Headhunter Wayfinder

GM Super Zero's page

3,909 posts. Alias of Super Zero.


RSS

1 to 50 of 3,909 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Provisions ◆◇↺

Whoops, sorry. Button Bright is my GM character. Rolled in gameplay instead of discussion, and noticed five minutes too late to delete it.
Please disregard.


Pathfinder Provisions ◆◇↺

Oh, you do still all have the experimental item that fully heals you that you can each use once. And the Society medical team.

The medics come into the room now that the fighting is done, helping to patch up the party.
Healing: 2d8 + 10 ⇒ (8, 2) + 10 = 20


Pathfinder Provisions ◆◇↺

You should choose one focus on as a team, with different skills. Succeeding will help the higher-level parties, potential consequences for failure depend on which you attempt (though you might want to heal up, first.

Bolstering the containment field around the Dispatch’s aiudara, itself made from pieces of other gates stolen from Kyonin by Rowan and tied together by blood magic and Nexian rituals, requires 10 minutes of work.
Arcana, Crafting, Nature, Occultism, Religion, or Thievery checks. You're looking for a number of successes, though somebody can Aid instead of attempting their own check, if they wish.

Dealing with potential new undead requires the Pathfinderss to cleanse components kept by Sotroz in this area, including canopic jars with organs and severed heads of long-dead warriors. These must be ritually cleansed and quickly buried, requiring 10 minutes of work.
Athletics, Diplomacy, Medicine, Performance, Religion, Society, or Survival checks.
You're looking for a number of successes, though somebody can Aid instead of attempting their own check, if they wish.


Pathfinder Provisions ◆◇↺

Dinardin protects Tieri. He has trouble hitting the gang leader, though. And then he connects--Cole's dulled reflexes from Lokoloko's alchemy may have been a factor.
17 misses.
↺ Nimble Dodge. 20 misses.
24... hits, while he's Off-Guard from the bottled lightning. He is not undead.

Ephesian notes the gang leader's weakness, that for all of his skill he still seems in over his head. His attack doesn't connect, though.
Successful Exploit, though as you'd probably guess for a human with no apparent supernatural traits he has no particular weakness. 16 is a... miss, while he's Off-Guard from the bottled lightning.

The burglar in red stabs at Dinardin repeatedly. This is mostly ineffective, but with her flurry of attacks one does eventually get past his defenses.
◆ Strike flanked Dinardin Shortsword: 1d20 + 14 ⇒ (4) + 14 = 18 Miss
◆ Strike flanked Dinardin Shortsword: 1d20 + 14 - 4 ⇒ (8) + 14 - 4 = 18 Miss
◆ Strike flanked Dinardin Shortsword: 1d20 + 14 - 8 ⇒ (16) + 14 - 8 = 22 Hit for piercing: 1d6 + 6 ⇒ (2) + 6 = 8 and precision damage: 1d6 ⇒ 6

The criminal who said he was surrendering keeps his word. He drops his sword and makes his way out of the way, pushing through the bystanders near the fountain.
◇ Drop weapon
◆◆◆ Stride - triggers RS from Tieri, if you want to take it

The remaining criminal swings the sap in her off-hand at Dinardin, who falls for the trick and dodges into her sword. She also takes a stab as Sunshine, to less effect (none at all).
◆ Feint D/S: 1d2 ⇒ 1 Deception: 1d20 + 7 ⇒ (10) + 7 = 17 Success
◆ Strike Dinardin Shortsword: 1d20 + 14 ⇒ (13) + 14 = 27 Hit for piercing: 1d6 + 6 ⇒ (4) + 6 = 10 and precision damage: 1d6 ⇒ 1
◆ Strike Sunshine Shortsword: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22 Miss

★★★
Noon on Fireday Round 3

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Sunshine: 3d6 fire damage
Lokoloko: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
➤ Tieri (25/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-39 HP) │ Personal Antithesis, Off-Guard until Lokoloko's SoNT, Reaction used
Ephesian Aputhil (68/60 HP)
Sunshine (87/90 HP)
Dinardin of Longshadow (7/56 HP)
Lokoloko (63/55 HP)
Brother Nebulous U. Nimbus (41/44 HP) │ Cursebound 1
Red Ninth Army Burglar (-6 HP)
Green Ninth Army Fence (-59 HP) │ Bloodied, Surrendering
Blue Ninth Army Burglar (-18 HP)


Pathfinder Provisions ◆◇↺

Jared is unconscious but seems stable. Rowan the Whispering is down and unconscious and not at all stable, if the Pathfinders still want to attempt Viore's request to capture her alive.
Her henchpeople are beyond saving.

Once all of that is resolved, one way or another, Rowan is defeated and the more experienced agents are handling Sotroz.
But there is still work to do to dismantle the Dispatch leaders' dangerous magical experiments.

The Pathfinders might want to focus on securing the faux-aiudara from melting down due to unstable magical energies, or they can attempt to prevent more undead from arising by quieting their spirits.


Pathfinder Provisions ◆◇↺

Absolutely, go for it.


Pathfinder Provisions ◆◇↺

Rowan doesn't seem to have much fight left in her, but she refuses to go down.
Then Peat stabs her, and both of those things change very quickly. One Dispatch leader down.
A hit, and she's down.
Since a PC is Dying I'll leave the Initiative order up for the moment, though he has a hero Point anyway. Zisiro can choose different actions, if he likes.

★★★
The Final Confrontation Round 3

Party Conditions: PCs gain a +2 circumstance bonus on all attempts to use Deception, Diplomacy, Intimidation, and Stealth skill actions against members of the Red Mantis Dispatch; PCs gain a +1 circumstance bonus to Armor Class and Saving Throws against members of the Red Mantis Dispatch; PCs gain the ability to, once before the end of the adventure, reroll their damage on a successful (or critical) Strike or a success (or critical success) using a spell with the attack trait as a free action
Terrain: The black areas are not walls, but thick mud. You can move or attack through or over them, but they are greater difficult terrain. Disregard the "cages," those are for high-level parties.
Battlemap

──────────
BOLD IS UP!:
──────────
Zuza the Scout (4/15 HP)
Red Enraged Rowan (-48 HP) │ Dying
Clides (30/30 HP)
Purple Dispatch Disciple Trainee (-43 HP) │ Dead
Blueberry Peat (26/26 HP)
➤ Zisiro (30/30 HP)
Agate Stark (2/16 HP)
⠀⠀Cranky (- HP)
Orange Dispatch Disciple Trainee (-14 HP) │ Down
Green Dispatch Disciple Trainee (-17 HP) │ Dead
➤ Jared (-4/18 HP) │ Dying 1


Pathfinder Provisions ◆◇↺

The phony Pathfinder in the green mask doesn't topple, but he sags a lot and his weapon seems loose in his grip. "Surrender," he mutters.
That's a crit, which bloodies Green. And technically, talking is a non-triggered free action so he can't do it when it's not his turn, but I thought you wouldn't mind seeing that a bit early.

★★★
Noon on Fireday Round 2

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Sunshine: 3d6 fire damage
Dinardin of Longshadow: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
Tieri (19/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-25 HP) │ Off-Guard until Lokoloko's SoNT
➤ Ephesian Aputhil (68/60 HP)
Sunshine (87/90 HP) │ Off-Guard until Green's EoNT
➤ Dinardin of Longshadow (32/56 HP)
Lokoloko (63/55 HP)
Brother Nebulous U. Nimbus (41/44 HP) │ Cursebound 1
Red Ninth Army Burglar (-6 HP)
Green Ninth Army Fence (-59 HP) │ Bloodied, Surrendering
Blue Ninth Army Burglar (-18 HP)


Pathfinder Provisions ◆◇↺

Nebulous's offensive spell has no visible effect, though his healing works better. A bit.
Green Fort: 1d20 + 9 ⇒ (20) + 9 = 29 Wow, y'all can't catch a break.

Lokoloko hits the gang leader directly with a bottle of lightning. And indirectly with a flaming fluid.
A hit and a miss.

