might be best. He rubs Apple's head and glancing at Nubnonk, says to the dog in a friendly tone, "No need to fret, Apple. He may look like a grumpy grimy goblin right now, but he's a good chap really... once he cleans up."

Turning to Arhan, he says, "The reason we're here is because the poor woman who was murdered by some devils at the Three Moves Ahead left certain notes behind in which your establishment here was mentioned. We're making the rounds of the listed establishments to warn the owners of potential devilish mischief coming their way. The devils in question seemed intent on finding these." He once again pops out his The Brass Dwarf and displays it to Arhan. He watches the man closely to gauge his reaction.

"Unfortunately, another of the mentioned establishments is the Harrow Barrow owned by Dieral Myrnese. We've been having some difficulty in tracking down Mr Myrnese and were wondering if perhaps you might have some idea of where we might find him."

Diplomacy to Influence: 1d20 + 17 ⇒ (2) + 17 = 19

Sigh! Crap rolls all around and probably a crit fail. Like Billy, Slick will use his only Books card for a reroll. That leaves him with just the three Keys cards.

Diplomacy to Influence: 1d20 + 17 ⇒ (18) + 17 = 35

Better. Looks like Slicks extra +5 he would get from Intimidation probably didn't make a difference here, but I probably won't ignore the extra 25% chance of success next round.


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Society to Discover: 1d20 + 20 ⇒ (3) + 20 = 23

"Ah, well, it's not like two people can kill a Linnorm and claim it's power. It goes to one or the other and can't be shared. And then there's the problem of the curse. So it's probably just as well that you..uh...anyhow, erm, it's a very nice tattoo," says Dramiil, realizing he's probably insulted the Shoanti.

"I'm, um, part Shoanti," he says, making it worse.


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Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

"Nubnonk clean!" the goblin insists. "Nubnonk use napkin and everything. See?!" But the resident thaumaturge knows that Slick knows that and is mostly just talking through the dog, not maligning his friend's good name.

Turning briefly to Jetni, Nubnonk wonders at the Shoanti woman's love life. Goblins as a whole knew about the human practice of marriage, of monogamy, but for the most part found it to be strange. For most of their (poorly kept) history, goblins rarely lived long. And with that reality, well, let's just say that most humans wanted to think about what happened in goblin warrens as little as possible. So getting dumped, requiring having been an item previously, was just bizarre for most goblins.

But as dear readers/fellow players has been firmly established: Nubnonk was no ordinary goblin. He had become a lay priest of Sarenrae in The Puddles and had officiated numerous weddings--even a few between goblins! He had never been married, but that wasn't a requirement for conducting a ceremony. Regardless, Nubnonk was not one to dispense romantic advice. But if someone did ask him, he would tell them tattooing someone's name on your body was a very silly thing to do. Probably not the sort of thing to tell a crying person in a tattoo parlor.

Nubnonk sometimes knew about manners.

Influence w/ Diplomacy, gossip: 1d20 + 26 + 1 ⇒ (14) + 26 + 1 = 41

So he tries to help Dramiil by making a subtle sign that he should stop talking before he made things worse. Then, feeling slightly mischievous, he decides to leverage Erikanesh's off-handed comment in their favor. He liked the Iruxi, but there were times when gossip just made things more fun. "We just come from Historia Reliquary. Owner say you know Dieral. Also say other things about you." He looks around, eyes shifting towards the other customers or employees. And he hushes himself down to a whisper (though a whisper from a goblin is a harsh ragged thing akin to the stage whisper applied in one of the Ivy Districts many theaters.) "Not very nice," he says conspiratorially, and then raises his voice back to normal. "But Billy say you great artist! Nubnonk want make sure you safe and keep make more! So we bring knowledge!"


As Billy tries to reassure the Shoanti woman she begins to sniffle. Pulling out a rather dirty handkerchief she gives her nose an almighty blow. No, never been to the Griffon. Say, arent you a handsome one, she smiles at Billy and gives his arm an affectionate squeeze. That is definitely going to leave a bruise.

Your check is a success with the reroll.

Arhan seems startled by Slicks mention of death and a connection. He slips slightly and Jetni winces, Hey there, stop distracting the man, can't you see he's working!

Its allright dear murmurs Arhan, no real harm caused. I'll soon be finished and you can forget all about Stephan. He glances over to Slick, Dieral you say, I hope he hasn't got himself into any sort of trouble. He's a good bloke, I like him a lot and his cards make for some great inspiration for my work. See here, I'm modelling this bit of work for Jetni on a copy of the Liar he had for sale a while back. Looking at it the name Stephan has nearly been obliterated by the image of a Lamia Matriarch. Funny though, I havent seen him in a few weeks. I hope he's ok.

The 19 was not quite a critical failure but the reroll makes it a pass.

As Draamil cuts in Jetni glares at him, OBVIOUSLY I KNOW THAT she roars. I would land the final blow and become a mighty LINNORM QUEEN and he would have been my consort. The bellowing sets Draamils ears ringing and distracts him so much he doesnt notice much of anything except the large, angry shoanti woman.

Failure on your discovery.

At Nubnonk's suggestion that someone has been bad mouthing Arhan the azarketi man leaps to his feet, Why that cross eyed, scaly, slimebag, I'll throttle him if he's been slagging off my man. Damn him and his pretentious snobbery. He seems to be about to storm out of the shop when Arhan intercepts him. They have a short, muted conversation and eventually the man calms down and disappears out back.

Sorry about that Arhan says, rather sheepishly. Brine sometimes gets carried away with himself. Turning back to Jetni he wipes down her shoulder with a damp cloth, There you go dear, all done he says, angling a looking glass so she can appreciate his work. She leaps up grinning, gives him a hug, drops a few gold onto the counter and heads out. She pauses at the door and glances back at Billy, The Gutless Griffon you say, Maybe I'll pop by and say hello

Thats a critical success to influence bringing you to 5 points. There is of course still more to learn.

He grins at Nubnonk, How about you, would you like a sample of my work? The rest of you are welcome to them as well.

You now have access to the magical tattoos sold here as well as the familiar tattoo and warding tattoo. Arhan is also willing to tattoo each of you with a Greater Enveloping Light Tattoo or a Fiend Warding Tattoo for free. Details on Roll20. You can now also make Round 3 checks.


CG Aasimar Halfling Bard 13 | HP 133/149 | AC 34 (35 w/ shield) | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□, Focus□□ | Harrow Omen: Books (Skill)| Cond: none

Billy admires Arhan's work as he finishes up with Jetni. "Amazing." With his fortune-telling background, Billy knows all about The Liar. "The perfect choice ... what a clever use of that image." Turning to the woman, Billy asks, "Isn't he the best? Anyway, yes, please do see me at the Griffon ... first drink's on me, when you proudly display your new art."

