
Sevenspawn |

"I don't follow," Sevenspawn says to Neolandus after some time to think. His tone is plain and curious.
"I assume you know the link to this Kavazon because of the new crown she was wearing, and you say you know 'a way' here. But a way to... what? What is the connection to the underneath of Castle Korvosa, precisely?"

GM SpiderBeard |

The exchange between Raven Six and Thod had me laughing out loud.
Neolandus sighs as he stares out into the ocean. "The shoanti were the guardians of Kazavon's fangs, the artifact she now wears. They are no friends of Korvosa, Cheliax built a city on their homeland, but nonetheless they will know how to stop her if anyone does. We need their information. You don't guard an ancient evil dragon artifact for centuries without learning something about it."
He looks around. "We have time. Here is everything I know. I suspected Ileosa in Eodred's death. Her response was to send Red Mantis after me - proof enough that I was on the right path. Some good fortune and knowing the castle meant I could escape, where I went to go hide out with Scream. While I was with Scream I spent most of my time engaged in research. Interviews, and going over records in the Endrin Academy to determine what caused her bizarre personality change. The Ileosa I knew was no murdering tyrant, just a petulant too-young Queen.
"I knew she had been borrowing the treasury key to go through the treasures below the castle, and I knew the legends that in the depths of the pyramid was a great power or terrible evil. Something called "Midnight's Teeth" - a Shoanti relic. I had enough evidence to believe the teeth existed in the pyramid. My research then uncovered somethign chilling:"
"Several hundred years ago, a blue dragon agent of Zon-Kuthon named Kazavon brought the orcs of the Hold of Belkzen down to their knees before attacking Ustalav and Lastwall - where he was defeated and his remains scattered. Some of his body, particularly his fangs, contained fragments of his essence. I believe that Kazavon's fangs -are- Midnight's Teeth, and that new crown she has with particularly vicious fangs on it cannot be a coincidence.
[b]"Hard facts about Midnight's Teeth are sparse - Korvosa's founders deliberately eradicated Shoanti culture where they could. However, their oral histories are very strong, and if anyone knows the truth of Midnight's Teeth, their historians will know. Their historians in the Cinderlands."

Thjodrorir "Thod" Six-Picks |

"So greedy queen grabbed evil crown because it was shiny and now she's evil. Any idea of what her/his/whatever's goal is? Just run the city into the ground for laughs?"

Raven Six |

At some point during the boat ride, Raven Six-a ... shudders. And changes back into regular Raven Six; the curled red smoothes out to liquid black, her heroic frame shrinks back to the usual slenderness, the mad blue eyes become black and inscrutible.
Listening to Neolandus' words, the Alchemist cocks her head. "This explains something, I think," she says. "Scream's inspiration, his 'muse'. If the teeth of Kazavon were indeed possessed of such evil, it may have spoken to his artistic mind. And when the queen claimed the teeth, or when she was claimed by them, the inspiration ... stopped."
Raven Six blinks once. 'Click.'
"Hm. Shoanti. On the one hand, I speak their language. On the other, we will all stick out among them like sore thumbs. Persuading the Shoanti to share their secret lore with us may be... challenging."

Donnell "The Fox" |

Donnell blinks a few times as Raven Six shifts - he's getting used to the oddness, but it's still disconcerting. At her words, he replies, wryly: "To be fair, we stick out no matter where we go," gesturing helplessly at the four companions.
"That's a good point about the Shoanti, though. I hope that our ability to speak their language will be of some use to us. Perhaps we can provide a gift to their historians that will help smooth the way."
How much about Shoanti culture does Donnell know/remember?
Knowledge (History): 1d20 + 7 + 1d6 ⇒ (12) + 7 + (1) = 20
Looking to Neolandus: "I hope you are right that we have time - things have progressed very quickly of late. Hopefully we can bring a swift end to the Queen when we return."

Thjodrorir "Thod" Six-Picks |

"Didn't we help out that one Shoanti guy? His son's body was taken by those creepy grey weirdos, and we set up a hideout in their caves. Do we know where he lives? Might be able to talk to him about getting some help."

