Thread for #3-08: Foundation's Price and #3-12: Fury's Toll (Inactive)

Game Master Eric Parker 82

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Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp winces as the bird strikes and [i]flickers[/u]
unexpected shift, flat check DC16: 1d20 ⇒ 6 Fail

"Urgh"

Radiant Oath

CG (male) human (aasimar) magus (twisting tree) 3 | HP 38/38 | AC 20 | F +8 R +6 W +7 | Perc +5 (T) | Stealth +6 | 30’ | focus 2/2 | hero points 1/3 | spells 1st 1/2 2nd 0/1 | Exploration: Scout | Active Conditions: arcane cascade (force); rime crystal (1rd)

◆ Arcane Cascade (for +1 cold damage for all subsequent attacks)
Hui Kong chants softly under his breath, capturing some of the remnant energy from his last attack, as his staff gets coated in frost.

◆ Stride
Hui Kong flows around his party, moving towards the elementals, his staff continuing to spin in the air, and gradually lengthens.

◆ Focus Spell: Spinning Staff, recharges spellstrike
Once in range, he swings his staff in quick succession, slamming first into the mass of whirlwind then into the hawk.

vs Whirlwind: +1 Staff (2H): 1d20 + 10 ⇒ (19) + 10 = 29 bludgeoning: 1d8 + 4 ⇒ (6) + 4 = 10 + rime crystal, cold: 1d4 ⇒ 3 + 1 cold

vs Orange Hawk: +1 Staff (2H): 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12 bludgeoning: 1d8 + 4 ⇒ (3) + 4 = 7 + rime crystal, cold: 1d4 ⇒ 1 + 1 cold

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Slipp looks like she might phase out existence as the Orange Bird strikes her, but remains solid through the Bird's attack.

Hui Kong advances on the enemies with ice coating his staff as he moves. The staff with a thud on the surprisingly solid Whirlwind, but his strike at the Orange Bird misses.

The Whirlwind moves to strike the last two party members that hit it.

◆ Stride

◆ Strike at Mavenee
gust attack (finesse, reach 10 feet): 1d20 + 14 ⇒ (9) + 14 = 23
bludgeoning Damage plus Push 5 feet: 2d6 + 7 ⇒ (6, 5) + 7 = 18

◆ Strike at Hui Kong
gust attack (finesse, reach 10 feet): 1d20 + 14 - 5 ⇒ (7) + 14 - 5 = 16
bludgeoning Damage plus Push 5 feet: 2d6 + 7 ⇒ (6, 1) + 7 = 14

The Whirlwind hits Mavenee and pushes the Eidolon into the open air.
Mavenee gets a Reflex save to Grab an Edge or fall out of the Fortress.

The Whirlwind then misses Hui Kong.

Whirlwind reaction the first time it is hit in the round:

Disperse [reaction] Trigger The living whirlwind takes damage from a hostile action. Effect The living whirlwind disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind re-forms in any space in which it can fit within 25 feet of where it dispersed, and any auras or emanations it has are restored as long as their duration didn’t run out while it was dispersed.

Safa's Place: Round 2

Bold may act

Luz Lumino 48/48 HP
Junior 24/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 43/60 HP, DC 18 Reflex Save to Grab and Edge
Zephyr Hawk Black -57 HP
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP
Living Whirlwind -27 HP
Slipp 19/48 HP

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

The fire continues to rage within Slipp. The little gnome, now somewhat battered channels the raging forest fire within the first world, breaching the dimensional boundaries as fire lashes out at the two remaining antagonists.

attack vs whirlwind: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 4d6 + 2 + 2 ⇒ (3, 1, 1, 4) + 2 + 2 = 13

attack vs bird: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 4d6 ⇒ (6, 6, 2, 6) = 20

Then they retreat a bit up the stairs to get a better view of what is happening.

** scorching ray
* stride

Envoy's Alliance

NG Skilled Heritage Human Summoner 5 | Eidolon| HP 78/78| AC 20| F +12 R +9 W +12 | Perc +12 | Stealth +4 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Spells: L2 - 1/2, L3 2/2

Mavenee Reflex: 1d20 + 8 ⇒ (2) + 8 = 10 Uh-oh!

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:
GM Computerpro82 wrote:

JR looks at the Living Whirlwind and realizes he has heard a lot about them.

Unfortunately, JR's javelin misses. Yes, I did double check the Armor Class.

Sorry I didn't make this clear sooner, but Junior has this ability thanks to mastermind rogue racket:

If you successfully identify a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute.

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Slipp's ray of fire fired at the Whirlwind hits with the crackling sounds of superheated air. Her attack on the Orange Bird misses.

