GM Qstor
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Zib-zib grins a toothless smile. "Ah! Not a priest but a hearer of spirits. Zib-zib has spirit sense. I know when the spirits are near. Ribbit! Good ones, bad ones... the tricky ones as well! And the ones that shouldn't be here to start with! CROAK! If we find a spirit, Zib-zib will be able to warn others so we are ready to appease it, avoid it or, well... kick them back home!"
Zib-zib explains his Spirit Sense (Sp) and how he would use it in the wild. Zib-zib can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead (60ft cone), and you detect all of these creatures rather than trying to detect one kind.
Zib Zib knows she can be swayed by Profession (hunter) Knowledge (local), Knowledge (geography), or Survival or Diplomacy. You need 3 successes for her.
The Shoanti monk with his hair in a bun, turns to Sidney. "I will listen more to what you have to say."
he's swayed by Knowledge (religion); Knowledge (local) or Diplomacy. You need 3 successes
no one's talked to Rollick in the Waves. He's dressed like a bard? or fisherman
As you're talking Rollick turns to the monk. "Lake at Dawn, do not forget the aid the Pathfinders have given to us in the past. Surely our ancestors might know this if we pray to them and seek guidance."
Flame Stoker stands, towering over much of the council and turns to Rollick. He's loud and says. "Aid...Was Lumketul’s actions AID? Or this fool flexing his muscles like a showman AID?" He abruptly sits down.
Ninnic
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Diplomacy v Lake at Dawn 1d20 + 6 ⇒ (6) + 6 = 12
”Yes, we want to honor our ancestors and yours as well by letting us correct the former Pathfinder’s mistake. We appreciate you listening to us and allowing us to put things right.”
Sidney Moncrief
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Sidney talks to manbun Shoanti as he smiles and gestures with his hands.
"I also represent the gold dragons and their kin!! We should take common interests."
diplomacy to influence: 1d20 + 8 ⇒ (8) + 8 = 16
GM Qstor
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Sidney talks to manbun Shoanti as he smiles and gestures with his hands.
"I also represent the gold dragons and their kin!! We should take common interests."
The monk nods at Sidney as he talks and seems swayed by hi arguments. Not so much with Ninnic.
anyone else do anything?
Zib-zib
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"Zib-Zib can harness the power of the earth and its spirits to heal the wounds inflicted upon the sacred site, ensuring that the spirits of your ancestors find peace. By entrusting the Pathfinder Society with this task, we will write for all to learn from and pay homage to your Shoanti heritage. RIBBIT!"
Survival: 1d20 + 13 ⇒ (16) + 13 = 29
"CROAK! Mighty Togimal in Shadow, Zib-Zib urges you to consider the potential consequences of leaving the desecrated tomb in its current state. If there are malevolent energies emanating from the defiled site it could pose a threat to the delicate balance of the surrounding ecosystem. If left unaddressed, these dark forces could spread and corrupt the land, endangering the very wildlife and natural resources that your people rely upon."
Survival: 1d20 + 13 ⇒ (7) + 13 = 20
"Zib-Zib's abilities as a skilled tracker and observer of wildlife can ensure that the restoration efforts do not disturb the habitats of the creatures that call this area home."
Survival: 1d20 + 13 ⇒ (18) + 13 = 31
GM Qstor
|
botting
The paladin turns to Togimal.
"We would urge you to assit us. Please listen to the words of our nature priest. He might be small but he speaks with authority"
.
Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30.
nice
"Yes...perhaps..maybe I see your point" the ranger replies.
The swashbuckler turns to Lake at Dawn
"As my friends have said please listen to our friend the grippli"
Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10
Cousin of All turns to Lake at Dawn.
"Please don't be angry....listen wisely!"
Togmial 2 successes, Lake at Dawn still 1 success
new phase so Zib you can try again for Togmial if you show chose and someone else can try Lake at Dawn
Hskomoro
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"What of you, ma'am?" Hskomoro asks of Memory Tender. "You ssay the damage cannot be repaired in a day... but how long will you give uss to try?"
