Îshmåël Stormborn
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Yellow arrow on map for Îshmåël's reaction half-stride.
Black needs to make DC 17 Reflex or fall prone due to Tactical Takedown.
| GM Refuge of Wonders |
The pair of Velo and Ishmael rush forward to try to fell one of the giant skeletons as Rorlu stands up covered in his own blood.
Reflex-Black: 1d20 + 6 ⇒ (3) + 6 = 9 Prone!
The blackened skeleton will rise. Triggers Reactive Strike.
The pair of skeletons lashes out at those around them.
1A; 2V | 1V; 2I: 2d2 ⇒ (2, 2) = 4 Velo and Ishmael!
Claw @ Velo-21 AC: 1d20 + 9 ⇒ (5) + 9 = 14
Claw @ Velo-21 AC: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7
Claw @ Velo-21 AC: 1d20 + 9 - 8 ⇒ (10) + 9 - 8 = 11
Jaws @ Ishmael-21 AC: 1d20 + 9 ⇒ (7) + 9 = 16
Claw @ Ishmael-21 AC: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25 Crit!
Damage: 1d4 + 4 ⇒ (3) + 4 = 7 14 damage to Ishmael; 10 HP and 4 Temp HP
Velo fends off the attacks from the beast to his west, but a lucky claw gets past Ishmael's defenses and drops him precipitously.
Round 3/4 - Bold Can Act!
---
Rorlu @ 14/15 HP + 4 Temp HP - Wounded 1, Shield 'Dropped'
Orangish - 11 damage
Blackened - 6 damage
Ishmael @ 9/26 HP + 4 Temp HP
Bustral + 4 Temp HP
Jeremiah + 4 Temp HP
Velo @ 5/25 HP + 4 Temp HP
Tris + 4 Temp HP
Anhaku + 4 Temp HP
Active Effects:
Runic Weapon - Ishamel (from Bustral)
Plant Banner - Rorlu (+4 Temp HP at start of turn)
Bustral
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Both worried and excited by a flashback of a mostly forgotten battle from ancient times, Bustral Shields himself and rushed into battle....
Staff (2 handed) VS. Black: 1d20 + 5 ⇒ (8) + 5 = 13
possible Bludgeoning damage VS. Black: 1d8 + 1 ⇒ (5) + 1 = 6
Cast Shield (1 action); 25' move (1 action); melee vs. Black (1 action). AC: 17 until end of turn.
Jeremiah of the Veiled Words
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Jeremiah moves to get a clean sight at the blackened skeleton, raises his hands and attempts to telekinetically hurl a stone at it.
◆ stride
◆◆ telekinetic projectile vs. Blackened
Telekinetic Projectile vs. AC): 1d20 + 7 ⇒ (8) + 7 = 15 for
Bludgeoning: 2d6 ⇒ (2, 3) = 5
Tris "The Blessing"
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Tris finds herself in the unexpectedly advantageous position of not having to drink the potion she had obviously drawn to tend to her own anticipated wounds. Seeing a skeleton fall but her comrades only be moderately successful on the attack, she decides that fewer skeletons is be the quickest way to get out of this sticky situation.
Act Together: 2 Actions to Tris, 1 Action to Anhaku
The gnome reaches out with the steel from her flint and steel set. Three shards of razor-sharp metal separate, flying in the direction of the black skeleton.
Needle Darts: 1d20 + 7 ⇒ (5) + 7 = 12
The black skeleton certainly has cover
Piercing (no special metal): 3d4 ⇒ (3, 2, 2) = 7
2 Act Together Actions
| Anhaku |
Anhaku has neither time nor inclination to comment on her companion's less than stellar attempt. A fleck of gold continues to dance around the orange skeleton, occasionally crashing into it with abandon.
"Abomination! I will crush you, like the Lady crushed the forces of the Vile Tyrant!"
Melee Strike: 1d20 + 7 ⇒ (7) + 7 = 14
Bludgeoning with Hallowed Strikes - damage counts as Holy and +1 extra Spirit damage to Unholy creatures and creatures with weakness to Holy: 1d8 + 4 ⇒ (1) + 4 = 5
1 Act Together Action
| Anhaku |
It would seem Iomadae is still not quite back yet. Perhaps she's shining her armor?
