Crow

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1,898 posts. Alias of Sensen.


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Okay, apologies for the silence this past week. I was taking some time to see how it felt to take off from posting as a GM, and then struggling with some other issues. I don't think I'll be able to keep running this game for the time being - I might come back eventually, but I doubt it will be within a reasonable timeframe.

Apologies, everyone, and I wish I could've kept at it longer.


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Hey folks. Just as a word of warning, I'm going through some self-reflection recently, and I'm not sure I'm capable of continuing to GM this game. I hate to drop it so soon after starting, but I'm just having less fun with running Pathfinder than I have in the past.

I'm not saying I'll drop the game, but it is something I'm increasingly considering. I apologize for springing this on you all out of nowhere, but I want to be open about it.


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As the noblewoman and actress leave the room, the imp's eyes narrow slightly, but she's distracted by Ghorza and Laria. "Look, I get it - you all don't have any reason to trust me, and I have tried getting rid of you, yes. But let me be clear - I don't really want to be here any more than you want me here."

"What do you mean?" Laria asks, glowering down at the devil.

"My name is Blosodriette. I've been in the Material for... I don't even know how long, now, locked away in that basement. I'd really like to go home." The imp replies. "So I want to make you a deal - I don't want to die, obviously, and you don't want a devil who knows you've got plans to revolt against a diabolic regime running around. If you destroy my contract," she gestures at the paper that is concealed by the spell, "I'll be sent back to Hell, and you'll be free of me."

GM Rolls:

1d20 + 11 ⇒ (19) + 11 = 30
Rexus: 1d20 ⇒ 9
Laria: 1d20 + 4 ⇒ (3) + 4 = 7

Sense Motive DC 30:
The imp's not being entirely honest about what she'd do if she was free, or about wanting to return to Hell. She definitely prefers going back to Hell to dying, but probably would rather be able to do what she wants in Golarion more than that.


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That was it. I'm so glad the players know the game better than me. (That's serious, by the way - I appreciate all the help you give me.)


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The poison will wear off before you get her out of the building, but the Dex damage will need magical restoration, I believe.


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Round 12 Wrap-Up

Ghorza rushes across the storeroom, leaping and swinging with her pick, tearing into the imp, who just manages to avoid being hit with the worst of the attack.

Adolina continues to fight the poison in her veins, but her body just isn't quite up to it, as her muscles continue to wrench and pull, keeping her from exerting her full range of motion.
Dex Damage: 1d2 ⇒ 1

Ginetta advances, measuring out the path to the imp, while Celi fires her bolt at the imp once more.

Rexus rushes to Adolina's side, gently helping her back to her feet. She feels his welling sense of destiny embrace her and empower her. "Adolina, stay with me. You can beat this." You get +1 from his touch of destiny, which will apply to the save.

Round 13

The imp attempts to turn invisible again, but isn't quite able to do so, magic fluttering uselessly around her. She scowls, then throws up her hands. "Alright! I surrender! I'm done!"
Defensive Casting: 1d20 + 7 ⇒ (3) + 7 = 10

Combat Over? Unless you want to keep fighting her, which might be wise, since she's healing every round...

Statuses:


Adolina: HP: 12/17; AC 14, touch 11, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1, 4 points of Dex damage, poisoned 4 rounds, 1 save
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 2 hours
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14
Ghorza: HP: 11/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1, 1 point of Dex damage

Laria snatches at the imp, catching her in one hand, then grabbing her tail in the other - the devil doesn't even bother evading. "Why should we believe you?" She asks.

"Because, contrary to what you may think, I'm not stupid. I don't want to die."


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Round 11 Wrap-Up

Ghorza rushes up the stairs to attack the imp that hovers near Adolina, but her close proximity to the noblewoman allows the red-skinned devil to duck around her and avoid the attack. She has partial cover. I couldn't find any rules about whether being inside the same square as a sufficiently larger creature gives soft cover, normal cover, or partial cover, so I'm going with the last.

Ginetta lunges around the stairs, thrusting upwards at the imp, who is unable to evade this time, getting pierced in the wing by the rapier instead. She yelps, pain spasming across her face, but doesn't fall.

Adolina feels her muscles lock up even tighter as she struggles with the poison that surges in her veins.
Dex Damage: 1d2 ⇒ 2

Celi fires her crossbow once more, but it sails haplessly past the group surrounding the imp.

Rexus grunts, looking around for some way to help with the combat, but finds nothing.

Round 12

The imp's wounds knit shut as she focuses on dodging and avoiding the attacks that the heroes might possibly throw at her - but as magic whirls briefly around her, she fails to disappear. Scowling, she instead beats her wings upward, attempting to get out of the Ravens' reach. Easily evading any attempts to strike her, the imp sails back across the room, flying over the boxes once more.
Concentration Defensive Casting: 1d20 + 7 ⇒ (1) + 7 = 8
Acrobatics vs. Laria CMD: 1d20 + 13 ⇒ (2) + 13 = 15
Acrobatics vs. Ghorza CMD+2: 1d20 + 13 ⇒ (19) + 13 = 32
Acrobatics vs. Ginetta CMD+4: 1d20 + 13 ⇒ (14) + 13 = 27
As Adolina's unarmed, she doesn't threaten... I think. She might threaten her own space even while unarmed.

Laria rushes across the room, leaping up atop one of the boxes to get in close with the imp once more, shouting something in the same language as before.

Players are up.

Statuses:


Adolina: HP: 12/17; AC 15, touch 12, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1, 3 points of Dex damage, poisoned 5 rounds, 1 save
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 2 hours
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14
Ghorza: HP: 11/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1, 1 point of Dex damage


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Round 10 Wrap-Up

The Ravens prepare for the imp to return to visibility, scanning for any signs of her return. Adolina moves to the stairs, hoping to snatch at the imp if possible, while Celi prepares to fire her crossbow again.

"We can't keep doing this..." Laria mutters. "But damned if I have any better ideas." Rexus glances around wildly, his sword cane in one hand.

Round 11

The imp makes her reappearance - right next to Adolina's shoulder, and she drives her stinger tail towards the noblewoman. It lands in her throat - although she's able to throw herself just out of the way enough that it misses her artery, it still sends her staggering slightly - far more painful than something that size has any right to be. Poison pulses in her veins, tightening muscles and leaving her numb.
Sting vs. Adolina, flat-footed: 1d20 + 6 ⇒ (12) + 6 = 18
Damage, Sneak Attack: 1d4 + 1d6 ⇒ (1) + (4) = 5 Adolina is at 12 hp.
Adolina Fort vs. Poison: 1d20 + 1 ⇒ (8) + 1 = 9
Dex Damage: 1d2 ⇒ 1 Adolina suffers 1 point of Dex damage. She needs to roll 1 save, and the poison lasts for 6 rounds.

