Adelmare - Animist
|
Adelmare will Cackle at the start of the round to sustain Nymph's Grace as a free action.
He will then move forward so that all but the old man are in his aura.
The he casts electric arc on Depp and Gray
DC 18 Reflex Save (not as smart as I am wise)
Electric Arc: 3d4 ⇒ (1, 1, 4) = 6
GM Nomadical
|
Eltis puts a crossbow bolt straight through Depp’s throat. It juts out the back of the man’s neck as he falls to the ground, clearly dead. Crit.
Zenari and the Signet gang up on poor Ms. McGee and knock her out.
Gray Reflex DC 18: 1d20 + 8 ⇒ (17) + 8 = 25
Gray Will DC 18: 1d20 + 6 ⇒ (13) + 6 = 19
Gray nods to the old man who draws his cutlass, shifts position into a flank on the Carnelian Signet, and swings.
Cutlass, OG: 1d20 + 10 ⇒ (15) + 10 = 25
Damage, S: 1d6 + 5 ⇒ (1) + 5 = 6
Gray takes the opportunity and swings for the fences three times at both nearby women.
Cutlass, OG vs Signet: 1d20 + 10 ⇒ (4) + 10 = 14
Damage, S: 1d6 + 5 ⇒ (3) + 5 = 8
Cutlass, Sweep, vs Zenari : 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11
Damage, S, Forceful: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Cutlass, OG vs Signet, Sweep: 1d20 + 10 - 10 + 1 ⇒ (17) + 10 - 10 + 1 = 18
Damage, S, forceful: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
He’s clearly frustrated (maybe in more ways than one?) and can’t manage to hit either woman.
Round 3
Dockside Brouhaha
Conditions: None yet
EVERYONE May Act
Mrs. Crinkle (Raging, -25 NL)
Shalosar
Blue Luffy (surrendered)
Green Depp (DEAD)
Red-haired Woman (Unconscious)
Adelmare (Nymph aura 10 feet)
Eltis
Zenari (-7 NL)
The Carnelian Signet (-6, Raging)
Yellow Old Man
Gray Dockworker (-6)
| The Carnelian Signet |
"To be honest, Depp's quality declined rapidly after his third adventure." The Carnelian Signet remembers some novels she read about a pirate who seemed all too familiar...
She uses a fiery lash to sweep the Yellow Old Man's legs and ◆Trip him.
Athletics (T) vs Reflex DC: 1d20 + 9 ⇒ (3) + 9 = 12
That didn't work. She makes a feral grin to ◆Demoralize him.
Intimidation (T): 1d20 + 8 ⇒ (14) + 8 = 22
Then she swings way too high.
◆Silver Longsword, nonlethal: 1d20 + 10 - 2 - 5 ⇒ (8) + 10 - 2 - 5 = 11
Silver Magical Slashing: 2d8 + 3 ⇒ (4, 6) + 3 = 13
Rage (Fire): 4 = 4
Eltis
|
Eltis grimaces at his lucky shot, probably the best shot he's ever taken.
He then steps a bit closer and targets the old yellow man of the sea with a Divine Lance.
divine lance: 1d20 + 8 ⇒ (19) + 8 = 27
spirit damage: 3d4 ⇒ (2, 1, 1) = 4
Stride (1)
Cast (2)
GM Nomadical
|
The Carnelian Signet tries to trip and swat the old man. He’s definitely afraid of her, but he’s conflicted as to why he should be after she just kind of flailed about otherwise.
But it’s his feeling about the Signet and the situation in general that makes him an easier target for Eltis’ magical attack. It strikes him square in the face, nearly burning the skin of his face away! Another Crit! But alas for nearly minimum damage.
