GM Crunch
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Korug slams his weapon down onto the bear, which is just about to unleash another salvo. Its angry roar gives way to a sigh of escaping air, and it collapses, a massive wound in the side still slowly gushing blood. Kalkamedes had stopped for a moment when he felt the loud noises and things in front of him, but tugs forward insistently now that the action is over.
Now is the time to get healed and venture forward! Also, would anyone like to heal or stabilize the bear?
Korug Half-Shame
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As the massive beast collapses, Korug let's out a long, deep breath and the glowing marks on his body begin to fade. After calming himself, he again uses his wand to heal the wounds from the bear. "Best make haste in case there's more of them about. At least it didn't harm sleepy head here."
Two charges from wand to heal to full
GM Crunch
|
Perception, Kaspar: 1d20 + 4 ⇒ (6) + 4 = 10
Perception, Seren: 1d20 + 5 ⇒ (7) + 5 = 12
Perception, Tinker: 1d20 + 8 ⇒ (1) + 8 = 9
Perception, Barl: 1d20 + 8 ⇒ (12) + 8 = 20
Perception, Raijan: 1d20 + 8 ⇒ (5) + 8 = 13
???: 1d20 + 5 ⇒ (2) + 5 = 7
The bear defeated if anyone wants to heal or stabilize it, that's fine, just say so and the wounds it caused healed, the team proceeds forward. Over the course of another two hours, the rough, mountainous scrubland gradually flattens and gives way to thicker copses of trees sustained by a series of chilly, narrow streams. Kalkamedes's trail meanders northward, but at least he is staying on the road this time. As the path the party has been on for the last half-hour splits into a fork and Kalkamedes veers left, one of the bushes lets out a huge yawn. Every Pathfinder save the sleeping one notices, and another bush shouts, "Damn it, Dustin! Now they know we're here! Attack! Your money or your life!" Six bandits pour forth from the bushes in three groups of two, but their prey is far quicker and more organized.
Initiative, Raijan: 1d20 + 4 ⇒ (8) + 4 = 12
Initiative, Kaspar: 1d20 + 8 ⇒ (18) + 8 = 26
Initiative, Korug: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative, Seren: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative, Tinker: 1d20 + 5 ⇒ (2) + 5 = 7
Initiative, Bandits: 1d20 + 1 ⇒ (4) + 1 = 5
Kaspar
Korug
Seren
Raijan
Barl
Tinker
Bandits
Because their rolls suck, everyone can act before them, in the surprise round they initiated. Poor little guys. Remember, that means you can only take a standard or move action, plus swift and others. Also, please tell me if I'm going too fast.
Barl Kestad
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I think your pace is fine.
Barl smashes the thug next to him with his warhammer.
attack: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d8 + 3 ⇒ (7) + 3 = 10
Tinker Boneshaker
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Will try to stabilize the bear before we go.
UMD: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 1 ⇒ (3) + 1 = 4
UMD: 1d20 + 8 ⇒ (5) + 8 = 13
UMD: 1d20 + 8 ⇒ (1) + 8 = 9
Oh well, locked the wand for the day so ask someone else to stabilize it with the wand.
"Those will be the last words you will speak on this side of the dirt!" Tinker said as he stepped over to the bushes, drawing his rapier.
Kaminari Raijan
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Raijan leans back on his heels, swords barely at the ready, Now this is just silly. You botched your ambush - you don't even outnumber us! Just walk away.
Intimidate to demoralize Blue: 1d20 + 5 ⇒ (17) + 5 = 22
Kaspar Markov
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Kaspar eyes the situation. His eyesight and hearing have never been that amazing, but he paid enough attention to notice the bandits' lousy attempt of an ambush. They can't be that dangerous, Kaspar deducts, but he remains as paranoid as always.
When a bandit attacks, Kaspar uses his magic to scare them away.
(Ready action: Cast cause fear on the first bandit (red, blue, yellow, green) to enter within 30 of me; excluding the ones who already are. Cause fear causes the target to be frightened for 1d4 ⇒ 4 rounds, or shaken for 1 round if they succeed in a Will DC 16 save.)
Korug Half-Shame
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"It would probably be wise for you to give us your money then. Because I will end your lives." His markings begin to glow again and he quickly brings his fauchard down on the nearest talking bush.