Celi holds her crossbow fire for a moment, before letting fly at the imp - but her proximity to Adolina means that the gnome has to pull her aim, throwing it off and sending the bolt flying past.
Crossbow vs. Imp: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11

Laria utters a sharp cry, lunging at the imp as she leaps from the table. A hand blurs past Adolina's face as she grabs at the flying devil, but once more, the imp dodges out of the way, tongue flicking out of her mouth mockingly as she says something that the women don't understand. The halfling woman hisses something in reply, readying herself to attack again.
Laria Grapple vs. Imp: 1d20 + 4 ⇒ (9) + 4 = 13

Players are up. I'm not sure that one can aid another on a combat maneuver, or if it's only attacks.

Statuses:


Adolina: HP: 12/17; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1, 1 point of Dex damage, poisoned 6 rounds, 1 save
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 2 hours
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14
Ghorza: HP: 11/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1, 1 point of Dex damage


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If Ginetta doesn't post by later today, I'll try to get a bot in for her.


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Round 9 Wrap-Up

Adolina lunges at the imp, but pulls her blow incredibly short, concerned that she might hit one of her friends. Ginetta quickly steps up to take the noblewoman's blade herself, readying the weapon to attack the imp when the time comes. That's fine by me, Ginetta - assuming that Adolina's good with it.

Ghorza swings her pick at the imp, tearing a tremendous gash in her body and causing her to emit a squeak of pain, but the devil doesn't fall, staying high in the air despite the attack.

Celi fires her crossbow at the imp, but the intervening bodies and chaotic melee prevents her from doing more than skipping the bolt off of the ceiling.

Rexus hesitates, then lifts one hand in preparation for something.

Round 10

The imp shakes off her lingering daze and then focuses, flickering and darting around the Ravens' weapons, dodging away from them as she flies to the north. As soon as she is away from the women on the table, Rexus unleashes his own spray of vibrant color, but the imp disregards it, swiftly disappearing into invisibility once again.
Acrobatics vs. Ghorza CMD: 1d20 + 13 ⇒ (11) + 13 = 24
Acrobatics vs. Ginetta CMD+2: 1d20 + 13 ⇒ (8) + 13 = 21
Imp Will vs. DC 15: 1d20 + 3 ⇒ (15) + 3 = 18

"Blast it all!" Rexus growls, seeing his spell do little to stop her.

"Why is she doing this now?" Laria asks aloud. "Surely she could've done something else that would damage our cause more..." She remains on the table, scanning and waiting for the return of the imp.

Players are up.

Statuses:


Adolina: HP: 17/17; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 2 hours
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14
Ghorza: HP: 11/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1, 1 point of Dex damage


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To be fair, she's sort of a pseudo-boss. I wouldn't dismiss it too quickly.


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She does, indeed. She's got class levels (and sneak attack, as we've seen).


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The imp is 10' in the air, near the ceiling. From where Celi is on the map at the moment, I'd say... yes, just. It'd be a weird one, but I think by angling it upwards and towards the bottom of the map, she'd just hit the imp's square.

Round 8 Wrap-Up

Ginetta moves quickly to retrieve her dagger, while Adolina advances, hopping up on the table herself to thrust at the devil, who casually dodges.

Celi, however, moves forwards, just far enough to get the imp and none of her comrades with her spell, which she promptly unleashes. A burst of color erupts from the gnome wizard's hands, stunning the imp, whose blowgun falls from her hands.
Imp Will vs. DC 15: 1d20 + 3 ⇒ (6) + 3 = 9 Ouch for her. I don't think that she falls down, though.

Ghorza joins the group on the table, swinging with her pick and landing a heavy strike on the now-defenseless imp, tearing through her flesh with the silvered weapon.

Rexus joins the group, drawing his cane sword and readying himself to attack.

Round 9

The imp flaps her wings rapidly, shaking off the dizzying array of colors that disrupted her thoughts. As she does so, it becomes clear that her wounds are healing without any effort - without keeping up the damage, the Ravens won't ever get her down.

Laria leaps again, throwing a quick punch at the creature, which cracks heavily into the fiendish creature's hide, sending her spinning, but does nothing else.
Laria Acrobatics vs. DC 16: 1d20 + 9 ⇒ (12) + 9 = 21
Unarmed vs. Imp: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Players are up.

Statuses:


Adolina: HP: 17/17; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 2 hours
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14, touch of destiny +1 1 round
Ghorza: HP: 11/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1, 1 point of Dex damage


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Round 7 Wrap-Up

The women prepare themselves for the imp's return to visibility, each in her own way. Rexus, meanwhile, rushes to Ghorza's side, touching her shoulder and giving her a rush of destined purpose. Touch of Destiny +1.

Round 8

The imp reappears, floating above the table, and fires another dart at the back of Ghorza's neck, which lands alarmingly close to another vital artery, leaving a stinging pain in her wound - this time, her body fights off the venom.
Blowgun vs. Ghorza, flat-footed: 1d20 + 11 ⇒ (12) + 11 = 23
Damage, Sneak Attack: 1 + 1d6 ⇒ 1 + (4) = 5
Ghorza Fort vs. Poison, Touch of Destiny: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14

Total defense's bonus is, unfortunately, a dodge bonus. Which disappears when you don't get your Dex bonus. As when being attacked from stealth. Alas.

Ginetta immediately throws her silver dagger over her allies' heads at the imp, who manages to dodge out of the way with depressing ease. Laria hurls her own weapon at the devil in turn, but it doesn't even make half the distance before clattering to the ground.
Laria Thrown Dagger: 1d20 + 4 - 6 ⇒ (2) + 4 - 6 = 0

"Some fool, me!" The imp giggles in Taldane. "I'm not the one tripping over myself!"

Linguistics DC 20 or Knowledge (local) DC 25, non-Kintargan natives suffer a -4 penalty, Kintargan natives suffer a -2 penalty:
That Taldane accent sounds... familiar. Almost native to Kintargo? It seems oddly familiar in some other way, too.

GM Rolls:

Rexus: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Laria: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Perception DC 14:
Rexus starts at the sound of the imp's voice.

Laria rushes forwards, hopping up onto the table and making a leap to strike at the imp as best as she's able. Despite managing to get nearly at the same height as the imp, her fist passes the creature by, missing by inches.
Laria Acrobatics DC 16: 1d20 + 9 ⇒ (16) + 9 = 25
Unarmed vs. Imp: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11

As she lands on the table, scattering the papers, Laria curses in her native tongue.

