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Deep in the foreign quarter of Absalom drums pound to an Ulfen cadence. Men and women, exiles from Irrisen, surround a fire, like warriors circling in a dual. Among them Aod the Witchchild moves, his steps fluid like a dance. The movements told a story of a battle long over, reenacted with footsteps, spins, and hands slashing like weapons or guarding like shields. There were words, and Aod knew them, but the performance did not require them and Aod had learned the movement long ago in a place where singing them aloud could draw unwanted attention from monster or human.

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Checking in, slight chance in character. Since my lvl 5 cleric is currently still in game I'll be playing my lvl 6 cleric instead. I still need to update her stats a bit and figure out how to make a mugshot again, but other then that..ready to go.

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The missive didn't include many details except to mention that you were needed in the City of Nerosyan and that expediency was of the essence. Any thoughts of balking at the order were swiftly squashed when the sender was recognized - the Decemvirate themselves. So, from far and wide, each of you traveled across the world to Nerosyan, the capital of the crusader state of Mendev.
Located at a valuable strategic location, guarding the junction where the Egelsee River flowing from the east meets the northern-most branch of the Sellen River, it's visible at a glance that Nerosyan is designed first and foremost as a defensive fortification. The city is laid out in a diamond pattern between the two rivers, in order to maximize their defensive potential and the outer walls are topped with crenelations, and dozens of towers rise from the walls, ensuring that the defenders can pour fire into any attacking force. The top of the walls are covered in sloped roofs cut with arrow slits, designed to allow defenders to ward off the flying attacker. At the center of the city stands a massive cathedral, built to allow defenders to easily sally out to any part of the city.
Per the instructions in the missive, you make your way to a large mess hall within the Starrise Spire, one of two Pathfinder lodges in Nerosyan. A small army of Confirmed agents are already gathered here, all busily speculating the reason for the summons among themselves.
Please take the time to introduce yourselves to your companions.
Rather conspicuously close to you, there is a petulant-looking young Chelish woman, a man in full-plate armor and graying hair bearing a huge holy symbol of Iomedae, a halfling woman accompanied by a rather rotund badger, and a tall half-orc wearing a top hat and monocle. You may feel free to speak to any of these people as we begin.
I would also like each of you to please make as many of the following checks as you have: Knowledge (Engineering or Geography), Knowledge (History), Knowledge (Local or Nobility) and Knowledge (Planes or Religion).

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The man sitting at one of the mess tables appears to be a typical savage brute. Like most Ulfen he is big, with corded muscles and wide shoulders. His head is shaven, his beard braided with small metal charms. A fur rimmed cloak drapes his shoulders over a mail shirt in a constant battle with rust. Around his waist a many ringed thick leather weapons belt bears a battered longsword, club, and a couple mismatched daggers. The remainder of his trappings rest on the bench beside him. A half-dozen javelins in a large quiver alongside a worn travel pack and a notched wooden shield. Leaning against the table next to these is his one possession of any apparent quality or value - a large bastard sword engraved with arcane runes on the hilt.
Before him, gathered from the cooks of the mess hall, is a plate piled with sausages, bread, cheese, and a couple roasted carrots. There is a fork nearby, but he has abandoned it in favor of a hunting knife, held like someone about to commit murder. He eyes those in the hall with curiosity, and perhaps a little amusement as if he's sharing a private joke.

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A striking blond hair woman with piercing eyes the color of clear frozen water in shiny chainmail wearing the holy symbol of Sarenrea around her neck and a scimitar on her hip looks around the room. On the ground next to her is her traveling gear including a heavy wooden shield.
"Greeting. I am Hailey, faithful follower of the Dawnflower. Who might you be?"

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Striding into the hall is an ornate suit of armor. Styled after Tian designs, the helm features a fearsome demonic face with horns curling back from the brow. The armor itself is a formidable combination of overlapping plates with faintly glowing lines. The armor walks over to a table and unslings a Falchion in a scabbard from its back, a well-made heavy spiked shield, and a composite longbow and quiver follow it onto the table. The armor then removes its helm, revealing that the fearsome demonic face and horns belong to the occupant. A symbol of Sarenrae hangs about the Tiefling's neck.