After complimenting Arhan's master craftsmanship, Billy supports Nubnonk's claim about Erikanesh. "Yes yes, of course he can be a pompous boor. Perhaps he tries to impress his equally pompous and arrogant clientele." Billy offers some honey mead to Brine, and continues, "But I, quite literally, sing your praises wherever I go." He smiles. "Is there any more you can tell us about Dierhal? Maybe you know what cards he was interested in when you last saw him?"

Diplomacy: 1d20 + 22 + 1 ⇒ (5) + 22 + 1 = 28

After another sip from his mug, he responds to Arhan's offer of a tattoo, "How generous! Billy gets ready to hop on the table."
Just need to study the 2 options and decide which one.


That is a success, just


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13, physical 5 (Mountain Resilience) | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick mulls over Arhan's offer of a free tattoo. He'd never seriously considered getting a tattoo before, mainly because they wouldn't be visible under his armor. He also eschewed face and hand tattoos as they'd almost certainly distract the ladies from his more ardent ministrations. But given their current situation vis-à-vis the deviltry involved in this Harrow Card hunt they were on, maybe he should get himself a Fiend Warding Tattoo while he was here. Certainly the price was right.

While Billy ponders his choice, Slick makes his decision. Popping off his right vambrace, he sits down in the recently vacated chair and presents Arhan with his bare forearm. "I will indeed take advantage of your very generous offer of a tattoo. A Fiend Warding Tattoo should come in very handy if, as I suspect, we'll be running into more of infernal opponents in the near future. I will also show it off to the patrons of The Gutless Griffon and recommend your services to them when they inevitably compliment your peerless work."

Diplomacy to Influence with Gossip Bonus: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

The goblin had been not-so-secretly trying to see if he might be able to get a tattoo, especially for free, so he eagerly jumps at the opportunity!

"Yes, sample, please! Hmmm..." As Arhan shows Billy two possible options for a free sample, the goblin seems enamored by the pattern of six yellow concentric circles. "Very pretty," he coos. "Nubnonk like look of this one: en-veh-loh-ping light. Nubnonk next after Slick!"

Mischief had worked well after all! They had learned that Brine and Arhan were connected, and that Brine was very protective. It was cute! Nubnonk hadn't even had to specify the bad-mouthing, merely reference it. But now, with just that little bit of an extra push, he could possibly further ingratiate himself to Arhan while stirring the pot a little bit more.
"These look magic!" he declares after studying the patterns. "Nubnonk no know why silly iruxi talk lack of scholarship! To know how ink magic on skin mean you smart!"

Influence w/ Diplomacy, gossip: 1d20 + 26 + 1 ⇒ (5) + 26 + 1 = 32


Combined those take you to 8 successes which is the maximum so I am going to move us on. Draamil of course is free to post as well if you want to.

Arhan sets to work with each of you, happily discussing what sort of tattoo each of you wants. His kobold assistant, who introduces herself as Nara joins in, eagerly sketching various different designs for each of you to consider.

To further help Arhan also brings out a number of different sketch books, each containing many examples of their previous work. As he flicks through he stops for a moment, Oh yes, now I remember. Dieral was here one day months ago and I was showing him one of these designs. He said something, what was it.... Nara peers over, It was something about a safehouse wasn't it, somewhere he would go if he was ever in trouble

Arhan shakes his head, Sort of. That's it, I remember, he said that the design reminded him of the design of a sign over the safe house. It was a rearing horse in profile. If you are looking for him that is probably where he has gone if he is lying low. If you do find him tell him to stop by when he thinks its safe.

Or dont! booms Brine from the back room.

Arhan shakes his head, Idiot he shouts back.

He quickly finishes up your various tattoo's. Well, that's it for me today. We are closing up now, feel free to come back any time. I will even give you or discount or teach you some of the tricks of the trade.

OK, at this point you have finished here. Arhan will give you acces to the Tattoo Artist skill feat (Secrets of Magic 164) and Arcane Tattoo, Ornate Tattoo, and Virtue-Forged Tattoo human ancestry feats (Pathfinder Lost Omens Character Guide 11, 13, and 14). He can help one PC retrain into one of these feats each day, although this takes an entire day. He also offers you a permanent 10% discount on all uncommon wares sold by Kraken’s Ink Tattoos.

At this point you have used up most of the time available to you today for hunting around for clues and the like. Is there anything you want to do before heading to your lodgings?


CG Aasimar Halfling Bard 13 | HP 133/149 | AC 34 (35 w/ shield) | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□, Focus□□ | Harrow Omen: Books (Skill)| Cond: none

As the kobold is flipping through the sketch book, Billy comments, in fluent Draconic, "Greetings Nora! I'm Billy. My reputation may precede me." He smiles and continues in Common, "You're quite skilled. So many excellent choices." When the safehouse is mentioned, Billy asks Arhan, "A rearing horse, you say?" Billy considers if he's seen such a symbol.

If appropriate, Recall Knowledge ... Society at +20

When it's his turn, Billy decides on the Fiend Warding tattoo. "Can the artwork be in the form of a B-flat major chord?" He explains, "B-flat, or Bb, for Billy Bardy, of course!" He prepares his opposite shoulder for the new tattoo.

After everyone is inked up, Billy bows to the staff, "You're always a gracious host, Arhan. Thank you." Turning to his companions, "Shall we retire for the evening?" He drains the last of his mug, stows his jug, and prepares to depart.


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Dogs and horses? Being here was really setting Nubnonk's deep-seated ancestral hatred for certain four-legged beasts into overdrive. But a civilized goblin could keep it together, especially while getting a brand-new tattoo!

There is both more and less pain than Nubnonk expected while getting his ink. More in that no one warned him. Less in that he was used to much more pain coming his way than needles. Granted, he couldn't tuck and roll like he could when a devil was trying to gore him, but this was still much like a newborn goblin sinking their teeth into your arm. Sure, it hurt, but that was the price of doing business.

The goblin stares at his softly iridescent tattoo, a pale yellow against his green skin.
"Nubnonk thank Arhan!" he says, offering his hand in a firm shake. "Watch out for devils, okay?"

---

Outside, Nubnonk once more pulls his hood up to shield himself from the rain. "Billy playing music tonight? Maybe date with Shoanti giantess would-be Linnorm Queen?" He cackles, slapping his knee. "Or maybe can give Nubnonk harrow reading?"

Turning more serious, he gets a distant look in his eyes. "It late. Reclaimed Paradise probably closed. We try tomorrow. But Dieral safe house--anyone know where might be? Think, Nubnonk, think."

