[GDXIV] Zero's #6-99: Under the Eye of the Mantis

Game Master Super Zero

RPG Chronicles
Low Tier - 15 CP
Macros
Slides


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Verdant Wheel

non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 0 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 2/4 | Exploration: Scout | Active Conditions: None

Arcana: 1d20 + 8 ⇒ (1) + 8 = 9

Hero Point re-roll

Arcana re-roll w/ Promotional Vestments bonus: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22


Pathfinder Provisions ◆◇↺

It's not, but it's also moot because your allies already have the three successes you need.

The Pathfinders find that it is impossible to speak to each other, as there is no sound.

They do, however, manage to pierce the veil of darkness with reflected light.

The oubliette’s inner layer traps sound inside of it, reflecting it back on itself so much that even the sound of a person taking a step reverberates into an ear-splitting cacophony. Technically, talking is now possible but perhaps inadvisable.The upside is that if the Pathfinders work together, enough reflected noise could create a sudden burst of sound that might breach the inner barrier.

Unfortunately, the difficulty of communicating makes coordination difficult.

To pierce the second layer, you may attempt an Acrobatics, Arcana, Athletics, Nature, Occultism, Religion, or a relevant Lore check at GM discretion. One PC must "lead" each check, but all of the other characters may attempt to Aid.

Grand Archive

Female (She/Her) Human Inventor 1 | HP 16/16 AC 18 (+2 with shield), Fort +5 Refl +5 Will +5 Per +3 Speed 25 | Clanky 18/18 | 0 hero points ◆◇↺

I suggest we let Peat do an Arcana check, as they seem to have the highest bonus, unless Zisiro has something higher. Agate will assist once a roll is made.

Verdant Wheel

Vudrani (he/him) Monk 2 | HP 30/30 | AC 20 (21) | F +8 (+9) R +10 W +6 (+7) | (Resist Fire 1) | Perc +4 | Stealth +8 | 25 ft | Hero 2/3 | FP: 0/1 | ◆ | ◇ | ↺ | Active Conditions: diehard, sickened 1

Zisiro turns to the others and pantomimes. The clearest gesture he makes is an exaggerated clapping motion of his hands and then pointing toward the wall of sound.

Athletics (E): 1d20 + 9 ⇒ (15) + 9 = 24


Pathfinder Provisions ◆◇↺

The noise blasts the wall of altered sound, which for a moment seems to falter.

That's one success.

Vigilant Seal

Male halfling fighter 2 | HP 30/30 Hero 1/3 | AC 19 (20) | Fort +8; Ref +8; Will +5 | Perc: +7 | Speed 25ft | keen eyes | Active conditions: +1 circumstance bonus to AC and saving throws against members of the Red Mantis Dispatch

Clides pulls out a hammer and a crowbar and starts clanging them together with all of his might.

Athletics to Aid Zisiro's lead roll: 1d20 + 7 ⇒ (14) + 7 = 21

Verdant Wheel

non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 0 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 2/4 | Exploration: Scout | Active Conditions: None

Occultism: 1d20 + 8 ⇒ (13) + 8 = 21 +1 if my Investigation bonus applies

Grand Archive

Female (She/Her) Human Inventor 1 | HP 16/16 AC 18 (+2 with shield), Fort +5 Refl +5 Will +5 Per +3 Speed 25 | Clanky 18/18 | 0 hero points ◆◇↺

Occultism, trained, aid: 1d20 + 7 ⇒ (20) + 7 = 27

Agate helps Peat apply principles of Occultism to reach the goal.

Vigilant Seal

[R] Male Human Bomber Alchemist 1 | Time Traveler | HP 18/18 w Toughness, AC 17 w Leather Lamellar Armor (18 w Dueling Cape raised), Fortitude** +6, Reflex** +8, Will* +3, Perception* +3, Stealth* +6 | Speed 25 ft. | Exploration Activity Defend (w Dueling Cape) | Active Conditions - | Tracker | ◆◇↺

jared silently follows, even though the silence is rather deafening.
Occultism to Aid: 1d20 + 7 ⇒ (15) + 7 = 22

Verdant Wheel

non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 0 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 2/4 | Exploration: Scout | Active Conditions: None

Always love it when Aid checks beat the original roll. ;) Also, since Aid offers a circumstance bonus, I think I can only benefit from one Aid bonus to a given roll. Multiple Aids don't stack in 2E. So Agate's crit would bring me up to 23 or 24.


