GM Pablo |
The Pathfinder Chronicles state that the City of Golden Death was once a thriving metropolis called Kestrillon, a shining beacon of magical research. Tar-Baphon himself led an army onto the island, conquered the city, and renamed the city Xin-Grafar after the Thassilonian style.
Later, the Chronicles say, Tar-Baphon used the city as a base from which to build the Wizard-King’s Pit, a trap for the god Aroden. Tar-Baphon lured the Last Azlanti to the island in the hopes that he’d be able to force Aroden to descend into the pit. Aroden would then be sucked to the bottom and deposited on the Negative Energy Plane, where he would succumb to that plane’s energies. When Aroden successfully thwarted the wizard-king’s attempt on his life, Tar-Baphon was destroyed, though he would later rise again as the Whispering Tyrant, one of Golarion’s most feared nightmares. The Wizard-King’s Pit was never destroyed and lies open, connecting the lush, forested island to the Negative Energy Plane—a connection that, over time, has laid waste to the land around it and given the island its current name and reputation.
In the distance you can see huge, roiling, black clouds which hover closer to the ground than ordinary clouds or thunderstorms. The clouds bear almost no form or definition and instead appear to be flat-planed swirls of various shades of black. You can surmise that the prolonged exposure to negative energy has twisted the creatures on the Island and changed them over the centuries and generations.
GM Pablo |
Could knowledge : nature tell her which one is the Alpha?
Good question, in this case it is difficult to determine which oneis more powerful or in charge.
Save v Charm Animal: 1d20 + 1 ⇒ (19) + 1 = 20
The wolf seems unimpressed with Cela's efforts. They attack!
Anaba Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Buchart Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Cela Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Fernleaf Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Rolande Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Sekkim Initiative: 1d20 + 8 ⇒ (3) + 8 = 11
Wolves Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Rolande is up!
Buchart
Wolves
Fernleaf
Cela
Sekkimm
Anaba
GM Pablo |
Rolande fires and hits for 12.
Buchart misses with his new bow.
The wolves advance and attack with thier 50' move they are on you quickly.
Wolf #1: 1d20 + 2 ⇒ (11) + 2 = 131d6 + 1 ⇒ (2) + 1 = 3 attacks Anaba - miss
Wolf #1 trip if hits: 1d20 + 2 ⇒ (14) + 2 = 16
Wolf #2: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (5) + 1 = 6 attacks Buchart miss
Wolf #2 trip if hits: 1d20 + 2 ⇒ (12) + 2 = 14
Wolf #3: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 1 ⇒ (1) + 1 = 2 attacks Buchart and hits for 1 point
Wolf #3 trip if hits: 1d20 + 2 ⇒ (14) + 2 = 16 does not
Wolf #4: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 1 ⇒ (2) + 1 = 3 attacks Fahari (Cat vs dog, a classic) miss
Wolf #4 trip if hits: 1d20 + 2 ⇒ (16) + 2 = 18
Fernleaf
Sekkimm
Anaba
Cela & Fahari
Rolande is up!
Buchart -1
Wolf #1 -12
Wolf #2
Wolf #3
Wolf #4
Sekkimm |
Summon a pit beneath the two wolves that are standing next to each other, so the pit appears underneath the two wolves, but nobody else. (Buchart will need to change locations on his next turn or risk falling in.)
The DC is 16 for the wolves to jump clear, and DC 14 to not fall in if you finish your turn on the edge of the pit.
Anaba |
ROAR! Fear me hell dogs! Flee or taste my steel!
Roaring to show my dominance to these foul creatures, I attack the closest one to me with my sword.
Attack: 1d20 + 8 ⇒ (10) + 8 = 181d10 + 13 ⇒ (7) + 13 = 20
Fernleaf Ivy |
I will go to flanking position as indicated on the map and then sword my way into Wolf #4.
Short Sword Main - sneak: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 241d4 + 2d8 + 1 ⇒ (1) + (2, 6) + 1 = 10
Short Sword Offhand- sneak: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 231d4 + 2d8 + 1 ⇒ (3) + (1, 8) + 1 = 13
GM Pablo |
Fernleaf dodges behind the wolf and stabs at it hitting with both blades (1 crit!)
The wolf is sliced apart and dies instantly.
Sekkim creates a pit - the wolves try to dodge away.
Wolf #2 reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Wolf #3 reflex: 1d20 + 5 ⇒ (3) + 5 = 8
The both fall in!
