GM Nomadical
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The messenger boy approaches each of you and hands you a letter closed with a wax seal of the Glyph of the Open Road. The missive within directs you to meet J Dacilane, the Headmaster of the Dacilane Academy, in front of the Grand Lodge first thing the following morning.
Upon arrival the next day, a few other Pathfinders are milling about. One very senior agent is chatting with the Headmaster. You each elect not to interrupt, given that the Pathfinder in question is so senior she has an entire volume of the Pathfinder Chronicles written about her missions alone. And she is well known for having little patience with junior agents not worthy of joining her on missions.
Instead, you take a moment to introduce yourselves to the others holding similar missives to yours.
Blackfeather Jack
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A halfling-sized scarecrow, dressed in worn, mismatched leathers, approaches the group. He has a Jack o’ lantern for a head. A crow looks around from his shoulder; at second glance, it appears to be made of blackened wicker.
He removes the top of his head, and tips it like a hat. ”Blackfeather Jack, at your…oh, hello again!”
Nodding toward the senior agent, he adds in hushed tones, ”Ooo, I didn’t realize she was involved. Somehow I thought she’d be taller”
Schek Nek
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Schek grins in response to Blackfeather Jack, revealing his set of pointed and crooked teeth that might scare the weak.
"Recevied the same missive, huh?" he shows the letter he received. "What are we even gonna do in an Academy?" he asks.
"Are they those we looking for?"
Pawero
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"Greetings," softly says a man with notable sibilance. He has an assortment of odd talismans and satchels affixed to his belts along with his blades. "I am Pawero bin Oware. I do not believe I have had the honor to work with any of you in the past." The light reflects off his skin in a way that gives the impression of fine scales.
Melenia Nightbreeze.
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An elf in leather armor joins the group. "I noticed that we have the same missive and thought that you might be my allies in this mission." She extends one hand while her other hand twirls her braids. "I am Melenia of the Wild Order. Pleasure to meet you all"
Gnimishmeijinomu
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"Hiya all!" comes a cheerful voice as a happy-go-lucky gnome walks in. He looks around at the gathered Pathfinders and blushes slightly, "Oh! It appears I'm one of the last to arrive. Sorry for that. I was busy creating a new drink for my coffee stand. I call it a capu-chin-o. It's made of... " Seeing the glazed looks, he continues, "Oh! I'm sorry. I'm Gnimishmeijinomu. But you can call me Gnimish. You see, I..." The gnome rambles on...
GM Nomadical
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As Gnimish drones on, the senior agent smiles warmly at J and then uncharacteristically gives the Headmaster a hug. He accepts it happily before seeing her off with a wave and turning in your direction.
“Ah, Pathfinders! I take it you’re the ones I’ve been told will help me out? Gnimish, how nice to see you again. How’s that coffee thing going?” the slender man in his 20s dressed in the blues of an Eagle Knight approaches you with a smile. He easily and politely continues with an introduction to the rest of you before the gnome can even get started. “J Dacilane, at your service. My academy teaches the children of many Pathfinder agents, and so we call upon the Society from time to time to help with certain matters. This is no different.” He sighs. “We might as well continue this discussion on the way. I’m worried for the students, so I don’t want to dally too much.”
J leads the way off the grounds of the Grand Lodge and into the streets of the Foreign Quarter. As he walks, he continues his explanation. “The Academy has been trying to put on this play for the last few weeks, and we have only barely made it happen due to the accidents. Nothing too threatening, yet, but ever since we started performing at the Muse of the Rose, it’s been nothing but problems.” Chuckling nervously, he continues, “At first, it was just missed cues or forgetting small lines, but during our last performance, one of our actors got hurt during the fight scene in the third act. Their dueling partner slipped on the floor, which had become covered in grease.” He shakes his head. “We had to take precautions after that so no one would be seriously hurt. What I need you to do is investigate the theater, then figure out the best way to make the show go on. Do you have any questions?”
Melenia Nightbreeze.
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Melenia listens intently as they walk along the campus. She gives a look of surprise upon mention of the accident.
"Oh my! It sounds really serious. Would it be possible to talk to the one who slipped? Maybe his account of the accident might help us get behind all this."
Schek Nek
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"Hope yer actor ain't literally gone an' broken their leg after that." Schek muses.
"What truths be ye uncoverin' so far?" he asks too. "And who's that senior agent you were talkin' to awhile ago?" he adds.
