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GM Zahmahkibo's page
279 posts. Alias of Zahmahkibo.
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The cleric gazes back dully from his slowly swaying bunk.
"Ye've been on the ship weeks now," he sighs, "surely ye've seen that rat man skulkin' about. He keeps in the for'ard cargo hold, like I said. Thinks he's a clever one no doubt, but the whole crew knows about him. He's the one what jiggered your elf, I'd bet my-"
The exact content of Killik's wager is interrupted by a burst of energy from the foot of the bunk. Boram, in attempting to pick the cleric's footlocker, has set off a well-hidden defense.
Boram's Will save: 1d20 + 3 ⇒ (1) + 3 = 4
Inflict Light Wounds trap: 1d8 + 1 ⇒ (3) + 1 = 4
Boram takes 4 damage.
A bolt of negative energy rattles the halfing and draws the attention of his would-be mark.
"Ha! Serves ye right," Killik spits down, "ship's just full o' you thievin' types. You an' that rat will get along real nice."
"Alright alright, keep yer pittance," the cleric grumbles.
"That's why we don't keep his kind around," he mutters, gesturing to the half-orc, "hostility to honest entrepreneurship."
"I was dozing in my bunk, but I heard a sort o' scuttling sound coming round about the time o' the murder. Musta been that rat who stowes in the for'ard cargo hold. Thinks he's hidden, but we just keep 'im around to keep out the rest o' the vermin." He scratches his ear contemplatively. "Aye, never know what those kin are capable of. Who could say why'd he have a grudge against the elf?"
"An' the rest o' your lot," Killik nods to the rest of your party.
Social skills will usually avail further options during this scenario.
The scruffy priest rolls over in his bunk to face Gilroy and Toshizo. He snorts phlegmatically.
"I like me reflection best in gold," he snips. "An' I'm losin' investments every moment I'm jawin' with yer crowd." The Besmaran pauses a moment. His fingers twitch in succession, as if counting off.
"Ten," he spits. "Each. But I expect you'll find my words worth more'n double."
Boram does not detect any traps on any of the lockers.
With no objections to Toshizo and Boram's suggestion, the party trundles off to the crew cabin--a rather short trundling, since it lies directly without the crime scene.
The cramped cabin is jammed full of rickety cots and theradbare hammocks and smells of dank, dank body odor. Each bunk has a small footlocker nearby where the occupants keep their personal belongings. While all members of the crew use this room, the only current occupant is the Throaty Mermaid’s medic, the Besmaran cleric Killik. The healer rests in his cot, staring into space, either ignoring or failing to notice your entrance.
Azeban supports Gilroy's conclusion, but adds no new discoveries.
Decide on the next area of the ship you would like to investigate.
Gilroy surmises that the wounds were inflicted by a dagger.
Other players may still roll.
Behind the carven mask, Gilroy finds the face of an ordinary if a bit bloodless elf, with a look of peaceful sleep upon his face. On Sephriel's back, he notices a cluster of narrow wounds, still seeping blood.
Anyone may roll Heal to attempt to divine the nature of the wounds.
As the Pathfinders look about the room, they find no damage to cabin door itself, nor any fresh tool marks on the lock, suggesting that the door was either unlocked with a key or left open, rather than picked or forced.
Their search of Sephriel’s belongings reveals merely a collection of fine clothes, several works of elven literature in ornately bound books, and a scrimshaw pipe and empty sac smelling of tobacco.

As his companions brief Veane, Orik finds on each of the four elves an unlabled potion, two sunrods, a trident, and a set of masterwork hide armor. Three of the bodies also hold one javelin apiece.
The captain nods at Toshizo, and opens his mouth to reply, but before a word is uttered, a shout reaches your ears, and another man with a groomed beard and receding hairline emerges from belowdecks. This is Marzack Mallick, the Mermaid's first mate.
"Captain," he growls, "the ambassador..."
---
Scant seconds later, you have followed Captain Veane to the first mate's quarters which had served as Sephriel's for the duration of his lodging. This finely decorated cabin contains a brightly colored Qadiran rug, a small bookshelf, several storage trunks and barrels, and a modest bed. Lying face down on the ruffled, blood-soaked sheets rests the body of a tall, golden-haired elf in elegant bedclothes, his face covered in an intricately carved wooden mask.
Veane leaps toward the bed, turning Sephriel over and feeling for signs of life. Finding none, the captain shakes his head and looks downtrodden at the corpse. Mallick, standing outside the door, wipes a hand across is brow.