★★★
Noon on Fireday Round 2

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BOLD IS UP!:
──────────
Tieri (19/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-25 HP) │ Off-Guard until Lokoloko's SoNT
➤ Ephesian Aputhil (68/60 HP)
➤ Sunshine (87/90 HP) │ Off-Guard until Green's EoNT
➤ Dinardin of Longshadow (32/56 HP)
Lokoloko (63/55 HP)
Brother Nebulous U. Nimbus (41/44 HP) │ Cursebound 1
Red Ninth Army Burglar (-6 HP)
Green Ninth Army Fence (-19 HP)
Blue Ninth Army Burglar (-18 HP)


Pathfinder Provisions ◆◇↺

This time, Zuza's arrows do not strike home. The first one is... way off.
10 is a critical failure, but 12 is just a miss.

Agate and Clides have much more success. Rowan staggers as the bullet hits her, looking a little dazed.
Agate crits, of course. Clides also hits, and bloodies her.

★★★
The Final Confrontation Round 3

Party Conditions: PCs gain a +2 circumstance bonus on all attempts to use Deception, Diplomacy, Intimidation, and Stealth skill actions against members of the Red Mantis Dispatch; PCs gain a +1 circumstance bonus to Armor Class and Saving Throws against members of the Red Mantis Dispatch; PCs gain the ability to, once before the end of the adventure, reroll their damage on a successful (or critical) Strike or a success (or critical success) using a spell with the attack trait as a free action
Terrain: The black areas are not walls, but thick mud. You can move or attack through or over them, but they are greater difficult terrain. Disregard the "cages," those are for high-level parties.
Battlemap

──────────
BOLD IS UP!:
──────────
Zuza the Scout (4/15 HP)
Red Enraged Rowan (-39 HP) │ Bloodied
Clides (30/30 HP)
Purple Dispatch Disciple Trainee (-43 HP) │ Dead
➤ Blueberry Peat (26/26 HP)
➤ Zisiro (30/30 HP)
Agate Stark (2/16 HP)
⠀⠀Cranky (- HP)
Orange Dispatch Disciple Trainee (-14 HP) │ Down
Green Dispatch Disciple Trainee (-17 HP) │ Dead
➤ Jared (-4/18 HP) │ Dying 1


Pathfinder Provisions ◆◇↺

Only two mirrors have been successfully broken, in different rooms.

If anyone wants to make downtime checks in this thread, you can go ahead and do that now.
And please take a moment to double-check that everything looks right on RPG Chronicles. Clides in particular, I see you haven't listed an email address. You need to do that if you want a chance to win a door prize, and I'll need some kind of contact information (also preferably email) to send you a Chronicle. That information should only be visible to yourself, me, and the event organizers.


Pathfinder Provisions ◆◇↺

Tieri's razor doesn't cut into any of his foes.
16 misses Red
18 misses Cole, and 16 critically fails.

The gang leader is a little surrounded, and lashes out around him. "As the Adventure-Captain commands!" he shouts. He manages one more hit on Tieri, though not so nasty as last time.
◆ Strike D/T: 1d2 ⇒ 2 Shortsword: 1d20 + 18 ⇒ (6) + 18 = 24 Hits for piercing damage: 1d6 + 10 ⇒ (1) + 10 = 11 and precision damage: 2d6 ⇒ (6, 1) = 7
◆ Strike D/T: 1d2 ⇒ 1 Shortsword: 1d20 + 18 - 4 ⇒ (4) + 18 - 4 = 18 Miss
◆ Strike D/T: 1d2 ⇒ 2 Shortsword: 1d20 + 18 - 8 ⇒ (4) + 18 - 8 = 14 Miss

★★★
Noon on Fireday Round 2

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Sunshine: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
Tieri (21/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-15 HP)
➤ Ephesian Aputhil (68/60 HP)
➤ Sunshine (98/90 HP) │ Off-Guard until Green's EoNT
➤ Dinardin of Longshadow (14/56 HP)
➤ Lokoloko (63/55 HP)
➤ Brother Nebulous U. Nimbus (52/44 HP)
Red Ninth Army Burglar (-6 HP)
Green Ninth Army Fence (-17 HP)
Blue Ninth Army Burglar (-16 HP)


Pathfinder Provisions ◆◇↺

Peat and Zisiro attack mirrors, but find them a little sturdier than expected. They might have scratched the surface, but didn't do any damage to them.
Zuz punctures another one with an arrow, causing it to shatter.
Peat misses the mirror.
Clides misses Rowan.
Zisiro misses, though... why not flurry?
Ziza critically hits and destroys a mirror, then critically fails twice.
Jared misses Rowan, though she still takes the splash damage.

Rowan runs past Jared and dives into the mirror behind him. She steps out of the other one next to him, surrounding him with herself. She sticks him twice with her green-tinged dagger, and Jared falls.
◆ Mirror Step
◆ Strike Serpent Dagger: 1d20 + 13 ⇒ (7) + 13 = 20 hit for piercing damage: 2d4 + 3 ⇒ (1, 4) + 3 = 8 and precision damage: 1d6 ⇒ 3
◆ Strike Serpent Dagger: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25 While flanked that would be a crit, but you've got the +1 to AC against Dispatch members so just a hit for piercing damage: 2d4 + 3 ⇒ (3, 3) + 3 = 9 and precision damage: 1d6 ⇒ 2 - though that's still enough

★★★
The Final Confrontation Round 3

Party Conditions: PCs gain a +2 circumstance bonus on all attempts to use Deception, Diplomacy, Intimidation, and Stealth skill actions against members of the Red Mantis Dispatch; PCs gain a +1 circumstance bonus to Armor Class and Saving Throws against members of the Red Mantis Dispatch; PCs gain the ability to, once before the end of the adventure, reroll their damage on a successful (or critical) Strike or a success (or critical success) using a spell with the attack trait as a free action
Terrain: The black areas are not walls, but thick mud. You can move or attack through or over them, but they are greater difficult terrain. Disregard the "cages," those are for high-level parties.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Zuza the Scout (4/15 HP)
Red Enraged Rowan (-11 HP)
➤ Clides (30/30 HP)
Purple Dispatch Disciple Trainee (-43 HP) │ Dead
➤ Blueberry Peat (26/26 HP)
➤ Zisiro (30/30 HP)
➤ Agate Stark (2/16 HP)
⠀⠀Cranky (- HP)
Orange Dispatch Disciple Trainee (-14 HP) │ Down
Green Dispatch Disciple Trainee (-17 HP) │ Dead
➤ Jared (-4/18 HP) │ Dying 1

If Zuza RKs:
She really is quick.

Highest defense is Reflex.

If Peat RKs:
She doesn't seem that hardy.

Worst defense is Fortitude.


1 person marked this as a favorite.
Pathfinder Provisions ◆◇↺

It's Rowan's special ability, though it's related to the aiudara fragments they've been talking about.

Though Thaumaturges can get a mirror duplicate ability.
It's not the same ability, but it doesn't require setting up a bunch of mirrors in advance, either.


Pathfinder Provisions ◆◇↺

Jared misses, but he still takes the splash. Zuza hits. Without the Sneak Attack damage, that's not massive damage. It's still higher than his HP, though. He's down.
Redirecting second attack to Rowan, it's a critical failure.

"Ugh," says Rowan, who now stands alone, "Useless."
She glares at Agate. "You can't hold me," she promises, as she slips from her grip--and stabs her for good measure. She dives into another mirror, reappearing on the far side of the other room.
◆ Escape Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17 Success
◆ Strike Agate Serpent Dagger: 1d20 + 13 - 4 ⇒ (8) + 13 - 4 = 17 Hit for piercing damage: 2d4 + 3 ⇒ (2, 4) + 3 = 9 and precision damage: 1d6 ⇒ 6
◆ Mirror Step

★★★
The Final Confrontation Round 2

Party Conditions: PCs gain a +2 circumstance bonus on all attempts to use Deception, Diplomacy, Intimidation, and Stealth skill actions against members of the Red Mantis Dispatch; PCs gain a +1 circumstance bonus to Armor Class and Saving Throws against members of the Red Mantis Dispatch; PCs gain the ability to, once before the end of the adventure, reroll their damage on a successful (or critical) Strike or a success (or critical success) using a spell with the attack trait as a free action
Terrain: The black areas are not walls, but thick mud. You can move or attack through or over them, but they are greater difficult terrain. Disregard the "cages," those are for high-level parties.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Zuza the Scout (4/15 HP)
Red Enraged Rowan (-10 HP)
➤ Clides (30/30 HP)
Purple Dispatch Disciple Trainee (-43 HP) │ Dead
➤ Blueberry Peat (26/26 HP)
➤ Zisiro (30/30 HP)
➤ Agate Stark (1/16 HP)
⠀⠀Cranky (- HP)
Orange Dispatch Disciple Trainee (-14 HP) │ Down
Green Dispatch Disciple Trainee (-17 HP) │ Dead
➤ Jared (18/18 HP)

If Zuza RKs:
Rowan's aggressive and obstinate nature shows how willful she is.
Success: Best defense is Will.

