Shinkeer Aswander
|
Can't see map atm.
Shin stands up and conjures a snowball, then throws it at the birdman.
RTA: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Snowball: 5d6 ⇒ (6, 2, 6, 4, 1) = 19 DC 18 Fort or staggered for a round.
Edit: Spell Resistance: 1d20 + 6 ⇒ (3) + 6 = 9
Edit edit: Nevermond, no SR for Snowball
Erin Alegra
|
Going to charge/move for the flank with Ashur. Add +2 if I can charge for it.
Erin flies directly at the creature and takes a quick stab when in range.
Attack 1d20 + 17 ⇒ (7) + 17 = 24 (One Attack, Haste, Flank)
Damage 1d6 + 5 + 5d6 ⇒ (1) + 5 + (6, 4, 5, 2, 5) = 28(Flank)
Marduk Beastblood
|
Marduk attempts to spring back.
Acrobatics: 1d20 + 5 ⇒ (1) + 5 = 6
Poorly.
And unfurls the barbed hide whip from his side. With a powerful crack, he wraps the long weapon around the demon's eyes.
"Hahaha! You think you're safer close to me?" the hulking orc roars with laughter.
CMB to Dirty Trick to blind: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36
Not sure on the mappage but the idea is to be 15 feet away after sucking up the AoO so he can't interrupt the dirty trick.
| GM Burglar |
Map is up to date. Feel free to retroact your move actions from this round; your placement isn't changing a whole lot. Never mind, you barely got through his HP.
If only it didn't have the word "Bloodlust" in his morale, this would have been a far more intelligent trip attempt. I'm also not 100% on Dirty Trick being able to be used with weapons for reach, but I'm too lazy to do more research than "look at the blog about it" to make a decision against it.
---
---
---
The birdman, pushed just barely over the edge (yet again by the scaledown, hilariously enough to me) collapses!
Combat Over! ... though Marduk can still Whip It if he wants.
After the Birdman falls, the four Kellid hunters emerge from hiding and make their presence known. Through a VERY heavy accent appropriate for the region, the group’s female leader speaks a smattering of Common and (with spear ready) exudes the presence of the scarred, armored, and savagely-fierce woman she is. "You identify yourselves. Why do you outsiders bring Irrisani* magic into our lands?" Any intended hostility is somewhat directed at Marduk, but is at least multiplied 10-fold towards Shinkeer.
*I haven't played Reign of Winter, so I forget the proper term for "someone from Irrisen."
Marduk Beastblood
|
Oh, I should have asked. Combat manuevers via weapons fall into the dream realm of DM Discretion. I'll ask first next time.
Madruk scowls at the natives and gestures at the fallen birdman.
"I attacked it with magic because it was not worthy to test its strength against my own. All cowards will suffer the same fate."
Midway through his posturing, the hulking orc gestures for Erin to take over.
Intimidate to Aid Erin's Diplomacy?: 1d20 + 12 ⇒ (4) + 12 = 16
The Jadwiga are the ethnic Baba Yagans from Irrisen. Jadwiga magic would be appropriate.
| GM Burglar |
Ah, Jadigwa; one of the many unneeded races from People of the North. Because being Kellid wasn't enough, I guess?
DM Discretion
No probs; The Realm of DM Discretion is a zone plagued by millions of opinions. For future note to prevent ask-y slowdown, I would allow the following with a whip unquestioned; dazzled, deafened, entangled, or shaken. Blinded is rough to justify without having all them whip-grabbing-stuff feats, and sickened... I mean, you could whip them in the gut or something, maybe. *shrug*
The mountain of a woman is not overly intimidated, but seems mildly impressed by the posturing while her friends keep a sharp eye on the Witch-kin.
Marduk Beastblood
|
That's fair. For the most part the whip is for tripping and disarming which is explicitly allowed.
I believe the Jadwiga are closer related to ulfen. They're the ulfen that either sold out or were kept as slaves and reproduced within Irrisen.
It's worth noting that Marduk doesn't look witch-like at all. He likely dwarfs everyone present and is bare-chested minus some tribal furs and such. Even without his magic belt he's strength 26 currently...
Marduk Beastblood
|
Pfft. Cold spells? Who uses those?
| GM Burglar |
Conjureres miss all those "better-than-actual-evocation" orb spells from 3.5. And Shin. But mostly the first. Admittedly, Flurry of Snowballs is a ballin' spell, and one I'm hesitant to use anywhere due to power scaling (though my Conjurer Wizard might eventually take it since Evocation is Barred to him.)
