GM Valen |
One of the brigands (blue) draws a longsword from beneath his robe and swings it at the approaching elf.
Melee (longsword) v Selfi: 1d20 + 3 ⇒ (19) + 3 = 22
Confirm?: 1d20 + 3 ⇒ (6) + 3 = 9
Damage (S): 1d8 + 1 ⇒ (2) + 1 = 3
His blade strikes true!
The other (green) draws a bow and fires at the closest opponent.
Ranged(longbow) v Selfi: 1d20 + 3 ⇒ (4) + 3 = 7
Damage (P): 1d8 ⇒ 7
The enthralled guard misses.
Combat Round One Cont'd/Round Two Begins
PCs in bold may act
Flaith
Round Two
Selfi -3 HP
Lync
Yevgheni
Folloch
Zordlon
Guards (x2)
Selfi Appleblossom |
One of the brigands (blue) draws a longsword from beneath his robe and swings it at the approaching elf.
Doesn't look like he's moved yet. depending on where he ends up Shonne might attack and try to 5-foot somewhere.
Lync |
"Lync! Were you not the first to notice that the people here were bewitched! I will never understand the cruelty of my 'civilized' kin." a downcast Selfi says in bitter disappointment. Had he a face beneath those wraps he wore not fit for burial (why else would he swath it so) and a personality to match she might have taken him for a mate for she knew that she could easily overpower the man in the fire of her passion.
Lync does a double take as he hears Selfi's reproof...he has the feeling he may have known her in a previous life...
Back to the task at hand, Lync will move 20' SE and fire at the priest...
Longbow: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
GM Valen |
The elf's arrow strikes Folloch, who howls in pain. He hastily draws a flask and imbibes its contents. Instantly, the form of the priest disappears from view.
White token on map is last visible location of Folloch
Combat Round Two Cont'd
PCs in bold may act
Selfi -3 HP
Lync
Yevgheni
Folloch -6 HP
Zordlon
Guards (x2)
Flaith
Selfi Appleblossom |
The elf's arrow strikes Folloch, who howls in pain. He hastily draws a flask and imbibes its contents. Instantly, the form of the priest disappears from view.
Selfi looks about in obvious delight. "Well done Lync! You have turned the Masked One to dust!"
Zordlon Moonsilver |
Zorlon moves forward. He reaches in his component pouch and pulls out a pinch of wool and snaps his fingers.
Daze-DC 14 will save vs blue
GM Valen |
Blue, Will: 1d20 - 2 ⇒ (6) - 2 = 4
While one villain (blue) stands dazed, the other (green) steps back and fires at the closest opponent.
Ranged(longbow): 1d20 + 3 ⇒ (2) + 3 = 5
Damage (P): 1d8 ⇒ 4
The enthralled guard misses.
Combat Round Two Cont'd/Round Three Begins
PCs in bold may act
Flaith
Round Three
Selfi -3 HP
Lync
Yevgheni
Folloch
Zordlon
Guard (blue) (dazed 1 round)
Guard (green)
Flaith Festung, called Löwin |
Seeing the way is clear to the razmiran priest.
"Feel my wrath you false priest!"
SmiteEvilsword: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 4 ⇒ (3) + 4 = 7
SmiteEvilShield: 1d20 + 5 ⇒ (20) + 5 = 251d4 + 3 ⇒ (2) + 3 = 5
Confirm: 1d20 + 5 ⇒ (11) + 5 = 161d8 + 4 ⇒ (8) + 4 = 12
Confirm: 1d20 + 5 ⇒ (16) + 5 = 211d4 + 3 ⇒ (4) + 3 = 7
Selfi Appleblossom |
Seeing the way is clear to the razmiran priest.
The elf's arrow strikes Folloch, who howls in pain. He hastily draws a flask and imbibes its contents. Instantly, the form of the priest disappears from view.
Is the way really that clear?
GM Valen |
@GM don't you forgot my character's spell Cause Fear on Green?
Oops. Sorry, I did forget.
Green, Will (DC 15): 1d20 - 2 ⇒ (14) - 2 = 12
One of the guards (green) has been fleeing (without having fired a shot) and is struck by the elf as he does so. The other (blue) is the subject of the cleric's spell.