Donnell "The Fox" |

Oh wow - I completely forgot about that!
It was three years ago, when we first discovered the Dead Warrens:
https://paizo.com/campaigns/GMSpiderBeardsCurseOfTheCrimsonThrone/gameplay& amp; amp;page=8#366

GM SpiderBeard |

You recall the name of the shaman as Thousand Bones. Neolandus' eyes light up.
"Yes! Of the Skoan-Quah, the Tribe of the Skull. They have made the most peaceful overtures to Korvosa, and he was level-headed and friendly in his dealings with the crown. One of the last things I had tried to do was arrange a meeting with that old shaman, but he is no longer in Kovosa. He has returned to the Cinderlands - a place called Kallow Mounds. Once we reach Harse, I believe that should be the destination."
Donnell knows the Shoanti are one of the two Indigenous people of Varisia, the other being the Varisians. While the Varisians are nomadic, Shoanti are more prone to settling down, and live in clan-based groups known as quahs. Shoanti are easily identified by their many tattoos, and shaved heads.
The heart of Shoanti lands was originally in the lush bay where Korvosa was built. Two hundred years ago, Chelish invaders drove the Shoanti out entirely from the lowlands.
The Shoanti now live in the Storval Plateau, also known as the Cinderlands. This infamous hellscape is a near-desert with heavy volcanic activity where life is a brutal struggle. The Shoanti who remain in Korvosa are subject to heavy discrimination, and many have taken an oath to someday retake the city from the settlers.
----
The journey to Harse is a long one and takes days where you camp at the seaside and press on to your destination. Eventually you find yourselves rowing up the Falcon River which is miserable work, but finally you come to Harse. Harse is an old river crossing and the gateway to the Korvosan hinterlands, where beyond lie the untamed wilds of Varisia. From here you gratefully stretch your legs, and it just a mile along the Sarwin to the Blackbird Ranch.
You hear a woman cry out joyfully as you approach the home on the ranch and the door flies open to reveal Trinia Sabor, the falsely accused bard you saved from the Queen's axe. She rushes along the dirt path to embrace you as the barrel-chested man who runs the ranch, Jasan, steps out behind her.
"Vencarlo, about time. Come for dinner. We can talk afterwards without worrying my family."
Trinia meanwhile just babbles excitedly. "OHMYGODYOU'REALLSTILLALIVE! I've had the most -incredible- adventures! There was a ghost and a..." she looks over her shoulder at Jasan, who is talking with Vencarlo and hasn't paid attention. "Ah, he doesn't know. I'll tell you inside."

Sevenspawn |

Sevenspawn, who perhaps understandably has been almost perpetually gloomy this past month, perks up considerably when Trinia approaches. He had found her a lone bright spot of sunshine in the terrible surroundings he and his companions still live in daily, and was sorry to have had her leave their company.
He greets her warmly before looking about at the countryside, pulling down his cowl in what seems like the first time in ages. He says nothing, but there is something considering in his eyes about life here.

Raven Six |

"It is good to see you alive and healthy, Ms. Sabor," Raven Six says, even going so far as to briefly clasp the young woman's hands.

Donnell "The Fox" |

Ah, I see - good old settler/colonialism. The Cinderlands sound like a pretty shitty reservation, though...
As much as Donnell loves and worries about his city, the burden of it lifts the further they move away. On arriving at the farm, and seeing Trinia again, his heart feels light, almost as though he can relax amongst 'family'. As the afternoon progresses, Donnell can be seen puffing almost enthusiastically on his pipe, rather than chomping at the stem; and he very nearly smiles unironically.
To Trinia, he says: "O'course we're still alive, child. T'would take a mighty force to knock Thod 'ere off 'is feet. So," removing his heavy pack and rolling his shoulders, "tell us about this ghost."

Thjodrorir "Thod" Six-Picks |

Thod is... Thod. His first look is a moment of confusion.
"Oh, right, that girl I chased over rooftops and tackled... Uhh... How's it going?"
"'Course I'm still alive. They keep trying, an' it just makes me tougher for it."

GM SpiderBeard |

You are all ushered into Jasan's house where after days upon days of rowing you're treated to a proper country feast. The claustrophobic endless sickness of Korvosa is well behind you for now, and this is one of the first truly pleasant times you've had in weeks.
Finally, Jasan sends his family off and takes you to a second room in the large ranch house for drinks and discussion. Neolandus lays out the entire situation as he did with you, and the hope he holds with the Shoanti. He laughs as he looks at Neolandus.
"The most wanted man in Varisia - everything thinks you're dead you know."
Neolandus grimaces. "Let's keep it that way, I am sure she will spare no expense in attempting to find me. I've explained what I know my rescuers here. Our next steps are the Cinderlands, and I recommend starting with the Skoan-Quah in the east. Thousand Bones knows you and apparently you've done a favour for him. Keep in mind that the Skoan-Quah's attempts to make peace with the Korvosans has shunned them; their rumoured connection to the land of the dead is the only reason they aren't complete outcasts among their people."
Jasan cuts in. "The Cinderlands are a horror and the Shoanti are slow to earn respect. Their respect is what you need."
Well into his third glass of brandy, Vencarlo makes eye contact with Raven Six and grins at her, his eyes twinkling. "Neolandus is no fighter, and he is essential to removing Ileosa. I am going to stay here to protect him. So you'll leave in the morning, then?"

