Rowanna Nachtalus |
Assuming the other Pathfinders will deal with the sleeping orcs one way or another, Rowanna flies over to the Hellknight skirmish and begins using her Slumber and Misfortune hexes on their adversaries.
Fong, Zhen |
Seeing him alone with the orc, Zhen raises his sword for a finishing blow.
Coup de grace: 2d8 + 8 ⇒ (5, 5) + 8 = 18
Fort save 10+damage dealt, fails = death
Venture Teller Play b'Post |
Fort DC 28: 1d20 ⇒ 11
The orc's eyes pop open and their yellow gaze settle on the monk. It raises an arm to strike at the human, then realizes it is without a weapon. The orc's arm drops back to the ground, and only then the orc realizes it is also without blood and the yellow eyes lose all light.
Warpac, subduing the orcs would not work as they fight on below zero hp (ferocity). Tying them up would work.
Warpac & Bom are up.
Bom Skjold |
Bom continues to aid the hellknights.
Warpac |
Warpac is aiding the Hellknights too.
Venture Teller Play b'Post |
In the fourth round anyone who wants to close with the last orc (red border) can. Most of you can do it in a move action meaning you have a standard action remaining. CdG is a is a full round action so can be attempted on the fifth round. Please post both actions for both rounds, and we can step out of combat soon.
R4 & R5
Fong (22):
Orc Sergeant:
Rowanna (10):
Silas (10):
Bom (7):
Orc Lt. (6):
Warpac (5):
Fong, Zhen |
Kind of looks like I'm higher... what is the height of it? I think I have slow fall as long as I'm touching the hill
Bom Skjold |
Bom and Ulfur continue to aid the hellknights.
Warpac |
Bom and Ulfur continue to aid the hellknights.
Warpac too. And will continue to do so.
Venture Teller Play b'Post |
Kind of looks like I'm higher... what is the height of it? I think I have slow fall as long as I'm touching the hill
Just treat it as difficult terrain (10 ft, squares)
Fong is the only one not aiding the hellknights. What will you do with the sleeping orc?Fong, Zhen |
Zhen will go ahead and move through the difficult terrain for Round 4.
Then Round 5 is the Coup de Grace
Coup De Grace: 2d8 + 8 ⇒ (8, 4) + 8 = 20
So Save of 30 to stay alive
Venture Teller Play b'Post |
Fort: 1d20 ⇒ 10
The Pathfinders move to the main battle cutting into the ranks of orcs and bolstering the Hellknights. Fong finishes the sleeping orc and joins his comrades. Soon the orcs have been routed and most lay dead or dying at the mountain top.
Hellknights begin healing and aiding the wounded, cleaning their weapons and making sure no orcs remain alive. 5 rounds of combat means one HK dies, -1 for each standard action a PC spends aiding them. No dead HellKnights, Well done :)
There remains a small group of orcs, who ran from their tribe and beg for your mercy. They promise to tell you everything they know and constantly shout "I'll be good!"
Warpac |
"Orcs? Be good? I recommend slaying them all now before they launch whatever treachery they're about!"
Though he says this, he waits and does not actually harm any of them. A decent sense motive skill will reveal that he is not slaying them outright out of respect for the team.
Bom Skjold |
Bom shrugs, "Gorum would say let them go so that we can face them again on the battlefield. The slaying of defenseless orcs does not excite me"
Sense Motive: 1d20 + 2 ⇒ (11) + 2 = 13
Warpac |
Warpac looks at Bom with disbelief. He is completely nonplussed. He has met MANY dwarves that worship Gorum and has NEVER heard a single one of them suggest such a radical idea as letting an Orc go so you can fight it again. Once he recovers he says,
"Are you one of the Catfolk in disguise? Treat them like poisonous snakes, I say, and behead them."
