Tooth and Claw |
I'm game for a social encounter. Just don't ask Tooth to lead on diplomacy or the Twinhorn Following will all be Following the Blood God before he's done!
Andrietta Ebonfeather |
Andrietta has wings for about seven more minutes then loses them for the day. From a tactical perspective, it would be better to use them before they were gone.
From a story perspective, the last mission she was on that was much like this, she went with negotiating as soon as possible -- there didn't seem to be a lot of effectiveness to it, but it didn't go badly? If folks want to do that, won't fight it.
Tooth and Claw |
Andrietta makes sense there. I'm easy either way.
Watts Helm |
Camp or Circle?: 1d2 ⇒ 1
I'm find going for combat to try to utilize Andrietta's buffs.
I will be happy with siding with clearing out the battle at the camp.
GM Dennis |
Sounds like fighting at the camp first, then social? I'll get us going in a little bit when I get home from work.
Kel-Aurthraxis Maleocorr |
Works okay for me.
GM Dennis |
The following condition is in effect:
Twinhorn Allies The next successful melee or ranged attack made by each PC before the end of the adventure automatically gains the benefits of the boosted Allied Offensive aid token effect.
Also, is anyone openly wearing any symbols of Aroden, Iomedae, or Taldor?
A stream of glowing mist winds its way through the trees as the air takes on a sudden chill. Gray and black shadows and mist coalesce into two humanoid figures (red and green), their faces distorted masks of rage and hatred. Behind them (blue), a shadowy figure sways and moves with an erratic grace, as if lit by an unseen fire.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
Initiative:
Andrietta: 1d20 + 3 ⇒ (3) + 3 = 6
Kaa: 1d20 + 10 ⇒ (8) + 10 = 18
Tooth: 1d20 + 3 ⇒ (10) + 3 = 13
Claw: 1d20 + 2 ⇒ (10) + 2 = 12
Lissa: 1d20 + 7 ⇒ (2) + 7 = 9
Kel: 1d20 + 2 ⇒ (2) + 2 = 4
Watts: 1d20 + 4 ⇒ (1) + 4 = 5
Blue: 1d20 + 7 ⇒ (19) + 7 = 26
Red: 1d20 + 5 ⇒ (7) + 5 = 12
Green: 1d20 + 5 ⇒ (14) + 5 = 19
Two of the figures react quickly, gliding silently toward you.
------
Initiative:
Kaa, Tooth, and Claw may act.
Watts Helm |
Knowledge (religion) vs Red/Green: 1d20 + 14 + 1d8 ⇒ (15) + 14 + (6) = 35
Special attacks, special abilities, spell-like abilities.
Knowledge (religion) vs Blue: 1d20 + 14 + 1d8 ⇒ (16) + 14 + (4) = 34
Special attacks, special abilities, special defenses.
Kaa. |
Religion vs red/green: 1d20 + 8 ⇒ (9) + 8 = 17
Religion vs blue: 1d20 + 8 ⇒ (19) + 8 = 27
Recognizing the two creatures, Kaa strides up to the larger threat and weaves a spell into his strike.
Spellstrike with Chill Touch Flat Footed?: 1d20 + 11 ⇒ (5) + 11 = 16
1d8 + 6 ⇒ (6) + 6 = 12 IF this hits, it needs to make a will save DC16 or flee as if panicked for 1d4 + 6 ⇒ (3) + 6 = 9 rounds.
Boosted Aid Token Damage: 3d8 ⇒ (8, 4, 5) = 17
GM Dennis |
Red/Green-
-------
Blue-
GM Dennis |
Kaa, looks like you can ask another question about blue.
Kaa swings, trying to drive off the blue creature, but is unable to connect. Green acted before you, so they're not flat-footed. 16 does not hit their touch AC. This also means that you have not yet used your Twinhorn Allies bonus, as it applies on the first successful hit.