Gnimishmeijinomu
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Gnimish is slightly flustered and a bit star-struck as J Dacilane recognizes him.
"Oh hello again! The coffee stand is doing well, thanks. You should stop by sometime! Accidents, eh? Well, we should be able to get to the bottom of this!"
Pawero
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"Was that--the greased floor--the only accident that could not be attributed to the performers' own mistakes?" Pawero asks. "And nothing mysterious of the sort has happened prior to rehearsing the Muse of the Rose. Have you hired any new staff or admitted any new students between the Muse and the Acadamy's previous play?"
If speaking with J is enough to satisfy the Pursue a Lead requirement, I'll set "What caused the accident during rehearsal?" as one of my investigations.
GM Nomadical
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To Melania’s question J replies that he’ll try to make the student available, though he doubts the young lady will have anything to add. He rolls his eyes at Schek’s attempt at a joke, and assures the kobold that the girl’s injury extends to no more than her pride.
He pauses at the question about the agent. ”Amestra Veen is essentially retired, though I wouldn’t rule out her returning to active service at some point. She was part of a Pathfinder team that saved me when I was a child. We’ve been close ever since, and I even did an internship on a mission with her once.” Several leaves suddenly swirl up in a small tornado as J speaks, even though there is no breeze….
Responding to the questions of the others, he reveals what they’ve found so far. “We do have a few small clues: we found glittery powder around those who have forgotten their lines, and one of the students swore they heard a high-pitched giggle before one of the accidents happened.”
He quickly responds to Jack and Pawero’s probing questions. ”No, no new students in the last few months. No, the Muse does not have a history of anything like this."
As you pass by an adventurer’s outfitters shop, J snaps his small fine fingers. ”After the grease incident during the fight scene, we introduced precautions to make sure these accidents didn’t turn deadly. We have a ritual used for dueling practice in the Academy that allows them to use the full strength of their abilities and avoid injuries. We’ve performed the ritual and now anyone wearing a special pin in the building will not cause any true damage, at least through the next performance. We also have you to help watch the performance and stop anything unexpected from taking place.” He stops walking to withdraw five pins from his pocket. ”Please wear these while at the Academy. It will ensure that none of the students get harmed accidentally.” He smiles ruefully knowing full well how Pathfinders most often solve problems. ”If you feel that you must use lethal force, you may remove them, but please only do so as a last resort.”
He does his best to answer any further questions until arriving at the Muse of the Rose theater.
“One last thing, in the lobby, artwork had been vandalized. Since it’s an active theater, we’ve had to clean them, but we left the most recent vandalism alone, so you can investigate and pursue any leads you may find,” he finishes with a nod of approval to Pawero.
I would take a Society OR Theater Lore check to Recall Knowledge.
Pawero
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Society (T): 1d20 + 8 ⇒ (7) + 8 = 15 (Well, that's an inauspicious start.)
Pawero affixes the pin to his sleeve. "No. We do not want to harm the students," he says and then continues after a thoughtful pause. "It sounds like you have a gremlin or maybe a spiteful sprite." The sequential voiceless fricatives accentuate the sibilance.
Schek Nek
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Schek becomes entranced when leaves suddenly swirl up in a small tornado next to J, momentarily forgetting what the headmaster is talking about, except for the information that the glittery powder seems to cause students to forget their line while acting. He remains captivated until J hands him a pin. He hesitates to accept it until J explains that it is a safety pin.
He lets his gaze wander around the room as if he were a stranger to everything inside it.
Gnimishmeijinomu
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Lore, Theater: 1d20 + 7 ⇒ (10) + 7 = 17
GM Nomadical
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Jack, Pawro and Gnimish stand in the entryway taking in the lobby and each recalls what they know about this old theater. The Muse of the Rose theater was built by Cassandra Serio, a follower of Shelyn, to make the local art scene more accessible to artists who are not normally recognized by more well- known theaters. This has allowed schools, traveling troupes, and local performers to get exposure. The lobby features artwork of Shelyn by local artists as well as art concerning past performances and performers.
