PF2E Stolen Fate

Game Master andreww

Roll20 Table for maps, handouts, etc.
Loot List

Billy Bardy Hero Points 1, Exploration
Slick Silvertongue Hero Points 1, Exploration
Dramiil Hero Points 1, Exploration
Nubnonk Hero Points 1, Exploration

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

Rolls:

Perception
[dice=Dramiil ] 1d20+19 [/dice], Expert
[dice=Slick ] 1d20+20 [/dice], Master
[dice=Billy ] 1d20+ 22[/dice], Master, +1 visual
[dice=Nubnonk ] 1d20+20 [/dice], Master

Initiative
[dice=Dramiil ] 1d20+19 [/dice]
[dice=Slick ] 1d20+20+2 [/dice]
[dice=Slick Battle Cry]1d20+23[/dice]
[dice=Billy ] 1d20+23+2 [/dice]
[dice=Nubnonk ] 1d20+20[/dice]
[dice=Nubnonk Battle Cry]1d20+27[/dice]

Fort Saves
[dice=Dramiil ] 1d20+19 [/dice]
[dice=Slick ] 1d20+23 [/dice], Juggernaut
[dice=Billy ] 1d20+ 19[/dice]
[dice=Nubnonk ] 1d20+21 [/dice]

Reflex Saves
[dice=Dramiil ] 1d20+20 [/dice]
[dice=Slick ] 1d20+18 [/dice], Bulwark +2
[dice=Billy ] 1d20+20 [/dice]
[dice=Nubnonk ] 1d20+ 21[/dice]

Will Saves
[dice=Dramiil ] 1d20+21 [/dice], Walls of Will
[dice=Slick ] 1d20+ 19 [/dice], Bravery
[dice=Billy ] 1d20+23 [/dice], Resolve
[dice=Nubnonk ] 1d20+21 [/dice], Resolve

[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


201 to 250 of 599 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Draamil sends arcs of electricity coursing across the old smithy. Old horseshoes hanging from metal chains crackle and spark.

The devil manages to duck out of the way but is still badly charred by the blast. Unfortunately it remains standing! The assassin is not so lucky and takes the full blast to the chest.

Just as a note, this is the last encounter of Part 1, probably not the time to hold back or conserve resources.

One of the assassins darts forward to flank Slick, exposing himself to his brutal greatsword. He earns a nasty cut to the shoulder for his lack of care and the blow clearly throws him off and the strike goes wide.

Blue provokes from Slick. I assume you would take the opportunity attack. I have rolled it for you to save a bit of time. If you prefer to roll your own let me know and we can do that, I just dont want to slow things down if you might interrupt a manipulate action or finish off an enemy. Blue takes 27 damage.

Green assassin then also dashes forward to flank Slick and quickly delivers two devastating blows!

Slick takes 99 damage!

From the doorway Draamil sees the burly tiefling cast a spell on himself and then rush forward into the old smithy.

Havvzi seems to dislike Draamils electric arc. It ducks around Slick and sets to work with its daggers on him, flensing the flesh from his bones!

Draamil takes 52 damage

Combat Rolls:

Reflex, devil: 1d20 ⇒ 13
Reflex, assassin: 1d20 ⇒ 5

Slick OA: 1d20 + 25 ⇒ (6) + 25 = 31
Damage: 2d12 + 11 ⇒ (7, 9) + 11 = 27

Blue double moves and stabs
Sword vs FF: 1d20 ⇒ 8
Miss

Green moves and stabs twice
Sword 1 vs FF: 1d20 ⇒ 20
Sword 2 vs FF: 1d20 ⇒ 20

Double crits!

Damage 1: 2d6 + 9 + 2d6 ⇒ (1, 1) + 9 + (4, 3) = 18 doubled +1d8 ⇒ 8 deadly for 44
Damage 2: 2d6 + 9 + 2d6 ⇒ (6, 5) + 9 + (2, 5) = 27 doubled +1d8 ⇒ 1 deadly for 55

Havvzi moves and uses a two action attack ability
Daggers: 1d20 ⇒ 15
That's a crit

Damage: 4d4 + 9 ⇒ (4, 4, 4, 3) + 9 = 24 +1d6 ⇒ 2 evil doubled for 52.

Combat Status:
Round 1
Turn Order

Havzzi
-------------------
Nubnok
-------------------
Orange
-------------------
Slick
Draamil
Billy
-------------------
Blue
Green
Vharnev

Bold to act.

Combat status

Slick 74/173
Dramiil 55/107, Unwell (No current effect)
Nubnonk 153/153
Billy 127/127

Havvzi 151 damage
Orange 11 damage
Blue 27 damage

Nubnonk is up


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

That triggers Blood Vendetta...

Blood Vendetta

Dramiil reacts with a pained scowl, and a curse ripples out of him as Havvzi slices at his tender flesh.

Blood Vendetta + IC persistent bleed damage: 2d6 + 1 ⇒ (5, 6) + 1 = 12

DC 30.


Havvzi simply shrugs off the attempt to rip open his flesh.

Critical success

Combat rolls:

Will save: 1d20 ⇒ 19


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)

With the devil still standing and an assassin breathing down his neck, Nubnonk thinks about scrambling on top of the harrow barrow to get a better line on the devil and hopefully finish it off, but figured that he might still be able to manage to hit it from behind cover. He sprinkles silver shavings once more on his boomerang and lets it fly at the devil.

◆ Athletics to get onto Harrow Barrow: 1d20 + 11 ⇒ (4) + 11 = 15

Edit: Not wanting to stow, climb, and draw, we'll change this to Intensify Vulnerability.

Intensify Vulnerability:
Intensify Vulnerability ◆ (Concentrate, Divination, Esoterica, Magic) Prerequisites Exploit Vulnerability Frequency once per round Requirements You're benefiting from Exploit Vulnerability, you can see the subject, and you haven't used Exploit Vulnerability this round. You present your implement and esoterica again, intensifying their effects on the target in a way unique to your implement. You gain the intensified vulnerability benefit from one of the implements you're holding, which lasts until the beginning of your next turn.

Your regalia implement makes you seem more confident and inspiring with each success. Whenever you successfully Strike the target of your Exploit Vulnerability, choose an ally that you can see. That ally gains a +1 circumstance bonus to its attack rolls against the creature until the beginning of your next turn. If the attack roll was a critical hit, the circumstance bonus increases to +2.

Choosing Slick.

◆ +2 Striking Returning Boomerang Ranged Strike Havvzi, IC: 1d20 + 21 + 1 ⇒ (11) + 21 + 1 = 33
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (1, 1) + 6 + 3 = 11

Breached Defenses bypasses resistance to Physical w/ silver shavings.

He catches the boomerang, hoping to see dead devil ichor on it, and then throws it once more at the injured assassin between Slick and Dramiil.

◆ +2 Striking Returning Boomerang Ranged Strike Blue, IC, MAP: 1d20 + 21 + 1 - 5 ⇒ (11) + 21 + 1 - 5 = 28
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (2, 6) + 6 + 3 = 17


Nubnonk sends his boomerang whirling about the room. It slams into the devil which crumples to the ground and lies very still before careening into the blue assassin.

Both hit, as you have killed the devil the intensify doesn't help this time. You also now dont have an Exploit target as its dead. Blue takes 17 damage.

Damn you snarls orange who tries and fails to trip the little goblin. Increasingly irate, he quickly slathers a foul smelling green liquid onto his rapier and tries to stab Nubnonk. However, the flying boomerang clearly puts him off and he stabs the Harrow Barrow, marring the panel depicting the Fiend.

Combat rolls:

Orange trips, applies poison then stabs

Trip: 1d20 ⇒ 5
Stab: 1d20 - 5 ⇒ (5) - 5 = 0

Combat Status:
Round 1
Turn Order

Havzzi
-------------------
Nubnok
-------------------
Orange
-------------------
Slick
Draamil
Billy

-------------------
Blue
Green
Vharnev

Bold to act.

Combat status

Slick 74/173
Dramiil 55/107, Unwell (No current effect)
Nubnonk 153/153
Billy 127/127

Havvzi Dead
Orange 24 damage
Blue 44 damage

Rest of the group is up


CN Male Half-Elf Fighter 12 | ♥️ 188/188 | ➕ slash 3, fire 11 | AC 33 | Speed 45' | Scout (Init +22) | F+23M (Juggernaut) R+18E (Bulwark) W+19E (Bravery) | Perc+20M (Darkvision) | Focus □□ | Spells DC 28; Slots: 1□ 2□ 3□ | Hero 1, ◫•⚒++ | ✋ +2 GSG Greatsword | Status:

I'm fine with you rolling Slick's AoO if that will speed things up.

