[PFS2] 1-09/1-23 Star Crossed Voyages / Star Crossed Court (Inactive)

Game Master Watery Soup

Slides
Hero: Aldonza 1, Apoc 1, Mindartis 2, Slipp 1, Storg 2, Tharpe 1
Challenge: 28


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Horizon Hunters

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CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Mindartis will use his Survey Wildlife feat if it's ok with everyone. It will take 10 minutes for him to do this.

Mindartis inspects the nearby surroundings and attempts to survey the nearby wildlife.

Survival: 1d20 + 11 ⇒ (12) + 11 = 23

Survey Wildlife:

You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺
Aldonza Delamorte wrote:
Aldonza turns to Lumki. ”Any idea what’s behind those doors? Besides an observatory, I mean”

Lumki does not. Paravaax has been occupying this space for as long as she's been alive.

Storg Dragondropper wrote:
"Perhaps one of the side entrances would be best?" Storg pondered.

Taking this as a vote for one of the sides.

Slipp wrote:
Slipp casts around, looking for signs of animals or other natural creatures in the area... or perhaps an absence of them.
Awakened Prime of Celestia wrote:
Apoc looks for tracks of the Sod Hound, and, if they head into one of the entrances, follows, leading the party from the frontline.
Mindartis Nightbreeze. wrote:
Mindartis inspects the nearby surroundings and attempts to survey the nearby wildlife.

I will take this as a consensus to go in the main entrance. It's not specified in the scenario where the hound went, but there are doors in the wings, so I'll assume they would have run into the main chamber.


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

This expansive chamber, though ancient and crumbling, was obviously once a beautiful sight. The high stone walls are carved with ornate designs depicting iruxi gazing up at the night sky, and the decayed ceilings show the remains of what were once detailed depictions of the night sky.

A large platform situated in the north-central area of the hall (red pyramid, 20' high, difficult terrain to climb stairs) once held a massive copper telescope aloft on a ridged base that allowed for various adjustments, but now the telescope lies in ruins, much of it apparently scavenged over the years. A platform with a rotating base sits near the opening in the wall that the telescope would have protruded through, it’s mechanisms long fused into a mass of rust.

Each step into the observatory elicits crackling and groaning sounds from the floors and walls. The building seems solid enough, for the moment, but a jarring impact or damage to the ceiling’s supports might be all the impetus required to bring the building crashing down. This would destroy the observatory, but bury Paravaax. Recall Knowledge could be used to find out more.

Paravaax is resting, his body a solid, matte black statue comprised of pure lodestone. This close to his resting form, the Pathfinders can feel the magnetic currents swirling around the gargoyle pushing and pulling at their gear, making daggers stick in sheathes or pop out slightly as though an unseen hand was attempting to draw them, and causing arrowheads to rattle and jump in their quivers.

Art on Slide 9, although the background doesn't match the description because it's just stock art.

Ah, so I see I have visitors. Are you here to rid these poor iruxi of the big, bad monster?” the gargoyle says, smirking and waving a clawed hand dismissively. “You wouldn't be the first fools to try.

The beast stands upright, stretching his wings and limbs. “You see, I’m not just any monster. I am Paravaax, god among gargoyles. I’ve ruled this jungle for centuries.

"Or," he says, eyes gleaming with evil, "Have you come to bring me my tribute?" He looks at Lumki and cackles.

You can talk, or Recall, or just attack. Please don't move your tokens on the map, if you want to move, I'll roll initiative and do it in Encounter Mode.

Grand Archive

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TN Conrasu (Reinforced) Bonuwat Wavetouched Magus (Twisting Tree) / Hydrokineticist 5 | ◆◇↺ | Explore ➤ Repeat a Spell w/ Shield (AC 23)
Stats:
AC 22 or 23 parry / shield (hard 10) | Fortitude (+13), Reflex (+10), Will (+11) | Perception (+11 or +12 w/ Root Reading) | Speed 25
♥️ 70 | ☀️ □ | ✋ Staff | ☘️ □□ | ⚕ none | Spellcasting DC 19, Impulse DC 21 | Spellslots (2□□/3□□)

"All creatures are gods in their own rite. But if we cannot appreciate the divinity in all things, then a blight upon our world have we become"

Apoc casts Enlarge while he makes his point.

"No tribute today, Paravaax. I am the Protector, and if you cannot exist in harmony with those whose land you share, then I am here to reclaim this Observatory for those descended from those that built it"

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp looks somewhat unimpressed with the gargoyle. "I have met an actual god." they state.

"And while they were unimpressive, you are even more so. "

Slipp eyes up the figure without enthusiasm. "We have come to offer you a choice, not tribute. Either leave, and don't return. Or be evicted. "

They sigh., "Or explain why you can't live in peace with the locals."

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Storg doesn't follow this talk of gods, but he finds himself wondering more about the upcoming fight. What will be the easiest way to hinder Paravaax? Furthermore, why are there no more hounds present to guard Paravaax? Could they be hiding?

◆Recall Knowledge Q: "What is Paravaax's worst save?" (Dubious Knowledge affects failure)
And if there is time...
◆Seek potential enemies hiding behind the pillars

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza sizes up Paravaax, as she sings him to his rest.