The theater’s front doors give way to a grand lobby that seems to be a combination of an art museum and a sitting room. The centerpiece, situated over the entrance to the main theater, is a sculpture of two of Shelyn’s songbirds, beaks and rainbow tails touching so they form a heart with a red rose in the center. Tables, chairs, and couches fill the first floor, as well as artwork on the walls that depicts past performances the theater has hosted over the years. Statuary of Shelyn is prominently displayed throughout. Stairs to the left and right of the entrances ascend to the mezzanine, where even more art can be found, including images of Shelyn, prominent historical figures, local heroes, and others. Some artwork on both floors is covered in crude graffiti—simple, colorful moustaches and beards, black eyes, blackened teeth, arrows drawn through heads, etc.
Once everyone has entered the lobby, J explains, “These acts of vandalism haven’t been uncommon. They’re nothing permanent, but they do require extra cleaning. Though the students have cleaned the artwork each day, the same pieces keep getting vandalized overnight. In light of your assistance, I’ve instructed them not to clean the graffiti from last night, so you can better investigate fully.” J looks towards the door. “I’ll leave you to it; I need to go check in with the academy. You have the run of the place, and the students know you’re here to help. I’ll be back in time for the show.
I hope you can figure out what’s going on by then. Start wherever you’d like, but I’d stick together, as there’s no telling how much these mischief makers—whoever they are—will escalate things.”
GM Nomadical
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You have time for each of you to make a total of 6 checks divided among the 4 areas of the theater as you see fit. The Lobby is just the first area. You will also need to investigate the Balcony, the Stage, and the Backstage. Note: Any listed DC increases by 1 for a given PC doing the same check for each time they have already succeeded as finding new clues in areas they personally have already searched is more difficult. That being said, sometimes a second success on the same skill will reveal more information. If that is the case, I will annotate the spoiler with “You think you could learn more…” But making a second check will count toward your limit of 6. Also of note, there is no penalty for multiple characters attempting the same check.
Lobby and Mezzanine
Pawero
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"Well that the defacing is reversible," Pawero comments before moving to investigate the vandalized artwork. "These are quite skilled works. Now on to the investigations."
The man makes his way around the room in a methodical order, checking each of the vandalized works. He occasionally pulls out one small book or another from his pouches to verify some thought he is puzzling in his head. "Sss." He then goes back to the beginning and more quickly examines the other works.
"Ah. Each of the targeted pieces of art are by artists with a connection to the Dacilane Academy. I feel like there is another clue just out of reach..."
Society (T), Pursue a Lead: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Too avoid the risk of meta-gaming: the first character to roll a check after me gets the +1 benefit of my Clue In reaction.
(To get the additional information, does the same character need to succeed twice or can two characters each succeed once to gain the additional information?)
Schek Nek
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"W'll be findin' those scallywags soon enough, mark me words! They'll be payin' back!" Schek assures J.
Schek heads over to the lobby to see what he can infer from the vandalized area.
Nature: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 w +1 bonus from Pawero's Clue In.
It seems to him that the vandalism here is the one he isn't familiar with.
GM Nomadical
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Too avoid the risk of meta-gaming: the first character to roll a check after me gets the +1 benefit of my Clue In reaction.
That's a perfectly fine way to do it.
(To get the additional information, does the same character need to succeed twice or can two characters each succeed once to gain the additional information?)
It's unclear. One way they wrote it is: "PCs who succeed at a DC 13 Absalom Lore check or DC 15 Society check to Recall Knowledge allows a PC to discover that the artists of the vandalized works all share a connection to Dacilane Academy. Those who succeed at additional checks can learn..." So does "those" mean "those that previously succeeded," or "any PC"? Sadly, in the very next check, they simply wrote "Additional successful checks can reveal that..." without saying anything about who is making those checks. I feel like forcing the same PC to be the one that follows-up unnecessarily punishes and limits teamwork especially in a small party with 2 PCs out of tier. So I'll rule that it can be any PC.
Blackfeather Jack
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Jack looks around at the posters from previous performances in awe. ”So much history”, he breathes. ”If only we could go back and watch them”
The crow on his shoulder pecks the side of his head. ”Oh right, clues…”
Nature: 1d20 + 6 ⇒ (5) + 6 = 11
GM Nomadical
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If anyone wants to roll the Lobby checks, either for the first time (Melania or Gnimish) or roll follow-up checks may still do so. We can flavor it as doing it after this next scene….
Having finished in the Lobby, you move up into the balconies. These balconies provide an excellent view of the stage, but are separated into distinct left and right sides. Private boxes, three on each side, are clearly visible from the lobby entrance to this area, though to get from the left balcony to the right balcony, one needs to descend and go back down through the lobby. Paintings hang on the walls at the ends of both hallways.