Nubnonk will attempt to Recall Knowledge based on that description of the rearing horse in profile to see if he knows where it might be. He'll use Esoteric Lore (+22) while holding his Tome implement (+1 circumstance) and Diverse Lore (-2 penalty) to try to remember something useful. Dubious Knowledge should get me something even with a failure, and he'll use Loremaster's Etude to roll twice and use the better result.


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13, physical 5 (Mountain Resilience) | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick sits stoically still while Arhan works on his tattoo. When the man is done, Slick examines the finished piece closely. He nods in satisfaction; a devil's skull with a sword running through it; it would do. He expected to be running his sword through quite a few more fiends before this little adventure was over. He couldn't wait to get back to The Gutless Griffon and show it off.

Bowing to Arhan, he says, "A beautiful tattoo; I expected nothing less. Thank you for your time and the information you provided. If we ever track down Dieral we'll definitely pass along your message." Bending over, he gives Apple one last scritch behind the ears, and nodding to Nara, heads for the door.


CG Aasimar Halfling Bard 13 | HP 133/149 | AC 34 (35 w/ shield) | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□, Focus□□ | Harrow Omen: Books (Skill)| Cond: none

When Nubnonk asks about the safehouse, Billy shares anything he knows of a rearing house symbol. "It seems familiar...on the edge of my memory."
See previous post requesting a Recall Knowledge check with Society +20.

When the goblin suggests a possible date for Billy, the halfling laughs. "You jest, my friend. You're a jest-er. You're just missing the multi-colored cap 'n bells!" He continues, "Honestly, I don't think a Linnorm queen could handle this particular Aasimar halfling." He grins.

Regarding a harrow reading, the bard responds, "Be happy to. But Dramiil, our resident occultist, is likely even more skilled than I. If not, stick around after my last set. Slick will show you to my corner booth."

Billy is +16 in Fortune-Telling Lore, while Dramiil is +20 in Occultism. Assuming no benefit for using a Lore skill for Harrow Readings, Dramiil has the edge.


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13, physical 5 (Mountain Resilience) | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick ponders the information they've obtained from Erikanesh and Arhan. "Sounds like we're looking for a place in Eastgate marked with a sign of a rearing horse in profile. Surely there can't be too many buildings in Eastgate with a sign like that over the door." He pauses in thought. "Still, Eastgate's pretty big and we could easily spend days tracking it down. Before we do that, we should go visit this Clemeth person at the Reclaimed Paradise to see if they can narrow things down for us." He stretches and yawns. "It's been a long day. How about we hit The Gutless Griffon for dinner before we call it a night? I could use a big meal right now."

Doesn't sound like we've got time for much more than that.

When they'd arrived in Absalom, He and Billy had found a place in the Foreign Quarter near The Irorium. It was small, cheap and not too far from The Gutless Griffon. Since they only used it to bunk in, they'd never felt the need to upgrade once they'd found decent work. So after they finish their meals and down the last of the ale, they bid their friends a good night and prepare to head back to their hole in the wall to crash for the night. "How about we all meet up at the Bazaar in the morning for breakfast before we go visit the Reclaimed Paradise?"


At the moment you don't have enough information to make a RK check. I will wait for Draamil to post and then move us on, assuming you plan to head to the Reclaimed Paradise the following morning. As a reminder, Draamil does have a horrible lethal form of tetanus which will require another save at some time in the next couple of days.


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Heh, lemme know when we should visit a priest or something..

I'll take the Enveloping Light tattoo.

Dramiil remains fairly meek compared to the boisterous Shoanti woman and the engrossed kobold, and sits quietly while tattooed with the concentric circles of light upon his sternum (which hurts quite a bit; someone warned him a while back about tattoos there, but too late now). He sips water gratefully when it is done and ducks out with the rest of his crew.

"I think we might want to ask around about this place with a rearing horse symbol. It almost makes me think of heraldry...ow," he says rubbing his chest as he moves, then rubs his jaw. "We might want to check in with a healer as well...one that works on credit," he says a bit ruefully. "I'd rather not wind up with lockjaw."

At The Gutless Griffon

He pulls out his Harrow deck and shuffles it.

"Billy, that song about the ah, lady dragon, I don't really know what to say about some of the verses, but I'll probably be humming it for a few days," he says while cutting the cards.

"I'll give a Harrowing a go for myself," he offers.

Hmm, we should include our Harrow Omen status in our statuses.

He meditates for a good long while, occasionally sipping from his fizzing fig drink.

Finally, he pulls two cards, leaving them face down.

"Navigating a safe path to the safe house," he says carefully.

Occultism: 1d20 + 20 ⇒ (3) + 20 = 23

I'm not sure what the DC would be...using Experienced Harrower to lower the DC and negate costs, and Reading The Signs to draw and choose from two cards.

Card 1: 1d6 ⇒ 2
Card 1 number: 1d10 ⇒ 8
Card 2: 1d6 ⇒ 5
Card 2 number: 1d10 ⇒ 7

He uncovers the Deuce of Keys and the Seven of Stars.

"Keys, I think," he says, taking the card. "But...I'm not sure that worked. I think I mentioned--I haven't cast the Deck in a while. I've felt a bit blocked. And I think this illness is getting to me."

He puts the Stars card away and stares at the two card of keys, flipping it over and back idly in one hand.

That's probably a failure. Harrowing rituals are an hour, so I can try another for someone else. The dice are not kind to poor Dram!


@Draamil, the DC for a ritual is normally the very hard DC of a level equal to twice the level of the ritual. So, for level 6 it is 35, level 5 is 32, level 4 is 29, level 3 is 27, level 2 is 24 and level 1 is 21. Experienced Harrower removes the very hard (+5) DC adjustment so those are all 5 lower for you.

For the Harrowing Ritual you draw one card per level of the ritual. Normally it auto scales to level 6 but I am happy for you to choose a lower level to use an easier DC. To avoid people spamming 1 card rituals and pretty much auto critting I am going to limit the ritual to once per Chapter of each part of the AP. You make one Occultism check for each card you draw. Your first roll stands.

So, you need to decide what level you want to cast the ritual at, that determines how many cards you draw (rolling twice to determine each card due Reading the Signs) and then you make an Occultism check for each card. Bear in mind you get a benefit even on a failure. Finally, yes people should record their benefits somewhere on their sheet.

At this point we are also a fair chunk through Chapter 1 so I am going to reset everyone to 1 Hero Point.


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

I'll keep the existing roll. It seems too metagamey to me to retcon that to a Level 1 or 2 DC. I'll go with the 2nd roll at Level 6 for maximum effect...why not? ;)

Occultism: 1d20 + 20 ⇒ (14) + 20 = 34

Ok, so that had to beat DC30, and it does. Whew! (should do so 50% of the time

One thing I'm not clear about...if I do a Level 6 Ritual, the wording of the spell says "1 Target" and even during Heightened, it's still just 1 Target. Does that mean I can't hand out cards to other people?

