Male Halfling Bard (Arcane Duelist) 4 | HP: 29/29 | AC:15 (T:12,FF:14) | CMB:+3, CMD:14 | F:+2, R:+5, W:+4 (+8 vs Fear)) | Init:+1 | Perc:+9 (+11 with HA) | Speed 20ft | Bardic Performance: 1/14 used | Spells Used: L1 1/4 L2 1/2 | Active conditions: Heightened Awareness
Perception vs Alara:1d20 + 11 ⇒ (19) + 11 = 30
Malvo raises an eyebrow as Alara steps directly in front of him to pocket the valuables. He shakes his head slightly, but says nothing.
To Artyom's question, he points to the row of slightly smaller doors. "Those look like closets or side rooms, let's give those a quick sweep then work our way around."
Once everyone is ready, S.O.P. on the doors, going counter-clockwise from the southernmost of the eastern doors. Perception to listen, cantrip to open, let Ridill be mine detector take point.
Male Halfling Bard (Arcane Duelist) 4 | HP: 29/29 | AC:15 (T:12,FF:14) | CMB:+3, CMD:14 | F:+2, R:+5, W:+4 (+8 vs Fear)) | Init:+1 | Perc:+9 (+11 with HA) | Speed 20ft | Bardic Performance: 1/14 used | Spells Used: L1 1/4 L2 1/2 | Active conditions: Heightened Awareness
As the group heads out, Malvo takes Ridill aside. "Soldier, you are one of the best. Maybe even *the* best. Get out there and show everyone else just how amazing you are!"
Casting heroism on Ridill. Lasts 40 minutes and stacks with Inspire Courage for attack and damage, but not for saves vs fear.
He then draws his morningstar and stands behind Ridill and Alara as they inspect the door.
When we are ready to open the door, Malvo will use his Open/Close cantrip so that Ridill and Alara can both be ready for whatever may be beyond.
Male Halfling Bard (Arcane Duelist) 4 | HP: 29/29 | AC:15 (T:12,FF:14) | CMB:+3, CMD:14 | F:+2, R:+5, W:+4 (+8 vs Fear)) | Init:+1 | Perc:+9 (+11 with HA) | Speed 20ft | Bardic Performance: 1/14 used | Spells Used: L1 1/4 L2 1/2 | Active conditions: Heightened Awareness
"That's 'How did you get in here, Sergeant-Major'! Stand at attention when you speak to me! I have the key to every room, THAT'S in MY JOB DESCRIPTION!"
Just trying to keep his attention, if taking 10 is allowed, take 10 for 19 Intimidate. If not, then Intimidate:1d20 + 9 ⇒ (8) + 9 = 17. Also, use that speech to begin Inspire Courage. I won't maintain it, but it will linger for (hopefully) long enough to help Ridill and Alaara make their checks.
Male Halfling Bard (Arcane Duelist) 4 | HP: 29/29 | AC:15 (T:12,FF:14) | CMB:+3, CMD:14 | F:+2, R:+5, W:+4 (+8 vs Fear)) | Init:+1 | Perc:+9 (+11 with HA) | Speed 20ft | Bardic Performance: 1/14 used | Spells Used: L1 1/4 L2 1/2 | Active conditions: Heightened Awareness
So Vanish Ridill, Vanish Alara. Someone opens the door and Malvo begins Fascinate. At that point Ridill will have 2 rounds of invis and Alara will have 3. The save vs Fascinate is DC 14 Will; on fail, the target "sits quietly and observes the performance" and takes a -4 to Perception checks. Once an aggressive action is taken against the target, the effect ends.
When everyone is ready, Malvo quickly casts a spell on Ridill and Alara. Nodding to Artyom to open the door as Tornell prays for Alara's skill, the Sergeant-Major strides boldly into the room. "Atten-CHUN! This is a surprise inspection! Everyone stay where they are while I see what sort of mess you've made here!"
I, however, get a reaction from him casting a spell/using a manipulate in my reach.
Attack of Opportunity Flickmace 1d20+9 for 1d8+3 B Damage
I hadn't noticed you were using a reach weapon ... I should make sure to ask about that in future sessions :-)
As the creature tries to cast his spell, Dob lashes out with a flick of his wrist. A previously unseen lead ball on a long chain smacks him in the head, knocking him cold.
And preventing the spell and the subsequent attack. Combat over!
Searching further into the caves, you find a small colony of the blue creatures. A few of them speak Common, and beg you not to kill them. In exchange for their lives, they offer their meager treasure (worth 3 treasure bundles and some item access on your chronicles).