Slick is surprised by the level of skill (or dumb luck) shown by one of the assassins. "Nice work, bub. It's good to see that there are still a few decent assassins out there. Too bad there'll be one less after this fight." Hoping that one of the others will be able to take Havvzi off the board, Slick concentrates on the more immediate threat. Not liking the fact that he's being flanked, Slick slashes twice at the lucky assassin and shoving him against a wheelbarrow, retreats to a more defensible position in the corner of the room.

Action 1 (◆): Strike (+2 Striking Grievous Greatsword) with Inspire Courage, Inspiring Aura and Amplified Guidance vs Green.

Greatsword Attack: 1d20 + 24 + 1 + 2 ⇒ (11) + 24 + 1 + 2 = 38
Greatsword Damage: 2d12 + 8 + 3 ⇒ (12, 6) + 8 + 3 = 29 slashing damage

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

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

Greatsword Attack: 1d20 + 24 + 1 - 5 ⇒ (11) + 24 + 1 - 5 = 31 vs Flat-Footed
Greatsword Damage: 2d12 + 8 + 3 ⇒ (11, 2) + 8 + 3 = 24 slashing damage

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

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: 5 = 5 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.

Action 3 (◆): Stride (45 feet)


Slick smashes into the assassin with a brutal blow and then shoves him into the wheelbarrow. He then wisely finds the rogues greatest enemy, a corner!

That's a crit and a hit for 87 damage. The amped guidance only applies to one roll, I assume you use it for the first attack.

Combat Status:
Round 2
Turn Order

Havzzi
-------------------
Nubnok
-------------------
Orange
-------------------
Slick
Draamil
Billy

-------------------
Blue
Green
Vharnev

Bold to act.

Combat status

Slick 74/173
Dramiil 55/107, Unwell (No current effect)
Nubnonk 153/153
Billy 127/127

Havvzi Dead
Green 87 damage. FF until end of Slicks turn on round 3
Orange 24 damage
Blue 44 damage


CG Aasimar Halfling Bard 12 | HP 138/138 | AC 31 | F+19, R+20, W+23 (Resolve) | Perc(M) (low-light) +22 (+1 visual) | Init +23 | Exp: Search | Hero: 1 | Spells DC 31. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, Focus□□ | Harrow Omen: Keys (reflex saves) | Cond: none

Billy cheers as he hears the devil went down. "Jolly good performance, Nubnonk." The halfling considers entering the fray, but has an important job watching over Dieral, while keeping his clothes free of blood stains. Seeing one of the assassins (green) further into the room, Billy sings,

"Protecting old Dieral.
Who's napping on the ground.
It's time to have a ball.
Missiles all around!"

Magic Missile (5th) + Dangerous Sorcery vs Green: 9d4 + 9 + 5 ⇒ (3, 4, 2, 2, 2, 4, 3, 4, 1) + 9 + 5 = 39

◆◆◆ Magic Missile


Magic missiles slam into the hapless assassin who can do nothing but stare at them in horror. They slam into him, one after another but somehow he is still standing.

Combat Status:
Round 2
Turn Order
Inspire: Round 2 of 3

Havzzi
-------------------
Nubnok
-------------------
Orange
-------------------
Slick
Draamil
Billy
-------------------
Blue
Green
Vharnev

Bold to act.

Combat status

Slick 74/173
Dramiil 55/107, Unwell (No current effect)
Nubnonk 153/153
Billy 127/127

Havvzi Dead
Green 126 damage. FF until end of Slicks turn on round 3
Orange 24 damage
Blue 44 damage

Draamil is up


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

A swirl of crackling energy surrounds Dramiil as he unleashes his psyche.

https://2e.aonprd.com/Actions.aspx?ID=1222

He turns insubstantial, flickering in and out. Ghostly Shift

Narrowing his eyes at the assassin in front of him, he haughtily strides through his would-be attacker, winding up near Slick.

Ghostly Shift, IC: 3d6 + 1 ⇒ (3, 4, 1) + 1 = 9

No bonus to damage as G-Shift has a duration. DC30 Fort Save.

He then taps his head and a wave of psychic energy lashes out at the same assassin.

Psi Burst

Psi Burst, IC: 7d4 + 1 ⇒ (4, 3, 4, 4, 3, 4, 4) + 1 = 27

DC30 Reflex Save--damage is bludgeoning (I guess it pummels the body telekinetically?)

Unleash Psyche: free action. Ghostly Shift: 1 action. Stride: 1 action. Psi Burst: third action. Dram is targeting the Green Assassin each time.


Draamil phases his way through the enemy and the various detritus scattered in the old smithy. The assassin is rather taken aback but manages to hold himself together through the psychic pummelling.

Green takes 22 damage

Blue darts forward, leaping over the little goblin and sweeps Billy's legs out from under him. He then stabs him in the leg!

Billy takes 26 damage

Green, badly injured but not willing to run in the face of his boss, dashes forward and stabs Nubnonk. The first blow runs him through the arm, the second pokes a hole in his leg!

Nubnonk takes 77 damage

Vharnev, having seen Draamil unleash his magic missiles returns the favour. Nine force missiles in the shape of shrieking imps leap out and bite Draamil in many uncomfortable places. He then rushes around the Barrow to try and get at the group.

Draamil takes 30 force damage

Combat rolls:

Green fort: 1d20 ⇒ 10
Green reflex: 1d20 ⇒ 17

Fail and a Pass

Blue Tumbles through Nubnonk, Trips Billy and stabs him

Acro: 1d20 ⇒ 18
Trip Billy: 1d20 ⇒ 18
Stab Billy, FF: 1d20 ⇒ 9
Damage: 2d6 + 9 + 2d6 ⇒ (6, 6) + 9 + (3, 2) = 26

Green Strides and Strikes twice at Nubnonk

Sword 1 vs FF: 1d20 ⇒ 20
Sword 2 vs FF: 1d20 ⇒ 19

Damage 1: 2d6 + 9 + 2d6 ⇒ (5, 4) + 9 + (3, 5) = 26 times 2 +1d8 ⇒ 8 deadly for
Damage 2: 2d6 + 9 + 2d6 ⇒ (1, 4) + 9 + (1, 2) = 17

Vharnev casts 3 action level 5 magic missile and then Strides.

MM: 9d4 + 9 ⇒ (4, 3, 1, 1, 1, 4, 2, 1, 4) + 9 = 30

Combat Status:
Round 2
Turn Order
Inspire: Round 3 of 3

Nubnok
-------------------
Orange
-------------------
Slick
Draamil
Billy
-------------------
Blue
Green
Vharnev

Bold to act.

Combat status

Slick 74/173
Dramiil 25/107, Unwell (No current effect)
Nubnonk 76/153
Billy 127/127, prone

Havvzi Dead
Green 148 damage. FF until end of Slicks turn on round 3
Orange 24 damage
Blue 44 damage

Nubnonk to act


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)

⟳ Roll with It DC 6: 1d20 ⇒ 10

Nubnonk screeches, very goblin-like, as he gets stabbed, and tries to tuck and roll with the stab, hoping to bounce away. The nasty blow sends him bouncing.

Roll With It wrote:
When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow. Your foe can move you any distance of its choice up to 30 feet in a direction of its choice (this is not forced movement, and it triggers reactions as normal). You fall prone and are stunned 1. Attempt a DC 6 flat check. On a success, you take minimum damage from the attack, and on a critical success, if the attack was a critical hit, you don’t take double damage from the critical hit.

Dazed, bruised, and a little confused, the goblin hops to his feet (◆ Stand) and tries to smash the offending attacker with his boomerang.

◆ Strike +2 Striking Returning Boomerang, Inspire Courage, vs Green (FF): 1d20 + 21 + 1 ⇒ (7) + 21 + 1 = 29
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (4, 2) + 6 + 3 = 15


Editing to deal with Nubnonks reaction. The assassin will move you

With his first vicious blow Green sends Nubnonk rolling under the Harrow Barrow and right past his boss, Vharnek. Vharknek takes the chance to swing at him as well, leaving a nasty cut on his shoulder which starts to weep copious amounts of blood.

With no target remaining Green moves up to threaten Draamil.

OK, Green now hits Nubnonk for 27 damage with his crit and changes his third action to a move as no-one was adjacent to him anymore. Nubnonks roll provokes from Vharnek who hits him for 22 damage and a bleed effect. Nubnonk therefore takes 59 instead of 77 damage and bleeds for 1 but then it ends. I am leaving Vharnek's actions the same.

Hopping back to his feet Nubnonk sends his boomerang flying at Green. It smacks him in the side of the head and he crumples to the ground.

Get Billy Vharnew snarls and Orange ducks into the little room to try and murder the prone bard. His first blow goes well wide, stabbing into the wall above Billy's head. With a curse he draws back his weapon and drives his rapier into Billy's side.