Let me know and I'll either roll...4 more times...or a smaller number. I mean, I guess Dram could give himself potentially 6 buffs, but that seems odd and kind of a bummer that he can't hand out cards to others.


You make one check for every card you draw. You draw a number of cards based on the level of the ritual. All of them apply to 1 Target. You can draw on behalf of others. To speed things up I am going to make the rest of the rolls. I assume the first ritual is for you and the second is for Nubnonk. So far, for you, we have a fail with a choice of Keys or Stars (a reroll at -4, choose now for to to apply to Ref or Will saves) and a Pass with a suit to roll.

Ritual Rolls:

Suit: Hammers, Keys, Shields, Books, Stars, Crowns. For each result choose one suit to determine the effect.

Harrow Suit Draw 2: 2d6 ⇒ (5, 1) = 6
Hammers or Stars

Occultism 3: 1d20 + 20 ⇒ (10) + 20 = 30
Harrow Suit Draw 2: 2d6 ⇒ (5, 3) = 8
Success, Shields or Stars

Occultism 4: 1d20 + 20 ⇒ (5) + 20 = 25
Harrow Suit Draw 2: 2d6 ⇒ (1, 4) = 5
Failure, Hammers or Books

Occultism 5: 1d20 + 20 ⇒ (8) + 20 = 28
Harrow Suit Draw 2: 2d6 ⇒ (4, 3) = 7
Failure, Shields or Books

Occultism 6: 1d20 + 20 ⇒ (5) + 20 = 25
Harrow Suit Draw 2: 2d6 ⇒ (4, 6) = 10
Failure, Books or Crowns

And for Nubnonk.

Occultism 1: 1d20 + 20 ⇒ (7) + 20 = 27
Harrow Suit Draw 2: 2d6 ⇒ (3, 1) = 4
Failure, Hammers or Shields

Occultism 2: 1d20 + 20 ⇒ (16) + 20 = 36
Harrow Suit Draw 2: 2d6 ⇒ (3, 5) = 8
Success, Shields or Stars

Occultism 3: 1d20 + 20 ⇒ (6) + 20 = 26
Harrow Suit Draw 2: 2d6 ⇒ (1, 5) = 6
Failure, Hammers or Stars

Occultism 4: 1d20 + 20 ⇒ (14) + 20 = 34
Harrow Suit Draw 2: 2d6 ⇒ (1, 1) = 2
Success, Hammers

Occultism 5: 1d20 + 20 ⇒ (3) + 20 = 23
Harrow Suit Draw 2: 2d6 ⇒ (4, 2) = 6
Failure. Keys or Books

Occultism 6: 1d20 + 20 ⇒ (10) + 20 = 30
Harrow Suit Draw 2: 2d6 ⇒ (4, 2) = 6
Success, Keys or Books

Draamil chooses which of the suits applies for both himself and Nubnonk. As a reminder, the effect of the ritual is:

Critical Success The target gains agency over fate and chance while in the pursuit of their goal, gaining a “wild card.” Randomly determine a harrow suit, either by rolling 1d6 or by drawing a card from a full harrow deck, and then consult the Associated Suit Checks table below. At any point during harrowing's duration, the creature can expend this wild card to immediately reroll any associated check they just made, gaining a +4 status bonus to the reroll. They must use the second result. Once this reroll is taken and the wild card is spent, the harrowing ritual's effects end.
Success As critical success, but the wild card does not grant a status bonus to the reroll.
Failure As success, but the wild card instead grants a –4 status penalty to the reroll.
Critical Failure The target's destiny is beyond their capability to manipulate. The wild card has no effect, and further harrowing rituals cast on the target for one month automatically result in critical failures.


After a hearty meal at the Gutless Griffon the group repair to their various lodgings, alone, or perhaps with company. Who can say but we shall draw a discrete veil over the nights activities.

The following morning you gather together at the Mask and Moon, a boutique restaurant and coffee house that serves the very best cinnamon rolls and superb coffee.

The weather has cleared and it is a cold, crisp morning. Outside the sounds of commerce float into the shop, street vendors selling suspicious sausages on a stick, beggars, peddlers and itinerant priests all competing for the attention of early morning shoppers.

Settling your bill (I assume someone pays for Slick) you head into the Bazaar towards the Reclaimed Paradise. Clemeth, the proprietor, is a well know figure in the Bazaar, a full blooded orc mechanic who has made a business of recycling junk and repairing items most thought long since lost. Unfortunately for you someone has other ideas about your morning activities.

As you wend your way through the market a shout goes up and, suddenly, you are under attack! From up on the roofs of buildings around you several figures appear armed with bows! One sends an arrow winging past Billy's ear and then ducks out of sight behind the roof. A second arrow streaks down, straight through the meat of his thigh. The second archer, seeing how effective that was repeats the trick, winging Billy and then piercing him through his upper arm, causing incredible pain.

OK, you are being ambushed. There are lots of civilians around you. I have out a selection on the map for flavour but assume for the first 3 rounds the entire market area is difficult terrain. Also, should you use indiscriminate AoE it could have...consequences. The enemies are all on the roofs of buildings, 20' up. They have cover from the roof railings and can therefore hide to enable their sneak attack. You can see the first two who acted. If your Perception DC is 28 or better you can see Blue and Red. If not they are currently Hidden from you.

One other note. I generally assume that while wandering around town, going shopping etc you will not be using exploration activities. Two reasons for this, firstly, most of them make you move at half speed so everything takes twice as long. Secondly, it makes you look like paranoid psychopaths and you are likely to be arrested. For similar reasons I don't expect you will have weapons drawn. Something like a staff is fine but things like Polearms, while they may be carried wont be ready for fighting with.

With all that said let's see what happens.

Initiative
Dramiil : 1d20 + 18 ⇒ (14) + 18 = 32
Slick : 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36
Slick Battle Cry: 1d20 + 22 ⇒ (1) + 22 = 23
Billy : 1d20 + 21 ⇒ (1) + 21 = 22
Nubnonk : 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29
Nubnonk Battle Cry: 1d20 + 26 ⇒ (4) + 26 = 30

Turn Order, Round 1

Green enemy
Orange enemy
Slick
Draamil
Nubnonk
Blue enemy
Red enemy
Billy

I have rolled Battlecry as it is part of my default macros but no-one is in range as they are 20' up.

Combat Rolls:

Green takes a pair of shots against Billy

Bow 1: 1d20 ⇒ 1
Hide: 1d20 ⇒ 17
Bow 2: 1d20 ⇒ 20

He misses, successfully hides and then crits Billy
Damage: 1d6 + 9 + 2d6 + 2d4 ⇒ (5) + 9 + (4, 6) + (3, 2) = 29 doubled for 58 damage +1d10 ⇒ 1 deadly. The 2d6 is precision, the 2d4 is poison. It is a simple injury poison so no need for a save.

