Zandric Zendrani
|
Zandric continues to inspire his companions to press their advantage, moving further up the hill to join the front lines. "With me! Hurry, before they call for aid!"
Double move, 50 feet total, and continue inspired rage. I tried to leave room for someone to charge past me if needed.
Ghrezzd
|
Ghrezzd draws upon his arcane power and causes the ground beneath gnoll to disappear.
Std Action: Cast Create Pit. DC19 Reflex The area I'm selecting is partially over the cliff. Not sure what would happen if he falls into the pit. My hope is that he'd fall all the way off the cliff to the road below for additional fall damage.
Move Action: Move NW.
Pierre Viret
|
Pierre double moves forward, following the party.
Bom Skjold
|
Upon hearing the need for cold iron, Bom drops his sword and draws one of his amentum wrapped cold iron javelins as he advances.
"Don't think I've every used these before" Bom remarks to Ulfur as the move together.
Bom launches the javelin at the wounded gnoll.
Cold Iron javelin: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Ulfur keeps pace with Bom as Bom give the wolf the "down" command to make sure the wolf stays on the defensive.Uflur goes Total Defense as a standard action
| GM chadius |
Nivik's SR check: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
Nivik's orbs of arcane energy pierce the Gnoll's flesh.
G1's Reflex Save: 1d20 + 2 ⇒ (14) + 2 = 16
Ghrezzd's creates a pit underneath the Gnoll and she falls in.
Falling Damage: 2d6 ⇒ (5, 2) = 7
She lands prone with a solid thud. Aggravated, bleeding green profusely, she stands up and tries to climb onto the low road.
G1's Climb Check: 1d20 + 5 ⇒ (9) + 5 = 14
Without much success.
The cliffs look to be roughly 15 feet tall, so G1 is about 5 feet below the lower road.
Glad to be out of the webbing, the other Gnoll loosens an arrow at the men climbing up the hill.
Even is Bom, Odd is Zandric: 1d2 ⇒ 2
Longbow: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Luckily the arrow glances off of Bom's armor.
Round 4- Bless, Raging Song
Gnolls (G1 25 damage)
Nivik
Zandric
Bom & Ulfur
Rackle
Pierre
Ghrezzd (4 Damage)
Party is up.
Bom Skjold
|
Bom tells Ulfur to heel, and heads straight for the pit, drawing one of his cold iron chakram as he moves, firing down on the trapped gnoll.
Range attack chakram: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Ulfur still in total defense mode.
Pierre Viret
|
Pierre double moves once again. "Saleté de... I don't like this armor! It's slowing me!"
Zandric Zendrani
|
Zandric rushes forward to stand beside Rackle, trying to distract the gnoll so it doesn't notice his tengu companion. "Come then, you filthy beast! You'll take no lives this day!"
Continue inspired rage and double move 50 feet.
| GM chadius |
1d20 + 3 ⇒ (12) + 3 = 15
The party hustles uphill to finish off the remaining target. The gnoll laughs as Zandric taunts her and fires an arrow in his general direction.
Longbow: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
She drops her longbow and grabs her spear, ready for the up close and personal combat.
Round 5- Bless, Raging Song
Gnoll
Nivik
Zandric
Bom & Ulfur
Rackle
Pierre
Ghrezzd (4 Damage)
Party is up.
Zandric Zendrani
|
Zandric charges into the fray! "To battle! We've almost won the day!"
Charge, Power Attack, continue inspired rage.
Greatsword attack: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22
4/18 rounds used
Current AC 15
Current hp 35
Bom Skjold
|
Bom and Ulur hustle forward, Bom drawing his cold iron longsword along the way.
Pierre Viret
|
"ufff... these youngsters never wait for ol' Pierre!"
Pierre tries to catch up with the party, his wand of cure light wounds in hand.
Double move
| GM chadius |
The Gnoll decides to jab with her spear and slam her branch-covered arm at Zandric.
Spear: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Slam: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
The Gnoll thrusts through Zandric's armor as he tries to stabilize his balance.
Round 5- Bless, Raging Song
Gnoll (17 damage)
Nivik
Zandric (9 Damage)
Bom & Ulfur
Rackle
Pierre
Ghrezzd (4 Damage)
Party is up. Let's make it count!
Bom Skjold
|
A spear is two-handed weapon, so the gnoll shouldn't be able to do a spear attack and a slam, should it? Not that it matters since it missed the slam missed.
Bom Skjold
|
Bom orders Ulfur to flank with the tengu and Aid Bom's attack. Bom readies his own attack for the aid.