”The evil king upon his throne
Who can’t leave well enough alone.
His time is up, his death is nigh,
So now we bid a fond goodbye”

Mark for Death


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺
Slipp wrote:
"Or explain why you can't live in peace with the locals."

"They've very yummy. Have you ever tried iruxi? I know it's kind of a cliche to say they taste like chicken, but they really do. And I think the sound of their screams makes the flesh taste even sweeter. Oh, did I not mention that the meat tastes best cooked medium-rare? And by 'cooked medium rare' I mean they're still alive when I eat them."

Awakened Prime of Celestia wrote:
"No tribute today, Paravaax."

"That's fine. I've always wanted to know what conrasu tastes like, anyway."

Rolling initiative, Spellcasting for Storg and Apoc, Intimidation for Slipp, and Class DC for Aldonza (default for anyone else). I will reveal any results for Storg's Recall, but neither Enlarge nor Marked for Death will take effect before initiative starts.

GM Screen:

Scout (Mindartis): 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Arcana (Apoc): 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Intimidation (Slipp): 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
Stealth (Tharpe): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Arcana (Storg): 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20
Class (Aldonza): 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Initiative (Paravaax): 1d20 + 14 ⇒ (18) + 14 = 32
Mephits: 1d20 + 12 ⇒ (20) + 12 = 32

Storg has heard stories about a metallic gargoyle. In some stories, he is a dim-witted, but agile foe (Will is the lowest save), but in others, he's portrayed as a lumbering brute (Reflex is the lowest save).

Unfortunately for the party, Paravaax sees Aldonza and Apoc about to start a fight, and launches a pre-emptive attack. He runs and leaps off the platform, gliding down to a position next to Apoc, and then bites the conrasu.

Jaws: 1d20 + 17 ⇒ (15) + 17 = 32
Piercing: 2d8 + 8 ⇒ (6, 8) + 8 = 22
Regular hit due to shield.

Two mephits, made of steel, fly out of the far entrances, and towards the commotion.

--Round 1
Slipp (63/63)
Apoc (48/70, shield, Shield Block?)
Aldonza (78/78)
Storg (64/64)
Mindartis (78/78) / Mialee (52/52)
Tharpe (49/49, detected)

--Round 2
Paravaax [White] (-0 hp, +20' ground level)
Red Mephit (-0 hp, +10')
Green Mephit (-0 hp, +10')

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

"You know what happens to metal in a forest fire?" asks Slipp.

"It melts.."

The sound of a roaring forest fire, the smell of smoke and the taste of superheated metal fill the area as the EverFire seems to burst into the room.

heat metal, reflex save DC21, dangerous sorcery, bloodline, fire damage: 6d6 + 3 + 3 ⇒ (6, 2, 4, 6, 3, 6) + 3 + 3 = 33 And 3d4 persistent fire damage

The little gnome glares at the gargoyle. "Perhaps I will enjoy your screams as much as you enjoy your foods."

intimidating glare: 1d20 + 13 ⇒ (12) + 13 = 25

** heat metal
* intimidating glare.


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Going to apply Demoralize first since it affects saves.

Reflex, Frightened 1: 1d20 + 13 - 1 ⇒ (7) + 13 - 1 = 19 vs DC 21

Paravaax grimaces, trying to hold back any show of pain. "What ... this ... ? It's ... nothing. Never ... felt ... better!"

--Round 1
Slipp (63/63)
Apoc (48/70, Shield Block?)
Aldonza (78/78)
Storg (64/64)
Mindartis (78/78) / Mialee (52/52)
Tharpe (49/49, detected)

--Round 2
Paravaax [White] (-33 hp, +0', frightened 1, 3d4 persistent fire)
Red Mephit (-0 hp, +10')
Green Mephit (-0 hp, +10')

Grand Archive

TN Conrasu (Reinforced) Bonuwat Wavetouched Magus (Twisting Tree) / Hydrokineticist 5 | ◆◇↺ | Explore ➤ Repeat a Spell w/ Shield (AC 23)
Stats:
AC 22 or 23 parry / shield (hard 10) | Fortitude (+13), Reflex (+10), Will (+11) | Perception (+11 or +12 w/ Root Reading) | Speed 25
♥️ 70 | ☀️ □ | ✋ Staff | ☘️ □□ | ⚕ none | Spellcasting DC 19, Impulse DC 21 | Spellslots (2□□/3□□)

Just as the mass of particles reaches a critical juncture of pre-expansion, a disturbance created by the gargoyle's sudden movements inverts the gravitic pulse, dilating the energy with equal and opposite polarity, forcing it's dispersal into an alternate universe which exists discrete from this one.

And so, Apoc whirls his staff, and faces off hand-to-hand with the stone menace, charging his implement with overflowing primal energy, and raising it against the beast's maw, trying to block it's gnash.

↺) Shield Block (10 hardness)
◆◆) Spellstrike
◆) Parry (to AC 23)

Spellstrike w/ Staff (B, 2h, parry, reach) and Gouging Claw (S, 4d6) vs Paravax: 1d20 + 14 ⇒ (15) + 14 = 292d8 + 4 ⇒ (2, 3) + 4 = 94d6 ⇒ (1, 2, 6, 4) = 13


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Apoc strikes with his staff, and connects, but when the staff hits the metallic skin, it ricochets with very little effect. Resistance >= 9 bludgeoning, resistance 10 slashing!