Round 8

Players are up.

Statuses:


Adolina: HP: 17/17; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 2 hours
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14, touch of destiny +1 1 round
Ghorza: HP: 11/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1, 1 point of Dex damage, touch of destiny +1


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"It's the windstorm, really!" Ah, the perils of low level play. She's also got a decent AC, thanks to being Tiny.


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There is a reason she attacked now, though it's still an impulsive and foolish one, I think.


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I do apologize about her strategies here, but she's really an annoyance and intended to be such. It's better that you take her out now, though.


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Round 6 Midpoint

Ginetta advances towards the imp, slashing at the creature, who easily darts out of the way, barely acknowledging that it happened.

Ghorza feels her muscles tighten, locking up in response to the stinging venom on the puny dart, and she attempts to swing at the imp herself, but the infernal creature swoops to easily evade her attack as well.

I'm not sure either of you have the reach to hit her? Especially since she's Tiny and 10' up. Mind you, with that roll, you wouldn't have hit her either. Also, Ghorza, you don't have suggestion affecting you, so you don't have to fight defensively or whatnot.

Celi rushes back across the room, trying to make her spell available to cast on the imp, while Adolina unleashes a third powerful spell on the flying irritant. The devil trembles briefly from the assault, but manages to shake off the worst of it.
Imp Fort vs. DC 13: 1d20 + 4 ⇒ (11) + 4 = 15

Rexus utters a short curse under his breath, laying a hand on Laria this time, and then shoving his way through some of the stacked boxes to get his own angle on the attacker.

Round 7

The imp glares at her attackers, vanishing from sight once again. Ghorza feels the poison surging in her veins as her body finally manages to fight it off, leaving her free of the venom once more.
Ghorza Fort vs. Poison: 1d20 + 3 ⇒ (10) + 3 = 13

Laria grimaces. "She can't have that many more darts, surely! She's too small to carry much!" Still, she readies herself with yet another dagger to throw at the creature.

Players are up.

Statuses:


Adolina: HP: 17/17; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 2 hours
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14, touch of destiny +1 1 round
Ghorza: HP: 15/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1, 1 point of Dex damage


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Round 5 Wrap-Up

Ginetta attempts to reach out to the imp, but garners no response from her. As she does so, her two spell-casting friends prepare to unleash their magic on her the moment she reappears, and Ghorza scans the room for any signs of the imp's movement - to no avail.

Rexus frowns, scanning the room himself. "Or she thought she could do more damage now..." He muses thoughtfully, but keeps his hands up in preparation for casting a spell.

Round 6

Since neither Celi nor Adolina spotted the imp last turn (having rolled in the GM notes above), I'm not sure whether their actions go off before she has the chance to act. At the moment, I'm ruling that their actions do go off, but only after hers have resolved - as the attack is what dispels her invisibility, if for no other reason.

The imp reappears on the far side of the room, still fluttering above the ground as she fires a blowdart at Ghorza.
Blowgun vs. Ghorza, from stealth, one range increment away: 1d20 + 11 - 1 ⇒ (11) + 11 - 1 = 21
Damage: 1 + 1d6 ⇒ 1 + (3) = 4 Ghorza is at 15 HP.
Ghorza Fort vs. Poison: 1d20 + 3 ⇒ (5) + 3 = 8
Dexterity Damage: 1d2 ⇒ 1 Ghorza takes 1 point of Dex damage, and is poisoned for 5 more rounds, I think.

Immediately, Adolina whirls and unleashes another silent scream at the imp, who momentarily staggers under the sonic assault, but swiftly regains her stability, glaring at the noblewoman.
Sonic Damage: 1d6 ⇒ 3
Fort Save vs. DC 13: 1d20 + 4 ⇒ (17) + 4 = 21

Celi is unable to cast her burst of color - unable even to reach the imp with the spell.

Laria whirls to look at the tiny devil herself, hurling another knife in her direction, but the imp doesn't even need to wing out of the way, simply allowing it to pass her by without concern.
Laria Thrown Dagger vs. Imp: 1d20 + 5 ⇒ (3) + 5 = 8

Players are up.

Statuses:


Adolina: HP: 17/17; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 2 hours
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14, touch of destiny +1 1 round
Ghorza: HP: 15/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1, poisoned 5 rounds (DC 13 Fort, 1 successful save needed), 1 point of Dex damage


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Does anyone know whether Ghorza's doing alright? I'll bot her tomorrow if we don't hear from her player before then.


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Round 4 Wrap-Up

As Adolina prepares to unleash her spell once more, readying herself for when the imp reappears, Ghorza smashes her pick into the dissipating devil-ape, which flares out of existence - returning to Hell, perhaps?

Ginetta, meanwhile, advances towards where last the imp was spotted, silver knife at the ready. Is this a thrown ready or a melee ready?

Celi summons up a suit of armor composed of raw force, scurrying towards the imp's last location.

Rexus clasps Ginetta's shoulder briefly, and she feels the welling sense of purpose, of fatedness, growing within her. Touch of Destiny +1, as you'd expect.

Round 5

For a few moments, all is calm - there's no sign of the imp anywhere, but she's almost certainly still around.

GM Rolls:

Adolina: 1d20 + 6 ⇒ (16) + 6 = 22
Ghorza: 1d20 + 9 ⇒ (11) + 9 = 20
Celli: 1d20 + 0 ⇒ (16) + 0 = 16
Ginetta: 1d20 + 8 ⇒ (19) + 8 = 27

Stealth: 1d20 + 21 + 20 ⇒ (2) + 21 + 20 = 43

Laria looks around, scowling as she draws a dagger. "This isn't good." She mutters darkly. "Especially if it stays hidden - or worse, goes to get dottari or Asmodeans."

Players are up.

Statuses:


Adolina: HP: 17/17; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1
Celi: HP: 14/14; AC 17, touch 12, flat-footed 16; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 2 hours
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14, touch of destiny +1 1 round
Ghorza: HP: 19/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1


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Round 4 Retcons

I totally forgot that the imp was dazed. Rewinding a bit.

However, as the duo approach, the golden dust fades, and the imp's outline goes along with it - disappeared once more. Rexus curses under his breath. "I'd thought it would last longer than that!"

Laria looks around, catching a glimpse of the fading golden dust, and rushes towards the two preparing to face off against the imp. "Where is it?" She asks, and Rexus gestures in her general direction.

Now players are up. Sorry about the confusion.