Blackfeather Jack: 1d20 + 6 ⇒ (16) + 6 = 22
Gnimish: 1d20 + 7 ⇒ (9) + 7 = 16
Melania: 1d20 + 8 ⇒ (9) + 8 = 17
Pawero: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Schek: 1d20 + 7 ⇒ (14) + 7 = 21
Busily taking notes in his book, Pawero fumbles with another as he tries to return it to his pack. Thus he is the only Pathfinder that fails to notice the high-pitched laughter coming from the last box on the right where the door stands slightly ajar.
Blackfeather Jack (Stealth): 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Gnimish: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Melania: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Pawero: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Schek: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Thing 1: 1d20 + 9 ⇒ (3) + 9 = 12
Thing 2: 1d20 + 9 ⇒ (9) + 9 = 18
Thing 3: 1d20 + 8 ⇒ (9) + 8 = 17
Assuming someone Scouts down the hall for the Initiative bonus.
I’m bumping Schek up one spot to group combat better.
The door is ajar, but they are unaware of your presence. Anyone can use ◆ to open it and take their full turn.
Round 1
Laughter in the Loge
Conditions: None. Door ajar
ANYONE May Act
Blackfeather Jack
Thing 2
Melania
Schek
Thing 3
Thing 1
Pawero
Gnimish
Gnimishmeijinomu
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Gnimish heads to the lobby to have a look.
Nature: 1d20 + 9 ⇒ (2) + 9 = 11
He finds the same thing as Blackfeather Jack...
Gnimish has zero stealth. A spell comes to his lips but he hangs back until he finds a target...
Melenia Nightbreeze.
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LOBBY ROLLS...
Nature: 1d20 + 8 ⇒ (15) + 8 = 23
Survival: 1d20 + 8 ⇒ (8) + 8 = 16
COMBAT ROLLS
Melenia opens the door and casts Tangle Vine on the nearest target.
Tangle Vine: 1d20 + 8 ⇒ (17) + 8 = 25
◈Open Door, ◈◈Tangle Vine
Blackfeather Jack
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As Jack peers into the room, spoooky music starts up. He glares at the one Melenia tries to entangle.
”Who’s that lurking in the dark,
Causing havoc for a lark?
State your business, stand your ground,
Or your bones will not be found!”
Cast musical accompaniment (+1 to Intimidation?), Demoralize Target (Intimidating Glare)
Intimidation: 1d20 + 7 ⇒ (9) + 7 = 16
GM Nomadical
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Melania flings the door open, and the first creature she sees is a tiny fey-looking thing (see the sidebar on the map page.) A vine lashes out and wraps around the creature’s tiny body. It struggles and even laughs. ”Ooh, good one!” A second voice pipes in ”Trapped and wrapped! Trapped and wrapped!” as the other tiny fey in the room starts to dance and sing to Jacks’ tune. Meanwhile, the swarm of even tinier fey behind the others also begin singing, though the hundreds of voices make it sound more like “tripped and rapt, treed and ripped,” before settling on ”Teeth and Teeth and Teeth and…” in an unpleasant and horrifying tone. While they all seem to like Jack’s music, none of them seem particularly afraid of him.
The one that’s Trapped and Wrapped and wearing a Blue bandana like a pirate’s head scarf ignores the vine and moves stright up to Melania. ”Hey good lookin’ wanna dance with us?” it asks as it stabs at the elf.
Stabby stab: 1d20 + 11 ⇒ (12) + 11 = 23
Damage, NL, P: 1d6 ⇒ 2
Melania notices that the “dagger” in Blue’s hand is a knife with a blunted edge, likely a prop from backstage and not really meant to do much harm.
Round 1
Laughter in the Loge
Conditions: None.
SCHEK May Act
Melania (-2 NL)
Blackfeather Jack
Thing 2 (-10 speed)
Schek
Thing 3
Thing 1
Pawero
Gnimish
Schek Nek
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Schek hunts Blue as his prey and gives the fey an sinister smile, baring his pointed but crooked teeth.
Intimidation to Demoralize Prey: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 vs Prey’s Will DC
"Ye be afraid of me!"
He then launches the pointy end of his weapon to hit his prey.
Returning Combat Grapnel Attack: 1d20 + 10 ⇒ (1) + 10 = 11 vs Prey
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 P damage
The end return to him after hitting nothing.
