![]()
![]()
![]() Hatchery - Round 2 Lingering Composition 3 rounds - +1 to attacks/dmg 24 Teela
Scarlet Knight takes 3hp poison damage, and needs another DC16 Fort vs Poison. He, Graham, and Teela are all up now. Poison Dmg vs Scarlet: 1d4 ⇒ 3 ![]()
![]() Hatchery - Round 1 -concluded Lingering Composition 4 rounds - +1 to attacks/dmg 24 Teela
Graham and Velas fight off the centipede venom, but Scarlet is not quite so fortunate, and he starts to feel the burn inside -- not in a good way. Velas attacks the Blue Centipede opposite him, driving his dueling sword at the insect along with a claw from his favorite cantrip. Both attacks score massive damage and the blue centipede curls up and dies. Quintessa discharges and electrical spell that blasts two centipedes. Green avoids most of the damage, but Yellow is not as lucky and takes the full brunt. Alvis casts a divine spell that fills the air in front of him with a haunting melody causing sonic damage to those nearby. The auditory effect has somewhat limited damage against the bugs. The one mitflit in the chamber, who seems to be the tender of the creatures and their eggs, watches the large humans tear through his centipedes, and after a moment's hesitation, he turns and runs from the chamber, descending through a hole in the floor on the east side of the chamber. End of Round 1 Phew, that's a lot. A double crit from Velas. Another bug dies, and the others are hurt. Mite runs away. On to Round 2 Velas DC16 Fort vs Poison: 1d20 + 8 ⇒ (20) + 8 = 28 save
![]()
![]() They are all humans. One has been battered about the face, given the black eye, and bruising but the other two seem well-fed and unharmed. They all look like travelers from the road, by the look of their dress. Neppka is pushed brusquely from behind by one of the Varisian toughs. "Moof it, bird." he says crossly. ![]()
![]() This information is in the original Players Guide, and provided here as background and hence not in the Gameplay tab. Not long after his ascension as Lord-Mayor of Kintargo, was to issue a series of seemingly random proclamations. These notices have been posted conspicuously all over town, and are read aloud three times daily by the town criers. Proclamation the First: All slayers of city pests (hereby defined as doves, mice, and ravens) who present said pests to the dottari shall be rewarded with a bounty of 1 copper piece. Proclamation the Second: All places of public business must display in a position of prominence within the first room accessible from the building’s primary entrance a portrait of Her Infernal Majestrix Queen Abrogail II. Said portrait must measure no less than 11 by 17 inches. Proclamation the Third: Anyone who captures, alive and unharmed, a feral dog of a weight exceeding 50 pounds is to be rewarded with a payment of 2 silver pieces upon transfer of the dog to the dottari. Such noble guardian creatures should find homes worthy of their kind! Proclamation the Fourth: The right to wear fine embroidered clothing in public is hereafter proscribed to anyone other than agents of House Thrune or the Holy Church of Asmodeus. Exceptions can be awarded or purchased at the city’s discretion. Proclamation the Fifth: Grain is life! Should grain be spilled in public, it must be gathered, cleaned, and repackaged within the hour. Any person who allows grain to go ungathered after a spillage shall be fined 1 copper piece per grain. Proclamation the Sixth: The imbibing of night tea brings a dangerous imbalance to the slumbering mind. Between the hours of sunset and sunrise, the taking of tea is proscribed. Proclamation the Seventh: The odor and flavor of mint is an abomination to the refined palate. Be not the cretin! Mint use in candies, drinks, and all manner of confections is hereby proscribed. I did paste these in the Campaign Info tab if you need to reference them again at a later date. ![]()
![]() Ot has made a written list of the texts he is looking for, and he hands it to you on a folded slip of paper. They are:
"I also seek any other texts that seem interesting, regardless of the condition. I am expert on magical and mundane means of restoring older tomes, so I don't mind if the books are damaged." "It is possible your gremlin nemesis, or worse, is hold up there, but find what you can, and if it is too dangerous, return to me and report, and we will find other methods." You have not stopped to see Chizire yet, i don't think, but you still could before you go explore the stump-turned-library ![]()
![]() Washing Pool - Round 2 - concluded Both attacks from the groups heavy hitters score against the slow-moving flying head before it can get out of reach. The last, an axe-blow from Grod, breaks open the brains of the thing, and it dies, falling to the floor of the wash room limply. End of Combat Fight is over, and after about 30 seconds Izzy and Tot can regain movement. Tot feels pretty icky from the kiss of the creature, but other than being a bit sick there are no evident ill effects at the moment. I don't think anyone took any HP damage in that fight. ![]()