They are fey creatures known as Mitflits, and they tell you that their (now deceased) leader Gwibble convinced them to terrorize the town with their power over vermin, and to pretend to be the Mosquito Witch.
They are now frightened that the ruse has turned on them and that the real Mosquito Witch is angry—not to mention the very real issue of angry adventurers at their doorstep. They are adamant that the Mosquito Witch is real, and that they have seen her glowing red eyes in the darkness and heard the buzzing of her wings in the forest at night. They believed at first that by helping spread fear of the Mosquito Witch, she would spare them from her wrath, but now they’re not as sure.
When you ask about Haru's missing friend, they say she escaped them week ago, and if she hasn't returned, the Mosquito Witch has surely gotten her.
Defeating Gwibble and the mitflits ends the slough of attacks on Shimmerford, though the villagers are slow to return in the wake of the insect plague. Haru thanks you sincerely, but she quickly departs to continue trying to find her missing friend. Andor returns with you to Tymon, where he can get magical help for his disease.
A few days after you defeat Gwibble and his mitflit warriors, the entire mitflit compound collapses in a freak cave-in, a small and intricate paper doll found in the mud nearby. Whether this is the doing of the Mosquito Witch or another force seeking revenge on the mitflits remains a mystery.
Male Halfling Bard (Arcane Duelist) 4 | HP: 29/29 | AC:15 (T:12,FF:14) | CMB:+3, CMD:14 | F:+2, R:+5, W:+4 (+8 vs Fear)) | Init:+1 | Perc:+9 (+11 with HA) | Speed 20ft | Bardic Performance: 1/14 used | Spells Used: L1 1/4 L2 1/2 | Active conditions: Heightened Awareness
Malvo reaches up to clap Ridill reassuringly on the back. "Once we've drilled more together, I'll train that response right out of you. "Or, alternately, once my dice also stop hating me. :-)
-----
Malvo rolls his eyes as the painting stops short again. "Fine, what's the next puzzle?"
Cool - I'd still like to play Eyes of the Ten with you guys, even if it is someone other than Pony. Maybe he'll show back up while we are all headed to level 12 though.
When you get there, if you need a GM let me know. I just finished running it for a group a few months ago, and have all of my prep.
OK, altering Quenly's action. Without BoF, Kramac's attack misses, though Beak's does hit.
As Quenly calls out to the Uprooters in tongue, some of them lower their bows, through several are still aiming at you. Partial success, you can continue to make checks.
Flyn and Zaarah add their voices, and another of the archers looks at him, lowering his own bow. More partial success, still haven't completely convinced them, though.
Rosella moves over and strikes at the bug. Her ectopasm hits, but doesn't seem to penetrate its hide. Damage is completely stopped by DR. Does that affect the ability that gives Beak an attack? (What is that, by the way?)
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The centipede lets out a shrill shriek as it moves forward, attempting to crush everyone in its path.
Trample time! Quenly and the dragon are high enough to avoid the trample, everyone else has to make a choice. As the attack comes in, you can either
A) Make an reflex save to dodge. On success you will take half damage.
B) Forgo the save to take an Attack of Opportunity. You are at -4 to this attack.
I need everyone to make either the save or the AoO, then I will roll the trample damage.
Male Halfling Bard (Arcane Duelist) 4 | HP: 29/29 | AC:15 (T:12,FF:14) | CMB:+3, CMD:14 | F:+2, R:+5, W:+4 (+8 vs Fear)) | Init:+1 | Perc:+9 (+11 with HA) | Speed 20ft | Bardic Performance: 1/14 used | Spells Used: L1 1/4 L2 1/2 | Active conditions: Heightened Awareness
"Thank you, Artyom! Knowing is half the battle ... the other half is hitting your enemy really hard!"
Begin Inspire Courage. If anyone fails a save, dismiss Inspire Courage for a Saving Finale reroll.
Inspire Courage: As long as you can perceive my performance, you gain +1 Competence Bonus to attack and damage, +1 morale bonus to saves vs Fear and Charm.
Please post an in character introduction in the gameplay thread, and an out of character one here. Let me know any "shenanigans" your character pulls that might need explaining. If you have a mount, animal companion, or familiar, let me know about them. I'll collect vital stats and day job checks for the chronicle at the end.
