Curtain Call

Game Master Super Zero

Roll20 Table
Loot Sheet
Stat Sheet
Jayma - 2 HP
Marine - 2 HP
Dr. Lazarus - 1 HP
Callistro - 1 HP

Production Points - 13


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Pathfinder Provisions ◆◇↺

Lazarus notices that they're unusually nimble for werecrocodiles--but then, he remembers that they aren't really werecrododiles.
He leaps over and hurls his hammer at Swirly. It clobbers him all right, but... aren't the fey usually vulnerable to cold iron? Didn't the party, in fact, confirm that Swirly was the last time they fought him? Because he certainly took the hit, but he doesn't seem especially vulnerable.
The size, the exaggerated abilities, and now a lack of vulnerability? Something is... off.
You succeeded at your free RK anyway, though I'm not sure what to tell you that you haven't already seen... their best defense is Reflex.
That's a hit. He's... not weak to cold iron?
Hm. Taking an action to make a Perception check (you can call it either Seek or Sense Motive, if you have any bonus to either action) might yield some additional answers here. Oh, but you did do some damage, anyway.

Callistro and [/b]Marine[/b]'s turns. The bridges are sturdier then they may look on the map and are normal terrain, but Ab (where Marine and Lazarus are) is 10 feet higher then the rest. The bridge to that area has been destroyed. The lake bed is 30 feet below. Athletics DC 20 to climb the walls.
Initiative:
Dr. Lazarus (AC 30/31, 27/105 HP)
Marine (AC 33/34, 76/162 HP, airwalk, warding statuette)
Orange Living Nightmare (AC 23-26, hydraulic torrent and phantasmal killer used, Slowed 1, can't use reactions, triggers RS on its turn, Fascinated by Callistro)
Pink Living Nightmare (AC 23-26)
Jayma (AC 28/29, 88/107 HP)
Swirly? (AC 30-40, -89 HP, can't use reactions)
Purple Living Nightmare (AC 23-26, -50 HP, phantasmal killer used, 40 ft over pit, Slowed 1, can't use reactions, triggers RS on its turn, Off-Guard until M's turn)
Callistro (AC 30/32, 120/140 HP, Cursebound 2, courageous anthem)


Male Human Oracle 12 | Init +22 | HP: 152|152 | AC: 31|33 | F:+20, R:+21, W:+23 | Per +21 [E] | Courageous Anthem
Resources:
Spell slots: 3/4/3/4/3/3; Focus Points: 2/3

Callistro looks around the chamber. Oh no, it seems our heroes have entered the terribly dangerous Act 2, in which we face certain doom. That is, of course, unless our hero can save the day!

With that he chants and three small flames spring to life, they quickly grow into tiny angry dragons and shoot across the cave, illuminating our heroes briefly!

Actions:

◆◆◆ Rank 6 blazing bolt targeting Orange, then Pink, then Purple

Spell attack: 1d20 + 20 ⇒ (14) + 20 = 34
Spell attack: 1d20 + 20 ⇒ (9) + 20 = 29
Spell attack: 1d20 + 20 ⇒ (10) + 20 = 30

Damage: 12d6 ⇒ (4, 3, 3, 5, 2, 6, 6, 1, 5, 2, 2, 2) = 41
Damage: 12d6 ⇒ (1, 2, 1, 2, 1, 1, 1, 4, 5, 4, 2, 4) = 28
Damage: 12d6 ⇒ (5, 2, 6, 6, 5, 1, 6, 5, 6, 6, 4, 3) = 55

Depending on how they look after that I may use a free action to foretell harm and go to cursebound 3 but it will depend on the outcome of the spell.


Pathfinder Provisions ◆◇↺

Callistro blasts the nightmares with fire. It doesn't quite take any of them out, but one of them look like it's barely hanging on.
Crit on Orange, which bloodies it.
Hit on Pink.
Hit on Purple, which bloodies it.
They do all have some resistance as incorporeal creatures.

Marine's turn. The bridges are sturdier then they may look on the map and are normal terrain, but Ab (where Marine and Lazarus are) is 10 feet higher then the rest. The bridge to that area has been destroyed. The lake bed is 30 feet below. Athletics DC 20 to climb the walls.
Initiative:
Dr. Lazarus (AC 30/31, 27/105 HP)
Marine (AC 33/34, 76/162 HP, airwalk)
Orange Living Nightmare (AC 23-24, -77 HP, bloodied, hydraulic torrent and phantasmal killer used)
Pink Living Nightmare (AC 23-24, -23 HP)
Jayma (AC 28/29, 103/107 HP)
Swirly? (AC 30-40, -89 HP, can't use reactions)
Purple Living Nightmare (AC 23-24, -100 HP, bloodied, phantasmal killer used, 40 ft over pi)
Callistro (AC 30/32, 118/140 HP, Cursebound 2)


Wildcard Female Aiuvarin Centaur |♥️ 188 /188 DR 4 vs Slashing, 10 Fire| AC 34 (35-37 w bonuses)| Speed 40' | Scout (Init +23 with Battlefield Surveyor, + 25 with Oracular Warning) |Fighter DC 32 | Alchemist DC 23 | F+23 M (S>CS) R+21 E W+20 E (S>CS vs Fear)| Perc+21 M (Darkvision)| Fighter/Rogue/Alchemist 12| Versatile Vials: □□□□ | Infused Consumables: Mutagen □☑☑☑ | Hero 1|Halfling Luck : ☑| ✋ Empty ✋ | Helm Charges □□ | Status:

flavourless post because sick

+2 Astral Aldori Dueling Sword: 1d20 + 24 ⇒ (15) + 24 = 39
Slashing, Spirit: 2d8 + 8 + 1d6 + 1d6 ⇒ (1, 6) + 8 + (2) + (5) = 22

+2 Astral Aldori Dueling Sword, MAP 1: 1d20 + 24 - 5 ⇒ (13) + 24 - 5 = 32
Slashing, Spirit: 2d8 + 8 + 1d6 + 1d6 ⇒ (4, 4) + 8 + (4) + (2) = 22

◆Strike, ◆ Strike, ◆ Stride over to Dr. Lazarus for next turn heal

Reactive Strike:

+2 Astral Aldori Dueling Sword: 1d20 + 24 ⇒ (20) + 24 = 44
Slashing, Spirit: 2d8 + 8 + 1d6 + 1d6 ⇒ (8, 6) + 8 + (4) + (2) = 28


Pathfinder Provisions ◆◇↺

Marine slices through one of the nightmares, and it melts away into shadow. She gallops towards Swirly and narrowly misses him, slicing one of the bells off of his hat.
Crit, which kills it. And a miss on Swirly.

The badly injured crocodilian nightmare advances on Callistro. It bites him viciously, then bites him again.
◆ Fly to flank Callistro
◆ Strike Nightmare Jaws: 1d20 ⇒ 9 Hit while you're flanked for Void damage: 4d8 ⇒ (7, 3, 3, 5) = 18 and Callistro Fort: 1d20 + 19 ⇒ (14) + 19 = 33 Success, no effect
◆ Strike Nightmare Jaws: 1d20 - 4 ⇒ (20) - 4 = 16 Crit for 2xVoid damage: 4d8 ⇒ (8, 8, 4, 8) = 28 and Callistro Fort: 1d20 + 19 ⇒ (7) + 19 = 26 Success, no effect

The other one casts a spell that casts doubt into Callistro's mind, though he mostly resists it. Then it also bites him.
◆◆ Cast Fear Callistro Will: 1d20 + 22 ⇒ (13) + 22 = 35 Success, Frightened 1
◆ Strike Nightmare Jaws: 1d20 ⇒ 11 Hit for Void damage: 4d8 ⇒ (2, 8, 6, 5) = 21 and Callistro Fort: 1d20 + 19 - 1 ⇒ (18) + 19 - 1 = 36 Critical Success, no effect

Jayma's turn. The bridges are sturdier then they may look on the map and are normal terrain, but Ab (where Marine and Lazarus are) is 10 feet higher then the rest. The bridge to that area has been destroyed. The lake bed is 30 feet below. Athletics DC 20 to climb the walls.
Initiative:
Dr. Lazarus (AC 30/31, 27/105 HP)
Marine (AC 33/34, 76/162 HP, airwalk, warding statuette)
Orange Living Nightmare (AC 23-24, -77 HP, bloodied, hydraulic torrent and phantasmal killer used)
Pink Living Nightmare (AC 23-24, -23 HP, fear used)
Jayma (AC 28/29, 103/107 HP)
Swirly? (AC 33-40, -89 HP)
Callistro (AC 30/32, 23/140 HP, Cursebound 2, Frightened 1)


Female Gnome Sorcerer/Dandy/Acrobat 12 | ♥️ 116/116 | AC 29 | Speed 50' | Detect Magic (Init +19, +2 vision) | F+19E R+20E W+20E (Imperious Defense) | Perc+19E (+2 visual, Darkvision) | Focus □□□ | Spells DC 31; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□□ | Hero 2 ☘ □ | ✋ Socialite Staff | Status:

Jayma is not particularly happy at how the fight is progressing. Swirly was proving difficult to damage and those pesky nightmares were being especially effective with their nasty jaws. She quickly reviews her magical abilities and her unhappiness remains. Fireball? No. Poor Callistro would be the first to go down. Magical missiles? Guaranteed to hit, but she could not cast them with enough power to do any real damage. Stone wall? They would just fly over it.