If Peat RKs:
Rowan's aggressive and obstinate nature shows how easy to push around she really is.
Critical success: Worst defenses are Will and Fortitude, tied.


Pathfinder Provisions ◆◇↺

Ephesian attempts to direct the panicking bystanders. Nobody seems to notice him, too distracted by the fire.

The first of the attackers slips easily past Dinardin, attacking him from behind. He manages to deflect her second strike.
◆ Tumble Through Dinardin Acrobatics: 1d20 + 10 ⇒ (19) + 10 = 29 Success, triggers RS from Tieri
◆ Strike Shortsword: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26 Hit for piercing damage: 1d6 + 6 ⇒ (1) + 6 = 7 and precision damage: 1d6 ⇒ 6
◆ Strike Shortsword: 1d20 + 14 + 1 - 4 ⇒ (7) + 14 + 1 - 4 = 18 Miss

The next one, who is equipped a bit different from the other two--a dagger in his off-hand and several more about his person, but no armor--hurries away from the fire. He swings wide at Sunshine, putting him on the back foot, but then actually stabs at Tieri. The dentist's luck is better this time; he rolls to the side and blade pokes only the dirt.
fire damage: 3d6 ⇒ (2, 1, 2) = 5
◆ Step
◆ Feint Dinardin/Sunshine: 1d2 ⇒ 2 Deception: 1d20 + 13 ⇒ (20) + 13 = 33 Critical success, Sunshine is Off-Guard to all attacks for one round due to Green's Scoundrel's Feint ability
◆ Strike Tieri/Sunshine: 1d2 ⇒ 1 Shortsword: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17 Miss
Bleed 1, and then Persists?: 1d20 ⇒ 20

The last one seems more affected by the fire, but doesn't have a lot of room to maneuver. She squeezes past and stabs at Dinardin--then turns the blade and attacks from a different direction, a devastating blow.
fire damage: 3d6 ⇒ (3, 6, 1) = 10
◆ Stride, Triggers RS from Tieri
◆ Feint Deception: 1d20 + 7 ⇒ (12) + 7 = 19 Success, Dinardin is Off-Guard to her next attack
◆ Strike Shortsword: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32 Crit for 2xpiercing damage: 1d6 + 6 ⇒ (3) + 6 = 9 and precision damage: 1d6 ⇒ 6

★★★
Noon on Fireday Round 2

[ooc]Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Sunshine: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
➤ Tieri (39/50 HP) │ Wounded 1, Prone, +2 to AC until Dinardin's turn
Purple Cole Farsen, Gang Leader (-15 HP) │ Reaction used
Ephesian Aputhil (68/60 HP)
Sunshine (98/90 HP) │ Off-Guard until Green's EoNT
Dinardin of Longshadow (14/56 HP)
Lokoloko (63/55 HP)
Brother Nebulous U. Nimbus (52/44 HP)
Red Ninth Army Burglar (-6 HP)
Green Ninth Army Fence (-17 HP)
Blue Ninth Army Burglar (-16 HP)


Pathfinder Provisions ◆◇↺

Zisiro smashes the mirrored globe.

The only remaining disciple moves closer to the Pathfinders. He raises his cloak defensively and throws a dagger at Clides. It's a little too far to the right.
◆ Stride
◆ Cloak and Dagger
◆ Strike Dagger: 1d20 + 6 ⇒ (11) + 6 = 17 Miss

★★★
The Final Confrontation Round 2

Party Conditions: PCs gain a +2 circumstance bonus on all attempts to use Deception, Diplomacy, Intimidation, and Stealth skill actions against members of the Red Mantis Dispatch; PCs gain a +1 circumstance bonus to Armor Class and Saving Throws against members of the Red Mantis Dispatch; PCs gain the ability to, once before the end of the adventure, reroll their damage on a successful (or critical) Strike or a success (or critical success) using a spell with the attack trait as a free action
Terrain: The black areas are not walls, but thick mud. You can move or attack through or over them, but they are greater difficult terrain. Disregard the "cages," those are for high-level parties.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Zuza the Scout (4/15 HP)
Red Enraged Rowan (-10 HP) │ Grabbed by Agate
Clides (30/30 HP)
Purple Dispatch Disciple Trainee (-43 HP) │ Dead
Blueberry Peat (26/26 HP)
Zisiro (30/30 HP)
Agate Stark (16/16 HP) │ Off-Guard to Rowan's melee, one round; Grabbing Rowan
⠀⠀Cranky (- HP)
Orange Dispatch Disciple Trainee (- HP) │ Cloak and Dagger, Unarmed
Green Dispatch Disciple Trainee (-17 HP) │ Dead
➤ Jared (18/18 HP) │ Shield Raised

If Zuza RKs re Disciple:
Zuza doesn't see anything else immediately actionable.

If Zuza RKs re Rowan:
Zuza doesn't see anything else immediately actionable.


Pathfinder Provisions ◆◇↺

Agate isn't able to fool Rowan. If anything, Rowan seems to be tracking exactly what she's up to. She does manage to grab her, though.
Critically failed Feint, but successful Grapple.

★★★
The Final Confrontation Round 1

Party Conditions: PCs gain a +2 circumstance bonus on all attempts to use Deception, Diplomacy, Intimidation, and Stealth skill actions against members of the Red Mantis Dispatch; PCs gain a +1 circumstance bonus to Armor Class and Saving Throws against members of the Red Mantis Dispatch; PCs gain the ability to, once before the end of the adventure, reroll their damage on a successful (or critical) Strike or a success (or critical success) using a spell with the attack trait as a free action
Terrain: The black areas are not walls, but thick mud. You can move or attack through or over them, but they are greater difficult terrain. Disregard the "cages," those are for high-level parties.
Battlemap

──────────
BOLD IS UP!:
──────────
Zuza the Scout (4/15 HP)
Red Enraged Rowan (-10 HP) │ Grabbed by Agate
Clides (30/30 HP)
Purple Dispatch Disciple Trainee (-43 HP) │ Dead
Blueberry Peat (26/26 HP)
➤ Zisiro (30/30 HP)
Agate Stark (16/16 HP) │ Off-Guard to Rowan's melee, one round; Grabbing Rowan
⠀⠀Cranky (- HP)
Orange Dispatch Disciple Trainee (- HP)
Green Dispatch Disciple Trainee (-17 HP) │ Dead
Jared (18/18 HP) │ Shield Raised


Pathfinder Provisions ◆◇↺

"No, she's a wizard. I think." Gideon scratches his head. "What's the difference between a wizard and a sorcerer?"

All present know that a wizard wouldn't be an occultist, except apparently Gideon who may have reached the limits of his magical knowledge. The party can probably safely take that as "spellcaster," though.


Pathfinder Provisions ◆◇↺

I rolled two 4s. Zuza rolled two 5s in a row (and two max dice in her post).


Pathfinder Provisions ◆◇↺

While not quite as dramatic, he never knew what hit him either.
That's a hit... also for massive damage. The Disciples do not have high HP.

Peat determines that Rowan's mirror afterimage is largely harmless, although they're also very easy to destroy. Destroying the mirrors would also prevent her from using them to teleport.
Rowan is wise to his tricks, but still not quite quick enough to avoid his attack.
The mirror images do not take actions, but count as Rowan's allies for flanking and such. They have AC 0 and 1 HP.
19 is a failure to Feint, but 20 is still a hit.

