Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Jester drops his bow and maneuvers around to try to flank... but there is flanking elementals, not that he knows that...!
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
What I would say is use the potions to heal, then Aid Token to use Bardic inspiration right as the fight starts so we can still pass it off.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Jester scans the group for injuries, using his wand as needed. Or, we can dig out the potions, as there's just a couple days left...
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Jester takes a small step back, before shooting at the north Aspis once more. "Cut off the head of a snake... and it won't grow back." Longbow attack, PBS: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 Again +2 vs Human
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Jester springs up the stairs, and lets loose an arrow at the first Aspis he sees! Top right corner Longbow Attack, PBS: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 +2 if they're human
Not sure if Sneak Attack applies...
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Not sure what the marching order was or if Jester would be able to see any of the enemies from the stairs. Really just trying to find out if there's a way for me to move and shoot before I make my action ;)
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Reflex save: 1d20 + 8 ⇒ (4) + 8 = 12 Jester reels slightly as the tower rocks, scanning around. "Hope we can get clear of this before it all comes down..."
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
This one is challenging for me because I know *exactly* what to do and with this solution it's hard to separate GM from player knowledge. I don't want to metagame it and I'll let others take the lead and nudge as needed
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
"'Detect Magic'? Can't be that simple, can it?" Jester shrugs. "Not really my department, per se. Killing bandits? My department. Perhaps even opening locks and disabling traps? My department. This all?" he sweeps a hand around the large room and towards the halls upstairs. "Magically re-arranging rooms is beyond me."
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
"On our own, working together" Jester replies gamely. He lists out: "reserved room, hidden in plain sight, trick to find. Got it."
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6 Forgot to heal myself up. Anyone else that needs it, roll for yourself and let me know how many charges you used.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Jester pulls out his Wand of The Ranger is the Party Healer and ensures that everyone is ready for what else may come.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Jester bats out with his greatsword, though he slips on the ectoplasm! He grits his teeth and mutters, "I'm going to need a bath after this!"
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Will Save: 1d20 + 1 ⇒ (18) + 1 = 19 Jester shrugs off the ectoplasmic crud, though the creature's foul touch ate deeply into his side. "Well, aren't you all just the ugliest mounds of slime?" He drops his bow and draws his greatsword, striking ineffectually at the nearest threat. Greatsword: 1d20 + 4 ⇒ (3) + 4 = 7
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
There really isn't a reason we shouldn't be able to take 20 here. I'm willing to eat any fireballs to the face if there's a trap... ;)
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16 Of course. "They've got to be in here somewhere, unless those Looters took them. I doubt we'd get sent here on a fool's errand" Jester begins search thoroughly, pouring over stacks of papers and piles of books. Take 20, for a 26.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Was there one that's already damaged?
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Jester looses an arrow at the looter on Etune, though sadly it goes flying.
Oops. These are humans, right? I should have had +2 damage to both of the hits.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Just to be sure, the one to the south had taken 16 points of damage before my shot this round, or did I damage a different one on a previous turn?
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
"Can't help much with dousing the flames at the moment, but here's some covering fire..." Jester fires another arrow, either at the one he was shooting at or more likely, if that target is felled by the dwarf, the South East looter. Longbow Attack, PBS: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
One way or another, if the looter directly south is killed, Jester will move 30' South after the attack to the square marked by 'J'
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
"Out of the frying pan, into the burning inferno..."
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Ruth Rubani wrote: @Jester - add 2 charges back to your wand of healing. Ruth will use the 1 potion found on the Aspis Agents and 1 found here on the Owl men. Save the potions. Wand charges are cheap and potions are usable in combat if needed
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
The joke in my 3.5 gaming group is that until level 3 wizards / sorcs are crossbowmen. Slap a breastplate on them and hand them a crossbow; being able to do 1d4+1 for a Magic Missile isn't worth it ;)
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
No problem, guys. Glad to help out. Jester surveys the room, seeking out anything that might be interesting or of note. Can perception check as needed. "We should press on. We can rest when we're dea-" He glances over at the corpse. "Ahem. No time for resting."