Pathfinder Provisions ◆◇↺

Under the Pathfinders' combined assault, the magical prison falls.

Inside, Khione is disheveled but alive, and grateful for being able to speak again.

“Wow thank you so much for saving me! I knew Zarta and the others would come for me. I told those fake Red Mantises that, but they kidnapped me anyway even though I warned them they’d be in for it if they took a Pathfinder hostage and wow are they like silent monks or something? They said their leaders invented two brand new spells just to keep me locked up because I was ‘annoying’ the other prisoners and their guards. What’s up with that? Also, their whole organization is tackier than the Cult of the Screaming Grub if you ask me, and...”

Khione continues like this for quite some time until someone (Zarta eventually, if nobody else does) informs her they’re in the middle of an armed siege of the Dispatch facilities. At this, she’ll straighten herself up and grab some parchment and a pen from seemingly out of nowhere, promising to follow the PCs around and chronicle their glorious deeds as thanks for saving her. Which she immediately starts doing, loudly narrating out loud to herself everything that's going on.

Aw, nobody got sucked into the prison with her. So sad.
Image added. Pathfinder success reported.


Pathfinder Provisions ◆◇↺

Eando Kline catches up to the group. “Pathfinders, our intel has revealed that the Dispatch is holding a monkey goblin thief named Chirper hostage who might have more information about their motives and tactics. We think he’s being held in a solitary cell in this general area. I’ll leave it up to you on how best to proceed, though. Good hunting!”

The Pathfinders soon find what seems to be the place. They can see two guards with crossbows through a window, guarding a room.

Verdant Wheel

non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 0 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 2/4 | Exploration: Scout | Active Conditions: None

Peat looks around to see if there is another window or other means of egress that looks like it might lead into the room they are guarding.

Perception w/ Investigation bonus: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13

Verdant Wheel

non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 0 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 2/4 | Exploration: Scout | Active Conditions: None

"Okay, so hear me out ... Does anyone have a disguise kit? Because I bet I could make myself look like a monkey goblin, and make them think I'm him and chase me, and then you could get in and bust chirper out." He glances around. "Sound like a plan?"

Verdant Wheel

Vudrani (he/him) Monk 2 | HP 30/30 | AC 20 (21) | F +8 (+9) R +10 W +6 (+7) | (Resist Fire 1) | Perc +4 | Stealth +8 | 25 ft | Hero 2/3 | FP: 0/1 | ◆ | ◇ | ↺ | Active Conditions: diehard, sickened 1

Zisiro cocks his head to the side and peers at the leshy. He tilts his head to the other side and raises an eyebrow. "I do not have a disguise kit," he answers. "Some of us could sneak over to get into position."

Inevitable Stealth Check (+8):

Stealth (T): 1d20 + 8 ⇒ (8) + 8 = 16

Grand Archive

Female (She/Her) Human Inventor 1 | HP 16/16 AC 18 (+2 with shield), Fort +5 Refl +5 Will +5 Per +3 Speed 25 | Clanky 18/18 | 0 hero points ◆◇↺

Agate doesn't have a disguise kit, but that does not discourage any self-respecting inventor. She sets about trying to fashion some disguise materials from available items.

Crafting, trained: 1d20 + 7 ⇒ (11) + 7 = 18

"Clanky might also be disguised to look like the prisoner so that Peat can help with the rescue."

Note: Clanky has a small humanoid form with cat features rather than looking like a housecat as the token shows.

Vigilant Seal

Male halfling fighter 2 | HP 30/30 Hero 1/3 | AC 19 (20) | Fort +8; Ref +8; Will +5 | Perc: +7 | Speed 25ft | keen eyes | Active conditions: +1 circumstance bonus to AC and saving throws against members of the Red Mantis Dispatch

Clides nods and follows Zisiro.