GM Dennis |
Watts Helm |
I do not believe Watts has a symbol of Aroden, Taldor, or Iomedae after looking through my notes.
Tooth and Claw |
Tooth doesn't have any open symbols of Taldor, but he is a Lion Blade and a Baron of Taldor. (His medal was awarded by the city of Magnimar).
Before entering the camp, Tooth casts a few combat spells: Barkskin, Resinous Skin, and Lead Blades. Mirror Image will still have a few minutes duration, so will Kel's Bless.. He also reactivates his Vermin Focus for Ant Focus (+2STR) and switches Claw's Focus to Beetle.(+2AC).
Still mounted on Claw, Tooth advances with his bardiche. Whilst Claw's attacks have no effect on the shade I assume it's incorporeal at least, Tooth tries his enchanted weapon.
bardiche vs green shade, bless, elevation, ant focus: 1d20 + 9 + 1 + 1 + 1 ⇒ (4) + 9 + 1 + 1 + 1 = 16damage, lead blades, allies: 2d8 + 7 + 3d8 ⇒ (4, 4) + 7 + (1, 6, 4) = 26 magic, adamantine
know.religion vs green/red: 1d20 + 2 ⇒ (8) + 2 = 10
know.religion vs blue: 1d20 + 2 ⇒ (10) + 2 = 12
Claw, spawn of Achaekek |
"..."
Claw tries to grab hold of the smoke and shadow, to no avail.
GM Dennis |
Tooth is similarly unable to connect with the shifty shade. The final creature also drifts up to join the fun. As it drifts toward Tooth and Claw (double move), Tooth lands a powerful blow, causing it to recoil, though only doing about half what it would to a more solid foe. (Used your spoiler'd AoO on red, including the Twinhorn Allies boost.)
Initiative:
Lissa, Andrietta, Watts, and Kel may act.
Andrietta Ebonfeather |
Swift Action: Declaring Smite on Shadow
Andrietta moves up to draw out the largest of the entities, assuming a defensive stance with quarterstaff twirling.
"Lissa, get ready to pop it, dear, it'll probably come after me."
Readied Defensive Strike +1 Darkwood Quarterstaff (Smite, Current AC 32, Touch 18 vs. Shadow): 1d20 + 13 + 3 - 4 ⇒ (9) + 13 + 3 - 4 = 21
If triggered and connects, bypasses DR: 1d6 + 20 ⇒ (6) + 20 = 26
Watts Helm |
"Andrietta, you face a powerful shadow! If it able to touch you it will drain your strength until there is nothing left."
"The other two are former soldiers of Taldor that will drain your thoughts until you are nothing but a puppet for them. A symbol from their past, either Iomedae, Aroden, or Taldor will weaken them! Tooth! Do you have a symbol of Taldor you can lend me?"
As he says this, Watts moves toward the shade to try to drive it back with blade.
Study red, move, attack red.
attack, sword cane: 1d20 + 11 + 4 ⇒ (12) + 11 + 4 = 27
damage, piercing magic: 1d6 + 5 ⇒ (4) + 5 = 9
damage, boosted allied offensive: 3d8 ⇒ (7, 8, 6) = 21
Kel-Aurthraxis Maleocorr |
Kel sighs internally a little bit that the group has spread out to where blessing of fervor would not reach them all, so instead he uses the wand of Bless (10 rounds) in his hand, then drops it and repositions himself so he's more in the center of the team.
Lissa Villasani |
Lissa nods to Andrietta and begins to call the waves to her over again, keeping one eye on the Tengu paladin.
Move action - Gather power
Standard action - Ready(Empowered Water Blast vs. Blue once it enters her line of sight.)
Water Blast(Bless): 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 for: 4d6 + 12 ⇒ (2, 1, 5, 2) + 12 = 22 damage
Empowered makes it 33 damage.
GM Dennis |
The blue creature moves forward, triggering Andrietta and Lissa's attacks, both of which hit. Undeterred, it reaches out to touch Andrietta.