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The big man grins at the blond woman. "Hailey of the Dawnflower. Good name. Heard that some of hers dance in battle. I dance too, but for Gorum. Where I'm from they call me Aod the Witchchild."
His eyes turn and narrow slightly as the suit walks in, but the grin stays the same. Noticing the matching holy symbol the tiefling wears, he raises an eyebrow at Hailey, this tongue silent but thoughts curious. What's this now? A duskflower?

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The Tiefling turns to the other Pathfinders present and smiles. Despite his monstrous features - scaly green skin, horns, glowing yellow eyes - his expression is friendly. "Greetings. I am Sarion Minos, Paladin of Sarenrae." he says.

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"A man of many words, I see." Aod grins at Ezren. "That a storybook you got there?" Maybe a story about fireballs and lightning bolts? The big man sniffs and rubs his nose, then holds one side and turns his head to blow snot on the floor in order to clear his airway. And better use his sense of smell.
Perception to smell spell components: 1d20 + 6 ⇒ (12) + 6 = 18
Knowledge Arcana to identify: 1d20 + 6 ⇒ (5) + 6 = 11

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Ezren turns over the thick volume to reveal it's title, Relgim youwe vur svanoa ekess enhance usv subdue astahi. "A manual on element attribute and how to enhance or subdue them. Written by Gilhoid the Wise, the great golden wyrm." Ezren's clothes are meticulously clean, but a sharp nose can pick up the scent of numerous spell components faintly clinging to his clothes and person.

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Hailey walks over to the man wearing the top hat and monocle and asks:
"Hello, do you happen to know anything more about the reason we were all summoned here?"I am getting rather curious about the circumstances which led to this rather eclectic group of people gathered here right now."

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You may now interact with the NPCs.
The half-orc turns to Hailey and says, "I must say, my dear, I am not entirely sure. Probably something to do with demons, I'd imagine. Horrible place, the Worldwound. I certainly hope that the Decimvirate doesn't seriously intend to send new recruits into it." He shakes his head at the thought.
Also, if anybody else wants a crack at the knowledge checks, feel free.

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"Demons you say, how dreadful. I don't know whom else the Decimvirates summoned here, but I'd hardly call myself a "new" recruit. New to the area; sure. But I've had too much experience with fighting evil outsiders already to be considered a new recruit.
How about yourself, my dear fellow?"
Is there any use in rolling the knowledge checks if I can get a max. of 10 on them? ;)

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On the off chance that Diplomacy can be substituted for Knowledge Local Diplomacy: 1d20 + 13 ⇒ (9) + 13 = 22
Hailey adresses the room
"While we are all gathered here, waiting for any information about why we are summoned here..why not share what we know about the area. I personally don't know much other that we are in;
Nerosyan, the capital of the crusader state of Mendev.
Located at a valuable strategic location, guarding the junction where the Egelsee River flowing from the east meets the northern-most branch of the Sellen River, it's visible at a glance that Nerosyan is designed first and foremost as a defensive fortification. The city is laid out in a diamond pattern between the two rivers, in order to maximize their defensive potential and the outer walls are topped with crenelations, and dozens of towers rise from the walls, ensuring that the defenders can pour fire into any attacking force. The top of the walls are covered in sloped roofs cut with arrow slits, designed to allow defenders to ward off the flying attacker. At the center of the city stands a massive cathedral, built to allow defenders to easily sally out to any part of the city.
But maybe one of you has some more information which might proof helpful when shared with the group"

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Knowledge Local: 1d20 + 7 ⇒ (3) + 7 = 10
"I ain't a green recruit, but I can't say I've ever been to this region before." Aod stabs another piece of food and stuffs it in his mouth, talking around bites. "But if it's a problem with demons, I got experience there."
Glancing at the petulant-looking Chelish woman, he says, "Lass, you got the look of Cheliax to you. I know devils ain't demons, but do you know somethin?"