Mavenee grabs for the edge as they fall though the gap in the fortress. Unfortunately, they miss the edge as they fall out of sight.

Fortunately, Safa's magic is at play and Mavenee drops into the center of the courtyard, somewhat the worse for wear. Bludgeoning damage from falling: 2d6 ⇒ (1, 4) = 5 Basic Reflex save DC 18)

Ephemeral gales occasionally tear through Safa’s domain. A gale blows across the fortress buffeting you and filling your ears with giggling laughter. This creates the effects of a gust of wind (DC 18 Fortitude save) in all squares adjacent to the ground.

Gust of Wind Save results:

Critical Success The creature is unaffected.
Success The creature can't move against the wind.
Failure The creature is knocked prone. If it was flying, it suffers the effects of critical failure instead.
Critical Failure The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage.

Safa's Place: Round 3

Bold may act

Luz Lumino 48/48 HP, DC 18 Fortitude save vs Gust of Wind
Junior 24/33 HP, DC 18 Fortitude save vs Gust of Wind
Nic Blackwillow 28/28 HP, DC 18 Fortitude save vs Gust of Wind
Martin Amblecrown 43/60 HP, DC 18 Reflex save versus 5 damage, DC 18 Fortitude save vs Gust of Wind for each
Zephyr Hawk Black -57 HP Dead
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP, DC 18 Fortitude save vs Gust of Wind
Living Whirlwind -40 HP
Slipp 19/48 HP, DC 18 Fortitude save vs Gust of Wind

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Fort: 1d20 + 9 ⇒ (12) + 9 = 21

Sheltered by the stairway, Slipp resists the immediate blast of wind, though it prevents them from retreating further up the stairs.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

DC 18 Fort save: 1d20 + 11 ⇒ (13) + 11 = 24

Nic crouches down, presenting a much smaller cross-section to the punishing winds. Then he advances◆, stabs at the living whirlwind◆, and retreats◆. It's far too agile for him to hit, though.

Rapier attack: 1d20 + 8 ⇒ (3) + 8 = 11

Stride-Strike-Stride

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Nic, Success on the Fort save means you can't move against the wind, so how would you retreat? Moving back to the West is moving against the wind. If you advance, I would assume you would end up adjacent to the Whirlwind with one action remaining and unable to move West.

Slipp and Nic manage to avoid being knocked over by the wind. Nic tries to attack the Orange Bird but can't get his blade positioned properly. Then he retreats.

Safa's Place: Round 3

Bold may act

Luz Lumino 48/48 HP, DC 18 Fortitude save vs Gust of Wind
Junior 24/33 HP, DC 18 Fortitude save vs Gust of Wind
Nic Blackwillow 28/28 HP, Can't move against the wind
Martin Amblecrown 43/60 HP, DC 18 Reflex save versus 5 damage, DC 18 Fortitude save vs Gust of Wind for each
Zephyr Hawk Black -57 HP, Dead
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP, DC 18 Fortitude save vs Gust of Wind
Living Whirlwind -40 HP
Slipp 19/48 HP, Can't move against the wind

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

Ah, got it. I didn't realize that about the wind. In that case, he'd move to attack the remaining zephyr hawk instead, then retreat to where he'd started from. That's across the wind direction and not against it.

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Nic, that should work.

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

Reflex DC18: 1d20 + 10 ⇒ (8) + 10 = 18

Junior holds his own against the winds. He hollers for a shield spell to protect him before drawing and tossing a pair of javelins at the whirling wind creature. I've got you now..

+1 Javelin (Thrown, 30') vs FF: 1d20 + 9 ⇒ (15) + 9 = 24
Piercing Damage, Sneak Attack: 1d6 + 1d6 ⇒ (4) + (3) = 7

+1 Javelin (Thrown, 30') vs FF: 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8
Piercing Damage, Sneak Attack: 1d6 + 1d6 ⇒ (1) + (3) = 4

Shield, AC20, Quick Draw, Quick Draw

Envoy's Alliance

NG Skilled Heritage Human Summoner 5 | Eidolon| HP 78/78| AC 20| F +12 R +9 W +12 | Perc +12 | Stealth +4 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Spells: L2 - 1/2, L3 2/2

Mavenee Reflex: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28

Martin Fort: 1d20 + 10 ⇒ (4) + 10 = 14
Mavenee Fort: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31

Martin stands up after being swept off his feet by the sudden gust of wind. He then reinforces Mavenee as the eidolon moves and attempts to attack the remaining hawk.

