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Relk's in charge yeah...I mean after the Mistress died. He said we needed to avenge her as supplication for her sister to accept us. I don't know if you can negotiate with him...he has strong feelings about all this. As for leaving some of you alive...well....it seems so mean now but....it was because we thought we could get information from you. Using empathy and what not. Get you to talk...
The cultist turned "friend" clearly winces at this last point, his magical attunement to fondness making him feel regret at thoughts of harming you...
The group settles uneasily, watches taken with the extra edge of knowing that apparently beyond bandits there may be other more targeted interests stalking the woods.
The night passes and though the man stirs it appears he may have moved from unconsciousness to sleep as he does not come to until the early morning as Vidar is overlooking his spellbook in preparation for the day.
Its the familiar, Enok, who notices first, the loud bird deciding to heckle the prisoner by pecking at the ground around his splayed legs.
Sincerest apologies, I got a new promotion that also came with moving offices and computers and what not so my access to tech has been severly limited as my crappy home laptop has decided to play "turn off without notice and always require to be plugged in". But I'm moved, set up, and adapting so I should be more present.
Kithian and Jut search the bodies as the group reconvenes. Kithian notes the presence of a jeweled dagger of some fine cratfsmanship and a pair of nicely made swords, bows and armor. (MW s. swords, MW Composite S bows at 14 strength and MW studded leather) while the third warrior seems to be dressd more in a mix of tanned hides and carrying a solid oak cudgel. He has the look of a druid.
Bewtween the mercenaries you find 6 days of rations, 25 gp in assorted coins, 500 gp in assorted jewels and a small leather bound portfolio which contains rough descriptions of Vidar, Camillo, Sayniek and Kithian along with some hand written notes relating to the groups apparent destination and potential travel routes.
Jutmerlum notes that they are all three mercenaries from a relatively small company based out of Magnimar called the "Redbolts" and each wears a stylized crimson and bronze bolt charm on a neckale. Jutmerlum knows them to be a low costing option for low moral types.
Man you guys are no fun...
Jut pauses in his approach, knocks, draws and loose. Yells erupt from the treetops as arrows pincushion a camouflaged attacker and he falls to the ground. Jut yells from the ground warning the camp of danger and Vidar responds by lighting the treetops on fire in a cacophony of sound and light. Two more yells end as flaming bodies meet the ground...
All seems quiet.
Out of initiative.
Sorry folks, the parade of random crap never ends
The smoke begins to dissipate in earnest and reveals little in the way of foes. Pinnochio and Cam continue to hustle back while the camp party whispers and searches. Jutmerlum approaches between the two groups...
At a wider angle to the camp party Jutmerlum notices the barely noticeable; 3 figures dressed in camouflage have taken to the tops of the trees using the smoke and chaos as distraction. Clearly they are lying in wait for everyone to return to camp. They seemed to have noticed the orcish archer but not that he has noticed them...
Jutmerlum finally gets close enough that in the distance (about 120 feet or so) the fighter can see the smoke billowing from the campsite as well as the slow movmements of his new comrades as they seem to be contending with something on the other side of the smoke.
Pinnchio and Cam work their way back towards the camp, the bard moving a bit slower than normal having to contend with the adult person over his shoulder.
Meanwhile the camp group shifts uneasily and tries to listen and look for targets but even as the smoke starts to gain a modicum of transparency, there is no obvious movement or noise to orient against...
Group is up.
I am going to assume Kithian clears the area of effect to the opposite side of the camp along with Vidar and Sayniek. Cam, your search and throwing the guy on your shoulder will take this upcoming round to accomplish...
The main camp scatters and then reform on the other edge of the smoke outside of the area of the entangle. In chaos Vidar casts his spell of haste on the paladin and barbarian. There is only quiet as the smokes stick hisses and sputter pouring out the last of its alchemical smoke. The haze hangs over the camp obscuring sight and little in the way of sounds offers any idea of what might come next.
Jut continues to run through the woods while Cam takes a quick survey of the downed cultist. Noting nothing of consequence and eager to move on, the bard hefts the unconscious cultist up and over his shoulders so he can move as swiftly as he can.
Pinnochio and campsite players are up. The smoke takes up two ten foot cubes side by side so the entangled area is a bit bigger.
So for my forest friends, you are in the area of effect of an Entangle spell. Do the casters want to try to move after they cast? Otherwise its new checks after the bad guys initiative to become grabbed. Kithian roll strength, if you hit DC 14 you are free and have a standard action to play with.
Jut will take three rounds or so at a run to get back within target acquisition distance, this is round one.
Pinnochio and Cam pummel at the laughing and writhing cultist. He continues to laugh through the beating but is still concious...Just a couple more points...
Kithian Ref: 1d20 + 1 ⇒ (8) + 1 = 9
Off in the distance the second figure drops to the ground screaming and undulating in a way that seems practically uncontrollable. Cam knows the spell well and proceeds to sprint towards the downed archer, clearly attempting to work at binding them.
Meanwhile a small bit of chaos erupts at the campsite as various foliage bursts alive and attempts to entangle the resident wizard, barbarian and oradin. Sayniek and Vidar are nimble footed enough to escape immediate issue but Kithian is quickly bound up. To make matters worse a pair of smoke sticks are thrown at the group quickly generating smoke that obscures the campsite though offering a momentary glimpse of three adventuring types before the smoke cuts off line of sight.
[ooc]Group is up. Actions in order as you post...
The group splits with Kithian, Sayniek and Vidar staying at the camps with Jumerlum, Cam and Pinnochio move off towards the noise.
Unfortunately for the half-orc archer the landscape provides some hard to maneuver terrain when it comes to stealth. Moving to investigate Jutmerlum causes his own amount of noise.