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You're all interrupted by the venture captain starting to talk.
After the assembled Pathfinders from near and far have rubbed elbows a while longer, Jorsal takes the center stage and clears his throat loudly. For such a simple gesture, the room quiets almost immediately. “Welcome once again, one and all, to the city of Nerosyan. I am Jorsal, Venture-Captain of Starrise Spire. I know you all have questions about why you’ve been sent here, and I intend to spend the evening answering those questions.” He pauses for a breath and takes in the breadth of the gathering.
“I shall start by telling you why the Society has sent so many skilled agents to Mendev. Intrepid agents recently uncovered information that points to a startling find in the old nation of Sarkoris, now known as the Worldwound. These agents have discovered that a dwarven Sky Citadel, one of the rarest sites on the planet, rests within the Worldwound. It is known to us as Jormurdun.” He pauses, seemingly for effect, as he lets his words settle on the gathered Pathfinders. “It is the will of the Decemvirate that we should come together and find the exact site of thi—” Suddenly the walls of the Spire tremble as you hear the sound of a distant explosion. Dust begins to rain down on you as the shockwave from the disturbance rolls over the building. This is almost immediately followed by the sounds of eerie, coarse sounding horns.
A man rushes up and and whispers something in Jorsal’s ear, and at the same time another set of horns can be heard, seeming to come from the center of Nerosyan.
“My friends, it appears the city is under attack by a force of demons from the Worldwound! How such a thing is possible, I do not yet know, but I do know that this attack must be stopped and our treaty with the crusaders of Mendev binds us to join the battle. Give me some time to rally our agents as best I can, and in the meantime I trust you to pick where your skills can best...
Please select a district to visit from this map.

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The grin broadens on the Witchchild's face as the horns sound. His people have long trained for battle, and the sound of it stirs old memories...
In his mind he hears the howls of winter wolves, his brothers and sisters charging through deep snow, his mother weaving magic, fighting witchcraft with her own so her family might fight and live another day.
Grabbing his gear, he looks to those nearby. "I say we go find out. Then maybe ask some demons to dance."

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Metagamy we either double up on the chances that we keep 1 of them..or go for one with no one in it..let's have faith in our companions and go for a new one. Personally I have some reservations about going outside of the city..since I have the feeling that walls are a nice thing to have between us and a horde of invading demons ;)
Hailey looks up at the sound of the horns and after hearing the report about the invading demons picks up her stuff and heads outside.
"Come on people, let's move!"
Did the knowledge checks we rolled already gave us any information about what to expect in the various districts?..it might influence where we want to go. If we go in "blind" I vote Woundward

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The Tiefling Paladin stands with full attention to the briefing, and he nods appropriately at the explanation of their task. When the horns sound, he leaps into action, grabbing up his weapons and shield. "Are there still people outside the walls?" he asks as he slides his helm down onto his head. "We must give them time to get back into the protection of the fortifications!" he says gravely. "If not, I say we reinforce the defenders where the attack is likely to be strongest! Experienced warriors, Arcane power, and the aid of the Dawnflower will turn the tide, I am confident."

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As the group moves out Aod falls into step next to Ezren and offers him a pair of scrolls. "I can use these, but I'm guessin you might be the expert. One's for protecting us from energy, the other's to haste our movements. Use them as you like, but try to save them for big threats."
1 scroll of communal resist energy, 1 scroll of haste.
To the others, he voices his opinion. "I'd like to see this battle up close. I'm guessing the Outer District offers the best view. Let's go be brave!"

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Hailey overhearing Aod's comment about handing out a scroll that protects us from energy says; "I can also protect us from some energies with a spell for a short time if needed"
I also have one communal resist energy spell memorized, just letting you know so we can also use my spell if needed
"Don't ever let it be said that the followers of the Dawnflower are not brave. Lead on, so we can check it out. But please..let's use some common sense and not rush a horde of invading demons alone and unprepared."

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This is most likely not going to work in game...but seems like something you'd normally might try when your running through a city under attack ;)
Hailey looks around the streets they are moving through for seemingly lost soldiers who are not moving toward a destination with purpose and tries to get them to join us towards the outer district as back-up.
Diplomacy to convince them (if a roll is required): 1d20 + 13 ⇒ (4) + 13 = 17

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"Hah!" Aod laughs at hearing Hailey's words. "If I should be so lucky to find myself in that situation, then whoever survives this had better record my glorious death in a chronicle."
When Hailey begins urging soldiers to battle, Aod joins her, though his tactics are quite different.
"Take arms and prepare to fight! There is no place at Gorum's table for cowards! No glory for the meek!"
Intimidate: 1d20 + 11 ⇒ (12) + 11 = 23

