Inhin Yero
|
Inhin's Will Save vs DC 20, Commander's Banner: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14 Fail=Sickened 2
Inhin's Fortitude Save vs DC 20: 1d20 + 6 ⇒ (14) + 6 = 20 Success=Inhin takes half of the damage
Bakal's Fortitude Save vs DC 20: 1d20 + 5 ⇒ (4) + 5 = 9 Crit Fail=Bakal takes double damage
For reasons unknown, a sudden wave of sickness washes over Inhin, throwing him off balance. Moments later, the ghostly warrior’s blade cuts into him, while Bakal takes the brunt of the assault, its frame heavily damaged by the strike.
Thievery vs DC 21, Sickened 2: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8
Shaking off the pain, Inhin rushes toward the mural and tries to scratch out its eyes, but his attempt fails.
I hope I incorporated all the bonuses and penalties correctly. If not, please feel free to correct them.
Miel Archembault.
|
Fort Save: 1d20 + 6 ⇒ (13) + 6 = 19
Can I use Athletics or a Strike action instead of Thievery to disable the mural? Miel is currently untrained in all of the suggested skills
Miel moves over to the walls and attempts to scratch the eyes out of the mural with his longsword.
Strike/Athletics: 1d20 + 6 ⇒ (2) + 6 = 8 Let's Hero Point reroll that...
Strike/Athletics: 1d20 + 6 ⇒ (10) + 6 = 16
Seven Coppers
|
Fortitude (E) vs. DC 20: 1d20 + 5 ⇒ (10) + 5 = 15 (8 damage)
Bloody gash appearing on his arm, Seven Coppers tries to sever the connection between the haunt and the temple. It proves too tightly bound to its anguish for him to affect. He withdraws up the stairs.
◆◆ Disable: Occultism (T) vs. DC 21: 1d20 + 5 ⇒ (10) + 5 = 15
◆ Stride
| GM Frost |
Yaeger barely avoids taking a deadly blow, but manages to sever some connection. Success
The same goes for Esskele, who dodges the fatal assault at the last second.
Inhin gets frightened, and gets hit. Your Fort save becomes Fail because of your Sickened 2 Bakal catches the worse of it because of his size. He tries to erase a part of the mural but fails to do so. Fail
Miel, I will allow it, but at higher DC 22 Miel is no exception to the ghostly attack. He grazes the wall with his sword to no avail. Fail
Seven gets sliced too, and fails to sever another connection between the haunt and the temple. Fail
⬤ OUBLIETTE INTRUDERS! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point)
⚠️ BEFORE YOUR TURN ⚠️
❗ Wimsy: DC 20 basic Fortitude save vs 8 S damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Spite of the Righteous Hazard as wall mural (red thick line) (- ♥ / 100% ♥) | DC 20 Religion (trained) to exorcise the spirit, DC 21 Religion or Occult (trained) to sever the connection between Hunger’s Call and the temple, or DC 21 Thievery (trained) to scratch the eyes out of the mural; four total successes are required to disable the haunt. (1/4)
Inhin Yero (⛨18) (11/19 ♥) | Enfeebled 1; Sickened 2 | DV; Fire Resistance 1
⠀⠀⠀Bakal (⛨16) (2/18 ♥) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (⛨16) (11/19 ♥) | DV
Miel Archembault (⛨18) (14/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
➤ Wimsy (⛨18) (17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Esskele (⛨18) (14/22 ♥)
Seven Coppers (⛨18) (8/16 ♥)
REFERENCES
Yaeger Ignatius Thomas Hawkins: 1☘️
Miel Archembault: 1☘️
Wimsy: 1☘️
Esskele: 0☘️
Seven Coppers: 2☘️
Wimsy
|
Fortitude: 1d20 + 4 ⇒ (10) + 4 = 14
Wimsy knows a lot about a lot of things, but unfortunately this isn't really one of them. "Wait, do we even really need to--" It hits her that she's on the right track. "She's not actually blocking us," she calls out to the others, "just keep moving!"
Wimsy heads for the exit.
[ooc]◆ Recall Knowledge Untrained Occultism: 1d20 + 4 ⇒ (20) + 4 = 24
◆◆ Stride x2[/dice]
Esskele
|
Esskele looks around confused not knowing what to do. He then secures his greatsword and moves over to Inhin after seeing his condition. Esskele then attempts to lift and carry the Dwarf out the exit.
