Harsk

GM Hooligan's page

65 posts. Alias of G'Boar Hulighan.


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Tracking!

-Posted with Wayfinder


So is Hinkle a dwarf or a gnome? Sheet says one thing, post header says another!?? Just curious..

-Posted with Wayfinder


Ēoswulf Gērmwynson wrote:

# 137974-11

Did I post a day job already?

-Posted with Wayfinder

Nope, but go ahead and roll and add the GP to your form... that goes for everyone who has a day job but didn't provide a roll.

TABLE 5–1: DAY JOB CHECK REWARDS
DC Result GP Award
5 - 1 gp
10- 5 gp
15- 10 gp
20- 20 gp
25- 50 gp
30- 75 gp
35- 100 gp
40- 150 gp


Not sure that this is going to work... but I have tried to make chronicle sheets and you should be able to view yours here (link) :

I still need Esowulf's PFS # as I couldn't find it anywhere!

-Mike


Hinkle strikes the evoker with his hammer and sends him to his god of secrets.

Combat Over!

After surviving the ambush, the party is able to leave the Shrine of the Failed and deliver Eylysia’s cache to the Grand Lodge.

The crowd gathered around the Starstone Cathedral has disbanded, and many of the locals are still horrified following Sir Reinhart’s attempt to vault the chasm on horseback, which ended with his fall into oblivion.

Drandle Dreng personally thanks the Pathfinders for their successful investigation, indicating his interest in their future careers as Pathfinders. As the fledgling adventurers have yet to complete their Confirmation, the venture-captain promises to speak with Master of Scrolls Kreighton Shaine to have the process expedited.

Several days later, each of the PCs receives a missive summarizing some of the Society’s initial findings:

Pathfinder,
Your recent investigations and recovery of agent Eylysia’s papers have already yielded results. Under my direction, a team of scholars has tracked down the long-retired Society ciphers the gnome used and translated many of her entries. Although many of these records present valuable leads, one is especially timely and exciting. Several months ago, the Pathfinder Society recovered an incomplete relic called the Sky Key. Its missing components disappeared millennia ago, carried by dwarven refugees to the far corners of Avistan and beyond, and the Society has struggled to follow these faint trails to piece the potent device back together. It appears Eylysia may have found one of the pieces centuries ago! She writes of a visit to Tar Kuata in Osirion, where she not only met with the Iroran devotees there, but also the curious order of dwarven monks known as the Ouat. According to her journals, some of the resident dwarves’ ancestors arrived long ago from the distant north bearing a broken treasure of wire and steel. Based on additional context and several magical divinations, I have reason to believe Eylysia—and you—may have found one of the lost pieces of the Sky Key! I have contacted Venture-Captain Norden Balentiir in Sothis to prepare for an expedition. You have already demonstrated your resourcefulness by uncovering this information; when I assemble a team to travel to Tar Kuata, I hope you will consider joining the expedition.

Highest regards,
Venture-Captain Ambrus Valsin

Congratuations! This completes the "Wounded Wisp!" I will work on Chronicle Sheets this weekend and get them out ASAP!.
Mike


Blue is the only one remaining....
will DC: 1d20 + 2 ⇒ (20) + 2 = 22 the Blue cloaked evoker shields his eyes and negates the effects of Ezren's spell.


Round 1

Enith & Woolfie - Sling at witch, (hit,-2) bite swordsman (hitx2,-8,-7) & tripx2 (swordsman is now lying on the ground dead.)
Geo - Shoots/misses the Swordsman
Hinkle - Casts bless (Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.)
Ezren - Magic Missle Swordsman (hit,-3)
Fillia - Arrows witch (hit, -6)

Baddies-
The Blue Evoker moves 20' and casts burning hands (DC 13) on Geo for -3 hp.

The Green Witch attempts to cast cause fear (DC 13) on Esowulf, but fails when Fillias arrow plunges into her breast. Her rage flows forth from her eyes, but she speaks not a word.

The Brown Swordsman attempts to get up and provokes an extra attack from the wolf and again finds himself flat on his back, this time minus part of his larynx!