Moving off about a hundred yards the two newcomers and the bard come to an obvious clearing where it looks like some kind of camp or watch place was being set up. A pair of backpacks and a bow sit amongst the tramples area.
An arrow whistles by Jutmerlum as he surveys the area and soft cursing draws the eye to a pair of figures dressed in a black robes with a strange geometric hood off to the east some 100 feet.
Init in the order folks post. I will post Cam's action in 24. All three of the "away team" can see the cultists, they seem to only notice Jutmerlum.
Sayniek, Kithian and Vidar need reflex saves please.
I mean honestly, isn't it a little silly that the little wooden boy and the man with the drunken bird are the ones that are like "listen?! Smell something?" lol I'm putting you in the order I choose since no one really chimed up on the matter...
Jutmerlum - Kithian - Sayniek - Pinnochio - Vidar - Cam
Jutmerlum, no stranger to the Sanos at large takes the lead and begins to wind the party through the large trees and dense blanket of detritus that marks the forests floor, deciding that the terrain and pace set by riding is just as safe as anything.
The party continues apace through the afternoon and finds a clearing to best settle to horses and set camp. Its in the hustle and bustle of these efforts that Pinnochio hears a soft cracking in the distance from the direction the group came and Vidar reports the same...
I want to apologize for my spotty access lately, I am having some issues at home and at work that are impacting my ability to get onling physically and taking a toll on getting into the groove emotionally. I expect this to be a patch of turbulence that might last another month or so but shouldn't take me out of the fight. I will continue to try to get on as often as I can but if you are willing to be patient, I will slwosly get back up to speed. I apologize for my delays.
With Sayniek's magic the effort becomes much easier as the enlarged Jutmerlum and Kithian are able to easily calm the horses even where the water meets the animals' shoulders. After that it is merely about shuttling the rest and that is done capably enough.
All in all it probably takes about three hours of the day to find the places to cross and do the work itself. Its coming up on midday when the party turns to the Sanos.
With maps in hand and some basic calculations it will take at least another two to three days of movement through the wood to meet the trail that runs the length of the forest. The Sanos is old and tall and offers uneven terrain to maneuver but decent line of sight as the trees have long ago conquered the sky and deprived all but the most hardy of ground covers and ferns of the sun.
In most places the horses can be ridden but only one at a time.
Ride order, Survival and Perception checks (2 ea) and any other stated actions on the shore before you go into the forest...
Kithian, aided by occasional observations by most of the group *cough* distracted bard *cough* manages to navigate the shores of the north bound tributary that feeds to the Yondabakari to the south.
The river is quite deep and some of Kithian's initial prospects for crossing are slow moving but almost as deep as his shoulders, a poor option for a party with smaller members.
Eventually, with the sun beggining its lazy arc to the west and the latter half of the day Kithian has two options:
A fast moving shallow that is a mere two feet deep but moving at a brisk enough pace that there is some concern of being knocked over for the less sure footed into a series of craggy rapids that end in a short drop some ten yards down the river.
A series of dead tress from the Sanos can be seen on the other side of the river at one of the slow moving shallows. It could be that some like Kithian and Jutmerlum make the crossing in the deep water as best they can and fell the trees for others to make way.
In either case there is some dispute about how well the horses will fare unless someone is well training to handle them...
Jutmerlum takes to the terrain and moves like someone trained to expect foes who are ready to shoot at great distances. The half-orc takes his time and comes to the conclusion that if the party is being watched it is at a fairly extreme range as even at 1/4 mile out the archer does not see the glint again.
Based on the terrain though he is able to estimate that two miles would be the extreme extent of seeing. At least until the river and the trees, whoever might following the group would be fairly visible. Obviously certain tactics or magic would hinder being noticed.
The group manages to acquit itself well enough in the wild, supplementing trail rations with opportunistic plant and wild life while keeping a steady pace east and off the road.
In the first few days nothing of real interest happens and camp is made with settled watches that move through the night. Pinnochio, ever vigilant, sees a distant light on the second night but no amount of casual inspection leads to it returning or it coming of anything.
This changes on night five as the camp is made. Tomorrow the group should come across the rivers then woods but Sayniek and Kithian both see a distant light, a shimmer really, of sunlight on metal or glass, some distance behind the group. Each of them see it twice...
AS noted above anyone who wanted mounts has mounts, even newbies. The Heroes having a certain amount of cache even those associated with them get perks. Ok, lets see. I need 4 sets of survival checks per person who has such skills, 5 perception checks per person, and Jutmerlum needs to make a con check since apparently he can;t even find breakfast and is now hungry...actually that last one is a joke.
YEah you still have that crazy heavy horse for sure.
The group departs. The road widen then narrows at various points until it is noted by the group that they have their first decision to make only a few miles from town:
The road proper swings soutward and branches twice, one branch following the river some miles to the north of it while the other is the larger but more exposed river road that the group has opted not to follow.
However it is now clear that a third option presents itself in that the group could go straight in the mized tress and meadows of the hinterlands and approach Sanos Forest directly, with the option to stop at either the town of Nybor or Wartle or bypass them both entirely.
(The road runs to Wartle normally and Nybor may be a necessity as there is a wide river run that comes from the north to meet the Yonabaraki river's east/west direction. However you might also find a place to cross without the aid of civilization if you want to try. Both towns are a few miles from each other on the edge of the Sanos which is roughly the halfway makr of your journey. )
With at least some modicum of understanding of where they all intend to go the companion old and ne alike are given adequate provisions and mounts if they do not have their own.
There is the standard pregnant pause as the group makes its way to the eastern edge of town, ready to move on to Turtleback Ferry.
Final call and last stop. Anything folks mean to grab or do before leaving town?