--Round 1
Slipp (63/63)
Apoc (58/70, shield used, parry)
Aldonza (78/78)
Storg (64/64)
Mindartis (78/78) / Mialee (52/52)
Tharpe (49/49, detected)

--Round 2
Paravaax [White] (-36 hp, +0', resist 9+ bludgeoning, resist 10 slashing, frightened 1, 3d4 persistent fire)
Red Mephit (-0 hp, +10')
Green Mephit (-0 hp, +10')

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Perhaps I will have to remove those resistances as Slipp suggested. But first... Storg hurls his warhammer, hoping to hinder a mephit despite the magnetic field's pull. Storg also attempts to slow Paravaax's movements, at least for a little while.

◆Cast hand of the apprentice w/ +1 striking warhammer vs Green Mephit; Attack: 1d20 + 12 + 1 - 2 ⇒ (14) + 12 + 1 - 2 = 25; Damage: 2d8 + 4 ⇒ (6, 8) + 4 = 18 bludgeoning; On crit: double damage plus DC 22 Fortitude save vs prone
◆◆Cast slow vs Paravaax; DC 22 Fortitude save

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza ducks and twirls at the gargoyle’s approach. She pirouettes as she rises, drawing the sword from her marotte.

She winks at Slipp and says, ”A toasted marshmallow needs a stick”, as she stabs at Paravaax.

Perform to gain Panache, Interact, Strike

Performance vs Will DC: 1d20 + 13 ⇒ (2) + 13 = 15

Hero Point

Performance: 1d20 + 13 ⇒ (6) + 13 = 19

Attack: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 2d6 + 2 ⇒ (2, 6) + 2 = 10P, +3 with Panache

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Right, before I forget...

↺Infernal Detonations at earliest opportunity vs Green Mephit:

Source Devil's Keep boon; Frequency once per adventure; Trigger A creature within 30 feet of you targets you or an ally with an attack; Effect The creature takes fire damage equal to 1d6 + your level, so 1d6 + 6 ⇒ (6) + 6 = 12 (basic Reflex save). The DC of the Reflex save is equal to your spell DC [22] or your class DC [22], whichever is higher.

Radiant Oath

| Male Orc Rogue 4 | HP 48/48 | AC 21 (+2 nimble dodge) | F +7 R +10 W +9 | Perc +9 (darkvision) | Default Exploration: Stealth | Speed 25ft | hero points 1 | Active Conditions:

Ten resistance? Ouch!

Tharpe looks at the two creatures far behind and follows his best path

"You understimate us, which is the last mistake that you will make in your short life"

He pushes the creature while kicking it at the leg trying to send it to the ground

Atheltics to trip vs Reflex DC, level bump: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31

Than he tries to punch it

Punch@ frightened and hopefully prone Paravaax: 1d20 + 9 + 2 - 4 ⇒ (2) + 9 + 2 - 4 = 9
Damage, b and sneak: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10

Punch@ frightened and hopefully prone Paravaax: 1d20 + 9 + 2 - 8 ⇒ (9) + 9 + 2 - 8 = 12
Damage, b and sneak: 1d4 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14

Well given that the big boss have resistance making my attacks useless I can focus on tripping it and punching the smalle ones ;)

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

"Short life?" asks a surprised Slipp.

"I thought he had been alive for centuries?"

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Mindartis sets his focus on Paravaax for now and sends two arrows toward him.

Longbow, volley: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25
Piercing: 2d8 + 1 ⇒ (8, 4) + 1 = 13

Longbow, volley, MAP: 1d20 + 15 - 2 - 5 ⇒ (16) + 15 - 2 - 5 = 24
Piercing: 2d8 + 1 ⇒ (1, 5) + 1 = 7

Precision of first hit, if applicable: 1d8 ⇒ 4

◈Hunt Prey, ◈Quick Draw, ◈Strike


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Storg sends a warhammer flying at Green, which hits. No resistance to bludgeoning.

Fortitude: 1d20 + 18 ⇒ (2) + 18 = 20 vs DC 22

Storg uses Paravaax's heavy exoskeleton against him, slowing him.

Aldonza dances a number called Panache Op. 23 No. 1, but it fails to impress Paravaax. Failure. She strikes true, but without panache, she can't penetrate its thick armor. Resistance piercing >= 10. As someone guessed, it's just resistance physical 10, so I'll just put that on the tracker for brevity.

Tharpe sweeps the leg, knocking Paravaax to the ground. He punches twice, but only receives bloody knuckles for his effort.

Mindartis fires two arrows at Paravaax. The first hits, piercing through a weak spot in the armor. Hit vs off-guard AC, 13 piercing + 4 precision - 10 resistance = 7 damage. The second also hits, but doesn't pierce. Hit vs off-guard AC, 7 piercing - 10 resistance = 0 damage.

Paravaax stands up, furious. He focuses on Tharpe, the only one within reach that actually did anything negative. ◆ Stand, ◆ Strike, ◆ Slowed 1.

Jaws, frightened 1: 1d20 + 17 - 1 ⇒ (19) + 17 - 1 = 35
Piercing: 2d8 + 8 ⇒ (8, 2) + 8 = 18
Crit, even with Frightened and Nimble Dodge.