Melee Strike with MAP: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
Bludgeoning with Hallowed Strikes - damage counts as Holy and +1 extra Spirit damage to Unholy creatures and creatures with weakness to Holy: 1d8 + 4 ⇒ (6) + 4 = 10
1 Pool Action
| GM Refuge of Wonders |
The group sends out a flurry of attacks though most end up missing. The only creature to actually succeed is Anhaku on their follow-up strike, sending the skeleton back to the boneyard.
Orange is destroyed!
Round 3/4 - Bold Can Act!
---
Rorlu @ 14/15 HP + 4 Temp HP - Wounded 1, Shield 'Dropped'
Blackened - 6 damage
Ishmael @ 9/26 HP + 4 Temp HP
Bustral + 4 Temp HP
Jeremiah + 4 Temp HP
Velo @ 5/25 HP + 4 Temp HP
Tris + 4 Temp HP
Anhaku + 4 Temp HP
Active Effects:
Runic Weapon - Ishamel (from Bustral)
Plant Banner - Rorlu (+4 Temp HP at start of turn)
Rorlu Dragonrider
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Rorlu will fix his grip on his shield (one action).
Use Gather to me, granting Anhaku a free reaction to react if he wishes.
Squadmates can use Gather to Me! while Burrowing, Climbing, Flying, or Swimming instead of Striding if they have the corresponding movement type.
Rorlu will use his reaction to stride.
And strike out with his shield
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Bludgeoning Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Velokraxis
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As his allies move around, Velokraxis roars at the skeleton to attract its attention. He then strikes at it with his shield and places said shield defensively.
◆ Taunt
◆ Strike
◆ Raise Shield
Strike: 1d20 + 7 ⇒ (15) + 7 = 22
B: 1d6 + 4 ⇒ (5) + 4 = 9
Your enemy remains taunted until the start of your next turn, and you can have only one Taunt in effect at a time. Taunting a new enemy ends this effect on any current target
| GM Refuge of Wonders |
With a roar and a prayer, Velo sends his shield directly into the last skeleton, shattering it and sending the spirit back to the Boneyard as its corporeal form crumbles into ash.
---
As you explore around the room, Bustral notices monstrous faces hidden amid the flames, howling in rage or pain. The imagery is largely consistent with what you saw in the sewers, highly troubling.
Tris, in her self-congratulatory celebration with Anhaku, nearly slips on a rogue piece of parchment: a single pamphlet that escaped destruction. This pamphlet is an advertisement for the Blakros Museum’s latest exhibit that features Cyclopean relics from Iobaria. Inside the pamphlet is an image of an obelisk that looks similar to the obelisk depicted on the drawing you found in the room with the fire-eye zombie in the sewers.
Jeremiah the Ever-Curious searches the room even further and seems to stumble upon a hidden cache. The thin plaster hiding the cache from sight burnt away in the fire, revealing the stash. Jeremiah finds a scroll of flaming sphere.
You think that you could bring this to Shristi as additional evidence against the cult, but he may confiscate the scroll.
After-Action Report
---
Rorlu @ 14/15 HP- Wounded 1
Ishmael @ 9/26 HP
Bustral
Jeremiah
Velo @ 5/25 HP
Tris
Anhaku
Velokraxis
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Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Velokraxis looks around after the last skeleton crumbles, looking for more threats. When he doesn't find any, he sinks down, tired and hurt. With a claw, he points out something he spotted during his look around.
I am sharing the perception spoiler.
"Rorlu," he says with an exhausted smile, "I'm the one who is supposed to go down, not you."
Rorlu Dragonrider
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Crafting or Society check: 1d20 + 7 ⇒ (10) + 7 = 17
Religion: 1d20 + 4 ⇒ (20) + 4 = 24
"Ah, my large friend. You are too hard on yourself. I am glad you kept your feet this fight. As it was our allies had me back on mine swiftly!"