Round 3
Dockside Brouhaha
Conditions: None yet
BOLD May Act
Mrs. Crinkle (Raging, -25 NL)
Shalosar
Blue Luffy (surrendered)
Green Depp (DEAD)
Red-haired Woman (Unconscious)
Adelmare (Nymph aura 10 feet)
Eltis
Zenari (-7 NL)
The Carnelian Signet (-6, Raging)
Yellow Old Man (-8, F1)
Gray Dockworker (-6)
Zenari Benarry
|
Zenari swings both of her weapons at the Grey with a double strike - still non lethal.
longsword: 1d20 + 13 - 2 ⇒ (14) + 13 - 2 = 25 slashing: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
shortsword: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27 slashing: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Her last action to to swing again with the longsword
longsword: 1d20 + 13 - 5 - 2 ⇒ (10) + 13 - 5 - 2 = 16 slashing: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Mrs. Crinkle
|
A dark shadow suddenly looms over the grey old dockworker. He looks up to see a set of jagged wolf teeth inches from his scalp. Mrs. Crinkle Wolf growls: "You'd better cool off, Gaffer!" And she shoves him into the water.
Intimidation to Demoralize Gray: 1d20 + 7 ⇒ (5) + 7 = 12
Athletics to Shove Gray: 1d20 + 12 ⇒ (20) + 12 = 32
◆ Step, ◆ Demoralize, ◆ Shove
GM Nomadical
|
Zenari pummels the younger worker into unconsiousness. Mrs. Crinkle looms over the (amended to adjust for conditions) last man standing. The old man puts up his hands just as she shoves him towards the water. {Splash!} ”Eh, don’t mind me. I got a bit of that there water-folk blood in me. But hey, Luffy. Tell ‘em about the Curator so’s maybe they’ll leave ya’ be, son,” he calls out as he swims towards the shoreline with surprisingly powerful strokes and excellent form.
Luffy turns towards you and stands. ”Well, you didn’t murder all of us, and Pops says to tell you. So here it is. First, there's a bounty out to protect the port against any ‘influx of armed groups’”. He looks at your group, shrugs and continues. ”This bounty is supposedly being paid by the Red Mantis Dispatch, and they’ve assigned some undead for protection and to pay it out.”
As you begin to ask him questions about the Dispatch and the undead, he sighs and shakes his head. ”Depp was our point man on that. Heh, maybe they’ll make him an undead. You know, now that he’s dead.” There’s a clear bitterness in his voice at Depp’s murder, and he eyes Eltis accusingly. After a moment, he turns his attention back to the rest of the team.
”Pops said to tell you about the Curator. He’s some kinda do-gooder, speaking out against the Red Mantis Dispatch. He’s an aiuvarin with snooty looking eye-glasses. The man offers gold for information about the Dispatch’s activities and safehouses and always pays his debts rather than forcing compliance through threats and intimidation, like the Dispatch would.”
About this time, Pops returns from his workout swim and joins Luffy on the dock. (If none of the Pathfinders tends to the unconscious workers, he will.) He explains that he knows how to find the Curator, and with his instructions, Luffy draws you a map to the back-alley moneylending house, Baccara Holdings, that The Curator uses for business dealings. Battered and beaten, the workers and wanna-be pirates leave you and head for the nearest ale house to sooth their aching heads.
Combat Over
Mrs. Crinkle -25
Zenari -7
The Carnelian Signet -6
Shalosar
Adelmare
Eltis
Zenari Benarry
|
Just before that but after the fight, Zenari sits down next to Luffy in order to try and cheer him up.
First fight huh? Yeah ... it can be scary at first. Lemme give you a few pointers from my pirate days .....
She calls out to the old man. You too huh? Pretty handy that.
What's an aiuvarin Luffy? I forget.
Mrs. Crinkle
|
"Oh, they're half elven, dearie." Mrs. Crinkle explains as her body shrinks back down to its normal plump, petite size. Her snout melts back into her cute old lady face, the fur fades into her skin, and her dress pools around her. She grabs armfuls of the stretched-out fabric before it falls completely off her and begins tying it up in bunches again.
Can anyone heal me? If not, I'll drink potions.
| The Carnelian Signet |
The flames extinguish themselves as the Carnelian Signet relaxes. "That was..." She frowns at the fallen body of Depp. "Not how I wanted it to go."
"This Curator fellow sounds interesting. May be worth checking out."
She smiles at Zenari. "Call yourself whatever you want to, dear. Some people descend from orcs and humans and want to be called Droomar. Some are fine with Half-Orc. If I let labels hold me down I'd be stuck in a dressing room somewhere."
