Soran Fletcher
|
Soran nods at Ferabras' back, and mutters imperceptibly.
This whole thing is ridiculous.
Aloud, he says.
We are here to retrieve the flames. You needn't worry. We'll be back soon.
Krestin
|
"Yes yes, we bring back fire! That will make people feel better, right?" Krestin says enthusiastically. His eyes were darting between all the townsfolk, trying to find a glimpse of any happiness. The somber mood of the gathering was apparently making him somewhat worried.
Craggor Battleborn
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"Aye we'll be off ta get yous the flame. Might ta been an odder tradition I do suppose." Craggor is trying to rationalize this situation. "Tis a way on honoring the ancestors and tis a bit like a dwarf."
GM Sior
|
”Kind of seems that Samhain must have known something of this[...]”
Why do you think he has a couple levels of rogue? ;-)
Mayor Uptal presents Taliesin with the lantern. He then hands each of you a backpack that contains 5 days’ worth of rations, a small tent, a winter blanket, a full waterskin, and a piece of the Trail Map that leads from Kassen to the Crypt of the Everflame. In addition, the following items are spread out among your backpacks;
- Craggor - 50 feet of hempen rope
- Ferabras - a box containing tinder and three tindertwigs
- Krestin - a labeled potion of cure light wounds
- Lini - three torches
- Soran - a small bottle of local brandy
- Taliesin - a grappling hook
The mayor once again speaks to the townsfolk. “I present to you the brave heroes who will follow in Kassen’s footsteps to retrieve the Everflame! Some of them may not return, but I say to you that their sacrifice shall not be forgotten. Go, brave heroes, and do not return until you have the eternal fire.” With that, the mayor points to the south, the direction of Kassen’s tomb. The townsfolk begin waving goodbye with cold, solemn looks on most of their faces.
Meanwhile, children break the solemn tone of the event, emphatically telling tales to one another about what happens during the quest. Some even claim that there have been a number of deaths over the years.
Some adults remain closeby, as if they want to say something, but are holding back.
Or if you prefer to sneak about and listen in on some hushed conversations...
GM Sior
|
You leave town and, after 2 hours of trekking, come to a narrow path that winds through the raking claws of the trees, now bereft of their leaves, which crunch loudly underfoot. Up ahead, a fallen tree trunk blocks the path. Suddenly a trio of snarling humanoids leaps up from behind the log, all greenish skin and fearsome tusks, bellowing vulgar challenges.
F: 1d20 + 1 ⇒ (18) + 1 = 19
K: 1d20 + 4 ⇒ (6) + 4 = 10
L: 1d20 + 1 ⇒ (16) + 1 = 17
S: 1d20 + 3 ⇒ (4) + 3 = 7
T: 1d20 + 8 ⇒ (18) + 8 = 26
Orcs: 1d20 ⇒ 19
Order:
Taliesin, Ferabras <<< Current turns
Orcs
Lini, Craggor, Krestin, Soran
Ferabras
|
Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24
Ferabras manages to approach closely enough to some of the adults and inquire if they have something to say. Once he hears their whispers, he shares what he's learned with his companions on the trek out of town. "The folk in town told me that there's really no big danger, and little to worry about in our quest. I hope they're right, but I wouldn't bet on it. Then again, I'm not much of a betting man."
When the orcs ambush them, Ferabras draws his blade and moves up to them, ready to strike if they attack! "Stand down or die!" he cries.
Move action to get close to pink orc, ready action to strike him if he attacks.
MWK Cold Iron Greatsword, PA: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19 Readied attack
Greatsword damage, PA: 2d6 + 6 + 3 ⇒ (6, 3) + 6 + 3 = 18
Krestin
|
Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8
Krestin, being ever so helpful, tries to ask around about the trial, but is quickly hushed and sent back to the group. "They don't like Krestin, even though he tries to help..." Once Ferabras starts to inform the group though, the sorcerer's eyes widen. "You good at talking with people! How do I get strangers to like me too?"
Placed myself on the map. Krestin shall have a fun time soon!
Craggor Battleborn
|
Grabbing his pack from the Mayor Craggor checks through the contents personally. He slings it over his shoulder and starts on the road with his companions. He isn't surprised to see the orc raiders.
Knew there be a catch
"Wastin your bredth Fera!" Craggor qips as he is readying for battle. "Those ain't roses they be holding."
Ferabras
|
Ferabras takes a moment to recognize that Craggor has spoken to him. Did I just get a nickname? That's a new thing! "I'm sure you're right, er, Crag," he responds a bit awkwardly, "but I won't kill them without cause."
Taliesin Staccato
|
Talisin lifts her spear into the air, and the banner of the Pathfinder Society unfurls and ripples in the breeze.
"Great things away you this day! To arms, brave Pathfinders!"
As far as my actual turn, I'll delay and hopefully conserve resources for later.