Incorporeal touch: 1d20 + 11 ⇒ (3) + 11 = 14
Strength damage: 1d8 ⇒ 1
Green glides forward and tries to touch Kaa.
Incorporeal touch: 1d20 + 10 ⇒ (15) + 10 = 25
Intelligence damage: 1d6 ⇒ 6
-----
Initiative:
Kaa, Tooth, and Claw may act.
Claw, spawn of Achaekek |
Claw continues to flail at the spirits, whilst Tooth guides him into position.
5' step, and useless full attack. Shame Claw doesn't have the Aid trick, and Tooth can't afford the move action to push him to try it this round.
Tooth and Claw |
Try to focus fire everyone. These things are easily capable of taking us all out.
"Taldor? Me Baron from Taldor! Me secret agent Lion Blade of Taldor!" says Tooth as he slashes at a spirit.
bardiche vs red, flank (from aid token), bless (sorry got that wrong last round), elevation, ant focus, power attack: 1d20 + 9 + 2 + 1 + 1 - 2 ⇒ (19) + 9 + 2 + 1 + 1 - 2 = 30damage, lead blades, dirty fighter: 2d8 + 7 + 6 + 1 ⇒ (1, 1) + 7 + 6 + 1 = 16
Can't crit without ghost touch, right? I hate incorporeals.
"Me got Imperial Writ! Me showed you Watts. Here it is, look! You soldiers of Taldor, Me Baron Tooth! Me Secret Lion Blade! Me order you to stop fighting!"
Tooth fetches the writ from his bags and hands it off to Watts.
Standard to attack, move to fetch item from pack.
Kaa. |
Kaa starts to lose his mind, his thoughts being sapped. He continues to strike with his infused blade.
1d20 + 11 ⇒ (12) + 11 = 23
1d8 + 6 ⇒ (7) + 6 = 13 If this hits, I still have chill touch up, so will save DC16 or flee as if panicked for 1d4 + 6 ⇒ (4) + 6 = 10 rounds.
Twinhorn: 3d8 ⇒ (6, 7, 7) = 20
GM Dennis |
Kaa, despite a fuzzy feeling in his brain, connects with Green, while Tooth hits red (correct about critting w/o ghost touch).
Green Will save: 1d20 + 8 ⇒ (5) + 8 = 13
Red tries to reach out and touch Watts.
Incorporeal touch: 1d20 + 10 ⇒ (4) + 10 = 14
Intelligence damage: 1d6 ⇒ 6
-----
Initiative:
Kaa, Tooth, and Claw may act.
Watts Helm |
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Barely avoiding the shade's attack, Watts acquires the writ from Tooth.
"A Lion Blade, but...
"Thank you Tooth."
Shaking off the questions to focus on the battle, Watts opens the document and holds it up against the undead as he recalls the words of the Taldan warriors he has fought with before.
"Behold the symbol of Taldor! A banner under which you once fought years past! Now you stand against a champion from, what some argue to be, the greatest empire the world has ever known!"
Move action take writ from Tooth, standard action present symbol at Red.
GM Dennis |
Red will save, DC 16: 1d20 + 8 ⇒ (2) + 8 = 10 -->Red is dazed!
Lissa, Andrietta, and Kel may act.
Kel-Aurthraxis Maleocorr |
Kel contemplates the deployment of the undead around him and, even though it's not a specialty of his, will grasp the symbol of Apsu around his neck and hold it aloft.
"In the name of the Waybringer, I sstrike at thee! Trouble the living no more!"
Channel Positive Energy: 4d6 ⇒ (5, 3, 6, 6) = 20
30ft radius should hit all of them - DC 15 Will Save for half
GM Dennis |
Green Will save, channel resistance: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Red Will save, channel resistance: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Blue Will save, channel resistance: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Kel emits a wave of positive energy, washing over the field. The shades manage to shrug off the worst of it, but the shadow wails as it is dispersed by the holy power! Blue down!