Athletics: 1d20 + 6 ⇒ (8) + 6 = 14
My apologies for the delay just saw the last 2 posts. Esskele doesn't have any of those skills. His reaction is influenced by Wimsy's statement.
| GM Frost |
Wimsy knows the best thing to do here is to rush for the exit, far from the haunt, and that is exactly what she does.
Esskele moves to save the inventor dwarf, but the dwarf proves too heavy for him to carry right now.
The ghostly figure lashes out once more at those still trying to play the hero! 1d10 + 4 ⇒ (4) + 4 = 8 slashing damage (DC 20 basic Fortitude save of Inhin, Bakal, Miel)
⬤ OUBLIETTE INTRUDERS! Round 2 ⬤
Map Link: ENCOUNTER MAP
Note(s): ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point)
⚠️ BEFORE YOUR TURN ⚠️
❗ Inhin Yero: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Bakal: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Miel Archembault: DC 20 basic Fortitude save vs 8 S damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Spite of the Righteous Hazard as wall mural (red thick line) (- ♥ / 100% ♥) | DC 20 Religion (trained) to exorcise the spirit, DC 21 Religion or Occult (trained) to sever the connection between Hunger’s Call and the temple, or DC 21 Thievery (trained) to scratch the eyes out of the mural; four total successes are required to disable the haunt. (1/4)
➤ Inhin Yero (⛨18) (11/19 ♥) | Enfeebled 1; Sickened 2 | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (⛨16) (2/18 ♥) | Small; DV, Imprecise Tremorsense
➤ Yaeger Ignatius Thomas Hawkins (⛨16) (11/19 ♥) | DV
➤ Miel Archembault (⛨18) (14/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
➤ Wimsy (⛨18) (9/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Esskele (⛨18) (14/22 ♥)
➤ Seven Coppers (⛨18) (8/16 ♥)
REFERENCES
Yaeger Ignatius Thomas Hawkins: 1☘️
Miel Archembault: 1☘️
Wimsy: 1☘️
Esskele: 0☘️
Seven Coppers: 2☘️
Inhin Yero
|
Inhin gives the lizardfolk a grateful nod, clearly appreciating the effort to carry him to safety.
Inhin's Fortitude Save vs DC 20, Sickened 2: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13 Fail=Inhin takes full damage
Bakal's Fortitude Save vs DC 20: 1d20 + 5 ⇒ (7) + 5 = 12 Fail=Bakal takes full damage
Unfortunately, the ghostly warrior strikes again, leaving both him and Bakal badly damaged. Inhin is pushed to the brink of collapse, while Bakal finally shuts down completely.
Clutching his wounds, Inhin moves closer to Bakal.
“Hold it together Bakal!" he mutters between breaths as he prepares his tools to repair the fallen construct.
Crafting to Haphazard Repair vs DC 15: 1d20 + 7 ⇒ (11) + 7 = 18
Success=Bakal restores 10 Hit Points
Unstable Action vs DC 15 Flat Check: 1d20 ⇒ 13
Fail=Inhin/Bakal becomes incapable of using unstable actions
After completing the repair, Inhin quickly commands Bakal to rise and move toward the exit.
“Up, Bakal! We’re not done yet, move!”
The construct lurches back to its feet and begins retreating, but in focusing on Bakal’s escape, Inhin leaves himself still within reach of the ghostly warrior’s blade.
Inhin:
◆Stride
◆Haphazard Repair
◆Command Construct
Bakal:
◆Stand
◆Stride
A command from Wimsy to stride or another attempt carry Inhin to safety or a heal would be of great help as he might not be able to survive the next hit from the warrior.
Wimsy
|
"Yes, good, move together and protect each other--now!"
◆◆◆ Protective Screen x3, letting Miel, Inhin, and Esskele each Stride as a reaction. One of them gets an extra reaction to do so without spending their own. Don't think it matters here--Inhin.
Seven Coppers
|
Seven Coppers whistles a tune, and a sense of wellness falls upon Inhin. "Move faster!" He then continues to climb the stairs.
◆◆ Soothe @ Inhin: 1d10 + 4 ⇒ (7) + 4 = 11
◆ Stride
| GM Frost |
Inhin almost die, while Bakal collapses. Inhin quickly repair him and commands it to go to exit.