★★★
The Final Confrontation Round 1

Party Conditions: PCs gain a +2 circumstance bonus on all attempts to use Deception, Diplomacy, Intimidation, and Stealth skill actions against members of the Red Mantis Dispatch; PCs gain a +1 circumstance bonus to Armor Class and Saving Throws against members of the Red Mantis Dispatch; PCs gain the ability to, once before the end of the adventure, reroll their damage on a successful (or critical) Strike or a success (or critical success) using a spell with the attack trait as a free action
Terrain: The black areas are not walls, but thick mud. You can move or attack through or over them, but they are greater difficult terrain. Disregard the "cages," those are for high-level parties.
Battlemap

──────────
BOLD IS UP!:
──────────
Zuza the Scout (4/15 HP)
Red Enraged Rowan (-10 HP)
Clides (30/30 HP)
Purple Dispatch Disciple Trainee (-43 HP) │ Dead
Blueberry Peat (26/26 HP)
➤ Zisiro (30/30 HP)
➤ Agate Stark (16/16 HP)
⠀⠀Cranky (- HP)
Orange Dispatch Disciple Trainee (- HP)
Green Dispatch Disciple Trainee (-17 HP) │ Dead
Jared (18/18 HP) │ Shield Raised


Pathfinder Provisions ◆◇↺

The arrow passes cleanly through the disciple, who never knew what hit her.
That's a crit for massive damage.

"Hm." The Dispatch leader turns and moves away from the Pathfinders, running directly into one of her mirrors. A hazy, translucent image of her remains behind as she dives into it, reemerging from another mirror. She steps forward, and returns the favor, throwing a dagger with a green tint at Zuza. There's a cord attached to the hilt, and with a practiced tug she yanks the dagger back out of its victim and into her hand.
◆ Mirror Step
◆ Step
◆ Strike Zuza Serpent Dagger: 1d20 + 13 ⇒ (10) + 13 = 23 Hit for piercing damage: 2d4 + 3 ⇒ (4, 4) + 3 = 11
↺ Tether Pull, returning her dagger to her hand

★★★
The Final Confrontation Round 1

Party Conditions: PCs gain a +2 circumstance bonus on all attempts to use Deception, Diplomacy, Intimidation, and Stealth skill actions against members of the Red Mantis Dispatch; PCs gain a +1 circumstance bonus to Armor Class and Saving Throws against members of the Red Mantis Dispatch; PCs gain the ability to, once before the end of the adventure, reroll their damage on a successful (or critical) Strike or a success (or critical success) using a spell with the attack trait as a free action
Terrain: The black areas are not walls, but thick mud. You can move or attack through or over them, but they are greater difficult terrain. Disregard the "cages," those are for high-level parties.
Battlemap

──────────
BOLD IS UP!:
──────────
Zuza the Scout (4/15 HP)
Red Enraged Rowan (- HP)
➤ Clides (30/30 HP)
Purple Dispatch Disciple Trainee (-43 HP) │ Dead
➤ Blueberry Peat (26/26 HP)
➤ Zisiro (30/30 HP)
➤ Agate Stark (16/16 HP)
⠀⠀Cranky (- HP)
Orange Dispatch Disciple Trainee (- HP)
Green Dispatch Disciple Trainee (- HP)
Jared (18/18 HP) │ Shield Raised


Pathfinder Provisions ◆◇↺

I just missed updating that on the tracker.


Pathfinder Provisions ◆◇↺

Lokoloko, you know you can use Quick Alchemy with Quick Bomber, right? Draw or use Quick Alchemy, then Strike.
Dinardin, the combat tracker outputs HP as Max HP - Damage for PCs, so it shows a negative number there. I deleted all the damage before applying the healing. And Nebulous is right, no free hand needed for a spell unless it says so (slashing gust, though it's a bonus not a requirement). I assumed Dinardin would use his reaction to protect Tieri, but it didn't make a difference so I didn't worry about it.

Nebulous and Dinardin heal Tieri. The kobold is just as good as new, mostly.

Lokoloko hits the criminal directly with the crystal shards. He manages, though to just barely deflect the fiery vial, though the contents still splatter.
21 hits. 20 is a miss with cover. You'll never guess his AC.

As Sunshine strikes, the thief dodges in an unexpected direction and he just misses her. It looks like she has some of the same tricks as her boss.
↺ Nimble Dodge. Which effective cancels the flanking AC penalty, and that's a miss.

★★★
Noon on Fireday Round 1

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Brother Nebulous U. Nimbus: 3d6 fire damage
Green Ninth Army Fence: 3d6 fire damage
Blue Ninth Army Burglar: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
Tieri (39/50 HP) │ Wounded 1, Prone, +2 to AC until Dinardin's turn
Purple Cole Farsen, Gang Leader (-15 HP) │ Reaction used
➤ Ephesian Aputhil (68/60 HP)
Sunshine (98/90 HP)
Dinardin of Longshadow (57/56 HP)
Lokoloko (63/55 HP)
Brother Nebulous U. Nimbus (52/44 HP)
Red Ninth Army Burglar (-6 HP) │ circumstance +1 to attacks this turn, reaction used
Green Ninth Army Fence (-11 HP) │ circumstance +1 to attacks this turn, persistent bleed 1 and -5 to speed while bleeding
Blue Ninth Army Burglar (-6 HP) │ circumstance +1 to attacks this turn


Pathfinder Provisions ◆◇↺

The leader reacts surprisingly quickly to Tieri's attack, darting back. But it's not enough. He does avoid the second swing, even snagged.
↺ Nimble Dodge, but it doesn't matter and your first attack still hits. And second is a miss while he's Off-Guard.

"For the Society!" he retorts, stabbing back at the kobold with his shortsword. He's quite good at attacking from an angle that makes it hard for Tieri to watch both him and his ally. The first attack is a glancing blow, but the next is brutal. As Tieri falls, he points the bloody dagger at Sunshine and whispers, "You're next." This, at least, is comical.
◆ Strike. Tieri is Off-Guard to this attack due to Cole's Gang Up ability. Shortsword: 1d20 + 18 ⇒ (10) + 18 = 28 hit for piercing: 1d6 + 10 ⇒ (1) + 10 = 11 and precision damage: 2d6 ⇒ (4, 4) = 8
◆ Strike Shortsword: 1d20 + 18 - 4 ⇒ (17) + 18 - 4 = 31 crit for 2xpiercing: 1d6 + 10 ⇒ (3) + 10 = 13 and precision damage: 2d6 ⇒ (6, 6) = 12; Tieri is down,
↺ Brutal Rally. His allies gain +1 circumstance to attack rolls until the start of his next turn
◆ Demoralize E/S/D/L/N: 1d5 ⇒ 2 Intimidation: 1d20 + 17 ⇒ (2) + 17 = 19 Failure

★★★
Noon on Fireday Round 1

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Dinardin of Longshadow: 3d6 fire damage
Brother Nebulous U. Nimbus: 3d6 fire damage
Green Ninth Army Fence: 3d6 fire damage
Blue Ninth Army Burglar: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
Tieri (-11/50 HP) │ Dying 2
Purple Cole Farsen, Gang Leader (-9 HP)
➤ Ephesian Aputhil (68/60 HP)
➤ Sunshine (98/90 HP)
➤ Dinardin of Longshadow (64/56 HP)
➤ Lokoloko (63/55 HP)
➤ Brother Nebulous U. Nimbus (52/44 HP)
Red Ninth Army Burglar (- HP) │ circumstance +1 to attacks this turn
Green Ninth Army Fence (- HP) │ circumstance +1 to attacks this turn
Blue Ninth Army Burglar (- HP) │ circumstance +1 to attacks this turn


Pathfinder Provisions ◆◇↺

When Marine comments on his nerves, Gideon smiles weakly. He sighs and then says, “I guess a slice of humble pie now and then is good for the soul.” He admits that overall, the Dragonfly Society is considered a small player in Vyre, bit-part “actors” who play cat-and-mouse with the other gangs and guilds. The fact that Lady Wormwood managed to effortlessly snatch away the cargo without any repercussion means she’s grown more powerful, more dangerous, and more resourceful since last they clashed. Frankly, Gideon worries that she has powerful backers or hidden supporters. He also admits that despite all this time, Lady Wormwood frightens him, and that in a stand-up fight against her, he wouldn’t stand a chance. “But the same probably goes for me and you, yes? Surely, you’ll not have a problem dealing with her! Best to make sure you don’t get caught by her anyway, though!
"She's a nephilim, specifically hellspawn, and an occultist. Though she certainly knows how to bury the hatchet. Uh, literally, I mean. She fights with a hatchet.”

