|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
As Eisen turns up, a small man limps up behind him and taps at his back. "Master, can we come too? I have a cart with a child on board. We are leaving town to join our family in Verbobonc. But they say the roads are dangerous and they say you can get me through safely."
He wrings his hands and pulls a face, trying to look brave. Then before anyone can say no, he adds,"my wife is gone. Please help us!"
"Grabford is about 4 days travel from here by wagon, forty miles with some bad bridges along the way, plenty of woods and derelict farmland. If that helps." Jasmalus turns one corner of his mouth up.
The wagon are loaded down but someone could ride on the back, or beside any of the drivers. The three merchants do the driving themselves.
The knight gives the dragonborn a wrist to elbow clasp and shakes as he puts the other hand on the scaled shoulder. "Know that the Knights of the Hart are in your blood too and I name you my esquire for this mission. Squire Sadarr, proper papers and a sigil upon your next shield be my gift upon a successful conclusion."
Vic approaches the three men and with his greeting the older man replies, "Jasmalus at your service. We were told that you would be providing protection. I do not tell you your job, but we will tell you the way and command the trade and such, since that is our work, but swords and axes I do not know. These other two are Malin (he can fight a bit I hear), and Emerald of Willip."
Perception check DC10
Jasmalus wears a rumpled shirt and wide trousers that would fit a much larger man.
Jasmalus is in his 50's, looks frail and tired with a small trimmed beard. His clothes are ragged and beggarlike.
Malin has a full moustache and beard with a smiling face. He takes to Aerik in an instant, "you can ride up here with me if you like! Ha! And off we go! Who wants a drink, I have cold beer chilled straight out the river to wet the journey."
Emerald waves a hand over his face, another pretty half elf on closer inspection. Only about 5ft tall, with flowing sandy hair and piercing green eyes, she bears no resemblance to Pharris. All she does is wave in acknowledge and greeting then mount her wagon.
It is up to you how you decide to travel. There are three wagons pulled by pairs of draft horses.
At the Gate
The guards are changing over with dawn. Lots of stretching and tired jokes that have all been heard before. One or two of the soldiers are veterans, but most have the look of youths learning their trade. Aerik recognises one of the men on duty from a recent patrol but cannot remember his name.
By the open gates is a very bruised and slow moving, Sergeant Kraquer watching farmhands leaving with their fields waiting. It is a crisp, dry morning which may herald another hot one.
Outside there are three wagons already waiting to go. Two large men, one young and one older, and a much smaller and thinner man, are huddled together by them. The greyer haired man is stamping his feet, and so ore one or two of the draft horses, keen to get on.
The first one speaking to Kraquer Only
"I got to tell you that Jasmalus, the older man, is the merchant you should talk to. I gave him your names like Pharris said. And here this is from her for one of you, its a dwarven dagger. Made from a metal that shines when orcs and their brothers are near. One thing you should know is that there are supposed to be lizardfolk in the Veng. They all swim underwater and sneak about for Iuz and kill people in the sleep. So get them dead. She forgot to tell you." Kraquer hands over a silvered dagger and then prepares to leave his job done. "I got a patrol to the south so tell everyone good luck."
1d20 ⇒ 7
Isandril collects the horse from the military stables early in the morning.
The stablehand helps with the old saddle and tack, Mutch doesn't question the horse going or an elf taking him. Although the healthy gelding is broken in and strong, its a raw and skittish beast in need of training. Mutch warns the elf that Lancing likes carrots alot.
The knight welcomes the late or early visit from Sadarr in a very rumpled condition. He is sad to hear you are going and hopes you will do well. To show faith or is it a matter of fate, he gives the wyrmkin a small potion bottle containing fishy blue liquid - a healing potion (1d8+1). As for information, he doesn't know much about the boneheart priest but warns that there is rumoured to be a mad elven archer called Keak and a dwarf with a flying hammer who both work savagely for Iuz. They haven't been heard of much lately so maybe they are elsewhere.
One of the writings that Eisen has managed to get deciphered is a page of runic markings with a poem to the Fatespinner. The work was recognised by a passing half elven soldier and its words were written in sylvan. The runes and marks show attention to the protection of the woods for the future of the elves and the other races and in particular the druidic faith. Not a religion, more a way of life and the fate of nature, respecting the world for the future generations, the animals and warded glades. Eisen is reminded of this by the wyrmkin, Sadarr.
Pharris hasn't forgotten her promise. Later at the Behir and Beholder, another note arrives. It contains the ring seal of a rampant bear and talks of the ruined mansion of the Tanlasher family near Grabford. A family destroyed by the hordes of Iuz during the War and one that held beliefs in the Brave Lord, Hieroneous.
Ponch Weatherbom (Halfling Rogue) and his Band of Lightfingers is your contact in Greatwall. It's up to you if you let him know anything about you're leaving.
Manlon Harrenen has supported and sponsored your time in Greatwall, its up to you to decide whether or not you tell him anything about the quest to come.