Taking a closer look at the pamphlet.
Ah, it looks like those that burned this place did not know that the Blakros Museum uses alchemically treated paper to resist fire and water damage.
Will share the crafting ect tab
Looking over the mural Velokraxis pointed out.
"Well, knowing what to look for, due to our esteemed Countess, I can confirm that is a depiction of Urxehl."
Will share the religion tab as well
Îshmåël Stormborn
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DC 15 Crafting: 1d20 + 6 ⇒ (8) + 6 = 14
Please remind me how long it has been since our last Treat Wounds checks.
| GM Refuge of Wonders |
I assume that you treated wounds before meeting with Shristi, so it has been more than an hour. If, for some reason, you treated wounds after meeting Shristi, then it would not be more than an hour at this point, probably 30-45 minutes.
Jeremiah of the Veiled Words
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Jeremiah hands the scroll of Flaming Sphere to Whisper, who inspects it and hands it back. Jeremiah shows it to the group. "A very useful spell but I am unable to cast it. Is one of you interested?"
If not, he will pocket the scroll for now.
"The connection to Urxehl seems undeniable. I assume we continue our investigation at the Museum?"
Tris "The Blessing"
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Tris casually slips the healing potion back into her pockets. Who knows what awaits her next! Better not be too liberal with one's possessions! But others' possessions on the other hand...
"Oh, an interesting scroll! I'm sure I could make use of it!" The gnome steps forward, holding out her hands greedily, only for Anhaku to hover in between the Divine spellcaster and Jeremiah, blocking the way.
"Rude. Whatever."
Tris looks at the parchment again, her large milky eyes squinting. Cyclopians! Urxehl! If she can figure out what horrible situation they're getting into here, perhaps she can convince the group to ask the Society to reassign them and send someone more capable - or at least more expendable!
Religion check: 1d20 + 4 ⇒ (11) + 4 = 15
Tris "The Blessing"
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Tris can't make sense of all this and is in the process of formulating an alternative "creative interpretation" suggesting further answers may be found in the gambling halls of the Second Labyrinth. Unfortunately, she loses interest before she can produce a sufficiently coherent tale and Anhaku, that golden snitch, would ruin the fun, anyway. So the Summoner simply shrugs and begins to reapply her makeup.
Tris "The Blessing"
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After a few moments of sulking over the scroll, Tris becomes a bit paranoid about the dangers all around again. Could the skeletons reform spontaneously? If Velokraxis and Rorlu had not been around, those dangerous things would have attacked her!
"Friend Velo, let me see if I can help!"
Treat wounds vs DC 15: 1d20 + 4 ⇒ (11) + 4 = 15
HP restored: 2d8 ⇒ (5, 6) = 11
Velokraxis
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Velokraxis attempts to hide a skeptical look (not very well) as Tris approaches, medkit at the ready. He winces as she starts.
When Tris finishes, the dragonkin lowers his head more than normal. "I owe you an apology, Lady Tris. I doubted your skills unfairly. Please forgive me."
Îshmåël Stormborn
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Îshmåël treats his wounds.
DC 15 Medicine (Treat Wounds): 1d20 + 4 ⇒ (13) + 4 = 17
hit points restored: 2d8 ⇒ (6, 7) = 13
If not rushed, Îshmåël will spend an hour treating his own wounds, which will put him to full hit points.
If only 10 minutes of Treat Wounds, he is at 22/26 hp.
Tris "The Blessing"
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Assuming there's sufficient time
Tris will continue treating Velokraxis for an hour, fully healing him. She will then tend to Rorlu's minor wounds.
To get rid of the Wounded condition. I'll simply put five checks here, eventually it will work or time will run out, no HP provided since only one needs to be healed.