Eltis
|
Eltis will cast Stabilize on any of the 'foes' that need it.
He will then stand in the middle of the group, including the 'foes' and cast a 3 action heal to catch everyone.
heal, 3 action: 1d10 ⇒ 7
He will then treat wounds on Granny-Wulf to help heal more of that non lethal damage.
medicine, treat wounds+healer's gloves: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
healing: 2d8 ⇒ (2, 7) = 9
xtra healz if crit: 2d8 ⇒ (6, 6) = 12
Lol...
Mrs. Crinkle
|
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”What kind of glasses are snooty-looking?”
"The kind that sit at the end of your nose, dearie. I knew a young 'un named Chuck Shoe-mer who wore his glasses like that, then he'd look over them like he was chiding everyone he saw. It sure was a silly look! --Thank you, dearie. That feels much better! Heehee!"
Mrs. Crinkle is back up to full HP.
Shalosar
|
True that ... it's just that a droomar sounds like some sort of herd animal. Besides, I'm an orc undine cross. Don't think there's a name for that.
Orca?
| bigrin42 |
**HOUSE GM ANNOUNCEMENT**
With an influx of Pathfinders coming to the docks aboard the [i]Seekers’ Quest’s[i/] support craft, most of the docked courier ships and barges push off of the piers to make room for the incoming invasion of armed adventurers.
The Docking Procedures condition is now in effect.
Table GMs, you have 2 days to wrap up your current mission and prepare for Act 2.
| bigrin42 |
**HOUSE GM ANNOUNCEMENT**
The nearly abandoned settlement looms up into the hills surrounding the dockside warehouses. Several rowboats bringing other Pathfinders to begin the disembarkment process reach the docks and tie off, bringing their passengers to solid land in mere moments.
“From everything we know, this island has been nearly uninhabited despite many attempts to settle it.” Zarta Dralneen holds a few sheafs of different maps made of the island’s interior while she gestures out to the small settlement. “Which makes it a perfect place for a hideout, even from the Ilizmagorti forces.”
“Pathfinders, we’ll form a beachhead here,” Eando barks his orders to the agents around him. “Break up into scouting parties and see if we can find where this Red Mantis Dispatch hold court. Once we know where they are, we can find out where they have prisoners hidden and figure out how to bring them down.”
Zarta puts a hand on Eando’s shoulder and takes control of the conversation again. “Remember that we learned about a dark presence here. Something that commands the undead. Keep focused, keep calm, and report back. Somewhere on this island is this Red Mantis Dispatch. Find them!”
Table GMs, please begin Act 2!
| The Carnelian Signet |
"Seems strange they would take residence on an island of creatures who devour living flesh." The Carnelian Signet shrugs. "Unless they have a careful arrangement."
GM Nomadical
|
The streets of this small settlement had some promise, with tall structures of brick, stone, wood, and plaster over flagstone streets. Most of the structures have become derelict over time, with only hints of habitation here and there. Yet the streets are eerily silent for a settlement that provides a home—even temporarily—for the teams of workers that load and unload cargo on the nearby docks.
The flagstones beneath your feet are flat and sturdy, as if laid with expert hands. The buildings lining the street are all at least two stories high and throw deep shadows, with no internal light bleeding out into the streets.
Adelmare is the first to spot the two patrols of undead coming from around the building.
Mrs. Crinkle: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
The Carnelian Signet: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Shalosar: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Adelmare: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Eltis: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Zenari: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Green Ghoul: 1d20 + 8 ⇒ (2) + 8 = 10
Yellow Ghoul: 1d20 + 8 ⇒ (9) + 8 = 17
Blue Skelly: 1d20 + 4 ⇒ (14) + 4 = 18
Red Skelly: 1d20 + 4 ⇒ (13) + 4 = 17
Black Skelly: 1d20 + 4 ⇒ (1) + 4 = 5
Wow! Average die roll was 6.4. Three PCs with matching 11’s. Only 1 combattant above 20.
