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"Recently Uncaged Prisoners"

Turns out their crimes were deserved.

Burglary, vandalism, and smuggling black market substances (mostly drugs) - nothing directly violent (hitting a Northridge property when nobody was home - carving "BB" onto a structure in the middle of the night - trafficking inside of abandoned buildings downtown) - that sort of fare.

Spilling their guts, they decide to take their leave of the party, and with a special parting gesture for Lan and Vekka - a vague promise or two - skulk off into the night!

"Let's go get some smokes!"


"Recently Uncaged Prisoners"

It becomes easily clear that the Uncaged Prisoners are starting to feel that they are amongst their people!

To Sigurd, one says, then another: "And I can show you how to wield a knife, proper" and "You know, you are alright for a preacher!"

To Auntie We, one says, then another: "I can help you get to the Mushroom House - I know Luda and Luda knows me" and "Granny Hu tryna git her fat ol' thumb over up on us, I swear!"

To Sato, one says, then another: "Ain't you the a@%%!@$ that punched me that one time? I still owe you one for that!" and "Ha ha HA yeah your nose is still crooked from that!"

To Vekka, one says, then another, and a third: "You don't talk much, do you pal?" and "Prolly because he's a bird an' people round here don't like no birds" and "Tough bird though. I say he's alright even for a bird"

To Lan, one says, then another: "You a true-bred northerner, I can smell it" and "Yeah but if these folks are okay with him, he cain't be that bad - just save the fancy schmancy talk for your own people"

And, as they begin explaining their stories, the party is able to put together a lot of pieces of the puzzle, granting insight into one of the most influential minds in all of Willowshore: Granny Hu!

The same Granny Hu for whom they are about to run an errand for!

Just awaiting that final check!


"Recently Uncaged Prisoners"

"Isn't that the Village Fool?"

"Might be"

"He looks kind of dumb"

"Who is morning glory?"

"Maybe it's one of the goblins (jinkins)?"

"Wait he knows the goblins (jinkins)!??"

"They already set us free they aren't going to kill us dummy"

"Oh"

"I need a smoke!"


"Recently Uncaged Prisoners"

The group answers Vekka's question.

"He follows us around"

"Yeah, he don't like the look of us"

"Ain't it illegal to go into Northridge during daylight?"

"No you idiot - that's just what he wants you to think"

"Oh"

"I think he's just doing his job - I mean, look at you! You look guilty"

"Well, still I think it's wrong"

"Yeah"

"Granny Hu too"

"Don't like her neither"


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"Recently Uncaged Prisoners"

"Ain't she the one that hangs out with Luda Bama?"

"Yeah that's her - smokes like a chimney"

"Can we trust her?"

"Maybe she's got smokes!"

"Okay"

After some deliberation, the former prisoners gather around, their lungs clearing up at the swath of healing magic.

"You got a smoke, lady?"

"Me too!"

"Granny Hu is the worst. She set us up!"

"Yeah, what he said"

"I don't trust her"

"She should be in here!"

"But everybody knows that"

"I hate Zheng Peng"

"Me too"

"Ain't they related?"

"Naw I heard he's got a thing for older women"

"I heard she's his Aunt"

"Like real Aunt? Or, like, you know, Auntie Aunt"

"I dunno"

"I need a smoke"

"Me too"


"Recently Uncaged Prisoners"

Cringing as if they are next, the moment passes.

"We - we are free to go!?"

"I told you he was half angel!"

Players are free to Make an Impression on the Uncaged Inmates!


"Recently Uncaged Prisoners"

Their conversations continue - caged, poisoned, healed, poisoned again, locked in - their confusion looks as grievous as some of the insides of their fungal-infected lungs!

"Isn't that the sword priest?"

"Yeah, it is"

"I heard he was half angel"

"I heard he was half devil"

"I don't think he's allowed to kill us"

"You don't know that"

"Doesn't he worship the sun?"

"Yeah - I seen him at the shrine. Early too"

"What were you doing at the shrine?"

"I, well, I want to be a better man"

"You? Ha!"

"Maybe the Sun God is Secretly Evil?"

"Maybe"

"Why isn't he cutting the cage with that big sharp sword"

"I don't know"

"Maybe he's saving it for us!"

Panic continues to boil over as the party try to deal with the Jam-Locked Bamboo Cage!


"Recently Uncaged Prisoners"

Each time, a different person speaks - the prisoners discuss their plight:

"I think he's trying to trap us in here forever"

"Hey isn't that the Ranger of the South?"

"I heard he keeps to himself"

"I heard he's a hermit"

"I heard he's a eunuch"

"I think he just messed up but is trying to help"

"Nah - he's working with the goblins (jinkins) - we're going to die"

"Didn't they kill the imperial guard too?"