He looks to the others for reinforcement, sure that Bom must be insane or close to it and the others will quickly speak in opposition. His axe starts moving almost of its own volition, twirling about and tapping on rocks and such. A nervous habit you have observed from him through the journey, but more pronounced now during his agitation. A habit that often causes some damage to inanimate objects unlucky enough to be too close to him.
Rowanna Nachtalus |
"Let the Hellknights decide their fate. It's their expedition, after all." Rowanna suggests casually as she lands lightly on the ground.
Bom Skjold |
Bom laughs at Warpac's judgmental tone.
Warpac |
@Rowanna
"Fair enough. At the least it will prevent contention between Pathfinders."
Though I suspect this is a plot decision that will need to be made by us. As a Player I vote to keep them alive, but Warpac... Well, you understand.
Silas Proth |
"I speak for the Lady Iomedae, and she would never let one of her servants kill something that's both helpless and begging for mercy. Just like the Good Book says, 'Not even the damned are beyond redemption, if their contrition is true and their heart contrite.' We need to give them a chance to turn to the Lady. Killing them now would be evil!"
"I quite agree," the sword chips in. "At least with that last bit."
Venture Teller Play b'Post |
Bom shrugs, "Gorum would say let them go so that we can face them again on the battlefield. The slaying of defenseless orcs does not excite me"
[dice=Sense Motive]1d20+2
Bom believes the orcs are terrified of their brethren and their promise to be good is sincere. They answer any of your questions that they may. though not until I get back to a 'puter. Please ask questiones & reread page one when missions were handed out too. :)
Warpac |
"Fine then. I'll go make sure the ones that tried to kill us are properly dead."
Warpac stalks off in a huff and loots the bodies, beheading any orcs that may need a little help dying. He does not trust himself to act peacefully if he stays.
Warpac is usually quite reasonable and more inclined to show mercy, but these are orcs. Though my character is off doing his thing, I'd like to recommend a few questions. Perhaps they could be asked by the commander?
Fong, Zhen |
"What is going on the mountaintop and why are you fleeing?
Zhen tries looking stern and serious.
Venture Teller Play b'Post |
Other functions of explosives
"They reveal our sins," the orc nearly whines.
Why fleeing?
“They wanted to carve us up and write our sins into our skin. We are afraid of the Wormcaller. It has destroyed our tribe. So we fled.”
Source of corruption
“Our shaman summoned a terrible beast to help us with the war, but then it ate him. It is summoned from other places—dark places. Now the shaman’s apprentice Olgrahk serves the creature and commands us all to carve our sins. That Which—” The orc stammers, “I can’t say its name. It hates mortal sin and wants to end all signs of mortal life."
who is the leader & plans
“We are not shamans and we do not know the truth of dark beasts. It is a great creature, with tentacles and slime. Worms and bugs come when it beckons. It can talk inside our heads and make us do things. It carries a magic wand, which it uses to enchant the sins of our flesh.”
& his plans
“It has two plans. It hates signs of mortal life. So first it ordered Olgrahk and his orcs into the mountains to destroy all ruins lefts behind by men. They are on their way to the Temple of the Sky now. Second, now that it has finished reminding the Severed Hand orcs of their sinfulness, it wants to spread out and kill other humanoids in the mountains. It has started a ritual to summon more of its kind here, and then they will attack. Preparations started
when we left, so the ritual should begin soon.”
They are armed as those you just fought: falchions, axes, longbows.
Silas Proth |
Silas puts a comforting hand on the speaking orc's shoulder. "We'll help get rid of this creature. Sins are meant to be forgiven, not burned onto your skin. The good Lady Iomedae said, 'Let all your past transgressions be wiped away, so you may live among the gods.'"
Rowanna Nachtalus |
"Very well, lead us to the Temple of the Sky." Rowanna says in a a casual tone to the orcs.
GM, are we forgetting to ask anything else? I looked back on at the mission briefing, and it would appear that aiding the hellknights, finding out what's going on, and finding the Temple of Sky are the major objectives, not sure if there is anything else to ask.