The Red Archer draws and fires at Esowulf, but misses

Eoswulf - Stabs Archer (hit, -10)

---------------------------------------------------------------
W=-2-6 (-8)
E=-
S(dead)=-3-8-7 (-18)
A=-10

Round 2

Enith & Woolfie - slings witch (hit, -3) bite & trip witch (hit,-5 + trip) kills witch even if I would subtract the +2, wolfy still hits on all attacks
Geo - Shoots at blue, miss
Hinkle - Acid at blue, miss
Ezren - Throws staff at blue, (Hit!,-4)
Fillia -Shoots at blue, (hit, -3)
Baddies-
The Blue Evoker attempts to use burning hands again on Geo and Hinkle: but the blows he receives do not allow him to concentrate so he pulls his dagger and charges the elf rogue...

The red archer drops his bow, pulls his short sword and retaliates against Eoswulf, but the warriors parry skills far outmatch the swordsmanship of the evil archer:

Eoswulf - Swipe (miss) + Armored spikes (hit, -9) Archer goes down, hard
---------------------------------------------------------------
W (dead)=-2-6-3-5 (-16)
E=-4-3 (-7)
S(dead)=-3-8-7 (-18)
A (dead)=-10-9 (-19)

Round 3
Bold is up!
Enith & Wolfie -
Geo -
Hinkle -
Ezren -
Fillia -

Baddie - TBD

Eoswulf - TBD


Ēoswulf Gērmwynson wrote:
actually the spikes are on his armor, not his shield -Posted with Wayfinder

and deadly effective, all things being equal! ;)

-Posted with Wayfinder


Eoswulf 's blade slices the air as the injured archer desperately parrys his strike, but this leaves him completely vulnerable to a smash from the warrior's wicked spiked shield that slams deep into his side, taking him out of the picture.

will post recap tonight when on computer, round 3 first line up feel free to post actions against the remaining blue fanatic.

-Posted with Wayfinder


As this is the last encounter of the Wounded Wisp, I may need some advice on the final steps of GMing (chronicle sheets, etc) and how to report (this I believe I understand this part, but will need everyone's PFS numbers, names, faction, day jobs (for chronicle sheets and reporting).
Thanks!


Round 1

Enith & Woolfie - Sling at witch, (hit,-2) bite swordsman (hitx2,-8,-7) & tripx2 (swordsman is now lying on the ground dead.)
Geo - Shoots/misses the Swordsman
Hinkle - Casts bless (Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.)
Ezren - Magic Missle Swordsman (hit,-3)
Fillia - Arrows witch (hit, -6)

Baddies-
The Blue Evoker moves 20' and casts burning hands (DC 13) on Geo for -3 hp.

The Green Witch attempts to cast cause fear (DC 13) on Esowulf, but fails when Fillias arrow plunges into her breast. Her rage flows forth from her eyes, but she speaks not a word.

The Brown Swordsman attempts to get up and provokes an extra attack from the wolf and again finds himself flat on his back, this time minus part of his larynx!

The Red Archer draws and fires at Esowulf, but misses

Eoswulf - Stabs Archer (hit, -10)

---------------------------------------------------------------
W=-2-6 (-8)
E=-
S(dead)=-3-8-7 (-18)
A=-10

Round 2
Bold is up!
Enith & Woolfie - slings witch (hit, -3) bite & trip witch (hit,-5 + trip) kills witch even if I would subtract the +2, wolfy still hits on all attacks
Geo - Shoots at blue, miss
Hinkle - Acid at blue, miss
Ezren - Throws staff at blue, (Hit!,-4)
Fillia -Shoots at blue, (hit, -3)
Baddies-
The Blue Evoker attempts to use burning hands again on Geo and Hinkle: concentration DC 10+7+1=18: 1d20 + 3 ⇒ (7) + 3 = 10, but the blows he receives do not allow him to concentrate so he pulls his dagger and charges the elf rogue...