"No I saw them running around with their weapons"

"Their numbers looked reduced though"

"Yeah"

"I think we are stuck in here - the phantoms will devour our souls"

"Maybe we deserve it..."

Up close, they are recognizeable as various ne'er-do-well Southbankers!


"Recently Uncaged Prisoners"

Showered by healing then burst with poison spores once more, the short calm that had fallen over the prisoners suddenly disappears.

"Wait. WHY? You are CRUEL!"

Orange Spores vs Prisoners
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (19) + 3 = 22 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (11) + 3 = 14 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (6) + 3 = 9 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (9) + 3 = 12 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (3) + 3 = 6 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (3) + 3 = 6 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (14) + 3 = 17 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (4) + 3 = 7 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (9) + 3 = 12 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (8) + 3 = 11 @ x damage

Prisoner Status: East (Right) Group
Prisoner #1 @ 3/8 HPs + 1/1 THPs
Prisoner #2 @ 5/8 HPs
Prisoner #3 @ 4/8 HPs
Prisoner #4 @ 5/8 HPs
Prisoner #5 @ 5/8 HPs

Prisoner Status: West (Left) Group
Prisoner #6 @ 5/8 HPs
Prisoner #7 @ 7/8 HPs
Prisoner #8 @ 7/8 HPs
Prisoner #9 @ 3/8 HPs
Prisoner #10 @ 6/8 HPs


"Recently Uncaged Prisoners"

"Please, please >>COUGH CHOKE<< make it stop" cries Prisoner #1 (w/ 2/8 HPs left!) as the party's unrelenting electrical attacks spread profuse poison sporage into their small confines "I'll never do it again, I >>COUGH CHOKE<< promise!"

❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦

Auntie Wu and Sato to Go!


"Recently Uncaged Prisoners"

About half still strong, half weakened and wheezing, and one prisoner on his last leg, choking and coughing, another prisoner wonders "But WHY!?"

Green Spores vs Prisoners
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (8) + 3 = 11 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (7) + 3 = 10 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (3) + 3 = 6 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (18) + 3 = 21 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (10) + 3 = 13 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (5) + 3 = 8 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (9) + 3 = 12 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (18) + 3 = 21 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (1) + 3 = 4 @ 2 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (5) + 3 = 8 @ 1 damage

Blue Spores vs Prisoners
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (6) + 3 = 9 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (12) + 3 = 15 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (6) + 3 = 9 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (9) + 3 = 12 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (6) + 3 = 9 @ 1 damage

Prisoner Status: East (Right) Group
Prisoner #1 @ 2/8 HPs
Prisoner #2 @ 5/8 HPs
Prisoner #3 @ 4/8 HPs
Prisoner #4 @ 5/8 HPs
Prisoner #5 @ 6/8 HPs

Prisoner Status: West (Left) Group
Prisoner #6 @ 7/8 HPs
Prisoner #7 @ 7/8 HPs
Prisoner #8 @ 8/8 HPs
Prisoner #9 @ 4/8 HPs
Prisoner #10 @ 7/8 HPs


"Recently Uncaged Prisoners"

As yet more clouds of overlapping spores from three different trees clog the lungs of the prisoners trapped in the cage below - especially those closest to the trees on the eastern side of the barriers - they kneel to the ground and continue to choke!

"What is this!?"

Yellow Spores vs Prisoners
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (3) + 3 = 6 @ 2 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (19) + 3 = 22 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (14) + 3 = 17 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (19) + 3 = 22 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (20) + 3 = 23 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (15) + 3 = 18 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (19) + 3 = 22 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (15) + 3 = 18 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (3) + 3 = 6 @ 2 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (18) + 3 = 21 @ 0 damage

Green Spores vs Prisoners
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (19) + 3 = 22 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (6) + 3 = 9 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (9) + 3 = 12 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (15) + 3 = 18 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (17) + 3 = 20 @ 0 damage

Prisoner Status: East (Right) Group
Prisoner #1 @ 4/8 HPs
Prisoner #2 @ 7/8 HPs
Prisoner #3 @ 6/8 HPs
Prisoner #4 @ 6/8 HPs
Prisoner #5 @ 8/8 HPs

Prisoner Status: West (Left) Group
Prisoner #6 @ 8/8 HPs
Prisoner #7 @ 8/8 HPs
Prisoner #8 @ 8/8 HPs
Prisoner #9 @ 6/8 HPs
Prisoner #10 @ 8/8 HPs


"Recently Uncaged Prisoners"

>>CHOKE CHOKE<<

Of the 3d6 ⇒ (5, 1, 4) = 10 prisoners inside, about half of them too choke on the spores which somehow "creep" around the building's corner in a billowing burst!

Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (1) + 3 = 4 @ 2 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (15) + 3 = 18 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (20) + 3 = 23 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (1) + 3 = 4 @ 2 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (14) + 3 = 17 @ 0 damage

"Free us!" >>CHOKE CHOKE<<

Dirty and terrified, they scramble tither and yon, panicking inside of their cage!


"Recently Uncaged Prisoners"

Some cajoling has the intended effect - realizing his "torture bluff" was seen through by Soguchi, he takes one more looks at the maw of the dog that already bit him once, and seems to think better on it.

Opening a drawer, Zatqualmish uncovers some documents. The original documents, as well as the forgeries, which altogether include a ledger of activities the Hajoth Hakados Lodge has undertaken in or near Numeria over the last two decades, with careful notes showing that the Pathfinders didn’t steal or damage any of the technological equipment they studied, have been shoved hastily into a workbench. He winces as he hands them over.

"You should be ashamed of yourselves, operating in secret. My work is only to expose The Truth!" he insists flippantly while still being compliant (if annoying).

"What shall you do with Zatqualmish now?" self-refering in the 3rd person, he inquires about his fate!


"Recently Uncaged Prisoners"

Zatqualmish throws his dagger down "Ok ok. I accept. I'll have you know I am sworn to secrecy though, and immune to torture!"

This is the PC's opportunity to get him to spill the beans - each of you can make a single Request, Lie, or Coerce check!


"Recently Uncaged Prisoners"

"I, I, I..." he quivers, feigning strength feebly "I am Almighty, and need not guards! Surrender now or I'll unleash my Most Powerful Spells!"

He looks nervously from the dog to the kobold to the half-orc to the tengu, desperately wondering if his bluff touches nerve...

(◆) Sense Motive DC 20:

Zatqualmish would instantly surrender if offered...


"Recently Uncaged Prisoners"

Soguchi absorbs the soul of the technologically mind controlled "zombie" - it pleas with him "My life wasted for what!?" (+4 THP - and your ancestors change please roll)

Blindness Flat Check (DC 5) to Target Zatqualmish: 1d20 ⇒ 8
Zatqualmish Fortitude vs Blindness (DC 22): 1d20 + 8 ⇒ (19) + 8 = 27
Rufus Flat Check (DC 5) to Target Zatqualmish: 1d20 ⇒ 7

Momentarily blinded, Rufus gets a good WOMP in! (10 damage)

Yellow Zombie stands up and defend it's charge!

Slam (reach, improved push 5-ft) vs Rufus (AC 24): 1d20 + 8 ⇒ (8) + 8 = 161d10 + 4 ⇒ (2) + 4 = 6
Slam (reach, improved push 5-ft) vs Rufus (AC 24): 1d20 + 8 - 5 ⇒ (6) + 8 - 5 = 91d10 + 4 ⇒ (1) + 4 = 5

"Defend me!" he rallies a command to his remaining tech zombies, defending himself with his dagger, and raising a magical defensive shield to protect him from the dog!

Dagger w/ Inspire Courage (+1/+1) vs Rufus (AC 24): 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 301d4 + 1 ⇒ (1) + 1 = 2


"Recently Uncaged Prisoners"

Flat Check (DC 5) to Target Zatqualmish: 1d20 ⇒ 3

Soguchi has a hard time making the gnome out from the wispy magic surrounding him...

"The word of your silly ancestors means nothing to me!"

The tengu easily trips yellow zombie.

Blue Tech Zombie goes to town on him!

Slam (reach, improved push 5-ft) vs Soguchi (AC 21): 1d20 + 8 ⇒ (16) + 8 = 241d10 + 4 ⇒ (2) + 4 = 6
Slam (reach, improved push 5-ft) vs Soguchi (AC 21): 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 201d10 + 4 ⇒ (1) + 4 = 5
Slam (reach, improved push 5-ft) vs Soguchi (AC 21): 1d20 + 8 - 10 ⇒ (17) + 8 - 10 = 151d10 + 4 ⇒ (7) + 4 = 11


"Recently Uncaged Prisoners"

Red Will vs Fear w/ Inspire (+1) vs DC 22: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26

The spell fizzles between the electrodes controlling the zombie's brain - Yellow cows before Zaza's gaze, and Rufus rips some more shreds out of Red!

Yellow continue to smash against Soguchi!

Slam (reach, improved push 5-ft) w/ Inspire (+1/+1) w/ Fright (-1) vs Soguchi (AC 22 / shield): 1d20 + 8 + 1 - 1 ⇒ (6) + 8 + 1 - 1 = 141d10 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Slam (reach, improved push 5-ft) w/ Inspire (+1/+1) w/ Fright (-1) w/ MAP vs Soguchi (AC 22 / shield): 1d20 + 8 - 5 + 1 - 1 ⇒ (18) + 8 - 5 + 1 - 1 = 211d10 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Slam (reach, improved push 5-ft) w/ Inspire (+1/+1) w/ Fright (-1) w/ MAP vs Soguchi (AC 22 / shield): 1d20 + 8 - 10 + 1 - 1 ⇒ (8) + 8 - 10 + 1 - 1 = 61d10 + 4 + 1 ⇒ (9) + 4 + 1 = 14

Zatqualmish reveals himself at last!

