Salera, the Reformed |
"Princess?" Salera looks at cute stuffed royalty with concern before watching her punch the spider from two places at once. "Jiggs, come on! What's the plan?"
Jiggo looks about. "I'll focus on the... blue spider?" He forms a ball of fire in his hands before tossing it.
Produce Flame: 1d20 + 9 ⇒ (20) + 9 = 29
Fire Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
And 1d4 Persistent Fire Damage
Salera watches Jiggo's flame torch the spider threatening the princess. "Good, good."
Then he boosts Salera's strength long enough for her two slap the spider with her tail.
Tail: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14
Bludgeoning Damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
+1 Good damage against evil or those weak to Good damage
Act Together: Jiggo uses 3 actions, Salera takes a bonus action
◆◆ Jiggo casts >Produce Flame< on Blue Spider
◆ Jiggo casts>Boost Eidolon< on Salera
◆ Salera Strikes Blue Spider or Green Fox if Spider is dead
GM Computerpro82 |
Jiggo's ball of flame burns the spider's body and causes its legs to curl up against it until it stops moving. It is dead.
Salera's tail unfortunately misses the Green Fox.
Green Fox Target Selection 1 Clover low 2 clover high 3 Salera 4 Voron 5 Mavenee: 1d5 ⇒ 1
The Green Fox is surprised by Princess Clovers' duplication and attacks the one that just appeared between the Magenta Fox and the Green spider.
◆ Strike at Princess Clover
jaws (agile, finesse): 1d20 + 10 ⇒ (7) + 10 = 17
Piercing Damage: 1d6 + 1 ⇒ (3) + 1 = 4
◆ Second Strike at Princess Cover
jaws (agile, finesse): 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11
Piercing Damage: 1d6 + 1 ⇒ (2) + 1 = 3
◆ Third Strike at Princess Cover
jaws (agile, finesse): 1d20 + 10 - 8 ⇒ (19) + 10 - 8 = 21
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
The Green fox hits? with a last ditch effort
Alley Ambush: Round 2
Party Conditions: Inspire Courage +1 Atk/DMG Saves versus Fear
Bold may act
Fading Fox Green -1 HP
Dream Spider Blue -31 HP, Dead
Voron Keyphyra 19/24 HP, Dream Spider Venom Stage 1 , DC 18 Fort, Stupefied 1
Peter Plus-Haut 38/38 HP
Dream Spider Pink -11 HP
Zhamie Zhapp 40/40 HP
Dream Spider Green -10 HP, 2 Persistent Bleed
Martin and Mavenee 47/47 HP
Princess Clover 34/36 HP, Immobilized DC18 Escape
Fading Fox Magenta -8 HP, 2 Persistent Bleed
Jiggo and Salera 44/47 HP
Voron Keyphyra |
Voron is unpleasant as ever, gritting his teeth and trying to ride out the poison when...
DC18 Fortitude: 1d20 + 7 ⇒ (18) + 7 = 25 phew!
through sheer force of will he seems to somehow process it and limit its effects after the initial stage.
He looks up at the creatures stalking him, backs away, and mentally launches a chunk of loose stone at one of them.
◆ Step N
◆◆ Cast (somatic, verbal) telekinetic projectile at PINK SPIDER
Spell attack PINK SPIDER, B damage (inspired): 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 212d6 + 4 + 1 ⇒ (2, 5) + 4 + 1 = 12
GM Computerpro82 |
Voron manages to shake off the spider venom, step away and hit the spider with a loose piece of stone. The spider shudders under the impact, but still stands.
Alley Ambush: Round 2
Party Conditions: Inspire Courage +1 Atk/DMG Saves versus Fear
Bold may act
Fading Fox Green -1 HP
Dream Spider Blue -31 HP, Dead
Voron Keyphyra 19/24 HP
Peter Plus-Haut 38/38 HP
Dream Spider Pink -23 HP
Zhamie Zhapp 40/40 HP
Dream Spider Green -10 HP, 2 Persistent Bleed
Martin and Mavenee 47/47 HP
Princess Clover 34/36 HP, Immobilized DC18 Escape
Fading Fox Magenta -8 HP, 2 Persistent Bleed
Jiggo and Salera 44/47 HP
Peter Plus-Haut |
♫ Has everyone been inspired?
Don't make me sing for nothing! ♫
Peter continues singing without reverb ◆, and hurls another telekinetic projectile ◆◆ at the pink spider.