Statuses:


Adolina: HP: 17/17; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1, touch of destiny +1 1 round
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14
Ghorza: HP: 19/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1


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Yeah, as long as you think she would do so. Assuming she failed the save again (I'd reroll it, probably), she'd believe it was damaged. Whether or not she thinks she shouldn't use it at all or she thinks she can be careful enough with it that it won't break, it's up to you. She just can't go "No, it's fine!" I think, anyways.


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Oh, I must've missed the dazed thing, 'cause i did know that. I think. Yeesh. I'll put in a post tomorrow to adjust it. She is, however, still invisible.


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Round 3 Wrap-Up

Ghorza lashes out at the staggering devil-ape, piercing its stomach with her pick and jerking it free. The gorilla groans, falling towards her and slamming heavily onto the ground, where it begins to slowly perish.

Adolina unleashes a silent scream, directing her magic at the imp, who staggers, gold-shining wings flapping rapidly to keep herself afloat.
Imp Fort vs. DC 14: 1d20 + 4 ⇒ (6) + 4 = 10

With a swift stab, Ginetta banishes the infernal gorilla back to Hell in a burst of flame that consumes the ape's body.

Meanwhile, Celi approaches the imp's location with a very careful tread, trying to get close before the blindness fades.

Rexus follows her with longer strides, before tapping her silently on the shoulder. Fortune whirls around her, empowering her with the inevitability of her own success.

Round 4

However, as the duo approach, the golden dust fades, and the imp's outline goes along with it - disappeared once more. Rexus curses under his breath. "I'd thought it would last longer than that!" CL 1 scroll, lasts one round. Alas.
Imp Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Within moments, she reappears, flying over boxes much closer to Ghorza and Laria. "You know," she says to the dwarf, "that pick looks pretty damaged. You should probably use something else."

Ghorza Will, Indomitable Faith: 1d20 + 3 ⇒ (12) + 3 = 15
Ghorza Resolute: 1d20 + 3 ⇒ (11) + 3 = 14

First: Indomitable Faith and Fed-Up Citizen don't stack, because trait bonuses don't. I think. Second: I assumed you probably would want to use Resolve here, Ghorza, because it'd be a pretty important roll. Apologies if that wasn't the case.

Spellcraft DC 18:
That's a suggestion spell, or something much like it.

Ghorza:
Wait... the imp's right! She did damage her pick on that beast's bones. If she's not careful with it, she'll break it trying to kill the puny thing!

"Don't believe her!" Laria shouts, then draws a knife and tosses it at the imp. "You surely know your weapons better than this thing!" The blade whirls through the air, striking home and knocking her momentarily off-balance before she regains herself, with no sign of any injury. "Dammit." Laria hisses. "We need silver!"
Laria Dagger vs. Imp: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Players are up.

Statuses:


Adolina: HP: 17/17; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1, touch of destiny +1
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14
Ghorza: HP: 19/23; AC 18, touch 12; flat-footed 16; Resolve 0/1, Panache 0/1, suggestion: Don’t use her pick, 3 hours remaining


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Celi Wordsmith wrote:
How tall is the stack of boxes that the imp is hiding behind?

It's probably about four feet or so tall, but she's flying above it, so you can still see her.


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Round 2 Midpoint

Adolina retreats, swiftly identifying how the infernal ape arrived in the Wasp Nest. Because the gorilla has a 10 foot reach, she can't actually attack it without getting closer, which I assume she doesn't want to do. That said, since she missed anyways, nothing changes.

Ghorza, meanwhile, rushes the summoned monster, who lashes out with a heavy blow as she approaches, but the swashbuckling smith is quick enough to evade the treelike arm and respond in turn with a rapid strike from her pick. The silver tears through its flesh and chips at bone.
Ghorza Acrobatics vs. Gorilla CMD: 1d20 + 2 ⇒ (6) + 2 = 8
Gorilla AoO: 1d20 + 3 ⇒ (13) + 3 = 16

The gorilla flinches back with a bellow of pain, hellishly hot blood spurting out of its injured arm, but the flinch is enough that Ginetta's attack doesn't land even close to its flesh.

Celi moves rapidly to Rexus' side, trying to keep a lookout for the imp.

"Ah! Be ready to strike, friends! Rexus calls out, pulling out a scroll and chanting from it. A burst of bright dust erupts in the area that the imp had disappeared into, covering her in sparking gold - along with most of the walls and floors nearby. The tiny devil screams, flinching back from the blinding light.
Imp Will: 1d20 + 3 ⇒ (4) + 3 = 7

Round 3

On the other side of the room, the gorilla unleashes a barrage of strikes at the women surrounding it, but none come even close to landing, thanks to their own skill.
Slam vs. Ghorza: 1d20 + 3 ⇒ (3) + 3 = 6
Slam vs. Ginetta: 1d20 + 3 ⇒ (8) + 3 = 11

The imp flies backwards, towards the far corner of the room, attempting to get as far from the Ravens as possible.

Laria doesn't take her eyes off of the gorilla, striking again with a volley of attacks. This time she's much better able to hurt it, slamming a fist into its groin, stomping hard on its inner foot, and leaping to shoulder it in the stomach.
Unarmed vs. Gorilla: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 The ape is also staggered, thanks to her Staggering Fist feat.

Players are up.


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I believe the minimum treasury is equal to the number of members the Ravens have at any given week.

This fight is a delightful coincidence with the event I rolled for the rebellion, because it would hit the morale to have an imp infiltrate so soon after the start of the rebellion's efforts.


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Yep, you're in the Wasp Nest at the moment.

Round 1 Wrap-Up

"What- how?!" Rexus whirls to face the imp, raising his hands in preparation for a spell of some sort.

Round 2

A high-pitched voice incants from the same area that the imp disappeared from, and magic begins whirling into existence at the stairs that lead back up into the rest of the Wasp Nest. Gradually, crackling fires form into a horned, crimson ape.

Spellcraft DC 18:
That's the manifestation of a summon monster spell! A reasonably potent one, too. Specifically 3.

The ape bellows, launching itself forwards at the women. Its eyes flash with an infernal loathing as it slams one heavy arm down towards Adolina. Fortunately, the noblewoman is able to deflect the attack with her rapier, dodging out of the way of the rest of the impact, which still sends her staggering.
Target, 1 is Adolina, 2 is Laria: 1d2 ⇒ 1
Slam vs. Adolina, Charge: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12

"Dammit, how badly is our base infiltrated?!" Laria curses, stepping forwards and unleashing a heavy series of strikes with her hands and feet. The attacks barely phase the creature, not even causing it to twitch.
Laria Unarmed vs. Fiendish Gorilla: 1d20 + 4 ⇒ (1) + 4 = 5

Players are up.