"Ha ha! With my magic, and my guards, you shall soon be destroyed, one and all!" He waves his hands and three force missiles slam into Emoubu! His form stirs like a dream - which position is he in? Hard to tell...

1d4 + 1 ⇒ (3) + 1 = 4
1d4 + 1 ⇒ (1) + 1 = 2
1d4 + 1 ⇒ (4) + 1 = 5


"Recently Uncaged Prisoners"

Yellow Basic Reflex vs 10 electricity (DC 20): 1d20 + 2 ⇒ (16) + 2 = 18 @ 7 damage
Blue Basic Reflex w/ Frightened (-1) vs 10 electricity (DC 20): 1d20 + 2 - 1 ⇒ (8) + 2 - 1 = 9 @ 17 damage

Soguchi keeps the electric show up, but they remain standing.

Blue triple slams the tengu, trying to clear the path with him!

Slam (reach, improved push 5-ft) w/ Inspire (+1/+1) w/ Fright (-1) vs Soguchi (AC 22 / shield): 1d20 + 8 + 1 - 1 ⇒ (18) + 8 + 1 - 1 = 261d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Slam (reach, improved push 5-ft) w/ Inspire (+1/+1) w/ Fright (-1) w/ MAP vs Soguchi (AC 21): 1d20 + 8 - 5 + 1 - 1 ⇒ (14) + 8 - 5 + 1 - 1 = 171d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Slam (reach, improved push 5-ft) w/ Inspire (+1/+1) w/ Fright (-1) w/ MAP vs Soguchi (AC 21): 1d20 + 8 - 10 + 1 - 1 ⇒ (18) + 8 - 10 + 1 - 1 = 161d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9

One slam manages to connect, shattering Soguchi's shield which protects him completely. 0 damage and Shield cooling down now


"Recently Uncaged Prisoners"

"Whoever you are, my guards fight to the death, and you will replace them if we can salvage your limp bodies!"

Inspire Courage


"Recently Uncaged Prisoners"

Yellow Basic Reflex vs 14 electricity (DC 20): 1d20 + 2 ⇒ (7) + 2 = 9
Blue Basic Reflex vs 14 electricity (DC 20): 1d20 + 2 ⇒ (16) + 2 = 18

Yellow Tech Zombie's brains are fried - although the devices attached to it appear to buffer the current somewhat, Soguchi's pulse current is strong - ooze pours out of it's ears! (25 damage goes through)

Blue fares a little better - a single thread of smoke from it's ears! (11 damage)


"Recently Uncaged Prisoners"

“No, no, no!” cries a terrified voice from a back corner of the workshop. A trembling diminutive figure frantically blows air onto a page while simultaneously putting away numerous inks, quills, and parchments. “I should’ve found somewhere safer to work! I should’ve known... You’re supposed to protect me, right? Well, protect me!”

◆) Inspire Courage
◆◆) Cast a Spell


"Recently Uncaged Prisoners"

The frightened gnome ceases his scribbling once more, yet still out of view of the party, though they soon sense his general direction, aware of at least one party member’s breaking and entering.

”Thief - begone with you! Or your carcass will serve as spare parts!”

Emoubu and Zaza, please roll Stealth!


"Recently Uncaged Prisoners"

Sneering at Haohji, the Barrister levels with Merellin "To be honest, I don't really care about the citizen's petrification status - I just came banking on the fact that, in the event of a full-scale protest..." he looks down the street where people who had gathered are now screaming and running - a few of them causing mischief in the form of property damage! "...at least one accidental injury claim might surface, paying my bills for the month!"

His confession made, he dusts himself off, asserting his right to leave, and does so...

Hero Point for Merellin!

The goblin likewise confesses "I did it for money!" he describes a shady "longshanks" who put him up to it "Said to cause as much trouble as we could for you Pathfinders!" he doesn't know much, but whomever it was that hired on the goblins, had it in for the Society, if not Eando Kline personally!

Hero Point for Veiled Lady!


"Recently Uncaged Prisoners"

Hakey watches Heeky and Hooky die.

Then, Hakey watches Diddy and Smut die.

Then then, Hakey decides they not want to die "I quit!" she yells, throwing down her weapon

Purple
◇) Release (drop dogslicer)

Surrounded by Pathfinders, she makes a break for it - eyeballing the northern alleyway over the bushes as a possible escape route...

...but before she can act...

Horul and Veiled Lady are Up!


