Lorelendral Teklet |
Lore gets a little catch in her throat as she realizes the hut is a lost cause and the poor men inside burned to death alive. She's at least comforted by the fact that were unconscious at the time. She walks over to the burnt hut and stares into the embers of the fire with a mix of fascination and sadness. She arrives back with the others just about the time Pelkin is ready to question his captive.
GM BPChocobo TK1 |
"Then kill me! Death for Dhalavei is far better than betrayal to you pathetic non-believers!"
@Pelkin: You believe the person in that they fervently would rather die than rat out the cult.
Anything else you wish to try? Move on to someone else? Or something else I don't expect? :)
Pelkin Norwind |
You have a choice and you would choose death? Do you not value the remainder of your life over some cult? You can make a clean break right here. Just tell us of their plans. That is all we ask!
If he still does not talk Pelkin will move to strike him unconscious. He'll then try another prisoner.
Lorelendral Teklet |
"No one else needs to die here tonight. Why don't you tell me about this Dhalavei... surely you can do that," Lore says sweetly.
diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13
bah! damn the dice roller.
GM BPChocobo TK1 |
The cultist attacker continues to defy your inquiries. "Death in holy servitude over life through denial? Of course!"
*THUD*, as Pelkin renders him unconscious.
The next prisoner, a woman, looks familiar... she is Shreya, the 'elder' who hosted dinner with you! "You dare us to defy Dhalavei? It is you who are foolish."
Lorelendral Teklet |
"I'm not asking you to defy anyone or anything... just tell me a little something about Dhalavei... that's all. Surely you can do that after breaking the covenants of sharing a meal and hospitality."
diplo: 1d20 + 9 ⇒ (10) + 9 = 19
GM BPChocobo TK1 |
"I can tell you are not with Dhalavei; such exotic outsiders and not with the monks. You shall get nothing from us!", she spits at Lorelendral.
Pelkin Norwind |
Anyone else have an idea? My method didn't work.
GM BPChocobo TK1 |
At the crowds outside, you vaguely remember that while some of them looked on with disinterest, there were a few families that actually showed some concern and worry.
Pelkin Norwind |
SM: 1d20 + 13 ⇒ (17) + 13 = 30
Pelkin shares what he senses. At the crowds outside, I vaguely recall that while some of them looked on with disinterest, there were a few families that actually showed some concern and worry. Perhaps you can use this to our advantage in some way?
Because, personally, I don't know how to use that information myself.
Lorelendral Teklet |
"Perhaps those folks were concerned because they suspected what might happen... perhaps they are not members of this cult themselves and were worried about our fates. I think we should try to talk with them... Since you noticed them and I didn't, you'll have to guide us to the right people, Pelkin."
Pelkin Norwind |
Pelkin can certainly do that for Lore, however he'll leave the friendly talking to her.
GM BPChocobo TK1 |
Pelkin easily tracks one of the concerned families. Inside, a woman huddles around two children, the look of fear in their eyes as a man, presumably the husband and father of the home, quietly tries to shoo the party away. "Please, I am sorry that you and your friends were attacked.", is all he says.
Lorelendral Teklet |
"Sorry isn't enough... we need to know about this cult and how to stop it... You are obviously too wise to be a part of it, and I'm sure you'd agree it needs to be stopped. Please just tell us what you know about Dhalavei. We will do what we can to protect you and your family."
Lorelendral Teklet |
diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20
sorry I was sure I did that, must have thinking of my previous post.
Velidor Gamestalker |
Velidor follows Pelkin and Lores lead since he is not the best with social settings.
"These cultists are either very brave or brainwashed. Either way best keep them out of our way." and the woodsman help tie the prisoners up to ensure they no longer pose a threat.
GM BPChocobo TK1 |
"I... no...", the man stutters.
Missed it, but not be more than 5 so you can try again.