Horn: 1d20 + 11 ⇒ (17) + 11 = 28
Piercing: 2d8 + 4 ⇒ (5, 1) + 4 = 10

◈Stand, ◈Act Together (◈Reinforce Eidolon, ◈Stride), ◈Strike. Mavenee AC 21, resistance 1 to all damage, +1 to saving throws. Forgot that Reinforce Eidolon also gives bonus to saving throws.

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Junior, I think you might have misread the save. You rolled Reflex and the save is Fortitude. That roll with your Fortitude bonus gives you a fourteen, which is a fail and knocks you prone. Unless you have something that allows you to roll Reflex saves for Fort saves? Otherwise, you can forgo one of your actions to stand up (Shield or your second attack), or take the -2 on your attacks from prone.

Mavenee deftly twists in the air to lightly land and avoid any damage from the fall. Mavenee easily moves through the wind that knocked Martin off his feet and hits the Black Bird with a hefty blow.

Safa's Place: Round 3

Bold may act

Luz Lumino 48/48 HP, DC 18 Fortitude save vs Gust of Wind
Junior 24/33 HP, Can't move against the wind, Clarify Action
Nic Blackwillow 28/28 HP, Can't move against the wind
Martin Amblecrown 43/60 HP, Martin can't move against wind
Zephyr Hawk Black -57 HP, Dead
Zephyr Hawk Orange -10 HP
Hui Kong 38/38 HP, DC 18 Fortitude save vs Gust of Wind
Living Whirlwind -40 HP
Slipp 19/48 HP, Can't move against the wind

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

Ugh, how did I read that wrong? I was taking a quick break from Xmas cooking to post. Sorry, thanks for catching my mistake. I'll just forgo the shield spell and make the two attacks. AC19 and no longer prone.

Ahh, I must have seen this line: Martin Amblecrown 43/60 HP, DC 18 Reflex save versus 5 damage, DC 18 Fortitude save vs Gust of Wind for each

Grand Archive

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Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

JR, I kind of figured that. Mavenee need to make the Reflex save to avoid falling damage after being pushed off the building.

JR falls in the wind but manages to get back up and hit the Whirlwind with a Javelin. The Whirlwind looks pretty rough but is still in the fight.

Safa's Place: Round 3

Bold may act

Luz Lumino 48/48 HP, DC 18 Fortitude save vs Gust of Wind
Junior 24/33 HP, Can't move against the wind
Nic Blackwillow 28/28 HP, Can't move against the wind
Martin Amblecrown 43/60 HP, Martin can't move against wind
Zephyr Hawk Black -57 HP, Dead
Zephyr Hawk Orange -10 HP
Hui Kong 38/38 HP, DC 18 Fortitude save vs Gust of Wind
Living Whirlwind -47 HP
Slipp 19/48 HP, Can't move against the wind

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +10 (+12 thrown) 2d6B; Whip +12* 2d4S
Lead:
1) Faisel 2) Salamander

Fort vs Wind: 1d20 + 7 ⇒ (8) + 7 = 15

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Luz, with that roll, you are knocked prone and can't move against the wind. Since you are up, are you planning to act soon?

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +10 (+12 thrown) 2d6B; Whip +12* 2d4S
Lead:
1) Faisel 2) Salamander

LUz decides to shift his focus to the whirlwind.

DaS: 1d20 ⇒ 18 Triggers Known Weakness +10 Occult if applicable

Luz decides the creature will never see his flying hammer coming. Luz stands up and throws his hammer. If I can move as part of a stand action, I move close to the elemental.

Ranged Strike vs Whilwind: 18 + 11 = 29 Damage wStrategic Strike: 2d6 + 1d6 ⇒ (2, 5) + (1) = 8

Luz triggers Shared Stratagem and makes WW flat footed to whoever is right next to him, Hui?

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Standing is a move action on its own. The creatures are elementals, so the appropriate skills are Nature or Arcana. The recall Knowledge is a moot point now, as you will see. I believe I have your three actions as:
◆ Devise a Strategem
◆ Stand
◆ Attack with light hammer at a range of 30 feet, means a -2 range penalty, but the hammer still hits with a 27

Luz struggles with the wind but manages to find the perfect opening to hit the Whirlwind, dispersing it for good this time.