She sighs. It seemed she was once again forced to fall back on her tired - though admittedly quite effective - skill in accelerating small objects to high speeds and flinging them at creatures. Unfortunately, she would have to get a lot closer to the nightmares for this to work, with all the risk that implied. "What choice do I have? None it appears."

So Jayma trots up until the more ragged looking of the nightmares is within reach, and with a flick of her wrist, sends a rock flying its way.

Action 1 (◆): Stride (45 feet)

Actions 2 & 3 (◆◆): Cast a Spell: Telekinetic Projectile [L6] vs Orange Living Nightmare

Telekinetic Projectile Attack: 1d20 + 20 ⇒ (16) + 20 = 36
Telekinetic Projectile Damage: 7d6 ⇒ (3, 1, 4, 6, 6, 6, 4) = 30 bludgeoning damage

If a crit, you deal double damage.


Pathfinder Provisions ◆◇↺

The hurled rock punches directly through the nightmare creature, dispersing it entirely.
That's crit. Orange is down.

"Now it's four 'gainst two?
It's time for some division!
I've had enough of you--
Now face a deathly vi--AARGH! STOP THAT!"

Swirly tries to cast a spell, but Marine cuts into him deeply with her sword. Bleeding profusely now (though the blood never seems to actually land on the floor), his spell falters and fails in a crackle of energy and harmless smoke. Angrily, he slams his scepter into her shoulder.
◆◆ Cast a spell. Marine's RS crits and disrupts it! And also bloodies him.
◆ Strike Marine Scepter: 1d20 ⇒ 9 Hit for Mental Damage: 3d12 + 13 ⇒ (7, 1, 5) + 13 = 26

Callistro, Lazarus, and Marine's turns. The bridges are sturdier then they may look on the map and are normal terrain, but Ab (where Marine and Lazarus are) is 10 feet higher then the rest. The bridge to that area has been destroyed. The lake bed is 30 feet below. Athletics DC 20 to climb the walls.
Initiative:
Dr. Lazarus (AC 30/31, 27/105 HP)
Marine (AC 33/34, 50/162 HP, airwalk, warding statuette)
Pink Living Nightmare (AC 23-24, -23 HP, fear used)
Jayma (AC 28/29, 103/107 HP)
Swirly? (AC 33-40, -145 HP, bloodied, vision of death used)
Callistro (AC 30/32, 23/140 HP, Cursebound 2, Frightened 1)


Male Elf Investigator 12 | HP 126/126 | AC 31 (32 w/ shield) | F+18, R+20, W+22 (resolve) (+2 vs lead)| Perc +21 (+2 involving sight) | Exploration: Search | Spd: 55' | Active Leads: Opera & Kintargo Opera House, Solid Lead: xxx | Spell DC 31. Wizard Spells: 1 □□, 2 □□, 3 □, 4 □ | Staff of Air □□□□ | Halfling Luck □ | Hero: 1 | Cond: none
GM Super Zero wrote:
Taking an action to make a Perception check (you can call it either Seek or Sense Motive, if you have any bonus to either action) might yield some additional answers here.

Since I try to never turn down a GM's suggestion...

Pleasantly surprised to still be standing, Dr. Lazarus prudently delays for Marine to offer any healing. (Delay for Marine.)
While he waits patiently, Lazarus can't help but notice Swirley is not himself. "You've changed, my dear boy. And not for the better." The Doctor studies their foe with a keen eye.
Sense Motive at +23 (+20 percep, +1 goggles, +2 lead)

Realizing he's living on borrowed time, the good Doctor decides his services are best used to keep his colleagues on their feet. He strides past Marine, and then performs a Doctor's Visitation to help Callistro.
Battle Medicine (master) DC 30: 1d20 + 22 ⇒ (14) + 22 = 36
Damage Healed +master +medic +investigator: 2d8 + 30 + 10 + 11 ⇒ (4, 8) + 30 + 10 + 11 = 63
Callistro healed for 63.

◇ Delay (for Marine), ◆ Sense Motive, ◆ Stride, ◆ Doctor's Visitation


Male Human Oracle 12 | Init +22 | HP: 152|152 | AC: 31|33 | F:+20, R:+21, W:+23 | Per +21 [E] | Courageous Anthem
Resources:
Spell slots: 3/4/3/4/3/3; Focus Points: 2/3

Callistro reels under the assault of the nightmares and is very grateful when the good Doctor arrives.

My thanks my friend, you are just in time for the final denouement.

He glances over at the remaining nightmare. I am sorry my friend but your work is done here and so I shall ignore you. Its time for the villain to have his moment in the spotlight.

With that a glowing light appears behind Swirly and with a swish a curtain of light parts to reveal, another Callistro! This one is wearing a flouncy short and baggy pants and wielding a glittering stave. It lashes out at the maniacal not fey!

Actions:

◆ Courageous Anthem
◆◆ Cast Spiritual Guardian
It does provide a flank

Spell attack, CA, vs FF: 1d20 + 20 + 1 ⇒ (11) + 20 + 1 = 32
Damage: 3d8 + 1 ⇒ (3, 5, 4) + 1 = 13 spirit damage

Just to note, I am cursebound 3 due to foretell harm.


Wildcard Female Aiuvarin Centaur |♥️ 188 /188 DR 4 vs Slashing, 10 Fire| AC 34 (35-37 w bonuses)| Speed 40' | Scout (Init +23 with Battlefield Surveyor, + 25 with Oracular Warning) |Fighter DC 32 | Alchemist DC 23 | F+23 M (S>CS) R+21 E W+20 E (S>CS vs Fear)| Perc+21 M (Darkvision)| Fighter/Rogue/Alchemist 12| Versatile Vials: □□□□ | Infused Consumables: Mutagen □☑☑☑ | Hero 1|Halfling Luck : ☑| ✋ Empty ✋ | Helm Charges □□ | Status:

Before the Doctor moves away, Marine looks at his wounds and says "You need to eat your veggies Doc, you are quite squishy. Here, take an alchemical elixir for now."

With her free hand, she uses some versatile vials to whip up a Moderate Elixir of Life and feeds the resulting mix to the Doctor.

Elixir of Life, +2 to Poisons and Diseases for 10 mins: 5d6 + 12 ⇒ (4, 6, 2, 5, 2) + 12 = 31

She turns to Swirly, shaking her head in disapproval. "You know, the real Swirly would have known better than to stand next to me when I have my sword out. Either you're not him, or you've forgotten the last beatdown I gave you, old boss." She attempts to pull off his hat with a Snagging Strike.

+2 Astral Aldori Dueling Sword, CA: 1d20 + 24 + 1 ⇒ (15) + 24 + 1 = 40
Slashing, Spirit, CA: 2d8 + 8 + 1d6 + 1 ⇒ (5, 1) + 8 + (5) + 1 = 20 That's 15 Slashing and 5 Spirit. If it had hit, Swirly would be off-guard until the start of my turn. With my Warding Statuette, giving my +1 Status bonus to AC to myself.

◆ Quick Alchemy, ◆ Interact to feed Elixir of Life to Dr Lazarus, ◆ Snagging Strike

Reactive Strike:

+2 Astral Aldori Dueling Sword, CA: 1d20 + 24 + 1 ⇒ (4) + 24 + 1 = 29
Slashing, Sneak Attack, Spirit, CA: 2d8 + 8 + 1d6 + 1d6 + 1 ⇒ (3, 4) + 8 + (3) + (3) + 1 = 22


Pathfinder Provisions ◆◇↺

Callistro's guardian successfully clobbers the clown.
That's a hit while he's flanked.

Lazarus moves to treat Callistro, but as he does he examines the villain and comes to the inevitable conclusion: It isn't him. Not really. For a moment he thinks that it's an illusion, and that might not be entirely wrong. He thinks it might be a creature similar to its nightmare minions, creatures made of fear and dreams and memories. It's an echo of Swirly, exaggerated. Its mastery of water is stronger then his was, perhaps because of the larger-then-life impression it made in the minds of his victims. But it only has that ability at all because people believe that it's Swirly, and they believe that it has those powers--and the doctor no longer does.
Lazarus successfully disbelieves. In addition to confirming that it's not him, this means he can ignore Nemesis's Urban Legend abilities--Swirling Blast and his immunity to fire and cold.
Which might be a little underwhelming for Lazarus, actually, but perhaps Jayma would like to try it now that she knows it's possible. The Perception DC is 37, go ahead and resolve it yourself if you'd like to.

And whatever it is, Marine stabs it and pulls its hat over its eyes.
A hit.