NG Male Elf Monk 2 | HP 23/26 | AC 18 | F +6 R +8 W +9 | Perc +5 (+7 to seek unseen within 30')| Stealth +6 | Speed 35' | Active Conditions: Grabbed
GM: I hadn't updated my own profile, so that's my bad, but Raini used his scrolls, one to heal me and the other to channel, so I should be at 7/16 hp. I'll hold off posting until you confirm.
You correctly identified all three of the corpses, and did not misidentify any. You rescued Larraz Virtanne.
Recovering Relics:
Census Records YES
Sign from Flaming Wheel YES
Paladin's Armor from Flaming Wheel NO
Ceremonial Sword from College YES
Iomedean Religious Text YES
Iomedean Statue YES
For recovering at least 5 relics, you succeed at your primary objective, earning 2 Fame and Reputation with your slotted faction.
For correctly identifying at least 2 deceased Pathfinders, you succeed at your secondary objective, earning 2 Fame and Reputation with your slotted faction, and the team Player boon.
For also bringing Larraz home alive, you earn 2 Reputation with Envoy's Alliance, regardless of your slotted faction.
---------------
Treasure Bundles:
Clement’s Wayfinder - 2 YES
Shield in guardhouse - 1 YES
Rare candles and herbs from Apothecary - 1 YES
Coin Purse from the Inn - 1 - You didn't list it, but I went back and found where Ezekiel mentioned giving it to the Venture-Captain, so I'll count it as taken.
Channel Protection amulet - 2 YES
Jewelry OR holy water from dormitories (at least one) - 1 YES
Rathiss and his minions’ armor and weapons 2 - You didn't state you were looting the skeleton, but you brought Ralthiss home alive, so I'll count this one as done.
Everyone is level 1, so 10 treasure bundles gets you 14sp.
---------------
For your chronicles, I need the following from each of you:
Player Name
Character Name
PFS ID
Slotted Faction
Starting XP
Starting GP
Starting Fame
Downtime Activity, with rolls as needed
I will be out tonight, so it will probably be Wednesday evening before I get the chronicles done and posted for you.
Zherayiss's casting is ominous as she draws power around her. Sending out a shower of leaves and sharp stones, she blasts the remaining zombie, flensing the flesh from its bones. The remains fall to the ground.
Nicely done! Critical hit, and 20 points kills it outright!
Klatzu eagerly pulls some pieces of wood and attempts to make a brace for the ceiling. In doing so, he jams the wood directly through the ceiling, dropping wood, plaster, and a small herd of giant centipedes on everyone's heads.
First, everyone in the room (Emdi, Klatzu, and Hiro) takes 2d6 + 3 ⇒ (5, 4) + 3 = 12 bludgeoning damage, with a DC 16 Reflex save (save for half, crit save for no damage, crit fail for double damage and fall prone).
Second, the room is now full of giant bugs! I am placing everyone on the map based on where they were investigating, and rolling Perception for initiative as everyone was effectively "exploring" or "searching".
OK, that spread things out a lot. In the interest of speeding play, I'm going to adjust them a little so that they are in groups of two, moving them down so that it favors you.
Combat Card:
============
Round 1
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Bellona
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Yellow
Green
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Bellamin
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Orange
Blue
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Tresten
Hiro
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Red
Black
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Klatzu
Emdi
I just wanted to highlight the parts with bold that may point towards damage reduced to 0 via something like shield block or damage reduction to mitigate the poison.
Looks like I forgot to mention, but thanks for pulling that quote. That's what I was missing before. I'll make sure to consider that rule going forward.
Thanks for bearing with me during my vacation! I had a great time, and now I'm back at work. Once I get caught up with what I missed here I'll get back into the usual rhythm of game posting.
Thanks for bearing with me during my vacation! I had a great time, and now I'm back at work. Once I get caught up with what I missed here I'll get back into the usual rhythm of game posting.
Apologies for forgetting to mention - I was at GeekGirlCon demoing pathfinder this past weekend, which is why I didn't post.
I will be attending BoardGameGeek Con starting tomorrow, so I will be checking in at most at breakfast and just before bed (Central USA time) through Sunday.
I PMed Veshki on Friday at noon. I'll give her a little more time to check in, but if she doesn't I'll declare her AWOL and drop us to five player adjustment.
Male Halfling Bard (Arcane Duelist) 4 | HP: 29/29 | AC:15 (T:12,FF:14) | CMB:+3, CMD:14 | F:+2, R:+5, W:+4 (+8 vs Fear)) | Init:+1 | Perc:+9 (+11 with HA) | Speed 20ft | Bardic Performance: 1/14 used | Spells Used: L1 1/4 L2 1/2 | Active conditions: Heightened Awareness
That feels like a success ... if not, let me know.