GM Screen:

Target selection 1 Luz 2 JR 3 Nic 4 Slipp 5 Martin 6 Hui Kong 7 Mavenee: 2d7 ⇒ (6, 5) = 11

The Orange bird continues the fight

◆ Wing Strike at Mavenee
wing (agile, finesse): 1d20 + 11 ⇒ (4) + 11 = 15
slashing Damage: 1d8 + 4 ⇒ (2) + 4 = 6

◆ Move toward Hui Kong

◆ Wing Strike at Hui Kong
wing (agile, finesse): 1d20 + 11 - 5 ⇒ (6) + 11 - 5 = 12
slashing Damage: 1d8 + 4 ⇒ (1) + 4 = 5

The bird misses both strikes

NOTE: Once Slipp has had their turn the third round is over and the wind dies down.

Safa's Place: Round 3 into 4

Bold may act

Luz Lumino 48/48 HP
Junior 24/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 43/60 HP
Zephyr Hawk Black -57 HP, Dead
Zephyr Hawk Orange -10 HP
Hui Kong 38/38 HP, DC 18 Fortitude save vs Gust of Wind
Living Whirlwind -55 HP, Dead
Slipp 19/48 HP, Can't move against the wind

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

The strong wind brings the smell of a burning forest with it... mostly due to Slipp being upwind of the rest of the group.

The little gnome glares at the whirlwind, elemental fire behind their eyes daring the puny wind to try and blow it out even as flames pour from their fingertips.

scoring ray vs whirlwind: 1d20 + 10 ⇒ (19) + 10 = 29
Fire damage,DA,bloodline: 4d6 + 2 + 2 ⇒ (6, 5, 5, 3) + 2 + 2 = 23
scoring ray vs bird: 1d20 + 10 ⇒ (1) + 10 = 11
Fire damage,DA,bloodline: 4d6 ⇒ (2, 2, 5, 2) = 11
intimidating glare vs whirlwind: 1d20 + 12 ⇒ (18) + 12 = 30

** scorching ray
* intimidating glare

Edit: oopse, missed the whirlwind is down, just the one ray against the bird, and glare at the bird not the whirlwind.

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Slipp, I'll apply your first attack against the Bird as well as the intimidating glare

Slipp brings the fire and drops a significant ball of fire on the Orange bird, then Critically scares the remaining bird.

Safa's Place: Round 3 into 4

Bold may act

Luz Lumino 48/48 HP
Junior 24/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 43/60 HP
Zephyr Hawk Black -57 HP, Dead
Zephyr Hawk Orange -33 HP, Frightened 2
Hui Kong 38/38 HP, DC 18 Fortitude save vs Gust of Wind
Living Whirlwind -55 HP, Dead
Slipp 19/48 HP

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

Nic Steps up, Strikes at the remaining enemy, and Steps back.

Rapier attack: 1d20 + 8 ⇒ (11) + 8 = 19

Once again, it's too quick for him.

Envoy's Alliance

NG Skilled Heritage Human Summoner 5 | Eidolon| HP 78/78| AC 20| F +12 R +9 W +12 | Perc +12 | Stealth +4 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Spells: L2 - 1/2, L3 2/2

Martin protects Mavenee and gives her a boost while Mavenee tries to finish off the remaining hawk.

Claw: 1d20 + 11 ⇒ (15) + 11 = 26
Fire Damage: 2d6 + 4 + 4 ⇒ (5, 2) + 4 + 4 = 15

Claw MAP: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14
Fire Damage: 2d6 + 4 + 4 ⇒ (3, 5) + 4 + 4 = 16

◈Protect Companion, ◈Act Together (◈Boost Eidolon, ◈Strike), ◈Strike

Grand Archive

2 people marked this as a favorite.
Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Nic can't get a bead on the final bird, but Mavenee moves in and dispatches it with a fiery claw.

The last enemy falls.

A familiar hateful voice roars over an angry wind.
“How dare you defy me, servant?! You are nothing, and I will make you regret your insubordination. I’ll carve a reminder of your disobedience on your soul, Safa! Return at once!”

The elegant fortress is replaced by the decrepit walls of the lodge. Safa bows, the clinking of her thin golden chains clearly audible in the silent lodge.
“You have done everything and so much more, Pathfinders. I must do his bidding. I have only one gift that is mine to give.”

A whirlwind forms in the genie’s hands before being released across the building, lifting dust and causing heavy, moth-eaten curtains to flap wildly. The wind subsides as abruptly as it arose, but there’s no trace of the djinni. The surrounding lodge appears transformed, gleaming as if untouched by the ravages of time.

A small pile of riches lies a few feet away.

The sleeping figures of the original group of Pathfinders lie nearby, and they start to move as they stir from their torpor. They open their eyes, looking around in confusion.

A middle‑aged Pathfinder with long gray hair stands up, ordering his colleagues around as they awaken one by one.
“Get up! We have to prepare the lodge for the opening ceremony! Vishka, did you...” he stops abruptly, realizing they are not alone in the room.
“Wait, who are you? What’s going on?”