Raging
Attack vs purple: 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 211d10 + 10 + 3 ⇒ (9) + 10 + 3 = 22
GM Crunch
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Korug steps forward and very nearly slices the bandit hiding in the bush clean in half. Nonetheless, the man goes down, a torrent of blood spewing from the wound in his side. The nearest target felled, Barl takes a step and smacks the next foe with his hammer, sending him reeling. Raijan's imposing presence, combined with his sound logic, terrify another bandit further, and Kaspar prepares to likewise scare several others. Tinker draws his weapon and speaks little more than the truth, cowing the men still more.
Surprise Round
Kaspar (readying to cast)
Korug (raging)
Seren
Raijan
Barl
Tinker
Bandits (pink -10, blue shaken for 3 rounds)
Seren's Seven
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Seren considers situation, with bandits jumping out of bloody nowhere and shouting about wanting her hard earned gold! She's annoyed and angry enough after the bear that their interrupting the little sleepwalk leaves her momentarily speechless. She just drags the hat she pilfered from Kalkamedes's home down more firmly and begins to twirl about in a familiar dance in her place safely surrounded by the rest of the party. She will draw one of her blades as she goes.
By the time her color drains and she catches the rhythm only she can hear the rest of the party feels invigorated.
Move to draw a sword, free to dance.
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.
GM Crunch
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Seren powers up her allies, just before the bandits finally break from their shock and spring into action. The one Barl struck foolishly disregards the threat the dwarf poses and slices out at him with a sickle, missing by several feet. Those further away run towards the party to assist, but Kaspar expertly picks the front-runner off with a spell. The man affected turns tail and runs screaming in the opposite direction, perhaps spared from the bloody brawl that is likely to befall his allies.
Sickle vs. Barl: 1d20 + 2 ⇒ (5) + 2 = 7
Will: 1d20 - 1 ⇒ (2) - 1 = 1
???: 1d20 - 9 ⇒ (3) - 9 = -6
Kaspar
Korug (raging)
Seren (+2 non-spell damage, whole party)
Raijan
Barl
Tinker
Bandits (pink -10, blue shaken for 3 rounds, red frightened for 4)
Barl Kestad
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Barl snarls, "You should have run when my friend gave you the chance!" and swings his hammer again.
attack: 1d20 + 4 ⇒ (15) + 4 = 19
damage+spirit aura: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Kaminari Raijan
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Raijan twists through the bandits' line and lashes out with a whirlwind of beak and blade.
Starting with Yellow then moving to green, so if yellow drops part way through, subtract 2 from the attack rolls
Bite: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Wakizashi: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Wakizashi: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Confirm: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Crit Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
GM Crunch
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Barl fells his target, while Raijan skewers another bandit with his beak and weapon, causing the man to fall when he ceases contact. The tengu then sends another mighty blow at the next one, leaving a large side wound. The unfortunate recipient staggers back but remains on his feet.
Kaspar
Korug (raging)
Seren (+2 non-spell damage, whole party)
Raijan
Barl
Tinker
Bandits (green -10, blue shaken for 3 rounds, red frightened for 4)
Tinker Boneshaker
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Tinker stabbed at the nearest bandit, driving the point of the rapier into his shoulder. "Do not run, you will only die...Tired!" he said, as he whipped the rapier out of the human.
Green: 1d20 + 5 ⇒ (15) + 5 = 201d6 ⇒ 6
Seren's Seven
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Seren will dance forward towards one of the bandits, a little dervish of scarves and blades only ruined by the presence of her mismatched, clattering gear. Her movements will put her closer to Tinker where her spinning will guard him from being flanked by the bandits.
When she strikes out at the bandit she speaks with is a baritone that belongs to someone like Korug and tinged a Tien accent. "I think you should surrender, this is an embarrassment, not a fight."
5 ft adjust, free action to accept a point of influence to gain 4 rounds of dancing back, full attack on the blue bandit.