Raven Six |

"I believe so, if there is nothing else to discuss and no one needs downtime to prepare for the journey," Raven Six replies with a gracious nod. "We may wish to purchase transport, however. Perhaps a coach with horses, as a defensible, mobile base?"

Sevenspawn |

Despite his recent troubles, Sevenspawn tries to not be, well, drippy. The countryside is good for helping with that.
"I've never been further out than this," he says as he sips at his drink. "In truth, I've never left the city, other than our first visit to Harse." He looks to Thod. "Have you been to the Cinderlands in your travels? It would be good to know what we face ahead, at least in part."

Thjodrorir "Thod" Six-Picks |

Thod focuses on the food in front of him. And any food on the center of the table. And any unfinished food scattered around.
"Actually, we kind of left the city in a hurry. Got a bit of stuff we looted out of that dungeon. Any cities along the way we could sell it at? And we need to get supplies, too. Food, of course. Maybe some beer and ale, too."

Donnell "The Fox" |

Donnell nods slowly at the conversation. At Vencarlo's statement about Neolandus, he tips his mug in Trinia's direction: "Keep them both safe, eh?"
To Sevenspawn and the others: "Aye, I've not spent much time out of the city either. I've studied the geography, history, and cultures some, but it's all books - not quite the same as having been there. We might have to rely a bit on Thod and Raven 6, who've travelled a bit more, and it sounds like they've the right of it so far - we'll need supplies if we're to travel far. I suppose there's not likely to be a roof to duck under in the rain while we're out in the country..."

GM SpiderBeard |

Thanks for hanging in there!
Trinia's eyes light up. "Kaer Maga is to the north," she breathes. "The strangest city in the world. No central government and instead controlled by strange gangs and forces. There's legend of a section of the city run on the power of the undead and another where troll soothsayers divine the future by ripping out their guts. I bet you could find anything there."
Jasan pipes in. "I will give you the best horses I have for this journey. I have no carriage but you can certainly resupply in Harse in terms of basics, and as Trinia says, Kaer Maga will have anything you need. It is a lawless place, but I only know the legends and have never been there."
Vencarlo then speaks. "I know everyone in the room here best - none of us have been to the Cinderlands. I know it is a badlands with intense highly variable weather and little vegetation. Your destination to start is the Kallow Mounds, which is fifty miles east of Kaer Maga. There you can find Thousand Bones and hopefully gain what you need of the Shoanti. I would advise against seeking the other tribes as they may be more difficult to find, and in the case of the Sklar-Quah, may be openly violent."

Thjodrorir "Thod" Six-Picks |

"We might have to rely a bit on Thod and Raven 6, who've travelled a bit more..."
"I've been to Korvosa and Janderhoff. Don't think that qualifies me as a travelling guy."
"Fortunately, seems we've been given an easy path to follow. North to some weird city, then East to meet up with Bony. Ask about crown and how to destroy it. Then back to town and decrown the Queen. Sounds simple."

Donnell "The Fox" |

Donnell stretches and yawns: "Yeah, sure - simple! Let's get some rest."
It's a bit of a bluff, however, as he spends hours staring at the ceiling, his mind racing as he thinks over the implications of the past few weeks, and where the road tomorrow will take him.

GM SpiderBeard |
2 people marked this as a favorite. |

With your destination in mind and your journey laid out ahead of you, you settle for an evening of drinks and stories. Trinia regales the group with a story of how she spent her time at Harse harrying a local group of bandits who discovered her and chased her along a gorge. After several fell to their death, she escaped and found a small cave. Within was an ancient Shoanti tomb haunted by an ancient sorcerer's ghost, who was frustrated with the Craghawks despoiling the gorge that was her home while alive. In order to avenge the ghost, Trinia actually allowed the ghost to possess her in order to travel beyond its burial site. Trinia then brought the ghost to the Craghawks, who destroyed them in a spectacular battle. She points to a headband she now wears, claiming it was a gift from the ghost.
Everyone toasts Trinia while Jasan stares at her gape-jawed, having no idea what she had been up to. She and Jasan retire for night. Neolandus leaves soon after, leaving you in the room with Vencarlo.
He closes the door and then pulls a bag in front of him, fixing his eyes on Raven Six.
"The legend of Blackjack has lived in Korvosa for at least two centuries. I am not the first to wear the mask, and will not be the last. Blackjack is an idea. Hope, freedom against tyrants, someone to come to the rescue of the small people of Korvosa in a dark hour."
Vencarlo's eyes twinkle as he grins at Raven Six. "I had not worn the mask in a decade - it was only when Trinia was set to be executed I knew the time had come to take it up once again. But I am old. I need to retire, and I think I've found the next person to wear the mask. Frankly Raven, you're the strangest woman I've ever met. You always think you'll pass it to someone like you. You are not like me. But that doesn't matter. You understand the idea and I know you will fight for it."
He passes the gear over, and plucks one amulet from it. "The amulet of nondetection. Leave me this, so I may give it to Neolandus for his safety. The rest is yours. Become Blackjack when you need. Let the idea live on. Korvosa needs its heroes. Will you take the name? Pass it on to the next when your time is done?"

