| GM Super Zero |
As with every argument, there are likely to be multiple perspectives. Twin brothers approach the group with one holding a smashed vase in his hands. Their names are Jelani and Zahur, and Jelani is holding the remnants while sadly explaining he believes his twin smashed it out of jealousy. Jelani says Zahur must have knocked it off its shelf so that it would look like an accident. Zahur claims that he would never intentionally hurt his brother, and he was simply careless when he knocked it over.
Each PC can only make one check for each 30 minute period, as the twins are wont to devolve into arguing, and they take time to cool off. A successful Crafting check to Repair can help fix the vase. A successful Diplomacy check to Request can get the twins to listen to one another. A successful Deception check to Lie or, Intimidation check to Coerce, will convince the brothers of dire consequences should this come
between them. A successful Perception check to Sense Motive can determine how truthful each brother is being.
Or perhaps you have a more novel approach?
Mik-mek
|
Mikmek tells the brothers of what dire consequences await siblings who don't reconcile over trivial matters.
Deception: 1d20 + 10 ⇒ (5) + 10 = 15
That's probably not good enough but 2/3 ain't bad! :)
Saturnine Winter
|
”Let your brother speak his mind uninterrupted. Once that is done, he will do the same for you” Winter, having experience in matters of personal conflict, insists that the twins fully listen to each other first, and asking them how each infraction made them feel ”What is one thing you can do to make it right? What is one thing he can do to make it right?” each gets asked in turn. Solutions come best from those who are restoring trust. Usually…
Diplomacy (Trained): 1d20 + 7 ⇒ (3) + 7 = 10
…but sometimes not!
Katsumi Noizumi
|
"Will you stop arguing in front of an unborn child! He hears everything you say. Think about his poor little ears."
Once they are calm, Katsumi continues: "So, it looks like you love to argue with each other. Don't you think there's a better way to use all your energy? Look at everyone around, they are fed up with your constant arguments. It's time to find a lasting solution to that, or the whole town will resent you."
Diplomacy with a little bit of Intimidation: 1d20 + 8 ⇒ (15) + 8 = 23
| GM Super Zero |
"Is.. is that true?"
Katsumi and Dolan seem to be having some effect, though they're still squabbling.
Two success and two failures. No crits either way.
Variel Liadon
|
"Jelani, Zahur, the vase is just a material possession. Your bond as brothers is worth far more than that."
diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24
Athena Muse
|
Crafting: 1d20 + 8 ⇒ (14) + 8 = 22
"If he broke it intentionally, he did a poor job of it."
| GM Super Zero |
"Ah, well, true enough."
Variel helps keep the twins calm. And Athena's repairs leave the broken vase looking a little different, but certainly not worse for its misadventure. The brothers leave happy.
Four total successes gives you another Community Point, for a total of 4.
And it looked like the fight was the next option being discussed?
With two and a half hours remaining, the Pathfinders seek the morose kobold Kivzyx. He does maintenance for the sewers and has noted that a few sewer oozes have blocked off the area he needs to examine. The quickest and best means to deal with a mess like this is usually by defeating the oozes. They’re not tough, but they’re tough enough that a kobold with no combat training can’t deal with them.
Getting into and out of the sewers takes some time, but fighting the ooze monsters should be fairly quick--one way or the other. And as an added bonus, (1d6 ⇒ 1) Winter spots an old coin purse while entering the sewers. The purse has deteriorated too much for there to be any hope of finding the owner, so the Pathfinders have no choice but to keep it. The coins, totaling 40 silver pieces, are undamaged. There's also a gold ring in the purse.
It isn't long before the team hears something moving, and then before they round a corner and spot some ooze that turns towards them. The blob with a slight purple hue seems a little larger and stronger than the other.
They're moving to attack, but... they're pretty slow about it!
Mikmek, Dolan, Katsumi, Athena, and Winter's turns.
