Legendary Planet - an Adventure beyond this World

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 2, 'The Scavenged Codex'

...in which our heroes, seeking an ancient artefact, arrive upon Rythes...

Party Health
Zoreck the Unclean: 63/63HP (nil Temp HP), 3 Hero Points
Rikkan Anardi: 47/47 HP, 3 Hero Points
Drancis Mordaron: 50/54 HP, 6NL, 3 Hero Points
Ravboom: 22/50HP, 3 Hero Points
Palomia Kasic: 48/48HP, 3 Hero Points
Relas: 42/42HP

List of technological, phantasmagorical and arcane wonders... plus some junk.

Maps
Rythes
St. Albats - the Underneath


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Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan considers the little pouch of gold. "I could use a bit of gold, but, chirp, I've got some, and I have food, so I say we leave it. If we come back through and are in worse shape, it might be time to take it then."

He also is fascinated by the bubble magic. "I've seen many types of magic in my travels, but I've got click, say, I don't know if I've ever seen that. Could you put one of those stones into this little vial with your bubble? I'd like to chee, look at it further."


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis nods eagerly, more than a little relieved the party has not reacted negatively to his gift. Perhaps these are my family now...

"Yes I can do that!" He concentrates briefly and the stone soon settles into vial perfectly. "And that is not all I can do!" As Illonna stirs the broth a portion of the broth is scooped out of the pot and rises several feet above the pot, the liquid still bubbling and steaming.

"No mage alive has shown such control over liquids like this!" He exclaims, "At least that is what one of the Cyphermage instructors told me when I showed him this." Gently lowering the broth back into the stewpot, he finishes "It is an odd thing, but I can form the bubble into a container of sorts with my mind."


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

"Huh. I don't know much about magic. Like I said, our clan's witch, Kal, could move things with her magic, but nothing more than a few pounds. And she could start fires, make glowing lights that moved around, and fix things with her magic. And she could also enchant people into agreeing with what she asked, or make people suddenly become frightened of her. Those last tricks was her scariest. Never heard her say nothin' 'bout no bubbles, though."

Knowledge (arcana) or Spellcraft (DC 12):
Zoreck is probably describing a sorcerer.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Know. Arcana 1d20 + 7 ⇒ (6) + 7 = 13

Rikkan nods with a knowing smile. "Sounds like sorcerer type magic! It is very strong, click. It can be really wild and unfocused sometimes. Blows stiff up," he says, pointing to his injured eye.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis nods thoughtfully. "Yeah that is what that Cyphermage told me. This ability runs parallel to the powers a sorcerer shows. But the question remains...WHAT is this power?" He sighs dejectedly. "No one I have seen has shown such powers before. I know not if it is a blessing or a demon's curse or...I just don't know."


Overhead, the moon tracks across the sky... stars gently turn through the heavens and, sometime past midnight, a glorious meteor show gives Rikkan and Illonna quite the show. Any noises from beyond the tree-line, and there are a few during the night, are proven to be the nocturnal activities of forest animals. Sleep for the friends is fitful within the warm hut...

...and, in the early morning Locke and Astraea find themselves sheltering against an early morning drizzle. At some point the sun must have risen as the grey morning light gradually reveals a change in the weather... It seems that the remainder of the hike to Holver's Ferry shall be beneath a cold and miserable rain...


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

"Not the best weather to travel, but we might not have time to waste. Is everyone ready to depart?" He offers them a reassuring smile, a smile to comfort them against the cold and rain. Locke is finding himself becoming more and more comfortable with his companions. They all seem to be wanderers, perhaps some of them will join me in my forced lifestyle?


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

The night before, Astraea listens to Drancis' tale and finds that she can relate. She does not quite understand the origin of her strange abilities, either. She thinks of speaking up, but in the end, decides to keep her mouth shut.

During the watch, she says little. She stares up at the sky for much of it, wishing she could see the stars.

The next morning, she groans as she realizes the state of weather. "Well, let's look on the bright side. We're together, at least. Let's just try to keep a positive outlook, all right?" She seems to be trying to convince herself more than anything. There are more important things to worry about, after all: primarily, the fate of Holver's Ferry and its people.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Zoreck gets up at dawn and makes sure his last charge of gunpowder is still dry. He then stokes the fire and heats up the leftovers of Illonna's fish soup from the night before. "Ugly weather today. Some hot soup for breakfast will be good for us all before walking into the rainy woods."