Blue, Will (DC 15): 1d20 - 2 ⇒ (5) - 2 = 3 Rounds: 1d4 ⇒ 1
A guard suddenly wishes desperately to flee, but finds his spellbound body presently unable to do so.
The paladin brings her wrath down on the location where she last saw the priest and believes he remains.
Sorry, Inviso-priest has total concealment.
Miss chance <51%: 1d100 ⇒ 40
Miss chance <51%: 1d100 ⇒ 93
Her belief is well-placed as a cry of pain and a suddenly visible spray of blood confirms that the priest had not gotten far.
Combat Round Three Contd
PCs in bold may act
Selfi -3 HP
Lync
Yevgheni
Folloch -19 HP
Zordlon
Guard (blue) (dazed 1 round, frightened 1 round)
Guard (green) -5 HP (frightened 2 rounds)
Selfi Appleblossom |
"Wait. Is the Mask One still there?" Confused, Selfi walks around the terrified and entranced warrior and prods the space with her honking big two-handed sword.
Invites AoO from blue if able.
50% miss chance: 1d100 ⇒ 22 honking big two-handed sword (rage!): 1d20 + 6 ⇒ (15) + 6 = 21 damage: 2d6 + 6 ⇒ (5, 4) + 6 = 15
"It does not seem like he is here." she looks about confused.
GM Valen |
Blue, frightened and dazed takes no AoO.
With his enthralled guards frightened by the cleric's spell and the two dangerous women having honed in on his location, Folloch gives one last glance at the wealth that he had planned to purloin from Allenstead before making his decision.
A clinking sound can be heard as the ornate dagger once held by the priest suddenly falls against the ground. It seems to have landed within a small smattering of fresh blood.
However, no attack comes from the invisible priest.
Zordlon may act before the guards, but both guards will do nothing more than try and flee this round. Folloch has literally disappeared (but is trackable) leaving the loot behind (other than what he was carrying on him). Unless the party wants to try and finish off any of the guards or track down the priest, I will consider this combat over.
Selfi Appleblossom |
"So did you make him disappear or not?"
She looks around in the dust.
perception: 1d20 + 7 ⇒ (19) + 7 = 26
She picks up the rod and shrugs.
"Let us go. We have weeks of travel ahead of us."
Lync |
Lync shrugs. "I only shot him...I assume his disappearing act was his and his alone..."
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
"I know I hit him...is there a blood trail we can follow? I see nothing..."
Selfi Appleblossom |
Zordlon will take no action. He his not that bloodthirsty.
You're no elf!
GM Valen |
With Folloch and his guards having fled, the party is soon met by a throng of grateful villagers, many seeming to have suddenly regained their senses. One of them appears holding the wand that Folloch had once held, noting that the invisible priest must have discarded it in his efforts to flee.
"What happened?" some of the gathering villagers seem to be asking.
"Folloch's wand." another offers in explanation. "It must be some sort of mesmeric baton ."
Yet another comes forth, an elderly woman with a huge smile and pleading eyes. "Folloch Teag--he made us appoint him mayor... and worse! We are so very thankful for your intervention." she explains before asking, "How can we ever repay you?"
GM Valen |
"Yes, yes!" responds the elderly woman, seeming to take charge and speak on behalf of her fellow villagers. "Please, take whatever possession that vile man had."
The woman walks over to the crowd to retrieve the scepter from the villager who had recovered it. Then, with the wand in hand, she walks over to the carriage that the priest and his enthralled men had been loading. She pulls back a cloth to reveal a small pile of sacks. She nods to one of the young men for assistance and the two of them bring the wand and two, heavy sacks over to you all. "We do not have much to give, but please accept the scepter and these sacks of coins as payment for your deeds!"
The sacks contain a combined total of 300 gold pieces. The villagers are insistent that the party keep them as a reward, though they are reluctant to part with any more coin. They assure you that, should you ever return to Allenstead, that you would each be hailed as heroes--though they are quick to caution that you should not expect to see a statue in your likeness even as they tear down the one that first greeted you in Allenstead.
The villagers see to your needs for the remainder of time that you are in town and show great appreciation when you finally depart in pursuit of the next clue provided in Ulisha's journal.
Thus, ends Quest the Third.