"Oh, take your time. I'd like this resolved within a week, if at all possible, but no need to rush off." Gideon nods at Jayma. "Though if that's your preference, don't let me stop you, either!"

The list he provides is a list of magical items. A crooner’s cravat, a herald’s ring, a mocker’s swazzle, a scene stealer’s tunic, a pair of spectacles of discernment, a stage magician’s cloak, and a tumbler’s belt.

"Now, I know you're doing this on behalf of Fallenta and I've already promised her something in exchange, but it's only fair there's something in it for you as well, hm? Do bring me all of the items first, but if there's anything on that list that strikes your fancy, perhaps I can part with it as a reward for you. So then you won't be volunteers at all! I know I won't get any of it back at all without you, so giving you a bit of it is still worth it to me.
"Once you have them, let the lovely Ms. Mayapple know you need to meet with me again, and she'll contact me."


Pathfinder Provisions ◆◇↺

Nebulous is quicker to react than it appears at first blush.
Nebulous Initiative Hero Pint: 1d20 + 7 ⇒ (10) + 7 = 17

★★★
Noon on Fireday Round 1

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Dinardin of Longshadow: 3d6 fire damage
Brother Nebulous U. Nimbus: 3d6 fire damage
Green Ninth Army Fence: 3d6 fire damage
Blue Ninth Army Burglar: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
➤ Tieri (58/50 HP)
Purple Cole Farsen, Gang Leader (- HP)
Ephesian Aputhil (68/60 HP)
Sunshine (98/90 HP)
Dinardin of Longshadow (64/56 HP)
Lokoloko (63/55 HP)
Brother Nebulous U. Nimbus (52/44 HP)
Red Ninth Army Burglar (- HP)
Green Ninth Army Fence (- HP)
Blue Ninth Army Burglar (- HP)


Pathfinder Provisions ◆◇↺

If you didn't see the announcement, the website shutdown has been postponed one week.

Shoppers in the crowd bristle with annoyance as a small cart forces it way through. Two figures dressed in plain robes push the cart from behind. As the cart passes the fountain, the bearers give it a shove and send it hurtling toward Murdut’s home with a shout. Additional figures jump out of the back in a coordinated maneuver, brandishing wicked blades and wearing wayfinders.

At first, the house only creaks from the impact. After a quiet pause, a roar comes from the wagon as flames lick out of its sides. The building catches on fire soon after. It's only just starting to burn and there's no danger yet of the fire spreading, but it's still dangerously hot up close.

The attackers seem a little surprised when they realize they're facing armed opposition, but one of them shouts, "Explore, Report, Cooperate!" as though it were a battle cry, and they attack.

★★★
Noon on Fireday Round 1

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Dinardin of Longshadow: 3d6 fire damage
Green Ninth Army Fence: 3d6 fire damage
Blue Ninth Army Burglar: 3d6 fire damage
Brother Nebulous U. Nimbus: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
➤ Tieri (58/50 HP)
Purple Cole Farsen, Gang Leader (- HP)
Ephesian Aputhil (68/60 HP)
Sunshine (98/90 HP)
Dinardin of Longshadow (64/56 HP)
Lokoloko (63/55 HP)
Red Ninth Army Burglar (- HP)
Green Ninth Army Fence (- HP)
Blue Ninth Army Burglar (- HP)
Brother Nebulous U. Nimbus (52/44 HP)

GM Dice: Initiative:
Lokoloko's Initiative Using Avoid Notice: 1d20 + 11 ⇒ (9) + 11 = 20
Brother Nebulous U. Nimbus's Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Ephesian Aputhil's Initiative: 1d20 + 10 ⇒ (14) + 10 = 24
Tieri's Initiative: 1d20 + 10 ⇒ (19) + 10 = 29
Dinardin of Longshadow's Initiative Using Athletics (+12): 1d20 + 12 ⇒ (8) + 12 = 20
Sunshine's Initiative: 1d20 + 10 ⇒ (13) + 10 = 23
Green Ninth Army Fence: 1d20 + 11 ⇒ (4) + 11 = 15
Red Ninth Army Burglar: 1d20 + 10 ⇒ (6) + 10 = 16
Blue Ninth Army Burglar: 1d20 + 10 ⇒ (4) + 10 = 14
Purple Cole Farsen, Gang Leader: 1d20 + 14 ⇒ (10) + 14 = 24


Pathfinder Provisions ◆◇↺

If you didn't see the announcement, the site closure has been postponed one week so we are proceeding. If you don't see this message because you expected the site to be down and you're not checking, well...

The two leaders bicker with each other as the Pathfinders approach, each blaming the other for the day's failures.

Seeing the crimson-clad Rowan the Whispering and her last acolytes surrounding her, Giovana allows herself a predatory smile. “Not so much a predator now, are we? This is it, Pathfinders—time to prove if you’re really worth all the praise that Eando’s given me in private. Turn that false mantis Rowan into a blood stain on the rocks, and all will be right with the world for at least a few minutes, hm?”

Viore pales for a moment, then suddenly blurts out, “Please... try to take her in alive, though... she’s my daughter.” He looks down as Giovana tilts her head in surprise. The aiuvarin venture-captain continues under his breath, “That’s how she got access to Kyonin’s aiudara in the first place, because of me... and I want to bring her to justice.” He looks back up. “I’ll understand if it’s not possible, but please?” At this point, Giovana just rolls her eyes and motions ahead, where the Dispatch forces are already drawing weapons and moving to attack.

Some of the more experienced agents move to engage Sotroz from the north. The party can probably rely on them to keep the ghoul busy, if they can do the same with Rowan.

A little bit of multi-table abstraction here--everybody is using the same map, but don't worry about the higher-level party or Sotroz. You can also disregard the "cages" marked on the map, those are for the high-level parties.

★★★
The Final Confrontation Round 1

Party Conditions: PCs gain a +2 circumstance bonus on all attempts to use Deception, Diplomacy, Intimidation, and Stealth skill actions against members of the Red Mantis Dispatch; PCs gain a +1 circumstance bonus to Armor Class and Saving Throws against members of the Red Mantis Dispatch; PCs gain the ability to, once before the end of the adventure, reroll their damage on a successful (or critical) Strike or a success (or critical success) using a spell with the attack trait as a free action
Terrain: The black areas are not walls, but thick mud. You can move or attack through or over them, but they are greater difficult terrain. Disregard the "cages," those are for high-level parties.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Zuza the Scout (15/15 HP)
Red Enraged Rowan (- HP)
Clides (30/30 HP)
Purple Dispatch Disciple Trainee (- HP)
Blueberry Peat (26/26 HP)
Zisiro (30/30 HP)
Agate Stark (16/16 HP)
⠀⠀Cranky (- HP)
Orange Dispatch Disciple Trainee (- HP)
Green Dispatch Disciple Trainee (- HP)
Jared (18/18 HP) │ Shield Raised

If Zuza RKs re the Trainees:
You've fought these guys before, and you know all about them. They're good at ganging up on targets (extra precision damage when they have allies adjacent to a target) and can disarm attackers using their cloaks (can Disarm as a Reaction while their cloaks are raise, though doing so destroys the cloak).

That's a critical success.

If Zuza RKs re Rowan the Whispering:
Zuza can see Rowan is exceptionally skilled at targeting distracted opponents.

Extra precision damage against targets who are Off-Guard or adjacent to her allies.


Pathfinder Provisions ◆◇↺

At the back of the candy shop is a storeroom. Through another door, the Pathfinders find an entrance to an underground tunnel. Here, in a corner, they find a pile of humanoid bones, largely stripped of their flesh and bearing marks made by sharp teeth. The remains of the ghouls' final victims.

Spirits linger here, and there's faint wailing a lament at their fate. But with the undead who killed them destroyed, the souls are ready to rest.

There was a haunt, but you never got near it, we're about out of time, aaaaand the fight's over anyway. I'll mark the success.
You have the usual 10 minutes' respite, though I think it only matters for Jared replenishing his Vials--or any other prep you want to do for the Final Confrontation.