Treat wounds vs DC 15: 1d20 + 4 ⇒ (15) + 4 = 19
Treat wounds vs DC 15: 1d20 + 4 ⇒ (15) + 4 = 19
Treat wounds vs DC 15: 1d20 + 4 ⇒ (12) + 4 = 16
Treat wounds vs DC 15: 1d20 + 4 ⇒ (16) + 4 = 20
Treat wounds vs DC 15: 1d20 + 4 ⇒ (11) + 4 = 15
Tris "The Blessing"
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Still assuming there was sufficient time before
The surprisingly successful healing has come at the heavy price of Tris describing her various supposed feats of medicine at length. Apparently, she has successfully separated conjoined Tengu twins born to parents from the Sodden Lands while still together in one egg, helped patients of various draconic ancestries from Andoran look "more like imposing dragons" ("for a very small price", she makes sure to add, looking somewhat hopefully at her current patients) and has recently helped a wealthy patient from a noble background in Osirion with a "very nasty" skin condition. "Bandages everywhere! You can't imagine!"
Rorlu Dragonrider
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Thank you everyone working together to get us all patched up. It looks like our only remaining lead will take us to the Blakros Museum.
Jeremiah of the Veiled Words
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"A musuem... Maybe a place with sapient creatures one can actually ...negotiate with?"
| GM Refuge of Wonders |
Assuming 1 hour and 10 minutes for full healing for Ishmael, Rorlu and Velo. Additionally, it appears that you are heading directly to the Blakros Museum, so we will move onto that!
The Blakros Museum is a basalt building located in the Wise Quarter, a district known as a center of learning with streets thronged by students, professors, and government officials. As you near the museum, you feel a sense of unease growing as wind starts to whip down the street.
Turning the corner, you see the cause for your unease. An unnatural storm spirals around Blakros Museum, battering the building with torrential rain and a barrage of lightning that strikes just outside the doors and windows. The gardens around the building are aflame, burning despite the deluge. Crowds flee the deadly storm in a panicked, chaotic stampede of tears and screams.
"OH ABADAR! It hurts!" yells a man in the crowd. Several guards are wincing as if they are being beaten as they hunch over women, children and the elderly. The rain clangorously beating off of their metal armor.
As you approach closer, you start to feel the rain as well. It is hitting you with the force of a fist and leaving welts and bruises on your bodies.
Everyone take 1 bludgeoning damage (save Velo as he resists). This will persist every round until the storm dissipates or you enter the Museum.
As you start to make towards the throngs of people and the Museum entrance, a man runs out from the Museum. "Hellll..." The man appears to be yelling, but his voice is barely audible over the roar of the storm. The heavy wind at his back makes it hard for him to control his movements, and he’s tossed into and trampled by the stampeding crowd, sustaining an injury to his leg in the process. He will likely die if nothing is done.
You are about three rounds away from the entrance of the building and about two rounds away from the injured man. You can push through the crowds and the storm towards the entrance or you can seek to aid the man. Let me know what you plan to do!
Îshmåël Stormborn
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Weight of the World Anathema: destroy nature without an immediate need, pass up an opportunity to watch storms and other natural phenomena
As the pathfinders round the corner and see the storm enveloping the Blakros Museum, Îshmåël pauses for several seconds to observe the phenomena, and quickly deduces that it is no natural storm and then runs over to the injured man.
| Anhaku |
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"Fear not! For the light of the Lady of Valor will guide you to safety! Steel yourselves against that most insidious of feelings, despair! None must suffer if each..." Someone bumps into the winged helmet and sends her spinning for a short moment. "...right... GET OUT OF THE JINGH-FORSAKEN RAIN AND YOU'LL BE FINE. WE'LL TAKE CARE OF THIS!"
| GM Refuge of Wonders |
The group aims to help the man on the ground as Anhaku tries to calm the crowds, but the relentless rain just causes them to avoid you, slipping and tripping over themselves.
Crowds of citizens stampede away from the area in fear. To get through the crowd, you must attempt one of the following skill checks: a DC 16 Perception check to spot a path through the crowd, a DC 16 Diplomacy check to calm the crowd, or a DC 15 Intimidation check to scare the crowd into parting.
Critical Success - The PC makes it through the crowd unharmed, and any PCs who rolled a critical failure receive the results of a failure instead.
Success - The PC makes it through the crowd unharmed.
Failure - The PC makes it past the obstacle but is trampled by the crowd, taking 1d6 bludgeoning damage.