![]() Six men come up to the three of you and prod you along. They have simple weapons: daggers, clubs, even a pitchfork but they do outnumber you 2:1 at least. The old woman laughs and the others in the circle join in. The group of men lead you to a cage fashioned from wooden planks, limbs and wire. "Drop your veapons!" says one of them with a thick Varisian accent. "Und den get insite." You see there are three other victims already imprisoned in the rather large cage, which is probably 20'x 20' square. Do you comply with these orders? ![]()
![]() Waves of Skeletons - Round 1 - continued 28 Raika
Alpha's recollection of skeletons from his training is that they are mindless undead. He does not recall any specific weakness, but they are resistant to bladed weapons, fire, cold, and electricity. They are also immune to disease, poison, paralysis, and mental attacks. Even with guidance from Brigh, his stone throw fails to connect with any of the bony undead. Seoli moves to the group behind the party, and assaults the nearest with an unarmed strike. She is surprised how quick the skeletons move for mindless creatures, and none of her strikes find success. Bahir fills his spear with immanence, and then advances toward the nearest skeleton, attacking once with his empowered spear. But try as he might the spear cannot hit the four-armed skeleton at all. Purple Skeleton returns the attacks, striking twice with its claws at Bahir who is now adjacent to it. One claw hits peeling some of the flesh from the exemplar. Red and Green move forward across the sand to attack Seoli. Red moves farther, and can only attack once while Green attacks twice. All the claw strikes miss the intrepid monk, who either dodges or blocks them all successfully. Bahir takes 4hp dmg and is 30/34. Karina is up now. Secret Checks:
Alpha RK Religion: 1d20 + 8 ⇒ (17) + 8 = 25 Bahir Spear vs Purple, empowered: 1d20 + 8 ⇒ (1) + 8 = 9
![]()
Pathfinder Adventure Path, Maps Subscriber
![]() Myron Waldern Aulamaxa wrote:
I have most of Myron's build done, but I can't tell what Background you chose (there are too many choices to go through them all). Did you pick a Hell's Rebels one, or a standard choice? LMK and I think I will be able to finish up my review quickly. ![]()
Pathfinder Adventure Path, Maps Subscriber
![]() Bellara Valcaro wrote:
Everything looks good with Bellara, just a couple questions. 1) What swashbuckler style did you take? I can't tell from the stat block and will make a difference later. Fencer? 2) Bought armor and weapons, but no gear. Have 10gp left over, and you probably won't need gear right away, but you can buy now, or buy later when the time comes. Or you can have your valet carry it for you ![]()
Pathfinder Adventure Path, Maps Subscriber
![]() Buttercup Bainilus wrote: Got rid of dagger and sap and took a nightstick. A bit more pricey, but concealable. I meant to pick infernal as the language. What is the 2e counterpart for that? Yes, Diabolic is the devil-tongue now. Made that change. Also, nightstick, which comes from another AP, isn't technically available for this game, but its a minor thing, and I will make an exception. With the weapon changes, I have you at 5.8gp. ![]()
![]() Hatchery - Round 1 -continued Lingering Composition 4 rounds - +1 to attacks/dmg 24 Teela
Teela starts another martial tune, this one almost playing itself as it eggs her allies forward to the fight. She then conjures shards of ice that she sends against Purple Centipede. The force of the icy blast rends the icky bug, killing it. Graham, suddenly free of a creature's attack, steps forward and plows through Red Centipede, killing it with a pair of attacks. Bitten but not envenomed, Scarlet Knight blasts elemental energy forward, damaging Orange which is nearly at the edge of his range. With all the smaller centipedes dispatched, the larger ones all advance making stinging bite attacks at Graham, Velas and Scarlet. All the attack are successful with varying degrees of damage. The Scarlet Knight is able to use his raised shield to fend off all the damage from the most serious attack he faced, though the shield does take the brunt of it. Graham takes 7hp dmg, Velas takes 5, and Scarlet takes 3 after using Shield Block reaction. All of them need 2 DC16 Fort saves vs Poison. Velas, Quintessa ,and Alvis are up now for the good guys. Green Bite vs Graham: 1d20 + 8 ⇒ (16) + 8 = 24 hit
![]()
Pathfinder Adventure Path, Maps Subscriber
![]() Celas the Younger wrote:
Looks like Celas is ready to go without any changes needed from my review ![]()
Pathfinder Adventure Path, Maps Subscriber
![]() Elarion Varethil wrote:
Added the weapon, and I get it for the armor. Just checking. ![]()