-Posted with Wayfinder
Lorelendral Teklet |
"I can see you want to help us, but you're afraid... If we can stop this cult, put an end to it, you will have no need to be afraid any more. Don't you want your family to live without the cloud of fear over your home and their lives? We are pathfinders, it is our solemn duty, and mine as a servant of the the sun goddess Sarenrae to rid Golarion of evil cults. Let us help you, please tell us what we need to know."
diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
oh my fricken... darnit.. the dicebot has been bad to me in ALL my games lately... it's GOT to get better soon
GM BPChocobo TK1 |
Get enough people to aid so it's not a failure, then once more with feeling :) I'll count Twigg's bluff as an aid since it was high enough!
Pelkin Norwind |
Please, we must end this pain and suffering.
I could have given Guidance to Lore but we'll say I'll do it on her next attempt.
Assist Diplo: 1d20 - 2 ⇒ (16) - 2 = 14
Amarthecthel |
Amarthecthel, never the most diplomatic of magi, is now wearing the form of a hulking gargoyle. He knows he has nothing to add to the effort and so goes to retrieve his friend and familiar Glosrofel.
Then, the two take to the skies together. The sleek bird of prey looks down from on high, watching for more danger, while the ungainly gargoyle perches unmoving atop the largest structure nearby.
GM BPChocobo TK1 |
@Amarthecthel: You find nothing of threat as you watch over the village, although you can see there are a few people looking towards your figure, visible against the moonlight.
The family, unfortunately, is unwilling to risk talking to you, so rooted is their fear.
I'll allow you to try one more time with another family, but failing that will cause enough word to spread and everyone else will be unwilling to talk.
Seeing that these people are too afraid to speak out, Pelkin locates another home, although they seem to be nearly as frightened about the cult as the first.
Give it your best Diplomancing!
Lorelendral Teklet |
"I know you are frightened, but please let us help you. Tell us all you know of this cult and Dhalevei. Knowing more about it will help us to protect you and yours. We know you're not a part of it, but remaining silent just gives them more power over you. Surely that's not what you want for your family. Help free yourselves from their power over you and tell us what we need to know to put an end to them."
(ooc: posting from phone, will do a diplo role when I get home)
Pelkin Norwind |
Pelkin will give Guidance to Lorelendral as she speaks to the family. Please, we can help you. Tell us what you know.
Diplo Aid: 1d20 - 2 ⇒ (9) - 2 = 7 Drat.
Lorelendral Teklet |
diplomacy: 1d20 + 9 + 3 ⇒ (15) + 9 + 3 = 27
GM BPChocobo TK1 |
That'll do it!
Lore's words of concern work far better than the aggressive looking Pelkin.
"The Ebon Destroyers, their monks link in the steep, mountainous hills to the east, less than a day away from here. There is supposed to be a temple there, but I do not know where it is in the hills. The monks sometimes go through the village, so that is why I know where they head; sometimes they have prisoners with them and they come down once a month to collect supplies. It has been a week since then. The monks have mentioned in passing that they have three masters."
The family then bows to the party. "I hope this is enough to root out the Dhalavei worshippers and bring peace to our village."
Lorelendral Teklet |
"You have done well... Knowing this, we should be able to track them to their lair and root out these evil monks and hopefully their masters as well. We wish you peace and harmony in your future. Sarenrae bless you and your family for your cooperation."
Pelkin Norwind |
About time we got somewhere. Let us rest up and head out when we wake in the morning. We'll be sleeping in the same hut this time, thanks. I'll take first watch.
Velidor Gamestalker |
" I suggest it is not one of the huts that burned down." Velidor jests "And some rest would be good as I still have some bruises from our visitors. Wake me up when it is my turn for watch." and he grabs his pack and sleeps holding his musket.
if someone can hit him with his heal stick
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Lorelendral Teklet |
save those charges on the heal stick
Seeing there is damage to be healed, Lore gathers those that need healing around her and channels before going to rest.
channel heal: 4d6 ⇒ (2, 3, 1, 5) = 11
channel heal: 4d6 ⇒ (4, 5, 5, 3) = 17
Amarthecthel |
Amarthecthel flaps down to land heavily before Lorelendral and dismisses the spell, returning himself to his elvish form. He gratefully accepts the gnome's blessing.