"I fear the Spire elves will have your hide for this failure, Captain," the first mate laments. As the words sink in, Veane pales and turns to the gathered Pathfinders with a look of pure terror in his eyes. The fear passes quickly, however, and his expression shifts into one of pure rage.
“You’re the only ones on this ship I don’t know well,” he says, sweeping a shaking finger about the room. “I’m not taking the rap for this, by Besmara, and neither is my crew. It might not be fair, but when we get to the Mordant Spire in three days, it’s you who’ll have to answer for Sephriel’s death!”
With that, he storms out of the cabin and up the stairs to the main deck, Mallick close on his heels, leaving you all alone in the room with Sephriel's lifeless body.
The final invader is knocked to the floor under the force of Felinros' blow. He twitches, but does not rise.
Combat over.
Before the Pathfinders even have a chance to catch their breath, a door burst open at the far end of the main deck and a man emerges, stuffing an arm through the sleeve of a faded blue overcoat. Above a thick brown beard broken in some places by streaks of grey and in others by jagged scars sits a bent nose and two wide-set eyes. This face, you all know, belongs to the Mermaid's commander, Captain Veane.
"Great Beyond, men!" he roars, tromping across the deck as he finally fixes his coat, "What in the hells is this?"
First attack was counted. You didn't specify a target so I took it to be the same as Felinros'.
Boram jabs the final invader, who now finds himself surrounded. In a last desperate attempt to clear a path, he turns and strikes at Orik...
Trident vs. Orik: 1d20 + 3 ⇒ (12) + 3 = 15
...but fails to even dent the dwarf's sturdy shield.
2 damage to Elf #3. The party is up!
Forgot to delete #2 token. Map is updated now.
The penultimate invader crumples to the ground with a final look of confusion, glaring still at the Gilroy's phantasm.
Felinros' Fort Save vs. Poison: 1d20 + 5 ⇒ (13) + 5 = 18 Success
The half-orc shakes off the effect of the poison, just in time to down another elf in tandem with Orik. Boram only nicks his target.
Elf #4's Will Save: 1d20 - 1 ⇒ (9) - 1 = 8
One remaining ambusher remains convinced of the reality of Gilroy's illusion, while the other draws a trident and steps forward to attack Toshizo.
Trident vs. Toshizo: 1d20 + 3 ⇒ (8) + 3 = 11
But the bard ducks the prongs.
Elf #2 goes down, 1 damage to Elf #4.
The party is up!
Felinros lands a glancing blow against the aquatic elf, while Boram seems his target avoid his slashing dagger.
11 damage to Elf #2.
Gilroy and Orik are up! The whole rest of the party also needs to roll vs. Azeban's ghost sound.
I'll be traveling and without forum access starting around noon Saturday to evening Sunday (EST).
Felinros cuts down one of the raiders, while Orik and Toshizo fail to land blows.
The two nearest elves continue to assault Gilroy's illusory half-orc...
Elf 2 Will Save: 1d20 - 1 ⇒ (13) - 1 = 12
Elf 4 Will save: 1d20 - 1 ⇒ (12) - 1 = 11
...but fail to recognize the figment. The remaining enemy draws a trident, and advances toward Toshizo.
Felinros' Fort Save: 1d20 + 5 ⇒ (3) + 5 = 8
Elf 1 goes down. Felinros is still poisoned and staggered.
Everyone is up! Azeban, go ahead and roll the saves for the enemy targets of your sleep spell, since you already know their modifiers (-1).
No worries, thanks for letting us know.

Felinros - You exhaust your actions first standing up, and then moving.
The elf in the back tosses a vial to the deck, steps forward, and launches a javelin toward Toshizo.
Javelin vs. Toshizo: 1d20 + 3 ⇒ (3) + 3 = 6 Miss
The projectile flies wide, and splashes into the sea many feet below. Two other elves jab with their tridents at Gilroy's figmental warrior.
Elf 2's Will Save: 1d20 - 1 ⇒ (9) - 1 = 8 Fail
Elf 2's Will Save: 1d20 - 1 ⇒ (17) - 1 = 16 Fail
Though their weapons pierce the empty air, neither infiltrator seems to notice. The final enemy is lucky enough to choose a more substantial target, and stabs at Felinros.