Ashur Glaber
|
"What he said. That thing didn't want to fight us head on. Guess it was smarter than it looked."
Yea, remember that we're the brute squad.
Erin Alegra
|
Without hesitation, Erin approaches the woman while sheathing her blades, full well knowing she has the brute squad backing her.
"I am Erin Alegra of the Pathfinder Society. As you may have noticed, recently creatures like these... " She says while gesturing at the bird man. "...have managed to find a way to sneak out of this dangerous patch of land you live by that we call The Worldwound. They are causing a lot of problems for many people living in nearby areas. We are here to research a specific site nearby that may help us contain or defeat these creatures. We mean no harm to you and yours, and just wish to pass through. We may be able to also come to some mutual agreements that help both of us."
Diplomacy 1d20 + 9 ⇒ (13) + 9 = 22
Shinkeer Aswander
|
Shin starts talking Hallit "It is not Irrisani magic, but my own. I am Shinkeer of the Night Hunt tribe. I would not have used magic if it wasn't needed." Shin says as he adjusts his clothing to show his tribal scars.
Diplomacy Aid: 1d20 ⇒ 20
| GM Burglar |
matchk: 22 + 2 + 2 + 3 = 29 Hooray, 29 is 5 more than 24! Good thing Erin actually dropped the creature in melee for that +3. Go Brute Diplomacy!
The woman nods and waves for the men to lower their spears. She continues to speak. "We have seen such things. Our spears often to do little to their hides." She looks back to the birdman, the dino, Shin, then Erin. "I do not trust your cyromancer, but I am not the one to judge. That is for the elders of Tolguth." She looks to Shin. "We will lead if you hand over your magic bag pouch for the journey; I do not trust any who wield the Ices of the Witches."
She turns back to Erin to let her men handle the bag-handling. "That I have said, this trophy is now yours," she waves over the dino. "Have your men carry it to town. The elders will reward you."
Pending not handing over the components pouch, the resulting trip is uneventful (beyond events made yourselves. Feel free to interject if more discussion is desired.) After another mile-and-a-half of walking and dragging along this carcass (also a variable, though I'd figure you'd want to), the party reaches the city of Tolguth.
High walls, constructed from timber, stone, and earth surround Tolguth. The Kellids have cut away the foliage surrounding the settlement, providing an unobstructed view for several hundred feet from the walls. Three bipedal dinosaur carcasses, each with rounded dome-like heads, lie crumpled and pressed up against the fortifications—a clear indication of the need for such defensive measures.
The guards at the gate let you pass, seeing Denur and her men with you. She speaks upon entering, "Now that you are in the walls, you may move freely. I will have the elder know your reasons for being in our city. Meet them in the House of Three Speakers in the center of town when the sun is only half-gone." For reference, it is about mid-day. You'd have time to gather some info or do other teenage-drama level stuff before the meeting with the elders.
And with that, you are in Tolguth.
Erin Alegra
|
Along the journey Erin will bring up the confiscation of her ally's items once among other discussions about the creatures of the Worldwound.
"I assure you Shinkeer is not associated with any ice witches. You stated that your spears do not harm these creatures. He has magics from the south that do. I understand your clans concerns, but it will be greatly hindering us if you do not allow him to keep his finger waggling pouch. Would you not reconsider?"
Diplomacy 1d20 + 9 ⇒ (11) + 9 = 20
| GM Burglar |
"He casts spells of their kind, and I know that magics use magic bags. While this appears empty," she takes and holds aloft one of the empty belt-pouches, acquired from one of her men, "Many magics are trickery, though I know all are not. Like your magic drinks to allow the movement of birds. It is strange, but it proved you most brave to use one against a creature the size of that Man Vulture."
"Though if you trust him, I will align his trust with yours. Should be wrong, then so shall you." She returns the empty bag to Shinkeer, pending a diavowment of trust.
Marduk Beastblood
|
I don't suppose the scenario gave you a list of interesting sights in Tolguth?