Orange does the same.

Bow 1: 1d20 ⇒ 8
Hide: 1d20 ⇒ 18
Bow 2: 1d20 ⇒ 20

Thats a hit this time, a successful hide followed by yet another crit! Ouch!
Damage 1: 1d6 + 9 + 2d6 + 2d4 ⇒ (1) + 9 + (1, 2) + (4, 3) = 20
Damage 2: 1d6 + 9 + 2d6 + 2d4 ⇒ (2) + 9 + (1, 6) + (2, 2) = 22 doubled for 44 damage +1d10 ⇒ 3.

Billy takes a total of 126 damage and is looking very unwell.

Combat Status:
Round 1
Turn Order

Green enemy
Orange enemy
----------------------------
Slick
Draamil
Nubnonk

----------------------------
Blue enemy
Red enemy
----------------------------
Billy

[ooc]Bold may act[/b]

Combat status

Slick 173/173
Dramiil 107/107, Unwell (No current effect)
Nubnonk 153/153
Billy 1/127

Green ◆ Shoot ◆ Hide ◆ Shoot
Orange ◆ Shoot ◆ Hide ◆ Shoot


CG Aasimar Halfling Bard 13 | HP 133/149 | AC 34 (35 w/ shield) | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□, Focus□□ | Harrow Omen: Books (Skill)| Cond: none

[The previous night at the Gutless Griffon...]
The proprietor, Fronsac Shimm, approaches Billy during his meal and whispers to him. Billy pretends to consider the offer, "Well, I don't know...it has been a long ..." He laughs, "Who am I kidding? Of course!" Even though he's not scheduled to perform, Billy walks on stage, strums a chord on his lute, and starts singing.

"A story of our heroes? Here's the deal.
With me, and Nubnonk, Slick, and good Dramiil.
Visions filled our minds with fear and dread.
Bravely searched for signs: Three Moves Ahead.
Greeted by a devil and his friend.
Nubnonk told us how to make it end."

The bard acknowledges the applause, sips some honey mead, and continues,

"Our next place on the tour. They charged a fee!
But when we go there next, we get in free!
The iruxi owner is a fan of mine.
I warned him that there's usually a line.
Our final stop, we spent at Kraken's Ink.
Now back at Gutless Griffon for a drink!"

Billy stands, bows, and returns to his table, muttering something about "...the price of fame..."

[In the morning, during daily prep...]
Billy prepares for the day and prays to Desna, the goddess of luck. As he does each morning, he shuffles his Harrow Deck and retrieves 2 cards to find his Harrow Omen Suit for the day:

Harrow Omen Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 2
Harrow Omen Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 1

With Reading the Signs, he chooses: Hammers. He then pulls out his lucky wand:

Lucky Number: 1d20 ⇒ 6

He thinks to himself, "That doesn't bode well...but I'll be prepared." Alas, he wasn't at all prepared....

[During breakfast, at The Mask and Moon...]
While the others are still half-asleep, Billy rattles on, "As I was saying, aren't these the best cinnamon rolls you've ever had?" Realizing Slick is cash-poor, Billy says, "You owe me 2 coppers, my friend."

[Sometime later, in the marketplace ...]
Billy gets shot with what feels like a hundred arrows ... and nearly dies.


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13, physical 5 (Mountain Resilience) | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick downs the last of his cinnamon rolls and licks his fingers to clean off the frosting. When the bill is presented, Slick looks confused and pats his armor as if feeling for an invisible wallet. His last silver was still deep in one of his pockets, but he knew Billy would pay for him. "Add it to my tab, Billy. Something tells me that I'll be repaying you soon enough."

[Sometime later, in the marketplace ...]

Slick hears the arrows whiz by and wonders where they came from and where they ended up. He looks up at the surrounding roofs, then calls through the stall to Billy. "Hey, Billy! Did you see where those arrows went?" He glances over at his friend and sees him doing his best impression of Saint Sebastian. "Whoa there little buddy. You don't look so good."

He then quickly ducks around the stall, reaches out to grasp Billy's arm, and asks Gorum for help in keeping the halfling in this fight.

Action 1 (◆): Stride (45 feet)

Action 2 (◆): Cast a Spell: Lay on Hands [L6] on Billy

Billy recovers 36 hit points and gains a +2 status bonus to AC for 1 round

Once he sees the color return to his friend's cheeks, he breathes a sigh of relief. "There you go. I think you'll find my fee for this service to be very reasonable. A mere 2 coppers should cover it." Slick then turns his attention to the building with the assassins and strides over in preparation to climb up and repay the favor.

Action 3 (◆): Stride (45 feet)

What's the story with getting up onto these roofs. Would that be a 20' climb? What's the DC of the Athletics check?


Yes, you could climb the outer walls. They aren't very difficult, lets call it DC15. However, Climbing requires you to have both hands free.


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18


Dram will choose: Keys (f) Stars, Shields, Hammers (f), Shields (f), Books (f)


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Dramiil frowns at Billy suddenly becomes a pincushion. "Blood's supposed to stay on the outside," he mutters, and casts a spell.

A glimmering portal opens up next to Dramiil and ends on the rooftop with the assassins.

"Go, Nub."

Nubnonk suddenly feels just a wee boost in his abilities.

Casting Tesseract Tunnel so Nub can get up on the roof fast (and Slick...and eventually Dram and Billy)

Also Heightened Amped Guidance. +2 to skill check, attack, save, etc

Dram has now used both of his Focus Points.

Actions: Tesseract Tunnel ◆◆, Guidance ◆


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

"Er...blood on the inside, arrows in the...in the quiver, I guess."


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Daily Decisions:
Tome Adept Benefits: Master Stealth (+22), Master Thievery (+21)
Talismans (4): Snapleaf for Slick's Armor
Jade Bauble for Slick's Greatsword
Owlbear Claw for Nub's Boomerang
Grim Trophy for Nub's Armor

Exploration Activity: Investigate

Nubnonk's Harrowing:
Dramiil can choose which of the two applied for Nub, but I would prefer the following:
1: Failure - Shields
2: Success - Stars
3: Failure - Hammers
4: Success - Hammers
5: Failure - Books
6: Success - Keys

My reasoning is that rerolls with penalties on strikes and skill checks seem like a reasonable trade, while rerolls with penalties on saves generally make me nervous.

Also, while it has no mechanical effect, I'd like to roll the alignment for each of the six cards.