Statuses:


Adolina: HP: 17/17; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14
Ghorza: HP: 19/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1


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To clarify, you're putting 1200+ gp into the Ravens? That's pretty incredible. Wise? Possibly not, but it'll probably guarantee you're not out of money in the rebellion for a while.


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Laria giggles softly at Ghorza's suggestion, while Rexus nearly chokes on his coffee. "Gods, Miss Thursisdottir, warn me before you say things like that!" He wipes his mouth with a handkerchief, then grins at her. "Still, it's good to laugh."

There's a moment of silence. "We'll head out to scout out the Salt Works, then." Korva says, getting to her feet. "Girls, we'll take the drains - no use showing off that we're here, and the sooner we get to knowing them, the better."

There's a brief chorus of groans, but the tengu sisters still get up and prepare to head out.

Laria picks up the paper that the women identified as concealed by magic. "So, in the meantime, we'll drum up support and get to directing the Fushi SIsters' efforts. Help decode the documents, that sort of thing. Ghorza, if you can work at your smithing - in whatever small capacity you can manage, I'll try to get some money together, or get you in contact with merchants who could sell them."

Perception:

Adolina: 1d20 + 6 ⇒ (4) + 6 = 10
Ghorza: 1d20 + 9 ⇒ (10) + 9 = 19
Celli: 1d20 + 0 ⇒ (12) + 0 = 12
Ginetta: 1d20 + 8 ⇒ (8) + 8 = 16
Rexus: 1d20 ⇒ 15
Laria: 1d20 + 4 ⇒ (16) + 4 = 20

???: 1d20 + 21 + 20 ⇒ (20) + 21 + 20 = 61
Hahaha no.

Combat Start

Initiative:

Adolina: 1d20 + 3 ⇒ (8) + 3 = 11
Ghorza: 1d20 + 2 ⇒ (9) + 2 = 11
Celi: 1d20 + 2 ⇒ (3) + 2 = 5
Ginetta: 1d20 + 3 ⇒ (8) + 3 = 11

Rexus: 1d20 + 1 ⇒ (6) + 1 = 7
Laria: 1d20 + 2 ⇒ (16) + 2 = 18
???: 1d20 + 9 ⇒ (14) + 9 = 23

Surprise Round

A flitter of movement out of the corner of their eyes is the only sign that the Ravens have of hostile presence before a tiny dart flits seemingly out of nowhere towards Ghorza. The dwarf feels a sharp sting on her neck as something penetrates far too close to one of her arteries.
Blowgun vs. Ghorza, flat-footed: 1d20 + 11 ⇒ (6) + 11 = 17
Damage, Sneak Attack: 1 + 1d6 ⇒ 1 + (3) = 4
Ghorza Fort vs. Poison: 1d20 + 3 ⇒ (17) + 3 = 20 Resisted.

Round 1

The Ravens have a brief chance to spot their attacker, a tiny flying crimson-skinned woman with a long stinger tail, before she disappears, vanishing from sight entirely.

Knowledge (planes) DC 17:
That's an imp - one of the least of devilkind. Though they are smaller and less physically imposing than the lemures the Ravens fought in the Livery, they are far cleverer and much more adept magically, as this one has demonstrated.

Imps' tails are poisonous, and they heal from injuries astonishingly quickly. They share most devils' resistance to non-silver or non-blessed weapons, and are immune to acid and poison. Fire and cold also struggle to damage them. They can shapeshift into boars, giant spiders, rats, or ravens, but this one clearly hasn't bothered.

An imp can turn invisible at will, as this one seems to have done, and can subtly warp a mortal's mind, tempting one to ever greater heights of depravity. They can also perform minor divinations, though that's usually less relevant in combat.

"What the-?!" Laria utters a particularly nasty phrase in her native language, snatching a dagger from her hip and readying it to throw as she scans the area carefully.

Initiative order is as follows: Creature, Laria, Adolina, Ghorza, Ginetta, Celi, and Rexus. I've put Rexus to the back end since he was only 2 higher than Celi, and I figured it'd be easier.

Statuses:


Adolina: HP: 17/17; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1
Celi: HP: 14/14; AC 13, touch 12, flat-footed 12; Arcane Reservoir 2/4, Eternal Hope 1/1
Ginetta/Rose: HP: 13/13; AC 18, touch 14, flat-footed 14
Ghorza: HP: 19/23; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1


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You can sell it over the coming week, sure.

Activity Phase Continued:

Fushi Sister Gather Information, Strategist Bonus DC 15: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

Successful, good.

Event Phase
20% Event Chance, Lower Occurs: 1d100 ⇒ 17
Event: 1d100 + 20 ⇒ (94) + 20 = 114 Okay, so that's "Traitor." Since that targets one of your teams and I think it's nonsensical in this context, I'm going to reroll.
Event: 1d100 + 20 ⇒ (62) + 20 = 82 Low Morale. Well, that's unlucky, too, but less so.

Player's Guide wrote:
Things in Kintargo have begun to overwhelm the rebels with a sense of hopelessness and despair. For the next week (including the next week’s events, if any), all Loyalty checks take a –4 penalty. If you roll Low Morale twice in one Event phase, it becomes persistent. Mitigation: If a Silver Ravens officer makes a successful DC 20 Perform check to entertain the rebels and raise spirits, this penalty is reduced to –2.

Well, that could've gone better, all things told. Fortunately, before I describe what's going to happen, there's an event I almost missed!


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Rebellion Turn 1 - Oathday 14th of Abadius to Oathday 21st of Abadius

Upkeep Phase
Step 1: Supporter Attrition: Loyalty DC 10: 1d20 + 4 ⇒ (1) + 4 = 5
Supporters Lost: 2d4 + 1 ⇒ (3, 2) + 1 = 6 Fortunately, no going negative. Supporters to 0, alas.

Step 2: Notoriety Maximum? No.

Step 3: Treasury Shortage: No.

Step 4: Increase Rank?: No.

Step 5: Deposits & Withdrawals: You probably want to deposit some money here - you're at the minimum, so any loss will result in going under. Folks can decide who's depositing, if anyone is, and how much. Additionally, recruit supporters requires spending 10 gp, so you definitely want to increase it.

Activity Phase
Recruit Supporters DC 11: 1d20 + 4 ⇒ (17) + 4 = 21
Supporters Recruited: 2d6 + 3 ⇒ (5, 6) + 3 = 14 Ginetta's efforts as recruiter brings out an additional 3 supporters. 14 supporters total!

Before continuing: Who's in charge of the Fushi Sisters' team?


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I'd like to have at least two people in agreement before moving us in the rebellion turn.