Malvo breathes a sigh of relief as he sees Ridill shake off the snake's hypnotic gaze, and once again calls out, "Now! Hit him hard! Even if you don't have a smashing weapon, just use all your might!"
Standard action to resume Inspire Courage, 5' step into the room. No move action.
Sorry guys, I was not feeling well yesterday and forgot to check in.
What I have for this round is:
Ezekiel - treat wounds on Degbie (Medicine +6)
Klank - Examine corpses near fountain (Perception +7)
Zerhayiss
Degbie - receiving healing
Conso - Examine body in the Inn (Medicine +5)
Veshki
We're still in the most recent 10 minute block, so Klank technically isn't in this yet ... he can join in the next block if he chooses, but Veshki and Conso can still finish this one.
I am an unfettered halfling, I need him to make an athletics check to grab me.Link
Oh hey, look at that!Athletics:1d20 + 3 ⇒ (6) + 3 = 9Well, that looks like a fail. Well done on your feat selection!
As the zombie reaches out toward Trestan, he wriggles out of its grasp!
Klatzu moves up to attack the other zombie, but his swing misses despite having it surrounded.
The zombie turns and swings at Klatzu...
Attack:1d20 + 7 ⇒ (18) + 7 = 25Damage:1d6 + 3 ⇒ (3) + 3 = 6oooh, that'a a crit unless Klatzu has a bonus to his AC that isn't listed. 12 damage to the goblin!
I just finished my Eyes of the Ten group, so I have bandwidth, but as I haven't GMed that module before, I would need to take a few days to get ready. If no one else is available in the next couple of days, I will step in.
Emdi, that is fine, I was just trying to be efficient - if everyone knows what they are doing without needing to see the setup first, it saves waiting. ;-)
Hiro Scouting Lore:1d20 + 4 ⇒ (14) + 4 = 18Success
Hiro carefully makes his way up the hill, pointing out the best places to put your weight and the best path to follow.
Everyone will be getting a +2 bonus to your Athletics check. Let me know if you are making that check or hustling and making the Fort save. You can roll yourself or just tell me and I'll do them as a batch.
You have all received a summons from Venture-Captain Evni Zongnoss (see the slideshow). Please introduce yourselves as you arrive at the lodge. Once everyone is checked in, the V-C will come to brief you on your mission.
You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.
If the intent was to use only spells of the exactly level, the sentence should have said "the appropriate spell level". The fact that it says "an" leads me to believe that there is more than one appropriate level for a given spell, ie the spells actual level or higher.
Male Halfling Bard (Arcane Duelist) 4 | HP: 29/29 | AC:15 (T:12,FF:14) | CMB:+3, CMD:14 | F:+2, R:+5, W:+4 (+8 vs Fear)) | Init:+1 | Perc:+9 (+11 with HA) | Speed 20ft | Bardic Performance: 1/14 used | Spells Used: L1 1/4 L2 1/2 | Active conditions: Heightened Awareness
Ridill wrote:
Ridill silently mouths the word peppermint with some apprehension before nodding to Malvo and continuing on.
Malvo smiles and nods. "There's a halfling alchemist in Absalom who sells them. I have my cousins send them up periodically."
==========
As more fairies burst forth, Malvo shouts, "Seriously? We just want to talk! Is there anyone in this place that doesn't attack on sight? We have teeth to give you!"
5' step and begin Inspire Courage.
Inspire Courage: As long as you can perceive my performance, you gain +1 Competence Bonus to attack and damage, +1 morale bonus to saves vs Fear and Charm.
Male Halfling Bard (Arcane Duelist) 4 | HP: 29/29 | AC:15 (T:12,FF:14) | CMB:+3, CMD:14 | F:+2, R:+5, W:+4 (+8 vs Fear)) | Init:+1 | Perc:+9 (+11 with HA) | Speed 20ft | Bardic Performance: 1/14 used | Spells Used: L1 1/4 L2 1/2 | Active conditions: Heightened Awareness
Malvo digs out a potion and swigs it. CLW:1d8 + 1 ⇒ (5) + 1 = 6 He makes a face, but nods as his wounds close up. "I prefer the peppermint ones, but you take the medicine you have."
He looks around. "Well, if no one has come to us by now, they're probably waiting. Shall we continue looking around?"