Marduk Beastblood
|
There's got to be some interesting things to check out in a barbarian city like this. At the very least there's got to be a Thunderdome. Tell me there's a Thunderdome!
| GM Burglar |
No, they don't give anything specific. Heck, I made up the name of the place you meet them. The most information about this place was from the Inner Sea World Guide entry, which is listed in its entirety above. I'd imagine lots of mead houses, brothels, and weapon shops. This section was largely a mandatory "'Gather Info About the Upcoming Meeting' Break," as you wait for the meeting with the elders in the evening. Plus, if you have any barbarian setting-friendly purchases, this is a settlement of 3,900. You'll be SEVERELY restricted on magic-y things, but mundane weapons galore.
Improvisation is possible, for those who don't want to make any checks. You've got, probably, 3-4 hours until the meetings if you don't want to do any info gathering.
Thunderdome: Yes, though lethal weapons are saved for grudge match-type things. Mall: Eh, maybe a really large armament and mount supply store. There won't be any Annie Anne's, though.
Marduk Beastblood
|
In that case, Marduk will hit said brothels and see what fare these savage humans have to offer. He'll see if he can find a woman that can keep up with him as well as his centauress did.
Gather Info: 1d20 + 3 ⇒ (11) + 3 = 14
| GM Burglar |
Marduk finds himself a cathouse (even despite his language barrier.) While he learns no relevant information (albeit a few "safe words" in Kellid), he can bag him the bulkiest and mightiest panther in the area for 1 silver (for 4 hours).
Profession (... Arm-wrestling...?): 1d20 + 2 + 2 + 3 ⇒ (7) + 2 + 2 + 3 = 14 While somewhat skilled, she clearly does not have the fortitude or might one would imagine a woman with a horse for half her body would. She is far more easily vanquished than the woman in the Fortress.
| GM Burglar |
What about a food court? Ashur would be up for some Sbarros or even some Tien-food
Alas, you're on the eastern end of the Realm; Were you in Icestair on the farther western side, you'd be made on the latter. Heck, in Kalsgard, you'd have a whole quarter (1 of 8, IIRC) to dine! Though food vendors are still quite available, with many exotic dinosaur meats (as well as the eponymous Mammoth in steak form.
Marduk Beastblood
|
Although disappointed, Marduk makes the most of his time and money.
After working his way through a few of the house's panthers, the hulking orc drops off a handful of silvers and leaves for the meeting place.
Ashur Glaber
|
Ashur will go get him some Mammoth steak at a food challenge place. Erin can take bets if she wants.
| GM Burglar |
CREATIVE TIME! Also known as "Time for Rich to get another soda."
Ashur and Erin go on a business lunch to a shop (whose name is in Kellid) that bears the wood burning engraving of a large, bipedal dinosaur lifting a quadrupedal one off the ground with its jaws.
Inside, a number of 1d10 ⇒ 9 Kellids (1 of which looking slightly more aged, taller and rounder than the others) sit around a table, carousing over their hearty meals. Upon seeing the "totally-not-a-devil-blooded" demon-ish guy walking in, the quiet down and whisper to themselves.
While Ashur (and possibly Erin) find(s) an empty table, the rounder Kellid sends a barmaid off with a sizable pouch of silver and some instruction in a language that you're going to hear a LOT of today.
The barmaid makes her way back around to Ashur with a large mug of urine. "C-compliments of Big Bjart," she says with an easily identified amount fear as she scurries off. The table breaks into an uproar upon said delivery.
Ashur Glaber
|
Ashur takes the mug and walks over to the round Kellid who was kind enough to pay for his drink. He smiles. "Thanks. It would be rude not to share though." He then pours it over the man's head.
| GM Burglar |
Ashur moves over to dump the drink over the man's head, with only a few of the rounder man's lackeys noticing (and not saying anything about it, in anticipation of escalation of this scenario.) The table quiets up shortly after the man is finished coughing up a little bit of the drink.
He stands, knocking over the bench (and a few of his companions), shouting what are likely some obscenities in Hallit. Barmaids scatter, and the men look around in confusion how to act. The shouting persists for no more than a second-and-a-half seconds before a louder voice overpowers the men. "Bjart!"
An slightly-past middle-aged Kellid who bears many scars argues with Bjart, whom approach and end with the "really-close-up-faces-stare." Bjart backs down, still furious.
The older man hobbles over on a cane, with half of his footsteps sounding very wooden. He speaks slowly, and through a very heavy accent. "Man from the Eastern Hell. You have caused a very grand scene here. The guard, they would have your head if this were told." He chuckles, "Much fortune for you, you are less hassle than Bjart. Nobody trusts Bjart. Nobody truly like Bjart. Tells many lies. Has few friends. Bjart has challenged you to the Leave of One Migration."
