
lucklesshero |

The warrior hesitantly nods that he understands and lets Jawhar heal some of his wounds. After Jawhar pantomimes for a moment; Kellid sense motive and bonus: 1d20 + 1 + 5 ⇒ (12) + 1 + 5 = 18 the proud tribesmen nods and allows Analia to touch him with her wand. After a moment, he looks up startled when he hears you talking, I can understand your speak now!? uh..how can?? Um never-mind, thank you for saving me? I have an honor debt to you.

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Ignoring the mention of debt, Jawhar will give brief introductions.
"The magic will only last for a few minutes. Let us share stories before it wears off. Then we will help you to care for your fallen comrades."
He will cede to Lia to repeat her recounting of the battle.

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Lia repeats her account, this time in common so that everyone understands.

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Torvald nods at Craggark and retrieves a hip flask. "This isn't ale, Craggark, a small sip will keep you warm. On the inside, anyway."
Otherwise the dwarf hangs back, knowing his propensity for sticking his foot in his mouth could make a delicate situation worse, and this man has already been through enough from the look of things. Traps and puzzles and formulae he could handle, but people? People are hard.

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Jamir repeats the questions he had suggested to Myth.
"Was it these outlanders who killed your people? Why? And then who killed the outlanders?"

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Craggark takes a swig from the hip flask in view of the Kellid and then approaches him, flask extended.
"To honour your brothers and sisters," Craggark intones.
Diplomacy Aid Another: 1d20 + 8 ⇒ (12) + 8 = 20 Boo-yah!

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Myth bows to the Kellid warrior. "No worries. Sorry for the loss of your warrior brethren. Who were the folk you were fighting?"
Aid Another (Diplomacy): 1d20 + 2 ⇒ (8) + 2 = 10

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Sorry - meant to include an aid another diplomacy check earlier. Tossing it in here in case it would still be helpful.
Diplomacy, AA: 1d20 + 3 ⇒ (15) + 3 = 18

lucklesshero |

They were defilers...outsiders.. as are you. The Kellid warrior picks an ax and a couple Javelins off the ground. He looks around as if he forgot something momentarily. Then pulls some snowshoes off of one of his fallen comrades and puts them on. Then he says, Thank you for healing me. If I see you again, I will try to re-pay my debt. He looks at the sky and squints, The day grows long, I must return. You should go back, defilers are not welcome here. The Kellid, turns toward the east (same direction you guys were heading) and begins to trot off.
The Kellid doesn't stop to answer questions. He keeps going unless physically restrained. For a wounded man...he travels quickly indeed. (40' movement rate)

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"Well, that was disappointing. I'd hoped we would learn something or gain an invitation to meet their elders... or something.
Regardless, the encounter was not wasted. An opportunity to heal the wounded is never wasted."

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As the wounded warrior trots off, Lia calls after him, "But wait! We have...more questions...for you."
Shaking her head she turns to the group. "Well?!? He is headed the same direction we are going anyway. Let's get moving and maybe we will get the chance to talk to him later."

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"Was it something I said?" Torvald mutters too quietly for the Kellid to hear.
"That could have gone better I suppose. Any notion of what tribe he belonged to? If he's one of those Snowmask folks this might yet be a solid gain for it. At any rate, Jawhar's correct that helping him was the right thing to do regardless. I suppose we should get going."

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Myth frowns. "What is it we supposedly defiled?"
The sniper shakes his head and moves out when his companions are ready...he'll keep an eye out for trouble, in particular for creatures such as that wolverine...or perhaps other defilers...
Perception: 1d20 + 9 ⇒ (15) + 9 = 24

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"Well, we should look through the mercenaries possessions for anything useful."
Cue finding several hundred gold pieces
Jawhar will cast Detect Magic to search for anything that did not immediately appear valuable.

