Thoril The Slayer
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thoril grunts.
"do we smash." Thoril asks while gripping his large falcata.
-Posted with Wayfinder
Mun of Ashava
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Mun looks from the woman to her champion with confusion. "I guess I'm happy that you've been able to recover what was yours. I don't think any here will fault you for that. But are you responsible for what's going on in the museum now?"
He waves around the tip of his longspear a bit, for emphasis. "I had to cut my way through what was almost certainly a priceless relic of the Shining Crusade. If this is what it cost to recover your relic, the cost was too high!"
Wei Tchak
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"Not at present, lizardlips... stand down, we are just talking right now." Tchak says softly as an aside to Thoril. sorry, I don't think Tchak knows your name ic
Draklor Ribiera
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Now that the possibility of a fight has been abated, Draklor turns to questions of curiosity. "So where, or what, is Vildeis? Is that where you're from? And is that a phantom? I'm not quite sure, but I met a young girl on assignment once who had manifested a similar apparition. The ghost of her brother, I believe."
Sense Motive: 1d20 + 9 ⇒ (8) + 9 = 17
Malik Rimeclan
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Malik quietly sits at the back of the group, still bewildered at the opponents the group was facing so far. He knows nothing about the Blackros, but they are his current employer by proxy, and seems suspicious of the northerners in front of him.
| GMG |
The red warrior growls, “I’m indeed a phantom. I am Anok, and I protect the guardian of Ivvora’s hilt, Medda"
Medda looks at Mun "What you did to get to us is on your conscience, not ours.
She is picks up her pack "We will leave now, I am sorry that this was neccesary, but those thieves should not have stolen Ivora's hilt"
She barely finishes speaking when the big chandalier in the room comes crashing down. It lands in a big cloud of black and red smoke and when the smoke clears you see a seething devil which deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.
Medda wastes no time "Anok! attack that evil beast! Warriors, stay clear, you are no match for it." she turns towards you "Pathfinders, please help us ban this evil!"
Wei Tchak
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"Now that sounds like something we can do!" Tchak draws his blade and prepares himself mentally for fighting the creature.
| GMG |
Mun of Ashava: 1d20 + 3 ⇒ (2) + 3 = 5
Selune (companion): 1d20 + 3 ⇒ (9) + 3 = 12
Draklor: 1d20 + 5 ⇒ (11) + 5 = 16
Malik: 1d20 + 3 ⇒ (13) + 3 = 16
Wei Tchak: 1d20 + 4 ⇒ (5) + 4 = 9
Hamith: 1d20 + 1 ⇒ (16) + 1 = 17
Gill: 1d20 ⇒ 2
Thoril: 1d20 ⇒ 13
Anok: 1d20 + 1 ⇒ (16) + 1 = 17
Medda: 1d20 - 1 ⇒ (1) - 1 = 0
Devil: 1d20 + 6 ⇒ (17) + 6 = 23
vs Medda
Attack: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Damage: 1d10 + 6 + 6 ⇒ (9) + 6 + 6 = 21
vs Hamith
Attack: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Damage: 1d10 + 6 + 6 ⇒ (7) + 6 + 6 = 19
Anok
Slam: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7
Damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Slam: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
Damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
The devil slashes once at Medda, hits her and causes a nasty looking wound that drops the young woman! She collapses, the wound still oozing blood. The fiend directs a second attack at Hamith, missing the paladin.
The phantom shouts "NO!", flies into a rage and moves closer to the devil, but does not manage to hit it.
Initiative
Knowledge (Planes) to identify
Hamith
Mun of Ashava
Selune (companion)
Draklor
Malik
Wei Tchak
Gill
Thoril
- - -
Medda - 21 hp & dying
- - -
Devil
- --
Anok
- --
Malik Rimeclan
|
Malik watches the wounds done by the devil as he runs towards the unconscious warrior's body. He does not utter a word, but works fast. He touches the wound and his face goes pale for a moment. When he removes his hands from the body, the cut seems a lot less serious, but still very visible.
