Golden Orb

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380 posts. Alias of Nefreet.


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Various

Will: 1d20 + 6 ⇒ (16) + 6 = 22

Quinn draws his swordcane and attempts to study the hand grasping Trig's throat...

Devise a Stratagem vs Purple: 1d20 + 7 ⇒ (7) + 7 = 14
Known Weaknesses: 1d20 + 4 ⇒ (15) + 4 = 19

"Crawling hands! They're undead! Hit them with positive energy, or otherwise squash them however you can!"

Damage, Piercing, Strategic Strike: 1d6 + 1d6 + 2 ⇒ (2) + (6) + 2 = 10


Various

Quinn steps up to the pottery shards and starts making occult gestures...

Occultism: 1d20 + 7 ⇒ (6) + 7 = 13

...but they don't seem to have any affect on the spirits emerging from the ground.

"Trig? I don't suppose Nethys might be able to aid us, here..."


Various

"Well, with this 'rescue mission' complete, I'd be happy to introduce you all to my employers! The Pathfinder Society can always use a historian of your ambition," and he smiles at the three of you, "As well as your varied skills."


Various

"Then it must have been that mushroom that gave you such a terrible fright," Quinn says as he points out yet another shrieker fungus in the back of the cave. "And there's a backpack right beside it."


Various

"That's exactly the sort of initiative we're looking for in the Pathfinder Society! I was just telling these three about it. I'm sure the Grand Archive would have something about these dwarves you're looking for."


Various

Quinn arches an eyebrow, "Ancient ruins? Please, do tell!"


Various

Quinn keeps an eye out for more spiders.

Search

"Actually, my dear feathered fellow, I believe the "Unz" in Unzgrin denotes the feminine. Although my orcish is likely rusty compared to your former compatriot."


Various

Fortitude: 1d20 + 3 ⇒ (16) + 3 = 19 Success!

"Blessed by a conduit of Nethys? I will strive to do as you command!"

Quinn pauses only momentarily to consider his foe...

Devise a Stratagem vs Purple: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Known Weaknesses: 1d20 + 4 ⇒ (11) + 4 = 15

"Dream spiders! Their poison is full of hallucinogenic compounds! Aim for their underbellies!"

Damage, Piercing, Magic Weapon, Strategic Strike: 2d6 + 1d6 + 2 ⇒ (4, 6) + (5) + 2 = 17

Confident that finishes the spider off, Quinn tries to rip the webbing off of him...

Escape, MAP: 1d20 + 6 - 5 ⇒ (6) + 6 - 5 = 7

...but struggles with the sticky filaments.


Various

"Well, well, what have we here?"

Quinn strides forward to get underneath one of the spiders, pulls out an acid flask, and hurls it upward...

Acid Flask, Thrown: 1d20 + 4 ⇒ (5) + 4 = 9 Miss!
Splash Damage: 1 = 1


Various

Quinn listens to each of your accounts with interest.

"Sounds like you've done well for yourselves! You know, the Pathfinder Society is always looking for talent like yours..."

He begins examining the dusty tunnel floor, but he doesn't seem as skilled as Quetzhal.

Lol, his Survival is only +1.


Various

"Looks to be about 2 days old," says Quinn as he examines the ashes.


Various
Trig O'Nomehtri wrote:
”Ah sure, you gave as good as you took. Fairs fair, let me stop the plodding inevitability of death and we’ll all go on our way.”

"Seems like you've been around. Weapons are used. Got good heads on your shoulders. Need a sword-for-hire? My name's [Pregen]."


Various

Everything looks good! Thank you for GMing!


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Various

"Thank you, everyone! I'm sure I'll see you again. Sometime."


Various

"Solving this mystery and preventing further deaths was worth cutting my honeymoon short. Kyra will be glad to hear we helped."


Various

"This is so sad... I wonder... Was this big one some sort of awakened creature? A rogue eidolon? A large Familiar? We may never know."

EDIT: Search for Loot: 1d20 + 6 ⇒ (9) + 6 = 15


Various

Power Attack is double your normal number of dice, so if your usual Strike is 2d8, you get to roll 4d8. It's really, really nice ^_^


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Various

With only two foes remaining, Merisiel quits with the fancy footwork and gets down to the slog of swinging repeatedly.