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Jamir loads the foreigners' coins into one of the donkey's saddlebags.
"Definitely not wasted," he agrees, patting the flap of the saddlebag once he finishes buckling it. "But I am still troubled by what we didn't find. Where are the outlanders' weapons? You would think that if the Kellids had been victorious, they would have cared for their wounded and dead; the same would be true for these others. Even mercenaries usually care for their dead, if only to bolster the courage of those members of the company who still live, but if they lack even that much honor, surely they would have taken their fallen comrades' coins? And if each side battled the other to a draw, with the last member of each side collapsing with their final blows, then who took the foreigners' weapons?"

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Myth frowns. "What is it we supposedly defiled?"
"He seemed to indicate that all outsiders are defilers. I think our mere presence in a land that we don't belong to defiles it in their eyes. If it's any consolation, he seemed to realize it was an insult to us when he corrected himself the first time he said it."
"And if each side battled the other to a draw, with the last member of each side collapsing with their final blows, then who took the foreigners' weapons?"
"Maybe there was a third group, perhaps another tribe. They would likely leave the tribe's people alone out of respect, but not the defilers."

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But not take the coin?” Craggark counters. ”That doesn’t make any sense.”
He adds hurriedly: ”M’lady.”
Yes! NAILED IT!
Craggark looks strangely self-satisfied.

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Jamir stares at Craggark in frank disbelief, then unsuccessfully stifles a laugh.

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Lia smiles at her blue skinned love.
"If they are tribe's people maybe they don't have the same value for soft metals as others we are used to. Of course there could be many reasons the gold was still there, just one of which is they only took what they found lying on the ground and didn't care to search the bodies of those they viewed as defilers. See? Things do make sense, if you add in a little extra thinking."
She adds hurriedly: "M'lord."

lucklesshero |

perception: 1d20 + 9 ⇒ (18) + 9 = 27
jawhar survive: 1d20 + 6 ⇒ (6) + 6 = 12
analia survive: 1d20 + 4 ⇒ (14) + 4 = 18
perception: 1d20 + 9 ⇒ (3) + 9 = 12
After the Kellid departs, your group liberates the mercenaries bodies of their coin purses. Your group also takes, a few moments to place the Kellid bodies together, with their shield weapons laid reverently across their chest, as you witnessed the remaining Kellid warrior do for, his slain brethren. It isn't long before you're back on the trail. About 100 meters away from the battle site, Analia spots another set of tracks leading west. The Kellid you just rescued, seems to be following these newly discoverd tracks of 10-12 men, wearing snowshoes. After some discussion among yourselves, you decide that these newly discovered tracks, are more than a day old. Furthermore, were probably made by the Kellids. The tracks have the same shape as, the unique snow shoes you witnessed, the fallen Kellid warriors wear. With nothing more to do about it, you decide to trudge on, as your path, also lies west.
As you march along, it becomes difficult to separate the fresh Kellid track of the warrior you just healed, from the group tracks, left over a day ago. About an hour outside the battle site, Myth and a couple other members of the group, hear the low sound of a horn blowing somewhere to the south. As the day lingers on, you start noticing that you're dropping in elevation. You begin to notice frequent steam vents on the horizon, indicative of hot springs. The snow grows thin on the floor of the valley. So much so, that eventually you find yourselves walking on soft permafrost and mud, more than snow. It's at this point, you realize that you've completely lost the more recent tracks of the injured Kellid, and that your following the tracks on a smaller group of Kellids, than you originally saw coming out of the battle site.
Another horn from the south resounds with a boom. This one sounds closer than the last. You walk another hour. It's nearing dusk and, your group will want to set up camp soon.There's gradual shift into rockier terrain. Large, round stones evoke cobblestones as they form a layer of ground, although the hard-packed snow is still visible between. Ahead, an ancient ring of boulders juts from the ground to form a ring. The wind’s erratic path around the massive rocks has blown the snow into large, haphazard drifts.
The donkey neighs indicating that it's had enough for the day. A cold win blows from the North making an eerie sound, as it passes through the menhirs at the crest of the hill.