"Recently Uncaged Prisoners"

"NOOOOOO!!!"

The goblin dies of fright telekinesis before it even had a chance to enact it's plot, it's torch falling to the ground at it's side, still lit.

"Is Heeky dead?" one of it's mates asks "Dead dead" another responds "Okay take his FIRE!" a third offers.

And the Purple Goblin does just that "KILL THE PATHFINDERS!!!" grabbing the torch and making a bee line towards Ramona "Burn You!"

Purple
◆) Interact (to pick up torch)
◆) Stride
◆) Strike

Torch vs Ramona (1d4 blunt, 1 fire): 1d20 + 8 ⇒ (5) + 8 = 131d4 + 1 ⇒ (2) + 1 = 3

"Kill the Cursed Puppet that Killed Heeky!" the other two declare, before running after Ramona as well to inflict their wrath!

Blue
◆) Stride

It is then that Horul lashes out with his own fire! Striking Blue Goblin for 5 damage (and catching it fire!) and both Veiled Lady and Ramona for 1 damage each "Wait - I kill You now!" Distracted, the goblin abandons attacking Ramona to close with Horul, attacking him instead.

Blue
◆) Stride
◆) Strike

Dogslicer (agile, backstabber) vs Horul: 1d20 + 8 ⇒ (1) + 8 = 91d6 ⇒ 5

It then takes 1 point of persistent damage, and perishes "Ah! I burn!! Revenge me!!!" to which the Green Goblin rises to the challenge "First Heeky, and now Hooky! NOOO!!!"

◆◆) Stride x2
◆) Strike

Dogslicer (agile, backstabber) vs Horul: 1d20 + 8 ⇒ (2) + 8 = 101d6 ⇒ 6


"Recently Uncaged Prisoners"

Haojhi knocks the Barrister out cold "You'll be hearing from my..." is all he manages to get out as he collapses to the ground.

And Then!

The gathered crowd disperses - some screaming about a bomb, others about goblins with knives, others about a cursed puppet - leaving awkwardly and no-longer-hiding a few goblins (5 total) who converse among themselves about what to do "Silly longshankses ran aways, blows our covers!" another "We should stay with the mission! FIRE!" another "I'm tired I go home now?" another "They are the one boss wants but they look tough maybe we go home!" another "No no! Then we not get paid!" and with that it is decided!

"Kill the Pathfinders!" in ♪♪ unison!


"Recently Uncaged Prisoners"

"He's got a Bomb!"

Fearful of both Banjo and the Bomb, the crowd begins to completely disperse...

...they will effectively disperse at the end of Round One, neutralized into not attacking the PCs (so, a non-threat now). They still count as Difficult Terrain for the duration of Round One!...

"I think that Puppet is Cursed!" someone remarks!

All players may now open the spoiler for Ramona, Merellin, and Veiled Lady above!

Horul and Merellin are Up!


"Recently Uncaged Prisoners"

”What you are trying to do is circumvent the law!”

The Barrister remains yet unconvinced...someone in the crowd yells ”Yeah!”

Awaiting Merillin


"Recently Uncaged Prisoners"
Krinolyn ”Veiled Lady” Styncorn wrote:
"But the statues are not there to be hanged with plants." she tells the Herbalist. "They may be criminals, but they have their right to live and decide for their own if they want plants to be hanged on them."

Mayhaps to Velied Lady's surprise, the Herbalist agrees "Perhaps you are right? Bad ju ju..." and she walks over to a statue which had been decorated with herbs, and gingerly takes them down.

Critical Failure > Success @ Herbalist neutralized!

The Barrister steels himself to stand against the Pathfinders alone, biting his lip and digging his high-heeled boots into the ground!

Merellin (with a +1 circumstance bonus using Haohji's words!)!


"Recently Uncaged Prisoners"
Ramona Stonesplitter wrote:
Ramona will move up near the "speakers". Ramona will get out Banjo the Clown, and will attempt to influence the crowd to aid everyone.

As Ramona approaches the crowd, she is immediately booed - in fact, someone throws a piece of garbage at Banjo Throw Trash: 1d20 + 14 ⇒ (6) + 14 = 201d6 + 3 ⇒ (2) + 3 = 5 Knocking the poor puppet to the ground!

Critical Failure > Failure

Haohji PFS wrote:
Moving up to the Smith, Haohji attempts to influence them, By no means do we intend to tell you how to run your town, but can you tell me how you managed to get the flushing on these plinth? It is exquisite!

Disarmed by Haoji's compliment and knowledge, the Smith gets distracted, and begins showing him further how he would improve upon the structure if only he could get help writing a successful bid for the government contract...

Success & Smith neutralized!

Krinolyn ”Veiled Lady” Styncorn wrote:

Krinolyn lowers her shield seeing that the leaders are not here to attack them anyway. She approaches the Herbalist and talks to the person.