"At least it's not bleeding. For now."
Kinetic Healer as a Standard action - accept 1 point of burn to heal for an amount of hit points equal to your kinetic blast damage.
Kinetic Healer: 2d6 + 8 ⇒ (1, 4) + 8 = 13
| GMG |
Malik Caster Lvl check: 1d20 + 3 ⇒ (13) + 3 = 16
Malik places his hand over the wound that gushes with blood and tries to stench it. His will battles something evil inside the wound that wants to leech the life out of the woman but the half-orc perseveres and manages to close the wound!
Initiative
Knowledge (Planes) to identify
Hamith
Mun of Ashava
Selune (companion)
Draklor
Wei Tchak
Gill
Thoril
- - -
Medda - 8 hp
- - -
Devil
- --
Anok
- - -
Malik
Thoril The Slayer
|
Thoril will move to flank and rage and swing
poweratk: 1d20 + 11 ⇒ (13) + 11 = 24
dmg: 3d6 + 20 ⇒ (4, 1, 1) + 20 = 26
-Posted with Wayfinder
Hamith
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Hamith’s eyes go wide at the appearance of the devil. He emits a low growl from the bottom of his throat and draws his sword and steps up to engage the creature, mind calling out, reaching for the power just below the surface, just out of sight, the power of a goddess’s favor. He feels the pressure in his muscles. A language of righteousness like waves of pressure, emanating from the core of him. It props him up. Gives him the necessary strength.
”You have invaded the wrong sanctum, devil.”
If smite evil is active, Hamith has AC 25 versus the devil's attacks.
Move Action
Draw greatsword
Misc Action
5 ft. step up
Swift Action
Activate Smite Evil (+4 atk/dmg (+4 added damage if evil outsider))
Standard Action
Attack!
Greatsword, power attack, smite evil: 1d20 + 7 - 2 + 4 ⇒ (19) + 7 - 2 + 4 = 28
Crit Confirm: 1d20 + 7 - 2 + 4 ⇒ (3) + 7 - 2 + 4 = 12
DMG (slashing), smite evil: 2d6 + 10 + 4 ⇒ (6, 2) + 10 + 4 = 22 +4 more if evil outsider
| GMG |
Thorill and Hamith do massive damage to the devil, although Thorill has issues penetrating its tough skin. Aided by Iomedae herself Hamith does not have these issues.
Initiative
Knowledge (Planes) to identify
Mun of Ashava
Selune (companion)
Draklor
Wei Tchak
Gill
- - -
Medda - 8 hp
- - -
Devil -47 hp
- --
Anok
- - -
Malik
Thoril
Hamith
Draklor Ribiera
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Draklor stares in awe at Medda's crumpled form. "Down in a single strike? That thing must pack quite the punch...Get over here!" He calls to the Pathfinder he was talking to earlier. The kitsune then draws and loads his crossbow.
Knowledge (planes): 1d20 + 13 ⇒ (4) + 13 = 17
Activating Timely Inspiration aid token.
Wei Tchak
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Tchak spends a point to enchant his blade, moves up to flank with Thoril and swings his blade...
to hit: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
dmg if hits: 1d8 + 5 ⇒ (7) + 5 = 12
| GMG |
Draklor shares that this is a bearded devil and that it is immune to fire and resistant to weapons that are not good-aligned or silver. Wei Tchak quickly finds that to be true, as his weapon does less than full damage. Gill annoys the devil, so that Thoril has an easier time hitting it.
Initiative
Inspire courage: +2
Mun of Ashava
Selune (companion)
- - -
Medda - 8 hp
- - -
Devil -54 hp
- --
Anok
- - -
Malik
Thori: +2 on attack roll from aid another
Hamith
Draklor
Wei Tchak
Gill
I will give Mun 12 hours to post, after that I will bot him and Selune
Mun of Ashava
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Mūn moves up beside his companion. (Not sure how we got separated?) He calls on his patron to protect them both from the evil of this creature. "আশওয়া, এই মন্দ শয়তান থেকে আমাদের রক্ষা করুন; এটা আপনার বিশ্বস্ত বান্দাদের উপর তার মন্দ অভিলাষ সঠিক না করা।"
"Ashava, protect us from this evil devil; do not let it exact its ill will on your faithful servants."