Billy takes 56 damage

Combat Rolls:

Vharnek OA: 1d20 ⇒ 9
Damage: 2d8 + 11 ⇒ (5, 6) + 11 = 22 and 1d6 bleed

Nubnonk Bleed: 1d6 ⇒ 1
Flat check: 1d20 ⇒ 20

Orange moves and Strikes twice at the prone, and therefore flat footed Billy.

Sword 1: 1d20 ⇒ 1
Sword 2: 1d20 ⇒ 20
Miss and a crit

Damage: 2d6 + 9 + 2d6 ⇒ (6, 5) + 9 + (2, 3) = 25 times two +1d8 ⇒ 6 deadly for 56 damage

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

Nubnok
-------------------
Orange
-------------------
Slick
Draamil
Billy

-------------------
Blue
Green
Vharnev

Bold to act.

Combat status

Slick 74/173
Dramiil 25/107, Unwell (No current effect)
Nubnonk 93/153
Billy 71/127, prone

Havvzi Dead
Green Dead
Orange 24 damage
Blue 44 damage

Rest of the party is up


CN Male Half-Elf Fighter 12 | ♥️ 188/188 | ➕ slash 3, fire 11 | AC 33 | Speed 45' | Scout (Init +22) | F+23M (Juggernaut) R+18E (Bulwark) W+19E (Bravery) | Perc+20M (Darkvision) | Focus □□ | Spells DC 28; Slots: 1□ 2□ 3□ | Hero 1, ◫•⚒++ | ✋ +2 GSG Greatsword | Status:

Slick is a little disappointed that the assassins didn't follow him to the corner and a little worried about Billy, as the bard was apparently now dealing with them on his own. Only a little worried though; Billy had shown himself capable of getting out of stickier situations without his help. He looks over at Vharnev inquiringly, then shrugs. “If the Mountain won't go to Aroden, then Aroden must come to the Mountain.” He charges up to engage the tiefling (carefully avoiding triggering any AoO in the process). He weaves a little on the approach to throw his opponent off and then slashes twice at him with his greatsword before shoving him hard against the Harrow Barrow.

Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint vs Vharnev
- Action: Strike (+2 Striking Grievous Greatsword) with Inspire Courage vs Flat-Footed? Vharnev.

Deception (Feint): 1d20 + 19 ⇒ (10) + 19 = 29 vs Vharnev Perception DC

Greatsword Attack: 1d20 + 24 + 1 ⇒ (20) + 24 + 1 = 45 vs Flat-Footed?
Greatsword Damage: 2d12 + 8 + 1 ⇒ (12, 9) + 8 + 1 = 30 slashing damage

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

Action 2 (◆): Brutish Shove with Powerful Shove
- Action: Strike (+2 Striking Grievous Greatsword) with Inspire Courage and MAP1 vs Flat-Footed Vharnev.
- Action: Shove with Powerful Shove vs Flat-Footed Vharnev

Greatsword Attack: 1d20 + 24 + 1 - 5 ⇒ (17) + 24 + 1 - 5 = 37 vs Flat-Footed
Greatsword Damage: 2d12 + 8 + 1 ⇒ (1, 2) + 8 + 1 = 12 slashing damage

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

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: 5 = 5 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.


CG Aasimar Halfling Bard 12 | HP 138/138 | AC 31 | F+19, R+20, W+23 (Resolve) | Perc(M) (low-light) +22 (+1 visual) | Init +23 | Exp: Search | Hero: 1 | Spells DC 31. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, Focus□□ | Harrow Omen: Keys (reflex saves) | Cond: none

With his safe location in the foyer suddenly compromised, Billy believes he'd live longer if he was on his feet. And in the other room. From his prone position, he looks up at his attackers and explains, "I hate to leave mid-performance, but my adoring fans need me elsewhere. Another time, perhaps? Excellent." Billy sings:

"I'd love to stay and chat.
But just don't have the time.
The next room's where it's at.
Must hurry with this rhyme."

Billy casts Time Jump. In the blink of an eye, he stands up and strides into the the adjacent room. Once he's settled in near Dramiil, Billy assists Slick by focusing attacks on the big bad evil guy. He sings:

"Vharnev, you're the boss.
Enjoy your final day.
We'll all mourn your loss.
With this Chromatic Ray!"

Chromatic Ray (4th) +IC vs Vharnev: 1d20 + 20 + 1 ⇒ (11) + 20 + 1 = 32
Random color
1:Red (30 fire dmg), 2:Orange (40 acid dmg), 3:Yellow (50 elec dmg), 4:Green (25 poison dmg + enfeebled): 1d4 ⇒ 3
Electricity Damage + Dangerous Sorcery: (50) + 4 = 54

Time Jump (Stand and Move), ◆◆ Chromatic Ray


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 nods to Billy without looking at him. "Vharnev, have a taste of your own medicine."

The swirl of psychic energy increases around the ghostly psychic, and nine missiles of pure force erupt from his hand. They have no particular unusual shape beyond looking like intensely bright marbles.

Magic Missile, Heightened to Level 5
Unleash Psyche

MM, Unleashed Psyche, IC: 9d4 + 9 + 10 + 1 ⇒ (1, 3, 1, 3, 1, 4, 1, 2, 4) + 9 + 10 + 1 = 40

MM 3 action casting.


Slick rushes to engage Vharnev, easily distracting him as he moves. He slams into him with immense force before smashing him into the Harrow Barrow.

That's two crits for a total of 89 damage.

Billy scarpers out of the room and electrifies the unfortunate tiefling who is briefly illuminated. Slick hears him swear violently under his breath.

I think, technically, Billy might have had to tumble through Blue to get out which Time Jump doesnt allow but lets leave it alone this time.

That's a hit for 54 damage.

Draamil follows up the punishment with a battering of magic missiles and Vharnev crashes to the floor of the old smithy with a clatter. His axe bounces off under the Harrow Barrow.

Just a note, Unleash Psyche damage is a status bonus to doesn't stack with Inspire or Nubnonk's aura.

SHIT shout the two remaining assassins as Blue tries to scarper.

Blue is running away. He has taken three move actions, leaving the building by the door Vharnev entered by. Nubnonk sees him head north out of the door. He does not provoke from Slick, he goes between the Barrow and the wall which I have treated as difficult terrain.

Combat Status:
Round 4
Turn Order
Inspire: Expires start of Billys turn

Nubnok
-------------------
Orange
-------------------
Slick
Draamil
Billy
-------------------
Blue

Bold to act.

Combat status

Slick 74/173
Dramiil 25/107, Unwell (No current effect)
Nubnonk 93/153
Billy 71/127, prone

Havvzi Dead
Green Dead
Orange 24 damage
Blue 44 damage
Vharnev dead

Nubnonk is up


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 cries out as one of the assassins runs by him. "Try to escape? Not if Nubnonk can stop you!"

The goblin runs out the door on his nubby legs and sees the assassin ahead. "Found you!" he screams, grabbing Sarenrae's ankh from his bag, tapping it to the boomerang, and throwing it at near point-blank range at the assassin.

Stride 30 ft east

◆ Exploit Vulnerability Esoteric Lore, Blue: 1d20 + 22 ⇒ (15) + 22 = 37 vs Standard DC for the creature's level

◆ +2 Striking Returning Boomerang Ranged Strike, IC, Blue: 1d20 + 21 + 1 ⇒ (6) + 21 + 1 = 28
Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (1, 6) + 6 + 3 = 16 +7 Personal Antithesis


Nubnonk ducks out of the smithy and hurls his boomerang which crunches int the mans arm. He winces with pain.

Orange sprints out of the little room and ducks out of the smithy, running past Nubnonk and then heading south.

Combat Status:
Round 4
Turn Order
Inspire: Expires start of Billys turn

Nubnok
-------------------
Orange
-------------------
Slick
Draamil
Billy

-------------------
Blue

Bold to act.

Combat status

Slick 74/173
Dramiil 25/107, Unwell (No current effect)
Nubnonk 93/153
Billy 71/127, prone

Havvzi Dead
Green Dead
Orange 24 damage
Blue 67 damage
Vharnev dead

Everyone else is up


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's psychic tornado about his person ends, and he looks a bit woozy.

Stupefied 1 for 2 rounds...

"Well, um, go get 'em, Nub..." he says, distractedly. He manages to slap his tattoo and begins to glow.

Enveloping Light, Greater: 2d8 ⇒ (5, 6) = 11

Dramiil, looking like he's knocked back one too many ciders, limps towards the door.