"The whole countryside lives in terror of this Dhalevi figure," he says. "We need to break the power of this cult as visibly and permanently as possible, so all the people know it is defeated. That would be in their best interests and in ours, and benefit the Society to boot."
Lorelendral Teklet |
"Oh we absolutely must, yes... We should go first thing in the morning. I'll take last watch so I can pray and fix us all a hearty breakfast before we go."
GM BPChocobo TK1 |
The rest of the night goes by uneventfully; even if someone else in the village wanted you dead, you have proved your power and destruction.
Assuming everyone is healed up nicely as I imagine Lore would burn enough channels to top everyone off before sleep if they weren't already healed up :)
Lore provides rites to Balo's body, another victim claimed by Dhalavei. Resolved to defeating the cult in Jalmeray once and for all, the party heads out on foot towards the foothills.
With Velidor's watchful eye, the party finds a well disguised foot trail about a half-mile from Leckumgee. As the party reaches the hills, the path becomes narrower and more twisted as everyone will have to squeeze through rocky gaps in the terrain. Luckily, the lightly armored party makes fair progress through the hills.
As the narrow path descends into a steep valley, the sickly smell of carrion overwhelms the stagnant air. A hauntingly dense ground mist floats over the thick undergrowth. In the dim light, through shadows cast by the high peaks surrounding the ravine and copious tree cover, the grisly form of a mass grave comes into view.
Black circle filled with the body markers is the mass grave. Map updated... crudely.
Pelkin Norwind |
Pelkin will detect for evil and magic in the area, just in case. He'll then go and try to determine what is in the grave and how recently it was done.
Lorelendral Teklet |
Pelkin - fix your hp... Lore would have healed everyone to full last night with channels and spells.
Pelkin Norwind |
Bah, I always forget to change my header. That was from two fights ago. :)
Velidor Gamestalker |
"Guard your senses. This mass grave will fill the air with spores of disease. It should be covered up. Such a horrid sight. Who would do such a thing?" Velidor asks. As the others look at the grave he spends his time looking around the area.
GM BPChocobo TK1 |
As Pelkin detects evil, he feels a moderate evil presence; it seems to react to his magic as over a dozen of the bodies stand up and begin to move towards the party!
If anyone is color blind, I sincerely apologize for the enemies... but there are 16 of them and need to differentiate :P
They seem to be moving as zombies...
V option: 1d16 ⇒ 3
Yellow, Init +5
Z Red: 1d20 ⇒ 3
Z Orange: 1d20 ⇒ 8
Z Yellow: 1d20 ⇒ 11
Z Light Green: 1d20 ⇒ 5
Z Light Blue: 1d20 ⇒ 4
Z Blue: 1d20 ⇒ 11
Z Purple: 1d20 ⇒ 14
Z Pink: 1d20 ⇒ 9
Z White: 1d20 ⇒ 17
Z Black: 1d20 ⇒ 14
Z Gray: 1d20 ⇒ 6
Z Brown: 1d20 ⇒ 1
Z Dark Green: 1d20 ⇒ 16
Z Light Purple: 1d20 ⇒ 13
Z Dark Yellow: 1d20 ⇒ 11
Z Dark Red: 1d20 ⇒ 12
Amarthecthel: 1d20 + 2 ⇒ (5) + 2 = 7
Lore: 1d20 + 2 ⇒ (2) + 2 = 4
Pelkin: 1d20 + 7 ⇒ (9) + 7 = 16
Twigg: 1d20 + 2 ⇒ (3) + 2 = 5
Velidor: 1d20 + 9 ⇒ (11) + 9 = 20
Init Order (bold = up)
Velidor
Zombie White
Pelkin
Zombie Yellow
Zombie Dark Green
Zombie Black
Zombie Purple
Zombie Light Purple
Zombie Dark Red
Zombie Dark Yellow
Zombie Blue
Zombie Pink
Zombie Orange
Amarthecthel
Zombie Gray
Twigg/Mexel
Zombie Light Green
Lore
Zombie Light Blue
Zombie Red
Zombie Brown
Map updated!