He then commands Selûne to join the other Pathfinders in sending the devil back from whence it came. "সেলুন, এই মন্দ শয়তান ধ্বংস!"
"Selune, destroy this evil devil!"
Move: 20'
Standard: Cast Protection from Evil on Mūn and Selûne with Improved Spell Sharing (5 rds/level each)
Free: Handle Animal
Handle Animal, Attack Any Creature, DC 10: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
| Selûne of Ashava |
Selûne hears Mūn's command, and very nearly ignores it due to the otherworldly nature of the bearded devil. But the bear is better trained than her instinct, and she swiftly moves up the stairs and around the Pathfinders to find and opening from which to strike.
Move: 40'
Standard: Attack
Bite: 1d20 + 6 ⇒ (10) + 6 = 16
Damage, P: 1d4 + 3 ⇒ (3) + 3 = 6
| GMG |
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Beard: 1d8 + 2 ⇒ (6) + 2 = 8
Slam: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Slam: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Selune does minor damage to the devil. Medda hunkers down on the floor. The devil drops his glaive and attacks Thoril with its claws! Both hit and then it also lashes at the Nagaji with its spiky, filthy beard! It seems to be close to faltering, yet Anok is not able to finish it...
Initiative
Inspire courage: +2
Malik
Thoril: 31/52 hp +2 on attack roll from aid another, Fortitude Save please vs disease
Hamith
Draklor
Wei Tchak
Gill
Mun of Ashava
Selune (companion)
- - -
Medda - 8 hp
- - -
Devil -56 hp
- --
Anok
- - -
Wei Tchak
|
Tchak swings his blade, Oblivion, at the devil again.
to hit: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
dmg if hits: 1d8 + 5 ⇒ (6) + 5 = 11
Draklor Ribiera
|
"Hold fast there, Thoril, I'm here to help!" The kitsune wends his way around the tables to safely reach his injured ally.
Double move.
Malik Rimeclan
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After dealing with the wounded northerner, the half-orc sets his eyes on the attacking devil. Water is dripping from his skin as a small puddle forms underneath him. He makes a few rapid movements with his hands, and releases a liquid sphere at the ambusher.
Attack, Water Blast, Physical (Blunt), Point Blank: 1d20 + 5 + 1 + 1 + 2 ⇒ (15) + 5 + 1 + 1 + 2 = 24
Damage, Water Blast, Physical (Blunt), Point Blank: 2d6 + 6 + 2 + 1 + 2 ⇒ (3, 1) + 6 + 2 + 1 + 2 = 15
Bonuses in rolls: Elemental Overflow, Point Blank Shot, Inspire Courage
Thoril The Slayer
|
fort: 1d20 + 6 ⇒ (6) + 6 = 12
fort: 1d20 + 6 ⇒ (9) + 6 = 15
atk: 1d20 + 11 ⇒ (17) + 11 = 28
dmg: 3d6 + 20 ⇒ (4, 2, 3) + 20 = 29
Thoril will attemt to slay the beast with a powerful swing
crit confirm: 1d20 + 11 ⇒ (11) + 11 = 22
crit dmg: 6d6 + 40 ⇒ (4, 1, 4, 6, 6, 2) + 40 = 63
"RRRRAAAAAGGGHHHRRRR"
92dmg if confirmed... end rage if dead
| GMG |
Together you make short work of the devil!
Medda stands up and lays a hand on Thoril Healing: 3d8 + 3 ⇒ (3, 8, 2) + 3 = 16
"Thank you all for fighting that evil, I must say I am impressed by your prowess. You said you are members of the Pathfinder Society, would you be kind enough to allow me talk to your leaders?"