Ulfur Aid Bom with Flank: 1d20 + 4 ⇒ (15) + 4 = 19
Bom Cold Iron longsword -Power Attack+Aid: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 2d6 + 8 ⇒ (5, 4) + 8 = 17
Pierre Viret
|
Pierre follows once again and finally sees the party. "There they are!"
| GM chadius |
A spear is two-handed weapon, so the gnoll shouldn't be able to do a spear attack and a slam, should it? Not that it matters since it missed the slam missed.
Oops, that should be a short spear. Actually this should be a longsword, but I said spear by accident so I gotta keep it consistent!
Nivik's SR check: 1d20 + 1 + 0 ⇒ (10) + 1 + 0 = 11
Nivik extends his wand, and two orbs of energy slam into the Gnoll, but to no effect.
The Gnoll parries Rackle's swing, but Bom's sword cleaves the Gnoll cleanly in two.
Combat Over
| GM chadius |
Searching the Gnolls' weapon packs, you find various amounts of loot.
You also notice one of the Gnolls was waiting outside of a cave.
shoes leaving the nearby cave, perhaps a very young human or a halfling
child. There is no corresponding set of footprints entering the cave.
Rackle Rakis
|
Rackle sheathes his blades and searches the bodies, offering up the potions to anyone wounded, and dividing up the coin. He investigates the armor, and after ensuring the armor the Gnolls were wearing are clear of any infective material, he holds one suit up. He considers something, then puts it back with the other loot. "Do we go in-in?" he asks the others, looking towards the cave entrance.
Bom Skjold
|
Bom nods to everyone,
"Well fought."
Bom collects his ranged weapons and then examines the area for tracks and whatnot, invoking his shiny new jade wayfinder.
Survival: 1d20 + 10 ⇒ (11) + 10 = 21
"Wait...hold on. There are some child like footprints leaving the cave. Who is that we are looking for again?"
Bom will take one of the potions as a precautionary measure. Bom will also ask anyone in the group who can cast a scroll of Bless Weapon to hold one of his scrolls so that the it may be cast upon him if needed.
Nivik Klist
|
Our missing Pathfinder. Nivik looks at the cave where the gnoll was keeping watch. There could be an entire horde of gnolls inside that cave, we could send a scout inside to determine that. Perhaps we should follow these footprints instead... what do you think, Ghrezzd?
Pierre Viret
|
Pierre, finally on the place where the fight took place sees the last gnoll taken down. He shrugs and says "Anyone needs healing?"
Bom Skjold
|
Bom slaps PIerre Viret on the back and laughs, "The gnolls!".
Then Bom composes himself a bit, "This infection that afflicts the gnolls. I've heard of it. Over time it turns you into a tree. It's possible that there are trees nearby that could be allies. Do any of you arcane types know if there is a way to reverse it?"
Bom then looks at Pierre, "Speaking of arcane, which are you? I'm not familiar with mediators, how do you do what you do...what is it you do exactly?"
| GM chadius |
It sounds like there was discussion over whether to enter the cave or not. Luckily there's nothing dangerous in there, so let's say you take a peek.
Pictographs on the walls of this shallow cave show an indistinct winged
creature navigating through a sea of swirling patterns and black dots.
A clumsily constructed altar sits at the center of the cave. Dozens of
small niches are carved into the wall, most filled with an odd assortment
of items; teeth, scraps of clothing, a jar of white liquid, a wooden staff,
several pieces of parchment, a cloth pouch, a leather satchel, and several
identical wooden dolls of exceptional quality.
madness.
this is an altar of the Outer God Azathoth.
sloppily wiped away. This blood has the same green tint the gnoll had.
Looking at the quarterstaff, you notice a sigil inscribed on it. You also notice 2
scrolls and a pouch containing a potion of oil and several gunslinger bullets.
the staff are obscure symbols of Nethys.
Inside the satchel you find...
Nivik Klist
|
Religion: 1d20 + 9 ⇒ (9) + 9 = 18
Religion: 1d20 + 9 ⇒ (12) + 9 = 21
An altar of madness. To the Outer God Azathoth, it seems.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11
Nivik moves to the quarterstaff. Religion: 1d20 + 9 ⇒ (15) + 9 = 24 The sigils on the staff are obscure symbols of Nethys.
Spellcraft: 1d20 + 13 ⇒ (19) + 13 = 32
Spellcraft: 1d20 + 13 ⇒ (4) + 13 = 17
Spellcraft: 1d20 + 13 ⇒ (6) + 13 = 19
Spellcraft: 1d20 + 13 ⇒ (4) + 13 = 17
Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23
Spellcraft: 1d20 + 13 ⇒ (15) + 13 = 28
This first scroll is Mount... maybe you can figure this one out... the vial is for Silence... this is strange to me, but this one is a tracer bullet, and this one is a lesser burrowing bullet.