Shields 1: 1d9 ⇒ 2 LN: The Brass Dwarf
Stars 2: 1d9 ⇒ 4 NG: The Midwife
Hammers 3: 1d9 ⇒ 6 NE: The Beating
Hammers 4: 1d9 ⇒ 2 LN: The Forge
Books 5: 1d9 ⇒ 6 NE: The Idiot
Keys 6: 1d9 ⇒ 7 CG: The Juggler

A zombie uprising, an azer, a dwarf, a masked man being poked by goblins (Nubnonk didn't like that one), a juggling giant, and a halfling midwife.

Dramiil explains some of the meanings behind each card and their respective alignment. The misaligned Brass Dwarf signified a dark fate that could save others from greater danger. The Midwife sees the good in even the worst situation and importance of a new arrival--perhaps of information instead of a person. The misaligned Beating suggests an imminent assault from all sides, but that an undiscovered strength could be found. The Forge suggests strength through diversity and danger requiring many sources of strength to overcome. The Idiot is about foolishness and greed--oh, of the man, not the goblins! Its misalignment suggests that someone might be feigning foolishness to disguise their gifts--something that Nubnonk was quite accustomed to. And finally, that titanic Juggler is tied so strongly to playing with fate, and promises that keeping up the rhythm will enable one to achieve their goals!

It's an exciting Harrowing, and Nubnonk claps as Dramiil offers the interpretations.

Come morning, Nubnonk eagerly purchases one of the suspicious sausages on a stick. Goblinkind was nothing if not adventurous, and the provenance of a given meat product was generally of little consequence. Even though they had just eaten at the Mask and Moon, there was always room for more to eat. Did goblins have second stomachs or pocket dimensions within, or just good metabolism? Nubnonk would never tell.

The first arrow misses Billy but streaks through the remainder of Nubnonk's suspicious sausage on a stick before three more arrows slam into poor Billy. The goblin shrieks in surprise and anger, bellowing as he loses his mid-morning snack and nearly loses his friend.

Nubnonk's Perception DC is 29, so he can see Blue and Red!

It seems like their recent activities may have drawn some undesirable attention. As Dramiil opens a whirling portal next to him and encourages him to jump in, the goblin grabs his guiding star from his hip and he leaps in, continuing his movement through to be ready for when Slick gets up to the roof. He would be ready to provide a flank for the big half-elf with the big weapon.
"That my snack, and that my friend!" he screeches, stabbing out at the assassin.

◆ Draw Weapon, ◆ Stride [Teleportation], ◆ Strike

The Guiding Star weapon has the following traits: Chaotic, Divine, Good, Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S, Evocation, Magical.

Guiding Star Strike, Heightened Amped Guidance: 1d20 + 20 + 2 ⇒ (12) + 20 + 2 = 34
Piercing Dmg: 2d4 + 6 + 3 ⇒ (4, 3) + 6 + 3 = 16

Active Effects: Inspiring Aura (15-foot emanation centered on Nubnonk) [emotion, mental, visual]

  • +1 status bonus to saving throws against mental effects
  • Reduce fear effects by 1 each round
  • +3 status bonus to damage rolls


  • Slick darts forward and brings some much needed relief to Billy before heading under the awning where he hopes the archers might not be able to see him. Meanwhile, behind him, Draamil rips open a tear in reality.

    Panicked shoppers swirl around the group. One stumbles into the portal, finds himself on the roof, is very confused, trips and tumbles over the edge, crashing through the awning next to Slick.

    Nubnonk follows the hapless shopper through, draws his starknife and stabs the would be assassin. The man winces in pain.

    That's a hit for 16 damage on Orange.

    The other enemy on the same roof, seeing a closer and, arguably, easier target draws his blade and scrambles across to flank Nubnonk but the uneven roof clearly throws off his aim and the blow goes wide.

    His companion however still has Billy in his sights. His first arrow slices through the flesh of his lower arm. He then tries to duck out of sight but Billy's keen eyes pick him out amongst the ornamental gargoyles. Unfortunately he still plants an arrow straight into his chest and Billy slowly topples over.

    Wow, three nat 20's in the first round, I am not normally this harsh but they are explicitly assassins trying to kill you. Still, I have faith in you! Billy takes 56 damage and is unconscious. I have moved him in initiative.

    Combat Rolls:

    Blue attack
    Vs flatfooted: 1d20 ⇒ 4
    Miss

    Red rolls
    Bow 1: 1d20 ⇒ 15
    Hide: 1d20 ⇒ 8
    Bow 2: 1d20 ⇒ 20
    Hit but not flatfooted, fail to hide, crit!

    Damage 1: 1d6 + 9 + 2d4 ⇒ (1) + 9 + (1, 2) = 13
    Damage 2: 1d6 + 9 + 2d4 ⇒ (4) + 9 + (2, 2) = 17 doubled +1d10 ⇒ 9 deadly

    Combat Status:
    Round 2
    Turn Order

    Green enemy
    Orange enemy

    ----------------------------
    Slick
    Draamil
    Nubnonk
    ----------------------------
    Blue enemy
    Billy
    Red enemy
    ----------------------------

    Bold to act

    Combat status

    Slick 173/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 153/153
    Billy 0/127, +2 status bonus to AC, dying 2

    Orange 16 damage


    Meanwhile, back on the roof, the assassin Nubnonk has stabbed turns on him. Drawing his blade he stabs out twice at the flanked little goblin. He pokes two quick, painful, holes into Nubnonk.

    Two hits for 42 damage

    Green instead starts to target Slick with Billy down and Draamil not appearing to be a threat. The first arrow slices through a gap in his shoulder plate and Slick feels the sting of poison. The man then stumbles over a gargoyle, leaving his second shot to go entirely wide and bury itself in the awning above Slick.

    One hit on Slick for 20 damage

    Combat Rolls:

    Orange draws his weapon and attacks twice.

    Sword 1: 1d20 ⇒ 18
    Sword 2: 1d20 ⇒ 17
    Both hit, neither crit

    Damage 1: 2d6 + 9 + 2d6 ⇒ (2, 5) + 9 + (2, 1) = 19
    Damage 2: 2d6 + 9 + 2d6 ⇒ (2, 3) + 9 + (4, 5) = 23

    Green shoots, hides, shoots
    Bow 1: 1d20 ⇒ 17
    Hide: 1d20 ⇒ 1
    Bow 2: 1d20 ⇒ 2
    That's a hit, a fail to hide and a miss.

    Damage: 1d6 + 9 + 2d4 ⇒ (6) + 9 + (1, 4) = 20

    Combat Status:
    Round 2
    Turn Order

    Green enemy
    Orange enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk

    ----------------------------
    Blue enemy
    Billy
    Red enemy
    ----------------------------

    Bold to act

    Combat status

    Slick 153/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 111/153
    Billy 0/127, +2 status bonus to AC, dying 2

    Orange 16 damage


    CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13, physical 5 (Mountain Resilience) | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

    I've been racking my brain to figure out what's the best thing to do in this situation and I'm afraid I'm not seeing a great deal of hope for us.