Hamith
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Hamith claps a hand on the Nagaji's shoulder. "Well done, Thoril! Iomedae' s might must have been with you this day."
To Medda, he says, "I have no problem with it. We have cleared the way back where we came. Would you like us to escort you for added security?"
-Posted with Wayfinder
Draklor Ribiera
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"Certainly, let's go! Thoril, you look like use could use some more succor." The kitsune taps the hulking nagaji with his wand.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wei Tchak
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"Yes, agreed. You should speak to one of our Venture Captains at the very least. Come." He starts heading down and out of the museum.
GM Granta
|
★★★OVERSEER ANNOUNCEMENT★★★
The crowd of guards, onlookers, and concerned citizens outside the Blakros Museum quiets as Venture-Captain Ambrus Valsin approaches a woman clad in furs exiting the museum. "My Pathfinder agents tell me that you are Medda of the Twinhorn following, is that correct?"
"Yes, I speak for the following." Medda glares at Nigel Aldain, "I have come to reclaim what is rightfully ours. His agents stole our most sacred relic after we refused to sell it. We have traveled through dangerous lands to claim it back, and still he refused—"
"My agents claim they bought it," Nigel protests. "I’m not going to just give it to you because you stomp into my office demanding priceless artifacts."
Valsin interjects, "Nigel, let us listen to her story and decide how to proceed. Medda, tell us about this relic. Why is it so important to you?"
Medda takes a deep breath. "Over 900 years ago, a powerful warrior named Ivvora came into our camp. She spoke of an angel named Vildeis who guided her hunt for a great dark evil she called Eshimka. Several of our scouts had recently disappeared, later found ripped into pieces. The elders insisted that we help banish this evil and ensure the safety of our following. They laid a trap for the evil spirit, luring it to our sacred standing stones on the winter solstice. There, Ivvora and the great dark evil, Eshimka, fought a mighty battle that raged for hours. Just as the night was darkest, Ivvora dealt Eshimka a telling blow, digging her dagger deep into its flesh. The creature tried to escape, but it only snapped off the blade and then collapsed on the center stone. The elders finished their ritual and destroyed it completely.
"Ivvora rested with us for the winter before departing to eradicate more evil from the world, but not before leaving us the hilt of her weapon." Medda withdraws a bundle of bloody cloth from her bag, then unwraps it to reveal a small hilt with a bloody fragment of black metal. "She told us to bring the hilt back to the standing stones every year at the winter solstice to keep evil away. We’ve had to travel for so long to retrieve the hilt, I’m afraid we won’t make it back in time for the solstice. Please, let me leave now."
Ambrus Valsin contemplates Medda’s story for a moment, then nods, his brow furrowed. "Nigel, you should send for the Blakros agents who ‘obtained’ the hilt and hear what they have to say. Medda, I’m going to send as many Pathfinder agents as you deem necessary to travel with you and your following. I want to ensure we return this relic to its proper place." Nigel starts to protest, but Valsin cuts him off. "Nigel, you wanted my help; you are getting it. I’m helping you fix a mistake your agents made. As for your museum," Valsin takes a moment to survey the heavily damaged museum, "I’m told most of the damage was done by your own security, not Medda and her following.
"Pathfinders, prepare to head north to the Realm of the Mammoth Lords."
This concludes Part 1.
GM Granta
|
Medda and Ambrus Valsin discuss long into the night how the Society might help the Twinhorn following. By the morning they have concluded that while teleportation magic might take the Kellids and Pathfinders as far as Lastwall, Medda insists that Ivvora’s hilt has lost some of its spiritual strength since being stolen. She believes the only way to restore its power is to walk the same path that Ivvora took into the Twinhorn’s land after the Shining Crusade—and that path leads straight through the Hold of Belkzen, an unforgiving land controlled by orcs!