"Oh, I'm not finished yet--but you're about to be!" the lizardy nightmare bites Callistro again. It casts a spell, and it grows larger and larger, large enough to swallow him whole. But he simply dismisses such an absurd fantasy; it looks rather disappointed, if a crocodile's face can.
◆ Strike Nightmare Jaws: 1d20 ⇒ 11 Hit for Void damage: 4d8 ⇒ (4, 1, 3, 2) = 10 and Callistro Fort: 1d20 + 19 ⇒ (14) + 19 = 33
◆◆ Cast phantasmal killer Callistro Will: 1d20 + 22 ⇒ (4) + 22 = 26 Success becomes crit success

Jayma's turn. The bridges are sturdier then they may look on the map and are normal terrain, but Ab (where Marine and Lazarus are) is 10 feet higher then the rest. The bridge to that area has been destroyed. The lake bed is 30 feet below. Athletics DC 20 to climb the walls.
Initiative:
Marine (AC 33/34, 50/162 HP, airwalk, warding statuette)
Dr. Lazarus (AC 30/31, 58/105 HP)
Pink Living Nightmare (AC 23-24, -30 HP, fear used, phantasmal killer used)
Jayma (AC 28/29, 103/107 HP)
Nemesis (AC 33-34, -178 HP, bloodied, vision of death used, Off-Guard until Marine's turn, DC 37 Perception to disbelieve)
Callistro (AC 30/32, 72/140 HP, courageous anthem, spiritual guardian)


Female Gnome Sorcerer/Dandy/Acrobat 12 | ♥️ 116/116 | AC 29 | Speed 50' | Detect Magic (Init +19, +2 vision) | F+19E R+20E W+20E (Imperious Defense) | Perc+19E (+2 visual, Darkvision) | Focus □□□ | Spells DC 31; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□□ | Hero 2 ☘ □ | ✋ Socialite Staff | Status:

Disbelieving takes 1 action and a Perception roll vs a DC of 37 means that Jayma has to come up with an 18 or 19 (depending on whether it's visual or not). Doesn't seem worth it to me right now given that she can't exactly drop a Fireball on Swirly at present without hitting good guys in the process. Once Swirly is the last bad guy standing, she might give it a try.

Jayma is a little confused when Thurston (presumably) tells the group that it isn't really Swirly they were up against, but is in actuality a nightmare creature that has taken on Swirly's form and abilities. "It sure looks and sounds like Swirly to me. What in the devils is Thurston going on about?"

But right now, she has no time to worry about Swirly, or whatever Thurston thinks it might be. She has a more immediate problem in the form of the last of the nightmares. Given how successful her last projectile was, she sees no reason not to repeat it. This time though, she first calls on her ancestors to give her an edge and to provide her with some additional protection.

Action 1 (◆): Cast a Spell: Ancestral Memories [L6] vs Pink Living Nightmare
You gain a +2 status bonus to the next spell attack roll you attempt before the end of your turn.
Triggers: Blood Magic

Blood Magic—Imperious Defense
Until the start of your next turn, you gain a +1 status bonus to AC. Now at AC 29.

Actions 2 & 3 (◆◆): Cast a Spell: Telekinetic Projectile [L6] with Courageous Anthem and Ancestral Memories vs Pink Living Nightmare

Telekinetic Projectile Attack: 1d20 + 20 + 2 ⇒ (16) + 20 + 2 = 38
Telekinetic Projectile Damage: 7d6 + 1 ⇒ (5, 4, 1, 4, 3, 3, 3) + 1 = 24 bludgeoning damage

If a crit, you deal double damage.


Pathfinder Provisions ◆◇↺

The nightmare begins to look like it's leaking mist around the edges after Jayma hits it with a rock.
A crit, which bloodies it.

"What? You think I'm fake?
That's--that's your last mistake!"

Swirly swoops out from between Marine and the guardian. He suddenly launches at Callistro and bludgeons him brutally with his scepter, laughing maniacally. Callistrol realizes it was just a vision and that he's still alive, but he's still shaken.
◆ Fly Marine's RS misses
◆◆ Cast a spell M/L/J/C: 1d4 ⇒ 4 Will: 1d20 + 22 ⇒ (9) + 22 = 31 failure for Mental damage: 8d6 ⇒ (1, 5, 1, 6, 1, 4, 5, 1) = 24 and Frightened 2

Callistro, Marine, and Lazarus's turns. The bridges are sturdier then they may look on the map and are normal terrain, but Ab (where Marine and Lazarus are) is 10 feet higher then the rest. The bridge to that area has been destroyed. The lake bed is 30 feet below. Athletics DC 20 to climb the walls.
Initiative:
Marine (AC 33/34, 50/162 HP, airwalk, warding statuette)
Dr. Lazarus (AC 30/31, 58/105 HP)
Pink Living Nightmare (AC 23-24, -73 HP, bloodied, fear used, phantasmal killer used)
Jayma (AC 28/29, 103/107 HP)
Nemesis (AC 33-34, -178 HP, bloodied, 2 visions of death used, Off-Guard until Marine's turn, DC 37 Perception to disbelieve)
Callistro (AC 30/32, 48/140 HP, courageous anthem, spiritual guardian)


Male Human Oracle 12 | Init +22 | HP: 152|152 | AC: 31|33 | F:+20, R:+21, W:+23 | Per +21 [E] | Courageous Anthem
Resources:
Spell slots: 3/4/3/4/3/3; Focus Points: 2/3

HP Reroll: 1d20 ⇒ 18, Looks like a crit

Callistro looks over at Swirly, And so we see the villain make his final, and fatal mistake!

Across the cavern "not Callistro" flies gracefully over to Swirly, to provide Marine with a flank. He brandishes his staff and swings it at him with force.

Callistro then seems to notice the nightmare, Are you still here, you should have exited stage left much sooner. Can one of you remove the interloper from the stage?

Actions:

◆ Courageous Anthem
◆ Sustain guardian spirit
◆ Demoralise Pink

Attack: 1d20 + 20 + 1 ⇒ (17) + 20 + 1 = 38
Damage: 3d8 + 1 ⇒ (3, 7, 3) + 1 = 14 spirit

Intimidate: 1d20 + 25 ⇒ (16) + 25 = 41
Success - Frightened 2
Critical Success - Frightened 2 and Fleeing for 1 round if he is lower level than me


Male Elf Investigator 12 | HP 126/126 | AC 31 (32 w/ shield) | F+18, R+20, W+22 (resolve) (+2 vs lead)| Perc +21 (+2 involving sight) | Exploration: Search | Spd: 55' | Active Leads: Opera & Kintargo Opera House, Solid Lead: xxx | Spell DC 31. Wizard Spells: 1 □□, 2 □□, 3 □, 4 □ | Staff of Air □□□□ | Halfling Luck □ | Hero: 1 | Cond: none

Dr. Lazarus nods to Marine. "Thank you for the healing, dear Lady. Now, to finish off this Swirly doppleganger." He studies fake-Swirly.
Devise a Stratagem, vs Swirly: 1d20 ⇒ 15 (Roll is used for subsequent attack roll.)

Seeing a path through his defenses, the Doctor moves back across the bridge, and throws his mighty hammer twice in succession.

+2 Striking Returning Cold Iron Grabthar's Hammer (w/ Stratagem), vs Swirly: 1d20 + 22 ⇒ (15) + 22 = 37
Bludgeoning Damage + Enhanced Strategic (precision): 2d6 + 3d8 + 6 ⇒ (5, 5) + (4, 6, 1) + 6 = 27

+2 Striking Returning Cold Iron Grabthar's Hammer +map, vs Swirly: 1d20 + 21 - 4 ⇒ (19) + 21 - 4 = 36
Bludgeoning Damage +Ongoing (precision): 2d6 + 3 + 6 ⇒ (5, 6) + 3 + 6 = 20

◇ Devise, ◆ Stride, ◆◆ Strike x2


Pathfinder Provisions ◆◇↺

Callistro wounds Swirly (Nemesis?) once more, and sends his minion fleeing in panic.
That's a hit. Critically successful Demoralize.
And I've been trying to keep up with it!

The doctor realizes he knows what this creature really is--he's something called a Brainchild, though clearly an especially formidable one. As a creature made entirely of thought, he's vulnerable to mental damage. Mental magic like illusions, fear, and dream spells may fit in with the real Swirly's MO, but they're also normal for Brainchildren. Even the illusory affinity for water isn't that unusual--that specific ability may be unique to this individual brainchild, but brainchildren do often seem to possess abilities because the people whose thoughts created them expect them to. They're often created when someone uses a spell like visions of death to create illusions of the same monster committing multiple murders, though this one presumably has a somewhat different origin.
Lazarus then hits him with a hammer and nearly knocks him from the sky. He then hits him a second time, and the villain's cry of shock and rage is abruptly stopped when he bursts like a bubble.
The remaining nightmare, the one that was just turning to flee from Callistro, is also gone. It seems to have simply ceased to exist when nobody was looking directly at it.
Critically successful RK, so you get +1 to your attack. And those are both hits.
Wait, it looks like you didn't add courageous anthem. The additional +1 to hit won't push either attack to a crit, I'm afraid... but a +1 to damage is all you needed.