The red archer drops his bow, pulls his short sword and retaliates against Eoswulf, but the warriors parry skills far outmatch the swordsmanship of the evil archer:
Melee short sword vs Eoswulf: 1d20 + 2 ⇒ (7) + 2 = 9
Damage?: 1d6 + 1 ⇒ (3) + 1 = 4

Eoswulf -and to you my friend to finish out the round!
---------------------------------------------------------------
W(dying)=-2-6-3-5 (-16)
E=-4-3 (-7)
S(dead)=-3-8-7 (-18)
A=(-10)


Round 1

Enith & Woolfie - Sling at witch, (hit,-2) bite swordsman (hitx2,-8,-7) & tripx2 (swordsman is now lying on the ground dead.)
Geo - Shoots/misses the Swordsman
Hinkle - Casts bless (Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.)
Ezren - Magic Missle Swordsman (hit,-3)
Fillia - Arrows witch (hit, -6)

Baddies-
The Blue Evoker moves 20' and casts burning hands (DC 13) on Geo for -3 hp.

The Green Witch attempts to cast cause fear (DC 13) on Esowulf, but fails when Fillias arrow plunges into her breast. Her rage flows forth from her eyes, but she speaks not a word.

The Brown Swordsman attempts to get up and provokes an extra attack from the wolf and again finds himself flat on his back, this time minus part of his larynx!

The Red Archer draws and fires at Esowulf, but misses

Eoswulf - Stabs Archer (hit, -10)

---------------------------------------------------------------
W=-2-6 (-8)
E=-
S(dead)=-3-8-7 (-18)
A=-10

Round 2
Bold is up!
Enith & Woolfie -
Geo - Shoots at blue, miss
Hinkle - Acid at blue, miss
Ezren - Throws staff at blue, (Hit!,-4)
Fillia -Shoots at blue, (hit, -3)
Baddies- TBD
Eoswulf - TBD
---------------------------------------------------------------
W=-2-6 (-8)
E=-4-3 (-7)
S(dead)=-3-8-7 (-18)
A=-10


Round 1

Enith & Woolfie - Sling at witch, (hit,-2) bite swordsman (hitx2,-8,-7) & tripx2 (swordsman is now lying on the ground dead.)
Geo - Shoots/misses the Swordsman
Hinkle - Casts bless (Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.)
Ezren - Magic Missle Swordsman (hit,-3)
Fillia - Arrows witch (hit, -6)

Baddies-
The Blue Evoker moves 20' and casts burning hands (DC 13) on Geo for 1d4

The Green Witch attempts to cast cause fear (DC 13) on Esowulf, but fails when Fillias arrow plunges into her breast. Her rage flows forth from her eyes, but she speaks not a word.
concentration DC 10+8+1=19: 1d20 + 3 ⇒ (2) + 3 = 5

The Brown Swordsman attempts to get up and provokes an extra attack from the wolf: attack: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
crit conf: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
bite: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
trip: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
and again finds himself flat on his back, this time minus part of his larynx!

The Red Archer draws and fires at Esowulf, but misses
Bow attack+ favored enemy (human) bonus: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Damage?: 1d8 + 2 ⇒ (1) + 2 = 3

Eoswulf(GM Bot)
Eoswulf moves up, using the pillars to provide some cover, and attacks the Red Archer:
Longsword +8 (1d8+6, 19-20/x2)
Mele vs Archer: 1d20 + 8 ⇒ (13) + 8 = 21 HIT!
damage: 1d8 + 6 ⇒ (4) + 6 = 10
sinking his longsword deep in the elf's side!

---------------------------------------------------------------
W=-2-6 (-8)
E=-
S(dead)=-3-8-7 (-18)
A=-10

Round 2
Bold is up!
Enith & Woolfie -
Geo - Shoots at blue, miss
Hinkle - Acid at blue, miss
Ezren - Throws staff at blue, (Hit!,-4)
Fillia -

Baddies-

---------------------------------------------------------------
W=-2-6 (-8)
E=-4
S(dead)=-3-8-7 (-18)
A=-10


Round 1

Enith & Woolfie - Sling at witch, (hit,-2) bite swordsman (hitx2,-8,-7) & tripx2 (swordsman is now lying on the ground dead.)
Geo - Shoots/misses the Swordsman
Hinkle - Casts bless (Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.)
Ezren - Magic Missle Swordsman (hit,-3)
Fillia - Arrows witch (hit, -6)

Baddies-

GM Dice:

Baddies initiative-
A Init: 1d20 + 3 ⇒ (3) + 3 = 6
S Init: 1d20 + 5 ⇒ (6) + 5 = 11
E Init: 1d20 + 6 ⇒ (19) + 6 = 25
W Init: 1d20 + 2 ⇒ (11) + 2 = 13

The Blue Evoker moves 20' and casts burning hands (DC 13) on Geo for 1d4 ⇒ 3

The Green Witch attempts to cast cause fear (DC 13) on Esowulf, but fails when Fillias arrow plunges into her breast. Her rage flows forth from her eyes, but she speaks not a word.
concentration DC 10+8+1=19: 1d20 + 3 ⇒ (8) + 3 = 11

The Brown Swordsman attempts to get up and provokes an extra attack from the wolf: attack: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
crit conf: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
bite: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
trip: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
and again finds himself flat on his back, this time minus part of his larynx!

The Red Archer draws and fires at Esowulf, but misses
Bow attack+ favored enemy (human) bonus: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Damage?: 1d8 + 2 ⇒ (6) + 2 = 8
Bold is up!
Eoswulf

W=-2-6 (-8)
E=-
S(prone)=-3-8-7 (-18)
A=-

Round 2
Bold is up!
Enith & Woolfie -
Geo -
Hinkle -
Ezren -
Fillia -

Baddies-


Fillia, go ahead and act... I'll give Enith till tomorrow after work then I will bot her and Wolfie before the baddies turn.


Round 1
Bold is up!

Enith & Woolfie
Geo - Shoots/misses the Swordsman
Hinkle - Casts bless (Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.)
Ezren
Fillia

Baddies

Eoswulf

Anyone heard from Enith lately?


Geoclunicus wrote:
So, can we assume we are already out the secret door? Or are we in the cave where our icons are?

So I randomly placed you in the Greater Shrine area, you can react from there... thanks!


Geo's Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Hinkle's Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Ol’ Ezren's Perception: 1d20 + 0 ⇒ (16) + 0 = 16 (no Character Data on Profile)
Ēoswulf's Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Enith's Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Fillia's Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Geo can decern that the gem on the desk is a cut alexandrite worth a handsome amount, yet it somehow glows with a steady cool light. Enith identifies the paperwork on the desk as a priceless collection of Pathfinder Society lore and information describing dozens of unexplored sites. Most are written in an Azlanti dialect further encrypted using an old cipher employed by the Society centuries ago.

Further examination of the room reveals nothing else of value.

As you gather up your quest findings to bring back to the Grand Lodge, you feel as if you have grown on this requirenment for the Society. Laughing and recounting your exceptional (and not so exceptional) actions during this adventure, your group makes their way back into the shrine of the failed through the secret door.

Init:

Hinkle: 1d20 + 2 ⇒ (14) + 2 = 16
Geoclunicus: 1d20 + 4 ⇒ (19) + 4 = 23
Ol’ Ezren: 1d20 + 1 ⇒ (12) + 1 = 13
Ēoswulf Gērmwynson: 1d20 + 2 ⇒ (1) + 2 = 3
Enith: 1d20 + 9 ⇒ (20) + 9 = 29
Fillia Bloodstone: 1d20 + 7 ⇒ (1) + 7 = 8

Baddies: 1d20 ⇒ 4

Enith's sharp eyes pick up 4 cloked figures, black robes draped over their armor. They have reapons and spells prepared for an ambush; but the sharper of initiative of your group allow a quicker action, (for most.) Before you, you see a Blue cloaked Halfelven evoker, a Green-skined Halforc witch, a Red-eyed Elven Ranger, and a Brown-garbed Human swordsman.

COMBAT!
Bold is up!

Enith & Woolfie
Geo
Hinkle
Ezren
Fillia

Baddies

Eoswulf

DC 15 Knowledge religon:

You recognize these assassins as Norgorberite Cultists: They
do not speak as they attack, and exactly how they have tracked the PCs is unclear; however, the Norgorberite cultists fight to steal your discovery and destroy it so that their god can keep one more secret.


As you make your way through the natural looking cavern, you make your way to a small chamber. Several desks are arranged along the northern and eastern edges of this small stone alcove. Whereas the stonework leading to this chamber is rough, the walls in the alcove are polished. A single gem rests among the neatly filed papers on the desk, emitting a soft luminescence that brightens the small room.