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Jester makes sure to top off the group with his wand before going to investigate the body. Etune gets healed for at least 8 HP and everyone can roll the healing as much as you want, just let me know how many charges you use.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Not sure if I was supposed to be in this batch or not, but here's my action when its relevant Well, this isn't going well... Jester holds his bow one handed, pulls out his wand of Cure Light Wounds, and uses it to heal Etune.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
One other thing about this scenario: there isn't a 4-player modification. I'm guessing it's assumed that since it's a Special, it'll be full tables. Core definitely *does* require a bit more tactics over encounters that can just be beaten by feature-creep from years of new products. It does require rolling higher than 10s, though ;)
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Surveying the scene, Jester mutters to himself darkly. Well, now. Dead Master of Spells? I believe we've moved past pleasantries, misunderstandings, and "Syrinx Homeward Bound." Longbow Attack, PBS: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Without missing a beat, he draws an arrow, looses it at the Syrinx that spoke, and (probably) causes the owl-man to explode back as his shot hits dead center in its wide eye. His cocky grins shows teeth as he shouts out, "Death will be your eternal captor if you don't. Surrender. Now." Damage assumes I confirm, but I'm pretty sure that 5+2+1+3 knocks it unconscious no matter what. I was initially aiming at the one right across from me, but whichever you wanted to have spoken works, for cinematic effect ;)
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
"You are Syrinx, right? Never seen one in person, but I've heard of your kind. Maybe we can help you figure out where your home is now, if you'll agree to leave this fight." How many Pathfinders does it take to get to the bottom of a Syrinx mystery? One, two... Knowledge History: 1d20 + 7 ⇒ (10) + 7 = 17
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Minor spoiler, but the "Success" check isn't diplomacy based. They did a good job in this scenario to ensure not *everything* is based off Diplomacy. Hopefully Our Mysterious Benefactor moves things forward, but if the "Transition" warning occurs and he's stuck in the land that internet forgot like I was yesterday, I'll just see where I get with the appropriate rolls
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Luckily, there's the potential to resolve this encounter fairly quickly, depending on die rolls... ;)
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Knowledge Local: 1d20 + 7 ⇒ (4) + 7 = 11
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Neither of those are my knowledges, sadly. I'm partial to moving to Star Hall, since we're already in the area. Willing to go wherever, though.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Jester slinks around the wall, stalking his foes. Half movement speed stealthy double move. No way to meaningfully contribute to combat this round with the wall.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Yeah, that's where I wasn't sure. It doesn't seem like it falls under "sniping" because I'm don't ducking in and out of cover. Again, Stealth in combat is weird, I don't normally use it, it just makes the most tactical sense to at least try because I used my 5' step to get out of melee
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Jester calmly steps back as the assailant rushes by, drawing his bowstring as he does, and shooting an arrow right into the enemy's head.
Surveying the presumably corpse before him, he mutters, "This is what happens when you run with sharp objects..." then slips into the shadows.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
These men aren't that much different from River Kingdom bandits.. Jester slinks around the corner and snipes an arrow into the nearest foe.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
The creepiness of the room doesn't seem to faze Jester. He shouts back at the echoing voice, "Oh, come now, what kind of over-dramatic drivel is that? Besides, there are fates much worse than death! Come, let us show you a few!" Despite his joking tone and scarred grin, his eyes are serious as he takes to the shadows, bow drawn. I can roll stealth and / or perception as needed, or the GM can.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Were you looking to give them more healing than the CLW? If so: Jester shrugs. "They seem mobile enough after the healing, and who knows how many near-death wounded there might be. I'd hate to find 48 more Agents knocking on death's door inside. Not the literal death's door, mind you." He pauses a moment, considering, then opens the mausoleum door. "Clear here at least, I guess."
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
"Looks like this place is popular as the grave..." Jester produces his wand and uses a charge of Cure Light Wounds on both of the bodies. Assuming it's not a Heal check needed?
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Technically, there's "North West" or "more stuff that's West of us, but still in the 'South'". I'm good with finishing up things in the South or moving on, either way.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
This is the most "Social Skills" encounter, although Diplomacy is almost always useful (and we're a bit short of it.) I'm personally letting other people make a stab at things first as I'm currently actively GMing and want to try and avoid meta-gaming if others can participate. So here I'm seeing if Florin can do the Diplomacy before pulling out the Knowledge Local :) There's a pretty good mix of skill challenges in the Scenario, unless you have Profession: Underwater Basket Weaver.
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Jester watches amused as Florin steps up to take charge. Trust the Paladin to have a spine. "Having some trouble with the guard? Did the Menagerie come running out into Absalom?" He idly spins an arrow between his fingers. "If you haven't noticed, there's a bit of a mess without having others rushing in."
Male CG Human (River Kingdoms) Rogue 1, Ranger 1 | HP: 11/11 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 | F: +3, R: +8, W: +1 | Init: +6 | Perc: +6*, SM: +5* | Speed 30ft | Active conditions: None.
Knowledge History: 1d20 + 7 ⇒ (19) + 7 = 26 Jester acknowledges the foolish dwarf with a mocking grin. "While we may not be Venture-Captains, extraordinary times call for extraordinary measures and there is precedent, such as when Durvin Gest himself was ordered by a fellow agent! Besides, you know who has a sure-fire way to make it into the history books? Those that abandon their orders to rush into fool skirmishes, getting themselves and the people they were supposed to be guarding killed. Take the safe bet and end up on the right side of the history books on this one."
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