Aponyaye Msomi |
"Oh! So the Temple holds the information about how to restore the prison but the four other bars are elsewhere in town? Where else should we look for them then? I think we should secure the bars first."
Weiman Callbazzern-Walk |
"Okay, I kinda stopped paying attention for a bit there. Did someone say something about going out to a bar?" Weiman, almost incapable of NOT hearing the conversation, finds his faux "ignorant-but-technically-correct" statement highly amusing.
Desmond Aesculus |
"Yes, let's get to this pub and save what needs savin'" Desmond takes the lead, "Come here, Sahrek - heel." He pats his hip as a signal to his wolf to follow.
GM Tektite |
Adle leads the way from her office to Citiat’s Public House. Gargling howls pierce the misty night air, punctuated by muddy footsteps somewhere in the darkness and the occasional sound of snapping wood. The fog offers the only cover from what sounds like dozens of the misshapen tarnspawn prowling the night and tearing apart the shoddy buildings of Stom’s Claim.
A gust of wind parts to fog briefly enough to reveal a solidly built log building labeled “Citiat’s Public House.” In the swirling darkness from the eastern edge of town, the gurgling and screeching grows louder.
5d20 ⇒ (9, 11, 19, 17, 10) = 66
As you approach the public house, several of you notice a body laying in the mud. Adle identifies the man as Madder Maloux, the self-appointed defender of Stom’s Claim. Tarnspawn pulled him apart and devoured him as he attempted to stem their tide. Near his body lies a very well-made pick and pair of boots. Adle tells you to grab them as she heads toward the door.
Adle's knock at the door prompts a gruff male voice from inside. “What? Who’s out there? What in the gods’ names are you doing outside tonight?! Get in here you fools!” Heavy thuds sound behind the door, then wood dragging against wood.
But from the muddy streets, screeching, gurgling screams announce the arrival of a dozen loping figures, visible as outlines through the clouds. Grasping, clawed hands part the mist and the figures cautiously stumble forward, spittle dripping from their crooked mouths and purpose burning behind their round, dull eyes.
The doors part, and a weathered dwarf gestures frantically. “Get inside, you daft fools!”
As the party rushes in, the dwarf quickly slams the door shut and begins bolting it. Moments later, you all hear loud thumps and crashes on the door as the tarnspawn slam into it.
Desmond Aesculus |
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (1) + 8 = 9
Desmond does his best to get a better look through a window at whatever is beating on the door, but can't make heads or tails of the situation.
"Should we let 'em in?" he asks his companions.
Weiman Callbazzern-Walk |
t10 Eng: 10 + 9 = 19
"Probably," Weiman answers the Ranger's inquiry. "Otherwise we won't have a roof over our heads tomorrow."
If the "open door" plan happens, Weiman will haste the party and attempt to shield via interposing himself between the new halfling friend and threats before it starts.
Desmond Aesculus |
"Wait, what? You serious Weiman? I was being sarcastic..." Nevertheless, Desmond readies himself by backing away from the door and casting barkskin on himself. He also draws his falchion.
Barkskin will give Des +3 Nat Armor for an hour.
Xian Taiko |
Taiko drank an extract Shield and casted Mage armor on Kyofuu
UMD DC20: 1d20 + 15 ⇒ (12) + 15 = 27
I'm ready when the door will open
GM Tektite |
Before you start buffing...
As the party gets your bearings, you look around and notice, the interior of the small bar stinks of old beer and unwashed miners, but a tension hangs even thicker in the air than the odor. The dirty light of oil lamps illuminates nearly thirty disheveled men and woman scattered about in roughly five groups.
“Looks like you lot can handle a fight,” says the dwarf who opened the door. “Name’s Stom. I discovered the lode here, and I’ll be damned if a few reeking fish-men are gonna keep me from my fortune! A few of us are about ready to take this fight out to them monsters, and if you lot join us, we can put an end to this!”
“He’s insane,” Adle says beside you. “There are dozens of those tarnspawn. Maybe more. We can’t solve this problem with violence. Your group is insane as well! I overheard you talking about going out to face them! Don't even think about it!" Stom scoffs. “Ya sound like a woman, Courone. First time for everything I suppose.”