Stealth: 1d20 + 6 ⇒ (16) + 6 = 22

Verdant Wheel

non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 0 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 2/4 | Exploration: Scout | Active Conditions: None

Peat shrugs. "I mean ... I guess it looks kind of like a monkey goblin. Can it ... trick people, though?"

It looks like its Deception modifier is +0, so even reconfigured to look vaguely like a monkey goblin, I'm not sure it'll work to lure them away.

They consider some more and begin looking through supplies. "Does someone have a bedroll or blanket? I can make it look like a little cloak. Have Clanky stand out here, on the corner. I'll be the one who has to sell it ... Will go in and tell them I saw someone sneaking out, they'll see him through the window ... " Not knowing what Chirper looks like, they just doing what they can to make Clanky look vaguely like a monkey goblin from a distance.

Secret Impersonate Check:
Deception w/ Investigation bonus on quick, makeshift disguise: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15

Seeing Zisiro and Clides go into hiding, Peat directs the other Pathfinders to stand out of view of the window, at least.

Right as entering, they mix some of their berries together with chemicals in their alchemical kit, forming together a quick silvertongue mutagen. They are slightly disoriented, as their normally keen intellect seems to be failing but their smooth talking skills are enhanced.

Peat heads in and, frantic, says to the guards, "Hey, I just saw some monkey goblin climbing out of a window ... Looked like he was up to no good. He's right out there." They point to the window that has a view upon the disguised Clanky.

Secret Lie check:
Deception w/ Impersonate & Silvertongue bonuses: 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21

Horizon Hunters

Elf Female Rogue 1 | Speed 35 ft.| AC 18 | hp 15/15 | Fort 4, Ref +9, Will +7 | Percep +7| Focus 0/0 | Hero: 1 | Conditions: none| Exploration: Scout

"Stay visible. I'll cover", Zuza says and finds a shadowy place a bit further back but with clear line of sight to the entrance.

I suppose there isn't any underbrush difficult terrain around for Zuza to automatically hide with Terrain Stalker? Just normal hide with +7 then. This would probably change the exploration and initiative to stealth, too?


Pathfinder Provisions ◆◇↺

The guards lock the door as they see Peat approach. They level their crossbows at him and warn him to stay back, creating an effective stalemate.

...except that when they hear what he has to say, they unlock the door again and rush out, cursing, taking off after Clanky in the distance. From what the Pathfinders hear them say, they seem to be under the impression that they're working for the real Red Mantises and afraid of the consequences of crossing or failing their employer.
Getting in and opening the cell door after that are trivial steps.

Image added.

For saving him, Chirper thanks the Pathfinders profusely, explaining that he discovered proof that the false mantises (the Dispatch) started taking on assassination contracts, pretending to be the real Red Mantis, and that’s when they kidnapped him and started trying to ransom him back to his family for gold. He presents the one piece of evidence he was able to hide on his person all this time—a contract signed by a Chelaxian government official, requesting the Red Mantis Dispatch assassinate Zarta Dralneen of the Pathfinder Society. He also draws a map to where he buried the rest of the evidence he gathered, along with a cache of ancient coins from the Ghol-Gan empire worth a small fortune, which he wants the party to have as thanks for his rescue.

[oooc]Reporting a Thief success.[/ooc]


Pathfinder Provisions ◆◇↺

Venture-Captain Viore is still aboard the ship, as if fearful to disembark for some reason. He looks over the assembled Pathfinders, then shakes free of whatever is distracting him. “Our Red Mantis ‘patron,’ Giovana, wants us to unravel how this Dispatch organization has avoided magical scrutiny for so long. My connection to Yuelral leads me to believe the answer may lie over there.” The elven man points in the direction of a dockside inn that looks abandoned.

Athletics or Thievery?

Verdant Wheel

non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 0 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 2/4 | Exploration: Scout | Active Conditions: None

"Wow," Peat says, "that's one of the most generous goblins I've ever met."

I am slightly better at Thievery, but suspect the group may lean toward Athletics

Vigilant Seal

[R] Male Human Bomber Alchemist 1 | Time Traveler | HP 18/18 w Toughness, AC 17 w Leather Lamellar Armor (18 w Dueling Cape raised), Fortitude** +6, Reflex** +8, Will* +3, Perception* +3, Stealth* +6 | Speed 25 ft. | Exploration Activity Defend (w Dueling Cape) | Active Conditions - | Tracker | ◆◇↺

I have Thievery +6, Athletics +0.