Enveloping Light, 2 actions, Stride, 1 action


CN Male Half-Elf Fighter 12 | ♥️ 188/188 | ➕ slash 3, fire 11 | AC 33 | Speed 45' | Scout (Init +22) | F+23M (Juggernaut) R+18E (Bulwark) W+19E (Bravery) | Perc+20M (Darkvision) | Focus □□ | Spells DC 28; Slots: 1□ 2□ 3□ | Hero 1, ◫•⚒++ | ✋ +2 GSG Greatsword | Status:

Slick nods appreciatively as Dramiil's suped up Magic Missiles finish off the tiefling before the poor guy even got to lift his axe. "A pity really, I was hoping for a bit more of a duel with the fellow."

As the two remaining assassins head for the door, Slick's natural inclination would be to let them go; he wasn't the vindictive type nor was he one to go looking for a fight unnecessarily. But in this case, Nubnonk takes it into his head to chase after the first assassin, with the second assassin following soon after. Slick rolls his eyes. "Brave little goblin that, but he'll get himself into trouble if he's not careful. I better make sure he doesn't head off to the Boneyard prematurely. We may need him later."

He charges out the door after his wayward colleague and nearly collides with Nobnonk as he plunges through the door into the sunlight. Then, spotting one of the assassins, he quickly closes with the man and tries to cut him down before slamming him against the wall.

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 Blue.

Greatsword Attack: 1d20 + 24 + 1 ⇒ (19) + 24 + 1 = 44
Greatsword Damage: 2d12 + 8 + 3 ⇒ (5, 6) + 8 + 3 = 22 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 Flat-Footed Blue.
- Action: Shove with Powerful Shove vs Flat-Footed Blue

Greatsword Attack: 1d20 + 24 + 1 - 5 ⇒ (5) + 24 + 1 - 5 = 25 vs Flat-Footed
Greatsword Damage: 2d12 + 8 + 3 ⇒ (4, 8) + 8 + 3 = 23 slashing damage

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

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: 5 = 5 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.

Reaction (↺): Attack of Opportunity

Attack of Opportunity when the assassin tries to run:
Reaction (↺): Strike (+2 Striking Grievous Greatsword) with Inspiring Aura vs Flat-Footed Blue.

Greatsword Attack: 1d20 + 24 ⇒ (20) + 24 = 44 vs Flat-Footed
Greatsword Damage: 2d12 + 8 + 3 ⇒ (8, 4) + 8 + 3 = 23 slashing damage


CG Aasimar Halfling Bard 12 | HP 138/138 | AC 31 | F+19, R+20, W+23 (Resolve) | Perc(M) (low-light) +22 (+1 visual) | Init +23 | Exp: Search | Hero: 1 | Spells DC 31. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, Focus□□ | Harrow Omen: Keys (reflex saves) | Cond: none

Billy gives a sigh of relief as the boss falls. When the assassins flee, the halfling considers helping Slick and Nubnonk chase them down. But that looks like an awful lot of running. Involving strenuous exercise. Instead, he moves further into the room, peers out the open doorway, and sings:

"Now your boss is dead.
Running, you may try.
Tears will not be shed.
From this watchful eye."

Billy casts Prying Eye and centers an invisible floating eyeball, midair, in the center of the courtyard outside.

◆ Stride, ◆◆ Prying Eye


Slick crashes out of the smithy and smashes into the fleeing assassin. As the man tries to run he cuts him down before he can take more than a step or two.

In the courtyard, an invisible eyeball appears.

Nubnonk is up. At this point the encounter is basically over. If you just want to use the Eye to follow Orange that is fine. f you want to try and chase down Orange you can but that is tricky unless Nubnonk can take him down now as he will then be out in the streets. Let me know what you want to do.

Combat Status:
Round 5
Turn Order
Inspire: Expired

Nubnok
-------------------
Orange
-------------------
Slick
Draamil
Billy

Bold to act.

Combat status

Slick 74/173
Dramiil 36/107, Unwell (No current effect)
Nubnonk 93/153
Billy 71/127

Havvzi Dead
Green Dead
Orange 24 damage
Blue Dead
Vharnev Dead


CG Aasimar Halfling Bard 12 | HP 138/138 | AC 31 | F+19, R+20, W+23 (Resolve) | Perc(M) (low-light) +22 (+1 visual) | Init +23 | Exp: Search | Hero: 1 | Spells DC 31. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, Focus□□ | Harrow Omen: Keys (reflex saves) | Cond: none

[On Billy's turn...]

Billy directs his floating eye, which was already mid-air, to continue tracking the remaining assassin. He sustains the spell to have it move 30' up (or in the general direction of the fleeing enemy) to keep an eye on him as long as possible.

Billy is primarily interested if the assassin ultimately enters a particular storefront, on the off-chance it's a base of operations.


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)

I'm happy to let Orange run. I'll just finish up with a little somethin' something'.

"YOU BETTER RUN!" Nubnonk cries after the final fleeing assassin, shaking his blood-and-silver-coated boomerang after him.

◆ Demoralize: 1d20 + 26 ⇒ (9) + 26 = 35 Demoralize vs Orange's Will DC

The goblin touches his new tattoo and begins glowing like an avatar of Sarenrae herself.

◆◆ Enveloping Light: 2d8 ⇒ (7, 8) = 15

It's super effective.


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, looking like a human-shaped, woozy sunrod, wanders over to the tiefling. "So...who were you?"

He kneels and searches the body, and also scans it for magic auras.


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

His head beginning to clear, he looks over at Dieral. "Did you happen to know any of these ruffians? Er, are you awake? Dieral. Dieral?"


CN Male Half-Elf Fighter 12 | ♥️ 188/188 | ➕ slash 3, fire 11 | AC 33 | Speed 45' | Scout (Init +22) | F+23M (Juggernaut) R+18E (Bulwark) W+19E (Bravery) | Perc+20M (Darkvision) | Focus □□ | Spells DC 28; Slots: 1□ 2□ 3□ | Hero 1, ◫•⚒++ | ✋ +2 GSG Greatsword | Status:

Slick watches the assassin crumple to the ground before him like a bag of broken crockery. He looks up and sees the last one running away. Wisely, Nubnonk has decided not to give chase, so Slick lets the man go. Once the last assassin reports back what happened, perhaps the Blackscale Blades will think twice (or thrice) before sending out another detachment to be slaughtered. Wiping his sword on what's left of the assassin, he reseathes it onto his back and dragging the assassin's corpse with him, reenters the building. He goes back to the small room and assuming Dramiil hadn't already managed it, shakes Dieral awake. "It's okay, buddy. The bad men are all gone. You can take it easy now."

Activity: Make an Impression vs Dieral
Diplomacy (Make an Impression): 1d20 + 17 ⇒ (6) + 17 = 23 vs Dieral Will DC

He lets Billy take over the questioning and goes back out into the main room to search all the bodies for loot and to collect the arms and armor for resale. Looks like Abiah at The Unscathed Blade was about to expand his inventory... again.

I assume each of the three dead assassins had the usual +1 Composite Shortbow, +1 Leather Armor, and +1 Striking Rapier, but I'd be interested to see what Vharnev and Havvzi's equipment was.


The magical eyeball follows the assassin for a little while. It soon loses him as he disappears into the crowded streets. Wherever he is off to it is further than the eye is likely able to follow.

Yes indeed, each of the assassins has the same gear.

Checking over Vharnev's body you identify that he has a number of items of interest. His battle axe looks especially unpleasant and his armour is runed. He also carries a small token in the shape of a bird.

They are, +2 striking, wounding battle axe, +1 half plate and a bird feather token. Searching the smithy also locates a +2 striking mithral longspear that had fallen behind some old crates and a Vanishing Coin. The Harrow Barrow contains some valuables but that would mean robbing poor Dieral who has already been through a lot.

DC35 Society Check:
The steel coloured feather token is indicative of a mercenary company called the Band of Blades.

Gently restoring Dieral to consciousness he looks around in confusion. Oh, hello, what happened? Have you driven off the assassins? You have, thank Desna! Err, who are you? He looks over the group as he pulls himself together. Oh, you have Harrow cards too. Did they just appear in your gear overnight? This one turned up in my pack one day and ever since I've been haunted by visions of being hunted.

I believe these cards are part of a powerful Harrow Deck called the Deck of Destiny. That was what the figures who pursued me in my dreams called it. I was being chased by a man in demonic armour, a hulking werewolf, and a monstrous black bird.

I tried to get rid of the damn thing but each time I did so it just came back to me. I think its better off with you lot but I don't suppose that will work either.

With that he extracts the Carnival card and hands it to Billy (Details up on Roll20). The card fails to return to him and he gives a sigh of relief. Perhaps this means you are destined for the power of this Deck?

As the group gather round to examine the new card something strange begins to happen. Each of the cards begins to glow and a silvery mist seeps from them. You all become aware that these cards are linked to some other place and that you are capable of travelling there. However, this time you are being drawn there directly. Dieral gives a startled cry as the mists engulf you and your surroundings gradually fade away.