Rapier: 1d20 + 7 ⇒ (17) + 7 = 24
Piercing: 1d6 + 4 ⇒ (1) + 4 = 5

Rapier: 1d20 + 7 - 5 ⇒ (1) + 7 - 5 = 3
Piercing: 1d6 + 4 ⇒ (2) + 4 = 6

Rapier: 1d20 + 7 - 10 ⇒ (7) + 7 - 10 = 4
Piercing: 1d6 + 4 ⇒ (3) + 4 = 7


Various

Looks like Merisiel's Day Job crit earns 1.6gp

After I posted that sign-in I GMed a couple games, so this will now be her 3rd Chronicle.


Various

Round 1/2:

Merisiel leaps into action as the skeletons fall, Striding up the Blue-furred lion, Striking it once, and Striding back to her hiding place.

Rapier: 1d20 + 7 ⇒ (9) + 7 = 16
Piercing: 1d6 + 4 ⇒ (4) + 4 = 8

Round 2/2:

(If the lions still aren't adjacent, she does the same tactic)

Rapier: 1d20 + 7 ⇒ (13) + 7 = 20
Piercing: 1d6 + 4 ⇒ (1) + 4 = 5

(if the lions have moved up adjacent, she will instead Bluff then Strike/Strike)

Deception: 1d20 + 3 ⇒ (1) + 3 = 4 (trying to make it Flat-Footed)

Rapier: 1d20 + 7 ⇒ (9) + 7 = 16
Piercing: 1d6 + 4 ⇒ (2) + 4 = 6

Rapier: 1d20 + 7 - 5 ⇒ (9) + 7 - 5 = 11
Piercing: 1d6 + 4 ⇒ (3) + 4 = 7


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Various

Will wait to see who's left standing after all that, Lol


Various

8 daggers remaining.

Merisiel pulls out another dagger and throws it at the skeleton with the blue eyes.

◈ Interact
◈ Strike
◈ Interact

Dagger, 10 ft Increment: 1d20 + 7 ⇒ (7) + 7 = 14
Piercing Damage: 1d4 + 4 ⇒ (3) + 4 = 7

She then draws her rapier.

7 daggers remaining.


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Various

"There are many of them. We should bottleneck them here."

Merisiel hides against the wall Stealth: 1d20 + 7 ⇒ (5) + 7 = 12 and readies to throw her dagger against the first opponent that comes into view.

◈ Stealth (Sneak)
◈◈ Ready (Attack)

Dagger, 10 ft Increment: 1d20 + 7 ⇒ (1) + 7 = 8
Piercing Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Great start =(


Various

Survival, Aid: 1d20 + 4 ⇒ (13) + 4 = 17

"I don't see the blood anymore.."

Merisiel wipes a tear from her eye.


Various
GM Gustavef wrote:
You can safely take an hour or so before heading out to top off HP with medicine. Assuming someone has it

I guess Merisiel can try. She can only Crit fail on a Natural 1

Medicine, DC 15: 1d20 + 4 ⇒ (10) + 4 = 14
Healed for: 2d8 ⇒ (2, 6) = 8

Eh. Was worth a shot.


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Various
Rufous Redfire wrote:
"Merisiel, what do you see?" whispers Rufous.

"Nothing."

She sneaks back to the group, grabs Rufous's light stone, and then sneaks back to her original position.

Cupping it in her hand, she projects a beam of light ahead of her, rather than illuminating the entire radius.


Various

Merisiel will do her signature combined Avoid Notice and Trap Finder

Whispering, she adds, "I didn't see a mane on any of those cats. Let's hope it's just a trio of ladies."


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Various

Cool. Merisiel will attempt to Aid you whenever the group decides to leave.

Survival, Aid: 1d20 + 4 ⇒ (16) + 4 = 20

"I chased it over here. Look, a trail of fresh blood."


Various

Who's our best Survivalist? Merisiel is only +4


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Various

"If there's anything I've learned over the decades, it's that we don't split the party. We've killed two of these cats tonight, and wounded the third. It's unlikely it will want another go at it tonight. Especially since it's just ran away with another one."


Various

Now or Later?: 1d2 ⇒ 1

"If we track it down now while the trail is fresh, maybe we can get there in time before..."