Society mages gather to transport small groups at a time to Lastwall, and from there, the convoy of Kellids, Pathfinders, and supply wagons set off north. For all their brutal reputation, the orcs have become somewhat more welcoming of caravans at the urging of Grask Uldeth, one of the strongest orc chieftains and the ruler of the de facto capital Urgir. Those who stop at the Table of Ralock can purchase safe passage in the form of special tokens from tribal representatives. It remains to be seen whether the Pathfinders can secure enough.
@Table GMs: You have three days to run Securing Passage on page 21, but stop before running Up the Flood Road.
Gilloro Mullino
|
Gill takes a couple punches at his shadow.
"Belkzen! I once knew a fighter back in '86 they called Half-Orc Henry. Real tough one.. couldda sworn he was a full orc, or at least three-quarters orc!"
Gill then looks to the others.
"Gonna be real cold up north. Haven't fought up there in decades. Better get a coat. My last one got eaten by moths."
Gill will pick up some cold weather gear (8gp).
| GMG |
Urgir, capital of Belkzen, land of the orcs, is a dusty city composed of a discordant combination of crumbling dwarven architecture and rickety shelters. Medda has asked that everyone try and obtain tribal tokens, which allow safe passage through Belkzen and protection from the orc tribes. She has purchased as many tribal tokens as she can with gold but still needs more to have enough for her following warriors and the Pathfinders.
There are several tribal ambassadors that you can meet with and try to impress in order to win their favor. You can try these one at a time.
A bit of asking around leads you to the following information about the various ambassadors.
We don't have a lot of time IRL. Feel free to mix it up, post in character, and include what you feel is a relevant skill check.
Blenta, female orc: Found in the beast pits, Blenta is trying to train a particularly independent gorthek.
Borbus male orc: Bored with Urgir, Borbus is looking for some quality entertainment that isn’t just violence. He is also in need of a strong drink;
Bukog, male orc: Though the Steel Eaters are supposed to be the best metalsmiths in all the clans, Bukog is having trouble impressing his peers.
Gekagro male orc: Sent by his Broken Spine brethren to Urgir to trade for maps and supplies, Gekgaro is having a difficult time finding a hospitable place for his tribe to camp for the winter.
Grafffa female orc: Always looking to improve herself, Graffa is training on an obstacle course of her own design. She knows that competition brings out the best in her and is looking for someone to
race.
Kardook, male orc: Kardook is in the sparing pen challenging other orcs to nonlethal combat. He hopes to learn new fighting techniques to improve his fighting style and teach his tribe.
Mirtgog, male orc: Seeking illicit information to topple the ruling Empty Hand tribe, Mirtgog is willing to trade for information he can use against the Empty Hand and Chief Grask Uldeth
Mun of Ashava
|
Mūn mingles around the group of orcs. While clearly feeling out of his element to a degree, his natural inclination towards diplomacy and etiquette prevent any major faux pas'. Hearing one of the orcs bemoaning a lack of entertainment, Mūn approaches. "Borbus, did you say? Music is truly the best entertainment. I'm no musician myself, but maybe I can show you something about the crafting of instruments; when instruments are around, music tends to follow."
Craft (musical instruments): 1d20 + 8 ⇒ (5) + 8 = 13
Wei Tchak
|
Tchak knows he's not exactly the most likable fellow nor the easiest to get to know, but he feels for Bukog, the undervalued smith. He drops by to pay him a visit at his forge. "Hullo. You're Bukog, right? I'm Tchak of the Wei tribe. My folk are not among the great smiths of the dragon empires but we are respected for the work that we do and the blades we make. We have techniques not well-known in the west... it has to do with the folding of the steel, perhaps I can show you? It might strengthen your blades and surprise your colleagues!"
diplomacy: 1d20 - 1 ⇒ (20) - 1 = 19
craft weapons to demonstrate: 1d20 + 7 ⇒ (19) + 7 = 26
Hamith
|
In his travels around Urgir, Hamith spots Bukog of the Steel Eaters trying to craft a helm and moves over to offer some advice. Most of his encounters with orc-kind have not been positive, but he reminds himself that these creatures are simply lost, and some may find their way back to righteousness. The demons and devils are the true enemy.