Pelkin Norwind |
Over a dozen zombies! Epic! LOL. BTW, I'm not color blind but I am color stupid so I might have trouble pointing out a particular zombie.
Lorelendral Teklet |
I don't suppose we have a surprise round... Lore does have sandals of quick reaction and can take a full round of actions in the surprise round... if there is one, while they're getting up maybe?, she'll set off a fireball and get as many of them as she can in it.
GM BPChocobo TK1 |
@Lore: No surprise round; and even if there was, if you were not able to act in the surprise round, no benefits there. And as a minor note, the sandals do not grant a full round of actions, but a standard and a move. A subtle difference for some things (such as full-round spells or other actions that are full round).
Velidor Gamestalker |
Velidor shoots at the purple (or closest) zombie...using regular ammo...just out of PBS range
Musket1+RS1+DA vs Touch AC: 1d20 + 10 ⇒ (13) + 10 = 23
DMG RS1+DA+MT+: 1d12 + 5 + 4 + 1 + 1 ⇒ (3) + 5 + 4 + 1 + 1 = 14
Musket1+RS2+DA vs Touch AC: 1d20 + 10 ⇒ (3) + 10 = 13
DMG RS2+DA+MT: 1d12 + 5 + 1 + 4 + 1 ⇒ (12) + 5 + 1 + 4 + 1 = 23
Musket2 vs Touch AC: 1d20 + 9 ⇒ (6) + 9 = 15
DMG2+MT: 1d12 + 1 + 5 ⇒ (9) + 1 + 5 = 15
GM BPChocobo TK1 |
Velidor double taps the first zombie, the second shot blowing its head clean off. Redirecting your next attack to the next closest target He sends a final bullet into an adjacent undead.
A zombie shuffles up and nearly reaches Velidor!
Init Order (bold = up)
Velidor
Zombie White
Pelkin
Zombie Yellow
Zombie Dark Green
Zombie Black
Zombie Light Purple
Zombie Dark Red
Zombie Dark Yellow
Zombie Blue
Zombie Pink (10 damage)
Zombie Orange
Amarthecthel
Zombie Gray
Twigg/Mexel
Zombie Light Green
Lore
Zombie Light Blue
Zombie Red
Zombie Brown
Pelkin Norwind |
How long have we been travelling? A couple hours? Near a full day? Just curious about when a long rest will be coming.
Pelkin casts Spiritual Weapon behind the gruesome zombie! He then moves between Lore and the undead creature!
Spiritual Weapon: 1d20 + 6 + 4 ⇒ (19) + 6 + 4 = 29 for Force Damage: 1d8 + 3 ⇒ (8) + 3 = 11
GM BPChocobo TK1 |
About 6 hours; we can say it's about 3pm
Pelkin's weapon smacks the zombie, which is injured, but doesn't seem to show it.
Much of the zombie horde approaches the party; one of them dashing forward and managing to be able to swing at Amarthecthel!
Blue Zombie slam @ Amarthecthel: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Damage on hit: 1d6 + 4 ⇒ (6) + 4 = 10
But Amarthecthel's armor is more than enough to handle the sluggish movement of the zombies.
The yellow zombie seems to move and react faster than the others...
Zombie White (11 damage)
Pelkin
Zombie Yellow (charged)
Zombie Dark Green
Zombie Black
Zombie Light Purple
Zombie Dark Red
Zombie Dark Yellow
Zombie Blue (charged)
Zombie Pink (10 damage)
Zombie Orange
Amarthecthel
Zombie Gray
Twigg/Mexel
Zombie Light Green
Lore
Zombie Light Blue
Zombie Red
Zombie Brown
Pelkin Norwind |
In that case I will use a Swift Action to activate my Judgment of Protection. Also, Pelkin wants to know if there is anything noteworthy about these zombies.
Know Religion?: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25
Looking for special defense, DR stuff, things like that.
GM BPChocobo TK1 |
Just regular zombies; slashing weapons deal full damage to then; they have the staggered condition. And protection noted!