Trident vs. Felinros: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Felinros' Fort Save: 1d20 + 5 ⇒ (5) + 5 = 10 Fail
A prong pierces the half-orc's armor, and he reels back as a sharp pain blossoms from the wound.
Felinros takes 4 damage, and is afflicted with poison. Felinros, you are staggered on your next turn. Make a Fortitude save on that turn as well.
Everyone is up!
The gills on the necks of these elfin figures betrays their origins to Boram and Toshizo--if the fact that they had just climbed up out of the sea was not a big enough clue. The two Pathfinders recognizes their attackers to be aquatic elves. The fact that they are attacking a human vessel indicates that these elves are part of the separatist group which has opposed the Mordant Spire's communications with mainland humans, the very venture from which Sephriel is now returning.
Boram further recalls that aquatic elves often coat their weapons with the staggering venom of the hunter urchin before joining battle, and the liquid too dark for sea water glistening on the tips of the elves' tridents and javelins confirms his fears.
Boram - Know (local). Meant to include that in the previous post, my b.
Felinros, Azeban, and Gilroy have their turns to take. Also, everyone should be able to edit the map, i.e. move your tokens.

Toshizo - It would be Acrobatics or Climb, DC 20, but that will have to wait a moment. Also, please include your Initiative in your quick stats.
Toshizo's Perception: 1d20 + 5 ⇒ (7) + 5 = 12
The bard has chosen an opportune moment for a midnight prowl. He steps out of the cabin and turns about to close the door quietly, careful not to disturb his companions within.
Toshizo Init.: 1d20 + 2 ⇒ (8) + 2 = 10
Enemy 1 Init.: 1d20 + 1 ⇒ (20) + 1 = 21
Enemy 2 Init.: 1d20 + 1 ⇒ (14) + 1 = 15
Enemy 3 Init.: 1d20 + 1 ⇒ (8) + 1 = 9
Enemy 4 Init.: 1d20 + 1 ⇒ (13) + 1 = 14
The sound of footsteps catches his ear, and he turns around to see three lanky humanoids charging towards him, with a fourth climbing onto the deck from the water. The four figures are all dripping with sea water and clutching three-pronged tridents.
Turn Order
Enemy 1
Enemy 2
Enemy 4
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Toshizo
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Enemy 3
Toshizo is up! The map has been updated. If the rest of the group is alerted (a move action that includes opening the door), they will act on his initiative block. Everyone but Toshizo is prone and, if you do not have a suit of light armor or another way to avoid fatigue from sleeping in armor, unarmored.
No worries. I had an inkling that not everyone had read the entire most when post people missed the special condition.
Gilroy - Please add a quick stat bar in to the race/class line in your profile. Boram's is a good example.
Orik - Please add Initiative, Perception, and SM to your quick stats.
"Barely better," Heidmarch replies with a shrug and a sigh.
“Passage on the Throaty Mermaid was arranged by Sephriel himself. He knew that a military escort or even a respectable merchant vessel might attract unwanted attention, and felt that no one would suspect his presence on a disreputable ship like the Throaty Mermaid. That’s why you’re there: to make sure the smugglers and thieves who make up the ship’s crew don’t cause him any problems.”
***
A week has passed since you left Magnimar, and the end of your voyage is in sight--metaphorically, at least. In fair conditions, you should reach the Mordant Spire in thee days' time.
It is a clear night, and the rest of the crew is about their business belowdecks or on their respective cabins.
A map of the ship is linked in the Campaign Info at the top of the page. Decide as a party whether you are relaxing on the main deck, or catching some shut-eye in the crew cabin.
As said in the Recruitment post, Murder on the Throaty Mermaid is a special case. The otherwise-outdated faction missions have been preserved as the new Secondary Success Conditions. Every faction has two parts to their mission, and you or your faction mates must complete both to receive the extra prestige point.
And we're open! Here are your factions missions (a few of the images seem to have artifacts, but I have been unable to remove them from the PDF):
There are no Knowledge checks to be made at this time, but you may ask questions of the Venture Captain. I'll give everyone a chance to make any last-minute purchases in Magnimar, then move things along after a day, or once everyone has confirmed, whichever comes first.
Gameplay is open for dotting.

After fifty days at sea, the Pathfinder lodge at Heidmarch Manor in Magnimar is a welcome place to spend the night on dry land. In the shade of the gazebo on the shore of the manor’s exotic carp pond, the resident venture-captain, Sheila Heidmarch, speaks to the assembled Pathfinders in a low, breathy voice.
