GM Tektite |
I lied. You guys can go around if you'd like. I'm going to assume you do.
Uneasy about being funneled down a narrow canyon, your party chooses to take a longer path, picking your way up the steep embankment and across a small plain, before coming to the other end.
A dozen Kellid warriors with painted faces stand vigilant in the center of the route. Although they are armed with axes and round, Ulfen-styled shields, their weapons are not drawn. At the head, a tall and powerfully built figure with piercing eyes steps forward. As he approaches, his hands are held palm up until he is close enough for words. “I am Hiryla,” he says in broken Common, his words flowing with a strange cadence that suggests that he is speaking words that were given to him by another to say. “You come with me… We must talk.”
GM Tektite |
Following the group of Kellids, the party finds yourselves led to a small village and shown into the tribe's central , and largest structure.
Inside this grand hall, dozens of Kellid men, women, and children scurry to and fro, passing food and drink around an enormous central hearth. Long, low benches ring the fire, and a handful of elderly Kellids, decked out in ornate white furs sit on the other side of the flames from the building’s entrance. A young woman with one leg, walking with the aid of a crutch, greets the leader of the group in Hallit, and then turns to the party and speaks in perfect Common. “Welcome to the North,” she says with a broad grin and a handshake. “My name is Teyma.”
Auric Voralius |
The Cheliaxian bows respectfully to the woman. "Hail and well met. I am Auric Voralius, member of the Pathfinder Society. We are currently giving chase to a group of people whose intentions are... less noble, shall we say. They're headed for the Keep of the Huscarl King, and we wish to prevent them from ever reaching that destination, for they would unleash terrible forces if they did reach it."
GM Tektite |
The woman bows and smiles again. "Please, sit, makes yourself welcome!" She waits for everyone to settle themselves, then says. "The Snowmask Clan has skirmished with a group of travelers out of Irrisen many times in the last few days as the intruders have come farther and farther into our lands. Initially, our tribesmen attempted to talk with these outsiders, but they were attacked, and fought back." She frowns in thought, then brightens a little. "Now that you have agreed to talk, Hiryla, our chief, and the elders want to know why two companies of foreigners have come into their land along the same route in such a short time."
She sits back and says. "Tell us of your clan, and what brings you here. If the tale is good enough,” she adds with a smile, “we will tell you ours.”
You need to use Perform (oratory) to tell you story to the tribe. Anyone can try, and I'll allow the main check to be aided. Feel free to roleplay your "tribes" story!
Auric Voralius |
To clarify: for this kind of occasion I usually roll first, then roleplay according to the result.
Perform (oratory): 1d20 + 2 ⇒ (4) + 2 = 6 Oh well... I'll use my reroll on this one, since I'm feeling very inspired. GM 2 stars, Auric has a folio.
Reroll, 2 stars: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Feeling at a loss for words at first, Auric then quickly gathers his wits and shares the story of his 'clan'.
"Behold! We are of the Pathfinder Society, a clan of loreseekers, legendmongers and treasure hunters. We hail from the distant city of Absalom, where Aroden once raised the Starstone from the seas and founded a mighty city where we gather our stories, the knowledge of past empires and people. The reknown hero and chronicler Durvin Gest was one of the most illustrious Pathfinders, one who could boast to have ventures within the remains of the Azlanti people of yore. Now, as his many disciples, we explore, report and cooperate together, united in the name of the Society."
"To the matter at hand! We have come from Irrisen chasing a group of individuals known as "The Shadow Lodge". Treacherous and sneaky they are, and we seek to end their mischief. Warned by a friend named Skagni whom we rescued from their captivity, we are trying to stop them from reaching the Keep of the Huskarl King, where an ancient fearsome weapon lies hidden. Should they lay their hands on it, our clan would be at risk, and they would use it to dominate the whole of Golarion."
"We are not afraid, and we have come this far with brawn and bravery, but we lack the knowledge of your clan, the understanding of your ways, and thus seek allies."
Taklinn Baldurk |
Taklinn gladly takes a seat as he warms his toes back up and takes a swig from his flask. Since most people don't seem to get his sense of humor, Taklinn will mostly keep quiet, only adding tidbits to the story when it seems appropriate.
Aid check: 1d20 - 2 ⇒ (6) - 2 = 4
Yeah, that's about what I thought was going to happen with a charisma of 6.
Garret |
Perform Oratory, aid Auric: 1d20 - 1 ⇒ (8) - 1 = 7
Garret stands up after Auric has said his thing, unfortunately a standing halfling is still not very large...
"My fellow clansman Auric has explained what our immediate reason is to venture into your lands. In addition to this threat to our clan we would like to learn your ways and bring greater understanding of these lands to our leaders. Personally I am looking forward to learn about your ways of preparing food. Off course I will also share the ways of my clan with your clan."