Of course, if Swirly could return once, why not again? Was he even dead, or simply lurking in the First World ready to return? And even if he was truly destroyed, brainchildren often reform after some time. And even if it doesn't, why couldn't a new one form? Even an entirely new one, formed for the fears of the girtablilu who lived under his rule? It's obvious he's going to come back again and again, and next time he'll probably be more cautious and strike at them in their sleep.

The party is experienced enough to realize that this conviction is too sudden and too intense. The markers of mind-affecting occult magic. Most of them still suspect the lingering conviction will trouble their sleep, but believe they should recover within a day.
Callistro does not know what the fuss is about.
Lazarus Will: 1d20 + 21 + 2 ⇒ (9) + 21 + 2 = 32 Success. Lazarus must attempt a DC 30 Will save the next time he sleeps for a night. On a failure, he awakens Fatigued and his daily prep takes two hours that day.
Marine Will: 1d20 + 19 ⇒ (4) + 19 = 23 Failure. Marine must attempt a DC 30 Will save every time she sleeps for a night. On a failure, she awakens Fatigued and her daily prep takes two hours that day. This is an indefinite curse, but can be removed by magic like cleanse affliction.
Callistro Will: 1d20 + 22 ⇒ (11) + 22 = 33 Success becomes critical success. No effect.
Jayma Will: 1d20 + 19 ⇒ (17) + 19 = 36 Success. Jayma must attempt a DC 30 Will save the next time she sleeps for a night. On a failure, she awakens Fatigued and her daily prep takes two hours that day.
Hm. You did specifically say you'd use a Hero Point if you failed a save against an effect from Swirly, so Hero Point: 1d20 + 19 ⇒ (19) + 19 = 38 Success. Marine must attempt a DC 30 Will save the next time she sleeps for a night. On a failure, she awakens Fatigued and her daily prep takes two hours that day.

Status:
Marine (AC 33/34, 50/162 HP, airwalk, Will He Come Back? one day)
Dr. Lazarus (AC 30/31, 58/105 HP, Will He Come Back? one day)
Jayma (AC 28/29, 103/107 HP, Will He Come Back? one day)
Callistro (AC 30/32, 69/140 HP, cursebound 3)


Male Human Oracle 12 | Init +22 | HP: 152|152 | AC: 31|33 | F:+20, R:+21, W:+23 | Per +21 [E] | Courageous Anthem
Resources:
Spell slots: 3/4/3/4/3/3; Focus Points: 2/3

Well, that was exhilarating, says Callistro as he levers himself down onto a rock and begins to compose a stirring poem about their conflict. As he does so the flames around him begin to subside. Once we patch ourselves up we should check out that cave above that he came from. Didnt the one who ran away mention something about a leader as well?

Start to refocus while my aeon stone and, hopefully, the good doctor patch me up.


Wildcard Female Aiuvarin Centaur |♥️ 188 /188 DR 4 vs Slashing, 10 Fire| AC 34 (35-37 w bonuses)| Speed 40' | Scout (Init +23 with Battlefield Surveyor, + 25 with Oracular Warning) |Fighter DC 32 | Alchemist DC 23 | F+23 M (S>CS) R+21 E W+20 E (S>CS vs Fear)| Perc+21 M (Darkvision)| Fighter/Rogue/Alchemist 12| Versatile Vials: □□□□ | Infused Consumables: Mutagen □☑☑☑ | Hero 1|Halfling Luck : ☑| ✋ Empty ✋ | Helm Charges □□ | Status:

"Oh...thank Calistria, he's finally gone." Marine wonders out loud. She grasps her weapon tightly and looks around from side to side. Satisfied that the cave has gone quiet, she Air Walks down into the canyon and picks up the Temple Sword before Calistro's magic runs out.

"I agree, Callistro. Hey, you know, I've been wondering...You're such a good performer and we've been friends for so long, can you teach me a few tips and tricks after we're done?


Male Human Oracle 12 | Init +22 | HP: 152|152 | AC: 31|33 | F:+20, R:+21, W:+23 | Per +21 [E] | Courageous Anthem
Resources:
Spell slots: 3/4/3/4/3/3; Focus Points: 2/3

Callistro beams, Why of course my dear, perhaps you could take on a role as my under study in the next production. Or perhaps I can write a short play which gives you a clear part. Are there any interesting centaur myths or stories that might make for a good production? Or maybe we can use some illusion magic to let you take on some other sort of role.


Pathfinder Provisions ◆◇↺

In addition to the sword, Marine finds that the pit is full most of small animal bones, largely broken--but there are also some humanoid bones, more recent and more broken, likely from kholos.

All together, the three defeated girtablilus had one suit of +1 hide armor, two mundane suits of hide armor, a +2 flaming striking shortbow, two +1 flaming striking shortbows, three steel shields, three +1 flaming striking temple swords, and three quivers of arrows with about 50 arrows between them.
Swirly's scepter is nowhere to be found. It appears to have been part of the brainchild's appearance and not a separate physical object.

As the party is gathering items and tending their injuries, another girtablilu creeps tentatively into sight, her empty hands held up over her head. "Um, h-heroes?" she says, "LadyEmrisswouldliketoinviteyoutoteainherchambershe'dliketotalkwithyouI'mso rrytobotheryou," before quickly retreating back the way she came.

There is also the ramp up to the area where Swirly and his nightmares were lurking.


Female Gnome Sorcerer/Dandy/Acrobat 12 | ♥️ 116/116 | AC 29 | Speed 50' | Detect Magic (Init +19, +2 vision) | F+19E R+20E W+20E (Imperious Defense) | Perc+19E (+2 visual, Darkvision) | Focus □□□ | Spells DC 31; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□□ | Hero 2 ☘ □ | ✋ Socialite Staff | Status:

When the dust settles after Swirly is destroyed, Jayma lets out the breath she had been unconsciously holding. "No. Not Swirly," she tells herself. "Thurston believes it was a powerful Brainchild. No wonder my fireballs were useless against it."

"Oh, I do so hope that's the end of Swirly and his doppelgangers, but I’ve a dreadful hunch my hopes are destined for ruin."

To avoid dwelling on the future, Jayma does her usual accounting of the loot found on the bodies of the fallen girtablilu.

Loot sheet updated.

The terrified girtablilu appears as she finishes up and is tucking away her pen and notebook. "Lady Emriss? Why does that name ring a bell?"

Action: Recall Knowledge - SECRET

She has the following to choose from:
Arcana +18
Crafting +17
Lore (Genealogy) +17
Lore (Theater) +21
Occultism +18
Religion +3
Society +23

Action: Recall Knowledge (Gossip Lore +17) - SECRET

Gossip Lore:
Jayma is trained in Gossip Lore, which allows her to make trained Recall Knowledge rolls on any topic. Even if she fails, she gets the effects of the Dubious Knowledge feat.

She shares whatever she's heard of Lady Emriss with the group. "If we’re quite finished, perhaps we ought to find Lady Emriss. It simply wouldn’t do to keep our host waiting, after all."

Still working on leveling up Jayma.


Pathfinder Provisions ◆◇↺

Jayma remembers that the girtablilu the party met at the top of the elevator told them that their leader was a seer named Emriss, that she was his aunt, and that she wasn't exactly a friend of the Slumbering King.

She's heard of Emriss, who is somewhat unusual because most girtablilu seers are divine spellcasters while Emriss is a primalist. Jayma seems to recall hearing that she had been searching for an unusual elemental anomaly.

As the party moves that way, they first come to a large empty area. The cave walls have been particularly worn smooth, while near the ceiling fifty feet above, faint shimmering whorls dance along the stone.

A woman's voice calls out from up ahead. "I hear someone coming--you must be these 'heroes' who are coming to murder us all. I'm not your enemy--you're the other one's obsession, not mine. Please, come in and let's talk."
Then, more quietly--though more like she's talking to someone else in the same room then like she's whispering and trying to hide it--she says, "No no, you fool. Put your weapon away. Do you want them to attack us? Yes, I know you're scared of them. That's why you shouldn't provoke them!"


Male Human Oracle 12 | Init +22 | HP: 152|152 | AC: 31|33 | F:+20, R:+21, W:+23 | Per +21 [E] | Courageous Anthem
Resources:
Spell slots: 3/4/3/4/3/3; Focus Points: 2/3

Callistro beams at the nervous looking Girtabillu as he appears. Why yes, we are in fact very heroic but dont worry, we are not here to kill you. We came looking for your Slumbering King as he has been sending us some very unpleasant dreams. We had thought he was an old enemy returned but it seems not. You say Lady Emriss wants to talk to us, why of course, we are always happy to chat.

Callistro happily follows the girtabillu chatting away, complimenting him on their home and its interesting features.

Make an impression: 1d20 + 26 ⇒ (13) + 26 = 39

As they reach the leader Callistro holds out a hand in friendship, Pleasure to meet you, my friend Jayma here tells me you are a student of primal magic. I myself favour the divine and Jayma the arcane, perhaps together we can establish a rapport and possibly help you with your local research? I doesnt seem like you are terribly bothered by the removal of the "Slumbering King", not that I think he was actually your old hero legend?