Yaeger makes the spectral warrior shudder for a while with his occult chants before going away. Success
Esskele keeps nudging the dwarf and leaves him before another strike happens.
Wimsy calls his allies to retreat while Seven heals Inhin as he moves away.
I will say that everyone is heading for the exit.
ENCOUNTER OVER! WELL DONE!
Once the Pathfinders leave the temple with the relic, they can easily return to Eando Kline. He listens eagerly to what they describe about the item’s properties. He takes it from them and makes it clear that he understands the seriousness of the relic and thanks them for their efforts.
After the Pathfinders undertake the last of their four missions, they return to the camp to report in on their final mission. The final faction leader offers them the opportunity to join them and the other faction leaders for dinner at the base camp. Over the course of a hearty meal (prepared by Gorm Greathammer), they get a chance to share their findings, impressing the leaders. The leaders thank the Pathfinders and make it clear the work they have done will make it possible for more thorough explorations in the future.
Word of the Pathfinders’ mission eventually reaches the ears of the leaders of the Society’s two minor factions, the Radiant Oath and the Verdant Wheel, who plan their own missions based around these ruins.
FIN.
| GM Frost |
S03-01 Intro: Year of Shattered Sanctuaries
The next adventure begins in the Grand Lodge of Absalom, where Venture-Captain Ambrus Valsin has summoned the Pathfinders to help Rain in Cloudy Day with an urgent task. When the Pathfinders arrive in the venture-captain’s office, they find Rain in a desperate state.
Rain in Cloudy Day stands on a chair behind a large oak desk covered with documents. “Ah, you’ve arrived! What a relief! I’m a bit overwhelmed at the moment, and I could use your help. The Pathfinder Society leadership is in a closed-door meeting right now, reviewing the latest news from Iobaria, the distant land where the Society has focused its efforts of late. I can’t wait to hear more about all the interesting things our agents discovered there! But, while they’re busy, I’ve been asked to catalog the flood of correspondence from our Inner Sea lodges. Just look at all these letters! Ambrus—that is, Venture-Captain Ambrus Valsin—asked me to sort and summarize all of it, but there’s so much! And, I’m not ashamed to admit that with my relative inexperience, all of it seems urgent! I’ve got to put a report together, but I’m overwhelmed by all the unfamiliar names and places! Here, take these letters. See what you can make of them. I’d hate to miss something important and disappoint the venture-captain, and I think the meeting is almost over.” He then hands each of you the documents in random.
Rain hands you six letters as Documents #1 to #6 (spoilered below). Kindly open the spoilered documents and read their contents, then decide among yourselves who will analyze each document, and roll a lore/skill check to Recall Knowledge from the skill options indicated.
Ambrus, my old friend,
I must ask once more for agents to help with the strange events near the Almas Cathedral. They have grown more frequent and disturbing these past few days. Furthermore, another unpleasant development has arisen: a legal claim has been filed contesting my rights to the cathedral. This is a mere annoyance, and it should be settled soon, but I know you prefer to remain aware of such things.
Please send agents as soon as you can.
—Venture-Captain Brackett, Almas, Andoran
Analyze Valsin’s Correspondence (Choose One): Almas Lore, Pathfinder Society Lore, Religion, or Society
Grand Lodge Leaders,
I have dispatched this letter in accordance with the wishes of my master, Count Varian Jeggare. He instructed me to send such a notice if he were to ever fail to report in to the manor at the regularly scheduled interval. He has been missing for weeks. This is a matter to be handled with utmost discretion, as the situation in Cheliax remains delicate: Pathfinder Lodges are still banned, and Greensteeples Manor remains a safe haven for field agents. If the manor becomes compromised, we may lose our greatest asset in Cheliax. Please send agents, with haste, to help me find Master Varian.
—A humble servant of Count Varian Jeggare, Greensteeples Manor, Egorian, Cheliax
Analyze Valsin’s Correspondence (Choose One): Egorian Lore, Occultism, Pathfinder Society Lore, or Society[/i]
My Fellow Venture-Captain:
As you know, I prefer to handle my problems with a level head and appropriate delegation to the many skilled Pathfinders at my disposal. Thus, you know I would only reach out for your help under urgent circumstances. The lower levels of our lodge are suddenly infested with undead. I have sent many agents to combat them, but the tide of living corpses is unrelenting, and they seem determined to break through to the surface. It seems impossible there could be so many.