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Torvald eyes the menhirs curiously as the group trudges along. "From a tactical perspective, camping at the top of the hill would be safer, but those look important and I'd hate to give offense by pitching a tent in someone's sacred site. Still...I wouldn't mind a closer look." He does look around, scanning for another suitable place to stop for the night.

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Survival: 1d20 + 6 ⇒ (14) + 6 = 20
"Agreed. We don't want to camp too close to any structure that might be considered holy.
However, that bit of flat ground over there would make a decent site. It should be in the lee of that hill and it looks like the ground is a bit less rocky."

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Jamir nods in agreement with Torvald and Jawhar.
"You have the right of it, my friends. I am thoroughly in favor of taking a good look around, but we have all been Pathfinders long enough to know not to make camp inside an ancient ring of standing stones."

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Just in case something about the stones is familiar...
Know (Religion): 1d20 + 6 ⇒ (9) + 6 = 15

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"Sounds good to me," Craggark agrees.
Knowledge Local: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
"You know," Craggark starts as he ponders the ring of stones, "I think I've heard about this..."
If there's any Knowledge Local to be had...

lucklesshero |

As you approach the standing stones you get a sense of awe. Analia stays behind to hold the donkey's reigns while the rest of you investigate. As you enter the menhir circle, you notice several large snow drifts piled against the menhirs. Craggark and Jawhar both recognize it as a Druid's circle; probably used by members of the Green Faith. The place is beautiful but..odd. Something is wrong, before you can react, the snow piles come alive and screaming Kellid warriors emarge from them faces painted red and screaming Gibberish in Hallet. They do not hesitate..all of them attack you while you're still caught unaware.
leader vs Jawhar: 1d20 + 10 ⇒ (9) + 10 = 19dmg: 1d8 + 5 ⇒ (5) + 5 = 10
A brawny Barbarian woman screams at Jawhar as her axe, bites deep in to him.
red warrior vs Craggark Javelin: 1d20 + 2 ⇒ (14) + 2 = 16dmg: 1d6 + 2 ⇒ (3) + 2 = 5
yellow warrior vs Jamir Javelin: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Three other Kellids erupt from the snow all hurling Javelins. The one aiming at Torvald misses short. The one trying to hit Jamir is partially obscured by a rock in the center of the formation. His throw bounces of the center menhir. However, the one aiming for Craggark, aim is true. Caught of guard, Craggark's shoulder is struck by the light spear.
blue warrior: 1d20 ⇒ 4
yellow warrior: 1d20 ⇒ 6
red warrior: 1d20 ⇒ 2
kellid leader: 1d20 + 1 ⇒ (12) + 1 = 13
Analia: 1d20 + 5 ⇒ (17) + 5 = 22
Myth: 1d20 + 7 ⇒ (20) + 7 = 27
Jawhar: 1d20 ⇒ 7
Craggark: 1d20 + 2 ⇒ (10) + 2 = 12
Torvald: 1d20 + 2 ⇒ (16) + 2 = 18
Jamir: 1d20 + 5 ⇒ (14) + 5 = 19
Round 1
Myth
Analia
Jamir
Torvald
Kellid leader
Craggark (Flat footed)(-5hp)
Jawhar (Flat footed)(-10hp)
Yellow warrior
Blue warrior
Red warrior
Bold May act. FYI combat is on slide 2 Map 2

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Lia quickly flexes her wrist so her her wand of mage armor springs to her hand and she uses the magic to protect her self. Assuming since the land is warmer, she no longer will have her bonded land bonus so she will be AC 17.
She then does her best to keep the donkey from bolting. It's a trained only skill so she just really hopes hard that it doesn't bolt, unless she could have been tying it down with a stake or something while the others approached the ambush.