Anaba swings and slices open a wolf. It splatters a entrails across the sand.
Cela throws her spear at the one in the pit and hits
spear: 1d20 + 3 ⇒ (18) + 3 = 211d8 ⇒ 5
Rolande finishes one off the one he injured and the one cela hit and hits the other in the pit killing it (grit points back)
Out of combat!
You are 3 days behind your quarry. Stay here or march through the day? It is about 11AM.
Anaba |
Buchart, before we catch up to the neer-do-wells, I am going to entrust you with my wand of enlarge, in case you need to use it on me since that is not in my skill set.
We can't even just peek down the steps?
Buchart |
The lower level is long ago collapsed and full of debris. Do you want to see who/what is in the graves or move on? Fahari is fatigued, but can march. He will be -2 to hit until he sleeps
-Posted with Wayfinder
I am starting to feel that these graves will yield us little useful information. I vote we press on and catch our prey!
Though it is time for elevensies! Anyone up for some pickled snake meat, constrictor sushi or jerky?
GM Pablo |
For the wand users you may want to consider this purchase when back to civilization
Source Adventurer's Armory
Wrist Sheath
This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.
Wrist Sheath, spring loaded
This item works like a standard wrist sheath, but releasing an item from it is an swift action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a full-round action that provokes an attack of opportunity).
Double time will leave Fahari in the Exhausted condition.
In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
GM Pablo |
Wild Shape (Su) - Four hours or until she changes back.
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
As an eagle she can fly 25 miles per hour while trying to track the other group.
FYI - Tracking is more difficult each day that passes or if there is rain.
Rolande Deerborne |
I will patrol the perimeter, Anaba can help Buchart. Cela has already started with a fire so if Sekkim would like to help her setup the rest of the campsite. Fernleaf can do his skulking thing in the trees as he has done in the past and be ready to surprise anything that approaches. Any objections or other considerations?[/ooc]
GM Pablo |
You find the graves quite shallow and uncover two Razmiri cultists in gray robes wearing their masks. They are covered in bite marks which Cela suspects is from the wolves you fought.
You setup a campsite and spend the day searching and resting. The search finds nothing interesting
W2: 1d100 ⇒ 33
D2: 1d100 ⇒ 97
N1: 1d100 ⇒ 76
The night goes by - You hear a lot of wolves off in the distance, but none venture close to your fire. Post your spell list if changing. At dawn you are ready to march. Having given the cultists an extra day of travel, you are now 4 days behind them. A voice in the back of your head reminds you of what the captain said ...something about the ship leaving in 10 days...lets see 4 days away + 4 days back = 8 days...hmmm
On the plus side Fahari is no longer -2 to hit!
Survival: 1d20 + 6 + 2 + 1 ⇒ (9) + 6 + 2 + 1 = 18
You start following the tracks which Anaba has no problem picking up. After a while you can tell they are making a straight line for into the Lingerlost Swamp to the east over fairly dry ground Their path leads due east into the swamp, heading into the interior on an unerring course toward the southern shores of the Whispering Lake.
W1: 1d100 ⇒ 48
D1: 1d100 ⇒ 59
D2: 1d100 ⇒ 77
At the end of your day you have no encounters. The weather is strange with odd flashes of light from black low lying clouds in the distance. Six hours in you find a spot where the cultists camped, but press on. Your smaller party is a bit faster than the large group it seems. At the edge of Whitewood Forest you see every single tree, bush, branch, leaf, vine, or blade of grass in the Whitewood is bleached starkly white. It’s as if every color was drained from the plants, leaving behind a bright, sometimes difficult to see forest of shockingly white trees. Rumors abound of an ancient, ruined Azlanti citadel at the heart of the Whitewood that causes this unique condition, but no expeditions that set out for the ruins have ever returned.
While you are looking for a campsite, emerging from the nearby brush with his arms raised high and bearing no obvious weapons is a human man, about six feet tall, with a tangle of long, dirty red hair and a long red beard, wearing tattered, hole-ridden clothes soaked through with mud and stained black in many places. Even before he gets close, his stench precedes him—it’s not only as though he hasn't bathed in years, but that he seems to have actually gone out of his way to cover himself in the most horrible smells the Isle of Terror has to offer: a blend of rotten eggs, human waste, and decaying organic matter. An arrow is lodged in the back of his right leg, but seems to cause him no pain as he sloshes through the waters of the swamp. Suddenly he stops. His eyes go wide and he loudly exclaims, “I found you!”