◆ Hunt Prey Blue (+1 to AC vs Prey’s attack)
◆ Demoralize w Intimidating Glare
◆ Strike
↺ Cringe (if a creature he is aware of critically succeeds on a Strike against him and would deal damage to him)
GM Nomadical
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”Uhh… Yeah, you’re pretty scary. That’s for sure. But those teeth! Hey little ones - look at them choppers!” And from behind him a hundred voices and a hundred pairs of eyes all focus on Schek’s crooked teeth.
”Nah, he ain’t so scary,” the one wearing a pair of oversized Red gloves says as he zips right past Melania intending to attack Schek. ”Oh, wait, yeah, yeah. He is.” And with that he opts to attacks Jack instead.
Stabby stab: 1d20 + 11 ⇒ (2) + 11 = 13
Damage, NL, P: 1d6 ⇒ 2
Stabby stab, MAP: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
Damage, NL, P: 1d6 ⇒ 3
Jack realizes, too, that these two are attacking with props for some reason.
But the swarm isn’t. Dozens of strange fey, all chanting ”Teeth, Teeth…” clamber around Melania and engulf Jack and Schek too. They start pinching each of their victims’ fingers, noses, ears (especially the pointy ones) or similar protruding body parts, but they seem especially focused on Schek (non-mechanically.)
Damage, B: 2d6 ⇒ (2, 1) = 3
DC 20 basic Reflex save, except that anyone that critically fail this save is sickened 1 from the pain.
Round 1 & 2
Laughter in the Loge
Conditions: None.
BOLD May Act
Melania (-2 NL, & -3 Pending Reflex Save)
Blackfeather Jack (-3 Pending Reflex Save)
Blue (-10 speed, Frightened 1)
Schek (-3 NL, & -3 Pending Reflex Save)
Swarm
Red
Pawero
Gnimish
Melenia Nightbreeze.
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Reflex Save: 1d20 + 5 ⇒ (3) + 5 = 8 I'll HP reroll that...
Reflex Save: 1d20 + 5 ⇒ (17) + 5 = 22
Melenia steps out of the swarm's area and casts Electric Arc on Blue and Red.
Electricity damage: 2d4 ⇒ (1, 2) = 3 DC 18 Basic Reflex Save
◈Step, ◈◈Electric Arc
Pawero
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"Yes! I knew that fey must be involved," Pawero hisses as the swarm of biting faeries spills through the door. He briefly considers the unfamiliar creatures and then frowns as they seem too frenetic to hit with his blade. Instead, he calls upon an esoteric rite that strikes at the very soul of the fey within the swarm.
Then he quickly flicks a small, sharp blade at the larger fey harassing Jack.
◇ Devise a Strategem vs. Swarm (Known Weaknesses)
Nature (T): 1d20 + 5 ⇒ (10) + 5 = 15
Strategem: 1d20 ⇒ 3
◆◆ Cast: Divine Lance vs. Swarm: 1d20 + 7 ⇒ (14) + 7 = 21
NL, Spirit: 2d4 ⇒ (3, 1) = 4
◆ Strike vs. Red: Shuriken (T): 1d20 + 6 ⇒ (17) + 6 = 23
NL, Piercing: 1d4 + 1 ⇒ (4) + 1 = 5
Only if Recall Knowledge was successful vs. swarm:
↺ Mystic Aegis (concentrate, magical): gain resistance to all damage equal to 3 against the triggering effect.
Blackfeather Jack
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Ref save: 1d20 + 9 ⇒ (17) + 9 = 26
A fire ignites inside Jack’s head, lighting up his eyes and mouth. He opens his arms wide, and a dozen blackened wicker crows with flaming eyes fly out of his sleeves. They circle around him, cawing and wheeling.
Channel Elements
To be continued…
Blackfeather Jack
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”FACE YOUR DOOM AND TREMBLE!”, Jack shouts.
The crows strafe the swarm, descending like locusts over everything in their path.
Cast flourishing flora from gate attenuator, DC 17 (Cha)/DC 19 (Kineticist)
Range: 30 feet; Area: 5-foot burst
Defense: basic Reflex
All creatures in the target area take 2d4 damage.
Piercing damage, and 1 persistent bleed damage on a critical failure.