    Examining what the GM is sharing with us of the assassins' rolls, it appears that they are at least +19 to hit (one of them hit with a roll of 8 against Billy's 29-2 = 27 AC), with damage of 1d6+9 +2d6 precision +deadly with their bows (with poison thrown in for good measure) and 2d6+9 +2d6 precision with their blades. Being a little metagamey here (though I can justify it due to Slick's martial eye for such things), that suggests that they are most likely moderate Level 9 creatures, placing their hit points in the 150s. In 1+ rounds, they've managed to inflict 126+56+42+20 = 244 hit points of damage on us to our... 16 on them.

    Even if their rolls cool down and they each average some 20-25 hit points of damage on us per round, that is not sustainable, especially since our only serious healer is out of the fight, taking his 3-actions per round with him. Slick is only one guy with only 3-actions, and after two full rounds, still hasn't managed to even attempt a single blow with his main weapon. Even with good rolls, it will take him 2-3 rounds of Strikes to take out each of these assassins on his own while several of the bad guys are hitting back at him. With Nubnonk and Dramiil involved we might be able to take out one of them every 2 rounds, but if Slick goes down under concentrated fire (which could happen in as little as 1-2 rounds, but more likely in 2-3 rounds, especially without anyone around to heal him), that still leaves 2-3 of the bad guys around to finish off our last two much softer and less damage-producing members. As I said... things are not looking good.

    Slick looks up at the side of the building and guesses that it will take him a fair bit of time to climb before he can get his hands on the bad guys; quite literally his hands, because pulling out his greatsword is a whole major ordeal in itself. Even if he lands his blows perfectly, it would only bloody his tough opponent. He looks over at the teleporation tunnel that Dramiil opened up, but with the screaming crowd in the way, it would take him just as long to reach it as it would to climb the wall. He realizes that to get out of this little situation they found themselves in, he would need some help. Good thing that Billy had his back then...

    ...hearing some thocks followed by a gurgling sound, Slick looks over in time to see his friend go down under another barrage of supernaturally well-aimed arrows. So much for that idea; they were in some real trouble now. Slick needed to get Billy back into the fight or they were cooked. He sprints back to the fallen Billy and once more asks Gorum for an intercession. Then, shielding his friend with his well-armored body, he finally frees his greatsword and prepares himself to use Dramiil's tunnel to reach the enemy on the rooftops.

    Action 1 (◆): Stride (45 feet)

    Action 2 (◆): Cast a Spell: Lay on Hands [L6] on Billy

    Billy recovers 36 hit points and gains a +2 status bonus to AC for 1 round. That burns Slick's last Focus Point, so no more healing from him and no Protector's Sacrifice to boot.

    Action 3 (◆): Interact - Take +2 Striking Grievous Greatsword in hands


    Bear in mind when using their bows they are far from certain to get sneak attack. I still have faith in you. As a reminder Draamil, Tesseract Tunnel is a sustained spell.

    Slick darts through the crowd and quickly revives Billy.

    Combat Status:
    Round 2
    Turn Order

    Green enemy
    Orange enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk

    ----------------------------
    Blue enemy
    Billy
    Red enemy
    ----------------------------

    Bold to act

    Combat status

    Slick 153/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 111/153
    Billy 36/127, +2 status bonus to AC, wounded 1, prone

    Orange 16 damage


    Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

    That had hurt, and Nubnonk didn't like being surrounded because it hurt more. The goblin tugs a blue and silver mask up above his face and imagines screaming as loud as he possibly can. A soul-chilling scream keens from him, blasting the assassins with negative energy.

    Mask of the Banshee, negative damage: 6d10 + 3 ⇒ (2, 6, 8, 7, 10, 3) + 3 = 39

    DC 25 Basic Fortitude Save. Activating the Mask of the Banshee ◆◆ (Envision, Interact) [Auditory, Invested, Magical, Necromancy, Negative]

    Mask of the Banshee wrote:
    The mask emits a soul-chilling scream that deals 6d10 negative damage to each living creature in a 20-foot emanation (DC 25 basic Fortitude save).

    Then he strides back into the portal to get back down to his friends, moving a bit beyond Billy to interpose himself between the western archers and his halfling friend. He didn't really want to be by himself getting holes poked in himself. "They make sharp pointies," he comments, clearly aggravated.

    Active Effects: Inspiring Aura (15-foot emanation centered on Nubnonk) [emotion, mental, visual]

  • +1 status bonus to saving throws against mental effects
  • Reduce fear effects by 1 each round
  • +3 status bonus to damage rolls


  • Nubnonk unleashes a scream of primal terror. It is fortunate that he is up on the roof so that various bystanders aren't brutally killed. Unfortunately both of our assassins are made of sterner stuff and neither seems to be affected.

    Draamil is up

    Combat Rolls:

    Save Blue: 1d20 ⇒ 20
    Save Orange: 1d20 ⇒ 18

    Critical success for both. My dice are definitely on fire.

    Combat Status:
    Round 2
    Turn Order

    Green enemy
    Orange enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk
    ----------------------------
    Blue enemy
    Billy
    Red enemy
    ----------------------------

    Bold to act

    Combat status

    Slick 153/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 111/153
    Billy 36/127, +2 status bonus to AC, wounded 1, prone

    Orange 16 damage


    Stats:
    AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
    Skills:
    Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

    As soon as Nubnonk is through, Dramiil lets the tesseract tunnel drop. He concentrates, and nothing seems to happen--although careful observers can see that dust and smoke stops in a semi circle around the group.

    Wall of Force. 1 minute, no need for sustaining.

    "Friends, are there any sewers below us? We need to hide and figure out a strategy to scry and attack." Dramiil's face is furrowed with concern.

    Will draw the Wall in a sec on Roll20


    Draamils magical gate silently implodes, expelling a puff of strangely psychedelic mist. Draamil focuses for a few seconds and...nothing appears to happen.

    I have you now Billy shouts Blue, continuing the trick of shooting and hiding. The arrows smash against the invisible wall of force. What the f#!@! he sputters, clearly confused.

    Combat Status:
    Round 2
    Turn Order

    Green enemy
    Orange enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk
    ----------------------------
    Blue enemy
    Billy
    Red enemy
    ----------------------------

    Bold to act

    Combat status

    Slick 153/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 111/153
    Billy 36/127, +2 status bonus to AC, wounded 1, prone

    Orange 16 damage


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    CG Aasimar Halfling Bard 13 | HP 133/149 | AC 34 (35 w/ shield) | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4☑□□, 5□□□, 6□□□, 7☑□, Focus□□ | Harrow Omen: Books (Skill)| Cond: none

    Billy slowly opens his eyes. Coming out of the fog, he sees Slick standing over him. "Okay. We're even on the 2 coppers. Thank you." Still lying on the ground, the bard hears the sniper call his name, "Ahh...they know me! Not all my fans have discernable taste ... maybe I was off-key one night?" Confused as to how that could possibly be, Billy grabs his trusty lute, and sings.