Lissa and Andrietta may act.
Andrietta Ebonfeather |
"Focus fire on the stunned one!" Andrietta bellows as she rapidly climbs up over the tent next to her and into clear line of sight on the two marauding undead that remain.
The paladin reaches to her chest and pulls forth a wooden symbol of a willow grasped in a fist.
"In Grandmother's name BEGONE!"
Channel Energy (Positive vs Undead: DC 17 Will Save for half): 4d6 ⇒ (3, 3, 3, 2) = 11
Lissa Villasani |
Seeing Kel and Andrietta call the holy wrath of their respective gods on all the shadowy forms, Lissa gives a cry of encouragement before running up toward where Watts is fending off one. With a quick snap of the wrist, she calls an orb of water and fires it off as she moves, quickly snapping it toward the figure wildly.
Move
Standard action - Water Blast vs. Red.
Water Blast(Bless,PBS): 1d20 + 14 + 1 + 1 ⇒ (1) + 14 + 1 + 1 = 17 for(PBS): 4d6 + 12 + 1 ⇒ (5, 6, 6, 2) + 12 + 1 = 32 damage
that's an auto miss.
GM Dennis |
Red will save vs. channel: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Green will save vs. channel: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Both foes shrugs off the worst of Andrietta's burst, while Lissa's blast impacts beneath red's floating form.
The green enemy, panicked flies away as quickly as it can where it is surely destroyed by some other band of roving pathfinders! And provoking from Kaa and Tooth as it goes.
Initiative:
Whole party may act. It's daze will end after it's turn, so it will be able to take reactions from Lissa's turn and down.
Tooth and Claw |
Tooth slashes at the fleeing shade...
AoO bardiche vs Green, flank (token), ant focus, bless, elevation, power attack: 1d20 + 9 + 2 + 1 + 1 - 2 ⇒ (11) + 9 + 2 + 1 + 1 - 2 = 22damage, lead blades, dirty fighter, pa: 2d8 + 7 + 1 + 6 ⇒ (3, 6) + 7 + 1 + 6 = 23
"Coward! Traitor to the Empire!" Tooth calls after the shade.
Tooth attempts a fast dismount (free action)
ride DC20: 1d20 + 9 ⇒ (19) + 9 = 28
He then instructs Claw to flank... ready an attack
bardiche vs red, outflank, bless, ant focus, power attack: 1d20 + 9 + 4 + 1 + 1 - 2 ⇒ (6) + 9 + 4 + 1 + 1 - 2 = 19damage, lead blades, dirty fighter, pa: 2d8 + 7 + 1 + 6 ⇒ (5, 7) + 7 + 1 + 6 = 26
"Surrender, soldier! Me Champion of Taldor!"
Claw, spawn of Achaekek |
Claw moves into position, flying over the dazed shade, and again attacks to no effect. Once he is in position, Tooth strikes.
Kaa. |
AOO: 1d20 + 11 ⇒ (17) + 11 = 28
1d8 + 6 ⇒ (2) + 6 = 8
Kaa moves into the flank and slashes at red.
Power Attack: 1d20 + 11 - 2 + 2 ⇒ (15) + 11 - 2 + 2 = 26
1d8 + 10 ⇒ (8) + 10 = 18
Lissa Villasani |
Now close enough to do so, Lissa calls another tendril of water, and uses it to strike twice at the last ethereal foe.
5-foot
Full attack - Water Whip vs. Red
Water Blade(Bless): 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34 for: 4d6 + 8 ⇒ (5, 6, 1, 3) + 8 = 23 damage
Water Blade(Second strike)(Bless): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 for: 4d6 + 8 ⇒ (1, 1, 2, 3) + 8 = 15 damage
GM Dennis |
Kaa and Tooth each slash at the fleeing shade, then turn their attentions to the dazed foe, weakening it enough for Lissa to finish it off. Red down. I'm going to say one of the other roving bands of pathfinders or twinhorns finishes off the green shade sometime in the next 20 rounds it would take for it to get back to you. I'll get the social encounter up in just a moment.