Raven Six |
4 people marked this as a favorite. |

Raven Six looks from the costume to Vencarlo and back again, pupils expanding and contracting, expanding and contracting. Then her eyes start ... shifting between their normal black and the intense blue of her mutation.
Finally; "I shall be honoured to wear this mantle. The ideals of Blackjack are righteous. And though our methods may differ, I will do my best to live up to the legend -- and when the time comes, I will pass it on to someone worthy."
Slowly, carefully, Raven Six places a kiss on Vencarlo's forehead.

GM SpiderBeard |

Vencarlo looks with fascination at Raven Six as she approaches and just grins despite himself at the kiss. "We all have our mysteries, but I cannot for the life of me imagine what yours may be. Let's make Blackjack a little weird." He stands to embrace her before turning to the rest of you.
"Good luck my friends, you have been tested in every way imaginable. Let's see how you do as diplomats."
Congratulations to the new Blackjack! When in costume you gain a +10 to diplomacy, bluff, and intimidate rolls against Korvosan non-nobles. Provided the legend is not compromised.
---
The following morning Neolandus, Jasan, Vencarlo, and Trinia are all up to see you out. True to his word, Jasan has provided you with excellent light warhorses along with two weeks of rations, plenty of water, and a hand-drawn map to Kaer Maga.
They all wave as you say your goodbyes and begin your journey to the Cinderlands.
You let me know where you intend to go. If you want to hit up Harse for a carriage you can get one for 100 gp as well as other commonly available items. For magic item shopping, you'll need to wait for Kaer Maga.

Thjodrorir "Thod" Six-Picks |

"Frankly Raven, you're the strangest woman I've ever met."
"No argument there. I've drunk bad beer and gone on raving benders that made more sense than her."
"I shall be honoured to wear this mantle. The ideals of Blackjack are righteous. And though our methods may differ, I will do my best to live up to the legend -- and when the time comes, I will pass it on to someone worthy."
"Case in point. Why some bookish nerd who plays with chemicals is the one to take the mask confuses me. But I've given up on trying to understand her long ago. I'm sure you'll do fine, Raven. Blackjack. Whatever."
---
"Did we want a carriage? I can sure spare the gold."

GM SpiderBeard |

I'll just say you guys get a carriage.
You head out to Harse to ensure you're well-equipped for the journey. It's 120 miles to Kaer Maga, although thankfully the Korvosan hinterlands are not particularly dangerous. You set yourselves up with a sturdy carriage set for long travel with enough space for your cargo, and set off to the north.
The hinterlands are fertile lowlands and although there are always the dangers of bandits and monsters, none significant enough for heroes such as yourselves. Your journey to Kaer Maga is peaceful and if anything, tedious - perhaps a welcome tedium after the insanity of the plague-riddle city and its dangerous tyrant.
Eventually, you come to the Storval Rise. It is spectacular, seen from days away. This thousand-foot high cliff is a scar across the face of Varisia, separating the brutal Cinderlands from the green hinterlands. You eventually find your way to the city, a large cave entrance that has some commerce around it and tours through the caves to the city at the edge. From a distance, all you could see was a whtie marble outcropping at the top of the cliff.
Finally, after an arduous journey upwards through dark caves, you arrive at Kaer Maga.
This ancient, mysterious city is an enormous hexagon, with walls hundreds of feet thick that contain more people than the interior of the city exposed to the sky. Here, slavery is legal but kept to certain quarters and strange creatures from all walks of life can be encountered. Your guide tells you of the fabled balconies of Bis in the walls, the acceptance of undead servants and even an undead brother in Ankar-Te, and the self-governance of the union workers of the Bottoms.
But for adventurers with gold to trade, your destination is likely great Downmarket where anything in the world can be bought and sold.
You have arrived at Kaer Maga. Any magic item you could conceivably afford is here, as well as any kind of strange or esoteric knowledge should you seek it.