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Alright. You folks head to the Outer District.
Venture-Captain Jorsal rides up to Nerosyan’s northeastern
gate, quickly assesses the conflict outside, and hands down a
soot-stained parchment. “Friends, I’m glad you’re here. There
are still some Pathfinders nearby who weren’t able to make it
on time to our gathering. I’ve plotted out their positions on
this map, but I need capable agents to go and retrieve them. I
have enough mounts to spare. Waste no time.”
You each take one mount, then ride off into the battlefield to the locations marked.
(I'm going to be condensing this into a single set of posts - please respond to all 3, even though they're not technically happening simultaneously.)
The first group that you come across is a group of Pathfinders being led by a stout dwarf. He looks quite antsy. The dwarf, Holter Ironaxe, says, We're achin' for battle, but we ain't got any transportation to the front lines. Can we borrow a horse or four?"
The second group is lounging under a tree. The leader appears to be a cleric of Desna, based on her holy symbol. Most of the Pathfinders appear to be napping, while some are happily chatting with each other.
Aod: 1d20 + 3 ⇒ (13) + 3 = 16
Hailey: 1d20 + 7 ⇒ (3) + 7 = 10
Sarion: 1d20 - 1 ⇒ (13) - 1 = 12
Aod: You suspect that these Pathfinders are under some sort of enchantment.
The third group is nowhere to be found. You've clearly arrived at the spot on the map, but it doesn't look like there's anything there.
Aod1: 1d20 + 6 ⇒ (3) + 6 = 9
Hailey1: 1d20 + 15 ⇒ (11) + 15 = 26
Aod2: 1d20 + 7 ⇒ (17) + 7 = 24
Hailey2: 1d20 + 7 ⇒ (1) + 7 = 8
Hailey: You find some charred bones. With Aod's help, you're able to identify the as the remains of the Pathfinders you were sent to retrieve.

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With Holter Ironaxe and his Pathfinders:
"Take my horse, I'll manage without it." Aod slides down from his mount and hands the reigns to the dwarf. "Wish I could join ya, but we got orders to track down some folk that gone missin out here."
The only person Aod would have a problem with giving up their horse is Sarion. In heavy armor he'll slow down the group too much without it.
*****
With the enchanted Pathfinders:
"Somethin not right here. Probably magic at work."
"Hey!" Aod moves to one of the sleepers and kicks him awake, then slaps another upside the head. Once he has their attention, he gives them his battle speech, adding a few more words tailored to these particular men and women, trying to snap them out of their complacency. "Are you Pathfinders or Napfinders! Get off your arses and get in the war!"
Intimidate: 1d20 + 11 ⇒ (12) + 11 = 23
Also, try a charge from Aod's wand of Prot from Evil to see if the enchantment is an effect that can be interrupted by it.
****
At the charred remains:
"These were the ones we were sent after. Lucky b@satards." Aod shakes his head, then grins at his companions. "Went out fighting, not sleeping under a damn tree. They deserve a hero's funeral when this is done."
Aod then proceeds to check the scene, and some pockets, for any relevant information. It looks a little like looting the dead, but he justifies it with a few choice words. "I call my sword Maiden-scorn, and I'd like it returned to my family upon my death. I also got a wand of healing in a sheath on this arm, and a pearl of power in this pocket. If I go to Gorum I hope you'll take them from my corpse and use them to avenge me."

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To the first one;
Not sure how big the group is, but if it makes sense for them to have our horses..sure, give it to them. If it's a big group and their overall speed wouldn't increase by our 4 horses..I suggest we keep them so we our selfs can get around quicker.
If this is a much bigger group, let's head back to the stables where we got our horses from and arrange something to have enough horses send here. He did mention he had enough of them.
Also Sense Motive: 1d20 + 7 ⇒ (17) + 7 = 24 just to make sure they are trustworthy and realy will use the horses to get to the frontline
******
To the second one;
"Magic at work you say?"
Casting detect magic and taking a look, just to confirm. Then asking Ezren to take a closer look, so he can use spellcraft so we know what we are dealing with here.
And if Aod's use of intimidate seems to be sufficient to shake them out of it, first casting guidance on Aod and myself
Aid another on intimidate: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
******
To the third one;
"Poor souls, let's mark this location on the map for later retrieval. Not much we can do for them in the middle of battle"
Casting detect magic and help Aod searching them while trying to find out how they died. (Although charred seems to imply burned..) Perception if needed: 1d20 + 15 ⇒ (15) + 15 = 30
Heal: 1d20 + 7 ⇒ (18) + 7 = 25
Then saying a quick prayer before moving on.
(Unless we still happen to have our horses and this a small enough group to put them on the horses and take them with us while we head back.)
******
"Let's report back to Venture-Captain Jorsal. Information is key, and he needs to know what we have found here. And he should have a decent overview so he can tell us where we are most needed next."