"Abandoned inns are not usually abandoned at all." Jared shares his opinion.

Grand Archive

Female (She/Her) Human Inventor 1 | HP 16/16 AC 18 (+2 with shield), Fort +5 Refl +5 Will +5 Per +3 Speed 25 | Clanky 18/18 | 0 hero points ◆◇↺

Agate is +5 at both skills. Clanky is +6 at athletics.

Horizon Hunters

Elf Female Rogue 1 | Speed 35 ft.| AC 18 | hp 15/15 | Fort 4, Ref +9, Will +7 | Percep +7| Focus 0/0 | Hero: 1 | Conditions: none| Exploration: Scout

Zuza checks that her thieves' tools are in good condition and readily available.

"Sneak again?" she asks the team.

Zuza +7 thievery, +3 athletics

Vigilant Seal

Male halfling fighter 2 | HP 30/30 Hero 1/3 | AC 19 (20) | Fort +8; Ref +8; Will +5 | Perc: +7 | Speed 25ft | keen eyes | Active conditions: +1 circumstance bonus to AC and saving throws against members of the Red Mantis Dispatch

Athletics +7,Thievery +6

Verdant Wheel

Vudrani (he/him) Monk 2 | HP 30/30 | AC 20 (21) | F +8 (+9) R +10 W +6 (+7) | (Resist Fire 1) | Perc +4 | Stealth +8 | 25 ft | Hero 2/3 | FP: 0/1 | ◆ | ◇ | ↺ | Active Conditions: diehard, sickened 1

"No need to be noisy; some of you have the skills to pick the lock," Zisiro says.

Vigilant Seal

[R] Male Human Bomber Alchemist 1 | Time Traveler | HP 18/18 w Toughness, AC 17 w Leather Lamellar Armor (18 w Dueling Cape raised), Fortitude** +6, Reflex** +8, Will* +3, Perception* +3, Stealth* +6 | Speed 25 ft. | Exploration Activity Defend (w Dueling Cape) | Active Conditions - | Tracker | ◆◇↺

I don't have thieves' toolkit. Go for it Zuza.

Grand Archive

Female (She/Her) Human Inventor 1 | HP 16/16 AC 18 (+2 with shield), Fort +5 Refl +5 Will +5 Per +3 Speed 25 | Clanky 18/18 | 0 hero points ◆◇↺

Agate activates the tools built into weapon and stands ready to assist should anyone need it. She is also willing to lend her thieves' tools to Jared.


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**
Medically fragile hostages and soulbound dolls are being successfully evacuated from the hospital wing of the Dispatch’s facility. During the evacuation, some experimental supplies were found and distributed to all Society agents.

The Medical Cache condition is now in effect

Horizon Hunters

Elf Female Rogue 1 | Speed 35 ft.| AC 18 | hp 15/15 | Fort 4, Ref +9, Will +7 | Percep +7| Focus 0/0 | Hero: 1 | Conditions: none| Exploration: Scout

Zuza tries to get quietly to the apparently abandoned inn.

Thievery: 1d20 + 7 ⇒ (5) + 7 = 12

Hero point that a bit higher

Thievery (Hero): 1d20 + 7 ⇒ (19) + 7 = 26


Pathfinder Provisions ◆◇↺

The doors of the inn are all locked or boarded up, and the windows are also boarded up. Zuza opens the locked door.

Inside is a dust-covered tavern with a balcony in its center, past which patrons could try and catch fish (or throw unruly drunks). At the moment, this open area is covered in a shroud of swirling steam, blocking line of sight and warning that something is amiss.

DC 13 Perception check:
You notice that the tables and chairs all have animal or humanoid artistry.

Once someone has succeeded at the Perception check, you can investigate further:

DC 15 Arcana, Nature, Occultism, Religion, or Survival check:
You realize that every single stool, table, and chair in this establishment was crafted from the once-living body of a dryad or wood elemental... probably while they were still alive.