An infernal detonation goes off!

Reflex: 1d20 + 13 ⇒ (1) + 13 = 14 vs DC 22

It completely surprises the gargoyle, causing tremendous damage. Wow! And it's completely unresisted!

Fire: 3d4 ⇒ (4, 1, 2) = 7
Recovery: 1d20 ⇒ 5 vs DC 15

Paravaax continues to burn!

The Red mephit circles around the group, attacking Storg, who has ranged capacity. ◆ Fly, ◆ Fly, ◆ Strike

Fist: 1d20 + 13 ⇒ (8) + 13 = 21
Bludgeoning: 2d8 + 5 ⇒ (1, 4) + 5 = 10

Green flies up next to Paravaax, attacking Apoc. ◆ Fly, ◆ Fly, ◆ Strike

Fist: 1d20 + 13 ⇒ (12) + 13 = 25
Bludgeoning: 2d8 + 5 ⇒ (8, 4) + 5 = 17
Hit, even with Parry.

--Round 2
Slipp (63/63)
Apoc (41/70, shield used, parry)
Aldonza (78/78)
Storg (64/64)
Mindartis (78/78) / Mialee (52/52)
Tharpe (13/49)

--Round 3
Paravaax [White] (-74 hp, +0', resist physical 10, frightened 1, 3d4 persistent fire, prone, slowed 1 1/10)
Red Mephit (-0 hp, +10')
Green Mephit (-18 hp, +10')

Grand Archive

TN Conrasu (Reinforced) Bonuwat Wavetouched Magus (Twisting Tree) / Hydrokineticist 5 | ◆◇↺ | Explore ➤ Repeat a Spell w/ Shield (AC 23)
Stats:
AC 22 or 23 parry / shield (hard 10) | Fortitude (+13), Reflex (+10), Will (+11) | Perception (+11 or +12 w/ Root Reading) | Speed 25
♥️ 70 | ☀️ □ | ✋ Staff | ☘️ □□ | ⚕ none | Spellcasting DC 19, Impulse DC 21 | Spellslots (2□□/3□□)

Apoc opens his chest - a minigalactic supernova bangs outward, assailing the gargoyle with missiles made of starstuffs - he whirlwinds here, the staff an orbital crashlanding of wood, cracking at least one of the remaining observatory occupiers down permanently.

Force Barrage (Rank Three) @ Paravax (4 Shooting Stars): 4d4 + 4 ⇒ (2, 2, 2, 4) + 4 = 14

◆◆) Force Barrage
◆) Spinning Staff (Two Foes @ Paravax, Green, and/or Red in order)

Staff (B, 2h, parry, reach) vs Foe One: 1d20 + 14 ⇒ (19) + 14 = 332d8 + 4 ⇒ (3, 4) + 4 = 11
Staff (B, 2h, parry, reach) w/ MAP (-5) vs Foe Two: 1d20 + 14 - 5 ⇒ (5) + 14 - 5 = 142d8 + 4 ⇒ (1, 8) + 4 = 13

Reversing course, the energy snap reverts to single point in space, and the Awakened Prime of Celestia glows with infinite possibility!

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza backflips and round-offs her way around Paravaax, where she looks for more weak points.

Stride, Perform, Strike (flanking)

Performance: 1d20 + 13 ⇒ (14) + 13 = 27

Attack: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 2d6 + 2 ⇒ (3, 6) + 2 = 11P (+3 if Performance is successful)
Sneak Attack, Backstabber: 1d6 + 2 ⇒ (6) + 2 = 8

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

The heat around Slipp continues to build, the roar of the forest fire fills the air, and even tendrils of smoke seem to waft through their hair. And then flames explode from their finger tips. Like burning trees three lines of fire streak out toward Paravaax and the mephits.

heightened scorching ray vs Paravax: 1d20 + 11 ⇒ (14) + 11 = 25
fire damage, bloodline, dangerous sorcer: 6d6 + 3 + 3 ⇒ (4, 2, 1, 3, 6, 2) + 3 + 3 = 24

heightened scorching ray vs red: 1d20 + 11 ⇒ (15) + 11 = 26
fire damage, bloodline: 6d6 ⇒ (1, 4, 2, 6, 6, 4) = 23
heightened scorching ray vs green: 1d20 + 11 ⇒ (18) + 11 = 29
fire damage, bloodline: 6d6 ⇒ (1, 3, 3, 5, 1, 5) = 18

reaction if damaged:

Fortuitous shift (flat check DC11, reduce damage by 5)

*** Scorching ray

That is me out of third level slots....

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"Hah! Centuries indeed!"

◆◆Cast electric arc vs 2 enemies (priority order: Paravaax, Green, Red); Damage: 4d4 ⇒ (3, 3, 1, 3) = 10 electricity; DC 22 basic Reflex save
◆Stride over to pillar on the right

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Seeing that most of his arrows do not damage the gargoyle enough, he shifts his focus to the red mephit and designates it as their prey. He fires an arrow and commands Mialee to attack it as well.