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Laria nods slowly at the mention of the Red Jills. "I'd heard they've been getting more aggressive, but I don't go down into Redroof that often. Taking down a particularly aggressive gang would probably win us some support among their former victims."

"Checking out all of the burned ruins might get us some information." Rexus says. "I think the three noteworthy ones are the Thrashing Badger, the Silver Star, and..." He sighs heavily. "The family estate. I have no doubt that our new Lord-Mayor was preemptively cleaning house, so to speak. Shensen, who owned the Silver Star, was herself highly outspoken against Thrune, the Badger was home to free thinkers, the sort of questioners that a tyrant hates the most, and... my family isn't known for our support of House Thrune, either." He lapses into silence.

Laria casts him a concerned glance, but continues on. "While you four - and perhaps the Fushi sisters as well? - are doubtless capable fighters, I think we need more swords in hands. Most of my contacts are gone to ground or imprisoned, but I have heard that an associate of mine is imprisoned by the CCG rather than the 'proper authorities.' His name's Forvian Crowe and he leads a mercenary company called Crowe's Unkindness. I've heard that they're being held in the Sallix Salt Works.

"While I don't want to target any major prisons, hitting them here seems like a good way to get a team of mercs on our side and to start building our reputation." Laria concludes.

Knowledge (local) DC 15 - Sallix Salt Works:
Gathering, drying, and packaging salt is one of the most profitable industries in Kintargo, and the Sallix Salt Works are the oldest - and largest - such business in town.

DC 17 reveals the spoiler below.

Spoiler:
The Salt Works have recently been claimed by the government of the city - citing unpaid taxes - and all proceeds now go directly to the city's government... and, more specifically, to it's lord-mayor and his cronies.


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Both are good ideas!


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So, at the moment, we'll want to start discussing what you intend to do with your first rebellion turn. Each one takes a week, and I strongly suggest you look at the Player's Guide for further information.

I think that I'll probably do all the rolling, so let's work together on this.


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Laria nods at Celi's comment, then sighs. "We'll look into it, then. Maybe our new agents can get some insight into it?" She looks at the Fushi sisters.

"I think we could look into it, if you want us to." Korva says, tilting her head.

"Though we could also spend some time, erm... reappropriating some money or supplies from the CCG or the dottari." Maggie says, slightly cocky. The Fushi sisters are a unique rebellion team that can be used to Gather Information or Earn Gold.

"Let's not antagonize the dottari just yet, but it's definitely something to take under consideration." Rexus interjects.

Laria grins. "I like the way you think, Maggie, but Rexus is right - for now, anyways. Speaking of which..." Her expression grows serious. "I've got a... well, it's too much to call it a plan, but an outline of what I think we'll need to do to get Kintargo's freedom - it's independence, even.

"Right now, we've got to focus on rallying support from the populace and recruiting members. Ten people does not a rebellion make, and all that. I have a few suggestions on where to start with that, and-" She looks at the nobleman.

"... I don't have any yet, but I'll see if there's anything we find in the documents that gets us insight." Rexus says.

Sense Motive DC 20:
There's something Rexus isn't saying here... he might have some ideas, but he's clearly not willing to pursue them yet.

"Alright." Laria nods, then looks at the women. "You might also have heard of other things that we can go do - we want to help the downtrodden of the city, seek out dissidents to recruit, show Kintargo that the Ravens are back and want what's good for the city and its people." Laria continues.

"We'll also keep our ears to the ground for any rumors that we could pursue." Korva adds.

"Good. I know of a few people who desperately need some help, but for the moment, let's focus on the big picture." Laria drums her fingers on the table. "After we've got a big enough support base, we'll want to find some place to stay. The Wasp Nest is a good enough outpost for a small organization, but, uh, not something the size we'll need for our rebellion. I don't have any ideas for that, but let's cross the bridge when we get there."

Laria takes a breath. "Once we're a secure movement within the city, we'll want to gather regional support - the rest of Ravounel needs to support us, and not Thrune, otherwise the city'll collapse right back into their hands. We'll need the aristocratic families on our side - or sidelined." She glances at Adolina, smiling reassuringly. "Don't worry about that yet, dear. That'll be quite some ways away."

"Finally, we'll need to take back the city - hit Thrune and the Churches of Asmodeus and Zon-Kuthon, rescue important political prisoners. This would be open rebellion, and we need to be prepared before doing anything like that. Otherwise, we'll probably fail and spark some serious retribution that will only hurt everyone. After that, well... we'll figure it out when we get there." She glances around the table. "Thoughts? Questions? Concerns?"


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Ears of the city is actually really great. In terms of "learn what's up" it's probably overpowered for a first level spell... but I love it, so go for it. :P


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Rexus frowns slightly, stroking his beard. "Curious... this could be the most important part, then, of our find..." He glances at Laria.

"I'm not sure I know of any wizard or other mage that I'd trust to dispel an illusion on a document that might be critical to the Ravens' functioning. If it's some sort of critical intelligence or the like, it'll get you more attention than you might like, Adolina." Laria says, then glances at Celi. "Well, I'd trust you, Celi, but I'm assuming you can't dispel it at the moment? We can look into it, certainly."

The nobleman nods, then looks back to Adolina. "If you're willing to spend some time helping me decipher the texts, I'd be more than happy to get any assistance you can offer." He grins. "Just like old times in the Academy."

Translating/deciphering the code requires 7 weeks of work by someone who has at least 1 rank in Linguistics and speaks Celestial, Elven, and Strix. On his own, Rexus could do it in that time. However, Adolina can roll a DC 20 Linguistics check each week - succeeding will result in the 7 week total being reduced by two (one for the week of work, and an additional one from Adolina's help. You'll learn more about the previous Ravens for each week and/or successful check you do.

Going to let the other two have a chance to speak up here.


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To be fair, it's a DC 13 Fort save, and you only need one more consecutive success to get rid of it.

Uh, I'm bad at keeping track of your gold and loot, I'm afraid. I can try to do it more actively, but I'd really rather one of you do so if you're willing to.

Also, glad to hear you're feeling better, Celi.

EDIT: You'll also want to decide on someone to run the Fushi Sisters' team, I think.


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I have linked the Rebellion sheet up in the header of the game. Because of your actions during the demonstration-turned-riot, the Silver Ravens start out with three supporters. You'll want to decide who's taking what leadership role, which you can decide IC or OOC (but I'd recommend discussing it OOC either way). Laria and Rexus will fill out the last two spots.

Rexus' Charisma Bonus is +4, his Wisdom Bonus is +2, his Int bonus is +1, and his character level is 3. Laria's Charisma bonus is +1, her Wisdom is +2, and her Dexterity is +2, character level is +3.