GM Dice:
1d4 ⇒ 4


As Hinkle, in elaborate and very neat handwriting, writes Wiffle on the chalkboard, this dispels an illusion concealing a secret door and causes the stone portal behind it to open. The cavern beyond the secret door is made of stone. This cavern is dark but for dim illumination further inside the cavern.

DC 15 Knowledge dungeoneering or spellcraft:

Although the cavern has the aesthetic of a natural cave, you can recognize the walls are not natural; rather, someone cleared this area using stone shape spells.

Please order your icon in the passage on the maps page and post your actions accordingly


As Fillia is looking around the small stone altar to Mellag, she runs her finger across the nameplate and it slides just a small bit to the side... upon further inspection and manipulation, altar’s nameplate slides all the way to one side, revealing a miniature chalkboard and a thin piece of chalk.


Geo and Ezren look at each other and at the same time, they both say, "Shrine of the Failed!"

You recognize that the underlined portions of each inscription refer to failed aspirants of the Test of the Starstone and the monument dedicated to those who have failed the test.

Erected centuries ago by an unknown organization, the Shrine of the Failed is a dour complex that pays homage to those who failed in their attempts to overcome the Test of the Starstone. The building houses numerous altars, each dedicated to a specific failed aspirant. Black-robed acolytes protect, clean, and maintain the halls as well as the few trinkets left behind by the aspirants.

Your party arrives at the Shrine at the exact moment Sir Reinhart, the Mendevian crusader intent on becoming a god, attempts the Test of the Starstone. As the valiant knight prepares to charge his steed across the chasm outside Starstone Cathedral, you have unrestricted access to the Shrine of the Failed. The city guard and what few caretakers the shrine has have left to watch Sir Reinhart’s attempt.The rest of the shrine is closed because the caretakers have left to witness Sir Reinhart’s feat.

This monumental chamber stretches eighty feet from end to end, with a ceiling suspended thirty feet from the floor by great pillars. Seven arched passages lead to humble rooms, each of which contains a polished stone altar dedicated to one of the failed aspirants who attempted
the Test of the Starstone.

Each of these chambers contains a small stone altar to one of the failed aspirants. Each altar stands upon a raised dais and bears a small brass nameplate identifying the aspirant and the would-be-god’s areas of interest.

Demuren:(E2a) Sought the jade idol of ten thousand faces.
Now but another sacrifice to the charau-ka of the Mwangi.

Gobru:(E2d) Respectfully resigned after losing a friend.
Lost to a life among the fish and bountiful sea.

Mellag:(E2f) Survived the horrors of Nemret Noktoria.
Returned to rot from the inside.

Oggo:(E2b) Traveled to distant Jalmeray.
Failed to maintain the necessary Sixteen Poses.

Plokkis:(E2g) Sought to brave the Path of Aganhei.
Spoiled rations and wastefulness ended that dream.

Silmor:(E2c) Fought up all but one step of the Storval Stairs.
Blade shattered at an inopportune moment.

Spuchasta:(E2e) Enjoyed the many excesses of Katapesh.
Ended by a drug-induced hallucination.


GM Dice:
GM Dice: 1d10 ⇒ 5

You soon find the epitaphs in question (pictured on the Maps & Handouts). They read as follows:

Doulgonlir Caskmail - Deceased 4332 ar
Fought up all but one step of the Storval Stairs.
Blade shattered at an inopportune moment.

Hollis “Evil Grin” Thorne - Deceased 4331 ar
Survived the horrors of Nemret Noktoria.
Returned to rot from the inside.

Karina Clamp - Deceased 4330 ar
Enjoyed the many excesses of Katapesh.
Ended by a drug-induced hallucination.

Everyone, please roll a Knowledge (history, local, or religion) Dice Check.


Created in 4330 ar, the Wall of Names resides on the grounds of the Grand Lodge in Absalom. The monument is a curving wall of black glass that stands atop a small hill at the western edge of the lodge’s grounds. Trees surround the hill, providing ample shade and privacy for those visiting the wall to remember fallen comrades. Carved into the wall are the name and date of death of every Pathfinder killed in the course of duty since the wall’s construction, and most entries also include a sentence or two summarizing either the agent’s greatest accomplishments or how they died.