GM Dice: Initiative:
Just getting this done before the forum goes down, so I can get prepped.
Jared's Initiative Using Defend: 1d20 + 3 ⇒ (5) + 3 = 8
Blueberry Peat's Initiative Using Including Scout bonus: 1d20 + 8 ⇒ (10) + 8 = 18
Zisiro's Initiative Using Avoid Notice: 1d20 + 8 ⇒ (6) + 8 = 14
Agate Stark's Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Zuza the scout's Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Clides's Initiative Using Including Scout Bonus: 1d20 + 8 ⇒ (19) + 8 = 27
Red Enraged Rowan: 1d20 + 12 ⇒ (15) + 12 = 27
Purple Dispatch Disciple Trainee: 1d20 + 5 ⇒ (18) + 5 = 23
Orange Dispatch Disciple Trainee: 1d20 + 5 ⇒ (5) + 5 = 10
Green Dispatch Disciple Trainee: 1d20 + 5 ⇒ (5) + 5 = 10


Pathfinder Provisions ◆◇↺

Perception (Sense Motive) DC 25:
While Gideon continues to present himself to the party as a confident, self‑assured man, you can read the underlying nervousness he’s hiding.

Gideon dramatically pantomimes a strike to his heart. "Ah... tough crowd. Very well!"

As he goes on, Gideon lowers his voice, explaining that the Dragonfly Society has a problem with a competitor. Recently, a valuable payment they were expecting for “services rendered to a woman of power whose identity doesn’t matter to the problem at hand” was stolen from the cargo of the Misbegotten Albatross within minutes of the ship’s arrival in port. Gideon was put in charge of tracking down the stolen payment (which he describes as a “collection of magical curiosities and trinkets”). It took him some time, but eventually, he tracked the theft to an old rival named Lady Augusta Wormwood, and there he hit a complication.

Gideon explains that Lady Wormwood is no stranger to him—she’s been a thorn in his side for many years, ever since he exposed her corruption and had her removed from her position in the Dragonfly Society. Gideon, as it happens, inherited her position. Since then, he’s had to deal with her initially petty but increasingly disruptive retaliations. The complication, Gideon explains, is that his one-time supervisor appears to have settled into an abandoned warehouse along Vyre River in Westwatch—a neighborhood that the Dragonfly Society has been forbidden from directly operating in by the city government after a long-ago gang war spiraled out of control and resulted in the burning of several buildings.

"She chose her hideout well, lurking in Westwatch, where we Dragonflies aren’t allowed. But you all aren’t Dragonflies. You can head into her warehouse and snatch up the stolen shipment, and if anyone spots you coming and going, well, no big deal. As long as you keep your mission within the walls behind closed doors, what happens in that old warehouse is just the business of yourself and Wormwood. She knows that theft breaks one of the promises and can’t rely on the city for protection, and anything stolen from her in turn is thus fair game. I’ll leave the logistics of the retrieval to you, but here’s a list of the items she stole from us that we need back. As for Lady Wormwood... what happens to her I leave to you as well, but I, for one, would not miss her if she were to... go away.”


Pathfinder Provisions ◆◇↺

The Pathfinders don't find any additional information, but they do have a night to rest.

The next day, Gloriana comes to their lodging. Thanks to their warning about the attack on a retired Pathfinder and the evidence they've gathered, she was able to direct her network in the right direction, and they have identified the target. She has learned that a group embedded in Taldor’s military—likely the Ninth Army—means to attack a retired Pathfinder named Murdut Sentillio. She gives the Pathfinders the address of his pottery studio in a market in Lionsgate and urges them to go there immediately, as noon is fast approaching!

Murdut is a half-orc man who was once a Pathfinder field agent before he retired to Oppara to be near his family after a near-death experience on a mission. While he doesn’t need to work due to the savings he built up in the Society, he’s started perfecting his pottery and selling pieces at local markets. His studio is in Lionsgate, near a pavilion used for open air markets.

The hustle of merchants setting up for a local market energizes the area. The wider alleys are blocked off to prevent horses and large carts from wandering into the pedestrian space. Across from the fountain is a large house with a sign shaped like a mug, reading “Ceramics by Murdut.”

The Pathfinders arrive in plenty of time to warn Murdut, and their evidence immediately convinces him. He willingly vacates the area and leaves them to it, and he's long gone before trouble inevitably arrives.

Due to your successes during the investigation, Murdut is in no danger and you can place your tokens as you wish on the map on Slide 2.


Pathfinder Provisions ◆◇↺

Khione continues to rattle off a blow-by-blow as the Pathfinder team fights.

Agate blows a hole through the injured ghoul, which collapses in a heap.
Peat puts a new hole in the last one, injuring it as well.
Zisiro isn't able to land a blow, but Jared and Zuza pelt it with fire and arrows. And then there are no more ghouls.
Agate hits and destroys Purple.
Peat hits and bloodies Green.
Redirecting Zisiro's actions to the last ones. A critical failure and a miss.
A hit and a critical failure for Jared.
Zuza's first attack is a hit, which destroys it.

"But what is making that spooooky sound from behind the shop?" Khione wonders allowed as the moaning continues.

★★★
Press the Advantage Round 2

Party Conditions: Due to Khione's... helpful narration, all Pathfinders have the Deny Advantage Rogue feature.
Battlemap

──────────
BOLD IS UP!:
──────────
Green Ghoul (-19 HP) │ Destroyed
Orange Ghoul (-17 HP) │ Destroyed
Zuza the Scout (15/15 HP) │ Immune to Stench
??? (- HP)
Jared (18/18 HP) │ Immune to Stench
Zisiro (34/30 HP) │ Immune to Stench, Spirit Trance
Agate Stark (16/16 HP) │ Immune to Stench, Overdrive
⠀⠀Cranky (- HP)
➤ Clides (30/30 HP) │ Immune to Stench
Blueberry Peat (26/26 HP)
[s]Purple Ghoul (-24 HP) │ Destroyed[s]

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Stench :
(aura, olfactory) A creature entering the aura or starting its turn in the area must succeed at a DC 14 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.


Pathfinder Provisions ◆◇↺

He isn't quite able to put an end to it, but Zisiro does make considerable progress towards that goal.
A miss and a hit, which bloodies it.

The ghoul in purple ignores Clanky, running past to get to a target with flesh and blood and then leaping part of the way. It tries to bite Jared, but stumbles over a chair leg as it lands.
◆ Stride
◆ Swift Leap
◆ Strike Jaws: 1d20 + 9 ⇒ (2) + 9 = 11 Miss

The injured one seems glad to have a target close to it already. It claws at Zisiro with both hands, but as he evades both attacks it suddenly leaps away from, jumping 10 feet backwards.
◆ Strike Claws: 1d20 + 9 ⇒ (5) + 9 = 14 Miss
◆ Strike Claws: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10 Critical failure
◆ Swift Leap

★★★
Press the Advantage Round 2

Party Conditions: Due to Khione's... helpful narration, all Pathfinders have the Deny Advantage Rogue feature.
Battlemap

──────────
BOLD IS UP!:
──────────
Green Ghoul (-9 HP) │ Stench, Bloodied
Orange Ghoul (-17 HP) │ Destroyed
➤ Zuza the Scout (15/15 HP) │ Immune to Stench
??? (- HP)
➤ Jared (18/18 HP) │ Immune to Stench
➤ Zisiro (34/30 HP) │ Immune to Stench, Spirit Trance
➤ Agate Stark (16/16 HP) │ Overdrive
⠀⠀Cranky (- HP)
➤ Clides (30/30 HP) │ Immune to Stench, one action
➤ Blueberry Peat (26/26 HP)
Purple Ghoul (- HP) │ Stench

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Stench :
(aura, olfactory) A creature entering the aura or starting its turn in the area must succeed at a DC 14 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

If Zuza Recalls Knowledge:
Your secret check is a success (though do be aware I'd say that on a success or a critical failure).

These ghouls look the same as the ones the party fought before. They're not very hardy. [/ooc](Worst defense is Fortitude)[/ooc]

If Peat Recalls Knowledge:
Peat can't think of any other useful information about this type of monster.


Pathfinder Provisions ◆◇↺

They're certainly in posts somewhere along the thread, but they're also on Slides 6 and 7.
The last things left are "Attack—retired Pathfinder is target—when the bells strike noon on Fireday—but where?" from Muesello's findings and "Reminder: Return to the Porthmos Club at the end of the day to report on the evidence gathered from these sites, and any others sites you investigate," from your initial instructions.