Begin discovery on Memory Tender
Ninnic
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Ninnic moves to Payeh Against the Wind. ”Please allow us the chance to put things right. We will return the items and make the chamber pristine to allow your tribes to regain your holy spot.”
Diplomacy 1d20 + 6 ⇒ (19) + 6 = 25
GM Qstor
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Jheda tries to use acrobatics to impress Payah Against the Wind.
"Look at what I can do!' I have no idea how to roleplay this better.
"Good," she says. "Tell me more of the Pathfinders and why I should side with them
Discovery (Knowledge [local]
or Sense Motive Profession (soldier) ), Strength check, ; Acrobatics or
Intimidate , Diplomacy
influence Profession (soldier) ), Strength check, ; Acrobatics or
Intimidate , Diplomacy 4 successes needed
I'll take the diplomacy roll as the as the influence check and acrobatics as the "discovery" so one success
botting Mina
"It was a mistake elder she says to Against the Wind.
Diplomacy: 1d20 + 11 ⇒ (9) + 11 = 20
Yes says the bard. gives her a +2
GM Qstor
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Sidney continues to sway:
”Pathfinders are all about cooperation!”
[dice=diplomacy LaD]1d20+8
sorry LaD missed that"
"Yes, you have convinced me!" says the old monk.
Lake is now a YES vote
Flame stoker turns. "You talk of ancestors and yet these FOOLS disrespect them at EVERY turn! Bah!" he crosses his arms.
GM Qstor
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"What of you, ma'am?" Hskomoro asks of Memory Tender. "You ssay the damage cannot be repaired in a day... but how long will you give uss to try?"
Begin discovery on Memory Tender
"Not long...how would you repair the damage?" she says.
her discovery skills are Analyze (Knowledge [local] or Sense Motive
Knowledge (history)
Hskomoro and Zib can act/roll
Hskomoro
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"Not long...how would you repair the damage?" she says.
her discovery skills are Analyze (Knowledge [local] or Sense Motive
Knowledge (history)Hskomoro and Zib can act/roll
"Firsst," replies Hskomoro, "I would use thiss wand to help me undersstand the area better." He pulls out a wand and holds it up. "I would demonstrate, with your permisssion."
Requesting permission to demonstrate a spell on self (specifically, Heightened Awareness)
"Then I would take ssome cultural notes," he says, suiting actions to words, "along with anything you can tell uss, and try to discover what the previouss Pathfinder changed."
T10 Local: 10 + 6 + 2 = 18 +2 if the wand usage is allowed
GM Qstor
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GM Qstor wrote:"Not long...how would you repair the damage?" she says.
her discovery skills are Analyze (Knowledge [local] or Sense Motive
Knowledge (history)Hskomoro and Zib can act/roll
"Firsst," replies Hskomoro, "I would use thiss wand to help me undersstand the area better." He pulls out a wand and holds it up. "I would demonstrate, with your permisssion."
Hskomoro knows the skills to influence her are Knowledge (history) Bluff or Perform (oratory) or Diplomacy, you need 3 successes
"Changed?" She says to the mesmerist. "He stole the artifacts"
botting Zib
"We have the artifacts Togimal"
survival: 1d20 + 13 ⇒ (18) + 13 = 31
"Good"
Then he casts guidance on Mina.
Togmial is now swayed to your SIDE!
new phase
botting Mina
"Oh Memory please forgive our actions"
Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23
Rollicks in Waves talks to Memory and she seems a little swayed.
auto aid and 1 success! She's the last council member that can be swayed. Every else can act
Hskomoro
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Hskomoro knows the skills to influence her are Knowledge (history) Bluff or Perform (oratory) or Diplomacy, you need 3 successes
"Changed?" She says to the mesmerist. "He stole the artifacts"
"Yes, he did" agrees Hskomoro diplomatically, before changing tacks. "Which we brought back. But wass that all he did? You mentioned damage - sshouldn't the coworkers of the one who did the damage be the oness to heal it?" Hskomoro tries to get Memory Tender to (perhaps temporarily) see the mission as an appropriate punishment, rather than the Society trying to get away with something.