    "Assassins on rooftops so high.
    Arrows shot into my thigh.
    .....And into my chest.
    .....Is there blood on my vest?
    I gotta look good if I die."

    "Why can't we all get along?
    Our team will be righting this wrong.
    .....This wall might just save
    .....This bard's early grave.
    I'll bleed here still singing this song."

    Performance - Lingering Composition +Virt Performer +Lute, DC 28: 1d20 + 22 + 2 + 1 ⇒ (3) + 22 + 2 + 1 = 28
    Duration: 3 rounds. All allies within 60' have +1 status bonus to attacks and damage.
    Cost: 1 focus point.

    He then performs some self-help care.

    Battle Medicine DC 20: 1d20 + 20 ⇒ (13) + 20 = 33
    Damage Healed: 2d8 + 10 + 5 ⇒ (5, 3) + 10 + 5 = 23
    Crit Damage Healed: 2d8 ⇒ (5, 7) = 12
    Billy healed for 35hp.

    ◆ Interact (grab lute), ◆ Inspire Courage, ◆ Battle Med


    Billy revives himself and inspires his comrades to greater feats of heroics, or really, any feats of heroics just about now would do.

    Red takes several more shots at Billy, to similarly no effect. Bloody hell, what's going on, there's some sort of barrier there...get them!

    Seeing that their bows are ineffective two of the assassins duck back into the buildings they are shooting from. A little while later both emerge, rapiers in hand.

    Green and Orange have emerged from the buildings and are now at ground level. As we have started round 3 the crowds have dispersed and the area is no longer difficult terrain. Any of the various stalls can be moved through as difficult terrain and will provide cover if shooting through them.

    Combat Status:
    Round 3
    Turn Order
    Inspire Courage: Turn 1 of 3

    Green enemy
    Orange enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk

    ----------------------------
    Blue enemy
    Billy
    Red enemy
    ----------------------------

    Bold to act

    Combat status

    Slick 153/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 111/153
    Billy 71/127, +2 status bonus to AC, wounded 1, prone

    Orange 16 damage


    CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13, physical 5 (Mountain Resilience) | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

    When Billy comes around and calls the debt clear, Slick grins, happy to see his friend back on his feet. "That was 2 coppers per healing. You now owe me 2 coppers, but being the generous guy I am, we'll call it even... after you buy me lunch."

    Slick watches as two of the assassins drop down onto the street. He smiles broadly when he realizes that he'll finally be able to get a piece of them. He waits a moment to let Dramiil and Nubnonk prepare, then working his way around Dramiil's wall he confronts one of the assassins and shows them what a greatsword can do to a human body, once, twice, before slamming his shoulder hard into the assassin and plastering them against the wall of the building.

    Action (◇): Delay: Until after Dramiil and Nubnonk's turns.

    Actions 1 & 2 (◆◆): Sudden Charge
    - Action: Stride (45 feet)
    - Action: Stride (45 feet)
    - Action: Strike (+2 Striking Grievous Greatsword) with Inspire Courage and Inspiring Aura vs Orange.

    Greatsword Attack: 1d20 + 24 + 1 ⇒ (11) + 24 + 1 = 36
    Greatsword Damage: 2d12 + 8 + 3 ⇒ (9, 1) + 8 + 3 = 21 slashing damage

    If Crit Success:
    The target is flat-footed until the end of your next turn (Grievous).

    Action 3 (◆): Brutish Shove with Powerful Shove
    - Action: Strike (+2 Striking Grievous Greatsword) with Inspire Courage, Inspiring Aura and MAP1 vs Orange.
    - Action: Shove with Powerful Shove vs Orange

    Greatsword Attack: 1d20 + 24 + 1 - 5 ⇒ (17) + 24 + 1 - 5 = 37
    Greatsword Damage: 2d12 + 8 + 3 ⇒ (1, 4) + 8 + 3 = 16 slashing damage

    If Crit Success:
    The target is flat-footed until the end of your next turn (Grievous).
    If Failure, or Success & Target <= Huge:
    The target is flat-footed until the end of your current turn.

    The Shove uses the same success criteria as the Strike. If the target has to stop moving because it would hit an object, it takes damage.

    Powerful Shove Against Object:
    Shove Damage: 4 = 4 bludgeoning damage

    Powerful Shove
    You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.


    Stats:
    AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
    Skills:
    Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

    Dramiil clears his throat.

    "There is no greater power than the one others do not believe you possess," he says to Billy and Nubnonk. "Also, the ocean is place of skin; the rich outer membranes hiding the soup of life within."

    Recall The Teachings Aid reaction prepared for Billy and Nub.

    He then places two glittering, fragile looking rainbow-metallic figurine on the ground.

    "Go pounce on that fellow in front of me--go around the cart--and subdue him. And then run to help Slick, if you survive that long," he says gently to the figurines.

    They then abruptly turn into a pair of dazzlingly shiny leopards, with iridescent spots, all comprised of a fluted, orthogonal metal.

    Bismuth Leopards

    The leopards lope in the direction suggested by Dramiil and pounce on the Green Assassin, then move towards the Orange Assassin. Stride, Pounce + Grab first

    Leop 1 Bite + Grab: 1d20 + 10 ⇒ (10) + 10 = 20
    Doubt that hits; if it does, Green is grabbed though and can be Mauled. IF Green is grabbed, he's flat-footed, and all attacks gain 1d4 in Sneak Attack damage.
    Bite if hits: 1d10 + 3 ⇒ (10) + 3 = 13
    Claws: 1d20 + 6 ⇒ (8) + 6 = 14
    Claws: 1d6 + 3 ⇒ (4) + 3 = 7
    if Maul, then this roll too:
    Maul Claw 2: 1d20 + 6 ⇒ (18) + 6 = 24
    Maul Claw 2: 1d6 + 3 ⇒ (6) + 3 = 9

    Leop 2 Bite + Grab: 1d20 + 10 ⇒ (9) + 10 = 19
    1d10 + 3 ⇒ (1) + 3 = 4
    Claws: 1d20 + 6 ⇒ (1) + 6 = 7
    for: 1d6 + 3 ⇒ (5) + 3 = 8
    Claw 2 if Maul: 1d20 + 6 ⇒ (13) + 6 = 19
    for: 1d6 + 3 ⇒ (4) + 3 = 7

    Really doubt that hits...but

    DC 24 Will Save or Greeny is dazzled.

    Dram's actions: Recall the Teachings 1, Activate Figurines 2

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