“I hope you’ve found your brief stay here in the City of Monuments relaxing. The Pathfinder Society owes you a debt of gratitude for engaging in such an important and lengthy mission. When you set out from Absalom nearly two months ago, I’m sure you never anticipated the monotony of a life at sea, but I’m happy we can put you up as the ship restocks before the final leg of the journey to the Mordant Spire.
“Thus far, you have done an excellent job of representing the Society as the escorts of the Mordant Spire’s envoy, the distinguished Sephriel, whom we hope had a productive meeting with the Decemvirate regarding the Azlanti ruins over which the Mordant Spire elves hold such a protective position. If he was pleased with the meeting and doesn’t find you too
reprehensible, perhaps we can launch full expeditions into the lost continent of Azlant from this very lodge in the near future.”
She winks, and her eyes glance around the assembled agents. With a wry smirk, she continues.
“Keep up the good work, and ensure that Sephriel’s final two weeks on the Throaty Mermaid are as pleasant and event-free as they can be on
as disreputable a smugglers’ ship as it is. Thus far, it’s provided an
unassuming cover for such an important dignitary. Let’s hope the unscrupulous crew delivers their current cargo on time and in pristine condition. When you arrive at Riddleport after dropping Sephriel at the Mordant Spire, a chartered boat will be waiting to take you back to Absalom. May Desna’s blessings be upon you.”
Received the PDF, will open Gameplay soon.
That's fine, Azeban.
I'll open the Gameplay thread this weekend, once I've had a chance to write up a proper introduction. Once I do, please delete your posts after dotting to keep things uncluttered.
As far as recording purchases--honestly, putting digital Chronicles together is a bit of a pain already, especially without a full Acrobat license. I know the recordkeeping woes from my own characters, but it makes more sense to me to let the players record their own purchases in their preferred manner.
Go for it, Helaman. The scenario will begin in medias res when you've already been several weeks at sea, but I'll give everyone another chance to have provisioned themselves before locking things down.
Sounds good. If anyone decides they would rather field a different PC, or wants to take a 1st-level rebuild before we start, that's totally fine.

I'll open the gameplay thread a few days before the official event start.
Misc. Procedural Info
To keep up a pleasant pace, I will be rolling for the party any opposed checks and saves. All proactive rolls will be left to the players, but I may provide prompting for specific skills now and then. If you cast a spell or employ an effect that offers a saving throw, please provide the DC in your post.
If your build includes any immediate spells, re-roll granting effects or other out-of-turn abilities, such as Saving Finale, Improved Iron Will, or Step Up, please let me know in advance so that I can make appropriate adjustments to the publication of rolls.
In combat, if any player has not posted within a day and a half of the last GM update, I will default to what I deem a reasonable course of action, based on circumstances and past behavior, that does not exhaust any non-trivial consumables. Out of combat, after a full day with no activity, I will proceed under the assumption the missing player(s) agrees to follow the current course.
If you predict that you will be unable to post for a day or two and inform us before hand, I will be willing to extend the window. You may also designate another player to dictate your character's actions during a brief absence with whatever license you wish to allow.
Everyone feel free to provide conditional directions, especially in combat, to a reasonable degree of specificity. Otherwise, actions within an initiative block will be resolved in the order they are posted, and delay actions will be assumed where it matters.

Of the remaining players who have expressed interest, Hijikata Toshizo is the only one to have posted a profile that is both legal and complete (as far as I can tell). Welcome aboard this ship of scoundrels, Hijikata.
Oster, Seran, and Jemarra, sorry I couldn't make room for you guys. As is my policy, if anyone drops out, I will let you all know before I turn back to the forums for a replacement.
--Final Table--
Gilroy Fezziwig - Sorcerer 1 - Grand Lodge
Azeban Guitou - Sorcerer 2 - Sczarni
Brother Felinros - Inquisitor 2 - Andoran
Orik Fistbreaker - Fighter 2 - Grand Lodge
Boram - Rogue 1 - Andoran
Hijikata Toshizo - Bard 2 - Grand Lodge
I like this group quite a bit. We have a good balance of martial and magical, arcane and divine, combat and utility. With only three factions represented, the secondary missions will hopefully provide some fun flavor without stalling the main quest too much.
I'm opening up the discussion thread, and asking everyone to hop in and dot so that it shows up in your campaigns. Our start date is still a two and a half weeks away, but there's always a risk of people forgetting they signed up and dropping off.