As the world comes into focus you find yourselves standing in the centre of a Great Hall, clearly in some ancient castle. The bare stone walls of the cathedral-like chamber are draped with cobwebs and dust. No furnishings adorn the immense hall, while the ceiling above arches up to a height of nearly a hundred feet. Dozens of stained glass windows, each depicting a different scene from the Harrow, allow light to stream into the dusty chamber, and several wooden doors allow exit in all of the room’s walls but one. This wall instead features six shallow alcoves filled with swirling gray mist. Each alcove is framed by an elegantly carved archway featuring decorations from the six suits of the Harrow—hammers, keys, shields, tomes, stars, and crowns.

From behind you comes the sound of someone clearing their throat discretely. Turning you are confronted by a tall thin man, rather stooped, with thin greying hair and dressed in a long black frock coat and trousers. His shirt is a rather grubby white with a stained ruff and fluffy lace wrist bands.

Hmmm, welcome my Lords to Harrowheart. We have been waiting for you for some time, his tone seems rather disapproving, as if you are somehow late in arriving. I am afraid that the old castle has become rather dilapidated. I am Baines, the Butler and Seneschal. Unfortunately we have lost most of the other staff which has meant much of the work has fallen to me and there is only so much that can be done by one man. I am afraid I have rather fallen behind with the cleaning ever since Mrs Baines ran off with the butcher. How might I be of service to you?

OK, at this point you have finished Chapter 1. We are starting Chapter 2 which means you all get to level up to 12. At this point finalise your build decisions. You can make any changes you want for free at this point but after this any changes will use the regular retraining rules.

You now have access to your own private Demiplane called Harrowheart. We will learn a lot more about this place as we go on. You can enter and leave Harrowheart using the Enter the Harrow Court activity (there is a handout on Roll20 for this). You start off instinctively knowing that this is a Demiplane created by the Cards. Each of the cards you find can be "Epitomised" into a different part of the Realm. Essentially you leave a magical representation of it here and it provides various benefits. You still get to keep the card. You will find those on each cards Handout on Roll20.

At this point feel free to ask Baines any questions you might have.


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 ⇒ (7) + 20 = 27

"...Glad, but surprised, to be here, Baines. Dramiil Rau," says Dramiil, nodding to the butler. "Do you have information on who is trying to kill us? That's a good start."


CG Aasimar Halfling Bard 12 | HP 138/138 | AC 31 | F+19, R+20, W+23 (Resolve) | Perc(M) (low-light) +22 (+1 visual) | Init +23 | Exp: Search | Hero: 1 | Spells DC 31. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, Focus□□ | Harrow Omen: Keys (reflex saves) | Cond: none

Billy gives up on trying to follow the assassin and helps the others rouse Dieral. When the old elf hands Billy the Carnival card, the bard smiles warmly, "Why thank you, Dieral. Rest assured it's in good hands. This will help with my Augury magic."

After Slick collects the surrounding loot, Billy studies the bird token that Vharnev was carrying.
Society DC 35: 1d20 + 20 ⇒ (17) + 20 = 37

The bard raises his eyebrow and says, "This is the symbol for a mercenary group known as the Band of Blades." He continues, "Perhaps I can convince them that the lute is an oft-misunderstood instrument."

[After they get teleported to Harrowheart...]
Billy is fascinated. "How amazing was that???" He muses aloud, "Alas, poor Dieral must be frightened all over again. But hopefully he's no longer in danger."

When Baines introduces himself, Billy bows, "Ahh, good Sir. I'm Billy Bardy, a humble minstrel from the Grand Bazaar in Absalom." He gazes in awe at the surroundings, "What a fine place you have here. Have you served this realm long?" After he answers, Billy continues, "Can you tell us how we've come to be teleported here? We expect it's something to do with our harrow cards from the Deck of Destiny."

Since I'll be incommunicado for a couple days, I'll post Billy's daily prep stuff now. Hope that's okay.

[The next morning...]
Billy feels refreshed and a little stronger, at least mentally. Going through his daily preparations, he performs the following activities, in addition to investing his belongings:

He charges up the Staff of Final Rest.

He uses his Wand of Lucky Number.
Lucky Number: 1d20 ⇒ 5

He then shuffles his harrow deck and draws a Harrow Omen card.
Harrower Dedication to choose his Harrow Omen and Reading the Signs allows drawing 2 cards to choose from.
Harrow Omen Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 1
Harrow Omen Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 2

Since he doesn't plan to hit anything, he chooses the Keys suit. Finally, he holds out Carnival card and activates it to get a peek at whom they might be meet in the day ahead.

The Carnival:
Frequency: once per day
Effect: You peer into the future and witness yourself walking through a colorful but vaguely sinister carnival, meeting a variety of strange people. One of these people looks more genuine than the others and resembles someone you're likely to meet for the first time in the next 24 hours (if anyone). This resemblance might be metaphorical, such a clown signifying someone who is silly or a stilt-walker representing someone who is tall. You also get a sense for whether this person can be trusted, should be distrusted, or neither, based on how they're most likely to interact with you and your allies. The GM decides who this new person might be, then rolls a secret DC 6 flat check (DC 4 with this card invested). On a failure, the result is always “neither,” making it hard to determine whether a “neither” result is accurate.


Baines looks somewhat alarmed at Draamil's question, Kill you Sir, certainly not, what a thought. Who would possibly want to do such a thing!

Turning to Billy he says, I am afraid I have not had the pleasure of hearing you perform Sir. Perhaps you would be good enough to regale us all with one of your performances on one of the long winter nights? As to how you came here, when you brought together cards from each of the Suits it must have formed the connection. I believe that you should be able to use your cards to enter and leave the Realm. As for myself I have served the Harrowheart all of my life, man and boy. So did my father and his father and his father before him all the way back. There has always been a Baines serving Harrowheart Sir.

With that he sweeps off his hat in a low bow. Perhaps it would be useful if I were to give you a tour of the Castle. This, as you have surely realised, is the Great Hall. It is the entry point for those utilising the cards to enter the Realm. You will have noticed the Arches. They will sometimes act as portals to other places but they currently are inactive. This chamber is the only one in the Castle which is entirely stable. Other rooms you may shape to suit your particular tastes.

With that he leads you on an exploration of the castle, showing you a range of bedrooms, dining chambers and workshops. The dining rooms may be shaped into any form Sirs, from great banquetting halls to bijou nooks for more private and intimate affairs.

Leading you down into the chambers beneath the main hall he shows you a range of different workshops. He you will find all of the tools you could possibly desire for the practice of any sort of craft or profession you desire. Simply choose what you want to do and the Castle will provide you with the necessary means.

The workshops of Harrowheart provide a +1 items bonus to any crafting checks you make in them.

He then leads you upstairs onto the castle battlements and spreads his arms wide. Beyond the castle you can see a small village at the base of the hill. From up here it looks rather sparsely populated. Your Realm my lords. It is bounded on all sides by an impassable mountain range. Fertile plains surround the castle itself and, in the old days, we received regular deliveries of fresh fruit and vegetables. Very tasty they were, not like the rather wilted stuff the villagers produce nowadays. Hopefully now that you are finally here things will pick up. To the north the plains give way to the great desert, a hot and arid land. Best avoided if you ask me. To the south, the vast swamp, another place to avoid. Fetid, stinking place it is. To the east lies the great lake, I used to fish there as a boy but nowadays, well, most of the fish have gone Sirs. Perhaps, as you epitomise your cards in the Realm life will start to improve.

OK, each Harrow card you find can be epitomised in the Realm. Each card handout tells you which region it can be epitomised in and what the effect is. Each card is epitomised at a point of interest (now marked on your map). Each terrain type has 3 points so you can have a maximum of 18 cards epitomised at any one time. You have to travel to the location to epitomise it. In one day you can cross two plains hexes, or one swamp, lake or forest hex. It takes two days to cross a mountain hex. Have a look at your cards and think about where you might want to epitomise them.

Well Sirs, that concludes the tour for now. If you have any questions then I will happily answer them. Tomorrow I shall visit the village and see if I can rouse any of the youngsters to come and work at the Castle. You will be needing maids, footmen and, most importantly, a cook.

At this point I am going to give you 30 days of downtime. You can use it to explore the Realm, epitomise cards, use the workshops to craft or return to Absalom to Earn Income as you prefer. You can also conduct a further Harrow ritual for each of you if you wish and the current ones will expire. At the moment the Carnival shows Billy no-one, not even a resident of the Harrowed Court.


CG Aasimar Halfling Bard 12 | HP 138/138 | AC 31 | F+19, R+20, W+23 (Resolve) | Perc(M) (low-light) +22 (+1 visual) | Init +23 | Exp: Search | Hero: 1 | Spells DC 31. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, Focus□□ | Harrow Omen: Keys (reflex saves) | Cond: none

Don't have time to study the epitome cards yet, but wanted to get this out while I still have internet today.