Please send experienced agents to provide immediate assistance, and remember that the Ruby Prince has tightened restrictions on the activities of foreign-based explorers such as the Pathfinder Society. If he learns of this threat from within our own lodge, he might close the lodge permanently.
—Venture-Captain Norden Balentiir of the Sandswept Hall, Sothis, Osirion
[ooc]Analyze Valsin’s Correspondence (Choose One): Arcana, Pathfinder Society Lore, Society, or Sothis Lore
To Whom It May Concern:
The Pathfinder Society’s request to complete construction of its new lodge in Sedeq is hereby formally approved. Please send new representatives to finalize the process and maintain the building. It is with much confusion that we must report that the Society’s current representatives are nowhere to be found. We await the arrival of new agents at your earliest possible convenience. Without the presence of official representatives from your esteemed Society, there are many who question the legitimacy of this new edifice. A formal auction is not out of the question.
—Official Notice from the Municipal Government of Sedeq, Qadira
Analyze Valsin’s Correspondence (Choose One): Mercantile Lore, Pathfinder Society Lore, Sedeq Lore, or Society
Ambrus,
I am saddened by the events that made this correspondence necessary. Multiple dissidents acting against Grand Princess Eutropia have been apprehended while using wayfinders to enable their illicit activities. But that is not all. These peculiar wayfinders possess all the hallmarks of our clever friend Muesello. You must understand my reticence to act against him, but I must always put the needs of the princess above all others.
I urge you to dispatch agents to Oppara—but do not let Muesello’s agents learn we are investigating him, lest we lose the opportunity to learn the truth.
—Lady Gloriana Morilla, Oppara, Taldor
Analyze Valsin’s Correspondence (Choose One): Crafting, Oppara Lore, Pathfinder Society Lore, or Society
Venture-Captain Valsin,
As per your request, we are notifying you that the Sixwing Drake has been sighted and should arrive later this morning, only slightly behind schedule. The Pathfinder Society’s goods should be unloaded and ready for pickup at the docks by midday.
—Harbormaster Hansara Molnesh of the Absalom Port Authority
Analyze Valsin’s Correspondence (Choose One): Absalom Lore, Nature, Pathfinder Society Lore, or Society
"Here, please take these and tell me what is written on those.” Rain tells you as he hands the documents.
Esskele
|
The only skill listed under all 6 that Esskele has Trained is Pathfinder Society and that is +4. I am more than willing to bow to those who are easily more skilled than I for these checks, but will attempt if need be.
Wimsy
|
"My goodness, quite a lot of bad things happening. Although as a global organization, maybe it's normal to have so many ongoing crises? Large numbers and all."
Wimsy has +7 PFS Lore, so she'll take whichever is left.
Wimsy
|
Wimsy takes whichever letter none of the others take, looking it over carefully.
PFS Lore: 1d20 + 7 ⇒ (3) + 7 = 10
Esskele
|
Ummm....so the instructions was that Each one had to be examined. I see one attempt at one from Cheliax, one from Taldor and one random. Only Cheliax one is 15+. Esskele will attempt the others to get this going. Since the only skill he has trained out of all the choices he will roll that.
Esskele tries to see what he can learn...
Pathfinder Society Lore VS. Document #1: 1d20 + 4 ⇒ (2) + 4 = 6
Pathfinder Society Lore VS. Document #3: 1d20 + 4 ⇒ (20) + 4 = 24
Pathfinder Society Lore VS. Document #4: 1d20 + 4 ⇒ (17) + 4 = 21
Pathfinder Society Lore VS. Document #5: 1d20 + 4 ⇒ (10) + 4 = 14
Pathfinder Society Lore VS. Document #6: 1d20 + 4 ⇒ (8) + 4 = 12
Hero Point #1.
Pathfinder Society VS. Document #1 (Part Deux): 1d20 + 4 ⇒ (19) + 4 = 23
Seven Coppers
|
Miel, did you mean Document #5?
Seven Coppers reviews the reports from Absalom Harbor.
Pathfinder Society @ Letter 6: 1d20 + 5 ⇒ (6) + 5 = 11