Longbow, volley: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26
Piercing: 2d8 + 1 ⇒ (6, 2) + 1 = 9

Precision: 1d8 ⇒ 1

Mialee Jaw: 1d20 + 12 ⇒ (6) + 12 = 18
Piercing: 2d6 + 3 ⇒ (3, 4) + 3 = 10

Precision: 1d8 ⇒ 5

◈Hunt Prey, ◈Strike, ◈Command Animal (◈Fly, ◈Strike)

Radiant Oath

| Male Orc Rogue 4 | HP 48/48 | AC 21 (+2 nimble dodge) | F +7 R +10 W +9 | Perc +9 (darkvision) | Default Exploration: Stealth | Speed 25ft | hero points 1 | Active Conditions:

"Long or short, it will be redacted!"

Atheltics to trip vs Reflex DC, level bump: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14

Than he tries to slice the creature next to him

Kukri@ green: 1d20 + 10 + 2 - 4 ⇒ (7) + 10 + 2 - 4 = 15
Damage, slashing: 1d6 + 4 ⇒ (5) + 4 = 9

Kukri@ green: 1d20 + 10 + 2 - 8 ⇒ (16) + 10 + 2 - 8 = 20
Damage, slashing: 1d6 + 4 ⇒ (6) + 4 = 10


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Apoc's force barrage cracks the gargoyle's armor, and his staff strike pries open the crack. Aldonza drives a sword deep inside the chasm, Mindartis wedges it open even further with an arrow, and then Storg and Slipp set the gargolye alight with elemental damage to make sure it's quite dead.

Tharpe takes a parting swipe at Green, but as soon as the mephits see the gargoyle collapse, they flee in panic, calling out to various other mephits to vacate the Observatory.

--End of Combat!

Recovery: 1d20 ⇒ 5
Recovery: 1d20 ⇒ 1
Recovery: 1d20 ⇒ 10
Recovery: 1d20 ⇒ 9
Recovery: 1d20 ⇒ 19

By the time the persistent fire extinguishes itself, Paravaax’s body has transformed into a solid lump of lodestone. His corpse has 6 Bulk, but it's a valuable metal, and could be worth as much as 3 Treasure Bundles.

The rest of the observatory consists of a gathering chamber, a receiving hall, a meditation room, and a summoning pool which allows summoning of steel mephits from the Plane of Earth.

Perception (Mindartis): 1d20 + 13 ⇒ (15) + 13 = 28
Perception (Apoc) w/ Root Reading (+1): 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Perception (Slipp): 1d20 + 9 ⇒ (6) + 9 = 15
Perception (Tharpe): 1d20 + 9 ⇒ (7) + 9 = 16
Perception (Storg): 1d20 + 11 ⇒ (3) + 11 = 14
Perception (Aldonza): 1d20 + 10 ⇒ (8) + 10 = 18

The stone column in the southwest corner of the room with the summoning pool has a secret cubby hidden behind a sliding panel. Inside the panel is a rune-graven silver flask worth 1 Treasure Bundle; creatures who are experts in Society or trained in Plane of Earth Lore automatically know that this flask was a key component in the ritual used to create the summoning pool. If nobody is, the iruxi astrologers will tell you when you get back to the village.

With the Pathfinders' business at the observatory complete, the journey back to Kihirat is uneventful. By the time the party returns to the village, Calisro Benarry has finally arrived. She is cajoling the captain, Eras the Needle, for damaging “her ship.” Despite her frustration, the repairs are almost complete, and the convoy can continue towards Ekkeshikaar.

With Paravaax no longer lairing in the Oldstar Observatory, the unusual magnetic phenomenon no longer plagues the area. Magnetic compasses function normally again, and explorers can navigate as usual.

Lumki thanks the Pathfinders for ridding the area of the gargoyle scourge by drawing out detailed star charts that are useful throughout the southern half of Garund; these charts are perfect for fulfilling the Horizon Hunters’ goal of reopening trade and travel in the southern half
of Garund.

--End of Part 1!

You can roleplay whatever you wish regarding your remaining time at Kihirat - this could include roleplaying what you're doing as Earn Income, and making any purchases you'll be making in between scenarios.

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Now that I think about it, I haven't been trying to make my spells wider lately. But this warhammer... Perhaps I should embrace my roots a bit more...

7 days Retraining Widen Spell for Bespell Strikes
1 day continuing Crafting project
Learn paralyze: DC 20 Arcana: 1d20 + 15 ⇒ (3) + 15 = 18; Failure
Learn water breathing: DC 18 Arcana: 1d20 + 15 ⇒ (15) + 15 = 30; Critical Success
Purchased +1 and striking runes for crossbow
Purchased +1 striking handwraps of mighty blows

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Mindartis eagerly reports back and spends his time earning income scouting the regions nearby.

Earn Income: 1d20 + 9 ⇒ (5) + 9 = 14

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

As the group returns to the small Irixi village Slipp enjoys the scenery and the fresh air.

"A pleasure to see the forest with no threat of fire on the horizon." they note.

Once back in the town, Slipp sits on a rock, enjoying the others working around. They watch the sun set, and take out a flute to play for the locals.

perform(earn income): 1d20 + 11 ⇒ (14) + 11 = 25

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---
Storg Dragondropper wrote:


Purchased +1 and striking runes for crossbow
Purchased +1 striking handwraps of mighty blows

Same, but for a light hammer instead of a crossbow


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

After teaching the clawed iruxi the peaceful intentions behind waving hands hello and goodbye, the Pathfinders board the ships and sail uneventfully to Ekkeshikaar.