Next time it might be best to avoid confusion by stating what you mean. I get it now. Rather than get into a discussion about the English, I'll change it.
"She arrived from the Vesve Forest to avenge the actions of Iuz during the War. Also to free those surviving prisoners taken to Dorakraa."
Maybe this section will help. Let me know. Eisen's knowledge of the Forest may be limited but this is "From the Ashes".
The term “Highfolk” is applied both to the largest city in this small realm and to the land as a whole. The Mayor is the elected spokesman for the free town, but also speaks for the region when this is deemed appropriate by the populace. It is principally a realm of high and wood elves, without a fixed boundary, since control over the southern and western parts of the Vesve Forest (named the High Forest by the Highfolk) fluctuates between the demihumans and rangers of that domain and the fell creatures.....
"Your guess is probably true. Iuz has many agents in foreign lands. It is rumoured that one of the Lesser Boneheart priests operate in Furyondy now. They are few in number but each one works from the shadows using numerous tools. Trust may be a luxury as my master once said."
The elven girl coughs behind her hand politely and continues after another sip, "So use the old Grabford-Critwall-Willip trail to resupply the border posts and show those merchants in Willip that it can still be safely travelled. I understand that this will put you along the Veng river, a stone's throw from the lands of Iuz. Fear not - border patrols guard the river banks from incursions.
"For your heroic service to Greatwall, you each receive 500 gold coins. For now I have 3 bags of 250 gold for expenses along the journey. but remember as Aerik suggested, your best defense is a low profile. So what do you say?"
Time passes, and then she adds, "good, its important to listen and gauge others in this case. Well I know each of you as much as anyone in the stronghold can. But you do not know each other much at all."
"For myself, I have been asked to find a group of individuals to perform an important service in the name of the King. Payment and favours to be extended to those that survive and are successful. My investigations led to each of you so you can think of me as an information factor. A merchant in well-made mortals."
"Please be so kind as to shed light on yourselves. Such a pretty turn of words." Pharris has the most beautiful green eyes, deep and vibrant in colour.
I do not mind people posting out of turn in between the enemies. I can run with it in most cases, like now.
Eisen's words taunt the teamster facing him enough. He freezes in the moment of picking another barrel seat, and slowly straightens with his hands open and away from his sides.
The teamster before Vic stops a large haymaker, now that Kraquer is down and the last lingering clouds of icy mist dissipate around his frightened friends. Both have crusted bleeding lips and shake terribly so he starts over to them with all thoughts of fighting over.
That leaves the broken nose warrior who just took a gut shot from Aerik.
Strength (Athletics) 1d20 + 5 ⇒ (12) + 5 = 17 opposed by Aerik's Strength (Athletics) 1d20 + 6 ⇒ (2) + 6 = 8, damage 1d3 + 3 ⇒ (1) + 3 = 4, bonus action 1d20 + 5 ⇒ (4) + 5 = 9, fist 4pts damage if hits.
With a roar at his downed friend and Aerik's goading pop in the hard stomach, he charges the wall. Aerik's head takes the full impact of the fifteen feet run then the man smashes a fist into his face. But his aim is way off.
Aerik takes 4 pts of damage in total (all non lethal) and his man is the only one left fighting. Everyone can act since the teamsters have all stopped. In theory Sand is up but you guys are mopping up now.
Round Two, Init 3
I half expected something like that, once Sadarr was knocked down. The intimidation roll may not always happen but I would have had to roll some sort of reaction since they are hurt and surprised and then some. Good stuff, scranford.
Con check (front teamster, Harten) 1d20 + 2 ⇒ (10) + 2 = 12, Con check (back teamster, Ledont) 1d20 + 2 ⇒ (1) + 2 = 3
Both men feel the cold billow over them, draining all the energy and adrenalin in an instant. Their skin goes pale, eyebrows frost and breath becomes visible as they view the dragonborn in a new light. No placatory words change the fear in their eyes.
General morale checks, Init 1 1d20 - 2 ⇒ (15) - 2 = 13, Init 2 1d20 - 2 ⇒ (10) - 2 = 8
The tray shatters and with it the man's defences. The neck blow illicits a final grunt as Kraquer falls back onto the bar table unconscious. Out cold.
For a moment all the teamsters just stop. Then the actoon continues.
Aerik, Sadarr and Eisen are up. There is one teamster on Vic and Sand. One big guy (with a broken nose) on Aerik's neck. One teamster stood back throwing barrels and two more over the prone Sadarr.
Round Two, Init 9
The teamsters before Sadarr charge straight on at him. Not so much grabbing as pushing as a pair straight ahead,almost because the second one is forcing the first onwards. But not then helping much once Sadarr is contacted.
Second teamster Strength(Athletics) 1d20 + 4 ⇒ (3) + 4 = 7, first teamster (no advantage gained from second) Strength (Athletics) 1d20 + 4 ⇒ (15) + 4 = 19, opposed by Sadarr's dragonborn strength 1d20 + 2 ⇒ (3) + 2 = 5
Borne of desperation, the teamster pushing Sadarr so hard that he falls over in a gangling heap. More in surprise than anything.