![]() I will run Graham's turn later tonight if he has not posted to keep things going. Teela, yes that's a crit on both the attack and the Lingering Composition rolls - you must be worshipping the RNG in your spare time. Quintessa, thanks for the homework on Defend. I only vaguely remembered the idea, and didn't have time to look it up properly. SK, if you are using that for exploration activity, please call it out. ![]()
Pathfinder Adventure Path, Maps Subscriber
![]() Andostre wrote:
Using a relative of House Aulamaxa will not be a problem. But distant is important. Not part of the ruling faction of that House, at least not yet...Make sure your Background etc relates if you can. ![]()
Pathfinder Adventure Path, Maps Subscriber
![]() Buttercup Bainilus wrote: Here is the writeup of my character. Note that the last name is not something she uses as it would immediately put a target on her back. As far as she is concerned her name is just Buttercup. Just a few things about Buttercup before we begin. 1) One of her languages is Abyssal, which is called Chthonian after the Remaster. That is the language of demons, and Cheliax is the land of Devils. If your master was summoning things, it probably was devils, and the language would be Infernal. Up to you if you change it. More likely to run into the Lawful Evil devils in this campaign than the Chaotic Evil demons, but never say never... 2) She has sap which is a martial weapon. You are only proficient with simple weapons. Can still use it but lose proficiency and level bonus, so she is at +0 with it rather than +6 with dagger. 3) You bought the Adventurers Pack which includes a backpack and another backpack per your worksheet. Do you mean to have two? if not, then you are at 5.6gp, which is what I show. Please let's role play out some of her interactions with the factions you mention before the actual work gets started if you like. If not, we will have some familiarity when the group runs into them, but not a great deal. ![]()
![]() The old woman throws her head back and laughs loudly at Neppka's attempt, even with Krrys' help, to threaten the group. "You think you have control here, bird-man? We have you right where we want you, don't we boys?" She points in a slashing sort of gesture, and the men who has slipped behind you move to restrain the three newcomers. If you want to fight this out, we can. Or you can give in to the superior numbers. If you want to fight it out, roll your initiative please. If you give in now, just LMK Secret Checks: Coerce vs DC16 Will: 1d20 + 5 ⇒ (14) + 5 = 19 ![]()
![]() Waves of Skeletons - Round 1 - continued 28 Raika
Raika moves to the south, giving her more space to maneuver as the skeletal creatures move in from both sides. The rogue is unfamiliar with the morphology of these skeletons, though they do look similar to the remains of creatures that were in cages in the other room. She does know that skeletons are mindless undead and that since thye have no flesh to speak of, they are likely less susceptible to cutting or slashing weapons. Her shot does indeed miss. Bahir, Seoli, and Alpha are up now. Secret Checks: Raika RK: 1d20 + 6 ⇒ (2) + 6 = 8 ![]()
![]() Teacher Ot nods his head with appreciation at the wise question. "Since the old library has been long abandoned, I cannot say with any certainty, but as you have been accosted by gremlins in the past, and as the strange behavior of insects on the campus of late has been noted, by you and others, then perhaps you should be prepared for either, or both, if you open the door into rooms that have not been trod in by students or faculty in some time. Maybe other danger also, but I would expect those, if any." ![]()
Pathfinder Adventure Path, Maps Subscriber
![]() Elarion Varethil wrote:
No weapons or armor for Elarion? I don't have any other concerns with this build. Looks fun ![]()
Pathfinder Adventure Path, Maps Subscriber
![]() But the adventurer pack is 15sp according to HeroLab and Archives of Nethys. You could sell back some of those individual items to get back to1 sp, but I show you with 24sp before the manacles. You can sell back things at 100% value right now, but after the game starts only 50% resale prices. I have the rest of the changes made to skill etc. And thanks for a great opening post! ![]()
Pathfinder Adventure Path, Maps Subscriber
![]() I have Impasha's review done. It looks to me like you are three skill points short. Since you picked Skilled Human and Natural Skill, they give you 1 and 2 more points than you would typically start with respectively. Also, please tell me how much cash you have left after buying your starting gear. I show you might be negative, but I might have something wrong too. ![]()
![]() Washing Pool - Round 2 - continued 20 Isidiana (paralyzed 5 rounds)
