Maneki Pemanah
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Maneki starts as Jeeves calls her attention to a wounded Pathfinder. "Oh, yes, of course," she says, flushing with embarrassment. She hurries to Shalosar's side with her healer's kit.
Healing, Assurance, DC 15: 2d8 ⇒ (4, 1) = 5
She checks the expiry date on one of her salves and utters another un-monk-like curse. "No wonder that gobbo gave this to me cheap. It's 2 months past the sell by date!"
Sadly, she doesn't have continual recovery
Ahzeem Kazzahd
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Ahzeem glances at the 2 bodies and asks, "I wonder if either of these are poisonous, but I am not sure. Is anyone familiar with their species?"
Not sure if I have a skill that would allow me to check for poison except maybe Medicine. Will roll it in case.
Medicine: 1d20 + 8 ⇒ (17) + 8 = 25
| cmlobue |
The filthy drake toddles off into the bushes. Once there, a pair of homunculi and another drake rise from nearby bushes. As the homunculi carry the prairie drake away, it calls out to the grove. “We’ll get that star gun!” he shrieks, wriggling furiously in the homunculi’s grasp. “It’s ours, and you can’t keep it forever! Suhko is the one who deserves it! She’s smart and none of you can compare!”
He continues to shout threats and protestations even as his voice fades into the distant trees.
When the battle subsides, Tsimaan steps out from behind a tree and helps Whiirii to their feet. They waste no time in checking over Hatahasi, murmuring to the star gun as if it were an injured child. “Did they hurt you? No. Good. You’re hurt enough, my dear. We’ll fix that.” Whiirii turns. “We should head up. We need to get to work immediately.”
Whiirii tightens their grip around Hatahasi and takes to the air, their wings beating in near silence. They alight on one of their many walkways and unravel a rope ladder, which drops dozens of feet to the forest floor.
Percival Jeeves
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Percival stands at the bottom, holding the rope ladder firmly still to help others climb it.
"After you sir, madam.."
Only once everyone else has climbed does he start up himself.
Gwendolyn Faran
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Gwen goes to climb up the ladder after Shalosar. She pauses, looking at Jeeves, as she reties the scarf around her neck. She gives him a sly smile. "Be sure to enjoy the view." Then she slowly climbs up.
| cmlobue |
Whiirii leads the Pathfinders into their smithy. A wide array of tools, both new and familiar, are scattered across numerous worktables, hanging on the walls, and suspended from the ceiling. Several beast guns lie on a counter that is otherwise empty, and another beast gun is disassembled on an adjacent table. It’s clear Whiirii was working on it before your arrival.
Whiirii shoves piles of tools off the nearest table, sending them clattering to the floor in even more disorganized heaps. They lay Hatahasi down with great care and begin directing the Pathfinders on ways to help. The agents may assist Whiirii in repairing the star gun by carrying water and retrieving tools, applying their magical or alchemical knowledge, or tending to the forge to ease the process.
In order to repair Hatahasi, the PCs need to succeed on Arcana, Crafting and Lore (anything related to smithing - if it's not obvious, convince me why it will work) checks. All three checks must be attempted, and only one character can attempt each. Remaining characters can make aid checks as usual.
Maneki Pemanah
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Maneki tries to help...
Arcana/Crafting/Lore Aid: 1d20 + 1 ⇒ (9) + 1 = 10
... but she's clearly out of her element here...
Percival Jeeves
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Jeeves, who is very careful not to enjoy the view, waits for the ladder to stop moving before starting his own ascent.
While he is not skilled with magic or crafting, when it comes to fetching and carrying... he has a lifetime of experience.
labor lore: 1d20 + 3 ⇒ (10) + 3 = 13
Ahzeem Kazzahd
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Ahzeem watches intently and tries to help as best he can....
Arcana/Crafting/Lore AID: 1d20 + 1 ⇒ (19) + 1 = 20
Gwendolyn Faran
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Uh, not good. Our spellcasters aren't arcane/Int casters. Does anyone have Arcana?
Gwen looks around the forge, uncomfortably. This was not a place she's used to.
Gwen has none of these skills.
| cmlobue |
The Pathfinders lack the skills to provide any expert work, but they are willing to put in the gruntwork that eases the effort somewhat.
“Star guns were never meant to be used,” Whiirii says as they align two pieces of skymetal. “People know the Crowned Regents made them, but they ignore that the star guns were hardly the only thing they made, and that they never tried to profit from them. They didn’t care for expansion or power. The Star Code exists because the Regents knew outsiders would abuse the gifts they were given and put others in danger. My family understood that each star gun was alive, and that the creation of one was like the birth of a child. That’s why we were entrusted with the knowledge of how to care for them, and we’ve maintained that knowledge for thousands of years.