"My name is Hamith Caid, well met. I was once a blacksmith for the crusader armies stationed near the Worldwound. I could give you some tips on how to craft a good set of armor. Perhaps in exchange for one of those tokens for safe passage through the Hold?"
Profession (blacksmith): 1d20 + 7 ⇒ (6) + 7 = 13
| GMG |
Wei Tchak demonstrates the eastern techniques to the orc "I have never seen anything like that!" he picks up his hammer and tries the technique that Tchak demonstrated.
"Very nice! I will give the Twinhorn following and Pathfinders my tokens for safe passage. I also have some fetishes that will aid you in your crafts." Each PC gains a +5 bonus on any Day Job checks performed at the end of this adventure
Later Hamith also meets Bukog and starts to tell the smith about the peculiarities of making full plate. The orc snorts "Those armors are for weaklings, we don't make them!"
Mun joins Borbus and tries to explain the techniques necessary to make a proper fiddle. The orc is turning his empty beer mug and peering in it, while not even pretending to listen...
I want to give the others the opportunity to post and then we will do a second round of posts. There is no benefit for gaining multiple tokens from a single orc, so no need to visit Bukog again.
Malik Rimeclan
|
Malik sees Mun struggling, and decides to help out. He sits down next to him, looking at Borbus. Once he notices the empty cup, he attempts to strike a conversation.
"Hard to find liquid encouragement, hm? I'll show you a little trick. Come."
Prof. Herbalist: 1d20 + 5 ⇒ (19) + 5 = 24
He gestures to both Borbus and Mun to follow as he takes a walk around the area. He looks around edges of walls, trying to find a particular plant, narrating what he is trying to do: "Our shaman was also in this situation during the longer hunts. Like several weeks long. The men need a little distraction. Ah .. here it is.", he squats down, and digs in the ground for a while, pulling out a blue-flowered plant with leaves growing just above the ground. He pulls it out with the root, which is very parsley-like, but quite shorter and thinner.
He turns towards the orc, showcasing both the root, and the plant itself in his hands. Then, he cuts the stem from the root and gives the orc the stem with the flower, so that he can remember what it looks like.
"Now we need two rocks and a fire. Simple enough." he pulls out his mess kit, pours some water into the cantine, and puts it on a fire to boil. While the water gets to a boiling point, he finds two rocks and mashes the root between them, transforming it from a root into a bundle of fibers. The fibers end up in the cantine, boiling in the water.
"The longer you boil it, the stronger it gets. Three minutes gets a buzz going. Five will make you hate yourself in the morning. Fifteen can take down a large bear if you coat a dart in it. Interestingly enough, if you dry it up and don't cook it, it makes for a pretty decent seasoning."
Malik measures the orc with his eyes, and leaves the mashed root in the water for four minutes, then pours it into a cup, and passes it to Borbus: "Drink it, and sit down."
Wei Tchak
|
"Thank you, Bukog... you are too kind.. I hope those techniques serve you well... Good day." Tchak takes the tokens and heads out to meet the others, hoping they are faring as well.
Draklor Ribiera
|
Draklor, seeing Borbus occupied with talk of music and spirits, sidles up to Gekagro instead. "I'll be honest, I'm a bit new to the area," he begins. "Still, my faith and extensive study have granted me quite a lot of knowledge on a variety of subjects.
"See here?" The kitsune produces a relatively detailed map of the area he purchased when he learned where the Pathfinders were going. "Sure, most of the places aren't too inviting, even less so in the winter. But, along these mountains - a cave system! From what I know, you...Broken Spines live perhaps a week's march from there. They're uninhabited, too; perhaps a few wild animals but nothing your people can't handle.
"You can have the map, too, if it helps. I'm sure other Pathfinders have something like it if I need it."