Rewards: Safa rewards you with tiny gems, jewels, and semiprecious stones. Among the rewards, a small figurine made of silver stands out: a finely dressed Qadiran aristocrat with a reddened, angry face and small antlers.

Development: The freed Pathfinders have no recollection of their captivity and seem to have suffered no ill effect from the extended sleep aside from stiff limbs. In fact, their minds are set on only one thing—they’re supposed to prepare the lodge for a grand opening ceremony with several prominent Qadiran citizens, and they haven’t even started yet!

This concludes scenario 3-08, Foundation's Price. I hope you had fun and will continue into the next scenario in the arc, 3-12 Fury's Toll.

I will have chronicle sheets out shortly, and plan to start the next scenario over the weekend, unless someone needs more time.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp smiles at the "rescued" pathfinders. "It sounds like you made a bit of an enemy in one of the local genie binders. Safa, his genie did their best to help us rescue you - from them."

Slipp seems quite amused and pleased at how the whole event went down.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

"It was an honor to be of service." Willing service, that is. How might one free a genie from its binding?

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Apologies, I seem to have lost a post someplace.

The adventure begins with the Sedeq Lodge’s opening celebration already in full swing. You are among the Pathfinders charged with hosting this event by Venture- Captain Esmayl ibn Qaradi, who’s unable to attend due to important business in Katheer. In addition, Fola Barun , leader of the Envoy’s Alliance, sent a letter ahead, requesting that you take special care to make a good impression with a few of the more notable guests.

Handouts #1 and 2 on the new slide 5, map on slide 6

Laughter, music, and the chattering of dozens of curious voices waft through the wide-open doors of the newest Pathfinder lodge, which have been thrown open to the public in celebration of its grand opening. It feels like half of Sedeq has come to tour the sun-drenched, mudbrick chambers and gauge all that the Society has to offer their city.

The heart of both the building and the party is in the central courtyard. Scores of visitors stand, sit, or lounge on benches as they enjoy the sunshine, the newly-planted gardens, good conversation, and delectable finger foods. Waiters weave between guests, topping off wine goblets, coffee cups, and pots of steaming tea, all to the tune of sweet music drifting from the balconies of the upper floors. To the west, a pair of wooden doors stands open, from which guests drift in and out of a dining room full of tables heavy with food. At the courtyard’s center, a three-tiered marble fountain babbles with fresh water.

Each of you can attempt any one of the following skill checks as you
ask about the prominent people present (relevant lore check, Diplomacy or Society observe the crowd, or provide entertainment in the form of performances or physical feats. (Athletics, Acrobatics Performance check)

Please pick a notable personality you wish to have more information about before your check
Agdal Karga,
Casira bint Meji, or
Khayrat al-Maren

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp eyes up the room. For a moment they are puzzled by all the people... why again were they here? And where was here anyway?

Then the memory comes back, and Slipp takes out their flute. Working their way through the crowd is almost like walking through the forests of the First World. Ducking under branches... ahh, waiters. Skipping behind the trunks of ... guests...

Slipp blinks again and then they are on stage, flute in hand. Spying Sir Agdal they start up a lovely jaunty number that Slipp heard being sung at the Sarenite shrine...

perform: 1d20 + 10 ⇒ (2) + 10 = 12 reroll
perform: 1d20 + 10 ⇒ (20) + 10 = 30

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Slipp's performance impresses the crowd in general and Agdal Karga in particular. Slipp has gained all the available information about Agdal

Slipp learns:

Agdal Karga is the head priest of Sedeq’s largest Sarenite church, the Shrine of the Cleansing Flame.

He’s a long-time correspondent and political ally of Shahiyan Deena al-Parishat and often invokes her name in fiery polemics against the city’s infamous genie-binding trade.

Agdal Karga credits Sarenrae with giving him the second chance of returning to life as a duskwalker, and he has thus dedicated his every waking moment to living up to her ideals.

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

After spending his downtime in the city, relaxing and making a little bit of spending money, Junior is happy to get back on the job. Downtime is nice, but the Society pay and opportunity can't be ignored.

Junior wears his set of fine clothing for the party. You must dress to impress!

Junior makes small talk with the guests, enjoying the expensive food and drink, hoping to pick up some tidbits on Khayrat al-Maren. "How about Slipp and her flute!" He breaks into applause, hoping to break the ice and glean anything useful.