Venture Teller Play b'Post |
The orcs can tell you a little about the Temple of Sky. “Olgrahk is on his way to destroy the temple now. We seldom go there because ancient men, who worshiped the sky, cursed the temple. They say the ancient men summoned spirits of the air to write down wisdom onto pillars there. In the past, some of our shamans read the pillars and gained strange powers.“
They can also tell you the location of their village, one hour back they way they came and where the beast they fear is trying to open a portal to the abyss. The location of the the temple is an hour in the other direction and Olghrak should be there soon enough to destroy it.
GM, are we forgetting to ask anything else? I looked back on at the mission briefing, and it would appear that aiding the hellknights, finding out what's going on, and finding the Temple of Sky are the major objectives, not sure if there is anything else to ask.
Aiding the Hellknights and finding out what is going on, are pretty much the same objective. Finding the Temple of the Sky is its own objective. Nope, I don't think you are missing anything. HOWEVER, I need to confirm that the orcs seeking asylum are spared. So... what next?
Silas Proth |
Silas will definitely spare them, and unless something changes, would probably go so far as to defend them against the party if necessary.
From here, I say we tell the Hellknights about the Temple in the hopes that they can help us find it.
-Posted with Wayfinder
Venture Teller Play b'Post |
You will need to convince Karva as to why she should spare the orcs. "They have fulfilled their usefulness," she simply states. Good speech & Diplomacy
The orcs have told you where to find the Temple, but at your interest in going there, the Signifiar balks. There is no time. A ritual of such power is likely to seal off the area around it, making entry impossible. We must travel to the ritual site as quickly as possible."
Bom Skjold |
Bom gets the sense that Silas is more passionate about the fate of the orcs than Bom is. So after Silas pleads his case, Bom invokes his wayfinder and then weighs in.
"I not know much about the Hellknight ways, but we are Pathfinders. Our charter is not to be judge, jury and executioner, but to explore, report, and cooperate. The orcs are cooperating with us, I see no reason to kill them. As Gorum is my god, he would rather see me kill them with a sword in their hand, than cut off their heads while they kneel. And while I do not believe these orcs will betray their true nature, these orcs have raised no hand against me. I will not kill them until they do."
Diplomacy (Aid Another): 1d20 + 10 ⇒ (11) + 10 = 21
Rowanna Nachtalus |
Knowledge (arcana): 1d20 + 15 ⇒ (13) + 15 = 28
"Yes, there is a seal forming already, we must hurry." Rowanna agrees with the Signifier, "As for the orcs, sparing them might foster positive relations in the future, resulting in more predictable activity with the local non-human populace."
Diplomacy (aid another): 1d20 ⇒ 6
Silas Proth |
"The great Lady Iomedae doesn't think of people in terms of their usefulness. She sees them as unique children, each and every one. She thinks of you, too, you know, and She wants so much for you to see them like She does. We're all meant to be like the great Inheritor, and sparing their lives is another step toward that greatness..."
Diplomacy + Gamin's guidance: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15 (+2 from Bom so far)
(I don't really expect a Hellknight to be convinced by religious talk, but maybe she'll agree just to shut him up?)
Bom Skjold |
You know...you can Take 10 in this type of situation
Warpac |
You know...you can Take 10 in this type of situation
Hah! Warpac's mental vibes prevented them from taking 10! The orcs will die!!! - He really wants to try diplomacy for the orcs death. If only his PC would let him!
Bom Skjold |
Funny
Warpac |
@hellknights
"Well, have you figured out what to do with the vile creatures yet? It sounds like we are going to have to part ways if we are to deal with both issues. If we deal with the portal can you see what you can do about the issue at the temple?"