1st +1 Wakizashi (Spirit Bonuses, TWF): 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
Damage(Spirit Bonus, Spirit Aura): 1d6 + 5 ⇒ (4) + 5 = 9
2nd +1 Wakizashi (Spirit Bonuses, TWF): 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Damage(Spirit Bonus, Spirit Aura): 1d6 + 5 ⇒ (1) + 5 = 6
Crit confirm +1 Wakizashi (Spirit Bonuses, TWF): 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Damage(Spirit Bonus, Spirit Aura): 1d6 + 5 ⇒ (1) + 5 = 6
Korug Half-Shame
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Korug moves up and swings at the nearest bandit
Green first if still up, then blue
Attack: 1d20 + 10 - 1 ⇒ (9) + 10 - 1 = 181d10 + 10 + 3 + 2 ⇒ (9) + 10 + 3 + 2 = 24
GM Crunch
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Korug cleaves another bandit in twain, and Seren carves up the penultimate one, causing him to hit the ground in a bloody heap. Kaspar shoots the final man with a missile of force, wounding his back, but still he runs.
Tinker, you can retcon your action, but that last bandit is going to surrender as best he can on his turn, he's already running away.
Kaspar
Korug (raging)
Seren (+2 non-spell damage, whole party)
Raijan
Barl
Tinker
Bandit -2 (frightened for 4 rounds)
GM Crunch
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The remaining hits the ground hard and curls into a ball. By the time the greatest of his fear subsides, he likely finds himself surrounded by foes, at which point he drops his weapon. "I surrender, I surrender! Just, please don't hurt me! I'll tell you anything you want to know!"
Barl Kestad
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"Hold for a moment, Kaspar." Barl turns towards the bandit. "Why did you ambush us? Did you know we would be coming this way? Have you followed this man before?" gesturing towards the sleeping Kalkamedes.
GM Crunch
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The would-be bandit shakes like a leaf as he answers. "We-We're the Gorgon's Privateers, we rob whoever comes down this path. We were just turning in when we heard you clowns, you were being very loud. I've never seen that man before, is he...sleeping? Are you going to kill me?"
Kaminari Raijan
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Anything particularly odious about the Gorgon's Privateers?
Knowledge (Local): 1d20 + 5 ⇒ (7) + 5 = 12
GM Crunch
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Raijan knows little of this particular gang of highwaymen, which in Varisia tends to tell volumes. In this instance, that these men are relatively new to their trade and have not gained much, if any, notoriety. Given their seeming lack of experience in combat, this seems the case.
Barl Kestad
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"Ah, cut him loose. Watch yourself in the future, kid. Don't get mixed up with punks like these anymore or you'll wind up like they are."
Seren's Seven
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"I mean, right? Accosting sleeping men and innocent, delicate ladies in the middle of the woods! What kind of scoundrels are you?" She delicately spits off to the side and wipes her face on her sleeve. Seren is looking a bit ill after the fight, but her composure is returning as she attempts to get her bloodied weapons cleaned off and sheathed. "Go be a haberdasher or something!"
Korug Half-Shame
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Korug shrugs his shoulders at the suggestions, "Tie him to a tree and leave him to the bears for all I care. I can't keep this guy from walking much longer so I'm following him."
Kaminari Raijan
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Raijan scoops up the bandit's weapon No sense leaving him any temptations, and says, Enjoy your second chance. A lot of people don't get them.
With that said he follows after Korug and his charge.
GM Crunch
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Relieved and still scared, the man runs off, presumably to begin what will become a glorious career of haberdashery. This leaves the party to do what they will with his erstwhile comrades (all corpses by this point) and continue with their quest. Not too long after, a clearing reveals a strange sight at which Kalkamedes stops.
The light of the sinking moon washes the sub-alpine valley ahead in silvery light. A squat, stone bunker crafted of dark rock sits nestled among the low trees, its domed roof barely peeking out from above the leafy canopy. As a cloud passes over the moon, the entire structure seems to fade from view, leaving a momentary void before the moon's light again illuminates it. Only a single entryway mars the smooth, windowless facade of the lone building. The sleeping Pathfinder tugs once more on the rope, trying to enter the strange place.
Kaminari Raijan
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Stealth: 1d20 + 9 ⇒ (12) + 9 = 21
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Raijan creeps ahead of the rest of the group, keeping to the shadows as much as possible as he tries to scout ahead for dangers to Kalkamedes.
Korug Half-Shame
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Before Korug can make a suggestion that someone scout ahead, Kaminari rushes off ahead of them. "I'll try to slow Mr Sleepwalk down a bit, give you time to make sure it's safe."
Barl Kestad
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"I believe you are correct, Kaspar. Remember the drawing in his home? I believe this building is it."