Society: 1d20 + 8 ⇒ (20) + 8 = 28

On a side note, being such a social event in the area, he keeps an eye out for anyone he may recognize via underworld lore (+10)

Radiant Oath

CG (male) human (aasimar) magus (twisting tree) 3 | HP 38/38 | AC 20 | F +8 R +6 W +7 | Perc +5 (T) | Stealth +6 | 30’ | focus 2/2 | hero points 1/3 | spells 1st 1/2 2nd 0/1 | Exploration: Scout | Active Conditions: arcane cascade (force); rime crystal (1rd)

Hui Kong looks around the crowd and sighs internally a little. He recalls days past when he hosted parties, perhaps more humble, but just as sizable as this. But he has left those days him.

He has a task now though, so he sets those memories aside. Without speaking a word, he lifts up his staff and starts to spin them in the air, first over his head, then behind his back, to his front, to his sides, while he himself spins and twirls round the crowd, the staff a blur in his hands.

athletics(expert): 1d20 + 11 ⇒ (17) + 11 = 28

Hopefully impressing the crowd sufficiently, he then circulates to asks about the historian Casira bint Meji.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

Nic waits to see if there's anything else to learn.

Envoy's Alliance

NG Skilled Heritage Human Summoner 5 | Eidolon| HP 78/78| AC 20| F +12 R +9 W +12 | Perc +12 | Stealth +4 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Spells: L2 - 1/2, L3 2/2

Upon learning of their mission to entertain the guests, Martin gives a sheepish smile in Mavenee's direction and the eidolon gives out an audible sigh. The eidolon joins Hui Kong and attempts to impress the guests with her feats of strength, eyeing Casira in the process.

Athletics: 1d20 + 10 ⇒ (20) + 10 = 30

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

You have all the available information at this point

Junior discovers:

Khayrat al-Maren is the younger sibling of the Peerless Kendesh al-Maren and a popular attache of the Imperial Court. Party guests note that Khayrat is “bearing his shoulders today,” a tasteful way of communicating that the genderfluid sylph currently presents as a man and uses he/him pronouns.

Playful and charming, Khayrat has won the ear of many influential nobles with his kind smile and good sense of humor, though he has politely rejected all attempted courtships as of yet. Despite being well-liked, he has a deep fear of rejection.

Hui Kong and Martin hear:

Casira bint Meji is the curator of the Southern Qadiran History Museum and a renowned scholar, having penned four popular tomes on local history.
Her contacts in the academic community would make her an invaluable resource for the Society’s historical excavation projects.

Casira is known to disappear from social events for long periods of time to get a good look at her hosts’ private libraries.

GM Screen:

Nic Blackwillow's Perception (E): 1d20 + 8 ⇒ (17) + 8 = 25
Junior's Perception (E): 1d20 + 8 ⇒ (15) + 8 = 23 Trap Finder +1
Luz Lumino's Perception (E): 1d20 + 10 ⇒ (4) + 10 = 14

Meanwhile, Nic and Junior notice:

You briefly spot what appears to be a Qadiran human man with spindly brown antlers. He wears aristocratic clothing, and he looks angry. He’s there one moment and gone the next.

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

Junior does well gathering information on Khayrat al-Maren, something he'll share with the others after the event during some private time.

In the meantime however something catches his attention, only to be lost again in the crowd. He tries to catch another glimpse, not wanting to cause a stir. Seek in that area.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

"You saw him too?" Nic likewise looks for the oddity.

Grand Archive

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Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

GM Screen:

Nothing to see here

Junior and Nic can't find any sign of the figure they glimpsed.

Junior, I will note that the people you were researching are here at the event and it may be useful for other party members to have the information while the event is going on.

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

Fair enough!

Junior nods to Nic, then does his best to meet with each other member of the Pathfinder team to fill them in on what he knows and saw. Not sure what sort of roll that would entail to be discreet and pass on the info, but the following is the conversation.

"Khayrat al-Maren is the younger sibling of the Peerless Kendesh al-Maren and a popular attache of the Imperial Court. Party guests note that Khayrat is “bearing his shoulders today,” a tasteful way of communicating that the genderfluid sylph currently presents as a man and uses he/him pronouns.

Playful and charming, Khayrat has won the ear of many influential nobles with his kind smile and good sense of humor, though he has politely rejected all attempted courtships as of yet. Despite being well-liked, he has a deep fear of rejection.

He then adds in "Nic and I also noticed seeing a Qadiran human man with spindly brown antlers. He wears aristocratic clothing, and he looks angry. He’s there one moment and gone the next, so keep an eye out."

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp meets up with the rest of the team quietly, letting them know "Agdal Karga is the head priest of Sedeq’s largest Sarenite church, the Shrine of the Cleansing Flame. I'm guessing they don't get along with Urxehl at all. Not that anyone does."