The winged creature jumps back initially as Ari conjures a wall right in front, but then a sly sneer crosses its unholy countenance, and it flies right through the illusory wall. The bat-like head moves in close to the paralyzed Tot, forcing its long purple forked tongue into her helpless mouth, and giving a soul-splitting kiss to poor Tot. Once the kiss is broken, the flying head zooms back towards the ceiling, provoking an attack from Garen and Grod but flying out of their reach if able Tot needs a DC16 Fort save (that she really wants to make). On a failure roll a 1d6 also. Both Garen and Grod have AoOs on the creature and then they are both up, but if the creature survives the AoOs, it is now 20' in the air. Creature DC14 Will: 1d20 + 2 ⇒ (12) + 2 = 14 saved
![]()
![]() As you wait in the antechamber outside Teacher Ot's office, you each have some trepidation of what lies in store for you. Eventually the door opens, and Teacher Ot greets you with the same clasped hand over fist bow that you saw on initiation day. "Welcome, my friends. Enter, and make yourselves comfortable." There is a large bookcase heavily laden, a desk full of neatly stacked papers and parchment, and a sitting area with pillows of various shapes and colors on a large mat sitting on the floor. An invisible servant flits around the room offering you refreshments of tea or water and small biscuits. When everyone is seated, Ot speaks: "As the note I sent you spells out, I have a favor to ask you." He looks at the many books on the shelf and scattered about the room with a furrow on his brow. "Some research materials I need are missing from the usual reference libraries. I've had other initiates look for them with no success, and I've spoken with the other professors to see if perhaps what I need has landed in their more private collections. Again, no success. I now know where they aren't, which tells me where they must be." He pulls out a detailed map of the Magaambya's grounds. "This building here --" he places a lens from his pocket over what appears to be a round dormitory magnifying it -- "hasn't seen use in..." He trails off and shrugs before continuing. "It was carved from an enormous tree stump as a dormitory, but was converted to a library before the whole project was abandoned. Please, go and see of the books I need are there." He smiles and nods as if to encourage questions. ![]()
![]() The rebellion begins! The city of Kintargo has long been a safe haven for artists, freethinkers, and those marginalized by the oppressive Chelish government, but now the city has been placed under martial law by inquisitor Barzillai Thrune. When a protest turns into a riot, a new group of heroes comes together to form an organized resistance against the devil-binding government and the church of Asmodeus -- but can they survive logn enough to establish allies? Or will they become the latest victims of the Thrice-Damned House of Thrune? ![]()
Pathfinder Adventure Path, Maps Subscriber
![]() I think everyone has a solid concept. I will start reviewing builds in detail over the weekend and make any comments. If you have not done so already, make sure you choose a Reason for Protest from the Players Guide which will help create the reason to be in Aria Park where the action of the AP opens. I am linking the Discussion and Gameplay threads now, so feel free to dot in with your character if you wish, so you can stay on top of updates. If things go well, we may be able to start the action next week. ![]()
![]() With some trepidation, the group enters the desert biome. The red sun is a bit unsettling at first, but you quickly grow used to it. Bahir sets a quick pace as the group first steers for the central peak. The group skirts the edge of the massif, and as the do, suddenly a pack of four-armed skeletal warriors leaps from the rock ahead of the party. Just then, another group ambushes the heroes, leaping out from hiding behind a rock spur. You can see that, even in the red sunlight, several of the skeletons have green-glowing eyes. the glow seems to flip from one to another over several seconds. It looks like the single skeleton fights from the first trip have coalesced into a larger clever fighting force. Initiative: Alpha: 1d20 + 8 ⇒ (11) + 8 = 19 Bahir: 1d20 + 5 ⇒ (15) + 5 = 20 Karina: 1d20 + 8 ⇒ (6) + 8 = 14 Seoli: 1d20 + 4 ⇒ (16) + 4 = 20 Raika: 1d20 + 8 ⇒ (20) + 8 = 28 Efni: 1d20 + 6 ⇒ (1) + 6 = 7 blue Skeleton: 1d20 + 2 ⇒ (5) + 2 = 7 Purple skel: 1d20 + 2 ⇒ (17) + 2 = 19 Green Skel: 1d20 + 2 ⇒ (14) + 2 = 16 Red Skel: 1d20 + 2 ⇒ (14) + 2 = 16 yellow Skel: 1d20 + 2 ⇒ (10) + 2 = 12 Orange Skel: 1d20 + 2 ⇒ (20) + 2 = 22 Black Skel: 1d20 + 2 ⇒ (5) + 2 = 7 White Skel: 1d20 + 2 ⇒ (18) + 2 = 20 ![]()
![]() Washing Pool - Round 1 - concluded 20 Isidiana (paralyzed 6 rounds)
Garen rushes into the room with the small pool, and makes a stabbing attack on the flying head. His blow strike true, and hurts that creature, but it doesn't even react much, focused on the paralyzed Tot. Grod lumbers down the narrow hallway, leaping over the frozen gnome, and getting within melee range, but too late to make an attack. Grod wracks his brain for any nuggets about a monstrosity like his winged horror, but his divine training did not cover whatever this thing is. End of Round 1 The creature takes 9hp dmg. On to Round 2.
|