Zandric Zendrani
|
After the battle, Zandric casts cure light wounds on himself to close his wounds.
1d8 + 4 ⇒ (8) + 4 = 12 1/4 1st-level spell slots used
Knowledge (religion): 1d20 + 2 ⇒ (15) + 2 = 17
Knowledge (planes): 1d20 + 2 ⇒ (17) + 2 = 19
Inside the cave, he inspects the altar.
"Strange! This altar seems to be dedicated to... madness. That's all I can really tell about it, though."
He casts read magic to identify the scrolls. "This one summons a mount to your side, and this one allows you to speak with plants."
Spellcraft (vial): 1d20 + 4 ⇒ (15) + 4 = 19
Spellcraft (bullet 1): 1d20 + 4 ⇒ (4) + 4 = 8
Spellcraft (bullet 2): 1d20 + 4 ⇒ (10) + 4 = 14
Spellcraft (bullet 3): 1d20 + 4 ⇒ (12) + 4 = 16
"This oil creates an area of silence. I don't know about these bullets, though."
ninja'd!
Bom Skjold
|
"A gunslinger? Not the kind of foe I'm eager to face, but one does not always choose one's enemies in battle, or so I'm told. The oil of Silence could both useful and unhelpful..." Bom looks at Zandric to gauge the Skald's reaction to such magic.
"What I really want to know is whose cave is this? I think the answer is in those footprints we saw and I'll bet they will be returning at some point. Perhaps we can use the scroll of speak with plants to gain some answers. I fear our missing Pathfinder may be a tree and this scroll will be our only way to speak."
Bom spends the down time resharpening this weapons with his whetstone.
Nivik Klist
|
An interesting theory. Perhaps we should give it a try.
Why not? Seems like something you don't often get to try. I say we'll let Bom do the talking since its his idea. How about it?
| GM chadius |
After investigating the cave, the party continues down the path.
The town of Mercy rests a mile south of the banks of the Ustradi River. A
wooden palisade encircles a collection of its approximately one hundred
wooden buildings. Hardy trees laden with red and yellow fruit dot the
surrounding landscape. The road leads to a wide gate, which bears
a prominent sign with orange-painted letters.
Mercy does not allow dishonesty, firearms, or large weapons within town
limits. Respect the curfew.
You arrive one hour before sunset, passing through fields of cashew trees.
As you approach the town, a male human opens the gate. He seems to be the only
armed person you see, and gives you a polite nod as you approach.
"Welcome to Mercy. I’m Sheriff Molume, and I keep the peace around here.
As you can see from the sign, we don’t allow people to walk around with large
weapons around here. Before I let you inside, I need to ask you to hand them
over."
The sheriff asks you to surrender all of your weapons except light melee
weapons and quarterstaves. You can make a DC 20 Sleight of Hand check to hide
your weapons instead.
Nivik Klist
|
Do I look like the violent type? Despite the statement he will give up his longsword and, if required, his longbow. I trust pets are permitted? Nivik points to his cat, Troubles. My familiar, who I constantly forget about when I play Nivik.
Bom Skjold
|
Bom shrugs and complies.
Keeping shield, alchemical silver light mace. Not sure about the chakram
Pierre Viret
|
Pierre nods as the sheriff ends his speech.
"Sure, here are mine. But I'll sure be happy to see my longsword back."
| GM chadius |
"Wow. Usually outsiders start protesting that they need to defend themselves. I'll make sure the folk here know you can act civilized."
You all gain a small bonus to influence general public in Mercy. I'll keep track of this internally.
He nods and thanks you for your compliance. As you enter the town, he goes
over the curfew.
"We pray and attend temple twice daily, once at sunrise and once just after
sundown. We ask that you stay inside the guesthouse from 1 hour before sunset
until 1 hour after sunrise. That gives you 10 hours each day to wander around.
When you hear the triple bell you can leave the guesthouse, and when the
triple bells ring again, return to the guesthouse and draw the curtains.
Curfew begins shortly."
"This way to the guesthouse." You pass by many adults, wearing yellow-orange scarves and belts. Many give the
party a suspicious eye as they pass.
Sheriff Molume leads the party to the guesthouse, a large building at the edge
of town that the people of Mercy leave open for visitors.
"We have no other visitors coming, so it's all yours." He lets you into
the main room. "See this box at the front door, with the orange flag?