Make an impression: 1d20 + 26 ⇒ (15) + 26 = 41


Pathfinder Provisions ◆◇↺

The messenger doesn't stick around long enough to hear, but the girtablilu who is presumably Emriss pays close attention.

A large nest of sand, dry desert grass, and bones lies heaped against the northern wall of this cavern. To the south, a narrow tunnel leads downward. There are five girtablilus here, four nervous, fidgety sentries with weapons stowed and a woman with red hair, several bangles on her wrists, and some kind of animals skull worn as a pendant. She takes Callistro's hand.

"See?" she says patiently to the others, "I told you they wouldn't murder anyone if we didn't threaten or attack them."

To Callistro, she smiles and says, "Please excuse my attendants. They've been having nightmares and visions that assured them you were coming to murder everyone. You don't think he was really the Slumbering King? Yes, I've been rather questioning that point. Unless everyone suddenly developed second sight, the visions come from him. I suppose I should say them, since I've no idea of their real identity. Illusions and dream magic--no reason to believe they were real predictions, and that means the 'Slumbering King' was the only one attacking us! But... I couldn't do anything about it. Too powerful for me to fight, and most of my people were convinced. Honestly, when I spoke to him he'd only call you 'my enemies,' but in the visions you were always 'heroes'. Frankly, neither title made it sound like I should assume you were our enemies. The first is rather personal, and the second... 'heroes coming to murder us,' is a suspect phrase, wouldn't you say? In my experience 'heroes' don't do a lot of 'murder,' especially seeking out strangers on the other side of the planet to attack them unprovoked for no reason. You say you were really here for him? But that he wasn't who you thought he was either? Can't say that I'm surprised." She shakes her head. "Leaves us all with an unfortunate mystery, though. Can't see how I'll ever know what happened now he's gone. They're gone.

[b]"Ah, but I should still address... yes. You weren't my enemies, but now you've obviously killed a fair few of my people. You may be suspicious of me now, because of that. Rest assured, that while I am certainly unhappy about this, I don't blame you for it. I am sure they gave you little choice, and that is more due to their own foolishness then your bloodthirstiness. And it is mostly due to our mutual foe's machinations, yes? Clearly the entire affair is his fault. Besides, even if I did blame you, he was too powerful for me to fight and now you've defeated him. Clearly I am outmatched, so I couldn't swear vengeance if I wanted to.

"Tea? Now, I realize one thing I could do is try to poison you, so I won't be offended if you refuse. I also have some cookies."


Male Elf Investigator 12 | HP 126/126 | AC 31 (32 w/ shield) | F+18, R+20, W+22 (resolve) (+2 vs lead)| Perc +21 (+2 involving sight) | Exploration: Search | Spd: 55' | Active Leads: Opera & Kintargo Opera House, Solid Lead: xxx | Spell DC 31. Wizard Spells: 1 □□, 2 □□, 3 □, 4 □ | Staff of Air □□□□ | Halfling Luck □ | Hero: 1 | Cond: none

After the battle, Dr. Lazarus says, "Yes, yes, as I was saying, this was definitely a Brainchild..." He rattles on, repeating information he's too excited to realize he already shared.

With the enemies no longer a threat, the Doctor says, "Now, who needs healing? Gather round." As he's unpacking his kit, he comments, "Some of my colleagues practice an archaic form of medicine known as risky surgery." He continues, "It's most distasteful to harm the patient first...." He sets to work.

Healing details:

With Continual Recovery and Ward Medic, he can heal all four of us in 10 min increments.

To keep it simple, just gonna make 1 roll for each 10min period. If the GM prefers I roll everything separately, just let me know.

Treat Wounds (master) DC 30: 1d20 + 23 ⇒ (1) + 23 = 24
Damage Dealt: 1d8 ⇒ 1
After all his bluster about risky surgery, the doctor's hand slips. "I assure you that shan't happen often!" He gets back to work.

Treat Wounds (master) DC 30: 1d20 + 23 ⇒ (6) + 23 = 29
"Sit still...good medicine requires prep work."

Treat Wounds (master) DC 30: 1d20 + 23 ⇒ (19) + 23 = 42
Damage Healed +medic: 2d8 + 30 + 10 ⇒ (3, 8) + 30 + 10 = 51
Crit Healing: 2d8 ⇒ (8, 6) = 14

Treat Wounds (master) DC 30: 1d20 + 23 ⇒ (19) + 23 = 42
Damage Healed +medic: 2d8 + 30 + 10 ⇒ (3, 5) + 30 + 10 = 48
Crit Healing: 2d8 ⇒ (6, 1) = 7

[40 minutes later ...]
He nods, satisfied with his work, as he usually is. "There! That should just about do it."

STATUS: Each of us heals 119 hp.
Marine (50/162 HP) + 119 = 169/176
Dr. Lazarus (58/105 HP) + 119 = 126/126
Jayma (103/107 HP) + 119 = 116/116
Callistro (69/140 HP) + 119 = 152/152

Following the healing, the Doctor packs up his things while Callistro is working on granting us an audience with our host. He stows his hammer and grips his Staff of Air as he enters the chamber. Looking around, he introduces himself, "I'm Doctor Lazarus, renowned forensics professor at the University of Osirion. Perhaps my reputation precedes me?" Getting blank stares, he shrugs, "No matter. Does anyone require healing?"

When Emriss offers tea, Dr. Lazarus judges her motivations.
(Sense Motive using Perception +22.)
Assuming he suspects no ill-intent, he gladly accepts the tea and cookies.


Female Gnome Sorcerer/Dandy/Acrobat 12 | ♥️ 116/116 | AC 29 | Speed 50' | Detect Magic (Init +19, +2 vision) | F+19E R+20E W+20E (Imperious Defense) | Perc+19E (+2 visual, Darkvision) | Focus □□□ | Spells DC 31; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□□ | Hero 2 ☘ □ | ✋ Socialite Staff | Status:

Jayma eyes all the nervous girtabilu gathered around Lady Emriss, and puts on a beaming smile to help put them at ease. Twyl pokes his head out of her sleeve, so she pulls her cuddly familiar all the way out and starts stroking him while Callistro tries to soften up the seer.

When he is done, Jayma speaks up. "But of course. As dear Callistro put it, we came to deal with The Slumbering King, a brainchild of our old nemesis Swirly. Now that that we've shuffled him off this mortal coil, there's no further call for violence. We know your folk were but caught in his web, and we bear no grudge. Come then, let us be civil creatures once more and leave off with all this unpleasantness."

Activity: Make an Impression with Group Impression, Messenger's Ring and Ambassador vs Lady Emriss and all her girtabilu guards

Diplomacy (Make an Impression): 1d20 + 23 + 2 + 2 ⇒ (15) + 23 + 2 + 2 = 42 vs Lady Emriss and all her girtabilu guards' Will DC

Jayma was more of a coffee drinker than tea, which she barely considered worthy of being called a beverage, but she puts on a brave face and does what needs to be done. "Why, I daresay nothing would suit me better right now than a good cup of tea and a biscuits."


Male Human Oracle 12 | Init +22 | HP: 152|152 | AC: 31|33 | F:+20, R:+21, W:+23 | Per +21 [E] | Courageous Anthem
Resources:
Spell slots: 3/4/3/4/3/3; Focus Points: 2/3

Callistro smiles at the girtabillu leader, That is all very sensible of you. We have no desire to fight anyone here. We wouldnt have fought your people but they left us little choice. Tea and cookies do sound excellent, I would be happy to accept.

He sits himself down on a rock and sips at the tea. Now, about this place. We understand that you have some interest in the magic of the place, can we help? Also, we should probably check out the "Slumbering Kings" quarters, make sure there is nothing nasty still lurking there. Are they up that ramp?, he asks, gesturing to the passageway.


Pathfinder Provisions ◆◇↺

Emriss is being entirely honest, as far as anyone can tell. But when the party accepts the tea nothing happens. It seems to be ordinary tea. It is delightful, if one likes tea.

"Yes, there's a large chamber up there that the Slumbering King claimed for himself when he arrived. Nobody was allowed in without being summoned--perhaps so he could ensure he had the proper illusory appearance. I suppose they didn't resemble a girtablilu when you faced them? And I believe the desert giants thought he was a giant."

Lighting up a little as she changes focus, Emriss nods. "You can probably tell there used to be water through here, though it was a very long time ago. I detected a primal anomaly, which is why we came here in the first place. My assumption was that something had happened to the spring that once fed the river, but I discovered--well, I'm sure you saw the odd glittering near the ceiling in the other room? My research has determined that it's a portal to the elemental plane of water. Naturally-occurring, most likely. I haven't yet determined what closed it... I sincerely doubt you'll be able to open it, I think that's going to take a longer ritual, but honestly, my research was stymied before all this... unpleasant business. More heads are better, as they say. If you can take a look at it, and maybe find something I've missed, it might help me restore the river. That would actually be pretty disruptive to us since I think it would make parts of the Choke uninhabitable, but solving it was still my mission here. And other locals and local wildlife would probably appreciate it. The dry riverbed's of no use to anyone.

"Mm. No, that's not quite true. I suppose people do use it as a kind of road, but riverbanks do that just as well."