Donnell "The Fox" |

Donnell is in awe of the countryside - as you travel north from Harse, he is in a constant manic state: collecting plant and insect samples (and whatever else he can find), muttering to himself, taking copious notes and drawings in various books, bemoaning his short-sightedness at not having brought more books with him, and practicing his Shoanti with Raven.
As you near the cliffs, he is stunned (blessedly) to speechlessness - at least for a little while. Once you enter Kaer Maga, he is back in his element. The wilderness is a curiosity to be picked apart and analyzed; a city he understands. Almost before the guide has even pointed out the direction, Donnell knows where to find the market - he can smell it.
I'm going to hold off on an actual post here until we know what kind of cash we'll have to work with, but I have a couple of questions:
- The map you posted shows Sklar Quah territory between Kaer Maga and where we need to go. Is that knowledge that we have, or can easily acquire in the city? If so, I think we should find a way to skirt their territory - can we find out if it's easier to avoid them by following the ridge to the south, or perhaps following the river and looping around the north?
- I mention this because you said: "in the case of the Sklar-Quah, may be openly violent," though this wasn't explained (and I think was the only time this tribe was mentioned?).
- Can we cross that river with a carriage and horses?
- What's the availability of alchemical creations and poisons?
btw, in case it becomes relevant, in Urban settings are Donnell's favoured terrain (as per Ranger), meaning: +2 Initiative, Knowledge (Geography), Perception, Stealth, and Survival. He leaves no trail and cannot be tracked (though I'm not sure how this last works in a group).

Thjodrorir "Thod" Six-Picks |

Thod wasn't too fond of the city. The open acceptance of undead and slavery did not sit right with him, but he was disciplined enough to not try and start something, and settled for shopping.
He is strangely elated when he rejoins the group as they load their things.
"Guys, guys! You gotta see this thing I found! Funniest thing I've ever seen!"
Thod holds out what looks to be a set of wooden dentures with white-painted teeth.
"Look at this, look at this!"
He twists a key in the back, and lets go. The teeth start shaking and chattering, vibrating on the table Thod set them on. Thod bursts out laughing.
"Is that not the funniest thing you've ever seen!? It's amazing!"

GM SpiderBeard |

Percentile: 1d100 ⇒ 26
Percentile: 1d100 ⇒ 30
With Thod's teeth chattering away happily in the carriage with you, you strike out eastwards and out of Kaer Maga.
Well, actually northwest. This weird, anciejnt city had one significant exit. An area where the walls of crumbled out into the ignoble 'Meatgate', where the city's feeble ranching efforts take place to try and feed its bizarre, teeming occupants.
Well-stocked on food and water and with some shiny new gear from the bizarre markets of the city, you exit the city, circle around, and cross the mighty Yondabarki river over an ancient bridge before striking eastwards, more or less following the edge of the Storval Rise to ensure you stay out of hostile territory.
This is not a nice place. Within the city it was clear you were in an arid climate but the miserable badlands that stretch out infinitely are not pleasant. There is no water in sight and limited vegetation. Although Donnell is aware of grasslands in the Storval Plateau -somewhere-, this is not that place. The road is hard and rocky and shows little use, and although the carriage makes for more pleasant travel, the terrain may become unforgiving at any time.
=================
Into the Cinderlands
=================
Having purchased a map and with Donnell's general knowledge about, well, everything, you estimate it will be three to four days of travel to reach Skoan-Quah territory. The days are burning and as you settle in for rest, the nights are freezing cold in this miserable part of the world with very little to break the wind in all directions. But you persevere, and head on.
Well into the second day, something spots you. A shrill roar sounds out in the sky, and Thod (who is driving the wagon right now) looks around wildly before he spots three winged figures speeding towards the group. There's a moment of panic as he think he's sighted dragons. But these are different. They have only two legs and long, barbed tails.
Raven: 1d20 + 2 ⇒ (5) + 2 = 7
Thod: 1d20 + 2 ⇒ (15) + 2 = 17
Sevenspawn: 1d20 + 4 ⇒ (16) + 4 = 20
Donnell: 1d20 + 3 ⇒ (16) + 3 = 19
Wyverns: 1d20 + 5 ⇒ (3) + 5 = 8
Sevenspawn
Donnell
Thod
---
Wyverns
--
Raven Six
Everyone but Raven is up! Map is updated. You are currently on the carriage, weapons sheathed.
The wyverns are currently 60' in the air, but speeding down towards the wagon.