After breakfast, he gears up and looks for threats outside.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan was noticeably unhappy when he realized they would have to proceed in the cold rain. Being warm and dry were two of his favorite things and it'd be a good while before he was either. After he supped his soup, he stood up and tied down all his possessions. "Don't like rain, chirr. Might as well get going. Sooner we go, sooner we get there, I think."


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis stares up at the cold grey sky with an unhappy look on his face. "This is not what I had in mind. Could you have waited a couple more days before deciding to drench us?" He asks the leaden sky in a plaintive voice. As he contemplates Astraea's words, he sighs and manages a small smile. "Yes, I suppose you are right. I will be happy to get out of this rain. I have had enough of it back at Riddleport!"


By the early afternoon, it is clear that the depressing grey drizzle that has turned the trail into a treacherous and slippery route is set to continue for the rest of the day. Having left the hut behind, there are few indications of any civilisation along the river. Once or twice during the morning, the more perceptive of the travellers catch glimpses of debris caught in the current… always too far out in the river, and too fast moving, to consider investigating further.

As Locke starts to recognise a series of turns in the river as being close to Holver’s Ferry, the thick forest becomes notably more cultivated… the trees seem younger and planted in a more uniform pattern – an indication maybe of the lumber operation upon which the Vesk fortune has been built. But… even though there are tools and barrows positioned at the edge of the forest, there is not one sign of life… the only sound being the constant rain in the leaf canopy of the forest and the sound of the river…

With a final sweeping turn of the river, curving back on itself towards the east, the village of Holver’s Ferry comes into view… the first indication of the village being a small shack, squatting at the northern bank of the wide river. Nearby, a flat-bottomed skiff rests along the riverbank, grounded beneath a thick rope which spans the water.

Across the river, a sign declares the small, lakeside village – which is only partially visible through the drizzle - to be Holver’s Ferry. Much seems amiss, however, as the settlement appears deserted, and several of its buildings bear signs of having recently burned to the ground with plumes of smoke drifting lazily into the sky.

Alarmingly, a dead mule lies in the mud near the hut, its body gashed with multiple wounds and – even from a distance – it is clearly in an advanced state of decay.

I have added a map of Holver's Ferry to the Campaign Header.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"Tkk, tkk, this is bad! Killing animals indiscriminately! I doubt anyone is left. We need to hurry," Rikkan says clearly agitated, as he starts rushing toward the main buildings.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

"I'm guessing this skiff is the ferry... Let's check out the shack, then take the boat across."

Zoreck draws his sword and tries the door of the shack.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis feels a shiver of fear run up his spine as he sees the village closer.

Ohhh...this is definitely not good! I hope we can find some survivors!

As the human dashes off to the shack he hurries after Zoreck, placing a hand on his shoulder. "Let me get the door for you. Best to be careful here." Assuming Zoreck backs away from the door, he reaches for the bubble surrounding the door handle and squeezes it just right...the door opening up afterwards.

Using Telekinesis to mimic the Open/Close cantrip.


As Zoreck, with his friends walking behind – Rikkan fretting to himself about the dead mule - moves closer to the hut, Drancis makes his suggestion. It is a sensible plan and so, standing at a safe distance from the building, the young man who has only just started to reveal the nature of his powers, uses his gift to push the door open. The door creaks on its hinges as it swings inwards… all is quiet for a second or two… and then all hell breaks loose…

…shouting and screaming in crazed, guttural voices, three… four… five… and then a sixth man try to push past each other in a rush to exit the hut – their sodden clothing liberally splashed with gore and their faces conveying no emotion other than pure rage. The sickles they brandish, covered in fresh blood, tell you of their single-minded intention.

Initiative for Party / Enemy

Zoreck, Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Astraea, Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Rikkan, Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Shieldmaiden Illona, Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Locke, Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Drancis, Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Psychotic Farmers, Initiative: 1d20 ⇒ 1

Initiative Order
Drancis, Shieldmaiden Illona, Astraea, Zoreck, Locke, Rikkan then
Psychotic Farmers

Everyone may take their turn now

There is no map for this encounter – the farmers are spilling out of the hut (three of the six have cover until they act) and, other than the building (which is about twenty feet from your position) and the river to your south, there are no other nearby features that would have an influence upon the fight.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

The small ratfolk grabs and drink his potion of Shield, making his AC 20 for the next minute.

