Kyra, Cleric of Sarenrae
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"Give it up, you corrupt man! You have no chance now."
With both guards now otherwise occupied, Kyra steps up to Razmir and attacks with her scimitar.
Attack: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Confirm Crit: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Whew! I didn't want to cut him in half, just out of the fight!
| DM Panic |
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Crit confirmed. He's prone. :)
The Razmiran priest had clearly made his decisions about who to fear of the newcomers to Allenstead.
First, he needed to be wary of the savage woman and her overlarge sword - she was able to take down one of his must trusted guards with a single swing.
Second, he needed to pay heed to the enormous wild cat that savaged him before he could even ask the mighty Razmir for the power needed to smite the nonbelievers.
That cleric of Sarenrae? A mere strumpet who couldn't even harm him as he stood next to her. Clearly that charge that knocked over that fool guard was...
SQUELCH.
Folloth looked down but could not see his own neck. He could however see the spray of blood bathing the gold and white garbed woman who stood defiantly before him.
"Grrgle...."
Collapsing to the ground, the Razmir's hold on Allenstead was no more.
Out of combat! And congratulations, that's another completed quest as you pick up the golden rod from the carriage! You'll realize the trance-like state will wear out within the hour or so as Folloth ran out of charges on his mesmeric baton (which will still fetch a good price as it is gilded in gold).
| Rah Pregen |
"Looks like he won't be enchanting anyone again." Ezren says as he steps up to claim the golden rod. "Let's get out of here before the village morons gather whatever wits they might have had before this "cleric" converted them."
Kyra, Cleric of Sarenrae
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Weird - every now and then, one of my posts simply disappears... anyone else have that?
Kyra will check on the guards and heal them if injured. She is then ready to disembark with the scepter.
| DM Panic |
BEGIN QUEST #4, CRASH.
A week after the events in Allenstead, Ezren pulls out another page from Ulisha's journal that seems to indicate the possibility of finding something interesting at a "crash site" near the Numerian borderlands.
Latest page from Ulisha's journal
Accompanying her notebook entry, Ulisha filled the next several pages eith crude maps, complex equations, and further notes. She apparently returned to the Pathfinder’s cave mentioned in her previous entry. By observing the angle of the ridgeline and her current position, she was able to calculate the crash site’s probable location.
The last page on the matter includes a detailed map into Numeria with various landmarks and a destination.
An addendum written in recent ink warns, “Tread lightly. Numeria remains a mystery to the rest of the world. Those who stay too long draw unwanted attention.”
| Pirate Pregen |
Know Local: 1d20 + 2 ⇒ (18) + 2 = 20
Lem ponders for a moment.
"I've heard many a tale of Numerian ruins. Some say ships fell from the sky. Could be quite valuable, I'd be wary of the locals though, likely tough... and not friendly..."
Kyra, Cleric of Sarenrae
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"Ships? Sailing ships? How did they get in the sky?"
Kyra looks over her new robes, as the last set was too bloodstained to keep.
"I am ready to travel as soon as you are."
| DM Panic |
The trees become sparse as the you climb into the Numerian foothills. A series of switchbacks rises to a low summit.
The view is phenomenal at the crest of this hill, where Ulisha’s map indicates a crash site. Vast plains extend to the north, where clouds gather on the horizon. To the south, the Sellen River cuts a definitive border between the River Kingdoms and Numeria.
The soil is marked with a brown box on the map.
Map link updated. Be sure to move your icons if you go down to investigate. Or say otherwise if you don't.
Kyra, Cleric of Sarenrae
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"Does that look like a path down?"
Sorry - I am traveling today and using my phone, so cannot modify the map, but Kyra will look for a safe path down to check it out.
| Pirate Pregen |
Nature: 1d20 + 2 ⇒ (16) + 2 = 18
Lem hurries to the edge to peer over, nearly losing his footing but grabbing on to Amiri for support.
"Looks not too stable." says Lem looking down as dirt erodes from the edge where he stepped. "It's probably buried under that loose dirt, but beware of more landslides."
| DM Panic |
You do believe you can trek down to the dirt without any risk to yourselves as the recent rockslide seems to have dislodged anything that would be loose anytime soon.
Let me know if you go down. Thus far I have Seoni going down. I'll presume someone (Amiri?) digs...
As you begin digging about in the loose dirt, you uncover a solid metal surface buried below in just a few minutes of effort.
Clearing away more debris reveals a shiny, metallic vessel that is ovoid and just over 10 feet in length and 5 feet in diameter at its widest point.