"Anyway, he’s a long-time correspondent and political ally of Shahiyan Deena al-Parishat and often invokes her name in fiery polemics against the city’s infamous genie-binding trade. Get it... fiery ..."

"So.. Agdal Karga credits Sarenrae with giving him the second chance of returning to life as a duskwalker, and he has thus dedicated his every waking moment to living up to her ideals. I wonder how he died the first time?"

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Your group can easily gather in a side room for a few minutes to exchange information.

GM Screen:

Nic Blackwillow's Society (T): 1d20 + 4 ⇒ (15) + 4 = 19
Hui Kong's Society (T): 1d20 + 8 ⇒ (8) + 8 = 16
Junior's Society (T): 1d20 + 8 ⇒ (4) + 8 = 12
Luz Lumino's Society (T): 1d20 + 10 ⇒ (6) + 10 = 16

Nic comes to a conclusion about the strange man that was sighted:

Nic, You believe the man was a skelm, a humanoid creature filled with supernatural self-entitlement, rage, bitterness, and other awful qualities.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10

The halfling shares his conclusion with the others. "It's concerning that a creature like that would be here now. Could it be after one of the distinguished guests?"

Grand Archive

Male Human (Garundi) #43870-2003 | Investigator (Interrogation) 4 | HP 48/48 | Perc +10| AC: 18 | F: +7, R: +9 W: +10 Light Hammer +10 (+12 thrown) 2d6B; Whip +12* 2d4S
Lead:
1) Faisel 2) Salamander

With this compatriots having done great detective work, Luz just mingles.

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

I am going to assume that Hui Kong and Martin would share their information about Casira so we can move along.

A delighted gasp rings from the center of the courtyard, drawing the crowd’s collective attention to the fountain. A sweet, fruity scent floods the air as, before the guests’ very eyes, the fountain’s waters shift from clear to a dark red-purple hue.

A round of appreciative applause follows shortly, with a few guests voicing their praise of the magical surprise. Someone dips their goblet into the stream and takes a sip, then dissolves into sputtering laughter—the drink isn’t wine, as they’d all assumed, but non-alcoholic grape juice. “And a lovely vintage, too!” That declaration spreads the laughter to the surrounding guests.

A resounding crack interrupts the merriment. Despite the sheer weight of the marble pieces, the fountain’s tiers have separated and begun spinning at high speed! The guests go from laughing to shrieking as they scatter, the nearest already splattered with juice that has no doubt ruined their fine clothes. More and more of the sweet liquid spews from the fountain while its tiers spin faster and faster, flinging grape juice in all directions!

GM Screen/Initiative:

Nic Blackwillow's Initiative Using Avoid Notice*: 1d20 + 10 ⇒ (7) + 10 = 17
Hui Kong's Initiative Using Scout: 1d20 + 5 ⇒ (13) + 5 = 18
Slipp's Initiative Using Search: 1d20 + 7 ⇒ (6) + 7 = 13
Junior's Initiative Using Searching for Traps and Stealth : 1d20 + 10 ⇒ (1) + 10 = 11
Martin Amblecrown's Initiative Using Detect Magic: 1d20 + 10 ⇒ (14) + 10 = 24
Luz Lumino's Initiative Using Your Exploration here: 1d20 + 10 ⇒ (12) + 10 = 22
FAST-SPINNING JUICE FOUNTAIN Initiative: 1d20 + 10 ⇒ (7) + 10 = 17

Description The enchanted fountain spews large quantities of grape juice as its marble tiers spin with increasing speed, flinging juice in all directions.

Disable DC 21 Athletics to Grapple a tier and halt its momentum, followed by DC 19 Crafting or Thievery (while the tier is grabbed) to disable the pump mechanism through the gap that the previous check left open. Grappling a tier requires 1 action. Each Crafting or Thievery check to disable a tier is a 2-action activity.

The fountain has three tiers, and fully disabling the fountain requires 2 successful checks to disable each tier. For each disabled tier, the DCs to Grapple or disable another tier decrease by 2. If a creature critically succeeds at a check to disable a tier, it’s immediately disabled.

NOTE: Each Tier of the Fountain has a Reaction. The heavy, spinning marble has enough sheer force to crush the hands of those trying to stop it. The triggering creature must attempt a DC 18 Fortitude save before it rolls its check to Grapple the fountain.