It was Oathday, so Fireday was tomorrow. There would be time to ask around, but with all of the crime scenes investigated it was time for the meeting with Lady Gloriana.

The noble listens closely to their report and then directs them to get some rest while she shares their findings with her agents. After examining Muesello's note and hearing the Pathfinders' report, Gloriana says, "My top priority is to determine the target of the upcoming attack listed on Muesello’s note. You've had more success than my network investigating, but I think you can leave this part to us." She shakes her head. [b]"We already have some records that we can compare with the results of your investigation, so I think we'll be able to determine the target in time. I'll let you know, of course--I think we may have to count on you to repel the attack. You have time before then, so I suggest you use it to rest up and prepare."

Gloriana opens her bag and fishes for something. "Here, since I'm now asking you to do something dangerous, I should at least give you these."
She provides the Pathfinders with three moderate healing potions (3d8+10).

You're free to ask around yourselves, of course, but you can also count on Gloriana's spy network to identify the location for you.


Pathfinder Provisions ◆◇↺

If the wall wasn't in Clides's way, that probably would have hit.
17 is a miss while it has cover.

Peat manages to startle the ghoul, and manages to hit it. It leaks a thick, dark substance that may at one point have been blood.
Just a regular crit. I pre-rolled your secret check, like I said.
21 is a successful Demoralize. And 16 hits while it's Frightened. And that bloodies it.

Agate manages to get her gear in, uh, gear, but neither she nor Clanky manage to injure the ghoul.
9s miss, even with flanking and Off-Guard.

Clides knocks the undead head off its shoulders, though.
Remember, potency crystal only lasts for the turn it's activated.
Your first attack hits and destroys it, so keep your Hero Point. And if you'd like to reassign your last action, go ahead.

★★★
Press the Advantage Round 1

Party Conditions: Due to Khione's... helpful narration, all Pathfinders have the Deny Advantage Rogue feature.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Zisiro: DC 14 Fort vs Stench

──────────
BOLD IS UP!:
──────────
Green Ghoul (- HP) │ Stench
Orange Ghoul (-17 HP) │ Destroyed
Zuza the Scout (15/15 HP) │ Immune to Stench
??? (- HP)
Jared (18/18 HP) │ Immune to Stench
➤ Zisiro (30/30 HP)
Agate Stark (16/16 HP) │ Overdrive
⠀⠀Cranky (- HP)
➤ Clides (30/30 HP) │ Immune to Stench, one action
Blueberry Peat (26/26 HP)
Purple Ghoul (- HP) │ Stench

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Stench :
(aura, olfactory) A creature entering the aura or starting its turn in the area must succeed at a DC 14 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.


Pathfinder Provisions ◆◇↺

When the Short Skip condition is in effect, each PCs regains one Focus Point and also one use of their highest-level spell slot. PCs who do not benefit from either of these may instead recharge a single already expended talisman that lasts until the end of the adventure. This is due to Zarta Dralneen using an artifact she brought with her from the Grand Lodge’s archives.


Pathfinder Provisions ◆◇↺

Jared's first throw isn't a direct hit, but the second one is.
Zuza's shots don't hit at all.
You'd only be Slowed on a critical failure.
Jared's first attack is a miss, but the second hits.
Zuza's first attack is a critical failure due to the natural 1, and the second is a miss.

★★★
Press the Advantage Round 1

Party Conditions: Due to Khione's... helpful narration, all Pathfinders have the Deny Advantage Rogue feature.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Zisiro: DC 14 Fort vs Stench
Clides: DC 14 Fort vs Stench

──────────
BOLD IS UP!:
──────────
Green Ghoul (- HP) │ Stench
Orange Ghoul (-6 HP) │ Stench
Zuza the Scout (15/15 HP) │ Immune to Stench
??? (- HP)
Jared (18/18 HP) │ Immune to Stench
➤ Zisiro (30/30 HP)
➤ Agate Stark (16/16 HP)
⠀⠀Cranky (- HP)
➤ Clides (30/30 HP)
➤ Blueberry Peat (26/26 HP)
Purple Ghoul (- HP) │ Stench

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Stench :
(aura, olfactory) A creature entering the aura or starting its turn in the area must succeed at a DC 14 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.


Pathfinder Provisions ◆◇↺

Note that oil of potency lasts a full minute. You can apply it before the fight if you wish.

GM Dice: Enemy Initiative:
Green: 1d20 + 7 ⇒ (20) + 7 = 27
Purple: 1d20 + 7 ⇒ (3) + 7 = 10
Orange: 1d20 + 7 ⇒ (12) + 7 = 19
Angry Victims: 1d20 + 5 ⇒ (12) + 5 = 17

The party enters the old candy shop to find that it doesn't smell so sweet at all. More foul-smelling ghouls lurk here--and it seems most of them heard the party coming and immediately launch themselves at the Pathfinders.

The quickest is, perhaps fortunately, also the furthest away, behind the counter in the lower area of the shop. It sprints around the counter and up the stairs towards the Pathfinders.
◆ Stride
◆ Stride
◆ Stride

The next one hurries around the corner, cutting close to Clides as it slides past a table in its way. It tries to claw at Jared and Zisiro, but they're both just a bit too quick.
◆ Stride (triggering RS from Clides, though it has cover when it does)
◆ Strike Z/J: 1d2 ⇒ 2 Claws: 1d20 + 9 ⇒ (5) + 9 = 14 Miss
◆ Strike Zisiro Claws: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17 Miss

From behind the back of the shop, somewhere past the storeroom door in the lower area, there comes a horrible moaning sound, a gurgling gasp of multiple voices.

★★★
Press the Advantage Round 1

Party Conditions: Due to Khione's... helpful narration, all Pathfinders have the Deny Advantage Rogue feature.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Zuza the Scout: DC 14 Fort vs Stench
Jared: DC 14 Fort vs Stench
Zisiro: DC 14 Fort vs Stench
Clides: DC 14 Fort vs Stench

──────────
BOLD IS UP!:
──────────
Green Ghoul (- HP) │ Stench
Orange Ghoul (- HP) │ Stench
➤ Zuza the Scout (15/15 HP)
??? (- HP)
➤ Jared (18/18 HP)
➤ Zisiro (30/30 HP)
➤ Agate Stark (16/16 HP)
⠀⠀Cranky (- HP)
➤ Clides (30/30 HP)
➤ Blueberry Peat (26/26 HP)
Purple Ghoul (- HP) │ Stench

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Stench 10-foot Aura:
(aura, olfactory) A creature entering the aura or starting its turn in the area must succeed at a DC 14 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

If Peat Recalls Knowledge:
Your secret check is a critical success.

These ghouls are the same type as the party fought before.

They can inflict a horrible curse by whispering to those they've grabbed. They're quite fast. (Best defense is Reflex)

If Zuza Recalls Knowledge:
Your secret check is a success (though do be aware I'd say that on a success or a critical failure).

These ghouls look the same as the ones the party fought before. They're not very hardy. (Worst defense is Fortitude)


Pathfinder Provisions ◆◇↺

Tieri thinks he's found something, but Lokoloko distracts him and he loses sight of it. It doesn't turn up again--probably just a glint of light on a dropped coin anyway.
Success and critical failure cancel out.

The Pathfinders almost give up on Orchita remembering any more useful details, but then Dinardin mentions the date the Pathfinders arrived in town. "That's exactly when it happened!" she says. Those coinciding incidents might be coincidence, but it does make this crime the most recent one they've investigated.


Pathfinder Provisions ◆◇↺

Eando indicates a building tucked away in a corner, far from the rest of the action. “Our scouts saw some undead retreating that way. Get in there quickly and press the advantage we’ve got going here. Let’s keep the enemy on their heels so they don’t get any time to recover!”

This building, an abandoned candy shop, is made of wood and has thin paper-covered windows, preventing anyone from seeing in or out.

Go ahead and describe how you go in. Breaking into the candy shop isn't difficult, so whatever you do is successful. However, since you are well-prepared and know there are enemies inside, you can make whatever check is appropriate to your entry as your Initiative check.
You can also arrange yourselves as you like on the map on Slide 2.


Pathfinder Provisions ◆◇↺

With Jared leading the way and Agate quickly tending minor injuries, the Pathfinders make their escape without suffering any significant damage.