The Pathfinders arrive at the iruxi island-city with Calisro Benarry (female half-orc sailor) and Venture-Captain Eras the Needle (male half-elf shipwright).

Venture-Captain Eras begins, idly fidgeting with some paperwork in front of him as he talks, “We've scheduled an audience tomorrow with the city’s ruling council to discuss the possibility of reopening trade, and it’s important that we make a good impression. It seems that there are some here who feel that Ekkeshikaar has nothing to gain by trading with us–

Backwards isolationists! Everywhere has at least a few,” interjects Calisro with a snort, taking a swig of a colorful drink that nonetheless smells strongly of liquor.

Yes, well,” Eras clears his throat. “this ... reclusive sentiment is certainly not shared by all of Ekkeshikaar’s citizens, but it has a grip on enough of them that we feel some additional preparation is in order. To that end, we’d like you to take on a few tasks that will help give us an edge when the time comes tomorrow. First and foremost, we need you to recover some documents from the city’s Hall of Records. We’ve already identified the documents we need, which outline some of the finer points of local law, as well as the details of the original trade agreement with the people of Vidrian. We put in a request for the documents before we set sail, but we have continued to be met with red tape and bureaucratic delays.

He means they’re stalling, and don’t want to give them to us.” Calisro chimes in cheerfully, with a wry smirk.

A tactic my colleague here is very familiar with,” Eras retorts good-naturedly. “Sadly, I’m beginning to think she’s correct. And without these documents, we’re essentially going into the negotiations blind. So, we’d like you to head down in person and sort these ‘irregularities’ out yourselves. How you do this is ultimately up to you, but by happenstance, we’ve already agreed to send a stack of Pathfinder Chronicles to the Hall of Records to be transcribed. These particular chronicles come with a rather complex index written in Hallit, which is not a language known here. Someone will be spending a fair deal of time assisting the clerks in translating, organizing, and otherwise sorting through the chronicles. If it’s you, you’ll have plenty of time to get to know these bureaucrats—and perhaps learn a bit about the iruxi yourselves.

Does anyone speak Hallit?

Or,” interjects the half-orc captain, producing a small wooden box, stamped with a Taldan coat of arms and labeled Voinarum Glade Winery: 4700 ar, “I’ve never known a bureaucrat who would say no to a good bottle of wine. Just offer it as a thank you gift for ‘expediting our request,’ and try not to wink or nudge them with your elbow as you do it. That way, you don’t have to spend the whole afternoon sorting papers.

Eras sighs. “As much as I’d prefer we not start our relationship with Ekkeshikaar with bribery, it’s true that time is at a premium here. We do have other tasks we’d like you to attend to after this is done. I’ll leave how to handle the situation to your discretion, but please hurry back either way: Calisro and I will need as much time as possible to look over those documents, and you’ll need as much time as possible to complete the other things that need doing.

Trained in Iruxi Lore, or DC 15 Society:
Although they are referred to as “lizardfolk” by most other humanoids, the name they use for themselves is iruxi. The simple villages that most outsiders associate with iruxi are the homes of migrants in outlying regions. In true centers of iruxi civilization, such as Ekkeshikaar, they build impressive complexes of glass and stone. It is rumored that a vast empire of dinosaur-riding iruxi, known as Droon, dominates southern Garund, in territory beyond any maps common to the Inner Sea region.

Society Critical Success, or DC 13 Iruxi Lore Success or better

Spoiler:
Various forms of divination, but especially astrology, are of vital importance in iruxi culture. However, while they often have one eye on the future, they are patient and cautious, with strong ties to tradition that occasionally make them seem slow to act.

Prior to Chelaxian colonization, the peoples living in the area near what is now Vidrian had a robust trade relationship with their southern neighbors, and many traveled to study at the iruxi observatory known as Oldstar.


Trained in Iruxi or Mercantile Lore:
When Cheliax established its colony of Sargava, now overthrown and replaced by the nation of Vidrian, it redirected all trade in the region northward. Chelaxian troops drove off iruxi traders during the early years of colonization, seeing the iruxi as monsters, and the iruxi ceased sending trade vessels into Sargavan waters.

DC 13 Iruxi or Mercantile Lore

Spoiler:
Prior to Chelaxian colonization, the peoples living in the area near what is now Vidrian had a robust trade relationship with their southern neighbors, and many traveled to study at the iruxi observatory known as Oldstar.

Calisro and Eras are eager to see the Pathfinders get going, but answer any questions they might have.

Also, decide which approach you'll take: help translate, or bribe.

Grand Archive

TN Conrasu (Reinforced) Bonuwat Wavetouched Magus (Twisting Tree) / Hydrokineticist 5 | ◆◇↺ | Explore ➤ Repeat a Spell w/ Shield (AC 23)
Stats:
AC 22 or 23 parry / shield (hard 10) | Fortitude (+13), Reflex (+10), Will (+11) | Perception (+11 or +12 w/ Root Reading) | Speed 25
♥️ 70 | ☀️ □ | ✋ Staff | ☘️ □□ | ⚕ none | Spellcasting DC 19, Impulse DC 21 | Spellslots (2□□/3□□)

Deeply confused by the antics of civilized governments, Apoc scratches his head nob…

Society (Trained): 1d20 + 9 ⇒ (7) + 9 = 16

No strong opinion vis Translate or Bribe…

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"Well, I can swap out one of my spells for translate, so that option works for me."