Knowledge (geography), take 10: 10 + 7 = 17
Gilloro Mullino
|
Gill wanders down to the sparring pens as the rest of the group disperses.
Squinting, he watches from afar before approaching the orc.
"Yer right hook's soft. Put 'em up and lemme show you.. it's all in the hips. Ya gotta get more torque."
BAB check?
BAB: 1d20 + 3 ⇒ (3) + 3 = 6
Yikes.
As Gill takes a swipe, he nearly doubles over into a coughing fit.
| GMG |
Malik
The orc takes a sip, rolls the hot beverage through his mouth and then takes another sip. He turns towards Malik and punches him against the shoulder "This is the good stuff! Thank you friend! Can you imagine that that elf wanted to teach me how to make one of those pansy instruments? Here are my clans tokens to allow you safe passageand some fetishes that might come in handy"
Benefit: Before attempting a Bluff, Escape Artist, Perform, or Sleight of Hand check during this adventure, a PC can decide to roll twice and take the higher result. Each PC can use this benefit once before the end of the adventure.
Draklor
Gekagro studies the map "I did not know there are caves there, but if there are that would be a great possibility!"
Then Draklor mentions the pathfinders and the orc jumps up, as if stung by a bee "Oh no! I see what you are doing! There are no caves there and you are trying to lure us all to a cold death. I won't have anything to do with you!" and he walks away.
Gill
"And that is better? You are a funny old man, but leave the fighting to those younger than you!"
Second round of checks! You have the tokens from Borbus and Bukog.
GM Granta
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★★★OVERSEER ANNOUNCEMENT★★★
Having traveled for more than a week through the harsh lands of Belkzen, the Twinhorn warriors grow excited as they come within a few days’ travel of their homeland.
As the sun dips behind the Smokespur mountains, the sound of drums start to echo off the rocky canyon walls, starting slowly at first, but quickly increasing in pace. Medda turns from her lead position in the caravan and shouts “Look out! Ambush!”
The drumming continues as a boulder hurtles from the mountain and lands on the lead wagon, sending splinters flying in all directions. Clouds of dust billow off the mountainside as dozens of orcs surge from the foothills and chant to the beat of the drums. Arrows and boulders begin to rain from the slopes.
Medda calls out, “Pathfinders, someone is willing to risk Uldeth’s ire by attacking us! I need some of you to meet their vanguard, others to guard the caravan, and a third group to take out their archers.”
@Table GMs: You have 11 days to run Up the Flood Road on page 22. Encounters D, E, F, and G are now accessible, but please stop before reaching Part 3.
Malik Rimeclan
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Malik nods at Borbus, and thanks him for the tokens. "Talk to your shaman about that plant when you get the chance. And don't experiment too much, or you'll end up being comatose."
Once the wagon in front of them is transformed into a rather large and inhibiting pile of toothpicks, the half-orc quickly checks about for any marksmen, as hinted by Medda.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
| GMG |
Mun of Ashava: 1d20 + 3 ⇒ (18) + 3 = 21
Selune (companion): 1d20 + 3 ⇒ (18) + 3 = 21
Draklor: 1d20 + 5 ⇒ (10) + 5 = 15
Malik: 1d20 + 3 ⇒ (9) + 3 = 12
Wei Tchak: 1d20 + 4 ⇒ (2) + 4 = 6
Hamith: 1d20 + 1 ⇒ (19) + 1 = 20
Gill: 1d20 ⇒ 16
Thoril: 1d20 ⇒ 14
Green: 1d20 + 1 ⇒ (13) + 1 = 14
Purple: 1d20 + 5 ⇒ (16) + 5 = 21
Yellow: 1d20 + 1 ⇒ (4) + 1 = 5
Target (front to back): 1d3 ⇒ 3
Attack: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10
Damage: 1d8 + 4 + 4 ⇒ (6) + 4 + 4 = 14
Attack: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Damage: 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12
You make your way to the high ground, where the archers are. Obviously they have been waiting for you and do not like that one of their blood has joined the pathfinders. They are shouting "Wait until Gutrattle
gets ahold of you!”" and “Push them down the hill!” before one of them grabs his bow.