Welcome, Orik and Boram.
--Table--
1. Gilroy Fezziwig - Sorcerer 1
2. Azeban Guitou - Sorcerer 2
3. Brother Felinros - Inquisitor 2
4. Orik Fistbreaker
5. Boram
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Seran - Is this a character you have used in PFS before? There are still some strange bits in your profile, like your lack of a faction and crazy high ability scores.
Great to have you again, Felinros.
Jemarra - Glad you're interested. You'll need to put all your relevant character information in your profile, however. Check out Felinros' profile for another example of a good format.
--Table--
1. Gilroy Fezziwig - Sorcerer 1
2. Azeban Guitou - Sorcerer 2
3. Brother Felinros - Inquisitor 2
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Seran - Sorry if it wasn't clear, you need a completed character sheet in your profile, with all the same information you have on your paper copy. The exact format is up to you, but if you want an example, check out the other applicants in this thread. This all goes in the "About [Character Name]" field.
The condensed stats are for the "Classes/Levels" field, and will be visible in each one of your posts under your name. This is the quick-access information that makes it easier for the GM to resolve common checks and rolls.
Oster, hope you can make it. Azeban, glad to have you.
--Signups--
1. Gilroy Fezziwig - Sorcerer 1
2. Azeban Guitou - Sorcerer 2
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The first deadline has past, so the remaining two to four spots will be given to the first folks to show up with fieldable characters. If you're currently in a scenario, that's alright, as long as you have a reasonable assurance that it will have wrapped up by the 5th.
Chronicles have gone out to Fissa, Alkenstar, and Caern. I still need a PFS ID from Felinros.
Ah yeah, I forgot: Roll day jobs, and make sure your PFS ID# is available, be it in your profile, or through post or PM.
Glad you enjoyed it, Felinros, though I'm sorry you had to it on the sidelines for so long. The overall pace was very slow, especially during the final encounter.
The mechanics of that fight, between the color spray wand and the jar being atop the archway, made things rather tedious. I can't fix those, but it was within my power both to update the game more quickly, and and to be more aggressive in GMPCing. Everything worked out eventually, but it was definitely a learning experience as a GM.
If anyone wants to reap the fruits of those lessons, I'll be running a table for the 2nd PbP Game Day: 2-13, Murder on the Throaty Mermaid. I got a bit tired of the repetitive string of combats in the Blakros scenarios, and purposefully selected something with heavy NPC interaction and the potential to talk your way around fights. The recruitment thread is here, if that grabs your interest.
Chronicles will be going out later today.
Sounds good, Karasu. You'll need a separate alias set up for Seran, however. Take another look through the requirements section and make sure everything is in order.

Edit: Waaait a minute. A falchion rolls 2d4, not 1d6.
Damage: 2d4 + 6 ⇒ (4, 2) + 6 = 12
With a final mighty swing, Felinros cleaves through the supernaturally durable canister, and feels the hard ceramic give way to something soft and squishy. Amidst the shattered clay pieces on the floor lies a mummified brain, now in several pieces from the force of the half-orc's blow.
Atop the nearby platform, the swirling tapestry of stars suspended within the archway begins to flicker and dim, as a howling wind suddenly fills the chamber. The walls seem to buckle and vibrate, shaking free small shards of basalt to crash into the floor as the dark veil begins to contract. The stars seem to draw further and further out of sight, until there is nothing but a small orb of darkness suspended over the dais--and in a blink, that too disappears.
The wind stops. The Pathfinder see that the tanned woman has collapsed to the floor. Her limbs appear to have shrunk somewhat, now closer to natural human proportions, and the wounds on her head and back from fungal umbilicals have closed up. She opens her eyes groggily, now revealing dark brown irises within white sclera.
"Who..."
Congratulations! You have destroyed the brain cylinder of Kubburum Ishme-dagan, closed the Gate of the Beyond, and saved the life of Imrizade Blakros. I'll have a full endgame write up, along with chronicle sheets, out within a day. In the meantime, feel free to continue to roleplay out the conclusion.
Glad to have you aboard, Gil.
--Signups--
1. Gilroy Fezziwig
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Recruiting up to six intrepid Pathfinders to escort an elven ambassador on his voyage home to the Mordant Spire, on which absolutely nothing goes horribly wrong when someone definitely isn't mysteriously murdered.