Initiative:
Mikmek (39/39)
Dolan (40/40)
Katsumi (32/32)
Athena (35/35)
Winter (27/27)
Green Sewer Ooze
Variel (30/30)
Purple Elite Sewer Ooze
Purple Elite Sewer Ooze: 1d20 + 3 ⇒ (2) + 3 = 5
Winter: 1d20 + 7 ⇒ (9) + 7 = 16
Mikmek: 1d20 + 9 ⇒ (19) + 9 = 28
Variel: 1d20 + 6 ⇒ (3) + 6 = 9
Athena: 1d20 + 5 ⇒ (12) + 5 = 17
Katsumi: 1d20 + 6 ⇒ (14) + 6 = 20
Dolan: 1d20 + 11 ⇒ (15) + 11 = 26
Katsumi Noizumi
|
Katsumi reacts faster than the oozes... which is far from hard. She calls on the powers of nature to electrocute both of them.
Electric Arc: 2d4 ⇒ (4, 3) = 7 electricity damage (DC 16 basic Reflex)
She then rubs her belly while speaking to it and a force shield appears to protect her (Shield).
Saturnine Winter
|
With a quick gallop around the corner, our intrepid hero whirls her hands to conjure a twin dust devil, and sends it slashing and swirling by fork to both grounded oozes!
◆) Stride
◆◆) Slashing Gust
Slashing Gust vs Green (AC): 1d20 + 7 ⇒ (9) + 7 = 162d4 ⇒ (3, 1) = 4
Slashing Gust vs Purple (AC): 1d20 + 7 ⇒ (4) + 7 = 112d4 ⇒ (4, 3) = 7
Dolan Ironbeard
|
Acrobatics, tumble through: 1d20 + 11 ⇒ (12) + 11 = 23
Dolan quickly hops over the purple ooze to leave space to an ally to join him.
I'm assuming they're immune to sneak attack
Attack: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d4 + 4 ⇒ (4) + 4 = 8
Attack, MAP: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
damage: 1d4 + 4 ⇒ (3) + 4 = 7
Mik-mek
|
Mik-mek runs forward to take advantage of the flank set up by Dolan. He draws his sword and stabs it.
Shortsword vs Purple, OG: 1d20 + 9 ⇒ (18) + 9 = 27
Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
Doubled to 6 if it can take crits.
◆ Stride
◆ Interact to Draw
◆ Stabify!
| GM Super Zero |
Green Reflex: 1d20 + 1 ⇒ (10) + 1 = 11 Failure for 7 damage.
Purple Reflex: 1d20 + 3 ⇒ (2) + 3 = 5 Critical failure for 14 damage.
Neither ooze is quick to evade Katsumi's spell. The bigger one doesn't seem to move at all.
Winter's spell isn't especially well-aimed this time, but against these targets that's enough--she damages both.
Two hits.
Dolan easily moves around and over, and strikes with great precision--but the surface of the ooze is an amorphous mass, so there's nothing for him to target so precisely.
You are correct that they are immune to precision. They are also immune to critical hits, and you did crit twice. Note that critical immunity is special. You don't double damage, but any additional effects of the crit (including bonus damage from something like the Deadly trait) still applies. Oozes are, as most of you probably know, almost universally very easy to hit in exchange for critical immunity, so if you have any crit riders be sure to include them even on lower attack rolls. But don't double damage even on a natural 20.
Mik-mek has similar results.
Also a crit.
Athena's turn.
Initiative:
Mik-mek (39/39)
Dolan (40/40)
Katsumi (32/32)
Athena (35/35)
Winter (27/27)
Green Sewer Ooze (-11)
Variel (30/30)
Purple Elite Sewer Ooze (-39, bloodied)
| GM Super Zero |
With blade and fire, Athena destroys the larger ooze before it has a chance to do anything else.
The other one slithers forward, and extends a pseudopod towards Winter. It is not quick enough to catch her with it.