Round 1
The Dead Streets
Conditions: None yet
BOLD May Act
Adelmare
Blue Skelly
Red Skelly
Yellow Ghoul
Eltis
Mrs. Crinkle
The Carnelian Signet
Shalosar
Zenari
Green Ghoul
Black Skelly
Adelmare - Animist
|
Adelmare starts hoofing it toward the fleshy Undead.
"Hopefully I can confuse these creatures into attacking each other"
♦Stride Toward Ghouls
♦ Cast Nymphs Grace
10ft Aura, Incapacitation Trait.
The first time an enemy enters the aura each round, or if they start their turn within the aura, they must succeed at a Will saving throw or become confused for 1 round. While confused by this effect, the creature's confused actions never include harming you.
♦ Raise Shield
GM Nomadical
|
Adelmare moves into the breach, drawing the attention of the ghouls who seem intrigued by the grace with which the big centaur moves.
However, as he gets close, he notices that they too seem to radiate something - an awful stench!
Adelmare and anyone approaching within 10 feet of the Ghouls (the enemies to the south) needs to make a DC 15 Fortitude saves or be Sickened 1. A Success on the save or Recovering makes you immune to all Stench auras for 1 minute. A Failure makes you Sickened 1, and saving versus the second ghoul would have no further affect. Crit Fail also makes you Stunned 1 as long as you are Sickened.
Yellow Will DC 20: 1d20 + 6 ⇒ (2) + 6 = 8
The Ghoul in the Yellow jacket seems to forget that Adelmare even exists and turns her attention to her companion. ”You ate that sailor I wanted yesterday! I’ll kill you for that!” she screams as she grips her bastard sword with two hands and lays into the other ghoul to near deadly effect!
Strike: 1d20 + 11 ⇒ (19) + 11 = 30
Damage, 2H: 1d12 + 3 ⇒ (10) + 3 = 13
Strike, MAP: 1d20 + 11 - 5 ⇒ (8) + 11 - 5 = 14
Damage, 2H: 1d12 + 3 ⇒ (7) + 3 = 10
Meanwhile, the skeletons to the north spot Zenari and the Carnelian Signet and lumber towards them, lashing out once each with their blades and drawing blood on both women
Strike, Blue vs Zenari: 1d20 + 8 ⇒ (12) + 8 = 20
Damage, 2H: 1d6 + 4 ⇒ (2) + 4 = 6
Strike, Red vs Signet: 1d20 + 8 ⇒ (13) + 8 = 21
Damage, 2H: 1d6 + 4 ⇒ (3) + 4 = 7
Round 1
The Dead Streets
Conditions: None yet
BOLD May Act
Adelmare (Nymph’s Grace aura, Pending Fort save)
Blue Skelly
Red Skelly
Yellow Ghoul (OG due Confused)
Eltis
Mrs. Crinkle
The Carnelian Signet (-7)
Shalosar
Zenari (-6)
Green Ghoul (-26, 14 < AC < 20, Near reDeath)
Black Skelly
Shalosar
|
Shalosar sizes up both groups of undead, and turns his attention to the skeletons. ”Time to break some bones…”
He grimaces as spiked chains erupt from the back of each wrist. They’re ten feet long, shiny black, and weave through the air around him. With a snap of each chain, the last links fly off the ends toward the one attacking the signet.
Channel Elements (free 1-action Elemental Blast vs Red)
2-action Elemental Blast vs Red
Weapon Infusion: B, ranged (propulsive)
Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 ⇒ 5B
Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 3 ⇒ (7) + 3 = 10B
| The Carnelian Signet |
"How adorable." The Carnelian Signet bursts into flame as enemies descend on her.
◇Quick Tempered Rage: 6 Temp HP, +4 Fire damage, Concealed vs Ranged attacks
The skeleton cuts through her bravado, leaving a scratch. "Hmpf!" The flames erupt around her into tiny harmless embers, hovering 10 feet around her. ◆Channel Elements
Skeleton removes my Temp HP and deals 1 additional damage.
"Since you were so kind to approach me, I shall return the favor." She ◆draws her warhammer and prepares to ◆Strike the skeleton in front of her.