Venture Teller Play b'Post |
"The orcs are fearful of blood magic," Signifiar Karva says. She proposes an alternative solution, and pulls out a dozen white linen squares with an Asmodean symbol on it. "Collect a vial of blood from each orc, which could then be used to magically “check up” on the orcs for good behavior in the future." She makes sure to say the last part loud enough for the orcs to hear.
Split? Village? Temple?
Bom Skjold |
Bom nods at Warpac's suggestion, "I agree, we should stop the portal. If we we are quick enough we may be able to double back and help protect the temple. But we cannot let more evil entire this plane."
Rowanna Nachtalus |
"Perhaps the Hellknights could journey to the village to stop the portal, while the rest of us make our way to the Temple to protect it from Olgrahk. I believe it would be wise for the Pathfinders to stay together in any case, so I will, of course, follow the majority."
Silas Proth |
"The portal comes first. If we only have a short amount of time to get there before being sealed out, then that needs to come first. I say we head to the portal as quickly as we can!"
"As for you," he turns to the Signifier, "collecting blood like that sounds pretty demonic to me. If you're monitoring them, then you can't be sure if their behavior is because of their changed hearts, or if they're just afraid of you. Do the right thing, and let them change on their own."
Fong, Zhen |
Zhen agrees to seeing about the temple.
Warpac |
Bom, Rowanna, Warpac, and Silas all say portal. To the portal we go!
Bom Skjold |
When it's clear are less than an hour away, Bom will use his buff wands and ask for help using Mage Armor on Ulfur.
Venture Teller Play b'Post |
The hellknights begin casting spells and soon everyone has a mount to ride through the twisted and chaotic landscape. Piles of skulls, start increasing and the Signifier calls for a halt. Two piles mark either side of a canyon, "We care close. Hellknights begin preparations."
She says more, but I will get that added later. The adventure actually outlines a place for buffing (though it never says buffing :) So Buff away.
Warpac |
I take it the Hellknights came with us instead of splitting and going to the village.
Rowanna Nachtalus |
Rowanna updates her Mage Armor spell as the group arrives at its destination. "Does anyone else need a magical wand used before we begin?"
If the answer is yes, Rowanna will use the wand for you.
47 charges left on Mage Armor left.
Warpac |
Warpac will fire up a Shield of Faith after using his pearl of power to recover the one spent.
Venture Teller Play b'Post |
The Signifier nods when splitting the party is mentioned, as if believing it of Pathfinders. “A unit of battle is one body. Any division in the unit is a rift into chaos, a cancer that proliferates until the unit dies. If you are not capable of acting as a unit, I will not subject my Hellknights to your disorderly behavior. You gave your word that you would assist us. If you plan to betray that word,..." Clearly she expected it of you. However as your word is strong she nods approvingly at your choice. [/b]"As you are ready to act together and with honor, join us.”[/b]
(insert ride scene from above, here. we rejoin the heroes after the buffing break....) The Hellknights were always heading to the village to stop the summoning. It is the temple that would have split the party.
If you want to stealth in, let me know. as you are with a band of Hellknights I will assume otherwise.
Hundreds of Severed Hands orc still live in the warrens and they begin pouring out of the caves in an attempt to mob the party.*
Signifer Karva rallies the Hellknights. "Fend off the orc hordes. Pathfinder take care of those three." She points to three orcs in the pool's island. The first is the largest Severed Hand orc you have yet seen, and judging from the hands around his belt he might just be the tribe's chieftain.** If possible he grows even larger as he bellows a furious challenge at the party. The other two are in robes instead of armors and are chanting at the center of the pool of writhing worms.
*I haven't added them to the map yet, but will used a single orc token, at the entrances and a single Hellknight to represent the whole lot of them.
**In fact we shall call him the chieftain.
Roll initiative!
If you beat a 7, please also post an action.
1d20 + 7 ⇒ (19) + 7 = 26 (not on screen character, don't panic)
1d20 - 1 ⇒ (8) - 1 = 7
1d20 + 2 ⇒ (2) + 2 = 4