They do well enough that, before this part of the underground complex becomes unstable with arcane electricity forcing friend and foe alike out of the area, they have a little time to poke around and find a magic item: a +1 striking dagger.

By this time the Society has established supply lines and has noncombatant medical personnel on standby, so the party will no longer need to worry about treating their own wounds.

You have 10 minutes before the next mission, as usual. However, from now on whenever you get a 10-minute rest you also each get a successful Expert Treat Wounds (that is, you heal 2d8+10 HP) automatically.
And I'll report the success.


Pathfinder Provisions ◆◇↺

Once the party has arrived in Vyre, locating The Seven Apples nearby is not difficult. It is owned by Molly Mayapple, an elderly halfling who manages a network of guides and advisors who provide affordable aid to guests.

Gideon Shanklett arrives soon after the party does, grinning broadly and giving Molly a flirtatious wink and wave (that she responds to with an eye roll and a dismissive scoff) before he swaggers over to sit at the adventurers’ table. All big smiles, good looks, and sporting a very fashionable wide-brimmed hat adorned with peacock feathers, he certainly doesn’t look the part of a surreptitious smuggler. He shakes or kisses hands with little care to the gender of those he’s greeting. With a snap of his fingers, the two smugglers who accompanied him here as guards take their seats a few tables away.

“And here you are, mighty minions of my old friend Fallenta—or should I say, ‘Imogena,’ since that’s the name I knew her best as back in the day. She seems awfully confident in your abilities, enough to put control of her latest work on the line. You do understand that if you fail to perform my little task for you, your boss belongs to the Dragonfly Society more than ever? Of course you do. Imogena wouldn’t hire fools. Now then... let’s talk about what you’ll be doing for the Dragonflies, hmm?”


Pathfinder Provisions ◆◇↺

The Pathfinders successfully dissipate the magical energy.
Clides fails, but both Peat and Zisiro critically succeed. That's five points, and you only needed four for that obstacle.

Obstacle 4: Deadbolt

But then, the energy cascade caused by the conflict between systems being activated by Rowan and then deactivated so shortly afterwards by the Pathfinders creates a negative feedback loop of energies that cannot be disabled—only survived.
Obvious solutions include: (easiest) Fortune-Telling Lore or any Lore relevant to magic or the planes, (harder) Medicine or Survival to help others through the energy storm, or (hardest) Fortitude or Reflex saves to simply stubbornly resist.

★★★
Shut it Down! Round 3

Party Conditions: Due to Khione's... helpful narration, all Pathfinders have the Deny Advantage Rogue feature.

──────────
BOLD IS UP!:
──────────
Clides (30/30 HP)
➤ Zuza the Scout (15/15 HP)
➤ Jared (18/18 HP) │ two actions available
➤ Blueberry Peat (26/26 HP)
Zisiro (30/30 HP)
➤ Agate Stark (16/16 HP)
⠀⠀Cranky (- HP)


Pathfinder Provisions ◆◇↺

Whoops, it's Jared that still has his round 2 action available, not Zuza.


Pathfinder Provisions ◆◇↺

The party keeps at it.

Obstacle 3: Energy Influx (1 Chase Point)

Magical power, tied to pieces of stolen aiudara fragments from all around Kyonin and bound together here, flare to life, causing a cascade effect that must be cautiously and safely dissipated.

Obvious potential solutions include (easies) an Elf Lore or Kyonin Lore check to understand the connection to the original aiudaras; (harder) an Arcana, Nature, Occultism, or Religion check to create a magical counterbalance, or (hardest) an Intimidation or a Will save in order to use one’s force of personality against the supernatural effects.

★★★
Shut it Down! Round 3

Party Conditions: Due to Khione's... helpful narration, all Pathfinders have the Deny Advantage Rogue feature.

──────────
BOLD IS UP!:
──────────
➤ Clides (30/30 HP)
➤ Zuza the Scout (15/15 HP) │ two actions available
➤ Jared (18/18 HP)
➤ Blueberry Peat (26/26 HP)
➤ Zisiro (30/30 HP)
➤ Agate Stark (16/16 HP)
⠀⠀Cranky (- HP)


Pathfinder Provisions ◆◇↺

The Pathfinder find this stage of the operation more challenging, though Zisiro makes some progress.
Agate critically fails, but you have no Chase Points to lose. Clides and Peat fail, Zisiro earns 1 Chase Point.

Obstacle 3: Energy Influx (1 Chase Point)

Magical power, tied to pieces of stolen aiudara fragments from all around Kyonin and bound together here, flare to life, causing a cascade effect that must be cautiously and safely dissipated.

Obvious potential solutions include (easies) an Elf Lore or Kyonin Lore check to understand the connection to the original aiudaras; (harder) an Arcana, Nature, Occultism, or Religion check to create a magical counterbalance, or (hardest) an Intimidation or a Will save in order to use one’s force of personality against the supernatural effects.

★★★
Shut it Down! Round 2

Party Conditions: Due to Khione's... helpful narration, all Pathfinders have the Deny Advantage Rogue feature.

──────────
BOLD IS UP!:
──────────
Clides (30/30 HP)
➤ Zuza the Scout (15/15 HP)
➤ Jared (18/18 HP)
Blueberry Peat (26/26 HP)
Zisiro (30/30 HP)
Agate Stark (16/16 HP)
⠀⠀Cranky (- HP)


Pathfinder Provisions ◆◇↺

The Pathfinders are all moderately successful in their work, and between the four of them they manage to get all the switches set how they want them.

Obstacle 3: Energy Influx

Magical power, tied to pieces of stolen aiudara fragments from all around Kyonin and bound together here, flare to life, causing a cascade effect that must be cautiously and safely dissipated.

Obvious potential solutions include (easies) an Elf Lore or Kyonin Lore check to understand the connection to the original aiudaras; (harder) an Arcana, Nature, Occultism, or Religion check to create a magical counterbalance, or (hardest) an Intimidation or a Will save in order to use one’s force of personality against the supernatural effects.

★★★
Shut it Down! Round 2

Party Conditions: Due to Khione's... helpful narration, all Pathfinders have the Deny Advantage Rogue feature.

──────────
BOLD IS UP!:
──────────
➤ Clides (30/30 HP)
➤ Zuza the Scout (15/15 HP)
➤ Jared (18/18 HP)
➤ Blueberry Peat (26/26 HP)
➤ Zisiro (30/30 HP)
➤ Agate Stark (16/16 HP)
⠀⠀Cranky (- HP)


Pathfinder Provisions ◆◇↺

The halfling sitting outside the salon bursts into tears. After a moment to gather herself, she identifies herself, but not as Adamina. "I'm Orchita, Adamina is my wife."

Orchita has slightly ashen, medium-deep skin and wears comfortable, flowing clothes. She explains that she was present that morning when a group of four men burst into a discussion group and demanded Adamina leave with them. Adamina left without a struggle and Orchita hesitantly called for the authorities to help. She’s pessimistic that she’ll see her wife again. She describes what happened to the best of her ability. However, her memory seems patchy, likely due to the stress that she’s under.

The guard at the door bars Nebulous's way. "This is an active crime scene," she says, ignoring his question, "Nobody is permitted to answer."

"Oh, you'll probably be better at finding Adamina than the cops will," Orchita mutters. Given that they're spending their time carefully combing the inside of the house that, per Orchita's description, seems very unlikely to have any useful evidence, that's probably true.

The PCs might discuss the kidnapping with Orchita to try to spur her memory with a harder Diplomacy check or investigate the area around the salon with an easier Survival or Perception check.
Each PC can attempt a single skill check to represent their investigation.


Pathfinder Provisions ◆◇↺

Fallenta nods. "Yes, of course. He's a human man, slight build, though quite strong. And rather, well, attractive. Fair skin, medium-length light brown hair. Blue eyes, and he likes to wear blue as well. He usually wears a very impressive, large hat decorated with peacock feathers." She shrugs. "He likes to stand out, but I suppose that's the trick, isn't it?"

Fallenta gives the party 10 gold, which proves more than enough to pay their fair. Marine finds she has no trouble getting a cabin equipped for her--Vyre is, after all, a particularly diverse place.

The party is able to make any final preparations and board by late afternoon, with the ship scheduled to travel overnight and arrive at her destination in the morning.

1 to 50 of 3,909 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>