Female Gnome Sorcerer/Dandy/Acrobat 12 | ♥️ 116/116 | AC 29 | Speed 50' | Detect Magic (Init +19, +2 vision) | F+19E R+20E W+20E (Imperious Defense) | Perc+19E (+2 visual, Darkvision) | Focus □□□ | Spells DC 31; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□□ | Hero 2 ☘ □ | ✋ Socialite Staff | Status:

As predicted, Jayma does not like the tea and only takes a sip or two for form's sake. She toys with asking Lady Emriss if she had any coffee, but decides the moment isn't right. "But of course, Lady Emriss. We should be delighted to examine this curious portal of yours and offer a thought or two on how best to deal with it. Sounds ever so intriguing."

Any idea of what skills can be used in this situation? Jayma has Arcana +19, Crafting +18, Occultism +19 available. If it requires Nature or Religion, then it'll be up to others to make the rolls.


Pathfinder Provisions ◆◇↺

Analyzing the portal would be a Nature check, but you could reasonably Aid with another magical skill (or Follow the Expert, it would take a bit of time).


Wildcard Female Aiuvarin Centaur |♥️ 188 /188 DR 4 vs Slashing, 10 Fire| AC 34 (35-37 w bonuses)| Speed 40' | Scout (Init +23 with Battlefield Surveyor, + 25 with Oracular Warning) |Fighter DC 32 | Alchemist DC 23 | F+23 M (S>CS) R+21 E W+20 E (S>CS vs Fear)| Perc+21 M (Darkvision)| Fighter/Rogue/Alchemist 12| Versatile Vials: □□□□ | Infused Consumables: Mutagen □☑☑☑ | Hero 1|Halfling Luck : ☑| ✋ Empty ✋ | Helm Charges □□ | Status:

"Yay! Thanks for not killing us. I made sure not to kill the rest of you if I didn't have to. In fact, if you go behind the illusory walls up the elevator we've left a guy there unconscious." Marine says. "Now let's put all this unpleasantness behind us and have tea."

Marine enjoys the tea and biscuits, attacking the food and drink with great gusto.

"Hmm? A great elemental portal? That would probably require some natural knowledge to solve. Fortunately for you, I'm rather good at those. I'll help, but on one condition." Marine goes up to Lady Emriss and whispers in her ear.

"Could you help me convince my friend to tell him that we aren't related? He keeps getting it in his head that just because we're both large and are half-human, centaurs and gilbratus are related. He's not very bright and it's getting rather embarrassing."


Male Elf Investigator 12 | HP 126/126 | AC 31 (32 w/ shield) | F+18, R+20, W+22 (resolve) (+2 vs lead)| Perc +21 (+2 involving sight) | Exploration: Search | Spd: 55' | Active Leads: Opera & Kintargo Opera House, Solid Lead: xxx | Spell DC 31. Wizard Spells: 1 □□, 2 □□, 3 □, 4 □ | Staff of Air □□□□ | Halfling Luck □ | Hero: 1 | Cond: none

Dr. Lazarus notices Jayma is not enjoying the tea as much as he is. He whispers, "It's better with a splash of brandy." He offers the sorceress a pour from his endless jug.

Always keen to share his wealth of knowledge, Dr. Lazarus perks up at the mention of a primal anomaly. "While I pride myself on my knowledge of the arcane and occult...." He adds, "...and religion, of course." He nods proudly, "I'm well-read in many subjects, including those of a primal nature."

Investigator's Keen Recollection allows RK of any subject.
Since we're doing RK, would Nature Lore work as well as Nature? Or maybe Primal Anamoly Lore? If so, let's use the Brooch of Inspiration.

Before studying the anomaly, the investigator takes a minute to pursue it as a lead (unless it's still qualifies as part of the mystery at the Choke), and he activates his brooch to increase his chances.
The Brooch of Inspiration has 1/day activation for advantage on a RK check.
Nature Lore +lead +brooch: 1d20 + 17 + 2 + 1 ⇒ (16) + 17 + 2 + 1 = 36
or
Nature Lore +lead +brooch: 1d20 + 17 + 2 + 1 ⇒ (7) + 17 + 2 + 1 = 27

During the investigation, he lectures about anomalies to help anyone else attempting to investigate.
Clue-in will give the next person a +2 circ bonus to their nature check.


Female Gnome Sorcerer/Dandy/Acrobat 12 | ♥️ 116/116 | AC 29 | Speed 50' | Detect Magic (Init +19, +2 vision) | F+19E R+20E W+20E (Imperious Defense) | Perc+19E (+2 visual, Darkvision) | Focus □□□ | Spells DC 31; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□□ | Hero 2 ☘ □ | ✋ Socialite Staff | Status:

When Thurston offers to fortify Jayma's tea, she nods, and as surreptitiously as possible, slides her cup over for a boost. She whispers out of the side of her mouth. "Thank you for the prescription doctor. I am making a most miraculous recovery thanks to your remedy."


Male Human Oracle 12 | Init +22 | HP: 152|152 | AC: 31|33 | F:+20, R:+21, W:+23 | Per +21 [E] | Courageous Anthem
Resources:
Spell slots: 3/4/3/4/3/3; Focus Points: 2/3

Callistro chatters on about primal anomalies, wholly unaware of the shenanigans of his comrades. I am afraid my knowledge of primal magic is a little limited. Perhaps however we can consider the situation from the perspective of Gozreh, he does after all exert influence over natural phenomena. Or, as it involves ancient water courses then maybe the recently freed elemental lady Lysianassa?

Religion to aid: 1d20 + 24 ⇒ (15) + 24 = 39


Pathfinder Provisions ◆◇↺

"Mm. Yes. Amusing." Emriss's smile at Marine's joke (?) looks pained on, but she smiles more genuinely when the party talks about examining the portal. "Well by all means. If you're willing to help me, let's take a look." She leads the party back into the other room with the glittering lights.

Callistro and Lazarus's assessment quickly concurs with what Emriss already knows, that the portal, located near the ceiling of this cavern, once provided the source of the river that formerly flow through here, but that it appears to have been inactive for centuries.

After about 10 minutes investigating the whorls, they theorize some methods that could reopen the portal. While such a task would take many months at minimum, the theories alone send the seer scurrying back to her nest and returning excitedly with pen and paper as she takes notes. "Yes, you're absolutely right. I don't know how I overlooked the pressure differential. And with the affinity the area has for earth and fire I'll have to be careful not to divert the portal, but... Well, it will take me some time to gather the materials for my next ritual attempt so I suppose you won't be around to see it, but I think this helps put me on the right track. I really need to reward you for all your help." She signals to one of her attendants. "Bring me my bag."

One of the other girtablilu, looking a little less like they're afraid of being suddenly brutally murdered, brings Emriss a cloth satchel, which she rummages in for a moment. "I'm afraid I don't have much actual coin. We're pretty self-sufficient, so we don't use it much. But now I fear I may need it to visit a village and purchase some supplies--recent events have been fairly disruptive, of course... those giants dropped the outer lift to try to kill you, I assume? I knew they were trying to rig it to do that. That took us so long to build... that tunnel at the back of my chamber is how we got in and out before but the first 50 feet or so are a pretty tight squeeze--although you can go out that way if you'd like. It'll be tight for you too, Ms. Marinelle, but it does open up after a bit.

"Beside the point! You adventuring types prefer magic items anyway, right? Here, this is more valuable then all the money I have in here anyway."

It's a musical instrument made from an animal horn. "This is a horn of exorcism. It's effective against ghosts and evil spirits."


Wildcard Female Aiuvarin Centaur |♥️ 188 /188 DR 4 vs Slashing, 10 Fire| AC 34 (35-37 w bonuses)| Speed 40' | Scout (Init +23 with Battlefield Surveyor, + 25 with Oracular Warning) |Fighter DC 32 | Alchemist DC 23 | F+23 M (S>CS) R+21 E W+20 E (S>CS vs Fear)| Perc+21 M (Darkvision)| Fighter/Rogue/Alchemist 12| Versatile Vials: □□□□ | Infused Consumables: Mutagen □☑☑☑ | Hero 1|Halfling Luck : ☑| ✋ Empty ✋ | Helm Charges □□ | Status:

"That's fine, I'll absolutely take your horn. And don't worry about it being a tight fit, Lady Emriss. I am surprisingly good at contortionism. Have you ever seen the circus trick where you fit a large creature in a box? Actually, have you ever been to the circus?"

"I don't suppose you can tell me where the -" Marine puts on some heavy air quotes - "Slumbering King was a-slumberin, can you? I'd like to see what kind of foul machinations he was getting up to in there - and I can tell you about the time we kicked him down a giant swirling swirlie."


Male Human Oracle 12 | Init +22 | HP: 152|152 | AC: 31|33 | F:+20, R:+21, W:+23 | Per +21 [E] | Courageous Anthem
Resources:
Spell slots: 3/4/3/4/3/3; Focus Points: 2/3

Callistro examines the Horn, A fine piece of workmanship, our thanks for parting with it. Perhaps when your work is done you could write and let us know. I can normally be contacted vis the Grand Dance Hall n Absalom. I would love to come back and see how your work changes things.