Watts Helm |
Watts throws a few more facts on the cities and governors of Taldor as the Shade goes off into the distance. He quiets as he ponders for a moment before returning the the writ to it's original condition and returning it to Tooth.
"I greatly appreciate you letting me borrow it. Many others would have been denied the use of their symbol without sufficient explanation."
Tooth and Claw |
"Me understand, Watts. Me happy to help. It nobles' obligation to help little people."
Tooth's chest puffs out with pride as he accepts the writ back.
Andrietta Ebonfeather |
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Andrietta lands and quietly assesses the camp for any other hostiles.
"Never did put much stock in noble lines or pedigrees, it's what's inside a person that's more important than what egg they hatched from or where." she offers after a moment, watching into the distance.
"OOoh.... that's gonna leave a mark." is then uttered, perhaps in response to another team of death vagrants Pathfinders finishing off the runner.
She takes the moment to use a wand, and offers it to anyone else should they need it.
CLWW: 1d8 + 1 ⇒ (4) + 1 = 5
CLWW: 1d8 + 1 ⇒ (3) + 1 = 4
GM Dennis |
The thick hide walls of this large tent muffle the sounds of battle outside. Iron spikes pin down an enormous map in the center of the tent. Wooden carvings of warriors and monsters lie strewn about the map, marking the location of fighting warriors and the encroaching undead.
”We’ve already decided, Medda! We’re leaving. There is no value in staying in this accursed place.” You find Medda already in debate with two other Twinhorns as they stand around the map. The man speaking as you entered is a massive kellid standing a head taller than most humans. He wears a dire polar bear cloak, and the many scars on his body suggest a life of physical conflict and perseverance. The anger is apparent on Medda’s face as she responds, ”you fool, Kragr! You never have understood the importance of this ritual.”
”Now, Medda, there’s no need for that. We have already discussed this extensively, and believe this to be the best course of action for the tribe” an old woman counsels. Her age may have wrinkled her skin and clouded her vision, but she still wears her leather armor and longbow proudly, and regular exercise seems to have kept her body strong, despite her old age. ”Apparently your reason deserts you when I’m not here, then, Jala! You know how important it is that we perform the ritual!” An obviously frustrated Medda turns to you for support.
-----
You are trying to influence the council leaders. Each of you will get three opportunities to make a check, and you can spend that check in several ways:
Aside from the two reticent leaders, you may also influence Medda (who is already on your side) to greater fervor, which might aid you in influencing the other leaders, but at a cost of using some of your opportunities.
I’d like to do this in rounds. I will update a status block (seen below) for each leader as you make your checks.
-----
Medda Spiritbear
Influence skills Knowledge (religion) or Perform (oratory)
Successes 0/? checks
Discovery skills Knowledge (religion) or Sense Motive
Biases ?
Advantage ?
---
Kragr Bloodhand
Influence skills Intimidate, Diplomacy, or Bluff
Successes 0/? checks
Discovery skills Knowledge (local) or Sense Motive
Biases ?
Advantage?
---
Jala the Patient
Influence skills Knowledge (nature), Profession (soldier), or Knowledge (religion)
Successes 0/? checks
Discovery skills Knowledge (nature) or Sense Motive
Biases ?
Advantage ?
-----
Round 1:
Please include (a)Who you’re making the check against, (b) whether you are trying to influence or discover, and (b) your roll.
Tooth and Claw |
"Yes, Grandma! What inside important: blood!"
Sorry for Tooth's rudeness. The nobility has gone to his head.
Tooth struts into the council tent, and takes stock. The biggest mammal is obviously the chief, and that's sort of the same as a noble. Tooth says a quick prayer Guidance and struts right up to Kragr Bloodhand:
"Me Baron Tooth of Ravenmoor! Me also Mayor. Me Champion of Taldor! Me just chase off and destroy ghosts, ghosts not able to resist power of noble blood! You noble mammal, me can see. What all the shouting for? Ritual not important any more?"