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Laria tells the Ravens to get some rest - though she does conscript the Fushi sisters into helping her get Nam a proper funeral and then in cleaning up the Wasp Nest. They (especially the tengu) welcome any other help in doing so, since it's a fairly big job, all things told.

Right, so. You guys are getting some downtime - I'll say a couple days. Tell me what you lot plan on doing in that time. (Aside from what you've already said, if you're doing more.)

Oathday, the 14th of Abadius 4715 AR

Two days after the Ravens cleared out the Wasp Nest, those who are not staying there receive a message from the silver raven statuette that they left with Laria, asking them to come to the Wasp Nest to begin the real work of running the rebellion.

This time, they have been appraised of the way through the storm drains into the Wasp Nest, and Laria encourages them to take the chance to come in that way - there's only so many times she can get excuses for them coming in from the front, even before the Coffeehouse opens.

Ginetta/Rose need to subtract 3 cp for crossing the bridge or try to sneak by the dottari checkpoints. I'm assuming that Ghorza has taken Laria up on her offer for housing.

Ghorza:

Fort vs. Filth Fever: 1d20 + 3 ⇒ (12) + 3 = 15
Ghorza wakes up feeling a bit crappy, her muscles sore and her breath slightly short, but is still able to function at full capacity.

Ghorza's infected with filth fever from the dire rats in the Livery, but she beat the Fort roll, and thus doesn't take any ability damage.

The Wasp Nest is considerably more inviting now than it was on their first arrival, with torches blazing in each of the sconces along the walls, the corpse-y smell disappearing entirely, and the majority of the ruined furniture in the bunk rooms (the large northeastern chambers) having been pushed off into a large pile on the side, while the remaining furniture has been rearranged to compensate for its loss.

Laria, Rexus, and the Fushi sisters have all gathered before the rest of the Ravens complete the crew, and after Laria serves some warm pastries and coffee to those who want it, she begins. "So, now that we've made the Wasp Nest somewhat livable, it's time we discussed our next broad steps, but before that, we've a few things to discuss. Rexus?"

"I must thank Miss Korva, as she was able to break open the mystery box that we found in the Livery." Rexus says, offering the tengu a winning smile. Korva waves it away, but seems pleased nonetheless. "Inside are a large number of documents, and a handful of magical scrolls that might prove useful to our endeavors." He places the scrolls on the table around which they've gathered, identifying each as he does so.

There are the following scrolls: pass without trace, misdirection, and whispering wind.

"Unfortunately, all of the other documents are in some sort of cipher, which I've not yet had the chance to fully decode. It's a mixture of Elven, Celestial, and Strix of all things, at least so far as I can tell, so translating it is a bit of a chore." He chuckles. "But I'm sure I'll manage." The smile fades. "I also found another magical page, but I can't discern anything about it other than that there's an aura of transmutation about it. It's otherwise largely unremarkable."

He slides the document onto the table for the women to examine, looking specifically at Adolina and Celi. "If either of you have any insight into it, I'd be most grateful, Miss Wordsmith, Adolina."

Knowledge (arcana) DC 23:
Upon further study... that looks like it's under the effects of a secret page spell! Someone didn't want people reading this even more than the rest of the coded documents.


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I think that Ghorza could rework her rapier into a masterwork one, especially if we're just mechanically using the mechanics of making a masterwork weapon with some sort of discount for having an existing one, yes.

New language suggestion - a bit metagame-y, but getting Celestial will allow her to help Rexus decode some documents in very short order.


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"None I'm willing to explain where I got an albino crocodile hide to." Laria responds. "You did well - I'm not exactly in practice any more, and I can only do so much with my bare hands." She waves her hands to demonstrate her lack of weaponry.

Celi and Rose manage to recover the boot in what is a messy experience, but effective. Still, both boots are somewhat stained - both with blood and other less savory substances. Laria presses the Fushi sisters into helping her recover Nam's corpse for burial - or at least some sort of funeral.

Ghorza:
Ghorza does, in fact, know of a few leatherworkers who work in Redroof Market on the far side of Kintargo, but most of them aren't ideal. It's... possible that an old business associate of hers - the tengu Chuko of the War Cage - would know of some more skilled leatherworkers, particularly those who might make this into some sort of armor.

Assuming that you eventually make your way to looking into the statue of Calistria in the center of the cistern, The Ravens also discover a hidden drawer in the base of the idol, beneath the water line. There are a handful of scrolls that have been soaked into uselessness, but a golden holy symbol of Calistria and a finely crafted whip are largely unharmed.

Spellcraft & Appraise:

Celi Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21
Celi Appraise: 1d20 + 4 ⇒ (5) + 4 = 9
Adolina Appraise: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Laria Appraise: 1d20 + 7 ⇒ (20) + 7 = 27

Celi identifies the whip as a +1 whip, and Laria marks the golden holy symbol as worth 100 gp, though she does note that selling it openly would be very unwise. Additionally, for clearing out the Wasp Nest, you all arrive at level 2! Please put the changes to your sheets in the discussion thread.


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Round 2 Midpoint

Celi fires off her crossbow again, but this time she's not quite so lucky, and it splashes into the water near the alligator rather than striking home.

The beast hisses, sinking back towards the depths of the water as it attempts to swim away. However, Ghorza is swift, and strikes at it, piercing it through its rib cage and into its lung. With a pathetic wheeze, the creature falters, slowly falling into unconsciousness as its blood stains the waters.
Acrobatics vs. Ghorza CMD: 1d20 + 1 ⇒ (2) + 1 = 3
Ghorza AoO, partial cover: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

I'm torn on whether or not I should allow the Swim skill to do the "avoid allowing AoOs" on, well, swimming characters. There will be some underwater things in the AP later on, so we should try to decide that.

Combat Over

Statuses:


Adolina: HP: 10/10; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1, carrying light
Celi: HP: 8/8; AC 17, touch 12, flat-footed 16; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 30 minutes
Ginetta/Rose: HP: 8/8; AC 18, touch 14, flat-footed 14
Ghorza: HP: 13/15; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1

"That went well." Korva says slowly. "You all are quite skilled." Though she says 'all,' it's pretty clear that she's speaking mostly to Ghorza.


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It's a weird squidgy space, because it did know you were there, but not necessarily that you'd attack... whatever the case, I'm content with how it's happened.


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I don't think it works like that RAW, something about readying actions being a combat only action, but that's how we're handling it here.


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Round 1 Wrap-Up

Adolina advances, thrusting at the pale white reptile, but her rapier deflects off of its scales. However, Rose is more successful, stabbing it in the softer part of its hide and prompting an angry rumble-hiss.