◆ Stride. ◆ Stride (it is not fast). ◆ Strike pseudopod: 1d20 + 9 ⇒ (3) + 9 = 12
All PCs' turns.
Initiative:
Mik-mek (39/39)
Dolan (40/40)
Katsumi (32/32)
Athena (35/35)
Winter (27/27)
Green Sewer Ooze (-11)
Variel (30/30)
Variel Liadon
|
Variel will burst into song, encouraging his allies to acts of valour! He'll try to sustain the song and then sling a rock at the remaining ooze.
◇ Lingering Composition performance DC 18: 1d20 + 8 ⇒ (18) + 8 = 26 (CA last 3 rounds)
◆ Courageous Anthem (+1 status bonus to attack rolls, damage rolls, and saves against fear effects)
◆◆ Cast Telekinetic Projectile TP, CA: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26 on Green Sewer Ooze for 2d6 + 1 + 1 ⇒ (5, 4) + 1 + 1 = 11 bludgeoning
Saturnine Winter
|
Winter reaches for the elaborate skull attached to her back, and shanks the ooze with it's protruding tooth!
◆) Interact to Draw Klar
◆◆) Strike x2
Klar (S, 1h, integrated 1d6 S, versatile P) w/ Anthem (+1/+1) vs Ooze: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 201d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Klar (S, 1h, integrated 1d6 S, versatile P) w/ Anthem (+1/+1) w/ MAP (-5) vs Ooze: 1d20 + 7 + 1 - 5 ⇒ (3) + 7 + 1 - 5 = 61d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
| GM Super Zero |
The rock hits hard, splattering bits of ooze about.
That bloodies it.
Winter stabs it pretty good, too. Though even the ooze is (just) fast enough to dodge her second attack.
20 would crit if it could be crit. 6 is a miss.
Mik-mek, Dolan, Katsumi, and Athena's turns.
Initiative:
Mik-mek (39/39)
Dolan (40/40)
Katsumi (32/32)
Athena (35/35)
Winter (27/27)
Green Sewer Ooze (-27, bloodied)
Variel (30/30)
Dolan Ironbeard
|
Dolan moves his little legs quick as he can and stabs the ooze.
Attack: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 1d4 + 4 ⇒ (1) + 4 = 5
Stride
Stride
Strike
dwarves are also not fast
Katsumi Noizumi
|
Katsumi draws a silver coin from her purse and then starts casting. The coin turns into silver needles that pierce through the ooze.
Needle Darts: 1d20 + 8 ⇒ (19) + 8 = 273d4 ⇒ (2, 2, 1) = 5 piercing damage.
| GM Super Zero |
Ooze is leaking out of many small holes in the ooze, and it's difficult to say how much of it is normal.
Mik-mek and Athena's turns.
Initiative:
Mik-mek (39/39)
Dolan (40/40)
Katsumi (32/32)
Athena (35/35)
Winter (27/27)
Green Sewer Ooze (-37, bloodied)
Variel (30/30)
Athena Muse
|
Athena moves closer and fires a blast of ice at the ooze.
◆ Stride
◆◆ cast Ray of Frost
Ice, Ice, Baby: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 for 3d4 + 1 ⇒ (2, 1, 1) + 1 = 5
Mik-mek
|
Mik-Mek moves up, pulls out a throwing knife and hurls it at the remaining ooze.
Throwing Knife vs Green: 1d20 + 9 ⇒ (19) + 9 = 28
Piercing: 1d4 + 1 ⇒ (4) + 1 = 5
◆ Stride
◆ Interact to Draw
◆ Strike
| GM Super Zero |
The ooze slows and freezes solid. Mik-mek shatters it.
That should make Kivsyx happy.
Getting into the sewers and finding the oozes, and now finding your way back out, takes some time even though the combat itself was pretty quick. We'll round down to about half an hour, unless the Pathfnders take time to heal/refocus/prepare, in which case we'll round up to one hour.
| GM Super Zero |
Kivsyx is pleased to hear the sewers are now safe for him to resume his work.