Warhammer: 1d20 + 10 ⇒ (14) + 10 = 24
Bludgeoning: 1d8 + 3 ⇒ (3) + 3 = 6
Rage (Fire): 4 = 4
Kinetic Blast: 14 + 8 = 22 Reusing my attack roll since I wouldn't have been able to use it
Fire Damage: 1d6 ⇒ 3
Eltis
|
Eltis sizes the undead up and helps against the seemingly stronger ones.
He casts a spell on Green and then takes a shot at Yellow
[Cast Vitality lash (2 actions)
Shot
vitality damage to Green, base DC 18 Fort save: 2d6 ⇒ (3, 6) = 9
crossbow vs Yellow: 1d20 + 9 ⇒ (7) + 9 = 16
P damage: 2d8 ⇒ (6, 2) = 8
Adelmare - Animist
|
Adelmare chides himself as he coughs on the foul stench.
"I should know better than to hold out my shield when I could be using my mind to solve problems. At least my lungs and stomach are strong"
Fort Save: 1d20 + 8 ⇒ (13) + 8 = 21
GM Nomadical
|
Shalosar does indeed break some bones and after two smashing hits, the skeleton in the tattered Red pirate hat crumbles to the ground, robbing the Carnelian Signet of the chance to smash it herself. Instead, she blows a fiery kiss at the other skelly who seems not only uninterested in her advances but completely unaffected by the fire.
Green Fort Save DC 18: 1d20 + 8 ⇒ (9) + 8 = 17
Eltis attacks both ghouls with different means; his spell obliterating the injured ghoul and his crossbow glancing off the edge of the building but still just barely hitting the poor confused one.
Adelmare easily ignores the foul odors wafting from the ghouls.
Round 1
The Dead Streets
Conditions: None yet
BOLD May Act
Adelmare (Nymph’s Grace aura)
Blue Skelly (AC <= 19, Resists Fire)
Red Skelly (Crushed. AC <= 19)
Yellow Ghoul (-8, OG due Confused, 17 <= AC < 20)
Eltis
Mrs. Crinkle
The Carnelian Signet (Raging, -1)
Shalosar
Zenari (-6)
Green Ghoul (Dead.)
Black Skelly (AC <= 19, Resists Fire)
Anyone approaching within 10 feet of the remaining Ghoul needs to make a DC 15 Fortitude save or be Sickened 1. A Success on the save or Recovering makes you immune to all Stench auras for 1 minute. A Failure makes you Sickened 1. Crit Fail also makes you Stunned 1 as long as you are Sickened.
Mrs. Crinkle
|
Mrs. Crinkle wolfs out in a rage again. "Oooh! It's snack time! Heehee!" Her voice deepens as she morphs mid-sentence. "I like me some stinky cheese!" She lunges toward the yellow-clad ghoul and snaps her teeth at it.
DC 15 Fort vs. Stench, bonus: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
I think this is the first save I've made on the island, so I'll use the +1 circumstance bonus to the first saving throw rolled after arriving on the island.
Bite vs. Yellow: 1d20 + 10 ⇒ (16) + 10 = 26
Piercing damage: 1d10 + 6 ⇒ (8) + 6 = 14
Bite vs. Yellow, MAP: 1d20 + 5 ⇒ (10) + 5 = 15
Piercing damage: 1d10 + 6 ⇒ (9) + 6 = 15
◇ Quick Tempered (rage), ◆ Stride, ◆ Strike, ◆ Strike
GM Nomadical
|
Zenari backs away and prepares to engage. Mrs. Crinkle on the other hand charges in as she shifts her form. She gets a big mouthful of stinky head-cheese as she crushes the ghoul’s skull in her teeth.
Crit on the first hit. Mrs. Crinkle has 1 action remaining, since the second Strike was unneeded.
The last one to act shambles around the tree and just makes it to the Carnelian Signet. It swings its scimitar and…
Strike: 1d20 + 8 ⇒ (20) + 8 = 28
Damage, 2H: 1d6 + 4 ⇒ (6) + 4 = 10
Cuts deeply into the flaming vigilante! Crit!