He looks for traps or anything else interesting.
perception: 1d20 + 8 ⇒ (19) + 8 = 27 +1 for trap
Seren's Seven
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"Oh, I can make light!" She drags out her wayfinder and gets ready to shake it, turning an obvious beacon onto the party, after Kaminari gives them the all clear. "Place looks a bit plain, after all that walking. I hope it's bigger inside."
GM Crunch
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Barl and Raijan see no evidence of traps, although the door is slightly open and small pawprints litter the ground. A ten-foot wide stone archway, its keystone inscribed with a seven-pointed star wreathed in ancient markings, offers ingress into an unlit corridor built of cut stone blocks. Weathered script snakes its way up and down each side of the entrance.
Down a short hallway, a set of steep stairs descend into the next room, whose only other entrance is sealed by a massive set of iron double doors that block passage to the east and rest upon a dais of glistening black stone. To the west stands a statue of an elderly, robed man carved from the same dark stone, and in his hand he brandishes a slender golden wand that points toward the door. Ancient script winds around the statue's round base, and dried leaves, dirt, and small animal bones are scattered about the room.
Will edit the map in the morning so you can see better, but tell me what you'd like to do or inspect, and whether you'd like to step on the spooky dais.
Kaspar Markov
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Linguistics: 1d20 + 8 ⇒ (13) + 8 = 21
"'The Black Edifice'... 'Thrallkeepers'..." Kaspar reads aloud as he interprets the surrounding script. "'Servants of — *cough cough* — Runelord of Sloth'. What do — *cough cough* — the Runelords have to do with all this?"
Knowledge (arcana) to know about Runelords: 1d20 + 10 ⇒ (17) + 10 = 27
(Maybe? Or is it History? Would our two investigators help with that?)
As the group walks down to the underground part of the bunker, Kaspar reminds them to keep their eyes open.
Korug Half-Shame
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What is Kalkamedes reaction to the place? Is he behaving any different or just walking right in?
GM Crunch
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Ah, thanks for reminding me, Korug.
Kalkamedes walks straight down the stairs, around the statue, and towards the huge double doors. As he sets foot on the dais, he staggers, something he has not done most of his walk unless impeded. However, he doggedly continues straining towards the doors. Korug notes despite how much he pulls on the rope, the tug is significantly lighter.
Additionally, Kaspar notices another inscription on the plinth of the statue. Again in Thassilonian, it reads, "Those that would dare believe they are strong enough to oppose us shall learn that their strength is their weakness and our weaknesses are our very strengths." The golden wand in the old man's hand does not look to be part of the statue, and can be slid out.
Kaminari Raijan
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Raijan examines the statue to see if it's trapped before sliding out the golden wand.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Anything special about this?
GM Crunch
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Kaspar identifies the wand as one of ray of enfeeblement with 16 charges remaining. While scanning for magic, very strong transmutation is detected emanating from the dais.
Kaspar Markov
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"Hrm, yes, *cough* indeed. I believe I'll find use for this." The wizard hangs on to the golden wand. He points warningly at the dais.
"Be on the lookout for that podium. Who knows what it will do."
(This might be a good opportunity to take a 15 minute break so I can prepare a couple of spells? Of course that's not necessary: I still have glitterdust, this new wand, and my magic missile wand. And thanks to Seren's dance moves we should be fine for combat.)
Kaminari Raijan
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As long as we can keep Kalkamedes happy, I'm good for 15 minutes
Barl Kestad
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He's blocked by the doors so we have all the time we need. As a reminder I have run this scenario before so I will leave figuring out the puzzle to everyone else. If you want Barl to do something specific, let me know.
Tinker Boneshaker
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Arcana: 1d20 + 8 + 1d6 ⇒ (3) + 8 + (5) = 16
History: 1d20 + 8 + 1d6 ⇒ (20) + 8 + (6) = 34
Tinker thought about the history behind the Runelords
At the mention of taking a short break, he nodded in agreement. " That's a good idea. I have something that might help in case there's a language we have problems understanding."
Use open slot for Comprehend Languages
Kaminari Raijan
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Raijan bobs his head slightly as he goes over the inscription again. Hey Kaspar. If weakness is strength, howabout you try out your new wand on Kalkamedes? Might actually help him get the door open.