T10 Bluff on Memory Tender: 10 + 10 = 20
Sidney Moncrief
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Sidney also winks at the last council member.
"We join forces and celebrate together."
diplomacy vs last swayable: 1d20 + 8 ⇒ (12) + 8 = 20
GM Qstor
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Sidney also winks at the last council member.
"We join forces and celebrate together."
[dice=diplomacy vs last swayable]1d20+8
She seems almost swayed from Sidney, but turns to the Nagaji. "You drive home a good point. I have almost made up my mind"
Hskomoro gives the party 1 more successes!
Hskomoro
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Hskomoro briefly looks at... whatever Sidney is doing, before speaking again. "You ssee? He iss jusst that willing to accept pain, to be able to put thiss right."
T10 Bluff: 10 + 10 = 20
Zib-zib
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Zib-zib shrinks into themselves away from the loud lady. He will leave this on the hands of his more talky companions.
GM Qstor
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Having secured enough votes.Cousin to All "Patfinders it seems you have turned our hearts. I will provide you directions to the Muschkal Sepulcher, It is a short distance from the Storval Stairs, northward
up the Muschkal River. I advise you to leave at once."
She provides you detailed directions to the old tomb.
Ninnic
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Ninnic wiped his brow, not expecting he’d have had to expend so much energy at the debate. ”Sounds good to us. We are ready to correct the prior errors and allow everyone to move on with a hopefully fruitful relationship!”
GM Qstor
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map up on Slide 2 sorry was sick over the weekend
Following the directions of the council, you make your may to a set of moss cover doors of the tomb. There's no signs of life outside.
Zib-zib
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Zib-zib takes some time to look at the door before opening.
"Seems safe! But stuck-RIBBIT!"
He will let the stronger members of the party handle this and maybe Klic-klac might be able to assist with aid another.
Hskomoro
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That went rather well. Hskomoro gives the council a short bow before leaving.
*****
Upon reaching the doors, Hskomoro takes the time to check the area with detect magic while Zib-zib checks for traps. He also casts dancing lights and taps himself once with a wand. Heightened awareness
"Sstuck? Did Lumketul not enter through here? It hass only been a year, and the Shoanti musst have checked the damage."
Well, no matter. This was where the Shoanti wanted them to enter through. He looks to the shockingly-buff Sydney. "Sshall we?"
Ninnic
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The ratfolk also pulls out a wand, and imbues himself with Mage Armor for the next hour, as he shimmers blue for an instant before the shimmer quickly fades.
”Dont look at me. I’m not good at opening doors!
Hskomoro
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After mentally checking his defenses, Hskomoro opens the other door and steps in. He pulls out an oversized silvery knife and looks around, for both mundane and magical threats.
Implant trick: mesmeric mirror in self. Draw gandasa. Cast detect magic.
T10 Perception: 10 + 7 + 2 = 19
Zib-zib
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Zib-zib takes a moment to look at the entry way and the viceras. (taking 10 for perception 22)
"Uh, that's not good, croak..."
He will use K. Nature to figure out what could have done this.
Knowledge (Nature): 1d20 + 7 ⇒ (20) + 7 = 27
GM Qstor
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As Hskomoro opens the doors, Zib spots two large creatures as they step out. This creature’s python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet grass and mud. The stooped giant blinks its dim eyes and an excess of soupy drool spills over its bulbous lips. Its misshapen features resemble a man’s face rendered in watercolor, then distorted by a careless splash. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black teeth well suited for grinding bones to paste.
combat
Pathfinders are up!
GM Qstor
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Hskomoro did not detect any magic auras in the room.
Mika will move and smite evil on the ogre near her. black
botting
attack: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 1d6 + 11 ⇒ (6) + 11 = 17
"Let the light cleanse these foul things"
did anyone cast any buffs on the party before entering? :) asking for the paladin :)
Hskomoro
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No party buffs from Hskomoro, but his Perception should have been 21 from the HA
Hskomoro takes a moment to try identifying what he was about to move into.