Various

Hearing the continued commotion, Merisiel rushes back to the camp.


Various

Athletics: 1d20 + 5 ⇒ (10) + 5 = 15

"Drop 'em!"

Dagger: 1d20 + 7 ⇒ (4) + 7 = 11
Stabby: 1d4 + 4 ⇒ (2) + 4 = 6

As Merisiel lunges, her dagger (and face) eat sand. She then watches hopelessly as the cat runs off with the infant.

Probably spend next round standing up and double moving back to camp.


Various

It looks like [blue] is still on the map? If it's not, Merisiel will give chase. It can't run far with a Goblin in its mouth, and she's fast.


Various

"Oh no you don't!"

Leap (15 Feet Horizontally, 3 Feet Vertically)
◈ Strike
◈ Strike

Dagger: 1d20 + 7 ⇒ (8) + 7 = 15
Piercing, Sneak: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (4) = 11

Dagger: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
Piercing, Sneak: 1d4 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8


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Various

I'm liking the Hebrew for Celestial, though ^_^


Various

Psst... Bless is 2 actions...

Merisiel strides around to flank the lion with the weird blue fur and stabs at it twice.

◈ Stride
◈ Strike
◈ Strike

Dagger: 1d20 + 7 ⇒ (10) + 7 = 17 (vs Flat-Footed)
Piercing, Sneak: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11

Dagger: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21 (vs Flat-Footed)
Piercing, Sneak: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8

EDIT: Removed Bless. Just noticed how small of an area it is =/


Various

With Yaegren at one set of tents, Merisiel will hide amongst the others.

Avoid Notice


Various

I have played this twice before.

I think I've played this version before, because my first time didn't have the camp, but my second time did.

Both had fire-breathing wolves at the beginning, but different end bosses.


Various

Merisiel would roll her eyes, but elves learned long ago that their gigantic pupils render the activity imperceptible.


Various

"Sounds like nobody has tried stabbing them," Merisiel says in a matter-of-fact, tech-support manner of speaking. "We should try that and see if the problem is fixed before attempting a more involved method."


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Various

Merisiel uses her Elven speed to circle around the remaining wolf and provide Yaegren with a flank, but instead of stabbing at the creature, she lands solidly on the loose soil and kicks up another spray of sand.

I really like these little icons! I think I'll use them in my games going forward!

◈ Stride
◈ Stride
◈ Extinguish Fire

Reflect: 1d20 + 9 ⇒ (19) + 9 = 28


Various

I think Trig put out the wagon that Merisiel already extinguished?


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Various

It can only damage creatures of the opposite alignment.


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Various

"This is starting to sound like Kyra's bachelorette party."

Merisiel kicks a spray of sand on the blue-cloth wagon she's adjacent to Reflex: 1d20 + 9 ⇒ (10) + 9 = 19 before circling around the green-furred wolf and flanking it with Grimm.

Dagger: 1d20 + 7 ⇒ (14) + 7 = 21 (vs flat-footed)
Piercing: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9


Various

You were correct. The spell deals Good damage, and therefore gains the Good Trait.

Weapons and effects keyed to a particular alignment can deal chaotic, evil, good, or lawful damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.


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Various

If Rufous hits and deals damage, then we'll know they're evil.

It's the "Smite first, ask questions later" strategy ^_^


Various

"A landmark in the desert is as good as an X on a map."

Merisiel somersaults off the front of the wagon but then quickly stealths underneath towards the back and approaches through the bushes, dagger in hand in case there's nothing but a nest of scorpions.

Like last time...

Avoid Notice + Trap Finder


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Various

Merisiel demonstrates her cat-like reflexes by somersaulting off the wagon tops.

Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25


Various

Merisiel nods as the goblins share their fears. If I were three feet tall with a propensity to cripple a hand on my own jagged teeth I'd be low on morale myself.

"Do not be afraid," Merisiel's solid pupils are hard to read as she withdraws a dagger from her bandolier slowly, "Death will be quick," in an instant she flings the dagger just above the goblins' heads, embedding it in a pile of lumber, "For any whom accost you."

Thrown Dagger: 1d20 + 7 ⇒ (10) + 7 = 17

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