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Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or mule is willing (though not eager) to enter dungeons and other strange or threatening places. Donkeys and mules have the same statistics as ponies.
Unless the kellids attack the donkey, I don't think it's going to bolt.
"Jawhar, no!" Jamir assumes that Craggark will make short work of his attacker despite his wounds, but the attack on Jawhar triggers a flashback to that horrible battle in the street in their first adventure together. That day, he was able to revive Jawhar before the cleric bled out into the snow - how many times had he shoved the smelling salts under his friend's nose so that the Qadiran would wake long enough to channel a bit of his goddess's healing energy before lapsing back into unconsciousness next to Torvald, allowing Jamir and Craggark to fight on a little longer?
"Not again! Not today!" The little swashbuckler darts around the tree stump at the center of the circle and runs at the barbarian as she pulls her bloody axe from Jawhar's armor with a screech of grinding steel, drawing his rapier as he does.
"Over here, warrior! Fear not that your tribesmen will think less of you for being defeated by a halfling, for today you face the blade of Jamir Montajay, of the Cassomir Montajays!"
Lunging forward, Jamir stabs the barbarian leader in the side.
Mwk Rapier, incl. precision damage: 1d20 + 9 ⇒ (15) + 9 = 241d4 + 3 + 3 ⇒ (4) + 3 + 3 = 10

lucklesshero |

Analia you're still in a cold weather area.
Analia cast protective magic. Jamir moves around the center rock and stabs the leader with a poke of his rapier .
Round 1
Myth
Analia
Jamir
Torvald
Kellid leader (-10hp)
Craggark (Flat footed)(-5hp)
Jawhar (Flat footed)(-10hp)
Yellow warrior
Blue warrior
Red warrior
Bold May act.

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Myth moves back 10' and fires an arrow at the Kellid warrior facing Jawhar...
Shortbow: 1d20 + 5 + 2 + 1 + 1 ⇒ (6) + 5 + 2 + 1 + 1 = 15
Damage: 1d6 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9

lucklesshero |

Myth moves around the outside of the rocks and fires an arrow at the warrior that threw his javelin at Craggark. His aim is steady but his shot is partially blocked by the gigantic stones. Myth looses his arrow but it just catches the edge of the rock deflecting it safely away from the warrior.
Round 1
Myth
Analia
Jamir
Torvald
Kellid leader (-10hp)
Craggark (Flat footed)(-5hp)
Jawhar (Flat footed)(-10hp)
Yellow warrior
Blue warrior
Red warrior
Bold May act.

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"Ach, sorry! We'll leave right away!" Torvald cries as the Kellid warriors burst up out of the snow. As their leader strikes Jawhar with lethal intent the dwarf's jaw drops open in outrage. "Woah now, there's no call for that!" hopping around Jawhar he ducks behind one of the menhirs for cover and pulls out a bomb. "We're not your enemies, you rust-brained dolts!" he cries and flexes his wrist to pop Craggark's healing wand into his other hand. Murmuring the activation word, he taps Jawhar on the back with it.
Cure Light for Jawhar: 1d8 + 1 ⇒ (5) + 1 = 6

lucklesshero |

slight retcon..Myth fired at the Kellid leader instead of the stone blocking the shot the up-hill angel made it difficult to get a good shot at her.
Torvald ducks behind Jawhar and heals him a bit with his wand. The kellid leader angrily shouts No! as she see's Jawhar healed and tires to finish him off with a mighty blow. axe and power attack: 1d20 + 10 - 1 ⇒ (17) + 10 - 1 = 26dmg: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Jawhar takes a thundering blow to the chest blood spraying out of his mouth as he drops to the ground.
If Torvad doesn't heal Jawhar..Jawhar would have been perma dead! ouch!
Round 1
Myth
Analia
Jamir
Torvald
Kellid leader (-10hp)
Craggark (-5hp)
Jawhar (-18hp)(unconscious, bleeding out)
Yellow warrior
Blue warrior
Red warrior
Bold May act.