Telekinetic Projectile: 1d20 + 9 ⇒ (20) + 9 = 29
Bludgeoning: 2d6 + 4 ⇒ (1, 5) + 4 = 10
Zhamie Zhapp |
Assuming Pink is pulp
Zhamie tries to find an angle on the Fading Fox Green.
Devise: 1d20 ⇒ 5
Sheesh... what is it with the dice
Not finding one, she reloads her weapon and shoots at the Green Spider instead.
+1 Striking Jezail vs Green Spider: 1d20 + 8 ⇒ (2) + 8 = 10
◆ Devise
◆ Reload
◆ Whiff (again)
GM Computerpro82 |
Peter Inspires his compatriots, then turns the Pinkish Spider into Pink mist.
Zhamie tries to get the range on Blue and then the Green Fox, but can't seem to get her attacked dialed in.
Target Selection 1 Clover adj 2 Clover step 3 Salera 4 Voron 5 Mavenee: 1d5 ⇒ 1
The Green Spider attacks the Princess Clover that it has Flanked with the Greenish Fox.
◆ Strike at Princess Clover
web(range increment 10 feet): 1d20 + 9 ⇒ (11) + 9 = 20
Effect web trap plus dream spider venom
Does this make both Princess Clover's immobilized? And exposed to Dream Spider Venom?
Princess Clover is immobilized DC 18 and needs to make a Fort save versus Dream Spider Venom DC 18
Dream Spider Venom (poison) Saving Throw DC 18 Fortitude;
Maximum Duration 4 rounds;
Stage 1 stupefied 1 (1 round);
Stage 2 1d6 poison damage plus stupefied 1 (1 round)
◆ The Spider continues to strike the Princess in front of it
fang (finesse): 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
Piercing Damage plus dream spider venom: 1d6 + 2 ⇒ (3) + 2 = 5
And somehow fumbles it jaws.
◆ The Spider tries a third strike to strike the Princess in front of it
fang (finesse): 1d20 + 9 - 8 ⇒ (9) + 9 - 8 = 10
Piercing Damage plus dream spider venom: 1d6 + 2 ⇒ (6) + 2 = 8
Missing everything but the web
Alley Ambush: Round 2
Party Conditions: Inspire Courage +1 Atk/DMG Saves versus Fear
Bold may act
Fading Fox Green -1 HP
Dream Spider Blue -31 HP, Dead
Voron Keyphyra 19/24 HP
Peter Plus-Haut 38/38 HP
Dream Spider Pink -45 HP, Dead
Zhamie Zhapp 40/40 HP
Dream Spider Green -10 HP, 2 Persistent Bleed
Martin and Mavenee 47/47 HP
Princess Clover 34/36 HP, Immobilized DC18 Escape
Fading Fox Magenta -8 HP, 2 Persistent Bleed
Jiggo and Salera 44/47 HP
Princess Clover |
Both are real, so she's affected the same whichever is attacked. Although a duplication ability is a handy counter to immobilization!
Fortitude (+1 Constructed): 1d20 + 9 ⇒ (17) + 9 = 26
Both Clovers react when hit by the webbing, though they don't seem terribly bothered. The two move in perfect synchronization, one a reflection of the other.
Until the one between the creatures vanishes on the spot, as though the other had stepped away from a mirror.
"I'll have a bit less of that, thank you," she says, spitting out web.
She studies the creature next to her carefully while slipping her warhammer out through the webbing. She isn't necessarily trying to identify it, but to figure out what weakness it has that she can exploit--even one specific to the individual creature, all else failing.
And then she swings that hammer.
* Exploit Vulnerability Esoteric Lore: 1d20 + 11 ⇒ (5) + 11 = 16 against a standard DC of its level. On a success she learns its highest weakness, if any, and her attacks trigger that weakness without actually changing damage type. On a critical success she also learns all weaknesses, resistances, immunities, or unusual defenses. On a failure (or a success, if it has no existing weakness) she still finds a Personal Antithesis, granting it Weakness 3 to her attacks. On a critical failure she learns nothing and also fumbles, becoming flat-footed for one round.
* Draw warhammer
* Strike Warhammer (inspire courage): 1d20 + 10 ⇒ (12) + 10 = 22 for bludgeoning damage: 1d8 + 5 ⇒ (1) + 5 = 6 + any weakness
GM Computerpro82 |
Princess Clover, your check is a success but the creature doesn't have any weaknesses listed, so you get personal Antithesis
Princess Clover divines information about the Green Fox and then strikes it with her Warhammer, knocking it back with a solid hit.
Forgot to roll for Green Spider Persistent Damage.