You recall reading from Adolphus' Addendum you found in the hidden chamber under the Wisp:
I have watched Elysia for many months since my return, and I have caught her making additions to the Wall of Names - the memorial built in honor of my departed mentor. She has added three names, none of which are true Pathfinders and are likely worth investigating. Their names are:
~ Doulgonlir Caskmail
~ Hollis 'Evil Grin' Thorne
~ Karina Clamp


The exploration of the rest of the house turns up nothing of note, the basement is full of years of unread, neatly stacked newspapers and the upstairs is unfinished and empty. You are not noticed leaving the residence and you draw no special attention whatsoever.

Where to next?


Geo's examination of the table in the southwest corner of the meeting room reveals a neatly penned letter:
Well, you got me!
I’m not here anymore, and my house is filled with an incredible array of illusions to discourage the curious. But you just had to break in. I respect your gumption and assume you’re either a petty burglar or someone looking into Eylysia’s affairs.
I’ve left Absalom to look for my friend, for she’s been missing for some time; however, I’ve attached the name of a particular Pathfinder you’ll want to investigate at the Wall of Names at the Society Grand Lodge. I assure you, it’s quite important, but I’ll leave you to figure out why.
Oh, and the password. It’s ‘Wiffle.’ You’ll find it important, should you learn where to use it.
—The Illustrious Fimbrik
(visible now on the maps page)

Underneath the letter is a hastily scrawled note in similar handwriting, which contains the name:
Hollis “Evil Grin” Thorne

In the chest at the foot of the small guest bed in he meeting room, Fillia finds many potion bottles and stoppers... most are cracked or empty except for 2 which still contain their precious liquids.

DC12 Spellcraft or DC15 Perception:

A long-forgotten potion of cure moderate wounds and potion of lesser restoration sit at the bottom of the chest.


The Main Floor:
D1. Living Room (already described)
D2. Meeting Room
This chamber contains enough chairs, pillows, and desks to accommodate at least six visitors. There is a small bed, a desk with papers and several chests scattered about.
D3. Bedroom
A bed and desk occupy this room. A telescope is positioned by one window, a table and two chairs by the other.
D4. Study (already described)


GM Rolls:

Will Save vs 15

Hinkle: 1d20 + 4 ⇒ (18) + 4 = 22
Geoclunicus: 1d20 + 1 ⇒ (13) + 1 = 14
Ol’ Ezren: 1d20 + 0 ⇒ (9) + 0 = 9 (no Character Data on Profile)
Ēoswulf Gērmwynson: 1d20 - 1 ⇒ (17) - 1 = 16
Enith: 1d20 + 7 ⇒ (6) + 7 = 13
Fillia Bloodstone: 1d20 + 2 ⇒ (13) + 2 = 15

The Gnome simply tips his hat to Ezren, smiles and continues to read his book. Ezren's anger boils as he lambasts Fimbrick in the study. Meanwhile the wisdom of Hinkle, the untrusting nature of Eoswulf and the clear vision of Fillia start to unravel the clever and powerful illusions that have been cast here.

All, post yoour actions and locations


The combined attack of the halfling and her wolf whom ever's attack gets there first does the job ends the existence of the final beetle.
Out of Combat


Enith, you should be outside, just south of the entrance. Too far for you to move and strike, but if Wolfie has a bab+1, and move more than 30' he could possibly attack the remaining beetle

With Ezren's staff strike, the red beetle enters the afterlife. All that remains is the yellow.

-Posted with Wayfinder


Round 1 Cont.
Bold is up

Enith & Wolfie -TBD
Geo - throws knife (M)
Hinkle - Acid vs blue (H) -4
Ezren -TBD
Filla - arrow vs red (H) -7
Eoswulf - sword (H) splat blue

Beetles - TBD

Enith and Ezren to end the round.