"Is there any way to subdue them? They might not be in their right minds, click!"


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Round 1

Illonna solemnly draws and steps forward alongside Zoreck. "Lay down your arms and submit to legitimate authority!" she commands.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis, his mind nearly frozen by panic, reacts almost instantly. A small part of his mind is glad of the long hours of practice as he grabs the bubble around one of the rocks laying at the river's shore. Squeezing it tightly almost to the point of shattering the rock, he whips it at the nearest feral farmer.

Round 1:
Standard: use Kinetic Blast vs Farmer #1 (no cover):
Kinetic Blast: 1d20 + 2 ⇒ (20) + 2 = 22
damage: 1d6 + 5 ⇒ (5) + 5 = 10
Crit?: 1d20 + 2 ⇒ (9) + 2 = 11
Crit damage: 1d6 + 5 ⇒ (5) + 5 = 10 bludgeoning to both the farmer and the rock.
.
Sorry about that Illonna. Drancis is no warrior and this is a natural reaction for him here. It is true he has never killed anyone before, so his reaction will be quite interesting once the combat is over.


As the shrieking mob show no sign of heeding Illona's command, their animalistic baying giving the impression of a pack of hounds, they continue to spill from the hut...

...and, as the first one breaks free of the building - and starts to sprint towards the one-armed paladin, an innocuous looking rock from the shoreline suddenly whips through the air... and, with a sickeningly wet crunch, stoves the farmers skull in... the man is dead even before he hits the ground.

Illona, you may still take this round's actions if you wish.

Waiting on actions from Astraea, Zoreck and Locke.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

I took a move to draw, I'll take total defense for my standard.


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

The eerie stillness of Holver's Ferry does Astraea's grim mood no favors, but she hides it well with her forced smile. At least until they find the slaughtered mule. She feels sickness clawing at her guts and nearly retches, but manages to keep herself together. Should have cleaned up the road house before we left. Would've kept the strings from fraying. Part of her wishes they could go back- but too late. They are committed to this now.

When the door opens and the mad men begin spilling out of it, snarling like wild beasts, Astraea takes an involuntary step backward and gasps in shock. "Stars guide our hands and steady our hearts," she murmurs as she taps into whatever strange power that falling star left within her- or awakened, if that be the case. She feels warm energy rush out of her body and sweep over her allies, and hopes that it does them some good.

Casting bless. I assume the whole party is within its 30-foot radius range? I have 3 level one spells left for the day after that.


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Seeing the frenzy in the men's eyes, Zoreck wheels his sword and attacks one of the men charging him.

Attack: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
damage: 1d8 + 2 ⇒ (6) + 2 = 8

And my first attack roll for the campaign is a '1'. I hope that's not an omen!


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

It seems it may be worse in Holver's Ferry than I feared. Locke stands fast with his banner held high, a warm glow surrounds his allies and himself as he begins to chant words he learned in Westcrown in a language he does not even know.

Inspiring Courage and flagbearer. +2 to attack and damage rolls guys!


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

That stacks with bless, right? One's a morale bonus, the other's a sacred bonus, I believe- which should give us a nice, hot, juicy bonus to hit.


Locke / Astraea – cool, it’s a +1 competence bonus from Inspire Courage which can stack with a morale bonus – however, I think Flagbearer and Bless both provide Morale bonuses and therefore can’t stack with each other? So, unless I am missing something – the party’s bonus to hit / damage stands at +2.

Clambering over the fallen man, the rabid villagefolk charge at the friends… Zoreck, whose poorly timed swing misses his target, and Shieldmaiden Illona bear the brunt of the attack – sickles slicing and slashing in a frenzy… whilst Rikkan, standing just off to one side, is also dangerously exposed to the sudden charge…

Psychotic Farmer 1, Sickle vs Zoreck (Charge): 1d20 + 2 ⇒ (13) + 2 = 15, missing
Psychotic Farmer 2, Sickle vs Zoreck (Charge): 1d20 + 2 ⇒ (14) + 2 = 16, hitting for 1d6 ⇒ 1