Flat Check DC 15 Bleed: 1d20 ⇒ 13
Still Bleeding
Alley Ambush: Round 2
Party Conditions: Inspire Courage +1 Atk/DMG Saves versus Fear
Bold may act
Fading Fox Green -10 HP
Dream Spider Blue -31 HP, Dead
Voron Keyphyra 19/24 HP
Peter Plus-Haut 38/38 HP
Dream Spider Pink -45 HP, Dead
Zhamie Zhapp 40/40 HP
Dream Spider Green -12 HP, 2 Persistent Bleed
Martin and Mavenee 47/47 HP
Princess Clover 34/36 HP, Immobilized DC18 Escape, Personal Antithesis Green Fox
Fading Fox Magenta -8 HP, 2 Persistent Bleed
Jiggo and Salera 44/47 HP
Martin Amblecrown. |
Martin and Mavenee both take coordinated steps closer towards the action. Martin continues to reinforce the eidolon as the eidolon rams the green fox with her horns.
Horn vs flanking: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Piercing: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
◈Act Together (◈Step, ◈Step), ◈Reinforce Eidolon, ◈Strike
GM Computerpro82 |
Martin and Mavenee work toward attacking the Greenish Fox, but Mavenee's horns miss their vulpine target.
The Magenta Fox moves to flank Mavenee and attacks
◆ Stride
◆ Strike at Mavenee
jaws (agile, finesse): 1d20 + 10 ⇒ (11) + 10 = 21
Piercing Damage plus sneak attack: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9
◆ Second Strike at Mavenee
jaws (agile, finesse): 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
Piercing Damage plus sneak attack: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8
The fox lands two solid blows on the Eidolon.
Flat check for Bleed damage DC 15: 1d20 ⇒ 12
Alley Ambush: Round 2
Party Conditions: Inspire Courage +1 Atk/DMG Saves versus Fear
Bold may act
Fading Fox Green -10 HP
Dream Spider Blue -31 HP, Dead
Voron Keyphyra 19/24 HP
Peter Plus-Haut 38/38 HP
Dream Spider Pink -45 HP, Dead
Zhamie Zhapp 40/40 HP
Dream Spider Green -12 HP, 2 Persistent Bleed
Martin and Mavenee 30/47 HP
Princess Clover 34/36 HP, Immobilized DC18 Escape, Personal Antithesis Green Fox
Fading Fox Magenta -10 HP, 2 Persistent Bleed
Jiggo and Salera 44/47 HP
Jiggo Maeleranti |
Jiggo quickly grabs his healer's kit, to help Martin. He recognizes how the wounds are forming.
Battle Medicine on Martin: 1d20 + 6 ⇒ (15) + 6 = 21
Healing: 2d8 ⇒ (6, 7) = 13
"Here you go, Martin."
Then, he boosts Salera's strength.
Salera takes the opportunity to fight the green fox.
Claw: 1d20 + 10 ⇒ (16) + 10 = 26
Slashing Damage: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
+1 Good damage against evil or those weak to Good damage
Tail: 1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20
Bludgeoning Damage: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
+1 Good damage against evil or those weak to Good damage
Act Together: Jiggo takes 2 actions, Salera gets a bonus
Jiggo uses Battle Medicine on Martin
Jiggo uses Boost Eidolon
Salera Strikes twice
GM Computerpro82 |
Jiggo treats Martin's wounds, and Salera manages to land one solid blow on the Green Spider. Unfortunately, the tail misses.
Target Selection 1 Princess Clover 2 Salera 3 Mavenee: 1d3 ⇒ 2
The Green Fox strikes back at Salera
◆ Strike at Salera
jaws (agile, finesse): 1d20 + 10 ⇒ (4) + 10 = 14
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
◆ Second Strike at Salera
jaws (agile, finesse): 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
◆ Third Strike at Salera
jaws (agile, finesse): 1d20 + 10 - 8 ⇒ (16) + 10 - 8 = 18
Piercing Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Missing with all three attacks
Alley Ambush: Round 3
Party Conditions: Inspire Courage +1 Atk/DMG Saves versus Fear
Bold may act
Fading Fox Green -19 HP
Dream Spider Blue -31 HP, Dead
Voron Keyphyra 19/24 HP
Peter Plus-Haut 38/38 HP
Dream Spider Pink -45 HP, Dead
Zhamie Zhapp 40/40 HP
Dream Spider Green -12 HP, 2 Persistent Bleed
Martin and Mavenee 43/47 HP
Princess Clover 34/36 HP, Immobilized DC18 Escape, Personal Antithesis Green Fox
Fading Fox Magenta -10 HP, 2 Persistent Bleed
Jiggo and Salera 44/47 HP
Zhamie Zhapp |
Zhamie reloads and again tries to calculate an angle on Green Spider.