That earns one Community Point, for a total of 5. Two hours have passed, and two remain.
The villager who lost her cat is a gnome who speaks with a great sense of urgency. "Thank you so much for your help! I'm Cora! My cat, Crinkle, has free run of the town, but I haven't seen him in a long time, and I just want to know he's okay. He loves these markets, so I'm sure he's nearby. He loves head scratches, fish, and hiding under blankets--I hope that helps! Please bring him to me!"
If the Pathfinders try to get any more information from her, she is generally unhelpful as she has no idea how to really answer their questions; she's clearly just too worried.
The Pathfinders find the cat with minimal effort. The cat is leisurely lounging in the boughs of a nearby fruit tree within clear eyeliner of the preoccupied gnome. If the party approaches Mr. Crinkle, it becomes obvious that he doesn't particularly care to go anywhere.
The PCs can attempt a variety of ways to wrangle Crinkle from his Perch. Each PC can only make one check for each 30 minute period. A successful Athletics check to Climb can begin to drive the cat towards Cora from up in the tree. A successful Diplomacy check to Request made by someone who can communicate with cats can also begin to coax him into leaving the tree. A successful Intimidation check to Coerce can scare Crinkle, making him consider returning to the safety of Cora. A successful Nature check to Command an Animal can begin to coax Crinkle from the tree.
Or perhaps you have a more novel approach in mind?
Mik-mek
|
Mikmek goes and buys a fish from a nearby vendor. While the other Pathfinders distract Mr Crinkle, he toss the fish out into the cat's line of sight, wiggling the fish to make it appear living, having it flopping as if it's trying to head back to a nearby puddle.
Deception: 1d20 + 10 ⇒ (3) + 10 = 13
If I still have a hero point, I'm using it
Deception: 1d20 + 10 ⇒ (17) + 10 = 27
| GM Super Zero |
Mr. Crinkle doesn't immediately come down, but the fish certainly has his attention.
Just shy of a critical success.
Katsumi Noizumi
|
Katsumi looks at the cat with her arms crossed: "Well, the cat's here and it doesn't care, as it should."
She looks at Mikmek wrigling his fish: "Do we really need to bother the cat because someone thinks he owns it? Being a Kat' myself, I know you can't own a cat: they are independent, they are predators. Only a bigger predator can frighten them."
And Kat' smiles at the cat, and the cat feels Kat's a predator, too (Katsumi is a Wild Druid).
Intimidation: 1d20 + 8 ⇒ (9) + 8 = 17
Variel Liadon
|
"Hmm, I wonder if we can make its tree refuge a little less attractive. How about we add a snake." Variel will muse
and then he will cast figment and conjure the image of a large python uncoiling from the top of the tree and starting to move down, its head dangling down and its tongue sniffing/tasting the air. The snake will be in the opposite direction to Mik-mek's fish from Crinkle.
deception: 1d20 + 8 ⇒ (3) + 8 = 11
Saturnine Winter
|
Performance (Trained) w/ Zoophonic Communication: 1d20 + 7 ⇒ (8) + 7 = 15
Saturnine Winter begins grooming herself. Pulling out a large comb, she brushes her unruly mane, picking a bug out here or there, and eating it with her fingers. When she is finished, she stretches leisurely, down on all sixes and elongating her arms high above her shoulders in a low, slow crouch.
All within eyeshot of the cat.
| GM Super Zero |
Crinkle is clearly a very experienced cat who has seen it all before, and he doesn't seem terribly impressed by Katsumi or Winter. And the illusory snake merely makes him bound to another branch, slightly higher.
But between Dolan's coaxing and Athena blocking his escape routes, he is forced to retreat to Cora.
Which, as it often is with cats, was clearly his plan all along.