“Hatahasi isn’t just a gun.” Their voice drips with bitterness and grief. They tap the engraved Chelaxian crest. “The damaged object; I’m healing a living being. The disrespect and harm done to star guns may be why they’ve gone into hiding. Too many people saw only what they could take and use, and not enough tried to give back.”
Whiirii leans back from Hatahasi and lifts their gaze. “This... Aslynn? Is willing to do anything to get her hands on Hatahasi. I am willing to do anything to keep it from her.”
Once Hatahasi is repaired, Whiirii offers the Pathfinders a drake rifle. They have rifles of every elemental type listed in the weapon’s description. “I fully expect a second attempt from Suhko. You may take your pick of any of these rifles, if you want. Rest assured they all work well; I know the extent of my skill.”
After the party has selected a drake rifle, they can either rest for the night or continue directly to Niishan.
Gwendolyn Faran
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Gwen's eyes go wide at the sight of the drake rifle. Her mouth drops open, but then goes into the smirk. "Well, something tells me that we shouldn't tell 'The Dragon' about this. But I do know a big kittycat that would want one. Now I know what to get him for his birthday!"
Percival Jeeves
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Jeeves eyes up the rifle dubiously. "I think I could carry it if nobody else wishes to be burdened." he offers.
"It might prove helpful if we are attacked from the air again." he adds. "Which is sounding like a possibility." concludes the servant, not wishing to alarm the ladies present with his thoughts about possibility vs probability.
Do we need specific proficiency for the Drake guns? I couldn't see in AoN what was required to use it.
| cmlobue |
Guns are not a separate class of weapons in 2E. Anyone who is proficient with martial weapons can wield the drake rifle. Gunslingers just get a silly proficiency level with firearms.
| cmlobue |
Any opinions on rest for the night or move out immediately?
Maneki Pemanah
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Gwen's eyes go wide at the sight of the drake rifle. Her mouth drops open, but then goes into the smirk. "Well, something tells me that we shouldn't tell 'The Dragon' about this. But I do know a big kittycat that would want one. Now I know what to get him for his birthday!"
"Oh I agree. He might start lecturing about how Dragons invented them or something. Big kittycat? Do tell" Maneki's eyes are wide with curiosity.
| cmlobue |
It is midday now. The journey will take more than a day, so you will need to make camp at least once before reaching Niishan.
Gwendolyn Faran
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"I've got plenty of charm left." Gwen laughs. "I say we get moving as far as we can before we have to stop for the night."
Is anyone down a bunch of spells? Also, is it possible none of us have martial weapon proficiency?
Maneki Pemanah
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"So Gwen, who's this big kittycat you're referring to?"
| cmlobue |
The Pathfinders decide to press on.
As night falls over the land, the Pathfinders spot a cluster of rocky outcrops in the distance. Firelight bounces off part of the stone and the silhouettes of travelers slowly become visible as they move about the camp.
Maneki Pemanah
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Perc: 1d20 + 10 ⇒ (14) + 10 = 24
"These travelers appear to be heading to Niishan on foot"
Gwendolyn Faran
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"So Gwen, who's this big kittycat you're referring to?"
Gwen smiles coyly and waves dismissively. "Oh, just this Amurrun I met recently. A bit of a stick in the mud, but smart. A stupid goblin was trying to impress everyone with some whip-cracking routine and lost control, whipping my drink off the table and all over me! I was furious and nearly let the claws out, but before I could the cat clubs him with the butt of a rifle and forces him to apologize. I mean, I can handle myself, but it was sweet. We spent the evening chatting over drinks. And he even asked the goblin to sing me a song later!" Gwen laughs and then just shrugs at Maneki before looking towards the firelight.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
"Yeah, looks like just some travelers."
Maneki Pemanah
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Maneki's eyes widen. "You meet the most interesting characters. Does this kitty have a name?" she asks, her eyes dancing with mischief.
| cmlobue |
The only light source in the camp is the fire, which is marked on the map. Please indicate what light sources you are carrying and who has darkvision.
The travelers are camping among rock formations, salvaging firewood from the decrepit house nearby. A shadowy reptilian creature lands in front of the Pathfinders, while a human-looking woman cradling a prairie drake in her arms emerges from the rocks outcroppings to the north.
“Oh, Pathfinders.” Suhko sneers, petting the diminutive prairie drake in her arms. “I’m sure you know what’s happening here. My mother Aslynn wants that pretty star gun you have there. The gunsmith too, while we’re at it. Might as well collect the one who can fix it, right? Right. Now, there’s a very simple solution to this little conundrum we have—it should be easy enough for your little brains to comprehend. Give me the star gun and the gunsmith and I will get out of your hair like that,” she says with a snap of her fingers.