Donnell "The Fox" |

Not that it matters right now, but Donnell's initiative modifier is +8 (+10 in Urban settings). That Belt of Dex gave him a boost, and he took Improved Initiative feat last level.
=========
"Is that not the funniest thing you've ever seen!? It's amazing!"
Donnell laughs with delight at the clockwork toy, before tilting his head to the side, considering how he would have made such a device. At his earliest opportunity, he'll ask Thod if he can borrow it so he can take it apart...
=========
Grabbing a crossbow and quiver at Thod's warning, Donnell rolls off the back of the carriage, and moves forward next to the horses: "Those look like wyverns to me - we'll have to keep them away from the horses!"
Knowledge Nature?: 1d20 + 8 + 1d6 ⇒ (16) + 8 + (5) = 29

Thjodrorir "Thod" Six-Picks |

"Alright! Something to do in this barren $#!\hole!"
MOVE: Using Quick Draw to quickly arm myself with my weapon I assume is kept closeby, Thod will hop off the carriage and charge forward, trying to interpose himself between the wyverns and the horses, hoping to make himself a more inviting target.
STANDARD: Ready an action to swing at the first Wyvern to approach.
Power attacking, of course.
Attack: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d10 + 13 ⇒ (2) + 13 = 15
EDIT: Because this will probably be important, Thod will get a +2 save vs. Poison. And apparently I've been forgetting to apply that to any Spell saves. Ah, well. Still alive. Either way, +15 vs. any Poison. Thod isn't raging yet.

Sevenspawn |

"Those look like wyverns to me - we'll have to keep them away from the horses!"
"Then let us take the fight to them!", Sevenspawn shouts back, casting a spell and touching Raven Six on the shoulder, leaping off to touch Donnell and Thod in turn - though his feet do not touch the ground.
Casting Air Walk, Communal in order to keep the beasties away from the much-needed mounts. Everyone has 10 minutes of sky-walking movement, and the magic fails slowly. If it is insanely windy, however, I would like to cancel that and cast something else.

GM SpiderBeard |

Nope, wind isn't that bad and you're fine.
Attack: 1d20 + 10 ⇒ (18) + 10 = 281d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d6 + 4 ⇒ (3) + 4 = 71d6 + 4 ⇒ (2) + 4 = 61d6 + 4 ⇒ (5) + 4 = 9
Confirm: 1d20 + 10 ⇒ (11) + 10 = 211d6 + 4 ⇒ (2) + 4 = 6
Fortitude: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 301d20 + 8 ⇒ (11) + 8 = 19
Donnell clearly identies the incoming monsters as wyverns. Dark blue dragonkind with two legs and enormous stingers. They are moderately intelligent but known largely as brutish predators with legendarily venomous stings.
Thod whips his halberd into his hand as Sevenspawn grants airwalking to the group. The wyverns speed on by, their tails snapping down as they try to dive overhead. Thod's halberd strikes out but he gets tung for his efforts, and Sevenspawn takes a sting in the chest as well. The burn of the poison begins to spread but neither man succumbs.
Sevenspawn (-9) (poisoned, 1 save remaining)
Donnell
Thod (-7) (poisoned, 1 save remaining)
---
Wyverns:
Red
Green
Yellow (-15)
--
Raven Six
Sevenspawn takes 9 damage and Thod takes 7! EVERYONE IS UP!

Donnell "The Fox" |

Tracking the Green wyvern overhead as it swoops past Thod and Sevenspawn, Donnell relaxes his shoulders and clears his mind, his hands moving smoothly and quickly, requiring almost no conscious thought:
Move: Ranged Study
Point Blank Shot
LXB1: 1d20 + 13 - 2 + 5 + 1 ⇒ (14) + 13 - 2 + 5 + 1 = 31
Damage1: 1d6 + 1 + 5 + 1 ⇒ (5) + 1 + 5 + 1 = 12
Giant Wasp Poison
Fort DC 18
1 save / round for 6 rounds
Effect: 1d2 ⇒ 2 DEX damage

Sevenspawn |

The priest swings almost simultaneously, sprinting up in the air to meet the thing as it stabs at him.
Power Attack: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Damage: 1d8 + 8 + 4 ⇒ (8) + 8 + 4 = 20
Wow, good damage! Not sure if they are evil-aligned, but in case:
Damage vs. Evil: 2d6 ⇒ (4, 2) = 6

Thjodrorir "Thod" Six-Picks |

"Ha! You call that poison? I've drunken more toxic stuff off of tavern floors!"
Thod focuses on the one he's struck already, delivering a series of blows. He still maintains his cool, though.
Focusing on Yellow. Power Attacking. Full attack action
Attack 1: 1d20 + 12 ⇒ (12) + 12 = 24 Damage: 1d10 + 16 ⇒ (1) + 16 = 17
Attack 2: 1d20 + 7 ⇒ (11) + 7 = 18 Damage: 1d10 + 16 ⇒ (8) + 16 = 24
Poison Save: +15
AC: 21, DR 2/-

Donnell "The Fox" |

Squinting, struggling to maintain focus, part of Donnell's mind asks: Why...
"HEY, THOD? WHY ARE YOU DRINKING THINGS OFF THE TAVERN FLOOR?!"