“Enough!” shouts a stout woman from the bar. “We’re staying here until sunrise. Then we can argue about what to do.” “Shut up! Shut up! Just shut up!” The group in the corner seems to collect themselves after their outburst before going back to quietly rocking and mumbling.
“We’ve got five more of these ingots to find,” Adle says. “And I don’t think anyone in here is going to last until morning. The temple is solid stone and half-buried, so if we can convince them to come with us, it might save a lot of lives.”
Xian Taiko |
Taiko look around him and saw it was the best to try to convince the people to come with them in the temple.
People of this Town, please listen to us. We have no right to command you, but we are experimented men. We fighted a lot of creatures, some scarier than theses, some lesser. But when a combat is hopeless we know it.
THIS is not a combat for you, or us. These walls will not stay up until dawn. [i]We(/i] must flee this area and go to the ancient temple of Aroden.
The ingot you find were pieces of a ward you destroyed. And now, the creatures want to find it to release a greater, greatest !, danger. With our knowledge, your help and our brain we will find the good solution for all of us.
Gather your belongings and come with us to the Temple.
Diplomacy (take 10 if I may (for 23), if not): 1d20 + 13 ⇒ (20) + 13 = 33
Desmond Aesculus |
"My friend here is right - and I suppose Adle is as well. Those things out there will have this place torn down to toothpicks before too long. So, let's get to the temple - keep you lot safe."
Diplomacy (Aid Another): 1d20 - 1 ⇒ (15) - 1 = 14
Desmond then walks over to Adle and asks for the silver ingot. He holds it up for all to see. "Anyone of you find something like this lately? If so, best you hand it over to us, unless you want something bigger and badder than those things out there comin' to pay you a visit."
Aponyaye Msomi |
Aponyaye adds in, "Yes, I think we would be far safer in the Temple. Trust me, I'm a Doctor."
Auto-aid Diplomacy
Weiman Callbazzern-Walk |
"Or, better idea, trust me; I'm not a doctor."
Forgot to put another rank in diplo... aid for +4: 1d20 + 7 ⇒ (14) + 7 = 21
"... still, we should go to that temple and drink there instead."
GM Tektite |
Talking with Adel and some of the others, the party comes to realize that there are essentially five groups of townspeople, all of which hold a silver a bar. Adel tells the group that'll you have to convince the groups to hand over the ingot and follow you to the temple. Assessing the groups, you find out a few things.
The first group seems to be led by a man named Ulet Ridle. Ulet barely talks and seems terrified to do or say much of anything, let alone leave the safety of the public house. When spoken to, he says. “J-just… just go away! I-I-I don’t want to think about this.”
The second group appears to lead by a man named Arries Rires. When spoken to, he intones. “The end has come crawling from the black depths. He of the tarn must feed. Great is the cold. Great is the darkness! We shall all vanish down the pin-jawed gullets of his acolytes and become one with the infinite unknowable.”
The third group is led by Catas Ceet, the town doctor. It’s a simple matter of logic. Another problem to be solved. We can save these people if they’ll entrust us with these curious bars of silver.” He says, motioning to a notebook.
The fourth group's leader is named Laura Citiat, the owner of the public house. “I am not leaving my bar. She’s strong, and she’ll hold
together. We just need to dig in and wait.” She says stubbornly, planting her feet.
The final group is headed up by the dwarf, Stom Dolok. He seems to be itching to fight. “We’ll take the fight to these gilled bastards! Ain’t no problem on Golarion so big it can’t be smashed.”
You can use a variety of skills to convince the groups to give up the ingot and follow to the temple. (Intimidate, Diplomacy, Bluff, and Sleight of Hand) The are also things you can learn from talking to the groups that will give boni to your checks. Also, a Sense Motive may indicate which skill will be easier to use.
We can save Taiko's first Diplo roll and the aids. Just tell me which group you'd like to use it on.
Desmond Aesculus |
Sense Motive: 1d20 + 2 ⇒ (14) + 2 = 16
Desmond joins Panfalcon in trying to read the groups - he's focused on finding who might be most susceptible to intimidation.