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Craggark growls at the surprise attack and utters in Skald: "This is not the day to die - we come in peace, you fools." He steps to place his back to one of the menhirs and lashes out twice with his fists with non-lethal intent.
Nonlethal Attack #1 on Red, Flurry of Blows: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 3 ⇒ (5) + 3 = 8
Nonlethal Attack #2 on Red, Flurry of Blows: 1d20 + 3 ⇒ (9) + 3 = 121d6 + 1 ⇒ (4) + 1 = 5
He then sees Jawhar bleeding out on the ground and rethinks his nonlethal strategy.

lucklesshero |

Craggark pummels the red warrior but he remains standing.(second blow missed) The yellow warrior draws his axe while moving forward to flank Jamir. He swings hard at the little halfling axe: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12dmg: 1d8 + 2 ⇒ (1) + 2 = 3 but the little halfling is too spry.
The blue warrior moves forward and throws another javelin at Torvald javelin: 1d20 + 2 ⇒ (17) + 2 = 19dmg: 1d6 + 2 ⇒ (5) + 2 = 7 and he hoots,yeah got em"! as he sees his projectile slam home on the Dwarf.
The Red warrior is not happy about be beaten he draws his axe 5ft steps forward (not difficult terrain inside the circle) and swings at Craggark axe: 1d20 + 5 ⇒ (11) + 5 = 16dmg: 1d8 + 2 ⇒ (5) + 2 = 7 this time however, Craggark has he feet under him and narrowly dodges the blow meant to releave him of his head.
Round 2
Myth
Analia
Jamir
Torvald ( taken -7hp dmg)
Kellid leader ( taken-10hp dmg)
Craggark (taken -5hp dmg)
Jawhar (taken -18hpdmg)(unconscious, bleeding out:Please make a roll to stabalize R 1)
Yellow warrior
Blue warrior
Red warrior (taken -8hp NL dmg)
Bold May act.

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FWIW, I've screwed up on this combat already. Because I have my shield equipped, I could not have made that second attack. Apologies - ignore that second attack - still figuring out my new flurry of blows class ability.

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"You slag-brained sack of--gah!" Torvald starts to bellow at the beserker who felled his companion when a javelin sails in and sinks into his leg. Gritting his teeth at the pain, the dwarf shoves his wand into his belt and switches the bomb over to his other hand. "Fine then, can't say I didn't try," he growls, and pitches the bomb straight at the woman who struck down his friend, before staggering back to gain some distance.
Move Action to stow the wand, Standard Action throw bomb, 5ft step after throwing. Using Precise Strike so Jamir and Jawhar are spared splash damage. Point Blank Shot applies.
1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 Bomb: 2d6 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8
Uuuggh, well maybe that's enough if she's raging. Splash 6 either way, Ref14 half.
"1" indicates towards Jawhar/Torvald, going clockwise. 1d8 ⇒ 2

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Myth will shoot over Torvald, firing twice at the Kellid leader...
Shortbow: 1d20 + 5 + 2 + 1 + 1 - 2 ⇒ (4) + 5 + 2 + 1 + 1 - 2 = 11
Damage: 1d6 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5
Shortbow: 1d20 + 5 + 2 + 1 + 1 - 2 ⇒ (10) + 5 + 2 + 1 + 1 - 2 = 17
Damage: 1d6 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6

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"NO! Jawhar!"
Lia drops the reigns and quickly moves to where she can attack more than one of the wicked foes.
Here silver eyes flare crimson for a moment as she brings her hands up, flames spreading out in front of her and filling the air just missing Jamir.
fire damage(DC16 Ref for half): 3d4 + 7 ⇒ (4, 3, 1) + 7 = 15
Burning Hands, using Alchemical Power Component(alchemist fire):If the barbarian leader fails her save she catches fire and takes 1d6 fire damage next round as well as if from alchemist fire.