Initiative

Spinning Fountain: Round 1

  • Tier 1 Status: Unhindered. Reaction Available
  • Tier 2 Status:Unhindered. Reaction Available
  • Tier 3 Status: Unhindered. Reaction Available

Bold may act

Martin Amblecrown 60/60 HP
Luz Lumino 48/48 HP
Hui Kong 38/38 HP
FAST-SPINNING JUICE FOUNTAIN - HP
Nic Blackwillow 28/28 HP
Slipp 48/48 HP
Junior 33/33 HP

Envoy's Alliance

NG Skilled Heritage Human Summoner 5 | Eidolon| HP 78/78| AC 20| F +12 R +9 W +12 | Perc +12 | Stealth +4 | speed 25 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Spells: L2 - 1/2, L3 2/2

Martin places a few protective spells on Mavenee and the eidolon moves to hinder Tier 1's furious spinning.

Fortitude: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Grapple: 1d20 + 10 ⇒ (4) + 10 = 14

◈Protect Companion, ◈Act Together (◈Reinforce Eidolon, ◈Stride), ◈Grapple

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Martin reinforces Mavenee. Mavenee easily resists the spinning tier of the fountain but can't get a grip on the fountain itself.

  • Tier 1 Status: Unhindered. Reaction Used
  • Tier 2 Status:Unhindered. Reaction Available
  • Tier 3 Status: Unhindered. Reaction Available

Spinning Fountain: Round 1

Bold may act

Martin Amblecrown 60/60 HP
Luz Lumino 48/48 HP
Hui Kong 38/38 HP
FAST-SPINNING JUICE FOUNTAIN - HP
Nic Blackwillow 28/28 HP
Slipp 48/48 HP
Junior 33/33 HP

Radiant Oath

CG (male) human (aasimar) magus (twisting tree) 3 | HP 38/38 | AC 20 | F +8 R +6 W +7 | Perc +5 (T) | Stealth +6 | 30’ | focus 2/2 | hero points 1/3 | spells 1st 1/2 2nd 0/1 | Exploration: Scout | Active Conditions: arcane cascade (force); rime crystal (1rd)

Hui Kong almost instinctively charges forward to stop the failing fountain from injuring the party goers.

Fort DC18: 1d20 + 8 ⇒ (9) + 8 = 17 Oops, what happens?

Grapple, Athletics DC21: 1d20 + 11 ⇒ (15) + 11 = 26

◆◆ Disable, Crafting DC19: 1d20 + 8 ⇒ (5) + 8 = 13

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

Fortunately for Hui Kong, the first Tier of the Fountain had used its Reaction on Mavenee, so his Fort Save failure doesn't net him 1d10+6 Bludgeoning damage.

Hu Kong manages to grab the first Tier of the spinning fountain, but can't get his hands around to disable it.

At this point, others can move in to disable the first Tier, or try to Grapple the second so others can disable it.

Spinning Fountain: Round 1

Party Conditions:

  • Tier 1 Status: Grappled by Hui Kong. Reaction Used
  • Tier 2 Status:Unhindered. Reaction Available
  • Tier 3 Status: Unhindered. Reaction Available


Bold may act

Martin Amblecrown 60/60 HP
Luz Lumino 48/48 HP
Hui Kong 38/38 HP
FAST-SPINNING JUICE FOUNTAIN - HP
Nic Blackwillow 28/28 HP
Slipp 48/48 HP
Junior 33/33 HP

Grand Archive

Thread for #3-08: Foundation's Price and #3-12: Fury's Toll | |

With the change in party size, I will republish information about the hazard.

Disable DC 20 Athletics to Grapple a tier and halt its momentum, followed by [/b]a DC 18 Crafting or Thievery (while the tier is grabbed)[/b] to disable the pump mechanism through the gap that the previous check left open. Grappling a tier requires 1 action. Each Crafting or Thievery check to disable a tier is a 2-action activity.

The fountain has three tiers, and fully disabling the fountain requires 2 successful checks to disable each tier. For each disabled tier, the DCs to Grapple or disable another tier decrease by 2. If a creature critically succeeds at a check to disable a tier, it’s immediately disabled.

The fountain accelerates its spinning, spraying juice 10 feet in all directions. Every square where it sprays juice becomes difficult terrain.

Spinning Fountain: Round 1 into 2

"Party Conditions:

  • Tier 1 Status: Grappled by Hui Kong. Reaction Used
  • Tier 2 Status:Unhindered. Reaction Available
  • Tier 3 Status: Unhindered. Reaction Available

"

Bold may act

Martin Amblecrown 60/60 HP
Hui Kong 38/38 HP
FAST-SPINNING JUICE FOUNTAIN - HP
Nic Blackwillow 28/28 HP
Slipp 48/48 HP
Junior 33/33 HP

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