The metal is strange and unfamiliar.
The entire wreck appears to be relatively undamaged. Its surface is scratched and dented but unbroken, and a 3-by-5-foot section of the side appears as though it could be opened on a hinge.
Amiri Aesculus
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Sorry everyone - had some family issues to deal with the past couple of days.
Amiri will follow Seoni and the others down to dig around and uncover more of the strange object. Upon spotting the section that could be opened, Amiri examines the area of the object carefully. Feeling around for a place to grip, she tries to pry the vessel open. In her excited state, she doesn't really wait to see if anyone objects to her effort to open the supposed hatch.
Strength Check: 1d20 + 4 ⇒ (8) + 4 = 12
| DM Panic |
It's a DC20 Strength check to open it, which is only a matter of time for Amiri to successfully make.
The inside of the wreck is cramped. A single chair made out of the same strange metal faces the hatch, dozens of straps hang inside the device, and an array of levers and buttons lines the interior on one side.
Several dozen palm-sized metallic discs and an unadorned silvery bracer lie scattered across the interior.
Two separate checks for the below spoilers.
| Rah Pregen |
"I am glad that someone among us has muscles" Ezren nods to Amiri as descends carefully and peers within the hatch. "Now, what do we have here?"
Knowledge Engineering: 1d20 + 8 ⇒ (13) + 8 = 21
"Ah, yes. I have read of the economy within Numeria. These are silverdisks, a form of currency used here."
Knowledge Engineering: 1d20 + 8 ⇒ (11) + 8 = 19
"This bracelet is quite interesting. It will dampen kinetic energy of any objects moving toward the wearer. Hmm.. it seems damaged, so I doubt it can be recharged, and will likely cease functioning after a day or so."
Copied from Spoiler: Mechanically, this grants the wearer 15 temporary hit points, but due to damage the bracelet sustained, there is no way to recharge these temporary hit points. Further, after maintaining this field for 24 hours, the bracelet permanently runs out of energy.
| DM Panic |
Not even a full minute passes before you realize the dance of shadows and reflections upon the service of this metallic vessel indicate you have company.
Looking up, you spot four Kellid warriors along the path down to the crash.
"Stop there,” demands a Kellid woman who hefts a massive blade. Her use of the Common tongue is rough, but clearly understandable.
"You are not from here, and those things are not yours. Give us the silverdisks, all the gold you have, and anything else you found there."
She then points her massive sword in your general direction.
"Then you may live."
The woman speaking is R1. R2 is also armed with a greatsword. W1 and W2 are pointing longbows in your direction.
Amiri Aesculus
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Amiri takes a closer look at the silver band as the company arrives. She quickly slips the band over her wrist and smirks a little at the woman's command. "So what that we're not from here. We found this thing first, so the spoils are ours." She draws her her oversized sword.
"You'll need to go through me if you want 'em, and that won't be easy."
Kyra, Cleric of Sarenrae
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As soon as Kyra realizes there is someone outside, she cases Shield of Faith and then Bless. Then she pokes her head out.
"If you had just asked for silver disks, we might have been amenable. But you got greedy, and now you have made us unlikely to be polite at all. Shame on you for making us put you in your place."
| DM Panic |
Initiative:
Amiri: 1d20 + 1 ⇒ (17) + 1 = 18
Ezren: 1d20 + 2 ⇒ (18) + 2 = 20
Kyra: 1d20 + 0 ⇒ (20) + 0 = 20
Lem: 1d20 + 2 ⇒ (13) + 2 = 15
Lini: 1d20 + 1 ⇒ (5) + 1 = 6
Seoni: 1d20 + 2 ⇒ (4) + 2 = 6
Enemies: 1d20 + 1 ⇒ (19) + 1 = 20
The woman's demeanor seems to shift slightly as Amiri shouts up challenging words.
It fully shifts once she observes Kyra attempting to cast a spell.
The savage woman calls out a command to her allies in their halting native language and arrows are drawn and weapons are brandished.
We'll say Kyra gets Shield of Faith off in a surprise round, since the barbarians were engaged in Diplomacy at the time. Bless has not gone up yet though, since they shifted hostile upon a spell being cast.