"Bjart is dumb, but traditional. He will still listen to tradition." He gets slowly louder as he continues. "But I will have no blood here. I have seen more than enough in my day. Either you or Bjart will leave. Compete with a King's Feast. Ten gold pieces for each for the meals. Eat and drink until you collapse. Winner forces loser to leave his presence for ten suns."
| GM Burglar |
"He starts many things. Causes many patrons to leave. Better patrons. But if you are here and win, he cannot be here." The old man nods. "It is like how a plant requires man to transport it, but man requires the plant to provide and sustain things to eat." He turns back to Bjart and says something to him, which Bjart looks devilishly-excited.
The King's Feast is an eating competition held at the End of Conflict bar in Holguth on certain occasions. The King's Feast consists of endless rounds of food and drink, and entails gratuitously-larger amount of drink than food. When used to settle arguments, the victor being the last one conscious or seated. It costs 10 gp to cover the costs of labor and materials for the entire meal, as per a standard Banquet.
Each participant, at the start of each 5 minute period after the first half-hour, makes a Fort Save. This DC starts at 15 and goes up by 1 each round. Failure on the Save bestows 1d4 "bloat damage" to the consumer. Once the user gains as many bloat damage as they have Constitution Score, they collapse in a well-fed and drunken state.
Bjart stares with a wide grin as the barkeep goes to the back and begins to get to work. Barmaids out front begin assembling the room into a more auditorium-esque layout, with a wooden table with a bench on each wide edge. One of the women ushers Ashur over, while another gets pushed over as Bjart moves in to put the bench to the test.
Within 30 minutes, a 15X15 platter with a very large seared boar is brought out to one end of the table and is balanced on a few tables pushed together as a makeshift server. The bartender begins cutting the meat as a half-dozen barmaids, toting three mugs per hand, setting them in front of the participants. They hurry back, and quickly return with more as the barkeep doles out heaping slices of boar.
Bjart does what he does best, and gets to eating.
35 min Fort (DC 15): 1d20 + 10 ⇒ (14) + 10 = 24
40 min Fort (DC 16): 1d20 + 10 ⇒ (5) + 10 = 151d4 ⇒ 3
45 min Fort (DC 17): 1d20 + 10 ⇒ (17) + 10 = 27
50 min Fort (DC 18): 1d20 + 10 ⇒ (8) + 10 = 18
55 min Fort (DC 19): 1d20 + 10 ⇒ (1) + 10 = 111d4 + 3 ⇒ (4) + 3 = 7
60 min Fort (DC 20): 1d20 + 10 ⇒ (6) + 10 = 161d4 + 7 ⇒ (4) + 7 = 11
65 min Fort (DC 21): 1d20 + 10 ⇒ (6) + 10 = 161d4 + 11 ⇒ (3) + 11 = 14
---
Meanwhile, Erin asks around the bar about the Elders. The Barkeep proves somewhat knowledgable and is quite eager to keep you around. "Three local leaders tend to meet with strangers: Traros, the Father of Tolguth. There is also Vanna Demonbreaker, a mammoth rider of great skill. Lastly, there is Bloodspeaker Olovon, who is a shaman with great power and influence. It’s customary for one to offer one or more gifts before asking a favor."
"Traros oversees Tolguth with more fatherly concern than strict authority, and he is seen as a good leader. Vanna often pushes for Traros to combat the encroaching Worldwound directly, though so far he has taken a less aggressive approach by reinforcing Tolguth’s defenses. Bloodspeaker Olovon is fiercely loyal to Traros and often brandishes a holy symbol of a woman astride an elk."
Ashur Glaber
|
Fort 15, 35 minutes: 1d20 + 14 ⇒ (8) + 14 = 22
Fort 16, 40 minutes: 1d20 + 14 ⇒ (20) + 14 = 34
Fort 17, 45 minutes: 1d20 + 14 ⇒ (3) + 14 = 17
Fort 18, 50 minutes: 1d20 + 14 ⇒ (19) + 14 = 33
Fort 19, 55 minutes: 1d20 + 14 ⇒ (2) + 14 = 161d4 ⇒ 1
Fort 20, 60 minutes: 1d20 + 14 ⇒ (8) + 14 = 22
Fort 21, 65 minutes: 1d20 + 14 ⇒ (2) + 14 = 161d4 + 1 ⇒ (3) + 1 = 4
Ashur overcomes the scent of his opponent being close to him. He starts throwing back the booze and wolfing down the piles of meat, only pausing once after 55 minutes to belch and then to stand up in triumph 10 minutes later as he defeats his foe. He beats his chest in victory. "That's right! Hail to the king!"