Hey fellow party members! This character is more of a support character, and I have lots of help for you guys, but not as much combat ability myself. This all works well if you will remember the bonuses I can provide, but not as well if you don't! For starters, even when I am not using rounds of inspire courage, I have the Flagbearer feat, which gives you all a +1/+1 to attack/dmg. If I'm using inspire courage, that's +2/+2. So PLEASE remember to add that into your rolls!!!
GM Sior
|
Ferabras moves up and readies a strike against the orc while Taliesin awaits to see what happens.
The orc with the pink headband strikes at Ferabras, dealing a solid blow!
Greataxe: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d12 + 4 ⇒ (6) + 4 = 10
11: 1d20 ⇒ 6 *gm chuckles*
Ferabras retaliates, sending the orc falling backward over the log.
11: 1d20 ⇒ 16
The other two orcs advance of the tiefling, growling and snarling their curses as they swing their greataxes.
Yellow: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 Miss!
Green: 1d20 + 5 ⇒ (12) + 5 = 17 Miss!
Party up!
Krestin
|
Currently on mobile and can't move Krestin. Could someone move him up and over one square, thank you!
Krestin steps up with out reached hands, shouting as Febabras is hit by the orc. The sorcerer shakes slightly with anger before he looks at the orc with a green headband. "You hurt friend! You are a bad boy!" A free arm swings forward as the kitsune snaps his finger, pointing at the orc!
DC 19 will save or be dazed.
Soran Fletcher
|
Soran draws and fires an arrow at the Orc in the front, while moving forward.
Attack, Point Blank Shot, Deadly Aim, Flagbearer: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Ferabras
|
Ferabras steps up to the next orc and cries out, "Friends, these are no orcs! They are illusions!" He thrusts his red-skinned hand through the chest of the orc before him, saying, "Do you see how my hand goes right through it? And his attack did me no harm! Do not fight them, just look through them!"
Once he's said this, he looks around for whatever has summoned this illusion and says to the others, "The real threat is still out there somewhere!"
Perception: 1d20 + 1 ⇒ (9) + 1 = 10 And Ferabras is not going to be the one to find it...
GM Sior
|
Will: 1d20 - 1 ⇒ (6) - 1 = 5
17: 1d20 ⇒ 11
Krestin points at the orc and it is successfully dazed!
14: 1d20 ⇒ 2
Soran puts an arrow in the same orc. Normally, the blow would fell a lesser being, but orc are indeed known to be resilient in battle!
But then Ferabras relays his claim to the party, so all may attempt a Will save by either interacting with it (standard) or studying the orcs (move, since that's what a Perception check it, essentially).
Soran Fletcher
|
Soran takes Ferabras's words to heart, and studies the Orc he just shot.
Will Save: 1d20 + 2 ⇒ (18) + 2 = 20
I think he's right! Something about them seems... Off!
GM Sior
|
Oh no, the illusion appears damaged, just an orc's racial trait coming into play.
Craggor Battleborn
|
"Your a saying they be fakes!"Craggor shouts as he attempts to see if what Ferabras says is true.
Will: 1d20 + 7 + 3 ⇒ (12) + 7 + 3 = 22
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Krestin
|
Well, if a 20 doesn't get it, I'm not going to roll for Krestin
Krestin looks at the orcs and shakes his head vehemently. "Those be bad people that hurt friend Febabras! Krestin knows they are real!" The kitsune was awed by the paladin's statement. The orc obviously attacked him, and he hit another easily, felling it in one blow! No, he would not be fooled by their tricks. He will save his friends.
GM Sior
|
Soran and Craggor both see through the illusions.
Lini and Taliesin!
Soran Fletcher
|
Sior, I made an oopsie. When I applied the GM credit for Murder's Mark to Soran, I only have him 1xp and 2pp instead of the normal module amount. How do you want me to fix it? Do you want me to wait until after the scenario to reapply the chronicle, or go ahead and fix the XP and PP issue now? It would put him at level 3 if I fixed it now.
GM Sior
|
It would need to be applied in the order it was received, which means Soran is out of tier for this module. (I was wondering about his being only level 2 after Temple and Murder's Mark, since you'd have only been able to have played one other game.)
Soran Fletcher
|
I can wait to fix it until after this module, or even just switch the chronicle out with another GM credit, I suppose. I'm just not sure of the "official" fix.
GM Sior
|
If Murder's Mark was GM credit, I'd say assign it to someone else and continue with Soran. This also gives 3 exp, so you can only apply one or the other.
If Murder's Mark was played by Soran, there's not really anything to do but switch out characters to either a lvl 1 or 2 or a pregen.
Lini, Iconic Druid
|
Lini perception: 1d20 + 9 ⇒ (1) + 9 = 10
Droogami perception: 1d20 + 5 ⇒ (15) + 5 = 20
Lini studies the said illusions and commands Droogami to guard her after in casting Guidance on him.