GM:

R= -7
Y=
B= dead


Round 1 Cont.
Bold is up

Enith & Wolfie
Geo - throws knife (M)
Hinkle - Acid vs blue (H) -4
Ezren
Filla
Eoswulf

Beetles

GM:

R=
Y=
B= -4


Sorry Geo, I ninja'd you!


As Fillia and Eoswulf step into the living-room, a summoning circle just beneath the sofa activates. A loud clap of thunder slams your eardrums and three large housecat-sized beetles, dull brown in color yet brightened by two glowing green-yellow spots on their carapaces, appear and start scurrying towards the front door.

GM Dice:

Hinkle: 1d20 + 2 ⇒ (14) + 2 = 16
Geoclunicus: 1d20 + 4 ⇒ (16) + 4 = 20
Ol’ Ezren: 1d20 + 1 ⇒ (15) + 1 = 16
Ēoswulf Gērmwynson: 1d20 + 2 ⇒ (6) + 2 = 8
Enith: 1d20 + 9 ⇒ (15) + 9 = 24
Fillia Bloodstone: 1d20 + 7 ⇒ (7) + 7 = 14

Baddies: 1d20 ⇒ 2

R: 1d8 ⇒ 8
Y: 1d8 ⇒ 2
B: 1d8 ⇒ 7

COMBAT!
Entire party is up first, remember to please move your icon or describe your character's actions and movements

Round 1

Enith & Wolfie
Geo
Hinkle
Ezren
Filla
Eoswulf

Beetles


All, please place your icons on the map according to your actions, thanks!

While examining the room, Fillia notes that despite the lack of dust on many surfaces, no one has been here for years. The carpet and sofa show virtually no wear and coupled with the plethora of papers on the front stoop, it is somewhat easily deduced.


Hinkle starts his search at the wadded up papers still stuck in the door-slot and these papers date back almost two years.
As Geo examines the ancient lock, it all but opens upon his simple inspection. It seems as if locks in the Arcanamirium are a mere formality added only to keep honest men honest.
A large sofa sits awkwardly near the entrance, facing toward the center of the room. Sets of chairs and tables are arranged throughout, and statues of grandiose gnomes occupy the corners of the room. A set of stairs at the northern edge of the chamber leads presumably to a basement. A second set of stairs leads up to a second floor.


The old gnome seems indifferent to your presence, as he continues to read his selected time, his back to the window.

-Posted with Wayfinder


Fillia looks on as Geo knocks, but doesn't notice anything more besides the home itself is an impressive stone dwelling reminiscent of what one might expect from an eccentric wizard’s home.... but her curious nature will not be unanswered! She moves to the east and peers into the ground floor window, and through some light billowy curtains she sees Finbrick's study.

This study contains a round table surrounded by chairs, and the walls are replete with tome-laden bookshelves. As she is looking on, an elderly gnome garbed in noble attire with a dapper rounded hat on his head and a can tipped with a brilliant glowing gem in his hand walks in. This elderly man, whom you presume to be Fimbrik, begins perusing his book collection. Fillia nocks on the glass and waves enthusiastically, "Hellloooo!", and in return the old gnome reacts by smiling and giving a tip of his hat before continuing to read.


Geo knocks, but there is no response. Wizards of the Arcanamirium are seen about, but pay your troupe little mind as they bustle around focused on their own requirements.

Feel free to place your Icons and post your actions as the map & handouts page has been updated.


You relook at Foster's notes and read the portion on Fimbrick:
"Another lead is Eylysia’s friendship with a member of the Arcanamirium, a local wizard’s guild. The fellow is a gnome by the name of Fimbrik. All of my attempts to speak with him have failed, though I have noted his home address in my files for follow-up."

A long-serving member of the Arcanamirium— Absalom’s largest and oldest magical institution—the gnome Fimbrik worked closely with Eylysia. Despite never becoming a member of the Pathfinder Society, Fimbrik aided Eylysia as a colleague and as a fellow wandering gnome whenever he could, ostensibly culminating in assisting Eylysia in hiding her repository of secret knowledge.

You know that the Arcanamirium is not only the largest and oldest school in Absalom, but quite possibly the most prestigious arcane academy in the entire Inner Sea region of Golarion. You travel there find the Gnome's house.