Aponyaye Msomi |
Wait! I've never used this spell before but I know I prepared it for a reason! Hopefully this can tell us the information we need.
Aponyaye asks his companions to wait while he thinks the matter over. He removes some incense from his bag and finds a quiet place to sit where he can light it and think to himself for about 10 minutes.
Casting Divination to get some advice on how to get the bars from the townspeople (so hoping to figure out the best way to proceed with the different groups). It has a 79% chance of working:
80+ fails: 1d100 ⇒ 11
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful.
Weiman Callbazzern-Walk |
Weiman is, unfortunately, only good at aiding social skills and is only really good at a few things. Primarily disabling things, seeing things, tumbling, and sleight of hand. While amusing, the first three are unlikely to do much. If we have to, we can resort to the fourth. Once anyone has a good plan, Weiman will aid to the best of his ability.
GM Tektite |
Desmond and Panfalcon get the impression that it will be hard to negotiate with the the second and fifth group.
Aponyaye casts a spell.
Don't forget the body you saw and the items you picked up from it.
Desmond Aesculus |
Let's try group #2.
Heal: 1d20 + 8 ⇒ (18) + 8 = 26
Desmond steps up to Arries Rires slowly, trying to be as friendly as possible. "Listen friend, I get the sense that you and your folk here are pretty afraid of these tarnspawn creatures. And they are a handful to tussle with. But, I'm telling you that these things can be killed. They're as mortal as you and me."
He keeps with the soft touch, as much as he can. "You know, we can kill them, but there's no sense in waiting around here to put yourselves into more danger. Let's head to the temple where it's safer and you lot can wait things out while we take care of these fiends. BUT, we'll need that silver ingot to put an end to these things more permanently."
GM Tektite |
Adle leads the way from her office to Citiat’s Public House. Gargling howls pierce the misty night air, punctuated by muddy footsteps somewhere in the darkness and the occasional sound of snapping wood. The fog offers the only cover from what sounds like dozens of the misshapen tarnspawn prowling the night and tearing apart the shoddy buildings of Stom’s Claim.
A gust of wind parts to fog briefly enough to reveal a solidly built log building labeled “Citiat’s Public House.” In the swirling darkness from the eastern edge of town, the gurgling and screeching grows louder.
5d20
As you approach the public house, several of you notice a body laying in the mud. Adle identifies the man as Madder Maloux, the self-appointed defender of Stom’s Claim. Tarnspawn pulled him apart and devoured him as he attempted to stem their tide. Near his body lies a very well-made pick and pair of boots. Adle tells you to grab them as she heads toward the door.
Adle's knock at the door prompts a gruff male voice from inside. “What? Who’s out there? What in the gods’ names are you doing outside tonight?! Get in here you fools!” Heavy thuds sound behind the door, then wood dragging against wood.
But from the muddy streets, screeching, gurgling screams announce the arrival of a dozen loping figures, visible as outlines through the clouds. Grasping, clawed hands part the mist and the figures cautiously stumble forward, spittle dripping from their crooked mouths and purpose burning behind their round, dull eyes.
The doors part, and a weathered dwarf gestures frantically. “Get inside, you daft fools!”
As the party rushes in, the dwarf quickly slams the door shut and begins bolting it. Moments later, you all hear loud thumps and crashes on the door as the tarnspawn slam into it.
** spoiler omitted **
It was a little buried in there, which is why I mentioned it.
Desmond Aesculus |
Oh, got confused - thought the heal check was it. In that case, I'm going to go a slightly different direction.
Desmond takes hold of Arries' shoulder. "C'mon man, you need to put yourself together. Those things out there are strong and this place's rickety old timber won't stand up to their pounding for long. So, I need you to man up and get your people out of here. But you better move quick, we won't think twice about leaving you behind - give the rest of us some time." Desmond keeps his head tilted down low, so that he is staring in Arries' eyes from beneath a heavy brow.
Intimidate: 1d20 + 9 ⇒ (3) + 9 = 12
Oh come on!