Tooth listens to the chief's answers, trying to guage the man's motivations.
Discovery attempt vs Kragr
sense motive, guidance: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Also, when he has a moment out of earshot of the others, Tooth attempts to sell the benefits of alliance with the Sovereign Court, one noble to another:
Watts Helm |
On the way over Watts will drink an extract of heroism.
Grasping at the subject of the conversation Watts looks to support Medda.
"Needless to say that we have come a long way to support you Medda and we will not be halted so quickly. However you know far more of them and your people than I could in such a short time. I would be happy to make a plea for your case, but your words would be far more influential than any string arguments I will concoct. Remember as you speak that we our support for your cause does not wane. Our group are full of those who are devoted to their own beliefs and I would state that they understand your cause and the strength of your own faith."
"Can you tell us anything more about Kragr or Jala? They are as strangers to us and I would want to know more about them."
Medda Spiritbear to Influence.
Knowledge (religion): 1d20 + 14 + 2 + 1d8 ⇒ (11) + 14 + 2 + (3) = 30
GM Dennis |
Kragr recoils from the sudden outpouring of speech, silently trying to decipher what the tengu is saying. Tooth is unable to get much of a read on him.
Watts meanwhile, encourages Medda in her arguments. "There, you see! These Pathfinders know little of our ways, yet even they have traveled so far to help is in our duty! We must perform the ritual!"
Watt's check was high enough to get two successes, which is enough to influence Medda! The checks to influence the other two are now easier, though there are more advantages you can find by doing discovery on them.
Kel-Aurthraxis Maleocorr |
Having a bit of a rough week so apologies for lack of RP and just rolling.
Sense Motive on Jala to Discover.
Sense Motive: 1d20 + 16 ⇒ (20) + 16 = 36
Kaa. |
Kaa will walk up to Kragr. Unlike his normal calm demeanor, he gives in to his snake-like nature as he stares down the big man. "You have seen us fight and know we are mighty. You should stay and do the ritual. Or are you afraid?"
Intimidate: 1d20 + 15 ⇒ (11) + 15 = 26
GM Dennis |
Kel stands in the back, carefully studying Jala, in order to get a read on her. Discovery successful. I'll post the updated info blocks below. Kaa, meanwhile, strides up to Kragr and looms, as best he can. A brief moment of anger crosses Kragr's face when Kaa accuses him of cowardice, but the message still seems to strike home. One success on Kagr.
Updated info blocks (these also appear in the map deck):
Medda Spiritbear
Influence skills Knowledge (religion) or Perform (oratory) Done.
Successes 2/2 checks
Discovery skills Knowledge (religion) or Sense Motive
Biases Medda has a bias toward outward followers of good-aligned
deities (+2) and against those who are violent for
glory or personal gain (–2).
Advantage Medda’s bloody bandage and celestial rune
scars symbolize her devotion to Vildeis, the empyreal lord
known as the Cardinal Martyr. She selflessly fights any
encroaching evil.
---
Kragr Bloodhand
Influence skills Intimidate, Diplomacy, or Bluff
Successes 1/? checks
Discovery skills Knowledge (local) or Sense Motive
Biases ?
Advantage?
---
Jala the Patient
Influence skills Average Easy Knowledge (nature) or Profession (soldier); Hard Average Knowledge (religion) Difficulties decreased by Medda
Successes 0/3 checks
Discovery skills Knowledge (nature) or Sense Motive
Biases Jala prefers to hear reasoned arguments and dislikes
impassioned pleas that depend on emotional manipulation.
Advantage Jala still retains her hunting instincts, silently
evaluating the situation and acting only when most effective.
She reacts well to facts, but not to emotional appeals.
Lissa and Andrietta may act in round 1.