Seeing that his speech does not draw the attention that Auric's was getting Garret sits down again.
Dustin Stydweller |
aid oratory: 1d20 - 1 ⇒ (8) - 1 = 7
Dustin tries to pitch in to Auric's story, but finds himself intimidated by Auric's impressive speaking ability.
Al-Asahari |
aid another: 1d20 + 4 ⇒ (16) + 4 = 20
Al-asahari shoots cold rays (the cantrip) out his hands in an attempt to improve the quality of Auric's story, sending fine snow flaking down on the storyteller and the listeners at the right time.
"through the canyon we went, wary of the predators that lurked beyond the frost, and we managed to find your tribe, and are grateful of your acceptance"
GM Tektite |
Despite having little help from his companions, Auric presents a suitngi tale to the Snowmask tribe, the younger children are mesmerized, "oohing and "ahhing" as Auric details the party's adventures.
Once finished, Hiryla, the chief, nods. One of the elders, her face painted white like those of Hiryla and the other warriors, stands from the bench. With no other cue the room falls silent as she speaks. Her words have a strength and resonance belied by her withered frame.
"This is the story that the elders told me when I was a child. Once, a great warrior came to our lands from the South, though his blood and his beard were of the West, in the land where the first dragons hunt and kill. With gold and magic this warrior built a stone keep at the base of a mighty mountain. During this time he came to us, in peace, and invited us to his hearth with gifts of furs. Humbly he asked the elders of our clan if he could hunt with them and share in our ways. Quickly he proved himself a friend to all, sharing in our customs and sharing his with us."
“By the time the last stone was laid in his keep, he had hunted with the elders many times, and made many kills. His axe, sheathed in fire, had protected us from the white wolves and the yetis, just as we too had used our food and furs to keep him warm against the deepest colds. When his banner was raised, the elders were guests in his hall, and some of his own house had already merged their blood with our own. For years the king and our elders prospered, and we learned of crafts, weapons, and ways different from those that came before."
“Then the white wyrms came. For beneath the keep, in the iced caverns below, the dragons had bred. For years their eggs slept and waited. When they hatched, they plagued the king and his new house, but he fought them back with the strength of his arm and the fire of his axe, and he battle was nearly won. But when a matriarch of the white returned to tend her brood, she was furious at the king and threw herself on the keep in madness. In the season of the longest nights, still the sun set and rose again before the battle was decided. The King struck the wyrm down, even though his armor and his beard were white with the ice of her breath. Our elders made trophies and talismans from what remained of the beast, and helped rebuild the crumbled tower."
“The mammoths crossed the plains ten times, three times over before the great king passed, and still the dragons were kept at bay. When the hour of his dying came, the great and generous Huscarl King gave all within his castle to those that had served and befriended his house, save for his mighty axe. With this, the elders buried him, and as we raise a mound of stones over the dead when the earth is too cold to dig, so did the elders bring the mountain down atop our king. Ever since have we held vigil over his tomb and what lies within. We remember his lessons, his ways that bled into the ways of the elders to become our ways. And we remember his beard, first white with frost, then with age, as it symbolizes what he protected us from and what he stood watch against.”
Finishing the oral history, the elder returns to her seat and Hiryla watches you, expectantly.
At this point, you need another Diplomacy to see if the tribe will aid you in quest.
Dustin Stydweller |
That story gave me the chills!
Dustin chuckles at his own joke.
But that ax sounds like the likely target of our Irrisen enemies...perhaps you can help us...
My diplomacy is pretty much nonexistent, so I'm aiding Auric...
aid diplomacy: 1d20 - 1 ⇒ (18) - 1 = 17
Auric Voralius |
Auric nods in recognition of the tale told, grateful to have been priviledged enough to hear it.
"A mighty tale indeed, I reckon your people is a great one. We would like nothing more than stopping the Shadow Lodge from desecrating the sacred tomb of the Huscarl King. Will you aid us? We have much to gain to help each other."
Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27 Not counting the aids, so it would be 29 with Dustin's aid another. Thanks Dustin! I guess it was well worth shaving for the occasion! ;)
Auric Voralius |
Auric nods. "We thank you for your help. "
The following morning, Auric is up and about early, eager to finally catch up with the Shadow Lodge.
-Posted with Wayfinder
Garret |
Garret is mesmerized by the Elder's tale and thinks about the way it fits the paintings in the cave.
GM Tektite |
The falling morning, the party rises and with the Kellids showing you the way, heads to the Keep. As you near, the bones of two ancient stone watchtowers rise from the ground like sentries set to guard the entrance to Ranulf’s Keep. Snow and ice still cover their base, making them inaccessible, but they mark the edge of the Huscarl’s Keep, just visible in the distance.