Schek Nek
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DC 20 basic Reflex save: 1d20 + 11 ⇒ (1) + 11 = 12 vs 3 B damage
Hero Point! DC 20 basic Reflex save: 1d20 + 11 ⇒ (8) + 11 = 19 vs 3 B damage
DC 20 basic Reflex save: 1d20 + 11 ⇒ (12) + 11 = 23 vs 3 B damage
DC 20 basic Reflex save: 1d20 + 11 ⇒ (13) + 11 = 24 vs 3 B damage
"Away from me! Away from me!" his attitude changes when they begin to attack them in group!
DC 17/19 basic Reflex save: 1d20 + 11 ⇒ (17) + 11 = 28 vs Blackfeather's Flourishing Flora, 2d4 ⇒ (2, 2) = 4 P damage
He also dances as he avoids the crows pecking the swarm as he is in their space too. "Me gonna get out here!"
Gnimishmeijinomu
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Seeing the mass of critters come out of the room but unwilling to hurt his friends, Gnimish zaps Red and Blue before casting shield.
Electric Arc, DC 20 Basic Reflex, Electricity: 3d4 ⇒ (3, 3, 2) = 8
◆◆ Electric Arc
◆ Shield (+1 AC)
GM Nomadical
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Red R vs Melania DC 18: 1d20 + 12 ⇒ (7) + 12 = 19
Blue R vs Melania DC 18, F1: 1d20 + 12 - 1 ⇒ (3) + 12 - 1 = 14
Pawero doesn’t seem to know anything else about the pesky micro-fey of the swarm, but they do appear to be hurt by his spell, and Red gets a nice bruise from the shiruken.
Jack calls up the flora to attack the swarm,
Swarm R DC 19: 1d20 + 10 ⇒ (19) + 10 = 29
They scream as several of them drop unconscious, but then Jack realizes they were only messing with him as they all get back up and scream - in laughter!
Schek can’t seem to get away from the crowd no matter how he dodges and weaves, then gets blasted by Jack.
Red R vs Gnimish DC 20: 1d20 + 12 ⇒ (15) + 12 = 27
Blue R vs Gnimish DC 20, F1: 1d20 + 12 - 1 ⇒ (18) + 12 - 1 = 29
Gnimish zaps the two bigger ones to some effect.
@Gnimish: Schek said he’s willing to take AOE damage. @Jack could weigh in on taking some himself, too.
Blue looks at all the big folk and picks NE to SW: 1d3 ⇒ 2 Gnimish to pick on. ”Hey, gnomy-gnome, you’re supposed to be on our side!” he says as he moves closer.
Stabby stab, F 1: 1d20 + 11 - 1 ⇒ (19) + 11 - 1 = 29
Damage, NL, P: 1d6 ⇒ 1
Stabby stab, MAP, F 1: 1d20 + 11 - 4 - 1 ⇒ (14) + 11 - 4 - 1 = 20
Damage, NL, P: 1d6 ⇒ 1
”Ha! Gotcha! C’Mon, join us and zap these humans instead. That’d be hilarious!”
Round 2
Laughter in the Loge
Conditions: None.
BOLD May Act
Melania (-3)
Blackfeather Jack (-1)
Blue (-7, Hunted)
Schek (-8)
Swarm (-4)
Red (-10)
Pawero
Gnimish (-3)
Schek Nek
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Schek quickly gets out from the swarming fey. He imbues his weapon with magic to become more damaging and continues to launch his grapnel into Blue's direction
Returning Combat Grapnel Attack, Nonlethal: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13 vs Prey (Blue)
Damage, Gravity Weapon: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5 P damage
He is having trouble to hit his prey.
◆ Stride
◆ Gravity Weapon
◆ Strike
↺ Cringe (if a creature he is aware of critically succeeds on a Strike against him and would deal damage to him)
GM Nomadical
|
@Schek: There’s no need to adjust your Attack rolls by -2 for NL. The “safety pins” take care of that. But to remind everyone, I’ll add it to the Conditions.
With fewer people to pester, the swarm picks up on Blue’s admonition of Gnimish. ”Gnomy-gnome! Gnomy Teeth! Zap the Teeth!” Their nonsense chants quickly turn into nonsensical gibberish, but that doesn’t stop them from shifting to the west and engulfing Melania and Gnimish in search of teeth.
Damage, B: 2d6 ⇒ (2, 5) = 7
DC 20 basic Reflex save, except that anyone that critically fail this save is sickened 1 from the pain.
Red seems to like Jack. He waves his prop knife at the wicker birds for a brief moment then gets serious. ”You big’uns gotta go! Don’t make us late for t’ show!” Well, as serious as any fey get before stabbing at Jack as if to chase him away.