Devise: 1d20 ⇒ 3
sheesh, do I need to sacrifice a GM to the dice bot?
Zhamie swears and shoots the Green Fox instead.
Jezail vs Green Fox, IC: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Concussive?: 2d8 ⇒ (6, 3) = 9
◆ Reload
◆ Devise
◆ Bang?
GM Computerpro82 |
Zhamie finally get the range on the Green Fox and it drops to the ground, dying.
Alley Ambush: Round 3
Party Conditions: Inspire Courage +1 Atk/DMG Saves versus Fear
Bold may act
Fading Fox Green -28 HP, Dead
Dream Spider Blue -31 HP, Dead
Voron Keyphyra 19/24 HP
Peter Plus-Haut 38/38 HP
Dream Spider Pink -45 HP, Dead
Zhamie Zhapp 40/40 HP
Dream Spider Green -12 HP, 2 Persistent Bleed
Martin and Mavenee 43/47 HP
Princess Clover 34/36 HP, Immobilized DC18 Escape, Personal Antithesis Green Fox
Fading Fox Magenta -10 HP, 2 Persistent Bleed
Jiggo and Salera 44/47 HP
Zhamie Zhapp |
I haven't hit from a Devise a Strategem all game... (so far)
Voron Keyphyra |
Ha! One spider down, one to go! Voron declares with zeal. He immediately turns towards the other...
◆◆ Cast (somatic, verbal) telekinetic projectile at GREEN SPIDER
Spell attack GREEN SPIDER, B damage (inspired): 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 232d6 + 4 + 1 ⇒ (4, 3) + 4 + 1 = 12
◆ Cast (verbal) shield
GM Computerpro82 |
Voron mentally grabs a rock and throws it at the Green Spider. The rock hits the spider, and while the spider takes significant damage, it is still moving. So close
Alley Ambush: Round 3
Party Conditions: Inspire Courage +1 Atk/DMG Saves versus Fear
Bold may act
Fading Fox Green -28 HP, Dead
Dream Spider Blue -31 HP, Dead
Voron Keyphyra 19/24 HP
Peter Plus-Haut 38/38 HP
Dream Spider Pink -45 HP, Dead
Zhamie Zhapp 40/40 HP
Dream Spider Green -24 HP, 2 Persistent Bleed
Martin and Mavenee 43/47 HP
Princess Clover 34/36 HP, Immobilized DC18 Escape, Personal Antithesis Green Fox
Fading Fox Magenta -10 HP, 2 Persistent Bleed
Jiggo and Salera 44/47 HP
Peter Plus-Haut |
1 person marked this as a favorite. |
You didn't add your own inspire bonuses!
♫ It's ironic, isn't it?
What's ironic?That I forgot to inspire myself
No ... what does ironic mean? ♫
◆ Inspire Courage
◆◆ Telekinetic Projectile: 1d20 + 9 ⇒ (6) + 9 = 15 vs remaining spider
Bludgeoning: 2d6 + 4 ⇒ (4, 1) + 4 = 9
GM Computerpro82 |
Peter continues to Inspire the group, but misses with the rock he magically throws at the spider.
Target selection 1 Clover 2 Salera 3 Voron 4 Mavenee: 1d4 ⇒ 2
The Green Spider goes after Salera
◆ Step
◆ The Spider goes after Salera
fang (finesse): 1d20 + 9 ⇒ (6) + 9 = 15
Piercing Damage plus dream spider venom: 1d6 + 2 ⇒ (2) + 2 = 4
◆ The Spider goes after Salera again
fang (finesse): 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7
Piercing Damage plus dream spider venom: 1d6 + 2 ⇒ (5) + 2 = 7
The Spider misses Salera before dying of the Persistent Bleed damage
Alley Ambush: Round 3
Party Conditions: Inspire Courage +1 Atk/DMG Saves versus Fear
Bold may act
Fading Fox Green -28 HP, Dead
Dream Spider Blue -31 HP, Dead
Voron Keyphyra 19/24 HP
Peter Plus-Haut 38/38 HP
Dream Spider Pink -45 HP, Dead
Zhamie Zhapp 40/40 HP
Dream Spider Green -26 HP, Dead
Martin and Mavenee 43/47 HP
Princess Clover 34/36 HP, Immobilized DC18 Escape, Personal Antithesis Green Fox
Fading Fox Magenta -10 HP, 2 Persistent Bleed
Jiggo and Salera 44/47 HP
Salera, the Reformed |
Salera grins as the spider fails to hurt her and then expires from its own wounds. Reminds her of the old days, when she was a lot stronger.