Round Two, Init 18
Enough is enough, Sand slides out of his chair quietly and steps behind the teamster and Kraquer, attacking Vic. He shoves the man hard into Kraquer while he isn't looking his way.
Strength(Athletics) 1d20 + 3 ⇒ (5) + 3 = 8, teamster opposed roll 1d20 + 4 ⇒ (9) + 4 = 13[/ooc]
But the man is veru solid, he grins at the noble elf.
Don't forget some of you have inspiration in town... Vic can sneak attack either of the men before him.
Round Two, Init 19
The teamster before Sadarr hears the words but doesn't listen to the threat well. His blood is up and the man behind eggs him on, "go on Harten, get that lizard!"
Kraquer shouts across too, "Harten, Ledont, a drink if you down him, cleaning toilets if you don't! Now its your turn, Mr Knife." He sweeps up the wooden tray sending the clay cups clattering to the floor into pieces. Then he slashes it across Vic's throat in a tight circle, spinning as he does.
Wooden tray 1d20 + 5 ⇒ (8) + 5 = 13, damage 1d3 + 3 ⇒ (2) + 3 = 5
He gets all laboured and looks to be blowing hard, however now the tray acts as a feeble shield.
1d20 + 3 ⇒ (2) + 3 = 5, 1d20 + 5 ⇒ (4) + 5 = 9, 1d20 + 6 ⇒ (13) + 6 = 19, 1d20 + 5 ⇒ (14) + 5 = 19
Aerik stands firm and grips old broken nose's leg, stopping him from running them head first into a wall.
i have rolled Aerik, it is DC19 to break free, if you decide to escape the grapple. Just saying.
Aerik feels the grip tighter in a very unfriendly manner. His nose very close to the man's armpit. Its fifteen feet to the wall behind Sadarr and looks very solid.
Eisen finishes off the small man. He drops the empty jug with a loud smash, and crumples into a heap behind the shield. Bubbles pop from his nose as he forgets why he started all this.
Yes, Kraquer took a hit last time.
Again the hilt hits his neck a glancing blow and the man winces a little. He turns in towards the man.
Sadarr to go.
Two of the teamsters move round the edge of the room towards Sadarr. but they end up one behind the other in front of him with no chance to quite attack yet. One of the other's throws his half barrel seat at the nearest target which is Eisen.
Small barrel at Eisen 1d20 + 4 ⇒ (10) + 4 = 14 but it misses.
The last teamster moves round to help Kraquer, Vic can see the faint glint of metal as he swings a fist at the rogue. There is a fair amount of weight behind the blow.
Fist to Vic's stomach1d20 + 4 ⇒ (19) + 4 = 23, damage 4pts.
The small man kicks out at Eisen, attempting to hit his legs out from under him. Its a low blow but he ducks around keeping one hand on his face, however he slips on a gobbet of blood.
The big broken nosed man grabs for Aerik round the neck and twists him down, or at least that is the planned move.
Kick to Eisen 1d20 + 4 ⇒ (1) + 4 = 5. Grapple on Aerik Strength (Athletics) 1d20 + 5 ⇒ (18) + 5 = 23 opposed by Aeriks roll 1d20 + 6 ⇒ (10) + 6 = 16
Once he has got a good hold on Aerik, he aims the two of them at the wooden wall, with a pat on the Bearborn's head for luck.
Karquer reacts predictably and aims an arrowing hand at Vic's eyes, fingers like points, attempting to blind the man.
Hand to Vic's face 1d20 + 5 ⇒ (18) + 5 = 23, 4 points non lethal damage
There is a laugh or two from the teamsters at the way things are going for Aerik.
Auspicious start Eisen. How did you get that damage? Just asking I'm sure you have rolled elsewhere or summat.
Thanks Sadarr for the update. I'm still at work but there's isn't much to do at breaktime on a Saturday.
The small man is tough and tries to roll his head into Eisen's blow but it is all too slow for his sharp nose. Juicy blood crunches out and splatters his face and he grabs for it with one hand.
Aerik sees clay cups, all fragile and cheap. No metal mugs at all. There are plenty of those.
Kraquer's eyes narrow and his mouth thins into a knife edge, but there is no fear in this one. None at all. He looks like he is enjoying himself, like he wants see you try.
Sadarr can you revise your top line so that your saves and more importantly initiative are easy for me to access? Its a pain to go back into your alias in mid post.
Init 1 1d20 + 4 ⇒ (5) + 4 = 9
Init 2 1d20 + 2 ⇒ (17) + 2 = 19
Init Vic 1d20 + 2 ⇒ (18) + 2 = 20
Init Aerik 1d20 + 0 ⇒ (5) + 0 = 5
Init Eisen 1d20 + 2 ⇒ (19) + 2 = 21
Init Sand 1d20 + 4 ⇒ (14) + 4 = 18
Init Sadarr 1d20 + 0 ⇒ (3) + 0 = 3