Billy enjoys the tour of Harrowheart. "It will be a pleasure working with you, Baines. And yes, while it hadn't occurred to me, I suppose I could consider performing for you and the staff one of these evenings." It doesn't take him long, at all, to decide that a) he'll do it, and b) that one performance may not be enough...

One of the evenings he's not performing, he sits down and performs a Harrowing ritual for himself and Slick, as he did that night at The Gutless Griffon.

As before, Slick first...

Harrowing Ritual Level 5, Fortune Telling Lore +Harrow Ritualist, DC 27: 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 4
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 3

Harrowing Ritual Level 5, Fortune Telling Lore +Harrow Ritualist, DC 27: 1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 2
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 1

Harrowing Ritual Level 5, Fortune Telling Lore +Harrow Ritualist, DC 27: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 5
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 2

Harrowing Ritual Level 5, Fortune Telling Lore +Harrow Ritualist, DC 27: 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 1
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 3

Harrowing Ritual Level 5, Fortune Telling Lore +Harrow Ritualist, DC 27: 1d20 + 21 + 2 ⇒ (5) + 21 + 2 = 28
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 6
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 1

Then for himself...

Harrowing Ritual Level 5, Fortune Telling Lore +Harrow Ritualist, DC 27: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 5
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 3:
Billy chooses: Shields (Fort Saves)

Harrowing Ritual Level 5, Fortune Telling Lore +Harrow Ritualist, DC 27: 1d20 + 21 + 2 ⇒ (11) + 21 + 2 = 34
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 1
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 4
Billy chooses: Books (Skill Checks)

Harrowing Ritual Level 5, Fortune Telling Lore +Harrow Ritualist, DC 27: 1d20 + 21 + 2 ⇒ (6) + 21 + 2 = 29
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 1
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 4
Billy chooses: Books (Skill Checks)

Harrowing Ritual Level 5, Fortune Telling Lore +Harrow Ritualist, DC 27: 1d20 + 21 + 2 ⇒ (12) + 21 + 2 = 35
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 4
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 4
Billy chooses: Books (Skill Checks)

Harrowing Ritual Level 5, Fortune Telling Lore +Harrow Ritualist, DC 27: 1d20 + 21 + 2 ⇒ (2) + 21 + 2 = 25
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 2
Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 2
Billy chooses: Keys (Reflex Saves)

He looks to the others. "Dramiil, would you like to do the honors for you and Nubnonk, or would you like me to deal for you two?"

For downtown activities...
Billy spends most evenings in Absalom at The Gutless Griffon.
Performance to Earn Income (Level 12 task) +Virt Performer +Lute, DC 30: 1d20 + 23 + 2 + 1 ⇒ (15) + 23 + 2 + 1 = 41


CN Male Half-Elf Fighter 12 | ♥️ 188/188 | ➕ slash 3, fire 11 | AC 33 | Speed 45' | Scout (Init +22) | F+23M (Juggernaut) R+18E (Bulwark) W+19E (Bravery) | Perc+20M (Darkvision) | Focus □□ | Spells DC 28; Slots: 1□ 2□ 3□ | Hero 1, ◫•⚒++ | ✋ +2 GSG Greatsword | Status:

Slick strips all gear and equipment of any value from the corpses of their fallen enemies and shovels them into Billy's Bag of Holding for later disposition. He looks at the feather token...

Society vs DC 35: 1d20 + 12 ⇒ (13) + 12 = 25

... but nothing about it indicates that it's anything more than an inexpensive bauble used for passing messages over long distances. When Billy points out that it's a symbol of the Band of Blades, Slick purses his lips. With no small amount of irony, he puts on a surprised face and says, "That's shocking! The Band of Blades is behind all this? What did we do to incur their wrath?" He cracks a smile and tells Billy, "Boy, they really seem to have it in for you, eh?"

He leaves Dieral's Harrow Barrow alone, but before they go, he tells the elf, "Now that you've given us your card from the Deck of Destiny, I don't expect you'll be targeted by these devils any longer. Still, you may want to lie low for a while longer just to make sure, but I suggest you find another hidey hole to do it in; this place is likely to become a little too ripe for comfort in a day or two." To punctuate his meaning, he glances significantly over at the pile of corpses that will soon start decomposing in the heat of the place.

Once teleported to the great hall, Slick quickly reaches for his greatsword and rapidly scans the place for any potential enemies. When he hears someone clearing his throat behind him, he turns in one fluid motion and frees his sword of its sheath in preparation for combat. What he sees makes him relax somewhat. He doubted that a single old man would prove much of a problem were he to be stupid enough to turn violent. Once the introductions are done, Slick puts his sword away and returns to his usual jovial self. "Lords, eh? Hmm... Lord Slick... I like the sound of that. Baines, I think this is the beginning of a beautiful friendship. Too bad about the wifey, but it sounds like you're better off without her."

After the tour of the castle, Slick picks out one of the bedrooms and shapes it to suit his purposes before stripping off his armor and weapons, and hitting the sack.


The following morning Baines enters the breakfast room. My Lords, I am happy to report that I have managed to recruit several servants to see to your needs. Three rather nervous youngsters shuffle into the room.

Gesturing to the first, a girl no more than sixteen, rather grubby but likely pretty if she cleaned up. This is Molly, she will act as chamber maid to each of you. If you need anything just let Molly know and she will sort you out.

The second is a short, freckled young man in muddy boots. This is Eric, he will act as groom and general animal handler. He will manage the dogs and horses and when he next enters the castle he will CLEAN HIS BOOTS! he bellows into the young mans ear. He leaps into the air and cowers back.

The next is a tall, blue eyed girl, maybe twenty years old, sharply dressed. This is Lydia. Her mother was a governess and her father the local magistrate so she has some class and breeding. She will make arrangements for your personal comfort in the castle. She will be responsible for ensuring you are all always properly attired for whatever event, she can give you advice on visitors and will ensure the Castle is always properly presented.

Fortunately I have been able to secure the services of a cook. Emile Buca has agreed to join us. Unfortunately he is Galtan and therefore I fear his cooking will be execrable.

Unless I can help you with anything further, good morning my Lords.

With that he bows and ushers the new servants out of the room.


CN Male Half-Elf Fighter 12 | ♥️ 188/188 | ➕ slash 3, fire 11 | AC 33 | Speed 45' | Scout (Init +22) | F+23M (Juggernaut) R+18E (Bulwark) W+19E (Bravery) | Perc+20M (Darkvision) | Focus □□ | Spells DC 28; Slots: 1□ 2□ 3□ | Hero 1, ◫•⚒++ | ✋ +2 GSG Greatsword | Status:

Slick's eyes flicker over Molly and Eric before settling on Lydia. He gives her the once over. "Hmm. A touch on the young side, but beggars can't be choosers." He's about to ply his charms on the tall, blue eyed and sharply dressed young woman, but Baines ushers out the new servants before he gets a chance. "Oh well. Another time."

This musing on time shifts Slick's attention away from the departed woman to what he could do during the next month to generate sufficient funds to upgrade his equipment. Unfortunately, his share of the loot wasn't going to be enough, so unless he could come up with a way to generate some cash, he'd be stuck with using his current equipment for a while longer.

Is there some non-Craft/Lore/Performance related job he could do to earn income? He usually works as a bodyguard, bouncer, debt collector, repo man, or other job requiring his very particular set of skills.

Or... we could skip trying to earn income and just go out into our new Realm to epitomize cards. I guess Slick could go out and try doing so on his own, but that might not be the wisest choice.


The realm is safe for you so dont worry about travelling about it. Everything in here is currently done using exploration and downtime activities. If you wanted to use a different skill for earn income you would generally need to find a relevant skill feat to do it. If you want to use other skills I might be inclined to allow it but at a lower level so as to preserve the value of investment into earn income skills and skill feats.


CG Aasimar Halfling Bard 12 | HP 138/138 | AC 31 | F+19, R+20, W+23 (Resolve) | Perc(M) (low-light) +22 (+1 visual) | Init +23 | Exp: Search | Hero: 1 | Spells DC 31. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, Focus□□ | Harrow Omen: Keys (reflex saves) | Cond: none

Billy bows to each of the new members of the Harrowheart staff. The halfling steps forward and greets them, "Hi and welcome! I'm Billy. Billy Bardy. You may have heard of me ... or are familiar with my musical gifts, as so many others are?" He pauses but receives only blank stares. Undeterred, he continues, "No matter. Thank you for joining us."