Martin Amblecrown. |
Mavenee moves back and charges at the remaining fox as Martin shifts his stance and provides a strong boost to the eidolon.
Beast Charge: 1d20 + 10 + 1 + 1 ⇒ (5) + 10 + 1 + 1 = 17
Piercing: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
◈Stride, ◈◈Act Together (◈Boost Eidolon, ◈◈Beast's Charge)
Princess Clover |
Clover is still a little tied up, which is a problem since there are no more enemies she can reach. And there isn't a good spot to put a reflection.
Well. Time to actually bother with these webs, then. Easily dispatched!
Now she can pursue the remaining creature on foot. A moment of study would make her attacks more effective--but first she swings.
◈ Escape Athletics: 1d20 + 10 ⇒ (18) + 10 = 28
◈ Stride
◈ Strike Warhammer (Inspire, MAP): 1d20 + 5 ⇒ (18) + 5 = 23 for bludgeoning damage: 1d8 + 6 ⇒ (7) + 6 = 13.
GM Computerpro82 |
Mavenee's charge misses the sly fox, but Clover excapes the webbing a soundly clocks it with her hammer. She staggers the creature, but it's not out of the fight.
1 Mavenee 2 Clover: 1d2 ⇒ 2
The Fox will attempt to retaliate.
◆ Step into Clover's square, because I just realized the fox is Tiny
◆ Strike at Clover
jaws (agile, finesse): 1d20 + 10 ⇒ (16) + 10 = 26
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
◆ Second Strike at Clover
jaws (agile, finesse): 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10
Piercing Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Hitting with one of the strikes.
After the fox attacks, it expires from the Persistent Bleed damage.
You are out of combat.
Status:
Name Damage.
Voron Keyphyra 5
Peter Plus-Haut
Zhamie Zhapp
Martin and Mavenee 4
Princess Clover 4
Jiggo and Salera 3
Princess Clover |
"Well, that wasn't so bad," Clover says as she stows her implements of battle, "but an attack from wildlife like this in the middle of a city is strange, right? And foxes coordinating with giant spiders... very odd."
Jiggo Maeleranti |
"Is everyone alright?" Jiggo peeks his head out from behind Salera.
"No, she's not. I mean, we're not." Salera pushes him into the middle. "Come on, heal us already."
"Right..."
Heal: 1d8 ⇒ 8
Vital energy washes over everyone, healing them completely.
"Normally I'd treat wounds, but we have an appointment to make with the council. No time to waste."
Salera ponders. "You're right... this was meant to slow us down. Or kill us. Anything to make sure we don't reach the council in time."
GM Computerpro82 |
Long post, so read all the way down.
After you defeat the enemies Kwari returns, asking why you haven’t followed her. Once you tell her what happened, she frowns and says: It seems others may know about your Pathfinder Society’s secret. Let me walk you to your meeting with the council. I can help explain the delays in your arrival.
From the city center, it’s only a short walk to the council chambers. Once you have entered, a secretary meets you at the door and guides you through the wide halls of the council chamber. He leads you up a tall, winding staircase until you come to a circular meeting room with large open windows overlooking the city. In attendance are the mayor, Wanakeena; her councilors, Ojiham and Skawahann; and the Peacekeeper Captain, Tekawenda. Also in attendance is a woman sitting off to the side, Suhko, recording notes on the proceedings. Wanakeena rises to her feet and initiates the meeting with her opening remarks.
“The room we’re gathered in overlooks the city. This is not to show our superiority, but to remind us of our duty. Look out in any direction and you’ll see our city, our people. Every decision we make is with the constant reminder of who we are meant to serve. It is with this in mind that we meet with you today. What we decide here will set a precedent, and the city is aware of it. You are here with good intentions.
To restore something stolen from our lands is a welcome change. It shows that your organization listens. That they are willing to act toward the benefit of our peoples rather than themselves. Already there is talk on the streets about the problems of our citizens and how you can help. There are those, as you must have heard, who do not share this view. In fact, we can see them right now, gathered right below us. The Segada Protocol is intended to protect Arcadia from Avistani interests. They say that the Pathfinder Society, based in Absalom, is one of those interests. That by allowing you entry, we are exposing the continent to armed warriors beholden to a foreign authority. The Avistani settlements may only send a small amount of their wealth across the ocean, will this apply to your organization as well?”