Psychotic Farmer 3, Sickle vs Shieldmaiden Illona (Charge): 1d20 + 2 ⇒ (2) + 2 = 4, missing
Psychotic Farmer 4, Sickle vs Shieldmaiden Illona (Charge): 1d20 + 2 ⇒ (19) + 2 = 21, hitting for 1d6 ⇒ 1

Psychotic Farmer 5, Sickle vs Rikkan (Charge): 1d20 + 2 ⇒ (1) + 2 = 3, missing

Psychotic Farmer 1 and 2 in melee with Zoreck, Psychotic Farmer 3 and 4 in melee with Shieldmaiden Illona, Psychotic Farmer 5 in melee with Rikkan

Everyone may take their turn now


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

"That the best you can do?!" Zoreck scowls in anger as he presses the attack.

longsword arrack: 1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22
damage: 1d8 + 2 ⇒ (1) + 2 = 3


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan takes a 5' step backwards, away from the ragin villager. He hates to do it, but he has to protect himself, so he pulls a fire bomb and tosses it at Farmer 5.

RTA 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26

Damage 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Random direction, if a miss 1d8 ⇒ 5


Zoreck – you get a further +2 to your damage roll from the bonuses through Astraea and Locke taking your total damage to 5.

Steadying himself, and declaring his disdain for the ‘scratch’ caused by the attacking villagers, Zoreck swings his blade in a wide arc – the cold steel connects with flesh and one of the sickle-wielding villagers falls… vividly red pools of blood forming in the grey mud of the river bank.

Jumping backwards, Rikkan has the presence of mind to fling one of his bombs at the man who attacked him – the flask detonates as it strikes the man’s torso and flings the man backwards like a rag-doll – he lands, face down in a puddle, with his limbs in an impossible position.

Psychotic Farmers 1, 5 and 6 have been despatched – there are three more standing, one attacking Zoreck and two attacking Shieldmaiden Illona.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis feels the rush of adrenaline in his veins as he sees the farmer felled by his 'gift'. Also he could not help but notice a rush of headiness in his mind.

Whoah...this is exhilarating! Is this what it is like to fight?

He casts about with his mind and finds another suitable rock. Gripping the bubble tightly he tries to aim at one of the ones battling Illona.

I have to be careful here, don't want to hit her...

Round 2:
Kinetic Blast: 1d20 + 2 + 2 - 4 ⇒ (7) + 2 + 2 - 4 = 7 flagbearer, melee
damage: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9 flagbearer

Unfortunately his rock sails over the combatants heads.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Round 2

Illonna sets her jaw and retaliates with her own longsword.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Standard Action to attack Farmer 4


Male human Mythic (Champion 1) Barbarian (Unchained Savage Technologist) 5/Gunslinger 1
Stats:
hp 63/63 | AC 18 (touch 14; FF 14) | Init +5 | Per +12 | Fort +8; Ref +8; Will +6 (+8 raging)

Ignoring the blood splattered on his face, Zoreck swings at the other psychotic farmer attacking him.

Longsword: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Locke steps in beside Illonna and swings his longsword at one of the crazed villagers, his strike is surprisingly clumsy. Can they not be helped? Some of these faces... They are familiar. Despite his weakening resolve he continues his invigorating chant.

Attack: 1d20 + 5 ⇒ (2) + 5 = 7


F Aasimar Oracle (Stargazer) 3 | Hierophant Tier 1 | hp 26 | AC 14/t11/ff13 | F+3, R+3, W+6 | Init.+3 | Perception+10, Darkvision 30ft.

Astraea, having done all she can think to do without bringing arms to bear against the maddened villagers, simply steps back from the melee and focuses on keeping herself defended in case one of the men slips through and comes after her- and keeps an eye on her friends in case any of them should suddenly be in need of her healing talents.

Total Defense this round.

GM, I just realized why I kept getting confused about the range on my darkvision... it's because I had intended to swap out the Darkvision racial trait for Halo to avoid the overlap with getting Darkvision from her oracle's curse. Is it too late to change that? I'm sorry I didn't catch it earlier.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan pulls his dagger, protecting his group and moves to attack the closest human.