Local: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Assuming these are living, rather than undead
He looks the nearest creature right in the eyes and weaves a spell, before moving up close. He's considerate enough to allow the creature room to step down into the center of the hall if it... feels the need to do so.
Hypnotic Stare on black (-2 Will)
Cast Murderous Command (not language-dependent, surprisingly) - DC13 Will
Move up
If black gets hit this turn, trigger Painful Stare to increase damage by 1
Implanted Mesmeric Mirror
Heightened Awareness 10m
Dancing Lights
Zib-zib
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Heal: 1d20 + 10 ⇒ (16) + 10 = 26
If the ogres are alive, Zib-zib casts Rimed Frost Bite and goes to lick Black with his long tongue.
Tongue Rime Frosbite: 1d20 + 6 ⇒ (20) + 6 = 26 VS TOUCH AC
Non lethal cold + fatigued + entangled: 1d6 + 5 ⇒ (4) + 5 = 9
Crit Confirm: 1d20 + 6 ⇒ (12) + 6 = 18
Non lethal cold: 1d6 + 5 ⇒ (4) + 5 = 9
It will be entangled until the next turn. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity.
He then orders Klic-klac to attack with her claw with lunge. (cannot grab larger creatures than herself)
Claw + Grab: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 ⇒ 2
GM Qstor
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The paladin misses as the giant dodges away, The mesmerist casts a spell on the giant. The ratfolk hits with his magic missiles.
Will: 1d20 + 1 ⇒ (1) + 1 = 2 included -2
The druid hits the ogre with his long tounge but his mantis friend misses as does the swashbucker,
the map is set for edits? Let me know if it's NOT
round 2
The ogre fails it's defense and it goes to attack his buddy.
The paladin takes an attack.
AoO
attack: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d6 + 11 ⇒ (5) + 11 = 16
black is dying
The ogre falls!
His friend attacks the swashbucker. It connects. The paladin them moves to attack.
attack: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 2d8 + 7 ⇒ (6, 5) + 7 = 18
botting the paladin, she'll take the enlarge person
attack: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d8 + 5 ⇒ (6) + 5 = 11
damage Jheda 18, red ogre 11
rest of the party is up!
Sidney Moncrief
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Sidney completes his summoning ritual and a small earth elemental appears in the middle of the fray. He appears behind the first creature and steps to flank jheda.
Small Earth Elemental
CR 1
XP 400
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 17 (2d10+2+4)
Fort +4+2, Ref –1, Will +3
Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6+2 (1d6+4+3)
Special Attacks earth mastery
STATISTICS
Str 16+4, Dex 8, Con 13+4, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7+2, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Using his earth mastery, the earth elemental attacks jheda.
attack bludgeoning: 1d20 + 8 + 2 + 1 ⇒ (11) + 8 + 2 + 1 = 221d6 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Sidney charges jheda with his glaive sadly realizing that is target will have some cover from his friends, but he may be flanking with his summoned elemental.
Cover and flanking not added just charge +2, let GM assess both
charge: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 211d10 + 9 ⇒ (8) + 9 = 17
Hskomoro
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Well, that worked... though the paladin was over-excitable as one could expect. And he'd have trouble building a fierce reputation among the Society if everything died that quickly.
Hskomoro glares at the remaining ogre and moves in, then swings his blade.
Stare red
Move in at half speed, using Acrobatics to avoid AoO
Acrobatics: 1d20 + 6 ⇒ (9) + 6 = 15
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage (including painful stare): 2d4 + 4 + 1d6 + 1 ⇒ (2, 2) + 4 + (5) + 1 = 14
Implanted Mesmeric Mirror
Heightened Awareness 10m
Dancing Lights
GM Qstor
|
Sidney completes his summoning ritual and a small earth elemental appears in the middle of the fray. He appears behind the first creature and steps to flank jheda.
** spoiler omitted **
Using his earth mastery, the earth elemental attacks jheda.
[dice=attack bludgeoning]1d20+8+2+1;1d6+7+1Sidney charges jheda with his...
With that the ogre dies with the blows from the elemental and Sidney!
Combat over
Hskomoro you didn't need to act
is there anything you guys do in the room?