1 Community Point. An hour and a half remain before the feast.
Not only is there opportunity to help with the upcoming feast, but there are several others feeding and providing nourishment to members of their community in more holistic ways. No matter the circumstances of their needs, other members of the community have stepped up to help. A matronly kholo named Leaping Gazelle invites the Pathfunders to help those without the means to buy food by preparing meals, speaking with patrons, sharing stories, or otherwise directly providing care.
Each PC can only make one check for each 30 minute period. A successful Crafting or Cooking Lore check to Craft prepares excellent meals despite the meager kitchen. A successful Medicine check to Administer First Aid can help treat those who haven’t been able to receive proper care. A successful Performance check to Perform entertains those in attendance in some fashion. A successful Perception check provides a sympathetic ear to those in attendance.
Or perhaps you have a more novel approach?
Variel Liadon
|
"Well, what can one do but entertain with such a ready made audience? " and Variel will swing his lute to the front and start with a popular Absalom tavern song or two. He will be seeking a bit more than that though and encourage any local performers to join him and try to learn enough of at least one Nantambu favorite to accompany them.
performance: 1d20 + 8 ⇒ (4) + 8 = 12
It seems though that this hasn't worked so well just yet.
Athena Muse
|
Crafting: 1d20 + 8 ⇒ (1) + 8 = 9 hero point
Crafting: 1d20 + 8 ⇒ (2) + 8 = 10 Worth it!
Athena assists in the kitchen, but is dismayed to learn that the kitchen lack the ingredients for some amazing Jistkan dishes. And far too late in the process to pivot to something more palatable to the locals.
Katsumi Noizumi
|
Katsumi sits behind a table, on the frontline, receiving cooking pots and empty plates, emptying the cooking pots to fill the plates. She's clearly enjoying the crowd bath, discussing with the locals. She spends quite some time reassuring the most deprived ones with... proselytizing discourses???
"Be proud to be here today. You have no earthly possessions, you are free. Take this food, it looks like a service but it's an early payment. When catastrophe will knock at the door, you'll be ready as this is just your everyday life. And those who feed you now expect you to feed them then."
"Don't be shy. Yes, your arm is difformed but you should be proud of it. It makes you unique. Those who reject you don't understand how beautiful you are. Also, don't be fooled, they are corrupted, too."
"Take this food, it will nourish your body. And touch my Belly, it is holy and warm, it will nourish your soul. And remember, you are not alone. If you feel off, come and see me, we will talk."
Any Charisma-based skill: 1d20 + 8 ⇒ (13) + 8 = 21
Dolan Ironbeard
|
Medicine: 1d20 + 10 ⇒ (1) + 10 = 11
Medicine, hero point: 1d20 + 10 ⇒ (3) + 10 = 13
I see you Athena
Dolan tries to help the sick and injured, but finds himself overwhelmed by the volume and never can seem to stay with one patient long enough to make a difference.
Saturnine Winter
|
Treat Wound (Nature, Trained) w/ Natural Medicine (+2 w/ fresh ingredients in wilderness): 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Winter observes those who may not know that minor maladies have bestruck them, and fetching some collected herbs from among her effects, applies simple poultices to those so afflicted.
Mik-mek
|
"What's bothering you? Tell me, I may be able to help you." Mikmek's face looks sincere enough, though one can really never tell if he's telling the truth...
Deception: 1d20 + 10 ⇒ (17) + 10 = 27
| GM Super Zero |
Athena's attempt to combine Jistkan recipes with local ingredients and palates is... bad. It's just terrible.
Afraid that's still a critical failure with the 2.
Katsumi, Winter, and Mik-mek, in particular, are having a much better time interacting with the crowd, keeping everybody patient while Winter tends their ailments and minor injuries expertly.
Kasumi and Mik-mek succeed, Winter critically succeeds. (Other two regular fail.)
Leaping Gazelle thanks the Pathfinders for all their hard work, telling them they did an excellent job.
That earns 1 Community Point. Technically you could keep going to earn a second for this task, and you do have an hour to spare, but you also have 7 Community Points and only needed 6 for full rewards.