Attack 1d20 + 1 ⇒ (6) + 1 = 7

Damage 1d3 ⇒ 3


Surprisingly agile despite her missing limb, Illona shrugs off the cut from the crazed man’s sickle and thrusts forward with her own blade… her opponent, brutally cut by the sword, falls wordlessly to the floor. Dancing forward with his flag somewhat bedraggled in the rain, Locke has to duck the rock that suddenly whizzes past his head and, off balance, misses with his own attack.

Psychotic Farmers 2 and 3 are the only ones left standing

Undeterred by the defense being put up by the friends, the two remaining men – sickles still swinging and swiping in the rain – continue their assault.

Pyschotic Farmer 2, Sickle vs Zoreck: 1d20 ⇒ 16, hitting for 1d6 ⇒ 1
Pyschotic Farmer 3, Sickle vs Shieldmaiden Illona: 1d20 ⇒ 4, missing

Zoreck and Rikkan – both missing – have already posted actions for this round. Locke, Astraea, Drancis and Illona may act now.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

Drancis tries to quell the rising panic in his throat. I have to do something here! I can't let my friends down!

He finds another rock and slings it at the farmer battling Illona.

Round 3.
Standard: Attack Farmer #3 Kinetic Blast: 1d20 + 2 + 2 - 4 ⇒ (15) + 2 + 2 - 4 = 15 flagbearer, melee
damage: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12 flagbearer.


Drancis’ rock catches the crazed man in the sternum with the sound of cracking ribs - he buckles over, falling face first into the mud at Illona’s feet.

Only one of the Psychotic Farmers is left standing – Shieldmaiden Illona, Astraea and Locke left to act.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

"Try to restrain him, click! Maybe we can get through to him and figure out what is happening in the town!"


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Round 3

Illonna grimaces at Rikkan's suggestion. She twists herself awkwardly to guide the flat of her longsword against the remaining farmer, somehow connecting it directly with his temple.

The strike seems impossible, especially for a cripple. The Shieldmaden's skin glows faintly as she holds the blade, waiting to see if it was enough to incapacitate the man.

Longsword: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm Crit: 1d20 + 4 ⇒ (12) + 4 = 16
Non-lethal Damage: 2d8 + 6 ⇒ (8, 6) + 6 = 20

Standard Action to attack remaining farmer, attempting non-lethal damage. Immediate Action to activate Nanite Surge


Illona - what a time to roll a critical!!!

Illona's blade, flat edge leading, smashes against the temple of the last of the men... Her attempt to soften the blow is betrayed at the last moment by the slippery ground underfoot - the weapon strikes with a crunch... and the man falls backwards - blood dribbling from his nose and his ears...

Psychotic Farmers have a max HP of 10 (all are at 4 at start of the combat) and a CON of 6... Illona's attack therefore unfortunately slays the Farmer outright.

Indeed, of all the farmers who poured from the hut, only one is still alive.

Mud spatters and splashes of dark blood cake the clothing of the adventurers who had been so savagely attacked - their assailants lie scattered on the ground around them...


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

If Rikkan can tell which human is still alive, he moves to his side. "Can someone heal him? Someone else help me tie him up, click! This is our only chance to see if he can tell us what happened here!"

Rikkan takes his small frame and jumps on the man's right side, holding out his arm for anyone on the other side to toss him one end of the rope, so they might get him restrained quickly.


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Illonna restrains a curse as she manages to accidentally execute the farmer despite her best intentions. Her attention is immediately drawn by Rikkan and she rushes to his side.

She takes the healer's kit out of her bag and sets to work on treating the man's wounds.

Using a unit of healer's kit for a +2 circumstance, taking 10 on the Heal check for a total of 15 to stabilize.

"I can administer healing tonics as well." she says, indicating the potions on her belt "But I have only two in my possession, and he will live without them."


Male Half-Elf Mythic (Marshal) Skald (Fated Champion) 6 - 52/52 HP - 18/17 AC; 12/11 T; 16/15 FF - Fort +8; Ref +4; Will +6/+8 - Initiative +5 - Perception +11 - Low-light Vision - RS 24/24 - Surge 1d6 - MP 5/5 - 1st 4/4, 2nd 2/2

Locke stares on as Illonna attemps to stabilize the remaining man. What kind of spell are they under? He sighs in relief when Illonna confirms the man will live I hope he can be helped mentally as well as physically "The state of Holver's Ferry may be even worse than we feared if this is our welcoming. I fear for the residents ever more."