Finally, she sits back down behind her desk. “Arcadia is listening, Pathfinders. Tell us why it should welcome you.”
And now everyone’s Favorite part of the game, a Social Encounter using the Influence subsystem.
In this social encounter, you have an opportunity to convince the councilors that the Pathfinder Society should be allowed to access the interior of Arcadia. You have 90 minutes, comprised of three 30-minute rounds in the influence subsystem. Be especially aware of the ability to discover resistances or weaknesses in the NPCs.
During each round, each of you can either use the Discover action to learn more about a Council member or the Influence action to make a favorable impression. These actions are reprinted below.
DISCOVER
CONCENTRATE SECRET
You watch or study an NPC to learn more about that NPC’s preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the PC’s influence stat block.
Critical Success Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category.
Success Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC’s resistances, or one of the NPC’s weaknesses.
Failure You learn no information.
Critical Failure Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery.
Each PC should choose one of the NPCs and either try to Discover to learn more about them or Influence them to make a good impression.
Discovery is a secret check, so roll in a spoiler box or just tell me your bonus. You also choose a piece of information to learn (and a second, in case you critically succeed):
Which Influence skill is easiest,
one of the NPC's resistances, or
one of their weaknesses.
Be aware that on a critical failure you can get false information, as is typical for secret checks.
To Discover something about WANAKEENA AWASUUL you can use Arcadia Lore, Society, Perception,
To Discover something about TEKAWENDA ULASH you can use Warfare Lore, Athletics, Society, Perception
To Discover something about SKAWAHANN DUBURRA you can use Arcadia Lore, Arcana, Perception
To Discover something about OJIHAM NEKERO you can use Society, Arcana, Perception
You can always try another skill (particularly a similar Lore).
INFLUENCE
CONCENTRATE LINGUISTIC
You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC’s preferences (typically found in the NPC’s influence stat block).
Critical Success You gain 2 Influence Points with the chosen NPC.
Success You gain 1 Influence Point with the chosen NPC.
Failure You gain no Influence Points with the chosen NPC.
Critical Failure You lose 1 Influence Point with the chosen NPC.
You can roll an Influence check openly.
To Influence WANAKEENA AWASUUL you can use (in alphabetical order): Deception: Diplomacy; Society (discussing the ceremonial importance of returning the star gun),
In order easiest to hardest:To be filled in as you discover them
To Influence TEKAWENDA ULASH you can use (in alphabetical order): Deception; Diplomacy; Intimidation (trying to threaten the captain of the peacekeepers); Pathfinder Lore (discussing the history of the Pathfinders and how they may aid her); various (demonstrating a skill and explaining how it can help her keep the peace; various skills can apply).
In order easiest to hardest:To be filled in as you discover them
To Influence SKAWAHANN DUBURRA you can use (in alphabetical order): Arcana (demonstrating knowledge of magic and its history); Crafting (explaining how the Pathfinders will care for this relic over the journey); Deception; Diplomacy; Lore (appealing to her love of knowledge and secrets; various lores can apply); Occultism (sharing hidden knowledge).
In order easiest to hardest:To be filled in as you discover them
To Influence OJIHAM NEKERO you can use (in alphabetical order): Deception; Diplomacy; Performance (comparing the Society’s mission to a famous story); Religion (ascribing divine importance to the restoration of the star gun); Society (showing a clear understanding of the Segada Protocol), Survival (demonstrating that the Pathfinders know how to navigate and subsist).
In order easiest to hardest:To be filled in as you discover them
You can always try another skill of course.
I have added this information to the slides as well.
The initiative Tracker is just to remind me who has and has not acted in every round.
Social Encounter: Round 1
Bold may act
Voron Keyphyra 24/24 HP
Peter Plus-Haut 38/38 HP
Zhamie Zhapp 40/40 HP
Martin and Mavenee 47/47 HP
Clover 36/36 HP
Jiggo and Salera 47/47 HP
Jiggo Maeleranti |
"Apologies, Kwari. We were delayed by... animals..." Jiggo gestures to the defeated critters. "Someone is trying to slow us down."
Salera keeps her mouth shut but continues to keep watch. It isn't long until Jiggo stares at the view of the city and the council. Salera holds him long enough to bow to them, and she follows.
"Th-thank you for your time and patience. This is not a decision to be taken lightly. We will do all we can to convince you of our noble intentions."