Soran Fletcher
|
Its a GM credit. However, couldn't I just apply it at the slow progression and take 1.5 XP, and stay in tier?
GM Sior
|
Only if it's the first exp you gained that level. So if you were freshly level 2 before applying, then yes, you can slow track it.
Lini: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19
Droogami: 1d20 + 1 + 4 ⇒ (19) + 1 + 4 = 24
Lini, Droogami, and Taliesin all see through the illusory orcs! Indeed, the only one that still sees the orcs as real is Krestin!
The undazed imaginary orc continues to swing at Ferebras, who likely just stands there non-enthused by its efforts.
Krestin, it's a DC 16 Will save to disbelieve, but you get a +4 bonus for being told they're fake. Once you save, it will be out of combat. (Will say others can aid the save to speed things along.)
Soran Fletcher
|
It was, so I slow tracked it. Easier than switching sheets and redoing them and all that, I think.
Krestin
|
Will Save: 1d20 - 1 + 4 ⇒ (20) - 1 + 4 = 23
Bolstered by seeing everyone think the mean orcs aren't real, Krestin tries his best to believe that the orcs are not real either. As one of the orcs swings its axe at Ferabras, the sorcerer notices that the axe just slides through his friend. "No fair!! Krestin wants to learn tricks like that! But tricks like that are scary..."
Woo! Thanks dice gods!
GM Sior
|
Hahaha, nicely done. Will do full update when I get home from work. Till then...
The orcs all disappear fully once everyone has disbelieved them. From somewhere around you, you hear a small chuckle and a *pop*, which you recognize as a sign of someone teleporting away.
You are free to explore the clearing (which has nothing of value) or press on, talking to your companions about what just occurred.
Craggor Battleborn
|
"Oughta keep me eyes open. Tis probably an awful little sprite foolin around. Dratted things gonna be a thorn in me rear all day I'll be betting yup huh." Craggor annoyance shows clearly with his scowl as head continues on the path to Kassens' Tomb.
Soran Fletcher
|
Soran scowls at the illusion's end, and retrieves his arrow, checking it for damage before returning it to his quiver.
Well, now we know there is something around here that enjoys mind games. We should be more careful.
He starts looking around the area for tracks, to see if he can tell what was casting the illusion.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Survival: 1d20 + 7 ⇒ (7) + 7 = 14
Krestin
|
"Krestin doesn't like tricks being played on him. Krestin was scared," he said, holding his hands in front of himself. Being with friends helped the kitsune feel a bit more comfortable, and he didn't want to leave them, in case real orcs came upon the group.
Ferabras
|
"Not to worry, Krestin," Ferabras says kindly, "whoever it was, they were scared enough of us to scamper off as soon as we saw through their trick. Let's go see if we can find this trickster, eh?"
Soran Fletcher
|
Soran nods at Fera's words while he examines the ground.
Besides, with all of us here, there isn't anything in these woods that could hurt us. Even if they had been real orcs...
His voice trails off as he examines the area where the orcs all came from.
GM Sior
|
After dealing with the illusionary orcs, you are able to travel for the rest of the day in peace. Following the map is relatively easy.
After you have followed the map for most of the day, the sunlight begins to fade and a cold wind begins to rattle through the leafless forest. There is now no sign of civilization in sight.
You must find a place to hole up for the night, as your joints start to ache and your bodies start to become exhausted.
Survival checks
Soran Fletcher
|
My search for tracks didn't show anything? :(
As the evening approaches, Soran starts to look for a good campsite.
Survival: 1d20 + 7 ⇒ (19) + 7 = 26
GM Sior
|
No tracks from the orcs, too obscured for anything else, I'm afraid.
-Posted with Wayfinder
Taliesin Staccato
|
Taliesin smiles at her companions as they continue toward their destination.
"You all did such a good job back there! Clever illusions are no match for you!"
She tries to help Soran find a good place to camp.
"Can we find somewhere with lots of pillowy ground cover to camp on? I guess that's as good as anything if we can't be in our own beds!"
survival: 1d20 - 1 ⇒ (15) - 1 = 14
GM Sior
|
Soran is quickly able to find a suitable campsite. The ground is smooth, so you will not have to worry about a fitful night's rest.
As you set up camp, the light of day turns almost too quickly into a dark night and the temperature drops suddenly. The howl of a wolf can be heard in the distance. Indeed, during the next hour or so, the howls continue and seem to be getting louder before...
A dead silence falls over the camp, broken only by the crackle of your campfire and your own voices.
1d20 ⇒ 11
Soran Fletcher
|
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Soran, who was replacing the fletching on a worn arrow, uses it to point into the dark. He speaks simply.
Wolf. There. Move slowly, but grab weapons.
He slowly takes his bow from its position leaning at his side, and nocks the arrow in it, not aiming it at the wolf yet.
GM Sior
|
With the wolf spotted, it growls at you, teeth bared. Those with wild empathy may attempt to calm it down. I think this is Lini only?