That's the message box. Three times a day, there will be food inside. If it's
after curfew and you need assistance, just raise the flag."
Feel free to ask the sheriff questions about the town.
Pierre Viret
|
I realize I didn't answer Bom's earlier questions, sorry!
During the journey, Pierre chats with Bom a little.
"Oh. I serve no arcane purpose. It is a holy one, though. I'm a servant of the glorious Iomedae. She gives me some strength and a little of the might that shines upon her entity!" he says with a calm smile. He shows the little book he wears as a necklace that is actually quite old, even if the outside is circled with silver and gold.
"The mean to contact her, beside prayer, is with the study of Aroden's word. That's why I always carry this Arodenite Institution with me, but... Enough talk about me. This is not why I joined the society. I joined to help the society settle missions... differently. What about you, though? Are you a trained gnoll killer?"
Pierre is a cleric aiming to resolve each mission peacefully :)
No parley with demons, though.
_____________________________________
I propose you leave the diplomate part to Pierre, he's trained to do this job.
The skinny cleric of Iomedae grins and bows deeply. He looks straight in the eyes of the sheriff, searching to test him, weighting each word he says.
"That's a worthy deed! Prayer is always met with answer. Not always the one we expect but there is an answer. May I humbly ask to visit the place? Also, we are looking for an Osiriani woman from Mercy named Amenira that came to Alkenstar every month. Ever heard of such a creature?"
As Pierre speaks, Iomedae's might shines upon him and he glows with a peaceful aura of good. Using Touch of Glory
Diplomacy (Touch of Glory): 1d20 + 20 + 6 ⇒ (20) + 20 + 6 = 46 O_O wow!
Zandric Zendrani
|
Zandric hands over his sword and morningstar at the gates but keeps his dagger. "We appreciate the hospitality, Sheriff. Can you tell us why the curfew is in place? Of course, we will respect it, but I'm curious why it is needed."
Bom Skjold
|
An hour earlier....
Bom continues the conversation with Pierre,
As for me, I have turned to the teachings of Gorum, not too long ago. I admire Gorum for his love of battle. My faith has given me some tranquility, as odd as that sounds. In my line of work, fear can grip a man and render him useless. At heart I'd rather talk it over than beat someone's head in."
Bom points to the circlet on his head that confers a sense of nobility to the Ranger.
"...Yet, some creatures don't talk, they just kill. So when I think of battle as the destination and not the journey, then there is a feeling of coming home when I draw my sword..."
Bom trails off for a minute as if lost in thought. Then slapping his shield, with a smile,
"I am still getting used to this spiked monster. I'd prefer something a little lighter which doesn't get caught on every vine and low hanging branch. Always worried I'll poke someone's eye out when I'm walking through the streets. "
| GM chadius |
Sheriff Molume has seen all sorts of outsiders come to his village. Bloodthirsty barbarians, conniving con artists, and smug magicians all try to swindle and corrupt the law in Mercy. And another group, fresh off of some kind of fight, carrying heavy weapons, just arrived at his footstep. He couldn't wait for them to stop asking questions and be on their way.
But Pierre's words disarm him. Maybe it's his age, maybe his smile, maybe it's the concern in his voice. Maybe it's the 46 roll. But maybe he could trust this group.
"Amenira..." he stammers. "She usually visits Alkenstar monthly, to send letters to her family. But, I haven't seen her in 2 months. I ashamed to admit, I thought she had grown tired of our hospitality and simply left without saying goodbye." He sits down. "Her house is on the west side of town. It has an orange roof. You can't miss it."
The Sheriff seems lost in thought for a minute, like the words simply flowed from him and he couldn't understand why. He hears Nivik's question first.
"What? Oh. Right. There's a plant around here. It looks like an onion. If you crush it and add some water it makes an orange dye. It's very strong at first, but with enough washings it's easy enough to wear. It's easy enough to make, so people wear orange and yellow clothing out of it."
"The-the curfew." The Sheriff shakes his head when Zandric asks him about it. "The people of Mercy value their privacy. There are some ceremonies that take place at night time, but outsiders aren't allowed to participate."
Sheriff Molume is telling the truth, but he's omitting details.
Rackle Rakis
|
"And why don't the people here like-like outsiders?" the Tengu asks, then shuts his beak and lets the smooth-tongued Cleric talk instead from now on, a little awed by the man's words and demeanour.
Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17
Rackle perks up, and his beady black eyes seem to see much, when the sheriff speaks. He leans over to Pierre and whispers, "He's not telling us everything."