Shinkeer Aswander
|
Shinkeer walks the town, remembering his youth and listening for rumors.
Diplomacy: 1d20 ⇒ 1
| GM Burglar |
Misconceptions of Shinkeer's spells has clearly made its way around, as passerby's avoid him and women hide their children. He makes very little headway on gathering any info, but isn't outright barred from buying anything, if desired.
----------
One way or another, the party makes their respective way to the House of Three Speakers. Guards open the doors to this large wood-and-stone lodge, and escort the party to a meeting room. Laid our are numerous meats and cheeses for consumption. Traros is flanked by the two women, though Bloodspeaker Olovon speaks first (and with the first unaccented voice you've met so far.) "Greetings, travelers. We have heard many things from from Denur, and that you desire something around our area. But first, please; eat, and enjoy Tolguth's hospitality." Once everyone is seated, she begins the small talk. "I hear you have earned a trophy. Perhaps you have brought it?"
Kn (R) on Bloodspeaker's Necklace, if desired. DC is above 10. Good god, they must have cut a lot from this; they don't even describe these elders.
Shinkeer Aswander
|
KN: religion: 1d20 + 6 ⇒ (4) + 6 = 10
Shinkeer sits and says nothing. Not wanting to hurt the party's chances. Studying the necklace, he realizes he has been away from home for a very long time.
Marduk Beastblood
|
"The beast's remains are *somewhere nearby*. Perhaps you'd like to see it?" Marduk answers between bites of the Speaker's hospitality.
Olovan is a woman and Vanna is a man?
Ashur Glaber
|
Ashur will slowly sit down as he is still a little full from earlier. He starts to eat rather slowly to let him digest first.
"Yea, that bird-man was a pain in the ass."
| GM Burglar |
Since there's no descriptor text to copy-paste, here's what I hashed together from scattered notations:
There's 3 leaders;
Traros, Father of Tolguth. He's a Male Kellid and was the middle of the described group. He's middle aged, but still looks like he'd be a decent fighter.
Vanna Demonbreaker. Essentially, if you have Paths of Prestige, look at the iconic image (next to the class, not the cover. I'll copy it over if you guys need me to.) Female Kellid
Bloodspeaker Olovon, a young Kellid woman as well, wears robes and is the speaker now. Seems like the most diplomatic or "nobility-esque" of the three.
The bloodspeaker continues. "We would. We give rewards for such prizes, but request the body as proof."
Marduk Beastblood
|
Ah, you refereed to Vanna as 'he' previously. I will assume that was a typo.
Marduk stands from his meal and gestures. "Follow me. I will show you what remains of the monster. For all of its power it was a coward and kept its distance rather than face my strength."
Assuming the Speakers follow, Marduk will take them outside to whatever giant monster storage facility we're killing our dead Vrock at.
| GM Burglar |
Yes, the actual info-gather that WAS copy-pasted was a typo. Lets go with that. I totally didn't mess that up. Yessss... If anyone has any Gender-related bonuses, she now counts as Bi, so sayeth the GM.
"Ah, but we have just started. We will be more than happy to see it after the meal." She states. The Demonbreaker speaks up, a return to the heavily-accented Taldane, "They are cowards. Fleeing with their magic at the first chance, often taking whatever of our dead they can. The monsters."
The Bloodspeaker interjects back in, "That is unimportant, though. Horrible dinner talk for our guests. Most unappetizing." She nods at Ashur's comment. "Ah, but it will surely not be anything overshadowing the reward. We will make sure of that."
Marduk Beastblood
|
"We bring more than demon-corpses", Marduk explains. "We come with gifts - tools and weapons to aid those that stand in defiance at the demon's front door."
The big orc glances at Erin and gestures to the coffer Ashur had been lugging around.
Approximately what time is it? I need to track mage armors and false lifes.
More Lifes: 1d10 + 10 ⇒ (9) + 10 = 19