The readied attack did go off, Ghorza. If that means you can't act this round, disregard the below.

If Ghorza can still act:
The smith's pick rips through the alligator's hide, leaving a tremendous gash in its back. The beast thrashes, pulling momentarily back from her reach.

Korva rushes down the pier with the born confidence of a naturally agile woman, a strange shaped knife gleaming in her hand. She slips down off the pier, gripping it with one hand, and slashes at the alligator's vulnerable flank. However, it skids off of the creature's scales, and she swiftly yanks herself back onto the dock before it can respond. "Dammit!"
Korva Kukri vs. Alligator, flanking: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Jay lined in green, steps forwards, a bow in one hand. Drawing back the string, she fires at the alligator from afar, but (perhaps predictably), the arrow deflects off of the floor between them.
Jay Shortbow vs. Alligator, cover: 1d20 + 3 ⇒ (9) + 3 = 12

Maggie rapidly repositions, joining Adolina and her sister on the pier. "Doesn't look like there's much left of the thing! Get it!"

Threep hesitates, then advances to join up with the women on the dock. "You can stand back, miss." She says to Adolina.

Round 2

Celi is up.

Statuses:


Adolina: HP: 10/10; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1, carrying light
Celi: HP: 8/8; AC 17, touch 12, flat-footed 16; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 30 minutes
Ginetta/Rose: HP: 8/8; AC 18, touch 14, flat-footed 14
Ghorza: HP: 13/15; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1


Encounter Maps | Dramatis Personae | Kintargo Gazeteer | Loot List

The women prepare to fight the alligator, setting up for the attack.

Combat Start

Initiative:

Adolina: 1d20 + 3 ⇒ (18) + 3 = 21
Ghorza: 1d20 + 2 ⇒ (13) + 2 = 15
Celi: 1d20 + 2 ⇒ (16) + 2 = 18
Rose: 1d20 + 3 ⇒ (9) + 3 = 12

Fushi Sisters: 1d20 + 3 ⇒ (1) + 3 = 4
Korva: 1d20 + 7 ⇒ (10) + 7 = 17
Alligator: 1d20 + 1 ⇒ (19) + 1 = 20

Round 1

I'm going to assume that you all delay until after Celi shoots at the creature, just in order to keep us moving.

Celi fires her crossbow down into the waters at the alligator. The small bolt whizzes through the air, slipping easily past the wood beneath the piers, and strikes home in a sensitive part of the alligator's skin. It emits a low growl-hiss, clearly angry.
Celi Crossbow, cover: 1d20 + 3 ⇒ (20) + 3 = 23 Huh!
Confirm?: 1d20 + 3 ⇒ (13) + 3 = 16 Nope.
Damage: 1d6 ⇒ 5

The reptile explodes forwards, the waters splashing as it lunges towards the women, but Ghorza is ready to strike home, and lands a heavy blow that stabs through its armored hide, enraging the beast more. It erupts from the water, snapping at the dwarf with its powerful maw. Fortunately, the dwarf is able to step out of its reach, using the lip at the edge of the Wasp Nest's "shore" as cover.
Bite vs. Ghorza, partial cover: 1d20 + 5 ⇒ (6) + 5 = 11

Initiative order in following rounds is alligator, Celi, Adolina, Ghorza, Rose, Korva, Fushi Sisters. Korva is delaying until the others act. I'm not sure whether Ghorza can act on a turn where she's performed a readied action, but I think she can. Bolded characters are up.

Statuses:


Adolina: HP: 10/10; AC 16, touch 13, flat-footed 13; Inspiration: 4/4, A Quiet Word 1/1, carrying light
Celi: HP: 8/8; AC 17, touch 12, flat-footed 16; Arcane Reservoir 2/4, Eternal Hope 1/1, mage armor 30 minutes
Ginetta/Rose: HP: 8/8; AC 18, touch 14, flat-footed 14
Ghorza: HP: 13/15; AC 18, touch 12; flat-footed 16; Resolve 1/1, Panache 1/1

Full Name

Phillip Gastone

Race

Human

Classes/Levels

Ranger 1

Gender

M

Size

M

Alignment

CN

Deity

Calistra

Location

In trouble

Languages

Common

About Phillip Gastone

Full Name : Philip Gastone

Race: Human

Classes/Levels Ranger(Urban) 1

Gender M

Size M

Age 18

Special Abilities :

Alignment: CN

Deity: Calistria

Location : Kintargo

Languages : Common

Occupation : 'Freedom Fighter'

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 10
Height: 6'4" Weight: Hair: Black Eyes: Brown
Favored Class: Ranger(hp)
EXP: 0
Hit Points: 16
Spd: 30
Init: +2
AC: 16(+4 armor shield)/Touch 12/FF 14)
BAB: +1
CMB: +4
CMD: 16
Saves: Fort +4 Ref +4 Will +4

Weapons:
Battleaxe +4 1d8+3 x3
Dagger +4 1d4+3 19-20
Club +4 1d6+3

Skills: 9/level
Intimidate (1+3) 4
Stealth (1+2+3) 6
Disable Device (1+2+3) 6
Know-Local (1+2+3+1 Trait) 7
Perception (1+2+3) 6
Climb (1+3+3) 7
Survival (1+3+5) 7 (8 to follow tracks)
Swim (1+3+3) 7
Profession-Dockworker (1+2+3) 6

Feats:Toughness (+3 hp/level +1 every level past 3),Iron Will
Traits:Conspiracy Hunter(Know-Local),Light Sleeper(Only needs 4 hours sleep)
Special Abilities:Favored Enemy(human) +2 hit/damage Bluff/Knowledge,Perception,Sense Motive and Survival),, Track +1 Survival Checks to follow tracks,Wild Empathy +1
At 1st level, an urban Ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

Equipment
Battleaxe (10)
Dagger (2)
Club
Armored Coat (50)
Ranger's Kit (9)
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
rope
torches (10)
trail rations (5 days)
waterskin
Thieves' Tools (30)
41 gp

Background:
Andorian has many assets, genuine diplomats who have embassies in Cheliax, spies who work in various positions who pass along secrets, Bellflower
Network members who seek to aid slaves across the borders. And then there are deniable assets like Phillip
Phillip was sent into Cheliax as an ordinary dock worker with the mission to terrorize hellknights and ardent Thrune supporters. He was encouraged
to seek out the worst sorts but everything would be up to his judgement. If he was caught, he never existed and was encouraged to stay mobile
and not to put down roots or keep any evidence of his actions. Information gathering was not his goal after all. He might receive messages
in the future but for now, he was off the leash.