As the talks begin, Jiggo does some small talk before approaching Tekawenda Ulash. "Peacekeeping is a nuanced job. There's always a balance to strike between letting people find their own solutions, and reminding people of the ramifications of their decisions. It's a challenge I face every day." Jiggo digs his staff against the floor. "How do you deal with it?"
Jiggo will use +6 Society to Discover more about Tekawenda Ulash.
GM Computerpro82 |
Society: 1d20 + 6 ⇒ (18) + 6 = 24
What would Jiggo like? You choices are:
Which Influence skill is easiest,
one of the NPC's resistances, or
one of their weaknesses.
Martin Amblecrown. |
Martin will take his time to observe Tekawenda whom he's heard so much about.
+9 Perception to Discover Tekawenda
GM Computerpro82 |
Reminder: If you are performing a Discovery action, please let me know what one (or two for a crit success) things you want to know. Choices are:
Influence Skills with the lowest DC (may be chosen more than once)
Weakness (only one per NPC in this scenario)
Resistance (only one per NPC.)
Voron Keyphyra |
re: the combat-Always good to activate persistent damage early :)
Voron sighs internally as the collective doubts are laid at their feet. He leans on his staff and begins speaking, with a tone as sharp as his features.
You are wise to harbor a level of healthy skepticism. We ourselves have acrimony with nefarious organizations such as the Aspis Consortium. We would like to help you understand who can be trusted from Avistan.
Perception +8 to Discover SKAWAHANN DUBURRA
Observing for (in order): lowest DCs, then Resistance.
Martin Amblecrown. |
[ooc]Observing for (in order): Lowest DC, then Weakness
Princess Clover |
Hey, that description looks familiar!
Clover curtsies to the council as a whole, and focuses on Skawahann Duburra.
"As an organization devoted to exploring and reporting, the Pathfinder Society learns and catalogues quite a lot of information from around the world. It's part of the reason I joined up--I find information to be a key problem-solving tool. Friendly cooperation means access to our knowledge base. I could tell you some things about my own kind, but let me share some things I learned about genies on a recent journey to Qadira..."
Trying to Influence Skawahann with Esoteric Lore: 1d20 + 11 ⇒ (11) + 11 = 22. Unless Voron discovers Diplomacy is easier, in which case same bonus.
Jiggo Maeleranti |
Jiggo will Discover more about Tekawenda Ulash.
Which Influence skill is easiest?
What is one of Tekawenda's resistances?
Salera watches Jiggo mingle with a bit melancholy. She used to be an expert at this.
GM Computerpro82 |
Princess Clover, I consider plagiarism the sincerest form of flattery. I liked it enough to steal it and use it myself. Feel free to steal things back if they work for you.
Martin Perception on Tekawenda, Lowest DC, then Weakness: 1d20 + 9 ⇒ (14) + 9 = 23
Voron Perception Discover SKAWAHANN DUBURRA, lowest DCs, then Resistance: 1d20 + 8 ⇒ (6) + 8 = 14
Jiggo determines Tekawenda can be influenced by using Pathfinder Lore (AKA Pathfinder Society Lore) to discuss the history of the Pathfinders and how they may aid her.
Martin also talks to Tekawenda and realizes she can be influenced by demonstrations of skill. You could use various skills (basically any skill you can justify) to demonstrate and explain how it can help her keep the peace.
Voron can't really read the room and just can't get a feel for SKAWAHANN's interests.
Princess Clover does get enough of a read on Skawahaan's interests to influence them with knowledge and secrets. 1 Influence with Skawahaan
Social Encounter: Round 1
Bold may act
Voron Keyphyra 24/24 HP
Peter Plus-Haut 38/38 HP
Zhamie Zhapp 40/40 HP
Martin and Mavenee 47/47 HP
Clover 36/36 HP
Jiggo and Salera 47/47 HP
Peter Plus-Haut |
Peter immediately bursts into song, serenading OJIHAM NEKERO of the exploits of the mission so far.
Performance (singing, Persona Mask): 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
♫ Just sit right back and you'll hear a tale,
A tale of a lovely trip
That started from Arcadian port
Aboard this tiny ship. ♫
♫ The summoners fought two as one,
The 'turge brought out the bane.
Wizard and bard were hurling bricks
And Zhamie rolling the same. ♫
GM Computerpro82 |
Peter successfully influences OJIHAM NEKERO with their song
Social Encounter: Round 1
Party Conditions: 1 Influence Skawahann, 1 Influence OJIHAM NEKERO
Voron Keyphyra 24/24 HP
Peter Plus-Haut 38/38 HP
Zhamie Zhapp 40/40 HP
Martin and Mavenee 47/47 HP
Clover 36/36 HP
Jiggo and Salera 47/47 HP
Zhamie Zhapp |
Zhamie observes Skawahann. Arcana +10
"If ve find ze artifact, vous can rest assured zat ve vill care for it."