GM Valen |
Beginning Quest the Fourth
With the help of an appreciative scholar in Allenstead, you were able to decipher additional portions of notes provided in Ulisha’s journal. Now translated, these notes recount the tale of a Pathfinder who, a few decades earlier, had uncovered a cave containing petroglyphs of the Rain of Stars—an event that occurred thousands of years ago during the Age of Darkness. This Pathfinder took note of the cave’s location and made rubbings of its etchings before shipping the papers off to the Grand Lodge in Absalom for evaluation. Although interesting, the find did not warrant further investigation, so plans to examine the rubbings or explore the cave were shelved.
The notes recount that Ulisha had found herself searching through a storeroom for a rare urn, when she came upon the decades old rubbings.
Unlike the Pathfinder who preceded her, Ulisha noticed that the rubbings actually mapped a crash site from the Rain of Stars. By traveling back to the Pathfinder’s cave and surveying the hills from that vantage point, Ulisha notes in her journal she believes she has now pinpointed the location of this crash site.
Accompanying this notebook entry, Ulisha filled the next several pages with crude maps, complex equations, and further notes. Having returned to the Pathfinder’s cave mentioned in her previous entry and by observing the angle of the ridgeline and her current position, she was able to calculate the crash site’s probable location. The last page on the matter includes a detailed map into Numeria with various landmarks and a destination. An addendum written in recent ink warns, “Tread lightly. Numeria remains a mystery to the rest of the world. Those who stay too long draw unwanted attention.”
During your journey, you have plenty of opportunities to recall information about the land of Numeria that you may have already learned or to gather some from among the locals you meet during your travels.
With a successful roll (DC 15+), you also gain the information in the spoiler below:
In addition to the above, with a successful roll (DC 20+), you also gain the information in the spoiler below:
Your travels take you back toward the northeast, toward Gralton. On your journey, you find that Ulisha’s map is straightforward and easy to follow. The journey is not difficult. As you approach the Numerian border, you find it unguarded and you are able to easily slip across.
Zordlon Moonsilver |
knowledge history: 1d20 + 7 ⇒ (7) + 7 = 14
"This is not my expertise, but insert knowledge result here" Zordlon states.
"Umm..wheres the welcoming wagon"
GM Valen |
As you climb into the Numerian foothills, the trees become sparse. A series of switchbacks rises to a low summit. The view is phenomenal at the crest of this hill, where Ulisha’s map indicates a crash site. Vast plains extend to the north, where clouds gather on the horizon. To the south, the Sellen River cuts a definitive border between the River Kingdoms and Numeria.
Whatever it was that that fell from the sky and crashed here is quite large and has embedded itself deeply into the side of the hill. Over time, the hill has eroded, covering the mysterious object under layers of dirt. You believe you should be able to unearth a fair amount of the enormous object by hand.
After only a few minutes of digging, you uncover a solid metal surface buried below. The metallic object is ovoid, just over 10 feet in length and 5 feet in diameter at its widest point. The metal is strange and unfamiliar.
The entire object appears to be artificial in nature and relatively undamaged. The gleaming, metal exterior resembles something more like the hull of a vessel than natural stone or ore that has been shaped by the forces of the earth and the elements. Unearthing the crashed object feels more like recovering the remains of a wreck than excavating a buried meteorite. Its surface is scratched and dented but unbroken, and a 3-by-5-foot section of the side appears as though it could be opened on a hinge.
Strength check (DC 20) required to open the hinged “door”.
Zordlon Moonsilver |
perception: 1d20 + 7 ⇒ (4) + 7 = 11
Zordlon moves through the wilderness and down the slope. When looked at expecting to dig, he looks taken aback and moves over to open a book.
Once more of it is exposed, "It does not appear to be natural. Can one of you more brutish ones open the door?"
Selfi Appleblossom |
Zordlon moves through the wilderness and down the slope. When looked at expecting to dig, he looks taken aback and moves over to open a book.
Once more of it is exposed, "It does not appear to be natural. Can one of you more brutish ones open the door?"
"City elves." Selfi says shaking her head.
perception: 1d20 + 7 ⇒ (13) + 7 = 20
"It is here!"
knowledge (nature): 1d20 + 3 ⇒ (5) + 3 = 8
"But what is it?"