Round 1
22 Ezren :
21 Enemies :
20 Kyra :
18 Amiri :
15 Lem :
7 Seoni :
6 Lini :
Now Up: Ezren!
| DM Panic |
W1 vs Amiri: 1d20 + 3 ⇒ (8) + 3 = 11 for 1d8 ⇒ 6
W2 vs Seoni: 1d20 + 3 ⇒ (15) + 3 = 18 for 1d8 ⇒ 2
@Ezren: You'd know it would take them a while to get to you unless they can fly...
Ezren contemplates a spell as the two barbarians with oversized swords begin to trek down to the crash site.
The two warriors draw arrows and fire. One arrow ricochets off Amiri's hide armor, while another finds purchase in the copious tattooed flesh that Seoni loves to show (2 damage to Seoni).
Round 1
22 Ezren : Readies color spray (can retcon if desired)
21 R1 : Double move
21 R2 : Double move
21 W1 : Fires at Amiri, misses
21 W2 : Fires at Seoni, hits for 2
20 Kyra :
18 Amiri :
15 Lem :
7 Seoni :
6 Lini :
Round 2
22 Ezren :
Now Up: Everyone!
Amiri Aesculus
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Amiri shouts to her companions, "Take cover! I'll deal with'em!" She then rushes down the path.
Double Move. I thought about maybe trying to jump down the slope, but Amiri's not the most acrobatic person.
Amiri Aesculus
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*Headslap* Your post did mention trekking down to the crash. The map just messed with my perspective and made me think we were at the top of a hill. So yeah, in a crater makes way more sense.
| DM Panic |
W1 vs Ezren: 1d20 + 3 ⇒ (16) + 3 = 19 for 1d8 ⇒ 1
W2 vs Kyra: 1d20 + 3 ⇒ (14) + 3 = 17 for 1d8 ⇒ 6
Seoni's magic missile finds its way into one of the archers but she smartly ducks away before he can retalliate.
As the other Pathfinders prepare themselves or rush up to engage, the Kellids continue to rain down arrows on members of the group. Ezren (1 damage) and Kyra (6 damage) are each peppered by an arrow. The two warriors with greatswords continue their descent, where one begins to slow itself as it spots it will soon engage Droogami.
Round 1 Con't
20 Kyra : Casts bless, draws scimitar
18 Amiri : Double moves up slope
15 Lem : Inspires courage
7 Seoni : Magic missile at W2 for 4, moves to take cover
6 Lini : Double moves up slope
6 Droogami : Double moves up slope
Round 2
22 Ezren : Readies a color spray
21 R1 : Moves, readies
21 R2 : Double move
21 W1 : Fires at Ezren, hits for 1, moves
21 W2 (-4): Fires at Kyra, hits for 6
20 Kyra :
18 Amiri :
15 Lem :
7 Seoni :
6 Lini :
6 Droogami :
Round 3
22 Ezren :
Now Up: Everyone!
Amiri Aesculus
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Amiri maintains her steady climb up the path. As she moves, she shouts at the attackers, "You'll get MUCH worse in return!"
| DM Panic |
R1 vs Droogami: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10 for 2d6 + 7 + 3 ⇒ (1, 3) + 7 + 3 = 14
R2 vs Droogami: 1d20 + 6 - 1 + 2 ⇒ (15) + 6 - 1 + 2 = 22 for 2d6 + 7 + 3 ⇒ (6, 6) + 7 + 3 = 22
W1 vs Ezren: 1d20 + 3 ⇒ (1) + 3 = 4 for 1d8 ⇒ 1
W2 Cure: 1d8 + 1 ⇒ (6) + 1 = 7
The two barbarians with greatswords spot the great cat ahead and swiftly move to engage. The woman who originally challenged you all misses, while her companion impales Droogami with brutally efficient strength (22 damage to Droogami!)
One archer continues to circle, firing a poor shot in Ezren's direction, while the other archer - with several arcane missiles worth of injuries, pops out a potion flask and guzzles its contents.
Round 2 Con't
20 Kyra : Moves
18 Amiri : Moves
15 Lem : Continues to inspire, begins casting Sleep
7 Seoni : Magic missile at W2 for 3
6 Lini : Moves
6 Droogami : Moves
Round 3
22 Ezren : Magic missile at W2 for 4
21 R1 : Rages, attacks Droogami and misses
21 R2 : Rages, charges Droogami, slashing for 22 damage!
21 W1 : Moves, fires at Ezren, missing
21 W2 (-4): Draws, drinks potion (+7)
20 Kyra :
18 Amiri :
15 Lem :
7 Seoni :
6 Lini :
6 Droogami :
Round 4
22 Ezren :
Now Up: Everyone!