After studying the Deck of Destiny cards, Billy explains about epitomizing the cards. "We can epitomize up to 18, but we probably don't want to bother with The Vision or The Empty Throne." He continues, "We must activate The Rabbit Prince in a forest and activate The Carnival in a farmland."
Sounds like The Paladin and The Brass Dwarf kind of take care of themselves right here in the castle?

Assuming the group comes to agreement, Billy is excited to go to the nearest farmland to set up The Carnival. Turning to the group, he asks, "Who wants to come?
Are the light-green hexes farmlands? If so, Billy leads the way 2 hexes due East of their current position.


CN Male Half-Elf Fighter 12 | ♥️ 188/188 | ➕ slash 3, fire 11 | AC 33 | Speed 45' | Scout (Init +22) | F+23M (Juggernaut) R+18E (Bulwark) W+19E (Bravery) | Perc+20M (Darkvision) | Focus □□ | Spells DC 28; Slots: 1□ 2□ 3□ | Hero 1, ◫•⚒++ | ✋ +2 GSG Greatsword | Status:

Slick looks over the Harrow cards that they've collected so far and borrows The Paladin from Billy. He frowns and flips the card over to see if the other side provides any more information; all he finds is the standard back pattern used by all the cards. He shrugs. "Doesn't look like it matters where we epitomize this one."

Only some of the cards specify the type of region containing a point of interest to which the epitomization must be assigned. These cards are the ones that bring about some physical manifestation requiring a location (Carnival - farmland, Empty Throne - lake, Rabbit Prince - forest), the others do not specify a particular type of region or point of interest and describe changes that occur to Harrowheart itself (Brass Dwarf, Paladin, Vision). This suggests that the point of interest in question is Harrowheart itself, not something out in the countryside. Do we really have to trek around the countryside to epitomize these Harrowheart specific cards? Wouldn't it make more sense to epitomize them in Harrowheart itself?

Is the strange fortress looking thing in the center hex of the map Harrowheart? If so, then our tokens are not quite in the right place, and the nearest farmland hex is the one 2 hexes to the WSW rather than the one that Billy mentioned.

When Billy asks whether anyone wants to go with him to the nearest farmland, Slick says, "Sure. I'll go with you. Along the way, we can hit the point of interest just south of Harrowheart and epitomize these Paladins. I'll feel a lot better with some guards to watch over us while we sleep." Slick gets his gear together and picks up several days' rations; enough to cover what looked like would be at most a one week outing.

If Nubnonk wants to epitomize the Rabbit, then he could come along and we could go S one hex from the farmland point of interest to reach a forest point of interest to epitomize the card in.


Yes, the light green hexes are farmlands. You are starting at the castle which is the strange fortress thing in the middle. Re-reading the scenario it is less clear. I am going to assume if a card doesn't specify a point of interest you can epitomise it in the castle.

Heading out of the castle to epitomise your cards you pass through the village, although that might give the collection of mud huts too much credit. The locals are few and surly, they give you little more than grunts of acknowledgement as you pass by. The farmland surrounding the village is of poor quality. Overgrown with weeds and stubborn grasses, what little crops that have been sown are wilted and feeble looking. Likewise the few animals you see seem drawn and poorly fed.

Reaching a likely area you draw out the Carnival and focus your mind on the card. In front of you appears a large, faintly shimmering image of the same card. It gradually fades from view until you would never know it was there unless you were specifically looking for it.

Suddenly, all around you springs into being a dozen or more brightly painted wagons. A thin man, walking on huge stilts strides past you, doffing his top hat as he goes. An enormously fat woman with a full beard gives a short, barking laugh and then goes back to peeling potatoes. In a field in the distance group of heavily built, sweating men are raising a massive tent. No-one seems to pay any of you very much attention. A dozen or more small children race around the place, chasing several dogs which are barking madly. The largest wagon is marked with Madam Zelda, uncover the Mysteries of the future!, admittance 1sp.

Feel free to explore the Carnival and maybe make use of the ability if you want to.


CN Male Half-Elf Fighter 12 | ♥️ 188/188 | ➕ slash 3, fire 11 | AC 33 | Speed 45' | Scout (Init +22) | F+23M (Juggernaut) R+18E (Bulwark) W+19E (Bravery) | Perc+20M (Darkvision) | Focus □□ | Spells DC 28; Slots: 1□ 2□ 3□ | Hero 1, ◫•⚒++ | ✋ +2 GSG Greatsword | Status:

Looking over the recent Harrowing ritual of Billy's, it seems that Slick ended up with: Books (Success), Hammers (Crit Success, Crit Success, Success), Stars (Crit Success).

After stepping through the main gates of Harrowheart, Slick epitomizes The Paladin. He then rounds up the knighthood of paladins that appears and positions them to best defend the demiplane from future enemies.

Any reason not to just epitomize The Brass Dwarf and Vision while we're at it? Is there a limit to the number of Harrowheart cards we can epitomize? I assume that we're still limited to how many regionally restricted point-of-interest cards we can epitomize (3 of each region type, so 18 max).

Slick wanders about the carnival ogling the exhibits and performances. He occasionally tries to interact with some of the better looking women but they barely seem to register his presence. He realizes that they're not living creatures but simulacra of some sort. "I have to admit to being rather impressed by this whole carnival setup. I hadn't realized just how strong the magic in these cards was. No wonder everyone wants to get their hands on them."

When they spot the wagon with Madam Zelda on the side, Slick nudges Billy with his elbow and says, "Maybe you should go say hello and see if you can get a bead on any of the bad guys we might run into soon."


CG Aasimar Halfling Bard 12 | HP 138/138 | AC 31 | F+19, R+20, W+23 (Resolve) | Perc(M) (low-light) +22 (+1 visual) | Init +23 | Exp: Search | Hero: 1 | Spells DC 31. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, Focus□□ | Harrow Omen: Keys (reflex saves) | Cond: none

Billy is fascinated by the lifelike carnival. He looks around wide-eyed. "Isn't it amazing? I wonder how they deal with the fame..."

Over the course of the next month, Billy can be found spending much of his free time wandering around and studying the fairgoers. Near the end of their month at Harrowheart, when Slick suggests investigating Madam Zelda's tent, Billy pulls out a 1sp from his change-purse, and heads inside the tent. "Hi. Madam Zelda? I'm ..." But he's interrupted, when the seer eerily whispers, "Sit right down ... Billy." Billy wonders, "Another adoring fan, or ...?"

Carnival: (epitomize) Once per week, a character can spend 8 hours at the fairground simply observing its participants—those who do can attempt a DC 28 Perception check.
Perception DC 28: 1d20 + 23 ⇒ (5) + 23 = 28

Billy is excited to learn what Madam Zelda has to say.


There doesnt seem to be a limit to the number of cards you can epitomise outside of points of interest.

After epitomising the cards in the farmlands Billy and Slick return to the castle. As you head back the land seems to be in better shape. A small herd of sheep is grazing on the long grasses and the collection of huts has transformed into a small, rather neat hamlet. Several local yeomen greet the pair of you.

Reaching the castle, the walls are in better repair. Previously they had been crumbling with several gaps. Now they are repaired, the moat is no longer filled with rubbish and the drawbridge has been rehung. A group of well armoured knights keep watch on the walls and salute you as you enter. A powerfully built woman steps forward to greet you, I am Captain Cirillo my Lords, Knight Commander of the Order of the Harrow. We stand ready to give our lives in defence of Harrowheart!

Later on, while Billy is at the Carnival he meets with Madam Zelda. Inside the wagon is dimly lit and filled with hanging fetishes, totems and other, less savoury looking items. A small table holds a murky crystal ball and Madam Zelda sits crouched over it. She is dressed head to toe in enveloping black robes and her face is covered by a dark veil.

She gestures with an age spotted hand for Billy to sit as she snatches up the silver coin. You would have me part the veil of Destiny for you Billy Bardy. To peer down the many branching paths of Fate and so learn of your future. Such journeys are perilous and the knowledge gained often difficult to interpret. So be it, small one, look deep into the crystal and learn something of the future...

Billy peers into the stone. At first he sees nothing but then something within it stirs. His mind is drawn into the crystal, his perceptions shift, the wagon fades away. Billy finds himself stood on a sprawling plain, grasses reach up to his waist. He is alone and startled by a hideous screech from above. Descending on him is a huge, humanoid shaped creature with vast wings, the head of a vulture and massive taloned feet. He recognises it as a Vrock, a type of fiend, and the vision fades just as the poisonous spores it surrounds itself with start eating into Billy's flesh.

As his perceptions return Zelda cackles at Billy's startled face, See something to your liking dearie... she shouts as Billy stumbles out of the wagon.

After Billy has left Zelda slowly descends from the wagon and heads over to the water barrels where Madge, the bearded lady is peeling potatoes. Pulling off her veil she straightens her back and begins removing her make up. By all the gods this stuff gets hot in that bloody wagon but I suppose we have to put on a show for the rubes, ey Madge. Madge simply grunts and peels another potato.