Round 2
The Dead Streets
Conditions: None yet
BOLD May Act
Adelmare (Nymph’s Grace aura)
Blue Skelly (AC <= 19, Resists Fire)
Yellow Ghoul
Eltis
Mrs. Crinkle (Raging, 1 Action to use)
The Carnelian Signet (Raging, -21)
Shalosar
Zenari (-6, Raging)
Black Skelly (AC <= 19, Resists Fire)
| The Carnelian Signet |
"How undignified!" The Carnelian Signet grumbles as the skeleton cuts through her armor. "Your ghoul master owes me a new dress!"
Mrs. Crinkle
|
Final action:
Ghoul brains dribbling from her mouth, Mrs. Crinkle bounds toward the skeletons. "Any marrow left in those bones? Let's find out! Heehee!"
◆ Stride
Adelmare - Animist
|
With the ghouls destroyed, its time to turn on the skellies, Adelmare charges them down as fast as he can.
Cackle to sustain Nymph's Grace (just in case they're somehow not mindless)
♦Stride
♦Stride
♦Strike Blue
Hoof: 1d20 + 10 ⇒ (17) + 10 = 27
Hoof damage: 2d8 + 3 ⇒ (4, 2) + 3 = 9
GM Nomadical
|
Mrs. Crinkle goes in search of more snacks, and Adelmare swiftly follows her across the battlefield. He rears up and stomps on the skeleton’s rib cage! The bones look fragile and barely holding together after that. Missed the Crit by 1, but that reveals their AC to be 18.
But with a new opponent, the skeleton mindlessly just goes after the new meat.
Strike: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Strike, MAP: 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6
Damage, Forceful: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Strike, More MAP: 1d20 + 8 - 10 ⇒ (8) + 8 - 10 = 6
Damage, Forceful: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
It swings the scimitar back and forth as the big centaur does a bit of dressage to avoid each and every attack.
Round 2
The Dead Streets
Conditions: None yet
BOLD May Act
Adelmare (Nymph’s Grace aura)
Blue Skelly (-9, AC = 18, Resists Fire, bloodied)
Eltis
Mrs. Crinkle (Raging)
The Carnelian Signet (Raging, -21)
Shalosar
Zenari (-6, Raging)
Black Skelly (AC = 18, Resists Fire)
| The Carnelian Signet |
"Bah! They don't even have half a brain to appreciate anything I do." The Carnelian Signet Strides to help set up a flank. This will Trigger Movement-Based Reactions if they have them.
Flanking Adelmare against the skeleton with the Blue helmet, she strikes. Sadly the flames don't do much besides emphasize her swings.
Warhammer: 1d20 + 10 ⇒ (1) + 10 = 11
Especially when she almost drops the hammer. Let's try that again.
Warhammer: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
Bludgeoning: 1d8 + 3 ⇒ (7) + 3 = 10
Rage (Fire): 4 = 4
Much better.
Mrs. Crinkle
|
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Loping up to flank the blackened skeleton with the Carnelian Signet, Mrs. Crinkle-Wolf snaps her jaws, trying to claim its femur for herself. "Doggy wants a bone! Heehee!"
Bite: 1d20 + 10 ⇒ (15) + 10 = 25
Piercing damage: 1d10 + 6 ⇒ (2) + 6 = 8
Bite vs. Black, MAP: 1d20 + 5 ⇒ (19) + 5 = 24
Piercing damage: 1d10 + 6 ⇒ (7) + 6 = 13
◆ Stride, ◆ Strike, ◆ Strike
Shalosar
|
”Save some of that for me!”, Shalosar snaps. He closes with the rest of the group, and slams one of the chains into the nearest skeleton.
Stride
Elemental Blast [2-action] vs Black
Weapon Infusion: B, reach
Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d8 + 4 ⇒ (8) + 4 = 12B
GM Nomadical
|
The Carnelian Signet’s first swing goes waaaay wide as she’s thinking about how useless her flames are this one time. But the second hit smashes bones. The oversized puppy in the too-tight red dress comes in and claims a femur before Shalosar finishes off the last one.