“If you don’t give me the star gun and the gunsmith,” Suhko continues, “then I will slaughter you where you stand and take both of them anyway. You live or you die, but it’s your decision. Make the wise one, m’kay?”
The shadow drake lets out a low, menacing growl. The prairie drake clambers out of Suhko’s arms and onto the ground. Suhko smiles menacingly and looks over her shoulder at the travelers’ camp, then turns back. “Your lives aren’t the only ones on the line.”
”Ahzeem Initiative”: 1d20 + 10 ⇒ (7) + 10 = 17
”Maneki Initiative”: 1d20 + 10 ⇒ (2) + 10 = 12
”Gwen Initiative”: 1d20 + 6 ⇒ (18) + 6 = 24
”Shalosar Initiative”: 1d20 + 6 ⇒ (6) + 6 = 12
”Eladithas Initiative”: 1d20 + 7 ⇒ (15) + 7 = 22
”Red Initiative”: 1d20 + 8 ⇒ (8) + 8 = 16
”Purple Initiative”: 1d20 + 8 ⇒ (8) + 8 = 16
”Pink Initiative”: 1d20 + 5 ⇒ (13) + 5 = 18
”White Initiative”: 1d20 + 5 ⇒ (19) + 5 = 24
”Tsimann Initiative”: 1d20 + 10 ⇒ (4) + 10 = 14
”Travelers Initiative”: 1d20 ⇒ 20
”Whiirii Initiative”: 1d20 ⇒ 18
A short, gray-skinned creature approaches Jeeves from the darkness to the northwest.
The travelers huddle against the rocks.
Round 1 - bolded may go
White
Gwen
Eladithas
Travelers
Ahzeem
Pink
Whiirii
Purple
Red
Tsimann
Maneki
Shalosar
Jeeves
Ahzeem Kazzahd
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Ahzeem has the Light spell going. It is pale yellow and floats 2' above/behind his left shoulder. Again, he will provie and additional light to follow up to 3 others if wanted.
LIGHT:
Traditions: arcane, divine, occult, primal
Spell List: elemental
Cast:two-actions
Range: 120 feet
Duration: until your next daily preparations
You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement.
You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.
Heightened (4th): The orb sheds light in a 60-foot radius (and dim light for the next 60 feet).
"You will get neither from us, woman," Says Ahzzem. He then points towards her and calls out, "In Sarenrae's name, Burn!"
1d20 + 8 ⇒ (7) + 8 = 15
possible Fire damage: 4d6 ⇒ (6, 3, 4, 2) = 15
possible bonus damage: 2d6 ⇒ (6, 2) = 8
FIRE RAY:
Range: 60 feet; Targets: 1 creature Defense: AC
Duration: until the end of the target's next turn
A blazing band of fire arcs through the air, lighting your opponent and the ground they stand upon on fire. Make a spell attack roll against the target's AC. The ray deals 2d6 fire damage on a hit (or double damage on a critical hit). On any result other than a critical failure, the ground in the target's space catches fire, dealing 1d6 fire damage to each creature that ends its turn in one of the squares.
Heightened (+1) The ray's initial damage increases by 2d6, and the fire damage dealt by the burning space increases by 1d6.
He then calls out, "Sarenrea please Shield your servant."
SHIELD:
Cast: one-action
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.
Going to risk a Hero Point to re-roll that attack. Hope this works out for the better.
1d20 + 8 ⇒ (18) + 8 = 26
After a half hour of typing/copy/pasting, finally done.
Gwendolyn Faran
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Gwen rolls her eyes and puts up a hand. "Shut up, b&$#*. Got no time for you or your mommy's threats. You stay over there." As she speaks, a host of grasses burst out of the ground, grabbing at her.
◆◆ Cast Entangling Flora
◆ Move
Maneki Pemanah
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Maneki will light her wayfinder as her first action
| cmlobue |
Gwen calls upon the land to hamper Suhko.
Reflex Save: 1d20 + 6 ⇒ (16) + 6 = 22
She avoids being grabbed by the quickly-growing plant.
Ahzeem his her squarely in the chest with a blast of flame. Critical hit - good use of a hero point!
Anothe grey-skinned creature emerges, this one heading for Shalosar.
Whiirii moves into the darkness, hoping it will hamper the enemy more than themself.
The shadow drake flies forward carefully and unleashes a barrage of attacks on Ahzeem.