New map will be added momentarily, though not strictly necessary yet.

Vigilant Seal

[R] Male Human Bomber Alchemist 1 | Time Traveler | HP 18/18 w Toughness, AC 17 w Leather Lamellar Armor (18 w Dueling Cape raised), Fortitude** +6, Reflex** +8, Will* +3, Perception* +3, Stealth* +6 | Speed 25 ft. | Exploration Activity Defend (w Dueling Cape) | Active Conditions - | Tracker | ◆◇↺

DC 13 Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Arcana: 1d20 + 7 ⇒ (3) + 7 = 10

Jared isn't perceptive enough to notice something different.

Verdant Wheel

non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 0 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 2/4 | Exploration: Scout | Active Conditions: None

Perception w/ Investigation bonus: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13

Blueberry Peat points to the artistry on the various furniture pieces, all of which is animal or humanoid.

Occultism w/ Investigation bonus: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13

They are so transfixed on the artistic flourishes on the furniture that they don't notice anything else.

Horizon Hunters

Elf Female Rogue 1 | Speed 35 ft.| AC 18 | hp 15/15 | Fort 4, Ref +9, Will +7 | Percep +7| Focus 0/0 | Hero: 1 | Conditions: none| Exploration: Scout

Arcana: 1d20 + 5 ⇒ (5) + 5 = 10

Zuza concentrates on watching for possible incoming enemies.

Verdant Wheel

Vudrani (he/him) Monk 2 | HP 30/30 | AC 20 (21) | F +8 (+9) R +10 W +6 (+7) | (Resist Fire 1) | Perc +4 | Stealth +8 | 25 ft | Hero 2/3 | FP: 0/1 | ◆ | ◇ | ↺ | Active Conditions: diehard, sickened 1

Religion (E): 1d20 + 6 ⇒ (15) + 6 = 21

Zisiro hisses as he examines the furniture Peat points out. ”I’m uncertain if I should explain,” he says with a glance at Peat, but he does eventually reveal his insight in case it proves important.

Grand Archive

Female (She/Her) Human Inventor 1 | HP 16/16 AC 18 (+2 with shield), Fort +5 Refl +5 Will +5 Per +3 Speed 25 | Clanky 18/18 | 0 hero points ◆◇↺

Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Arcana, trained: 1d20 + 7 ⇒ (3) + 7 = 10
"Uff Da!" Agate says in sympathy once she hears Zisiro's insight about the furniture. She makes a mental note to study the furniture to learn how to detect such crafting techniques, horrible as they are to contemplate, so she may recognize them in the future.

Verdant Wheel

non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 0 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 2/4 | Exploration: Scout | Active Conditions: None

Peat's leaves begin to wilt. "Oh, dear ..."


Pathfinder Provisions ◆◇↺

Map on Slide 2

The only thing moving in the dusty, abandoned tavern (other than the Pathfinders themselves) is the odd cloud of mist or steam hovering over the fishing hole in the middle of the floor.

Perception DC 18:
The spirits of the slain elementals and dryads writhe and seethe. The room is somewhat haunted, and approaching the center of the room might be dangerous.

Perhaps the spirits could be calmed and laid to rest...

Verdant Wheel

Vudrani (he/him) Monk 2 | HP 30/30 | AC 20 (21) | F +8 (+9) R +10 W +6 (+7) | (Resist Fire 1) | Perc +4 | Stealth +8 | 25 ft | Hero 2/3 | FP: 0/1 | ◆ | ◇ | ↺ | Active Conditions: diehard, sickened 1

Perception (T): 1d20 + 4 ⇒ (18) + 4 = 22

"The inn is haunted," Zisiro suddenly realizes. "The angry spirits of the elementals writhe in the mist. They will react poorly if we approach before putting them to rest."

Grand Archive

Female (She/Her) Human Inventor 1 | HP 16/16 AC 18 (+2 with shield), Fort +5 Refl +5 Will +5 Per +3 Speed 25 | Clanky 18/18 | 0 hero points ◆◇↺

Agate tries to recall how to deal with such a situation from what she has learned about the occult.