"As they say, and I affirm, we are not here to tell you how to run your town. We are here for our own mission to unpetrify a certain person among the statues you have here, and the Society takes full responsibility to handle the person of interest." Krinolyn tells their point of their appearance to them. "These statues are unsightly in your town, it does not match your place, can't you see?"

"Actually!" snaps the Herbalist "They serve as excellent structures upon which to hang herbs - can't you see?" her tone snarky in it's revenge-retort, she further elaborates "And yes, how we decide to weed out criminals is our business, and ours alone, free from the invasive species of your outside meddling!"

Failure even w/ +1 circumstance bonus!

Horul wrote:
The alchemist moves towards the socialite to explain to them that their action isn’t thought for the people itself. They need to let the pathfinder demonstrate that it is right to bring the statue back to life.

Obedient at such dominant rectification, the Socialite wilts before the force that is Horul's Will, and saving face, flips-flops with absolute liquidity "Perhaps we should rid ourselves of the statues, now that I think of it..."

Success & Socialite neutralized!

Merellin Darcassan wrote:

Merellin scopes out the Smith as the strongest and most dangerous opponent, and joins Haohji in persuading him to stand down.

"Sir, what is the manner of this ruckus? If it is the dreadful way these statues are displayed, I agree completely with you. We're only here to remove one of these eyesores and we'll be on our way."

Going to redirect your post to the Barrister...

"Per city section 3d6 ⇒ (4, 6, 5) = 15 465 of the civic penal code, brandishments endorsed legally by the statute constitute punitive immunity as to their absolvment!" he explains further the mumbo-jumbo which you imagine to be true, and after some monologue, concludes in what approximates plain speech "Meaning: You do not have the right to remove the property of the municipality from it's square!"

Critical Fail > [pending]

Merellin:

If you'd like to use Deception in a transition to Encounter Mode, you must use it during the Skill Challenge that provokes it.

As the Smith was already neutralized at the time of rolling, you may go ahead and play your previous roll as using Deception (I assume same bonus?), as your Hero Point hangs in limbo!

And with that, half of the leaders standing down, the crowd too cools a few degrees, until someone shouts in the back "Path Finders are Out Siders!" and that seems to get folks renewed in their disdain for the Society presence here.

Let us proceed to Round Two (same as Round One)!


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"Recently Uncaged Prisoners"

"So these "Path Finders" think they can tell us how to run Our town?"...

Anchor Post

Up ahead, the PCs observe a gathering protest led by four Leaders, riling up the townsfolk with their rhetoric and assertions. The tensions are running high, but as the party makes their presence known, attention is turned to them to speak - indeed, not yet a fully blown mob, there is a moment where the so-called "Path Finders" are allowed to make their case!

...

GM Tip:

Each Leader has a certain set of skills that are considered appropriate to make Skill Check (one check per PC per Round), which I will list for your convenience below.

There will be two Rounds (10 minutes or so each), in which the PCs have to overcome four Obstacles (the Leaders), moving close enough to actually be heard (GM will assign status bonus or penalty based upon proximity of your Token to the gathered crowd!).

On your first turn, please:

1) Advance your Token towards the crowd
2) Choose a Leader
3) Roll one appropriate Skill Check, (or abstain, or Aid ((but see below!)))
4) Wait for everyone else to finish before progressing to the second round...

Aid?
5) In addition to the normal rules for Aid, I will allow a character trained in Performance to use their turn to Aid the entire party by addressing the Crowd directly (instead of a Leader), rolling against a "hard" DC for your level!

Hero Points
As I am keeping the DCs secret (but, skills earlier on the list are typically of a lower DC than skills later on the list for a particular Leader), if you'd like to re-roll a particular outcome (CF/F/S/CS), please indicate so in your post!

Sneaky?:

If you'd like to instead continue to Avoid Notice, follow the instructions exactly as above (but make sure to keep Cover when moving!), and roll Stealth instead of the indicated skill check.

...

The Socialite (Blue):

Absalom Lore or Fashion Lore (or similar)
Society
Diplomacy

The Smith (Green):

Guild Lore or Mining Lore (or similar)
Crafting
Diplomacy

The Barrister (Yellow):

Legal Lore or Hell Lore (or similar)
Diplomacy
Deception

The Herbalist (Red):

Herbalism Lore or Tea Lore (or similar)
Nature
Diplomacy


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"Recently Uncaged Prisoners"

Tiger - let me know if you want a Bot Spotter!


"Recently Uncaged Prisoners"

"Ritual went good - you all held your ground" then "Look!"

Off in the distance, more experienced agents fight off a Giant Moth that breathes ice and flies with the grace of four hideously crystalline wings, it's thorax bearing huge gashes and bruises from the punishment the agents have put it through.