COMBAT OVER
Adelmare
Eltis
Mrs. Crinkle
The Carnelian Signet -21
Shalosar
Zenari -6
As Mrs. Crinkle munches on a bone, and the rest of you sweep the square to check on the foes, you notice that the ghoul in the Yellow jacket still clings to its unlife. She spits and sputters as her demise hastens just long enough for you to hear her plea. “They called us. They control us. We sustain them. Sotroz must be judged...” As she dies a final death, her hand opens to reveal a small map rolled into a scroll, hidden within her hand. The map is hastily drawn to show the directions to an inn closer to the center of town, far from the docks.
Standby. I’m checking to see what missions are available, or if we have to wait again. Feel free to heal and RP in the meantime, though.
Adelmare - Animist
|
| 1 person marked this as a favorite. |
Adelmare will attempt to see to The Signet's wounds.
Medicine: 1d20 + 10 ⇒ (12) + 10 = 22
Healing: 2d8 ⇒ (3, 8) = 11
As he tries to stitch up injuries, he chats a bit.
"I must admit, when we were sent to kill enemies of the Red Mantis, I didn't expect so many of them to already be dead."
| The Carnelian Signet |
"That explains it, then. Sotroz must have made demands that were too difficult to fulfill. Or they took became impatient and took control. Undeath does not treat our minds well." The Carnelian Signet is thankful for the healing.
Zenari Benarry
|
Zenari looks annoyed that she didn't get to bash a skeleton with a shield boss. So, instead she attempts to dropkick a skull down the street.
Who's Sotroz? she asks as she practices Basalik moves with another skull.
Mrs. Crinkle
|
"Oh, he's the big bad boss we're taking down with this operation, honey." Mrs. Crinkle reminds Zenari as she shrinks back down to adorable granny size and re-ties her dress into manageable (and goofy-looking) bundles. "Ooo, look! A piece of candy's still stuck here! I thought they'd have all fallen off by now! Heehee!" She plucks a stuck peppermint off her sweater dress and pops it into her mouth, fuzz and all. "Mmmmmm! Refreshing! Heehee!"
We were on our way to a money-lending house to speak to the Curator, someone who opposes the Dispatch. Should we plan to continue there, or go check out this inn (if we have time)?
Shalosar
|
Shalosar winces as the chains retract into his wrists.
I’d say see the Curator first. They could be helpful against Sotroz.
Also, I keep forgetting the limitation on Treat Wounds. Can I try to heal the signet, or do I need to wait an hour?
GM Nomadical
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Refering back to the map that Luffy and Pops gave you, it leads to a small back-alley office with a hand-painted sign decorated with dark roses and gold writing that reads “Baccara Holdings” exactly as the stevedores had described. There is a soft light within that barely makes it through the grime-covered windows, but not shedding any light into the streets beyond the alleyway.
The interior of Baccara Holdings is as unremarkable as its entrance. The small office has a single dust-covered counter with an unswept floor littered with mud and footprints from the characteristically rubber- soled dock worker shoes. A small everburning torch lights the entrance and several melted candles offer their meager light to the counter and a heavy desk covered in books and letters far beyond. From a nose deep in a ledger on the desk, a tall, dark-haired aiuvarin man stands up wearily to approach the counter. “Welcome to Baccara Holdings. I am the Curator.” The Curator’s clipped accent doesn’t resemble that of the island’s other inhabitants. “Are you here for a loan or for other business needs?”
As the Curator approaches the counter, the candlelight brings his features into focus. Nigel Aldain. Curator of the Blakros Museum and former Pathfinder Society agent. “How can Baccara Holdings be of service this evening?”
| The Carnelian Signet |
Society (T): 1d20 + 6 ⇒ (6) + 6 = 12
"I have SO many questions..." The Carnelian Signet leans forward. "Mister Curator. Did you know the Pathfinder Society just docked on this island? They are looking for one of their own." She pauses to see if that alarms Aldain. Then she adds, "An agent who has been kidnapped. We like to Cooperate, so we wanted to Cooperate with you. If that's acceptable. Have you heard of Khione Thidos? Maybe a Nexian Child? Or perhaps an Actual Red Mantis informant?"
Eltis
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In the short break the group has, Eltis will attempt to treat the Signet's wounds.
healing+gloves: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
healing: 2d8 ⇒ (7, 8) = 15
Lol, such a small chance of not working yet it happens so often!