As for access to this place, no, fortunately the giants did not set off their trap. We climbed and flew up so they never had a chance so no need to go squeezing. As for "Swirly's" lair, I believe its up that passageway Marine he says pointing to the corridor that was pointed out earlier.

Shall we leave these good people to their work and head upstairs and see what might be found?


Pathfinder Provisions ◆◇↺

"Oh, good! And yes, right up that way."

The ramp leads up to a large circular chamber. The northeastern wall of this circular room is open, affording an expansive view of the dry lake bed cavern below. To the south, a ramp leads downward.

Not that you're likely to need a map here, but we're now on the right side of the large map, which is now fully revealed.

The party finds the porcelain throne-ship of Swirly the Spiral Summoner... painted on a wooden backdrop. There are also cutouts of waves placed in front of it, and sheets of blue cloth laid in front, that someone could hold from either end and wave around to create the impression of the sea. The walls are painted to show sky over endless sea, and the furniture resembles that of Swirly's lair, but inexpertly hand-made.

The decor here evokes an obvious air of amateur stagecraft, as if a talented group of local actors got together to set up a low-budget rendition of the lair of the party's legendary battle with their greatest foe.

Still, for just a moment, it all seems real. The power of the growing legend that spawned a brainchild and living nightmares hits the party. But while the story could be frightening, they are the Heroes and that is also a part of the story. Having vanquished Swirly once more, they feel emboldened by the strength of their own legend. The legacy of their legendary deeds and worldly fame imparts new power to them.

Each PC gains a bonus general feat, chosen from the following options: Armor Proficiency, Diehard, Fleet, Incredible Initiative, Shield Block, Toughness, or Weapon Proficiency—you are encouraged to choose a feat that can represent what those who admire your characters might believe about them.
If you already have the feat you want, take it as the bonus feat and you can retrain the feat slot for free.


Female Gnome Sorcerer/Dandy/Acrobat 12 | ♥️ 116/116 | AC 29 | Speed 50' | Detect Magic (Init +19, +2 vision) | F+19E R+20E W+20E (Imperious Defense) | Perc+19E (+2 visual, Darkvision) | Focus □□□ | Spells DC 31; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□□ | Hero 2 ☘ □ | ✋ Socialite Staff | Status:

Jayma's skills are not such that she is able to provide any substantial help in figuring out how to get the blocked portal back open again. She stands to one side and lets Callistro and Thurston take the lead in the investigations.

When Lady Emriss gifts them the Horn of Exorcism, Jayma makes a note of it in her records.

Loot sheet updated.

She nods in agreement when Callistro and Marine suggest that the group move on to the faux-Swirly's lair. "But of course. Let’s see what Swirly’s phantom doppelganger has been up to. Mayhaps they left behind something that could be of use to us when the next Swirly lookalike makes their entrance.".

Jayma is not impressed with what she finds. She taps one of the wave cutouts and watches it fall over. "This is truly embarrassing. The quality of this production is woeful. I wouldn't be caught dead haunting these boards, let alone treading them while alive. Ugh! Dreadful!"

She pauses in her lambasting of the decor when suddenly, the terrible stagecraft transforms into a form of reality for just a moment. She gasps in awe. Wow! How heroic we all seem. No wonder our escapades birthed a brainchild. Flair like this begs imitation."


Male Human Oracle 12 | Init +22 | HP: 152|152 | AC: 31|33 | F:+20, R:+21, W:+23 | Per +21 [E] | Courageous Anthem
Resources:
Spell slots: 3/4/3/4/3/3; Focus Points: 2/3

Callistro heads upstairs and is similarly despairing of the quality of the production on stage. This is truly terrible...

As the energy washes over the group and Callistro suddenly feels invigorated. Well, that was exhilarating.

I will take Fleet.


Wildcard Female Aiuvarin Centaur |♥️ 188 /188 DR 4 vs Slashing, 10 Fire| AC 34 (35-37 w bonuses)| Speed 40' | Scout (Init +23 with Battlefield Surveyor, + 25 with Oracular Warning) |Fighter DC 32 | Alchemist DC 23 | F+23 M (S>CS) R+21 E W+20 E (S>CS vs Fear)| Perc+21 M (Darkvision)| Fighter/Rogue/Alchemist 12| Versatile Vials: □□□□ | Infused Consumables: Mutagen □☑☑☑ | Hero 1|Halfling Luck : ☑| ✋ Empty ✋ | Helm Charges □□ | Status:

"Woah, look at this place." Marine is a bit more impressed than the others, not being used to the high standards that the more posh members of the party had of theatre craft. "I think not-Swirly did pretty well to set this up - given that he was using scraps in a cave. Oh, uh no offense meant, Gilbratus."

As the mystical energy washes over the party, Marine feels herself grow tougher and more robust. "You know, I did brag about wrestling that were-croc dastard Bill to the ground for quite a while. Looks like people really did buy that story."

Taking Toughness.


Male Elf Investigator 12 | HP 126/126 | AC 31 (32 w/ shield) | F+18, R+20, W+22 (resolve) (+2 vs lead)| Perc +21 (+2 involving sight) | Exploration: Search | Spd: 55' | Active Leads: Opera & Kintargo Opera House, Solid Lead: xxx | Spell DC 31. Wizard Spells: 1 □□, 2 □□, 3 □, 4 □ | Staff of Air □□□□ | Halfling Luck □ | Hero: 1 | Cond: none

Following the others into the backstage area, Dr. Lazarus raises an eyebrow at the set design. He mutters, "Perhaps this is a children's production." He shrugs.

All of a sudden, he feels energized.
He chooses Toughness.


Female Gnome Sorcerer/Dandy/Acrobat 12 | ♥️ 116/116 | AC 29 | Speed 50' | Detect Magic (Init +19, +2 vision) | F+19E R+20E W+20E (Imperious Defense) | Perc+19E (+2 visual, Darkvision) | Focus □□□ | Spells DC 31; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□□ | Hero 2 ☘ □ | ✋ Socialite Staff | Status:

Jayma mentally fast-forwards through her adventuring days, watching a younger version of herself dart across battlefields, always a step ahead of the enemy, while hurling spells in every direction. In the midst of this mental replay, a memory suddenly clicks into place. A long-forgotten lesson from a Vourinoi friend at the University of Osirion floods back to her. The intricacies of brain-limb motor coordination he'd once tried unsuccessfully to teach her finally began to make sense.

Jayma will take Fleet for her bonus Level 12 General Feat. She will retrain her Level 7 General Feat from Fleet to Toughness and she will retrain her Level 9 Ancestry Feat from Cultural Adaptability/General Training/Toughness to Cultural Adaptability/Nimble Elf for 5' more speed.

Once they finish with Lady Emriss, they step outside to say their goodbyes to the kholos. The gnollish-looking creatures seem far happier now, finally freed from their gigantic yoke. As the day's exhaustion settles in, she can think of nothing she'd rather do than return to Sothis and make her way home to Absalom.


Female Gnome Sorcerer/Dandy/Acrobat 12 | ♥️ 116/116 | AC 29 | Speed 50' | Detect Magic (Init +19, +2 vision) | F+19E R+20E W+20E (Imperious Defense) | Perc+19E (+2 visual, Darkvision) | Focus □□□ | Spells DC 31; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□□ | Hero 2 ☘ □ | ✋ Socialite Staff | Status:

Having returned to Sothis, Jayma quickly finds her bed and...

Will Save vs DC 30: 1d20 + 20 ⇒ (13) + 20 = 33

...sleeps like baby, waking up refreshed. All thoughts of Swirly returning to life to attack them again fade away like a bad dream.

A quick trip to the markets converts their loot from yesterday's adventure into gold which she distributes evenly to the members of the group.

Cashing out the loot gains us 12627gp, or 3156.75gp per PC. If there is anything on the loot list that you want to buy, just pay the 50% Sale Price (column E)


Pathfinder Provisions ◆◇↺

The kholos are saddened to learn of their kin's fate, but relieved to hear that the abductions are over. They invite the party to stay as long as they like (which doesn't seem to be very long).

The party returns to Absalom without incident, and for a week nothing else interrupts them.

Then, an invitation arrives in the form of an elegant scroll case made of silver, blue-painted oak, and abalone shell, hand-delivered by a courier. Within this case is a scroll curled around a long, slender object wrapped in silk.

The Invitation wrote:

It is my great honor to present you all with the singular opportunity of a lifetime: immortality. Not literal deathlessness, but the immortality of the stage. Like so many others, I have followed your group’s exploits, and they strike me as wonderful inspiration. I wish to turn your epic story into an opera, one that will thrill and delight audiences for ages to come. I ask you to visit me in Kintargo so that we may discuss the possibility of your involvement in this soon-to-be-classic production of your very lives! I’ve enclosed advance payment for your time, including this fine scroll case, but also enough netherwalk incense to cover your journey to Kintargo at speed. Should you choose to travel here via other means, consider the incense additional advance payment.