Then suddenly "Look! Another wave!" Khoumrock Blackthane strides forward as yet another group of fey ambush the party from the bushes!


"Recently Uncaged Prisoners"

"This one seems to be holding his guts in - be a fine seaman, you"

The unnamed sailor talks between Nedri and Emoubu, telegraphing the conversation in one direction before triangulating "All formalities, these two" including Khaul and Aurelien now, then veering one last time "Ain't you got some fancy-pants with your company too? Using big words and whatnot?"

She looks across the deck expectantly.

"Where ya headed again?"

...

GM Screen:

2d20 ⇒ (6, 14) = 20

...

Khaul:

You recall that there used to be a Pathfinder lodge that was staged there, but was moved when the border of Cheliax expanded some time ago, and relocated some 100 miles east of the town.

You are encouraged to share your gleanings with the party!

Aurelien:

Your "recollection" comes in a strange dream - a nightmare really - which involves a battle fought at night, with both sides nearly slaughtering the other completely to the point that it is unclear which side has "won", all to a backdrop of terrible howling and screams that echo in the distance. Worse still, this recurs nightly and seems to grow in intensity the closer you get to Sauerton!

You are encouraged to share your gleanings with the party!


"Recently Uncaged Prisoners"

Most of the sailors avoid Nedri, what for perhaps the smell or perhaps (more likely) his propensity for mumbling, save one.

"Last chance for ale" she says smiling at him, handing him a draught-filled cup "Wine Country ahead - ne'er developed much a taste for it meself" contorting her face into the expression of mild disgust "Who's your friend. He talk?" Pointing crassly to Emoubu "Spends mosta his time readin' below the deck - surprised haint seen 'em heavin' over the gunwale yet!"

It's night out, and a billion stars twinkle in the sky. The nameless sailor points to one and says "Aha! Can you tell me what this constellation foretells? I seen you old one, know you know something or other. Come on: Let us git!"

At her dare, a couple other sailors gather round...

...

Emoubu:

You are unable to recall any background knowledge about Sauerton or the surrounding area...

Nedri:

You recall two things primarily about Sauerton and the surrounding country - which is indeed "wine country"!

Firstly, that there used to be a Pathfinder lodge that was staged there, but was moved when the border of Cheliax expanded some time ago, and relocated some 100 miles east of the town.

But the second "recollection" comes in a strange dream - a nightmare really - which involves a battle fought at night, with both sides nearly slaughtering the other completely to the point that it is unclear which side has "won", all to a backdrop of terrible howling and screams that echo in the distance. Worse still, this recurs nightly and seems to grow in intensity the closer you get to Sauerton!

You are encouraged to share your gleanings with the party!


"Recently Uncaged Prisoners"

Deka steps to Defend her brother from both Masei and Mandoo... by slapping him again, and twice as hard!

"Oh don't you worry - We will take care of him" indeed, several judges are already making their way over to the Twins as she speaks "Tell them what you did Demed: Do not lie. You don't want to cause more harm than you already have!"

"As for you two: I will not stand for your threats. He is not your brother, and you are visitors here. You will have to deal with me if I see you come after him after this competition!"


"Recently Uncaged Prisoners"

Deka, meanwhile, looks away - the tension of the battle is too much it seems.

But she peeks one eye anyway and yells in excitement "He opens his eyes!" pointing to Ithuriel as he revives!


"Recently Uncaged Prisoners"

Seizing the opportunity with Ithuriel grabbed, Deka races onto the dock, and slaps Demed in the face!

"You should know better you stupid fool! What is that bait you are using? Look what you have done!"


"Recently Uncaged Prisoners"

Meanwhile, on the other side of the dock, Deka screams!

"A Giant Crab! Help me!!!"

Although she only sees the one, two Giant Crabs - one on either side of the dock - pop up from the shallow water, click their menacing claws, and immediately attack!

We transition to Encounter Mode now...


"Recently Uncaged Prisoners"
Mandoo wrote:
Mandoo reaches down and picks up the pole and fishing tackle he'd put down earlier. He hands it over to her. "Use this Deka. Doesn't look like we're going to beat your brother anyway, so if you can give him a run for his money with it, go for it." He beams her a smile and adds, "I guess you owe me now. I'll collect from you later when we have dinner together."

Still very upset, Deka takes the pole offered to her, but sets it down - you get a sense that her hopelessness at making a good show of herself by exhibiting her skill at fishing is currently overpowering even her competitive spirit.

"I don't think anyone here can beat Demed - what's the use in trying?"


"Recently Uncaged Prisoners"

"Luck" strikes again!

At nearly the same moment, Deka's unbroken poles are snatched away by two different errant sharks - smaller and faster than the one Mandoo subdued - and before anyone can react, attached to the toothy fish, the poles are towed from their secured spots, across the surface of the water, through a small wave swell, and PLUNK sunk into the water, gone from sight.