Meanwhile, some time later as the group is eating breakfast Baines returns. Uhhhhhmmmmm, he noisily clears his throat. My Lords, I think you should attend to the Great Hall. It appears that the Portals are, once again, active. They have not been so for many years. I can only assume your presence and that of some of the cards here are having an effect.

He leads you to the Hall. Each of the six arches are now filled with softly glowing mist. As you approach each arch the image in it clears to show a different scene. Each arch appears to be linked to one extra card from the Deck although it is not immediately obvious where each scene is.

Baines interrupts, Each of the arches now functions as a portal. Beyond each portal should lie one of the cards from the Deck. I believe others may appear as you locate and retrieve the cards but I cannot be certain. It has, after all, been a very long time since the Deck has had an owner Sirs.

Approaching each portal in turn you learn which card lies beyond them and may get an idea of the location with a relevant skill check:

1. The Big Sky
Beyond the portal lies a simple forest clearing dominated by a few fallen trees.
Nature or appropriate lore

2. The Juggler
Beyond the portal lies a forested mountain with a wide ocean in the background.
Nature or appropriate lore

3. The Trumpet
Beyond the portal lies a rubble strewn hillside. Beyond is a scree covered slope beyond which stretches a barren badland of jagged fissures and broken hills. Occasionally a strangely misshaped creature creeps or scuttles across the landscape.
Occultism

4. The Snakebite
Beyond the portal lies a wide clearing in a densely packed tropical jungle.
Nature

5. The Silent Hag
Beyond the portal lies a landscape of grassy, rolling hills dotted with the occasional copse of trees. An ancient stone road, nearly overgrown with grass, winds off into the distance.
Hills Lore

6. The Theatre
Beyond the portal lies a partially constructed balcony seating area with billowing red and black curtains, which obscure the view of the main theatre beyond.
Performance, Religion or Society

OK, this part of the adventure involves you heading through the portals to different parts of Golarion looking for more cards from the Deck. You can approach these in any order that you want.


CN Male Half-Elf Fighter 12 | ♥️ 188/188 | ➕ slash 3, fire 11 | AC 33 | Speed 45' | Scout (Init +22) | F+23M (Juggernaut) R+18E (Bulwark) W+19E (Bravery) | Perc+20M (Darkvision) | Focus □□ | Spells DC 28; Slots: 1□ 2□ 3□ | Hero 1, ◫•⚒++ | ✋ +2 GSG Greatsword | Status:

Can we freely swap out the Harrow Card assigned to a particular point-of-interest if a newer card is an improvement over the prior assigned card?

When Billy shares his vision with Slick, the half-elf ponders the situation. "A Vrock, eh? It's not enough that the devils are after us, but it looks like the demons will soon follow. Maybe I should stock up on some Cold Iron Blanch if I can find any."

Upgrading Slick's greatsword to Cold Iron will cost 1056gp (same for Silver). That is a lower priority to upgrading Striking and Armor Potency runes and so well beyond our budget. A moderate Cold Iron Blanch costs 140gp for 10 hits and may be worth getting if we're going to run into a lot of demons.

When they return to the castle, Slick greets Captain Cirillo warmly and thanks her for keeping Harrowheart safe from invaders. He then goes ahead and epitomizes the rest of the Harrowheart cards: The Brass Dwarf and The Vision. He hears the distant clanging of hammer on anvil start up from Harrowheart's workshops.

The Empty Throne isn't worth epitomizing just yet because we really don't have 1200gp to waste on trying to buy ourselves a free failed saving throw re-roll.

Before we head off through one of these portals, we still need Nubnonk to epitomize The Rabbit Prince and try to get the +2 Striking weapon to sell off. We also need to hit the Grand Bazaar to sell off the remaining loot and spend our well-earned cash.


2 people marked this as a favorite.

Looking at the module it seems that once a card is epitomised you are stuck with it. However, from what I can see so far only a small number have to be epitomised at a point of interest so I suspect that you will be able to epitomise all of them that require a point of interest. If that turns out not to be true I will let you swop them out.


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 becomes quite curious about the active Portals. "I doubt we need to do these in any particular order," he muses, "however...we should endeavor to see what's behind each one. Hmmmm."

Big Sky Nature: 1d20 + 17 ⇒ (16) + 17 = 33

Juggler Nature: 1d20 + 17 ⇒ (18) + 17 = 35

Trumpet Occult: 1d20 + 21 ⇒ (7) + 21 = 28

Snakebite Nature: 1d20 + 17 ⇒ (19) + 17 = 36

Theatre Society: 1d20 + 21 ⇒ (11) + 21 = 32

"Baines, are there any books we can read here at Harrowheart, to learn more of its lore?"


Baines winces at Draami's question, Regrettably Sir the castle has fallen into decline over the years. I fear the library has been one of the victims of time.

Draamil recognises the following portal locations:

Big Sky: The northwestern deadshot lands in Arcadia.

Juggler: The Terwa Uplands in the Mwangi Expanse, in particular near the peak of Mount K'walder.

Trumpet: Draamil recognises the creatures as aberrations but is unsure where they are.

Snakebite: The southern reaches of Tian Xia, most likely in Nagajor.

Theatre: A high class Opera House somewhere in Cheliax.


CG Aasimar Halfling Bard 12 | HP 138/138 | AC 31 | F+19, R+20, W+23 (Resolve) | Perc(M) (low-light) +22 (+1 visual) | Init +23 | Exp: Search | Hero: 1 | Spells DC 31. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, Focus□□ | Harrow Omen: Keys (reflex saves) | Cond: none

Over the next few weeks, Billy is pleased to see noticeable improvements in the castle and surrounding areas. He greets Captain Cirillo. "I can see that Harrowheart is in excellent hands. We're lucky to have you. I'm Billy. Billy Bardy. I hope you can come to one of my performances later this month." Billy strums a pleasing chord on his lute.

After his eerie reading at the carnival, Billy thanks Madam Zelda and tells the group about the vrock in his vision. Later, when Baines discusses the portals, Billy follows the group to the Great Hall.

Billy is so fascinated by The Theater portal, he doesn't realize that Dramiil is already hard at work getting a read on all the locations. "Oh, who doesn't love the theater?" He muses aloud, "I wonder if they're looking for another performer ..." Upon learning it's a Cheliax opera house, Billy is even more intrigued. "I vote for going there first!"

When Dramiil skips over The Silent Hag, Billy shrugs too. "I was raised in the Mindspun Mountains, so unless mountains count as large hills, I can't help with that one." With the psychic having trouble identifying The Trumpet, Billy considers that portal.

The Trumpet: Occultism: 1d20 + 18 ⇒ (3) + 18 = 21
Let's try some Halfling Luck!
The Trumpet: Occultism: 1d20 + 18 ⇒ (15) + 18 = 33


CN Male Half-Elf Fighter 12 | ♥️ 188/188 | ➕ slash 3, fire 11 | AC 33 | Speed 45' | Scout (Init +22) | F+23M (Juggernaut) R+18E (Bulwark) W+19E (Bravery) | Perc+20M (Darkvision) | Focus □□ | Spells DC 28; Slots: 1□ 2□ 3□ | Hero 1, ◫•⚒++ | ✋ +2 GSG Greatsword | Status:

When Billy mentions wanting to go to Cheliax first, Slick raises an eyebrow and gives him a quizzical look. "Uh, have you been to Cheliax recently, Billy? Little people like you don't usually get the best welcome over there. I personally find the whole diabolical nature of the place a little off-putting, which would be especially true now that we have a pack of those damned critters after us." He thinks about it some more a shrugs. "I'm guessing we'll be visiting each of these anyway, so I guess it doesn't matter which we do first. You can pretend to be my slave valet to avoid raising suspicion too much."

He then looks about. "Anyone seen Nubnonk recently? Maybe he went out to the forest to epitomize The Rabbit Prince. It would be really nice if he could get the royal rodent to cough up a fancy weapon for us to sell when we go hit the market."


CG Aasimar Halfling Bard 12 | HP 138/138 | AC 31 | F+19, R+20, W+23 (Resolve) | Perc(M) (low-light) +22 (+1 visual) | Init +23 | Exp: Search | Hero: 1 | Spells DC 31. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, Focus□□ | Harrow Omen: Keys (reflex saves) | Cond: none

In response to Slick, Billy strums his lute and says, "Chelliax, smelliax." He grins and says, "Did you miss the part about the 'high-end opera house', my friend?" Billy's singular focus can, on rare occasions, distract him from what's important.

201 to 250 of 599 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [GMAndrewW] PF2E Stolen Fate All Messageboards

Want to post a reply? Sign in.