The team impresses Teacher Ot and has a wonderful feast. Given their great success in solving the troubles, the feast is especially lavish as wide swathes of the whole town chip in after hearing how helpful the Pathfinders are.
The feast is relaxing and restful, and Teacher Ot is ready with healing magic since he knows at least one of the tasks was potentially dangerous--and he's impressed the Pathfinders don't need it.
I don't think anyone needs to Refocus either, but you can during the feast.
"I have a special gift for the Pathfinder Society—a history of Nantambu written by the Uzunjati scholar Teacher Janatimo. I've also included some of my own research notes into educational practices."
"About the business I was checking on... a friend of mine, an elf named Tokku, had his shop broken into. I think I may have a suspicion about what happened, but I'd like you to investigate. I can take you to his jewelry shop after the feast."[/b]
After the feast, Takulu Ot will take the party to Tokku’s shop, the scene of the crime, so that they may investigate and hopefully confirm his suspicions.
Night has fallen quickly over the city and the sounds of nighttime activity fill the air. Some small bats dip through the lights of Nantambu, eating insects as the party approaches the scene of the crime. The front of this wooden structure has a broken sign—indicating that it’s a jewelry shop—leaning against the wall. The shop looks to be in generally good repair, but jewelry can be seen all over the floor. While nothing beyond the sign looks to be immediately broken, Takulu Ot halts the group if they attempt to go in immediately. “Please be careful as you explore, both for yourselves and for Tokku, the fine owner of this place. He’s had a recent run of bad luck and I’d hate for more to befall him. Thank you for your considerations!”
Katsumi Noizumi
|
Katsumi's eyes glitter when she sees all the jewels on the floor. But as she's neither stealthy nor especially tough, she doesn't go in. Instead, she looks around and seeing an old lady at her window, she gets closer.
"Hello wise lady. I wanted to know if you saw or heard anything regarding what happened at the jewelry?"
Gather Information: 1d20 + 8 ⇒ (15) + 8 = 23 (obviously, if there's nothing to find you can ignore this check)
Variel Liadon
|
Variel will spend the hour before the feast jamming with the local musicians and trying his best to learn a few tunes.
During the feast he will eat well, and refocus by telling wild stories of past adventures. "Have I told you about the time I had to chase down some bandits while traveling along the Golden Road, well there was only a small group of us when out of the sand..."
----
At Tokku's shop, Variel will first have a careful look around
perception: 1d20 + 6 ⇒ (11) + 6 = 17
and then try to talk to the proprietor. "Such a shame about your shop. Could you tell us a bit about what happened? Where you here at the time?"
diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28
Dolan Ironbeard
|
Dolan will carefully pick his way through the debris looking for clues, the whole time muttering about careless amateurs using brute force when Finesse would have been so much better.
perception: 1d20 + 10 ⇒ (6) + 10 = 16
Athena Muse
|
Athena walks the perimeter, looking for tracks or dropped jewels or other indications of the burglar's flight.
Survival or Perception: 1d20 + 5 ⇒ (17) + 5 = 22
| GM Super Zero |
Katsumi talks to the other witnesses while Variel talks to the proprieter. They start gathering details. Some of them won't matter, but some may--notably that Tokku acknowledges that he disturbed the crime scene a little by trying to pick things up before realizing that he shouldn't.
Dolan notices a few crude traps that could break more glass and damage more things, though they're unlikely to hurt anyone.
Thievery to disable.
Athena finds tool marks that only could have been made by very small tools. The thieves ere likely very small, even smaller than a gnome or goblin.
4 Investigation Points
The Pathfinders may also want to try...
...a Crafting check to Recall Knowledge.
...a Nature or Crafting check to Recall Knowledge, or a (harder) Perception check.
...a Thievery check to Disable Device (mentioned above).
...a Diplomacy check to Make an Impression.
...a Nature (harder) or Occultism check to Recall Knowledge. Or a (n easiest) or a Survival check to track.