Critical Failure - The PC is trampled by the crowd, taking 1d6 bludgeoning damage. The PC must try again to make it through the obstacle on the following round.
Round 1!
---
Ishmael @ 25/26 HP
Rorlu @ 14/15 HP
Velo @ 25/25 HP
Tris @ 19/20 HP
Anhaku @ 19/20 HP - Made It Through the Crowds!
Bustral @ 21/22 HP
Jeremiah @ 14/15 HP
Velokraxis
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Creative Alternative..?
Velokraxis spreads his wings wide and takes flight to get to the injured man quickly.
Athletics: 1d20 + 7 ⇒ (10) + 7 = 17
Tris "The Blessing"
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Tris' first instinct is to mislead the crowd, but those people too panicked to listen to her. Or could she scare them? She curses her small stature and colorful makeup - a costume change would take too long now. Well, for lack of better options, time to be nice!
Diplomacy Check: 1d20 + 7 ⇒ (17) + 7 = 24
Rorlu Dragonrider
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Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Rorlu will attempt to find a path.
"Hmm, everyone is so much taller than I am ..."
Jeremiah of the Veiled Words
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Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Jeremiah tries to find a safe way through the crowd, Whisper hiding in his robe.
Îshmåël Stormborn
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DC 16 Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Îshmåël weaves and dodges through the crowd with ease to get to the injured man.
| GM Refuge of Wonders |
As the group presses onwards through the crowd, Velo takes flight and leaps over the group, wings outstretched. The rest of the party makes it through, but Jeremiah and Rorlu get jostled by the crowds!
Bludgeoning Damage: 1d6 ⇒ 4
As you get closer to the man, the throngs of people have made haste away from the locus of the unnatural storm and you are being battered by the winds!
The fallen man from the Blakros Museum's leg is much more gruesome as you approach, twisted at the wrong angle and the lower leg bones sticking out of his calf. The brutal rain continues to beat him down and you can tell that he is running on fumes at this point, ready to pass out from pain. "Help... me..." you hear weakly over the din of the storm.
To get to the man, you will need to get past the whipping winds! Each Pathfinder needs two successful checks (or one critical success) to get through the wind. Appropriate skills include a DC 15 Athletics check to muscle through the wind, a DC 16 Nature check to anticipate the wind’s surges, or a DC 15 Absalom Lore or Society check to plan a path that utilizes local features as windbreaks. Pathfinders that have overcome the wind can Aid their allies still struggling through or proceed towards the entrance of the Museum. Even on a critical failure, a Pathfinder makes it somewhat closer to the museum; after 5 attempts, even Pathfinders who have not rolled two successful checks reach its doors.
If you make it through the winds, you will have a set of actions to help the man.
Round 2
---
Ishmael @ 24/26 HP
Rorlu @ 9/15 HP
Velo @ 25/25 HP
Tris @ 18/20 HP
Anhaku @ 18/20 HP
Bustral @ 20/22 HP
Jeremiah @ 9/15 HP
Fallen Man - 2 rounds left to save him!
Rorlu Dragonrider
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Society Check: 1d20 + 7 ⇒ (8) + 7 = 15
Society Check: 1d20 + 7 ⇒ (13) + 7 = 20
Rorlu picks his way across utilizing his small size and knowledge of the area to avoid the worst of the winds.
| Anhaku |
As Tris is making no progress at all, merely hanging on for dear life while cursing like a tiny sailor in
Athletics Check: 1d20 + 4 ⇒ (3) + 4 = 7
| Anhaku |
Anhaku fails to control her flight, slamming headlong into the face of a statue of Hamaria Blakros. This interrupts Tris' endless litany of very dirty-sounding Sakvroth words. The gnome giggles gleefully for a moment, remembering to hold on just in time and immediately returns to swearing in
Velokraxis
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Velokraxis utilizes the large muscles he is composed of to get to the fallen man.
Athletics: 1d20 + 7 ⇒ (18) + 7 = 25
Athletics: 1d20 + 7 ⇒ (17) + 7 = 24