Two arrows are shot at Melik. The first misses, but the archer quickly takes better aim and the second arrow flies true.
Initiative
Climbing the hill (as opposed to following the path) is a climb DC 14. You can not climb over the big rocks.
Mun
Selune
Hamith
Draklor
Gill
- - -
Green
- - -
Wei Tchak
Malik: 12 damage + 6 nonlethal (?)
Thoril
- - -
Purple
- - -
Malik, that 6 damage on your status bar: is that nonlethal from burn that you take each morning?
Draklor Ribiera
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"In the name of such great Pathfinders as Durvin Gest, as well as Irori, we refute you!" Draklor calls for all to hear, glad that his side didn't start the hostilities. He then draws his crossbow.
Have we had time to recover abilities and such? If so, Inspire Courage, round 1, if not, round 4.
Gilloro Mullino
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Gill hustles up the slope.
"Follow me, kids. Scramblin' up slopes like these is how I used ta' train back in '88!"
Gill stifles a cough and works to show the others how it's done.
Gill will try to "fast climb" which is a -5 to his check so he can move half his speed (40/2=20ft; 16sqs with a double move).
Climb DC14: 1d20 + 6 - 5 ⇒ (16) + 6 - 5 = 17
Once he reaches the top, he spits before he appears almost ready to keel over from the effort
"Ain't no thing!"
That was a double move. He'll provoke from green if he threatens/has a melee weapon.
Hamith
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Hamith moves up to the base of the hill and pulls his grappling hook out of his pack, swinging it and preparing to throw.
Move Action
Move up
Standard Action
Draw grappling hook and rope
| GMG |
Gill falling: 1d6 ⇒ 3
Each move action that you climb in needs it's own check. First 10 feet that you moved is on the ground and normal speed. Then you start climbing at half speed = (40-10)/2 = 15 feet up. You then fail the climb check with more than 5 and fall back down to where you started from.
Gill quickly scrambles to the base of the cliff and starts to climb. Halfway up the cliff he takes a short breather and looks back down to his companions. When he tries to tackle the second half of the cliff he thinks it is as easy as the first part, slips and falls down again!
Draklor takes out his bow and starts inspiring the pathfinders while Hamith readies a grappling hook.
Initiative
Climbing the hill (as opposed to following the path) is a climb DC 14. You can not climb over the big rocks.
Mun
Selune
- - -
Green
- - -
Wei Tchak
Malik: 17/30 hp + 3 nonlethal
Thoril
- - -
Purple
- - -
Hamith
Draklor
Gill 25/28 hp, prone
Mun of Ashava
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Mun chants a quick prayer to Ashava to protect he and Selune better. "আশহা, দয়া করে আমাদের এই অভিশাপ থেকে রক্ষা করুন!"
"Ashava, please grant your aid to shield us from this ambush!"
He then commands Selune to start making her way up the mountain to attack, following behind the swifter bear as best as he can. "সেলুন, ওরক আক্রমণ! প্রথম এক পর্যন্ত যান!"
"Selune, attack the orcs! Go for the far one first!"
Standard: cast Shield of Faith on he and Selune using Improved Spell Sharing (5 rds/level each)
Free: Handle Animal
Move action: Move 20'
Handle Animal, attack: 1d20 + 3 + 4 ⇒ (4) + 3 + 4 = 11
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
When you are adjacent to or sharing a square with your companion creature and that companion creature has this feat, you can cast a spell on yourself and divide the duration evenly between yourself and the companion creature. You can use this feat only on spells with a duration of at least 2 rounds. For example, you could cast bull's strength on yourself, and instead of the spell lasting 1 minute per level on yourself, it lasts 5 rounds per level on yourself and 5 rounds per level on your companion.
Once the spell is cast, you and the companion creature can move farther apart without ending the effect.