If the GM wants to roll in secret, her bonus is +7. Or use the roll below if it doesn't have to be in secret.

Occultism, trained: 1d20 + 7 ⇒ (3) + 7 = 10

Verdant Wheel

non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 0 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 2/4 | Exploration: Scout | Active Conditions: None

Occultism: 1d20 + 8 ⇒ (19) + 8 = 27

Peat also tries to figure out how to stop the Haunt.

Vigilant Seal

Male halfling fighter 2 | HP 30/30 Hero 1/3 | AC 19 (20) | Fort +8; Ref +8; Will +5 | Perc: +7 | Speed 25ft | keen eyes | Active conditions: +1 circumstance bonus to AC and saving throws against members of the Red Mantis Dispatch

Nature: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 7 ⇒ (20) + 7 = 27


Pathfinder Provisions ◆◇↺

Agate isn't sure, but Peat has a better idea.

The Pathfinders could try to set the spirits to rest (Diplomacy, Nature, or Religion; must be Trained) or to convince the spirits that their eternal rest is coming soon, though that may be a bit more difficult (Deception, Intimidation, or Occultism).

Destroying the furniture isn't a permanent solution--for one thing, haunted furniture is unlikely to stay destroyed--but it could help.
No need for damage. Essentially, you can Aid with an attack roll, using a DC that's a little easier than usual.

Vigilant Seal

Male halfling fighter 2 | HP 30/30 Hero 1/3 | AC 19 (20) | Fort +8; Ref +8; Will +5 | Perc: +7 | Speed 25ft | keen eyes | Active conditions: +1 circumstance bonus to AC and saving throws against members of the Red Mantis Dispatch

Clides tries to appease the spirits. "Calm down friends... eaaaaasy....."

Nature: 1d20 + 5 ⇒ (16) + 5 = 21


Pathfinder Provisions ◆◇↺

The writhing and seething of the spirits settles a little.
One success, but not enough to disable it completely.

Verdant Wheel

Vudrani (he/him) Monk 2 | HP 30/30 | AC 20 (21) | F +8 (+9) R +10 W +6 (+7) | (Resist Fire 1) | Perc +4 | Stealth +8 | 25 ft | Hero 2/3 | FP: 0/1 | ◆ | ◇ | ↺ | Active Conditions: diehard, sickened 1

Lore (spirit) (T): 1d20 + 4 ⇒ (13) + 4 = 17 (or +6 for 19 if it must be Religion)

Zisiro applies the spiritual training he received among the Rivethun in an attempt to ease the spirits’ torment.


Pathfinder Provisions ◆◇↺

It seems almost quiet now. The storm of steam looks a little more subdued.

Another success.

Verdant Wheel

non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 0 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 2/4 | Exploration: Scout | Active Conditions: None

Peat tries to have a soothing little chat with them, nature spirit to nature spirit.

Diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17


Pathfinder Provisions ◆◇↺

The spirits settle, the quiet whispering at the back of the Pathfinders' minds ceases, and the steam fades, revealing Brileg (weary genderfluid ardande mercurial), a metal elemental with pieces of wood grafted onto them by Sotroz.

Brileg explains that they have been stuck here spinning in a field of magically charged water ever since the Red Mantis Dispatch began operations on this island, fueled by the haunted spirits to generate the anti-divination field that's been stymieing some of the Pathfinder leadership's efforts. Brileg is thankful for their freedom, revealing they’ve been a captive of Sotroz ever since the ghoul was based in Nex.

They tell the Pathfinders as much as they can about Sotroz’s history prior to their arrival on the Island of Claimed Souls, including an important detail—that Sotroz can ritually drain the life from living creatures who are in special wooden cages in order to fuel the ghoul’s most powerful magical abilities—an important clue for the Pathfinders’ final encounter against the Red Mantis Dispatch’s leaders. They explain that Sotroz (agender ghoul businessowner) is a powerful arcanist, formerly from Nex, who uses Dispatch shipping and ransom profits to fund their magical research into transposition magic—both in terms of teleportation and also transposing living and undead souls for one another.

For freeing them, Brileg removes a sliverof wood from their arm and gives it to the party.
This functions as a 1st-rank wand of shardstorm.

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