DC 15 Society: 1d20 + 12 ⇒ (20) + 12 = 32
Do I have time to swap out a spell for translate?

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Mindartis listens intently at the briefing. Occasionally shaking his head with disbelief at Captain Calisro's suggestions.

Mindartis votes for translate

Horizon Hunters

1 person marked this as a favorite.
Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza nods at Calisro’s suggestion. ”’Subtle’ is my middle name!”

She looks at the others. ”What?”

I have a decent Deception, but I can go either way

Radiant Oath

| Male Orc Rogue 4 | HP 48/48 | AC 21 (+2 nimble dodge) | F +7 R +10 W +9 | Perc +9 (darkvision) | Default Exploration: Stealth | Speed 25ft | hero points 1 | Active Conditions:

"Hmm, if we can translate it why not, bribes can go both ways ... "

he looks at the bottle

"And we can drink that wine to celebrate the success"


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺
Storg Dragondropper wrote:
Do I have time to swap out a spell for translate?

Yes.


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

The Ekkeshikaar Hall of Records is an imposing stone building with a massive central dome made of blue-green glass. Surrounding the main building are a number of tall, spiraling minarets that transition at the highest levels from smooth stone to gleaming glass. The interior is no less impressive, with the glass-filtered sunlight creating beautiful patterns on the stone floors, themselves engraved with different patterns, that complement and seem to change with the light as it moves across the floor with the time of day.

Narsha (female iruxi bureaucrat) is in charge of the records, and when asked, she explains that the requests have been entered into a queue and will be processed in the order received.

GM Screen:
Perception (Mindartis): 1d20 + 13 ⇒ (12) + 13 = 25
Perception (Apoc) w/ Root Reading (+1): 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Perception (Slipp): 1d20 + 9 ⇒ (13) + 9 = 22
Perception (Tharpe): 1d20 + 9 ⇒ (17) + 9 = 26
Perception (Storg): 1d20 + 11 ⇒ (2) + 11 = 13
Perception (Aldonza): 1d20 + 10 ⇒ (6) + 10 = 16

Mindartis and Tharpe become uncomfortable, as they believe this is untruthful, but they can't

The Pathfinders explain that they’re there to help Narsha with her work and assist in the sorting and chronicling of the documents provided by the Pathfinder Society, and she gratefully accepts their help, explaining it would help accelerate the queue.

It takes the group several hours to complete the task.

Each PC may attempt a single DC 22 Deception, Diplomacy, or Society check to Influence Narsha. You can substitute Lores (DC will depend on the relevance), or other named skills at higher DCs.

Grand Archive

1 person marked this as a favorite.
TN Conrasu (Reinforced) Bonuwat Wavetouched Magus (Twisting Tree) / Hydrokineticist 5 | ◆◇↺ | Explore ➤ Repeat a Spell w/ Shield (AC 23)
Stats:
AC 22 or 23 parry / shield (hard 10) | Fortitude (+13), Reflex (+10), Will (+11) | Perception (+11 or +12 w/ Root Reading) | Speed 25
♥️ 70 | ☀️ □ | ✋ Staff | ☘️ □□ | ⚕ none | Spellcasting DC 19, Impulse DC 21 | Spellslots (2□□/3□□)

Apoc, unable to properly sort papers by bureaucratic priority instead assigns each one a constellation based on how small the handwriting font is, and assembles them accordingly...

Astronomy Lore (Expert): 1d20 + 11 ⇒ (6) + 11 = 17

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 4/4;L3:3+1/3+1; hero 0/3; moderate healing potion 1/1; focus 2/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp wanders through the town with a slightly distracted look on their face. Their head turns at odd times, eyes tracking things that just don't appear to be there. At others, they almost stumble into locals. At all times however a small silver flute is close by.

As they walk they play, providing a pleasing melody, albeit a slightly etheral one.

Once at the hall of records, Slipp makes a concerted effort to try and focus on the here and now, offering a charming smile to Narsha. "Just point us at the end of the queue and let us help you get on top of it."

diplomacy: 1d20 + 13 ⇒ (13) + 13 = 26

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

Exhilarating music plays in Storg's head as he reviews the records, but to any observer, it just looks like he's reviewing paperwork. Because he is.

DC 22 Society (trained): 1d20 + 12 ⇒ (15) + 12 = 27
If Storg encounters Hallit, he casts translate to read it.


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺
Quote:
Mindartis and Tharpe become uncomfortable, as they believe this is untruthful, but they can't ...

... quite determine what the truth might be!

3 attempts, 2 Successes. Mindartis, Tharpe, and Aldonza are up!

Radiant Oath

| Male Orc Rogue 4 | HP 48/48 | AC 21 (+2 nimble dodge) | F +7 R +10 W +9 | Perc +9 (darkvision) | Default Exploration: Stealth | Speed 25ft | hero points 1 | Active Conditions:

Society, DC22: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23

Tharpe throws look at the clerk but he keeps working trying to find and edge to make an influence

"I brought you the beverage that you drank before, I think you like it as your tail was twitching while you drank it. Half of cube of that sweet stuff with it?"