Xian Taiko |
Taiko immediately back up his comrade.
I agree with Desmond. Something must be done. It's together or neither of us. he showed his hellknight insigna and added
I'm a man of my word, and if I said there will be no one left behind alive I mean it. Stop being dramatic, man up and in Asmodeus' name stop believing this ingot is something worthy of prayers, It's blasphematory.
Intimidate: 1d20 + 13 ⇒ (2) + 13 = 15
Weiman Callbazzern-Walk |
"Or better yet, in MY name, don't pray to a rock you may or may not have burgled from it's house."
intim aid +4 (being small, arc's luck round 2): 1d20 + 3 - 4 + 2 ⇒ (5) + 3 - 4 + 2 = 6
"Actually, that is a nice piece of metal. How much do you think your God is worth?"
Aponyaye Msomi |
Aponyaye finishes with his mediation and shares his insight with the party: (mostly just copying my spoiler above)
"The first will follow the the flock, while the second is mad, the third is misguided, while the fourth's confidence is misplaced. The last underestimates the danger"
[ooc]Translation: #1 will most likely follow if you can convince the other, #2 Heal check, #3 Spellcraft check, #4, KN: engineering check (Weiman already got that), #5 point out the danger.
While everyone else deals with the other groups, Aponyaye will take over the third group. "Now, please listen to what I have to say. I have studied for many years at the Magaambyan Academy in Nantambu and I know much of the arcane arts. I do not think you are understanding how this works properly and why we replace the bar. . . . "
Spellcraft: 1d20 + 17 ⇒ (11) + 17 = 28
GM Tektite |
With Desmond and Taiko turning the screw on the second party, they are able to convince the defeated men to hand over their ingot and agree to follow to the temple.
Aponyaye examines the town doctor's notes and is able to point out some miscalculations and show that the man's theory falls short.
So you have one down, four to go. (You still need to make a Diplo, Intimidate, Bluff, or Sleight of Hand against the third group) This boils down to you making one of the checks to convince them. The Heal and Spellcraft checks grant bonuses to you skill checks. We can still keep Taiko's high Diplo roll, just tell me what party you want to use it on. Once again, I'll allow more Sense Motives to give you a hint as to which skill has the lower DC for a specific group, as well as you talking with the group to garner something.
Panfalcon Dryadson |
Panfalcon walks over to Taiko and whispers something in his ear.
Intimidate: 1d20 + 16 ⇒ (13) + 16 = 29
Afterwards, Panfalcon strolls up to the owner of the tavern and looks her up and down.
"So I ask you; what is your plan? Stay here and pray? Do you have a shrine here to Cailean? Are you to fall on your knees and pray to the gods to allow you to keep your bar? Ask yourself this . . . who do you think you are praying to? Now, go ahead and read your scriptures, Laura, and pray at your shrine, and, with any luck, you might survive an extra hour. But if you're looking for your prayers to be answer, they have. A god stands here before you alive in the flesh, and he doesn't like to be second guessed!
Now give up the ingot and follow us to salvation!"
Desmond Aesculus |
Desmond takes up the boots and pick that the group found outside. He confidently strides up to the dwarf Stom.
"Hey see these?" He holds up the pick, then the boots. "Recognize them, don't you? They belong to Madder Maloux, don't they? One of them tarnspawn beasts send ol' Madder back to the mud - quite literally. These things will not easily be stopped. We need that ingot. We need to get to the temple. We would like to prevent more of you innocent folk from dying. Don't be stupid. Hand over the ingot!"
Intimidate: 1d20 + 9 ⇒ (16) + 9 = 25
Xian Taiko |
Taiko under Panfalcon's advice tried to steal the doctor's book
Sleight of Hand: 1d20 + 11 ⇒ (2) + 11 = 13
(Shirt reroll +3) Sleight of Hand: 1d20 + 11 + 3 ⇒ (3) + 11 + 3 = 17
Aponyaye Msomi |
Aponyaye is very patient in his explanations of the situation at hand to the group he is speaking to.