Hiryla’s scouts signal the approach of the Shadow Lodge agents from within the keep as the party approaches the structure.
Nearing the plain in front of the Keep, you see five people moving out from the Keep, four men and woman bearing a flaming axe!
You guys can have one round of preparations, then we will go into initiative.
Al: 1d20 + 2 ⇒ (13) + 2 = 15
D: 1d20 + 4 ⇒ (20) + 4 = 24
G: 1d20 + 6 ⇒ (8) + 6 = 14
T: 1d20 + 3 ⇒ (20) + 3 = 23
K: 1d20 + 1 ⇒ (8) + 1 = 9
S: 1d20 + 2 ⇒ (11) + 2 = 13
M: 1d20 + 3 ⇒ (1) + 3 = 4
Initiative:
Dustin
Taklinn
Al-Asahari
Garret
Shadow Lodge Thugs
Kellids
Auric
Shadow Lodge Leader
Auric Voralius |
Auric draws his now and stands ready.
-Posted with Wayfinder
Garret |
Funny how these towers match the ones we saw in Irissen when we escorted those goblins
Garret moves behind a large rock, and waits for the Shadow Lodge agents to move forward.
GM: that was the idea, not that much use for a CLW yet ;-)
Taklinn Baldurk |
Seeing that the enemy is still a good distance away, Taklinn will move up behind the other boulder and use if for cover as he fires a crossbow bolt at what looks like the leader of the group.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm Crit.: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d8 ⇒ (8, 5) = 13
Dustin Stydweller |
Chanting a another spell, Dustin conjures an eagle to attack the agents...
casting Summon Nature's Ally I to summon an eagle as close as I can to the enemys(bear in mind I have Augment Summoning to give it +4 str and con)
GM Tektite |
Al-Asahari dart afters Garret, taking cover behind the boulder as well!
Dustin begins casting a summoning spell!
The Shadow Lodge thugs begins loosing arrows at the party!
Attack vs Chief: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Attack vs Chief: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Attack vs Auric: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Attack vs Auric: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
One arrow hits the Snowmask chief, while two bury themselves into Auric!
The Kellids move up and attack!
Javelin vs Blue: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Javelin vs Red: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Javelin vs Yellow: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Javelin vs Green: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Javelin vs Leader FF: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
The Snowmask warrior release a volley of javelins, but they all fall woefully short.
Auric!
Auric Voralius |
Auric cries in pain as the two arrows pierce his flesh, one at the shoulder, the other in his leg. He limps behind Taklinn to get cover from any further missiles, draws his curative wand with a flick of the wrist and chants the command word to reduce the pain he's in.
Swift action: Use spring-loaded wrist sheath to draw my wand of cure light wounds.
Standard action: Cast cure light wounds on himself.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Garret |
Garret moves forward until he is adjacent to the tower, hoping that will provide him some cover.
Al-Asahari |
spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14
Al-asahari thinks he's got it, but not quite
...
He dashes over to Taklinn and presses his hands against taklinn's shoulders
casting mage armour on Taklinn
Layer of ice forms around taklinn, but if doesn't feel cold or weigh him down, or even slow his movement.
"the marids move with you" al reassures his ally.
GM Tektite |
Mage armor won't help Taklinn, as it is an armor bonus and hence doesn't stack.
The party continues moving forward, taking measure of the Shadow Lodge men.
Al-Asahari can retcon
Red vs Kellid: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Blue vs Kellid: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Yellow vs Kellid: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Green vs Kellid: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
The Shadow Lodge thugs fire another salvo of arrows, three out of the four hitting the Kellid warriors!
Attack vs Red: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Attack vs Blue: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Attack vs Yellow: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Attack vs Green: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Attack vs Leader: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Crit Confirm vs Yellow: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
The Kellids move closer and release another volley of javelins! One Shadow Lodge thug takes the projectile right in the thigh!
Auric!
Taklinn Baldurk |
Mage armor won't help Taklinn, as it is an armor bonus and hence doesn't stack.
Oh well, thanks anyways Al! However, I do have one question; why am I an "it"? I'm pretty sure that Taklinn is a boy. Lol!
Al-Asahari |
al will just take his place beside taklinn and ready action frost ray for any bad guy coming within 30ft
The ice that forms around taklinn falls to the floor and shatters. Al look sorta embarrassed at his mistake.
"ah.i didn't quite realise you were already in armor" al pats taklinn's armor sheepishly.
I don't believe to retconning storywise , only mechanically haha
Auric Voralius |
Auric follows the band of kellids and stops to aim and shoot an arrow against one of the Shadow Lodge agents (yellow), relying on his luck.
Shortbow, Luck, PBS: 1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 141d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9