lucklesshero |

Myth fires 2 shots with his bow and one hits the Barbarian woman in the shoulder. Torvald tosses one of his bombs angling it so it won't effect his friends. The bomb flies true exploding on the shin of the raging barbarian woman.
Round 2
Myth (taken -2hp dmg from a previous fight)
Analia
Jamir
Torvald ( taken -7hp dmg)
Kellid leader ( taken-24hp dmg)
Craggark (taken -5hp dmg)
Jawhar (taken -19hpdmg)(unconscious, bleeding out:Please make a roll to stabilize DC: 16 con check R 2)
Yellow warrior
Blue warrior
Red warrior (taken -8hp NL dmg)
Bold May act.

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I did act, but it looks like it was missed. I cast burning hands '(◣_◢)'

lucklesshero |

sorry Analia you'll need I think? 2 rounds to reach that spot with a speed of 20' movement. It looks like you moved laterally 3 spaces and up the hill 1 (which would cost 2 of your movement for a total of 25' of movement).I just read up on steep slope terrain, it doesn't mention that the terrain is difficult (so if needed u can take 5' steps) but, it does have a bunch of other rules, one of them being 2 movement when you move to a square above you. You can move back one space..missing the Barbarian woman but hitting blue or you can finish moving and set up a better spell angle for next turn.

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I was about to post Jamir's next attack, but will wait for Analia to see what she decides.

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Oh darn! You are correct and I completely spaced on the movement. She will instead move next Torvald, which should just be a 10' move to the side, and cast Produce Flame, throwing it. I will save the burning hands for when she can move more freely.
ranged touch-melee: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5 Almost definitely a miss.
Fire damage: 1d6 + 7 ⇒ (4) + 7 = 11

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If the Kellid leader is still standing after Lia's thrown flame, Jamir ignores the tribesman in the yellow shirt and continues to attack her. If she drops, he turns to the Kellid in yellow and attacks him. Either way, his jibes are the same, as is his attack.
"So this is the honor of the Mammoth Lords - you lie in wait to ambush travelers, and start by trying to kill a priest? I would have expected such behavior from a Cheliaxian diabolist, but not from a tribe of the north!" Jamir does not think the Kellids will understand him, but the patter lets him express his anger, and perhaps distracts his opponent as he lunges forward to strike.
Mwk Rapier, incl. precision damage: 1d20 + 9 ⇒ (12) + 9 = 211d4 + 3 + 3 ⇒ (4) + 3 + 3 = 10

lucklesshero |

"So this is the honor of the Mammoth Lords - you lie in wait to ambush travelers, and start by trying to kill a priest? I would have expected such behavior from a Cheliaxian diabolist, but not from a tribe of the north!"
The barbarian woman ducks Analia's flame ball and looks at Jamir quizzically after his speech. She is reward with a deep biting stab of Jamir's rapier for her hesitation. Blood pours from several of her wounds and she grips her axe tightly clearly thinking about returning the blow to Jamir but, instead withdraws from the battle for a moment passing near (through the his square) the blue warrior and maneuvering to the other side of the menhir. Jamir spies the Kellid leader take something out of her belt pouch.
Round 2
Myth (taken -2hp dmg from a previous fight)
Analia
Jamir
Torvald ( taken -7hp dmg)
Kellid leader ( taken-34hp dmg)
Craggark (taken -5hp dmg)
Jawhar (taken -19hpdmg)(unconscious, bleeding out:Please make a roll to stabilize DC: 16 con check R 2)
Yellow warrior
Blue warrior
Red warrior (taken -8hp NL dmg)
Bold May act

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UGH! First combat at level 3 - forgot I can use prestige to double the precision damage! But shouldn't Torvald get to go before she can withdraw? Maybe he can take her down before she withdraws.

lucklesshero |

Torvald already threw a bomb in round 2...(round 1 torvald healed Jawhar) Torvald has already done his dmg. this round.