Diplomacy: 1d20 + 12 ⇒ (15) + 12 = 27
Weiman Callbazzern-Walk |
Weiman, incapable of missing the theft happening, will devote himself to helping the Tian with the unrequested acquisition of that particular ingot.
SoH aid another maybe? T1: 1 + 14 = 15
GM Tektite |
Desmond points out the dangers of the tarnspawn and manages to bully the dwarf into giving up the ingot and agreeing to follow.
Taiko tries to pocket the book, but the doctor notices, even with Weiman running interference, and says. "Excuse me sir, but that's mine. Could you give it back please?" Aponyaye then sweet talks the doctor and his group into handing over the ingot and following to the temple as well.
The last group, the ones who showed the most fear, seeing the other four groups comply, stand and hand over their ingot. "We'll follow. We're not staying here alone to die!"
As you gather all six ingots together, suddenly you hear an incredible crash of water and a haunting croon emanates from the lake, reverberating through the public house. The tarnspawn outside pause their efforts to gain entry into the structure. The just as suddenly, you hear them spattering away through the muddy streets toward the shore.
What do you do?????????
Aponyaye Msomi |
"Quick! To the temple while they're gone!"
Desmond Aesculus |
Desmond nods, "Ayup, let's get these folk to the temple."
GM Tektite |
Though heavy, the silver ingots impart a strange lightness when brought together, providing an odd sense of optimism in the damp chill of the tap room. But beyond the rough-hewn log walls, the moaning and gurgling of the creatures’ presence still among the streets. From the sound of it, there could easily be a dozen abominations waiting outside; maybe more.
Getting out, let alone getting to the temple of Aroden, will take an ingenious strategy.
You'll need to come up with a plan. Though they aren't, at the moment, tearing at the doors, it only a matter of time before they come back.
Desmond Aesculus |
"Alright, well... how far away is the temple? Is there a back door to this place?" Desmond asks the crowd.
He turns to his fellow Pathfinders, "Do any of you have an idea? Do you think we can get everyone to the temple? Oh, Adle can lead them to the temple and the rest of us can skirmish with a few of them and buy them time! What do you think?"
Xian Taiko |
Taiko responded
Yes of course, I don't even realise it was yours, I'm sorry.
Bluff: 1d20 + 13 ⇒ (2) + 13 = 15
To the temple then ! If needed, I can send Kyofuu to lead the way while we try to deal with the tarnspawn to make a diversion.
Aponyaye Msomi |
"I can only teleport three people and myself. Not nearly enough to get us all there safely. Put one or two of the shorter people on Leopard's back. He can move quickly if you hold on."
I don't really have any better ideas at the moment. I have speak with animals if anyone can think of a way to use it; maybe call some animals (bird?) over to distract the tarnspawn?
Desmond Aesculus |
Alright, still thinking - GM, what is the environment like outside? Is it still foggy? That may help us.
Desmond scratches at his jawline as he thinks. "Aponyaye, I'm guessing you can only teleport once? No chance you could teleport back and forth a dozen times?"
"I doubt it, that's a lot of magic to work out. What if a small group of us distract some of these tarnspawns - make them chase us? Then the rest can make book to the temple."
"Fighting them directly is an option, and I don't doubt we'd be able to handle them, but who knows how many we'd end up facing and these folks don't look to be the fightin' type - least not to the extent that'd be much use."
Aponyaye Msomi |
"Correct, I can only teleport once and create a dimensional door once today. If I have time to sneak to the nearby woods I can convince some of the surrounding wildlife to join the cause and distract some of the creatures while we make a run for it."
Desmond Aesculus |
"Well, if anybody else has any ideas, I'd be glad to hear 'em. I'm thinking the distraction is the best bet. If we can draw enough of them away, the fog and darkness may just be enough cover to get everyone through. I see at least a few of you are dwarves, and I know that means you can see a little better in the dark - that may just give you the edge to navigate around these bastards out there."
Aponyaye Msomi |
Darn. This whole character is built around versatility of spells and I forgot to leave an open slot. With Intoned Recollection I can prepare any spell in just one minute and I could have use obscuring mist to further cover us as we ran for it.