
Aubrey the Demented/Malformed |

Enemy Ride check 1d20 + 7 ⇒ (17) + 7 = 24
Oh dear...
Sol and Jod turn their horses and gallop back the way they came. But they are inexperienced riders and and three horsemen from the enemy camp overhaul them quickly. They are hideous creatures, men but tattooed and mutilated to look barely human, dressed in filthy leathers and scraps of metal and carrying battleaxes and shields. They howl with glee like rabid beasts as the come on. But perhaps worse are their mounts - the shape of horses but black as night but covered with with red, festering sores. With eyes filled with malign intelligence, their muzzles are distorted by over-sized jaws filled with snaggle-toothed fangs.
Yep, it's one of those time you really wished you'd actually made some decent rolls. Three berserkers on their scarely-nicer mounts have caught up with Jod and Sol and they are quite a way away still from the main column. Jod and Sol, roll initiative, please.

Jod Eastwind |

Ugh. A two-handed weapon and a bow are his preferences. He doesn’t want to leave Sol, but stopping could just be suicide. I don’t think his new mythic toys will help much...
”Come on, stay ahead of them!”
Ride: 1d20 + 3 ⇒ (3) + 3 = 6
Yeah, this is going well...

Jod Eastwind |

Jod won't leave Sol without understanding what Sol's planning.
"Do you have any magic to slow them down or make them fight each other? We could put our backs to one of these boulders and let the horses run back to the army..."
OK, checking the rules, I see that "guide with knees" so I can use both hands for something else like firing a bow is DC 5, so I actually made that check. With that in mind, I will quick draw my bow and fire at berzerker 2's horse after shifting 'down' a square on the map. I'm sure there are penalties to doing so, but I leave them to Aubrey's discretion.
Longbow shot: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

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"Just ride. I'll slow them down, and then vanish."
Original plan was to change appearance to Faxon using the scale and try to bluff, but on consideration, maybe invisibility is the best ploy. Depends on the answer to this --
AUbrey, will using Terendelev's scale to alter appearance (standard action) draw an AoO?

Jod Eastwind |

”I don’t like it. Can you make your horse vanish, too? What about your footprints? I can track you when I can’t see you, these guys can probably smell you - they look like they’re part dog.”
This assumes we are still riding, side by side trying to escape.

Aubrey the Demented/Malformed |

I attach the rules for mounted combat here.
Jod's arrow fails to penetrate the beast's leathery hide. The riders hurtle closer, one circling Sol and Jod to cut off their escape while the other two charge at Sol. The horrid mounts demonstrate their unnaturalness as they attempt to bite their foes with fanged mouths.
OK, Berserk 1 attacks Jod. His mount has to double-move to get there so no bite from it. Berserk 2 and 3 charge Sol and both horses get a bite as well.
Berserk 1 1d20 + 9 ⇒ (11) + 9 = 20 to hit, damage 1d8 + 7 ⇒ (5) + 7 = 12
Berserk 2 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 to hit, damage 1d8 + 7 ⇒ (6) + 7 = 13
Horse 2 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 to hit, damage 1d6 + 5 ⇒ (1) + 5 = 6
Berserk 3 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 to hit, damage 1d8 + 7 ⇒ (5) + 7 = 12
Horse 3 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 to hit, damage 1d6 + 5 ⇒ (4) + 5 = 9
Sol.

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Badly hurt, Sol slumps low in the saddle, puts the spurs to his horse, and rides.
Executive decision. We're not winning this one. The bluff won't work. Withdraw will just get me charged again. Go total defense and run. 4x movement. Pass beserker 1 on the side opposite Jod then drop back down into rows 8 and 9

Jod Eastwind |

Feeling the bite of the madman’s blade and knowing he cannot fight three of the and their monstrous horses alone, the young ranger follows suit. If the attackers want to run with us, we will lead them directly into an army. Come on, then!
Jod likewise puts the spurs to his horse and rides all-out. I don’t know if I can do total defense and a full-action run; if I can, I will. If I must choose, I choose speed.