Locke begins to study the man with suddenly glowing eyes.

Cast detect magic, attempting to see if there is anything magical about the man's 'malady'.


Status: NONE Male Human Mythic (Trickster) Kineticist 6; hp 54/54 +6 temp hp; AC 17, T 12, FF 15 ; Init +1; F+9, R +7, W +4; Perc +10
Resources:
Burn 0/6; Buffer 1/1; Surge 5/5; Hero Point: 3

As the others turn their attention to the still living attacker, Drancis walks over to the other corpses his gaze lingering over the two bodies that lay in a pool of their own blood...

slain....SLAIN by his hand...

...by his GIFT!

It was so easy...so easy to snuff the life from those...people, were they actually people, or just...ANIMALS?...Did I do the right thing? Would Mother approve of me...of THIS? Ohhh, by the Gods I wish I could see her again!

Turning his attention away from the bodies, he approaches the unconscious man Illonna is tending and speaks up softly, "I have some skills in healing as well, Illonna. We should be careful here. They may be diseased." He then carefully looks over him for any signs of diseases or any other possessions they carry that may provide any further clues.

Heal: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Restraining the man before Illona attends to his wounds, it is clear that the surviving man – filthy with blood and exuding an odour that tells of an outdoors life and an absence of washing – is in a very poor state. It is obvious that a more powerful blow from Zoreck’s blade would have slain the man outright but fortune, in a strange way, seems to have saved him …for now.

Satisfied that the man will not escape his bonds, Illona – with assistance from Drancis – attends to his wounds. The captive’s ragged breathing slows and the rise and fall of his chest becomes more regular… even so, it is unlikely that the man will regain consciousness for a few hours…

Locke – scrutinising the bound man and looking for magical auras, you detect nothing out of the ordinary…

Drancis – looking around the other attackers, they are all in a poor state – underfed and filthy – yet, beyond possibly the highly bloodshot eyes they all exhibit, there is no obvious sign of any illness having afflicted them.

…and now, with the rain still painting the scene with a cold, grey palette, the smell of death starts to waft from the open hut…


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan hated to do it, but he took a deep breath and ventured deeper into the hut. He takes a quick look around, hoping that he was not going to witness an awful scene. Fat chance!

Perception 1d20 + 7 ⇒ (14) + 7 = 21


Female Android Mythic (Guardian) Paladin 3 - 11/33 HP - 17 AC; 9 T; 18 FF - Fort +8; Ref +3; Will +5 - Initiative +2 - Perception +4

Illonna follows, though waiting at the threshold of the hut to keep watch.


The smell of blood and decay hits Rikkan the moment he approaches the hut... and he doesn't have to wait for his eyes to adjust before he knows that this is the scene of a gruesome murder. Worse even than the fate that befell the Dubrovs, whoever inhabited this hut has been completely dismembered... and, from the state of the remaining body parts, this murder was visited upon them several days ago.

Tens, if not hundreds of empty bottles line the shelves of this hut... Each one completely drained of what the labels purport to be a 'mighty and exotic' alcohol... Towards the back of the hut, a spear leans against the wall whilst, lying on the bunk, is a loaded light crossbow and an opened case containing nine bolts. Half-dragged from beneath the bunk is a dark wooden strongbox... as yet unopened.


Male Ratfolk Mythic (Trickster 1) Preservationist 5 | AC (22)18/15/15 | HP 47/47 | F+7,R+8,W+3 | (+2 on saves vs. poison) | Init. +3 | Perc. + 11 | 20' Movement | Darkvision | 5/5 Hero points | 10 bombs a day | 5 Mythic power uses per day

Rikkan pokes his head back out of the hut, gasping for air. "Click....it's bad in here. Really bad. There are many strange bottles saying they were 'mighty and exotic' alcohols. Maybe these were the 'madness bringers,' because whatever happened here isn't natural."

Rikkan takes another deep breath and ducks his head back in the hut. He grabs two of the bottles for study, and points to weapons and the chest out to the others.

"Can someone bring all those out here? I don't want to stay in there any longer than I, kkkpt, have to. Bad in there."

If the group agrees to do so, he plops down on the ground, and stars examining the bottle, wondering if recognized anything strange about it.

Craft Alchemy 1d20 + 10 ⇒ (14) + 10 = 24

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