Stabby stab: 1d20 + 11 ⇒ (14) + 11 = 25
Damage, NL, P: 1d6 ⇒ 1
Stabby stab, MAP: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18
Damage, NL, P: 1d6 ⇒ 4
Stabby stab, MAP: 1d20 + 11 - 8 ⇒ (9) + 11 - 8 = 12
Damage, NL, P: 1d6 ⇒ 6
Round 2
Laughter in the Loge
Conditions: No adjustment needed to do Non-Lethal for spells or Strikes. All damage to PC’s is also currently NL.
BOLD May Act
Melania (-3, Pending DC 20 Reflex save)
Blackfeather Jack (-5, Pending DC 20 Reflex save)
Blue (-7, Hunted)
Schek (-8)
Swarm (-4)
Red (-10)
Pawero
Gnimish (-3, Pending DC 20 Reflex save)
Melenia Nightbreeze.
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Reflex Save: 1d20 + 5 ⇒ (17) + 5 = 22
Melenia snaps her fingers and flames ignite and dance around the swarm. She then continues her spell motion and her hands turn into claws!
Ignition Melee: 1d20 + 8 ⇒ (16) + 8 = 24
Fire Damage: 2d6 ⇒ (5, 4) = 9 On Crit: Double damage + 1d4 persistent fire damage
◈◈Ignition, ◈Untamed Shift
Blackfeather Jack
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That’s fair
Ref save: 1d20 + 10 ⇒ (16) + 10 = 26
Two of the crows dive bomb the fey mob, the fires in their eyes spreading to engulf them just before impact.
Elemental Blast x2 vs Swarm
Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d6 + 4 ⇒ (4) + 4 = 8F
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 ⇒ 4F
Pawero
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Pawero considers the larger fairy creature harassing Jack as the swarm of tiny fey moves away. While he still does not recognize the type of fey, he sees a recurrent opening in the creature's antics.
He draws one of his shuriken, but he licks the blade instead of throwing it immediately. Then he tosses it toward the (red) fey.
◇ Devise a Strategem vs. Red (Known Weaknesses)
Nature (T): 1d20 + 5 ⇒ (3) + 5 = 8
Strategem: 1d20 ⇒ 18
◆ Interact
◆ Envenom
◆ Shuriken (T), Devise Stratagem: 18 + 7 = 25
Piercing, Strategic Strike: 1d4 + 0 + 1d6 ⇒ (1) + 0 + (4) = 5 +Venom (Fortitude DC 17) Poison: 1d6 ⇒ 3
Gnimishmeijinomu
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Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Gnimish takes a step back and causes ice to form on Blue.
Frostbite, Cold Damage; DC 19 Fort Save: 3d4 ⇒ (4, 1, 2) = 7
◈ Step
◈◈ Frostbite vs Blue
GM Nomadical
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Everyone avoids the annoying little fey and Gnimish at least gets out of their way.
Melania conjures some fire and burns a bunch of them knocking them to the ground. But there’s still plenty of them left! Jack follows suit, his crows catching several more in their sweep of fiery flight.
Pawero thinks he needs to hit the books harder because he still can’t recall anything about the bigger fey. His shuriken strikes the fey in the back of the neck, and the poison seeps into its blood.
Fort DC 17 : 1d20 + 8 ⇒ (15) + 8 = 23.
”Hey, what’s that?” the one in the Red mittens cries out. ”Eh, just a little sting, nothin’ to it,” he says as his body neutralizes the poison.
Gnimish conjures ice on the Blue bandana
Fort DC 19 : 1d20 + 8 ⇒ (5) + 8 = 13
”Hey, gggggetttttt bbbbbback here,” he calls out through chattering teeth as the gnome caster steps away.
Who’s next?: 1d3 ⇒ 3
Then he looks around for his Red-mittened buddy. ”Tttttteam Up!” he cries as he moves in on Jack and high-fives Red.
Stabby stab: 1d20 + 11 ⇒ (11) + 11 = 22
Damage, NL, P: 1d6 ⇒ 4
Stabby stab, MAP: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22
Damage, NL, P: 1d6 ⇒ 3
Jack takes a couple small hits with the prop knife. ”Hey - not so tough or scary are ya’?“
Round 3
Laughter in the Loge
Conditions: No adjustment needed to do Non-Lethal for spells or Strikes. All damage to PC’s is also currently NL.