Aubrey the Demented/Malformed |

Total defense is a standard action which precludes the use of the full-round run action. Since I assume the main intention is to get away I will assume you run instead. Horses have the Run feat so they run at 5x normal speed. Unfortunately, so do the monster horses...
Sol and Jod also provokes AoOs from the beserkers and the horses - Berserker and Horse 1 against Jod and 2 and 3 against Sol.
Berserk 1 1d20 + 9 ⇒ (11) + 9 = 20 to hit, damage 1d8 + 7 ⇒ (1) + 7 = 8
Horse 1 1d20 + 6 ⇒ (15) + 6 = 21 to hit, damage 1d6 + 5 ⇒ (3) + 5 = 8
Berserk 2 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 to hit, damage 1d8 + 7 ⇒ (4) + 7 = 11
Horse 2 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 to hit, damage 1d6 + 5 ⇒ (4) + 5 = 9
Berserk 3 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 to hit, damage 1d8 + 7 ⇒ (2) + 7 = 9
Horse 3 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 to hit, damage 1d6 + 5 ⇒ (5) + 5 = 10
That looks fairly bad - lucky Sol's mythic...
Jod takes a glancing blow from an axe and is left bleeding by the horse's fangs, but he stays in the saddle and surges away into the mist. But Sol pitches from his mount as he takes several more slashing cuts.
And so we go the spoilers...
Sol:
But the berserkers pull their hungry mounts away and one bends over to peer into Sol's face. They talk to one another briefly in a gutteral language before hauling Sol on to the back of one of the horses and trotting back towards the camp.
Sol is, I imagine, technically unconscious due to his wounds. So he cannot act or speak, but I'm relating stuff which is happening to him anyway.
Jod and the rest:
Two outriders from the army are coming down the towards you towards you. Init 1d20 + 7 ⇒ (6) + 7 = 13
Initiative
Jod 18
Scouts 13+
Berserker 13-
Jod first.

Jod Eastwind |

Mechanical questions - how far are the outriders from Jod? What would it take to turn the horse and double back? Does it provoke an AoO? Does it require a slowing down? Does it require an certain turn radius if I want to maintain speed?

Aubrey the Demented/Malformed |

No worries - Pathfinder on the go!
Jod and the rest:

Jod Eastwind |

Jod rides like the hounds of hell are on his heels, focusing on his closest adversary and shouting encouragement to Sol. When he sees the outriders from their army, he finally risks a glance back over his other shoulder and is stunned to realize that Sol isn’t actually there. Gods above, where did he go? Did he turn off the road? And where are the other two trolls.... NO!!
And thus his suicidal plan begins to form...

Aubrey the Demented/Malformed |

Not Sol:
Scout 1 1d20 + 8 + 2 + 1 - 2 ⇒ (11) + 8 + 2 + 1 - 2 = 20 to hit, damage 1d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10
Scout 2 1d20 + 8 + 2 + 1 - 2 ⇒ (19) + 8 + 2 + 1 - 2 = 28 to hit, damage 1d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
Both arrows find their mark and the berserker yells in fury and charges the nearest scout.
Berserk 1 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 to hit, damage 1d8 + 7 ⇒ (1) + 7 = 8
Horse 1 1d20 + 6 ⇒ (4) + 6 = 10 to hit, damage 1d6 + 5 ⇒ (4) + 5 = 9
The horse-archer fends off the attacks with her buckler.
Jod.

Aubrey the Demented/Malformed |

Sol:
He thumps into the ground, although as insensible as he is it makes little difference. It is dark. Someone speaks, this time in Taldane.
"Who is he? He looks in a mess - those are some nasty wounds. Can you help him?"
Sol feels gentle hands lift his head. "By the grace of the Inheritor," someone murmurs, and his body is suffused with a lovely comforting warmth.
You've just been healed to positive hit points. i don't know accurately how many you are down, but you are now positive and can act again.

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"Mother? I had a terrible nightmare..." a confused Sol rides that comforting warmth to consciousness. It and the darkness draw a curtain of charity between his piight and his awareness. Lifting an arm slowly toward the shadowed shadow cradling his head tears that veil. Thanks to the healing, his pain is not acute, nor in any way incapacitating, but it is a pointed reminder his recent martial exploits.
His arm falls back down, and it is with some little fear in his voice that he asks, " Where am I?"
Well this is one way to get extra face time with the DM.
I can look it up and do the math if you like, but Sol was well on his way to double negative Con in HP. He was something like -21 hp.
Your posts don't say anything, but did they loot his senseless body? Does he have any gear remaining?