GM SpiderBeard |

Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 4d6 + 5 ⇒ (4, 3, 2, 4) + 5 = 18
Fort: 1d20 + 9 ⇒ (9) + 9 = 18
Attack: 1d20 + 10 ⇒ (2) + 10 = 121d20 + 10 ⇒ (8) + 10 = 181d20 + 5 ⇒ (20) + 5 = 251d20 + 5 ⇒ (14) + 5 = 19 (1 wing threat)
Attack: 1d20 + 10 ⇒ (18) + 10 = 281d20 + 10 ⇒ (10) + 10 = 201d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (19) + 5 = 24 (4 hits)
Attack: 1d20 + 10 ⇒ (5) + 10 = 151d20 + 10 ⇒ (17) + 10 = 271d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (14) + 5 = 19 (1 hit)
Threat: 1d20 + 5 ⇒ (13) + 5 = 18
Damage Sevenspawn: 1d6 + 2 ⇒ (3) + 2 = 5
Damage Thod: 5d6 + 12 ⇒ (3, 3, 4, 3, 4) + 12 = 29
Damage Donnell: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Thod Fort: 1d20 + 16 ⇒ (17) + 16 = 33
CMB: 1d20 + 16 ⇒ (4) + 16 = 20
Sevenspawn Save: 1d20 + 8 ⇒ (20) + 8 = 28
Raven Six hops from the wagon, throwing a bomb, but her aim is slightly off and she merely singes one of the wyverns. Meanwhile the rest of the group aly in the attack, wounding the dragonkin.
The wyverns land to face their foes head-on, attacking their targets respectively. Thod gets just messed up as he is beaten, stung, and bapped about by wings while Sevenspawn and Donnell take wounds of their own.
Sevenspawn (-14)
Donnell (-9)
Thod (-36)
---
Wyverns:
Red (-20)
Green (-12)
Yellow (-32)
--
Raven Six [/spoiler]
Sevenspawn takes 5 damage, Thod 29, and Donnell 9. EVERYONE IS UP!

Donnell "The Fox" |

Grunting from the attack, Donnell takes a quick step or two to the side before making his crossbow sing:
LXB1: 1d20 + 17 ⇒ (7) + 17 = 24
Damage1: 1d6 + 7 ⇒ (3) + 7 = 10
LXB2: 1d20 + 17 ⇒ (5) + 17 = 22
Damage2: 1d6 + 7 ⇒ (3) + 7 = 10
LXB1: 1d20 + 12 ⇒ (5) + 12 = 17
Damage1: 1d6 + 7 ⇒ (5) + 7 = 12
wow, those were some pretty terrible rolls...

Thjodrorir "Thod" Six-Picks |

"HEY, THOD? WHY ARE YOU DRINKING THINGS OFF THE TAVERN FLOOR?!"
"Well, one time I was really drunk and fell off my chair while still thirsty. The other I was broke and still thirsty. And then the other time I was really, REALLY drunk, and thought I was looking at a river of booze, and..."
Thod gets just messed up as he is beaten, stung, and bapped about by wings...
"HA HA! NOW WE'RE TALKING!!"
Thod looks strangely energized by the barrage of attacks interrupt his conversation.
"COME ON THEN, YOU BIG SCALY BASTARDS! THIS POISON'S A FINE PICK-ME-UP!"
Entering a rage, power attacking, and going to town. Focus on Yellow, switch to Red if I drop Yellow.
Attack 1: 1d20 + 14 ⇒ (18) + 14 = 32 Damage 1: 1d10 + 19 ⇒ (4) + 19 = 23
Attack 2: 1d20 + 9 ⇒ (4) + 9 = 13 Damage 2: 1d10 + 19 ⇒ (2) + 19 = 21
Current AC: 19
Current Fortitude: +16 (+18 if poison, and I get a second poison roll on any save. Success counts as a success, but failure has no penalty. Good for What Ails You rage power.

Sevenspawn |

Sevenspawn, walking on the air, brings his hammer crashing down a couple of times.
Attacking RED:
Hammer: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Damage vs. Evil, if appropriate: 2d6 ⇒ (6, 4) = 10
Iterative Attack: 1d20 + 12 - 5 ⇒ (13) + 12 - 5 = 20
Damage: 1d8 + 8 ⇒ (2) + 8 = 10
Damage vs. Evil, if appropriate: 2d6 ⇒ (2, 6) = 8

Raven Six |

Raven Six moves up, judges the flow of battle -- and hurls a blue vial at the green wyvern, owing to the fact that unlike Thod and Sevenspawn, Donnell doesn't have backup closeby!
Cold bomb! Ranged touch 1d20 + 9 ⇒ (4) + 9 = 13 for 4d6 + 5 ⇒ (1, 6, 4, 2) + 5 = 18 cold damage. Fort save DC 19 or be staggered for one round!