BOLD May Act
Melania (-6)
Blackfeather Jack (-15)
Blue (-14, Hunted)
Schek (-8)
Swarm (-21)
Red (-15)
Pawero
Gnimish (-6)
Schek Nek
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Schek flicks his tail, secreting a potent toxin before launching the tip of his grapnel across the swarm, aiming to strike his intended target, his Blue prey.
"Out of the way!"
Returning Combat Grapnel Attack, Nonlethal: 1d20 + 10 ⇒ (15) + 10 = 25 vs Prey (Blue)
Damage, Gravity Weapon: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4 P damage
If hit: add 3 persistent poison damage to prey
"Take that!" he laughs maniacally and turns to scare Red with a mad look.
Intimidation w Intimidating Glare: 1d20 + 10 ⇒ (4) + 10 = 14 vs Red's Will DC
"Wanna be next?"
◆ Tail Toxin
◆ Strike
◆ Intimidating Glare vs Red
GM Nomadical
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Schek’s grapnel slams Blue in the chest, and Red seems unaffected by Schek’s attempt to demoralize him. ”Yeah, you’re not so scary either. Heh - none of you are as scary as…”
”Shut it, you idiot! Don’t tell ‘em nothin’ or Plaguetooth’ll … ”
”HAH! See, you said it! Not me!”
”He said it! He said it! It said he! They said them!” the tiniest fey change up their nonsense chanting as they continue to harass Melania and Jack.
Damage, B: 2d6 ⇒ (6, 3) = 9
DC 20 basic Reflex save, except that anyone that critically fail this save is sickened 1 from the pain.
”My turn. Tag me in!” Red says to Blue who gives his buddy’s big crimson mitten a high-five before he continues to stab at Jack.
Stabby stab: 1d20 + 11 ⇒ (17) + 11 = 28
Damage, NL, P: 1d6 ⇒ 6 (Crit for 12)
Stabby stab, MAP: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24
Damage, NL, P: 1d6 ⇒ 5
”WooHoo! It’s like stabbing a scarecrow dummy. Let’s got for another!”
Stabby stab, MAP: 1d20 + 11 - 8 ⇒ (12) + 11 - 8 = 15
Damage, NL, P: 1d6 ⇒ 5
”Haha! You suck,” Blue taunts his friend. ”Uh, hey, what’s this burning?”
Round 3 & 4
Laughter in the Loge
Conditions: No adjustment needed to do Non-Lethal for spells or Strikes. All damage to PC’s is also currently NL.
BOLD May Act
Melania (-6, pending DC 20 Reflex save)
Blackfeather Jack (-32, pending DC 20 Reflex save)
Blue (-18, Hunted, Persistent Poison 3)
Schek (-8)
Swarm (-21)
Red (-15)
Pawero
Gnimish (-6)
Pawero
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Pawero considers the gremlin again and sees an opportunity to strike. He steps forward and slashes. He raises the claw blades on his other handinto a defensive position.
◆ Step
◇ Devise a Stratagem vs. Red: 1d20 ⇒ 10
◆ Strategic Strike vs. Red: Kukri (T), Devise Stratagem: 10 + 7 = 17
Nonlethal, Slashing, Strategic Strike: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6
◆ Parry
AC 20
Blackfeather Jack
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Ref save: 1d20 + 9 ⇒ (15) + 9 = 24
Another crow ignites like a phoenix, and crashes into the fae swarm.
Then the other crows grab Jack by his shoulders, elbows and knees, and carry him out of the room. He cackles at his assailants as he flies backwards away from them.
Elemental Blast vs Swarm [two-action], Stride
Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d6 + 4 ⇒ (5) + 4 = 9F
Schek Nek
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Returning Combat Grapnel Attack, Nonlethal: 1d20 + 10 ⇒ (8) + 10 = 18 vs Prey (Blue)
Damage, Gravity Weapon: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7 P damage
"Ha! Take that again!" he continues, launching more attacks.
Returning Combat Grapnel Attack, Nonlethal: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18 vs Prey (Blue)
Damage, Gravity Weapon: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5 P damage
Returning Combat Grapnel Attack, Nonlethal: 1d20 + 10 - 10 ⇒ (11) + 10 - 10 = 11 vs Prey (Blue)
Damage, Gravity Weapon: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8 P damage
◆ Strike
◆ Strike
◆ Strike