Deka scrambles here, looking at her last two poles, cracked and broken, the look of hopelessness crossing her face, and looking to cry in frustration, her usual humor instantly drained...


"Recently Uncaged Prisoners"

Deka re-establishes her four-pole turned two-pole fishing system, and seeing the late arrival bearing a Wayfinder, rushes over to quickly greet her.

"Your friends are over here" showing her the fishing spot where the other four Pathfinders are situated "I believe they brought extra equipment too" indicating the 3 fishing tackle and 3 fishing nets purchased at the stalls just before the games.

She quickly runs back to her station - ducking just in time to avoid a dead fish thrown in protest of Ithuriel's speech!

...

Atae - start reading HERE to get up to speed on how the tourney works - and check the "Tourney Tracker" spoilers to see how progress is accumulated!


"Recently Uncaged Prisoners"

Cocking her head back to laugh heartily at her brother's reaction, suddenly there is a SNAP SNAP as 1d3 ⇒ 2 of Deka's four poles aligned in a row snap off completely!

She curses in Mwangi and begins to scramble...

Seek (Perception) DC 5 Success:

A large fish seems to have snagged onto her poles, overpowering them!

Critical Success? Open spoiler instead:

Spoiler:

Not a large fish... a Shark! Striped like a tiger, feasting on a school below in a feeding frenzy!

A single PC may react to this situation fast!

(QM will take the first to do so!)


"Recently Uncaged Prisoners"

From her own spot, Deka sees Mandoo's shot but uncollected fish, and yells out to the party:

"Don't just sit there - one of you grab the net!"

The party purchased two nets. A player using a net for the whole round can roll an Athletics check to Catch Fish!

Nodding at her own advice, Deka gets to work on her own technique, setting up multiple poles in parallel succession, and walking back and forth to make sure they are all secure and free from getting snagged on rocks. She whistles while she works!

Catch Fish w/ Fishing Tackle (Survival) vs DC 14: 1d20 + 8 ⇒ (10) + 8 = 18

The party purchased three fishing tackle. A players using fishing tackle for a whole round gains a +1 circumstance bonus to Fishing Lore, Nature, or Survival to Catch Fish!


"Recently Uncaged Prisoners"

The two hour hike is brisk, and near the end of it, multiple people switch pace to a full-on sprint towards the end - among them Demed - but Deka just waves her hand, and answers Mandoo's question. One Success @ Mandoo!

Mandoo:

She describes a "secret spot" that is somewhat out of the way but technically legal, and winks at you...

"Bah. Don't bother to chase after those fools. If you are not the fastest, you won't get the prime spot anyway. You got to use your head!"

Looking for multiple Party Successes here, with each player rolling once, either like Demed using Athletics or Acrobatics...

"I think I will take my usual "secret spot" - I'd tell you, but then I'd might as well forfeit, no? Besides, I can't let him win, now can I? What kind of big sister would I be?" she winks at Mandoo here before taking her leave.

Survey for Fishing Spot (Nature) vs DC 16: 1d20 + 8 ⇒ (18) + 8 = 26

...or like Deka, roll with either Nature, Survival, or Fishing Lore... or like Mandoo with Diplomacy...


"Recently Uncaged Prisoners"

Deka smiles at Dinardin and Mandoo.

"Don't mind him: He is always talking big. Look. If you are serious about entering, there isn't much time to waste. You can probably still buy some tackle from the rows of vendors outside - but they will soon begin packing up to leave for the Lower Harbor!"

She points as the throng of people begin to shift a new direction, table by table, team by team, spectator by spectator.

"Two hour walk to get there! And trust me: All the good spots go fast!" She clashes her cup of tea against the champion's, sipping the last of it, and depositing the empty cup on the table, flicking a copper piece next to it.

"Follow me!" she invites the party down the way, and eager look in her eyes, a haste in her step!


"Recently Uncaged Prisoners"

"Why don't you tell us more about yourselves first? Think you can dance in here and snatch up all the good advice, do you?"

Deka's tone with Mandoo is certainly not near as dismissive as her brother's is with Ithuriel - instead she seems to hold her opinion in reserve. Indeed, if these foreigners are keen to put their foots in their mouths, or, to show respect for the tournament, she will allow them the opportunity to do just that.

Deka's attitude remains Indifferent!


"Recently Uncaged Prisoners"

"Who you calling sis!?"

Deka whirls on the voice, a defensive anger soon dawning to a look of confusion - a reaction Masei is probably used too, as she studies the half-orc trying to pin her down.

Anyone is welcome to Make an Impression here - or alternatively, to make a Discover (Perception) vs Deka (DC 14) check!

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