A brick step leads to Fimbrik’s front entrance, which is locked with a rusty lock. Numerous stacks of newspapers are piled around the door and crammed into a thin slot at its base. Each rounded corner of the building has a large window showing a neat and well appointed living area.


So off to Fimbrick's then?

-Posted with Wayfinder


Janira proudly produces her wayfinder and looks excited to test out this Pathfinder's coin on her very own device!
She holds the coin above her wayfinder and dramatically looks around at the troupe, with a dramatic gasp, she releases the coin and it sticks in the air, about an inch above the wayfinder, then slowly starts to spin. After one full rotation, you all hear in a crystal clear humanoid common voice,
"The path and chamber are complete, hidden behind the nameplate of the requested aspirant and guarded by the word you requested. Fimbrik will add more."

The last word hangs in the air and Janira looks as if she is going to burst with excitement. "I have no idea what any of that means, but it was incredible!"
After a moment of uncomfortable silence, she adds
"I will return the coin to the graveyard for you... and free the cleric you spoke of... I feel that if I get there before her headmistress does and spare her the embarrassment of being discovered overtaken, bound and pilfered, in broad daylight, that cleric will try with all her might to forget she ever saw the lot of you."


Heryn Gale nods and smiles politely as your group walks in, she curtly says, "I see ye couldn't stay away from our famous "Next-Day Haggis" lunch special... will it be six bowls for you?"

meanwhile back at the Halfling's table:

Janira Gavix looks at your group a little perplexed as she holds her hand out for the coin. She replies,

"OOhhh, well... I haven't seen one of these in quite a while. And even then it was in a book. What you have here is referred to as a Pathfinder's Coin. Hidden inside this 'coin' are intricate gold and platinum wires. This matrix, carefully modeled after fragmentary Azlanti coins, reportedly causes the Pathfinder’s coin to rise an inch or so into the air and slowly spin in place if placed atop a wayfinder. In addition, when levitating above a wayfinder, it is written that the coin can be given a short message to remember. This message is said to repeat, in the speaker’s voice, the next time the 'coin' is floated above a wayfinder. All of this is according to my readings, though. I have never actually seen it done before..." the bard trails off, examining the coin even closer.

"Now what was this about an absconded priestess in a graveyard?!?"


It's late morning when you arrive back to the Whisp, just prior to the lunch crowd. It is sparcely populated but you do recognize the halfling bard, sitting in her usual seat, where Hinkel spoke briefly with her just the night before.
She waves cheerfully as if excited for the chance to mentor more new pathfinders.

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Hinkle's spell causes the coin to give off a slight glow indicating it is definately has magical properties.

anyone with skills in knowledge, arcana?

You think about (if you don't know yourselves) anyone who could help figure out this piece of the mistery.

-Posted with Wayfinder


Combat Over

You successfully subdue the attendant before she could again call for the city guards, and as it turns out, her own obscuring mist hides your actions outside the tomb. She rages against her bonds but her expression is more of fright than anger.
You are able to exit the necropolis unnoticed and stop at the transition between the Eastgate and Coins districts in order to gather yourselves and formulate your next move. The strange coin remains in Goclunicus' possession.


Ēoswulf Gērmwynson wrote:
my roll above was for the AoO, I thought -Posted with Wayfinder

If you want to go for the pin I'll allow it

-Posted with Wayfinder


CMB DC: 1d20 + 1 ⇒ (13) + 1 = 14 She is grappled.

Next up: on Enith/ Wolfie; and if Geo will add an action since he technically did make a move.


She was hit by Fillia and Ezren, but her exit would allow an Aoo, but there's a 20% chance you will miss. 20% to miss, 1-20 misses: 1d100 ⇒ 26 close!

I will roll save when I get home and figure out what that's suppoed to be!

-Posted with Wayfinder


Combat map is updated to assist with your action decisions

Hadriana backs out of the tomb, suffering two strikes as she casts her obscuring mist.

These must be the type of grave raiding scum that the church warned me about... well not on my watch! Weird that they would attempt this in the light of day, though?

Following party members are up to finish round 1:

Enith/ Wolfie - TBD
Geoclunicus - reconsiders TBD
Ēoswulf - TBD

GM:

-10 NL
-6 L

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