Scenario Info:
Though your adventure will not be devoid of combat, the scenario is heavy on investigation. Your quest will proceed noticeably smoother with the intelligent application of social skills and deductive techniques.
Such tools will serve you well in many areas, not the least of which will be in the completion of your special faction missions, the completion of which will determine whether you receive your second prestige point at the mission's end. Because this is a Season 2 scenario, PCs of the Andoran, Cheliax, Osirion, Qadira, and Taldor faction will experience richer role-playing opportunities, while those of the Grand Lodge, Sczarni, and Silver Crusade will have to suffice with the mission of one of the other five.
General Requirements:
-Familiarity with Pathfinder rules in general, and Society play in particular. The PFS Guide to Organized Play and Additional Resources are the best sources for the latter, both available for free on this site.
-A legal PFS character of 1st, 2nd, or 3rd level, with a complete pazio.com messageboard profile.
-An abbreviated stat block somewhere in the Classes/Levels field of your profile with essential values for yourself and any companions. One potential format with example values: HP 10/10 | AC: 18 /T: 13 /FF: 15 | Perc. +4 | F: +4 / R: +3 /W: +0 | CMB +5 | CMD +17 | Speed 20 | Init. +3
-Ability to interact with Google Docs, where maps will be hosted.
-The ability and desire to post at least once a day over the next few weeks. To demonstrate that you have read the above and confirm your eligibility, include the name of a musical genre somewhere in your post.
The Game Day doesn't begin until April 5th, but with so many tables already recruiting, it's in everyone's interest to establish their commitments ahead of time. Everyone who signs up by 11:59 PM (EDT) on Saturday, March 15th will potentially have a seat at the table. If I receive more than six signups, the final roster will be determined randomly. Otherwise, everyone will take aboard, and if we still have less than six, the remainder will be filled out on a first-come, first-serve basis.
--Signups--
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The arcanist douses the ancient jar in glistening acid, which seeps into cracks and corrodes the hard ceramic exterior, sending up a plume of noxious fumes. Atop the dais, the starry portal begins to tremble and shake, and a low bellow resounds throughout the chamber... but the structure holds together. The jar is clearly on the brink of its constitution, but whatever foul force binds it to this place has not yet released its hold.
Though he perceives these mystical effects in their environs along with the rest of his party, Alkenstar sees nothing else noteworthy about the room.
5 damage to the jar, 9 damage total.
As the stupefying magic wanes, the woman turns to face the group, but Caern is ready with the wand yet again...
Will save: 1d20 + 2 ⇒ (5) + 2 = 7
...and once more renders her insensate.
Blinded and stunned for 1d4 ⇒ 1 round(s), then stunned for 1 round.
Everyone is up! You may take your two rounds at once, if you like.
Sorry, stunned is correct.
Fissa smacks their mysterious adversary around a bit, but she seems to hardly notice.
2nd attack hits. 1 nonlethal damage to the woman.
The clang of the inquisitor's blade echoes around the walls of the cavern as Felinros hacks away at the canister. Large cracks appear on the relic, but it does not shatter.
1st and 3rd attacks hit. 4 damage to the jar. Alkenstar and Caern may still take their 3 turns.
The first one does it. Give me three more rounds worth of attacks, if you're attempting to smash it before she wakes up again.
Fall damage: 2d6 ⇒ (1, 1) = 2
With a mighty tug, Felinros pulls the urn groundward. It smacks against the ground with a mighty clang, but appears still unscathed.
Fissa - I imagine you could thwap them with the middle of the blade, or maybe cold-cock them with the pommel. Doesn't make perfect sense, but I don't see a reason to disallow it.
Fissa menaces the unconscious woman with his rapier, but fails to inflict any meaningful effect.
He recalls that ceramic brain vessels, such as this one, are susceptible to corrosion. They can be smashed by mundane means, but are unlikely to be harmed by weak blows and short falls.
Felinros' attack roll: 1d20 + 1 ⇒ (15) + 1 = 16
The well-rested Felinros tosses his grapple toward Allkenstar, which lands neatly in the bard's hands.
Caern still has a turn to take, but if anyone wants to pre-post that would be fine.
You are herniated for 1d4 ⇒ 3 rounds.
Will: 1d20 + 2 ⇒ (7) + 2 = 9
As soon as she regains her footing, the woman is once again stupefied by the magic of her own wand.
Blinded and stunned for 1d4 ⇒ 4 rounds, then stunned for 1 round.
The party is up!
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