GM Valen |
Lync, Strength (aid): 1d20 + 1 ⇒ (1) + 1 = 2
Selfi, Strength (aid): 1d20 + 2 ⇒ (20) + 2 = 22
Zordlon, Strength (aid): 1d20 + 0 ⇒ (20) + 0 = 20
The party's combined efforts eventually pull the hatch open.
With the door to the artificial object opened, you are able to peer within. The inside of the wrecked object is cramped—resembling a vessel. A single chair made out of the same strange metal faces the hatch, dozens of straps hang inside the device, and an array of levers and buttons lines the interior on one side. Several dozen palm-sized metallic discs and an unadorned silvery bracer lie scattered across the interior. The systems the buttons once operated are no longer functional. Only one of the levers—the one that opens and closes the hatch—still operates.
A successful Appraise or Knowledge (engineering or local) check(DC 15+) re the disks reveals the following spoiler.
A successful Knowledge (engineering) check (DC 18+) re the bracelet reveals the following spoiler:
A successful Appraise or Knowledge (engineering or local)(check DC 15+) re the metal hull of the object reveals the following spoiler:
Zordlon Moonsilver |
appraise vs disk: 1d20 + 3 ⇒ (10) + 3 = 13
appraise vs metal hull: 1d20 + 3 ⇒ (20) + 3 = 23
These walls hava adamantine in them. But the process of extracting it would not be worth the cost. So effectively, it is scrap. What do you have over there."
Lync |
I assume we all chip in to open the door...
Knowledge (Local): 1d20 + 4 ⇒ (19) + 4 = 23
Lync looks to his companions. "The disks are currency...Numerian silver disks to be more precise...worth 'bout 10 gold each..."
Knowledge (Local): 1d20 + 4 ⇒ (17) + 4 = 21
Lync nods in agreement with Zordlon 'bout the hull...
GM Valen |
After an extended search of the vessel, the party finds nothing more of value. Once you have recovered the items discovered within, you exit the pod and descend the summit, working your way down the switchbacks.
Suddenly, a fierce woman dressed in traditional Kellid garb steps out from the surround brush and blocks the path.
“Stop there,” demands the Kellid woman who,, you can now see, hefts a massive blade. “You’re are not from here, and those things are not yours. Give us the silverdisks, all the gold you have, and anything else you found there. Then you may live.”
You notice that the woman is not alone.
Map is now revealed on Slides. The Kellid woman who spoke is noted in red. The location of the crashed vessel is on the summit of the hill and marked in gray.
Selfi Appleblossom |
"I live now and not by your leave, brigand!" Selfi snaps back comparing the size of her grand zweihänder against the woman's blade.
Selfi Appleblossom |
Selfi feels a pang of bemused embarrassment for the paladin's "long" sword.
Selfi Appleblossom |
Well woman-up woman! Get yourself something that does two dice of damage like all the barbarians present, not some little boy's blade. How does Flaith even think with that thing? It's barely a knife. ;)
Zordlon Moonsilver |
"Must we fight every person we see." He says unenthusiastically while reaching for his wand. "I mean, they all just end up dead, it seems a waste."
intimidate: 1d20 + 1 ⇒ (2) + 1 = 3 Didn't figure it would but work, but whatever."
Yevgheni |
What Right do you think you have to claim what is ours?
If you don't, let us pass or you will know Pain. Not the warm Pain we must all embrace and cherish, but the cold, flat Pain of the wounded and the dead...
Lync |
Seeing as talking is accomplishing nothing, Lync risks Selfi's reproach of being a bloodthirsty city Elf as he fires his bow at the Kellid in red...
Longbow: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
...and moves back 5'...
GM Valen |
The Kellid tribeswoman recoils for a moment as the elf's arrow imbeds itself into her torso. She responds with the sound of a fierce, primal battle cry!
Selfi, Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Zordlon, Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Lync, Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Yevgheni, Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Flaith, Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Kellids, Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Combat Round One Begins
PCs in bold may act
Lync
Kellid rager(red) -6 HP
Kellid rager (yellow)
Kellid warrior (blue)
Kellid warrior (green)
Selfi
Yevgheni
Flaith
Zordlon