Jod Eastwind |

Jod turns the horse and charges, trying to guide it with his knees as he draws the morningstar and prepares to aid the beleaguered archer. As he strikes, he recalls the feeling of being in the presence of a goddess and prays she guides his aim.
Ride DC 5: 1d20 + 3 ⇒ (20) + 3 = 23 Wow, could have switched that with the next roll and would not have hurt my feelings at all, dice roller!
Using non-mythic power attack on the charge; following up with a Sudden Attack.
Power Attack: 1d20 + 10 - 2 + 2 ⇒ (2) + 10 - 2 + 2 = 12
Cold Iron, Bludgeoning Damage: 1d8 + 5 + 6 ⇒ (8) + 5 + 6 = 19
Sudden (Power) Attack, best of two: 1d20 + 10 - 2 + 2 + 1 ⇒ (15) + 10 - 2 + 2 + 1 = 26
Sudden (Power) Attack, best of two: 1d20 + 10 - 2 + 2 + 1 ⇒ (16) + 10 - 2 + 2 + 1 = 27
Cold Iron, Bludgeoning Damage, bypasses all DR: 1d8 + 5 + 6 ⇒ (4) + 5 + 6 = 15

Aubrey the Demented/Malformed |

Not Sol:
Rider 1 1d20 + 7 ⇒ (17) + 7 = 24 to hit, damage 1d8 + 2 ⇒ (7) + 2 = 9
Rider 2 1d20 + 7 ⇒ (6) + 7 = 13 to hit, damage 1d8 + 2 ⇒ (5) + 2 = 7
The rider pitches from his mount but the vile creature lashes out with teeth and hooves. It grabs the scout's arm it its mouth and worries at it, more like a rabid dog than a horse.
Attacks Scout 2
Bite 1d20 + 6 ⇒ (15) + 6 = 21 to hit, damage 1d6 + 5 ⇒ (1) + 5 = 6
Hoof 1 1d20 + 1 ⇒ (5) + 1 = 6 to hit, damage 1d6 + 2 ⇒ (3) + 2 = 5
Hoof 2 1d20 + 1 ⇒ (12) + 1 = 13 to hit, damage 1d6 + 2 ⇒ (2) + 2 = 4
Jod.

Aubrey the Demented/Malformed |

Sol:
"Who are you?"

Jod Eastwind |

5' step to the left to flank with and providing flanking for Scout 1. Power attacking the devil-horse.
Attack: 1d20 + 9 + 1 + 2 - 2 ⇒ (20) + 9 + 1 + 2 - 2 = 30 Base attack, masterwork, flanking bonus, power attack penalty
Damage: 1d8 + 5 + 6 ⇒ (1) + 5 + 6 = 12 power attack bonus
Confirmation roll: 1d20 + 9 + 1 + 2 - 2 ⇒ (8) + 9 + 1 + 2 - 2 = 18
Critical damage: 1d8 + 5 + 18 ⇒ (3) + 5 + 18 = 26 mythic power attack (it doubles the power attack bonus on a critical hit before the multiplier is applied even if I'm not using a mythic power point, I believe)
Debating the use of another sudden attack on it. I don't believe I can wait to see how the two outriders do with their attacks first, or can I?

Jod Eastwind |

Perception to search the body of the rider and any saddle bags on the demon horse: 1d20 + 11 ⇒ (18) + 11 = 29
When Jod finishes the search and has completed the telling his tale, he gestures to the outrider that got bit. "That looks nasty. Do we need to bandage it?" When he does so, he realizes there is quite a bit of blood on his own hand and, with the adrenaline of the flight well worn off by now, the realization of how hurt he is sinks in. He's at 1/3 of normal hit points currently. He stands staring at his wounds for a moment, pondering what he can do. And over to you, sir.

Jod Eastwind |

I presume the flayed corpse yielded no spoils of war, but I won’t leave his weapons to be used against us later. I will at minimum gather those.

Aubrey the Demented/Malformed |

Not Sol:
Jod reaches the column after a few minutes of riding. His news is swiftly relayed and the army halts and immediately begins to form up for battle. Jod is taken to Irabeth for an impromptu council of war, including Krimmos, Orwem and the others.
OK, everyone except Sol is party to this conversation.
"Tell me what you saw," says Irabeth, "We may not have much time."