Jaws: 1d20 + 13 ⇒ (10) + 13 = 23
Piercing Damage: 1d10 + 5 ⇒ (8) + 5 = 13
Tail: 1d20 + 13 - 4 ⇒ (4) + 13 - 4 = 13
Bludgeoning Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Tail: 1d20 + 13 - 4 ⇒ (4) + 13 - 4 = 13
Bludgeoning Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Only the teeth get through his defenses.
Suhko moves toward the campsite and then commands her drake to heal her.
Restorative Familiar: 2d8 ⇒ (6, 8) = 14
Tsimann follows Whiirii and prepares to protect them.
Round 1 - bolded may go
White
Gwen
Eladithas (delay)
Travelers
Ahzeem (-13 HP)
Pink
Whiirii
Purple
Red (-16 HP)
Tsimann
Maneki
Shalosar
Jeeves
Shalosar
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Shalosar screams as his chains burst forth, one of them lashing at the gray creature before him.
Channel Elements with Elemental Blast at Pink (one action, melee), Haunting Hymn at Pink & Purple
Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d8 + 1 ⇒ (5) + 1 = 6S
Sonic damage, Fort save vs DC 17: 1d8 ⇒ 2
Hero Point
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Maneki Pemanah
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Maneki lights her wayfinder and floods the area with bright light. She then steps forward and unleashes a pair of strikes on Purple.
Fist Attack (Agile, Finesse): 1d20 + 8 ⇒ (16) + 8 = 24 for Bludgeoning Damage: 1d6 + 1 ⇒ (6) + 1 = 7 Critical Hit: Double Damage
Fist Attack, MAP: 1d20 + 4 ⇒ (7) + 4 = 11 for Bludgeoning Damage: 1d6 + 1 ⇒ (1) + 1 = 2 Critical Hit: Double Damage
◆ Light
◆ Step
◆ Flurry
Percival Jeeves
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Jeeves looks alarmed at the sudden onrush of assailants. He grabs a quick drink from his tray while trying to keep the tray between himself and the drake.
Stumbling forward he trips over the white drake...
strike(FoB),bump: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
damage: 1d8 + 4 ⇒ (1) + 4 = 5
strike(FoB),MAP,mbump: 1d20 + 8 - 4 + 1 ⇒ (15) + 8 - 4 + 1 = 20
damage: 1d8 + 4 ⇒ (4) + 4 = 8
◆ enter stumbling stance
◆ raise shield
◆ flurry
| cmlobue |
The drake recoils as Maneki illuminates the area and takes a pair of swings at it. It does manage to get out of the way of her second attack.
Shalosar lashes out ineffectually with a chain before singing a painful song.
Fort Save, Pink: 1d20 + 3 ⇒ (11) + 3 = 14
Fort Save, Purple: 1d20 + 9 ⇒ (6) + 9 = 15
Jeeves steps up and punches the whitish creature, slamming it to the ground in a single blow. First hit was a crit and OHKO. Unfortunately, you're not in a position to do anything with the rest fo the action.
Eladithas strides toward purple and tries to strike the drake twice.
Scimitar, 1st swing: 1d20 + 3 ⇒ (9) + 3 = 121d6 ⇒ 3
Scimitar, 1st swing: 1d20 + 3 - 5 ⇒ (11) + 3 - 5 = 91d6 ⇒ 6
The travelers cower.
Round 2 - bolded may go
White
Gwen
Eladithas
Travelers
Ahzeem (-13 HP)
Pink (-2 HP)
Whiirii
Purple (-9 HP)
Red (-16 HP)
Tsimann
Maneki
Shalosar
Jeeves
Ahzeem Kazzahd
|
Ahzeem takes a Step into the light and calls out once more, "In Sarenrae's name, Burn!"
Fire Ray vs. Suhko: 1d20 + 8 ⇒ (8) + 8 = 16
possible Fire damage: 4d6 ⇒ (4, 5, 3, 4) = 16
possible bonus damage: 2d6 ⇒ (3, 1) = 4
FIRE RAY:
Range: 60 feet; Targets: 1 creature Defense: AC
Duration: until the end of the target's next turn
A blazing band of fire arcs through the air, lighting your opponent and the ground they stand upon on fire. Make a spell attack roll against the target's AC. The ray deals 2d6 fire damage on a hit (or double damage on a critical hit). On any result other than a critical failure, the ground in the target's space catches fire, dealing 1d6 fire damage to each creature that ends its turn in one of the squares.
Heightened (+1) The ray's initial damage increases by 2d6, and the fire damage dealt by the burning space increases by 1d6.
Step, 1-action; Fire Ray, 2-actions. No Shield this turn.