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Is it an in my opinion a viable option to go back to the stables and have them send horses over? Because it doesn't seem very productive to change 1 group without horses for another group without horses ;)

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If two horses won't help the dwarf and his Pathfinders, then we'd have to decline. If it would help them, then I was thinking we might give up two horses, then Aod could double up with Ezren, and Hailey could double up with Sarion. Or maybe we give them just one horse and two us double up, and they use that horse to get one person to the stables to request more horses.

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Don't think you missed it, Aod only gave up his horse and I assumed that it would mean we all had to give up our horses. But if just giving Aod's and my horse will be enough to keep both group mobile..we go for that.
Hailey hands over the reigns of her horse to some other pathfinder and climbs on the back of Erzen's.
"May the blessing of the Dawnflower be upon you and yours brave dwarf. Good luck in battle. We have other tasks to accomplice before we might be able to join you on the field of battle."

GM Tektite |

The dwarf and his party thanks you and turn, riding quickly back to where the action is. Check!
As the party veers toward the north, you come upon the second party.
The second group is lounging under a tree. The leader appears to be a cleric of Desna, based on her holy symbol. Most of the Pathfinders appear to be napping, while some are happily chatting with each other.
"Hey easy man! You should join us for a rest." The leader says to your party.

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The Dwarf;
Sarion assesses the number of the Dwarf's company compared to their own and concurs with the plan to give up two horses and double up on the remaining two. "I apologize, Priestess, but the ride may not be comfortable." he says. "My arms and armor get in the way."
The Enchanted;
Sarion looks to Hailey and Ezren. "Can you do anything for them? he asks. He looks around for any source of the magic his eyes taking in a ghostly green light.
Activate Deathwatch SLA and look around. Not expecting to find anything, but y'know. But then use Detect Evil Paladin power on all the Pathfinders and the tree.
The Field of the Dead;
"The Demons will pay." the Paladin says softly, bowing his head in a moment of prayer for the fallen. He repeats his scan of the area again.

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Aod steps up to the leader of the slackers. "Take this easy!"
Punch to the face!: 1d20 + 7 ⇒ (10) + 7 = 17
Nonlethal Damage: 1d3 + 4 ⇒ (3) + 4 = 7
Though it might seem a typical thug reaction, there is method to Aod's madness because he's learned enough in things arcane to know that sometimes an actual attack can shake someone free of an enchantment.

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Surprised at Aod's sudden attack Hailey casts detect magic to see if something is effecting people near this tree while taking a step away from Aod and everyone else, including the tree for that matter.
Even though I understand Aod's reasoning..I haven't know him long enough to know if this is "normal" for him ;) or that there's an area of compulsion around here which makes people act ..strangely, so checking for that."

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"While you're taking a break, people are fightin off demons! You think that's ok, then you need your heads examined, and my fist is happy to do the examining!"
Aod mentioned his suspicions of magic likely affecting things here, though he was not very specific. And he doesn't exactly share his reasoning with the group for resorting to violence because he is a bit rough around the edges. He's sort of the equivalent to a viking gangster-rapper. :)
Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10

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Seeing the men jump up and putting their hands on swords Hailey tries to calm everyone down.
Diplomacy: 1d20 + 13 ⇒ (3) + 13 = 16
"Keep Calm! ..well not _too_ calm actually. Let's not start fighting each other. Save it for the Demons!"
Sense Motive: 1d20 + 7 ⇒ (13) + 7 = 20
Not complaining..just using it as a reason to investigate further ;)