Jod Eastwind |

”We failed to keep a proper lookout, ma’am. As we rode, we came upon a low rise in the road we were following and what seemed to be a fogbank just over the hill. We rode into the fog carelessly, but it suddenly cleared and we found ourselves on the very edge of an encampment.
I saw a river a few hundred yards ahead. Near the water were some low structures, perhaps defensive bunkers, and the road seemed to disappear as it approached these buildings. Camped around them, like they’ve been here for a while, was a large army. Those I saw appeared to be men and women and the like, but it was only a quick glance before we wheeled around and headed back for the main column. Sol and I were easily caught by three of their soldiers, but I thought we had successfully put enough distance between ourselves and them to reach help. As I rode, one of the men was just off my right shoulder, too busy riding to attack, and I thought Sol was just off my left shoulder. When I saw two of our outriders, I risked a glance to my left and realized that Sol was not there. The outriders engaged the flayed man and I regained my wits and circled back to assist. They fought well and he was quickly defeated, along with his devil-horse.
One more thing: I saw in the center of the camp a terrible display. It appeared to be the corpse of a man hung on a T frame, his insides pulled out and hanging free.”

Jod Eastwind |


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Sol coughs while he considers his answer.
"Not willingly. At least not me. My friends and I kind of fell into adventuring during the demon attack on the city. Since then every able-bodied person has been pressed into service in the crusade, or has fled. We were sent north to scout for the demon forces while the army regroups."
Not quite the truth, but not very far off the mark. I hope I get bonus points for plausibility.
Bluff: 1d20 + 7 ⇒ (5) + 7 = 12
Gear-wise, what about the Mendev brooch and Ternedelev's scale?

Kira Valerious |

"Jod, I have a wand to help with your wounds."

Aubrey the Demented/Malformed |

Pas de Sol:
“Yes, Commander,” calls a voice and an armoured knight pushes forward.
“Describe it.”
The man nods and thinks for a moment. “There are three main bunkers, dwarven-built, joined by underground passages. They have arrow slits all round covering the ford and road, plus heavier weapons like ballistae, and are very difficult to enter given the doorways can be blocked with lowered stone blocks. They are well-supplied with food and there’s also a well. If they know you are coming, the place is nigh impregnable. I can only assume they were taken by surprise. And another thing - it’s designed to be held by a small force. There’s deliberately not a lot of room inside. Most of the enemy army won’t be able to get in, they will have to camp outside.”
“Any other ways in?”
He nods. “There’s a sally port that comes out in rocks above the road through a secret door, and from there an underground passage leads to the bunkers. But I think it’s trapped – I don’t know the details as I never used it.”
“Very good,” says Irabeth. “What’s your name?”
“Sulliver, ma’am.”
She nods and turns to her officers. “Captain Krimmos, Captain Orwem, we appear to have lost the element of surprise. Nevertheless, the enemy is in the open and has had little time to prepare. We will charge their camp with lances – get your men into formation.” Krimmos and Orwem salute and move off to find their men. Irabeth turns to the adventurers.
“I’m afraid I cannot spare you to search for one man. Hopefully, Sol can look after himself. If not… Well, there is little we can do about it. I need you to take the bunkers. We cannot have the enemy entrenched to our rear. Sulliver will accompany you and show you where to find the entrance to the sally port. Any questions?”

Kira Valerious |

Once outside she will heal Jod with the wand anyway.
Wand Single Use: 1d8 + 1 ⇒ (5) + 1 = 6
Wand Single Use: 1d8 + 1 ⇒ (7) + 1 = 8
Wand Single Use: 1d8 + 1 ⇒ (6) + 1 = 7
Wand Single Use: 1d8 + 1 ⇒ (4) + 1 = 5 Heals 26 HP so 2 off max.

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"If Jod escaped and got back to our friends, they're crazy enough to try a rescue. We ought to be ready to do anything we can."
He staggers to his feet and looks around. "Can we risk some light? What is this place?"
Will cast dancing lights if it's OK with Kamilo. How big's the room and how high the trap door?

Jod Eastwind |

He thanks Kira for the healing and whispers to her, ”I have hope. When I came back to fight alongside the two outriders, I landed two devastating blows with the mace. I felt the goddess guiding my hand. Surely she is with Sol as we speak.” There is a light of certainty in his eyes as he shares this, but, ”I didn’t say so to everyone because I don’t want to sound crazy.”