GM SpiderBeard |

Attack vs Donnell: 1d20 + 10 ⇒ (18) + 10 = 281d20 + 10 ⇒ (12) + 10 = 221d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (1) + 5 = 6
Attack vs Thod: 1d20 + 10 ⇒ (2) + 10 = 121d20 + 10 ⇒ (12) + 10 = 221d20 + 5 ⇒ (20) + 5 = 251d20 + 5 ⇒ (2) + 5 = 7
Attack vs Sevenspawn: 1d20 + 10 ⇒ (8) + 10 = 181d20 + 10 ⇒ (4) + 10 = 141d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (1) + 5 = 6
CRit vs Thod: 1d20 + 5 ⇒ (18) + 5 = 23
Damage vs Donnell: 3d6 + 8 ⇒ (3, 4, 2) + 8 = 17
Fort v Poison: 1d20 + 8 + 6 ⇒ (2) + 8 + 6 = 16
Damage vs Thod: 2d6 + 4 ⇒ (5, 1) + 4 = 10
The group gives their best as you all start beating on the wyverns. Everyone scores some good hits although Raven Six's bomb is misjudged and only partially wounds the wyvern. They continue their merciless attacks! Donell is bitten and stung while Thod is bapped about by wings.
Sevenspawn (-14)
Donnell (-26) (poisoned 1 save remaining)
Thod (-46)
---
Wyverns:
Red (-20)
Green (-66)
Yellow (-55)
--
Raven Six
Donnell takes 17 damage and Thod takes 10. Everyone is up!

Donnell "The Fox" |

Ironically, at level 11 Donnell becomes immune to all poisons...
Gritting his teeth in pain, Donnell growls: "I'll turn that tail into soup, you soulless lizard."
Studied Strike on the first attack
LXB1: 1d20 + 17 ⇒ (4) + 17 = 21
Damage1: 1d6 + 7 + 4d6 ⇒ (6) + 7 + (2, 3, 2, 3) = 23
LXB2: 1d20 + 12 ⇒ (5) + 12 = 17
Damage2: 1d6 + 2 ⇒ (3) + 2 = 5
LXB3: 1d20 + 7 ⇒ (10) + 7 = 17
Damage3: 1d6 + 2 ⇒ (3) + 2 = 5

Raven Six |

"If anyone is in need of restoratives, please do inform me," Raven Six says, her voice disturbingly calm in the middle of this battle -- and she hurls another blue vial at her previous target!
Cold bomb, ranged touch attack 1d20 + 9 ⇒ (1) + 9 = 10 for 4d6 + 5 ⇒ (2, 1, 3, 5) + 5 = 16 cold damage. Fort. DC 19 or be staggered for one round.

GM SpiderBeard |

@Sevenspawn - Thod is the most injured at 99/145 (or the equivalent if he's not raging). Donnell is down 26.

Thjodrorir "Thod" Six-Picks |

Little more than that. Remember Thod has DR. Speaking of, Spiderbeard, may I request that rather than dumping all the damage together, making a note of how many different attacks Thod got hit by would be useful as well.
So Thod is injured, but not seriously so. Any buffs, even minor ones, would be appreciated, but you don't have to go out of your way for healing.
Anyways, keep swinging.
Attack 1: 1d20 + 14 ⇒ (13) + 14 = 27 Damage 1: 1d10 + 19 ⇒ (8) + 19 = 27
Attack 2: 1d20 + 9 ⇒ (16) + 9 = 25 Damage 2: 1d10 + 19 ⇒ (5) + 19 = 24
Current AC: 19
Current Fortitude: +16 (+18 if poison, and I get a second poison roll on any save. Success counts as a success, but failure has no penalty. Good for What Ails You rage power.
Rage remaining: 23/25

GM SpiderBeard |

Thod has been hit by 7 attacks. I'll track that from now on, thanks. With DR of 2 that puts him at 14 damage less?
Donnell's crossbow bolt drops one of the wyverns dead while Raven just has the worst luck with her bombs and flings it past the wyverns entirely. There's a kablam and one more kestrel curses this earth no longer.
Thod, sick of this crap, chops the head off of one wyvern before focusing on the other, wounding it badly. Only one of the creatures remains.
Sevenspawn (-14)
Donnell (-26) (poisoned 1 save remaining)
Thod (DR2) (-32)
---
Wyverns:
Red (-44)
--
Raven Six
Sevenspawn is up!