When you arrive in town, seek me out at the Tarry Imp at any time between sunrise and sunset. I apologize in advance for contacting you without revealing my identity, but for the moment, I must use secrecy in order to maintain my advantage over possible competition. When you arrive at the Tarry Imp, simply let the kindly proprietor know that you are there to speak with Auntie Hemlock. I look forward to meeting you, and hopefully beginning a profitable and memorable relationship!

In the silk pouch is an incense container with three sticks of a pungent dark grey incense with an odd smell that evokes a feeling of nostalgia or homesickness--and a small scrap of paper explaining. "Netherwalk incense: Light it and focus on your intended destination for one minute. For the next eight hours, you will travel through the Netherworld at considerable speed. Each stick can take you about 400 miles--it'll still be a bit of a trek to get here and require multiple jumps, but much faster then nonmagical means!"

The promised advance payment comes in the form of loose gemstones worth around 500 gp--and the fancy scroll case is worth another 250.

DC 18 Theater Lore or DC 25 Performance:
“Auntie Hemlock” is the name of a leshy character who serves as the narrator for the opera Thread and Thorn,written by Fallenta Sumac d’Venenoux.

And you can now attempt another Theater Lore or Performance, or more difficult Society check.

You can take a week of downtime--or a bit more if you don't want to leave right away.


Female Gnome Sorcerer/Dandy/Acrobat 12 | ♥️ 116/116 | AC 29 | Speed 50' | Detect Magic (Init +19, +2 vision) | F+19E R+20E W+20E (Imperious Defense) | Perc+19E (+2 visual, Darkvision) | Focus □□□ | Spells DC 31; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□□ | Hero 2 ☘ □ | ✋ Socialite Staff | Status:

While resting up in Absalom for a few days, Jayma visits Alain Always at the Ivy Playhouse and tries to talk him into giving her a plum part in his current production...

Downtime: Earn Income (Master in Performance) with Accompanist and Musical Instrument (Virtuoso Handheld) at Task Level 12

Performance (Earn Income) vs Task Level 12: DC 30: 1d20 + 23 + 2 + 1 ⇒ (1) + 23 + 2 + 1 = 27

Daily Remuneration:

A crit failure at Task Level 12 is good for nothing.
A failure at Task Level 12 is good for 0.9gp per day.
A success at Task Level 12 for Master is good for 10gp per day.
A crit success at Task Level 12 for a Master is good for 15gp per day.

Shoot!

...but Emma Sadik hears about it and throws a hissy fit. She threatens to walk out if Jayma so much as steps onto the stage. Alain concedes to his diva's demands to avoid risking the current production. To pacify Jayma, he promises her a lead part in his next production.

The crit failure result for Earn Income is 0gp.

Jayma's disappointment is shortlived when a few days later, the group receives the missive from “Auntie Hemlock” ...

Lore (Theater) vs DC 18: 1d20 + 20 ⇒ (9) + 20 = 29

"That's odd," says Jayma. "Auntie Hemlock is the name of a leshy character who serves as the narrator for the opera Thread and Thorn, written by Fallenta Sumac d’Venenoux."

She frowns in thought. "I daresay it’s Fallenta herself who's summoned us to Kintargo to tread the boards in her next grand production." Her demeanor changes to one of jubilation as she continues reading. "An opera. About us! How utterly thrilling! When do we depart? I can be ready in five minutes... four, if I don't dilly-dally!"

Lore (Theater) vs DC ??: 1d20 + 20 ⇒ (19) + 20 = 39

Jayma shares whatever more she remembers about Fallenta and Kintargo.


Pathfinder Provisions ◆◇↺

Jayma also notes that Auntie Hemlock is widely taken to be a stand-in for the author--which supports her theory that d'Venenoux might use her as a pseudonym.

She knows d'Venenoux’s a famous human director and playwright whose productions have delighted audiences throughout the Inner Sea region. She doesn’t suffer fools and has a true loathing for any form of bigotry, but her greatest hatred is for those who would oppress artwork or the freedom to express oneself. The government of Cheliax embodies these qualities so conveniently that Fallenta has devoted much of her career to scathing parodies or satirical send-ups of House Thrune and the diabolical engine of Hell itself. These works have earned her many enemies, but Fallenta takes their anger, threats, and even periodic attempts on her life as a compliment, as well as a sign that her work is having its desired effect.


Male Elf Investigator 12 | HP 126/126 | AC 31 (32 w/ shield) | F+18, R+20, W+22 (resolve) (+2 vs lead)| Perc +21 (+2 involving sight) | Exploration: Search | Spd: 55' | Active Leads: Opera & Kintargo Opera House, Solid Lead: xxx | Spell DC 31. Wizard Spells: 1 □□, 2 □□, 3 □, 4 □ | Staff of Air □□□□ | Halfling Luck □ | Hero: 1 | Cond: none

As the group returns north through Osirion, Dr. Lazarus bids farewell. "It's always interesting, friends. However, duty calls at the University. My classes won't teach themselves." He shakes hands and says, "I have a feeling we'll be seeing each other sooner than later." He heads to his forensics lab to correct his lab assistants and continue his never-ending upgrades to the latest medical equipment.

Crafting (master) to Earn Income, Task Level 12
Crafting to Earn Income +kit, DC 30: 1d20 + 23 + 1 ⇒ (13) + 23 + 1 = 37
Success: 10gp x 7 days = 70gp

A week later, upon receiving a strange invitation, Lazarus travels to Absalom. Sipping from his brandy snifter, he discusses the letter with the group. "The idea of an operatic production of our exploits is intriguing. But I shan't be embarrassing myself acting or singing." Patting his toolkit, "I can help with set design. And research."

Theater Lore, DC 18: 1d20 + 24 ⇒ (12) + 24 = 36
The Doctor nods as Jayma does an adequate job describing Auntie Hemlock.


Male Human Oracle 12 | Init +22 | HP: 152|152 | AC: 31|33 | F:+20, R:+21, W:+23 | Per +21 [E] | Courageous Anthem
Resources:
Spell slots: 3/4/3/4/3/3; Focus Points: 2/3

Callistro waves goodbye to his friends as they return to Absalom, heading back to his apartment. No doubt they will catch up at various times over the next few weeks. He makes a mental note to check in on Marine and start those acting lessons.

Unpacking his various different outfits from the different trips he lays out everything for the cleaning service. You never know when you are going to be called out to sweep of on yet another exciting adventure. Hopefully next time it wont be quite so warm.

He heads out, heading towards the Grand Dance Hall of Kortos where he has performed in his time. The place is exclusive and might be a little intimidating for Marine's first outing but he has confidence that she can shine. At least, under his direction of course.

Earn income: Master in Performance, Task Level 12, DC30
Perform: 1d20 + 26 ⇒ (13) + 26 = 39
Pass for 70gp

On meeting up with his friends he examines the scroll and its case.

Performance: 1d20 + 26 ⇒ (2) + 26 = 28
Performance: 1d20 + 26 ⇒ (7) + 26 = 33

He concurs with Jayma's views and his face splits into a broad grin. An opera, about our exploits. Why that is fabulous news. My dear I will need to pop back home and gather appropriate outfits but can be back in an hour, maybe two. Hang on, I'll need to do my hair before the meeting and maybe go out for a shave, my best boots should get a good polish. Maybe I need some new accessories, have to impress our new patron, whoever it might be. Maybe four hours, or possibly next week. Oh, there is so much to do. Hang on though, Jayma, cant you just teleport us there? Maybe its too far but surely that would cut down the travel time by loads?


Female Gnome Sorcerer/Dandy/Acrobat 12 | ♥️ 116/116 | AC 29 | Speed 50' | Detect Magic (Init +19, +2 vision) | F+19E R+20E W+20E (Imperious Defense) | Perc+19E (+2 visual, Darkvision) | Focus □□□ | Spells DC 31; Slots: 1□□□□ 2□□□□ 3□□□□ 4□□□□ 5□□□□ 6□□□□ | Hero 2 ☘ □ | ✋ Socialite Staff | Status:

When Callistro tempers the group's excitement by bringing up the logistics of reaching Kintargo, Jayma pauses to consider the situation. The Netherwalk Incense that Fallenta had provided was unfamiliar to her, but she'd heard enough to understand its capabilities: Each stick enabled eight hours of travel, covering roughly 400 miles. With all three sticks, they could span the 1200-mile journey to Kintargo in about three days.

Still, the idea of trekking through the Netherworld for eight hours a day, no matter how swiftly they moved, did not at all appeal to Jayma. Thankfully, as Callistro pointed out, she had another option... one far less exhausting.

Given her current powers, Jayma could teleport the entire group up to 100 miles per casting, and she could manage the spell four times before her magic was spent for the day. That would still total 400 miles daily, matching the pace the incense offered, but without the long, drawn-out travel. A far better option in her opinion.

"Why, yes, dear Callistro, you're quite right. Merely thinking of trudging through the Netherworld for hours on end is enough to wilt me. Much better to blink us there in quick bursts; same distance, but far less dreary. We'll reach Kintargo fresh as daisies, ready to face Fallenta and begin working on our dazzling new opera!"

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