Crafting: 1d20 + 12 ⇒ (3) + 12 = 15
Crafting, HP: 1d20 + 12 ⇒ (10) + 12 = 22
zat's better...
GM Computerpro82 |
Zhamie, I'm a little confused. It looks like you are doing both a Discovery (using Arcana +10) and Influence (Crafting total 22.) You can only do one action per round.
Zhamie Zhapp |
Oops. Sorry. Misread the instructions. I'll do the Discovery.
GM Computerpro82 |
Skawahann discovery Arcana: 1d20 + 10 ⇒ (19) + 10 = 29
Zhamie gets in sync with Skawahann.
Critical success. Since you didn't specify what you wanted to discover, I will continue the trend of the lowest DC Influence and weakness. They will be posted on the slides.
Zhamie realizes Skawahann loves knowledge of all kinds and can be influenced by demonstrating knowledge of almost any area. Zhamie also realizes Skawahann knows of the Pathfinder Society’s research capabilities and is interested in what other secrets they have uncovered. Promises to share the Society’s knowledge reduce this check’s DC by 2. Arguments made
by Arcadians reduce this check’s DC by 5.
Social Encounter: Round 2
Party Conditions: 1 Influence Skawahann, 1 Influence OJIHAM NEKERO
Bold may act
Voron Keyphyra 24/24 HP
Peter Plus-Haut 38/38 HP
Zhamie Zhapp 40/40 HP
Martin and Mavenee 47/47 HP
Clover 36/36 HP
Jiggo and Salera 47/47 HP
Zhamie Zhapp |
"Oh, rest assured, Councilor Skawahann, ve vill care for ze artifact if ve find it. Ve will transport it vith care and not zhust show it off. I'm sure ze Society vill gladly share zer recherche vith vous."
Crafting: 1d20 + 12 ⇒ (19) + 12 = 31
Should have a -2 bonus to the DC? Though I don't think it will matter... :)
Martin Amblecrown. |
Martin gives Tekawenda some tips on how to be firm when dealing with those who won't abide by their laws
Intimidation: 1d20 + 10 ⇒ (13) + 10 = 23
.
Voron Keyphyra |
Seeing his companions having success against those he initially gathered intel on, Voron moves on to observing Wanakeena.
Perception +8 to Discover WANAKEENA AWASUUL
Observing for (in order): lowest DCs, then Resistance.
GM Computerpro82 |
Zhamie continues the discussions with Skawahann, making an extremely good impression on the gnome. Critical Success
Martin fails to make any headway with Tekawenda. Failure, but not critical failure
Voron discovery: 1d20 + 8 ⇒ (15) + 8 = 23
Voron learns the easiest way to influence Wanakeena is with with discussions about Society and the ceremonial importance of returning the star gun. Regular success
I will note that there are only three rounds of Influence here, so you are about halfway through the time.
Jiggo Maeleranti |
"Tekawenda, maintaining peace is first and foremost a diplomatic mission." Jiggo tries the straightforward approach. "It is key to understand that everyone is different and has different needs and desires. Only then can you approach delicate topics and make requests."
Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23
Jiggo tries to influence the Peacekeeper with some honest advice.
Princess Clover |
They haven't made much progress with Tekawenda yet. Clover turns to him with a charming smile, producing a small piece of broken, silver chain.
"I know you're concerned with peacekeeping. You know, every monster or villain has a weakness, if you know how to use them. Let me tell you about the time I faced a pirate and slaver, and how I used this broken chain against him..."
Influencing Tekawenda with a skill that Clover uses to keep the peace: Esoteric Lore: 1d20 + 11 ⇒ (19) + 11 = 30
GM Computerpro82 |
Jiggo's straightforward and honest approach impresses Tekawenda. Standard success
Princess Clover's demonstration makes a significant impression on Tekawenda Critical success
Social Encounter: Round 2
Party Conditions: 3 Influence Skawahann, 1 Influence OJIHAM NEKERO, 3 influence TEKAWENDA ULASH
Bold may act
Voron Keyphyra 24/24 HP
Peter Plus-Haut 38/38 HP
Zhamie Zhapp 40/40 HP
Martin and Mavenee 47/47 HP
Clover 36/36 HP
Jiggo and Salera 47/47 HP