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza sidles up to Narsha’s desk in a conspiratorial manner.

”Y’know, my dad was a clerk”, she says. ”Everyone at work looked down on him, thinking he was just some low-level cog. They didn’t know how hard the job was, or how much actual influence he had on how things ran. That office would have fallen apart without him, but did they respect him for it? Nah!”

She peers around to make sure nobody overhears. ”But I see you, queen. Mistress of your domain. These folks are lucky to have you. Respect”

Deception: 1d20 + 11 ⇒ (5) + 11 = 16

Horizon Hunters

CG Woodland Elf Ranger 6 | Animal Companion | HP 78/78| AC 24| F +12 R +14 W +13 | Perc +13 | Stealth +12 | speed 35 ft. | Active Conditions: none | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ |

Dang! I'm pretty sure my post went through yesterday. Let me try that again.

Mindartis is not confident that he can smooth talk Narsha into making their task easier and quicker. He will try to get into her good side by helping out in sorting the chronicles for her. He can assist in carrying multiple chronicles at a time.

Athletics/Thievery: 1d20 + 12 ⇒ (18) + 12 = 30


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Narsha doesn't appear to be very impressed by Apoc's resorting of all her carefully sorted papers, nor Aldonza's distracting small talk.

But Slipp's help is invaluable, and Storg's translations are really useful. Combined with Tharpe and Mindartis's support, she makes quick work of her queue, and is able to provide the documents required.

As she cheerfully hands over the documents, Mindartis and Tharpe notice something - her attitude seems to have genuinely changed, and her warmth towards the group no longer appears forced.

During the research phase, the Pathfinders also learn a few things about iruxi society that they otherwise wouldn’t have, granting them a +1 circumstance bonus on further checks to interact with iruxi bureaucrats and politicians.


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

When the Pathfinders return to the Embassy with the documents, Eras and Calisro gratefully take the papers off their hands.

Wonderful,” exclaims Eras as he sets the papers aside after a quick glance through them. “I’m sure these will be invaluable tomorrow. But our work is far from over. There is a visiting diplomat of some renown, known as Kesstraka, who is visiting on business from further south. If we could convince her to help represent Vidrian’s interests, or at least argue in favor of the trade deal, her words would certainly carry a great deal of weight during the negotiations. As luck would have it, she’s staying here in the same embassy building we are. She’s asked to meet with you in her garden quarters just outside.

Calisro speaks up, waving a drink in the air as she speaks to underscore her point. “If you ask me, your best bet is the old ‘stick and carrot’ approach: talk some big talk about the last guys who didn’t want to trade, maybe drop a few hints that Vidrian’s navy is a bit bigger than it really is, and get her to agree to help out. You can always smooth things over later by holding a couple minor trade concessions up your sleeve.

Alternatively,” Eras interjects, mildly frustrated, “if you don’t want to risk starting an international incident, you could simply tell her a few tales of derring-do and adventure, and once she’s warmed up to you a bit, broach the topic of her aid then.

The important thing,” says Calisro, lounging back and taking a long sip of her drink, “is to get her on our side and come right back here, because there’s still one more job we have for you today.

The pair are willing to answer a few questions.

Tactical Map on Slide 4. You can rearrange yourselves however you'd like, within the pink dashed box. Kesstraka is the white outlined figure by the table.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

”Know anything about her personally that might help?”, asks Aldonza. ”Turn-ons, turn-offs, favorite curse word?”

Vigilant Seal

(he/him) Rock Dwarf; Wizard 6 | ◆◇↺ | HP 46/64 (+1/min); Resistances fire 5, void 1 | AC 22 (23 with shield raised); Fort +11, Ref +13, Will +13; +2 circ. vs forced move/prone; forced move 10+ ft halved | Perception +11 (+2 initiative); Greater Darkvision | Speed 20 ft | Explore Detect Magic | Held --- | Spells 3: Fe LiBo Sl; 2: AcGr Tran ReLi; 1: ABub Fe GLan; C: DetM CauB EArc FroB TPro Pres | Bond 3◆ 2◆ 1◆ | Focus ◆ | Hero ◆◇◇ | BMI --- | FX ---

"What is Kesstraka well-known for, precisely?"


1 person marked this as a favorite.
(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺
Storg Dragondropper wrote:
"What is Kesstraka well-known for, precisely?"

"Kesstraka is a diplomat, and the daughter of another famous diplomat. Well, perhaps 'daughter' isn't quite the right word - some iruxi are born parthenogenically, so she is, essentially, a clone of her late mother. Apparently, they both served as ambassadors from Ekkeshikaar to Droon, a large iruxi empire even further South."

Aldonza Delamorte wrote:
”Know anything about her personally that might help?”, asks Aldonza. ”Turn-ons, turn-offs, favorite curse word?”

"At heart, Kesstraka is a firm believer that deals, even those made between nations or large organizations, are ultimately still agreements between people, and when brokering such agreements, she prefers to understand as much as she can about those she’ll be dealing with. She'll likely ask you a lot of questions about yourself, as she is looking to gauge whether the Pathfinder Society will be respectful and patient, or attempt to hurry her along."

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