| Bloodless |
"So why is someone elses dagger bound to you? Is it some sort of focus or holds your essence? Just trying to understand how you fit in and the connection itself" - the question is not accusing, but rather it is inquisitive.
Chock
|
Medda answers with some well desered scorn on Blakos being theives, “We did. That Nigel man refused. He said he did not honor ‘seller’s remorse.’”
"I don't know Nigel as a liar, a careless planner with a run of bad luck, maybe. If you say he did not honor seller's remorse, maybe someone from your clan made a deal behind your back. This could be all, simply, a huge misunderstanding"
-Posted with Wayfinder
nightdeath
|
Anok growls, “I’m a phantom, not a ghost. I am Anok, and I protect the guardian of Ivvora’s hilt, Medda.”
Anok responds, “When the metal men attacked us, Ivvora’s spirit called through the hilt to her allies’ armaments. She protects us, even now.”
Medda opens her mouth to answer, but Anok steps forward defensively and proudly announces, “She is the guardian of Ivvora’s hilt, passed from keeper to keeper for generations—or for her, from parent to child. She is the first evening’s daughter in decades,” he boasts, earning him a withering look from Medda before he adds, “And it is she who can sense and wield the hilt’s power properly.”
nightdeath
|
Medda shoots Anok a scolding glare before explaining. “An evening’s child is one who realizes and expresses their true identity later in life. I am an evening’s daughter because when I was born, my tribe mistook me for a male child. My connection to our ancestral spirits has helped me transform in body, not just soul. As you are strangers, I would rather leave it at that.” Anok pales to a rosy hue before muttering an apology: “I misspoke, Medda. I forget that few are as open as I am about one’s past lives.”
It seesm that the party has put the raiding group at ease and everyone is convinced that this is all a huge misunderstanding that can be resolved peacefully. As Medda and her companions gather their belongings, the chandelier crashes to the ground as mocking laughter echoes around the room. On it is a seething devil deftly wielding a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.
Medda gasps upon seeing it.
"A bearded Devil! Pathfinders I'll need your aid in dealing with it!"
Knowledge (planes) DC 15] BEARDED DEVIL
Will Hawk 1d20 + 3 ⇒ (5) + 3 = 8
Bloodless 1d20 + 6 ⇒ (14) + 6 = 20
Chock 1d20 + 9 ⇒ (14) + 9 = 23
Riceak Hawklight 1d20 + 1 ⇒ (16) + 1 = 17
-Seoni_zd- 1d20 + 2 ⇒ (9) + 2 = 11
Darksid'Ious 1d20 + 4 ⇒ (9) + 4 = 13
Beardy 1d20 + 6 ⇒ (10) + 6 = 16
Round 1
Chock
Bloodless
Riceak
Beardy
Darksidious
Seoni
Will
Bold may move
Chock
|
Chock was halfway ready for combat, so as soon as he hears the crashing, he starts turning around and ends with his bow arm stretched out, two arrows on his right hand.
Attack 1 +PBS -Rapid: 1d20 + 11 + 1 - 2 ⇒ (18) + 11 + 1 - 2 = 28 for damage: 1d8 + 3 ⇒ (3) + 3 = 6
Attack 2 +PBS -Rapid: 1d20 + 11 + 1 - 2 ⇒ (7) + 11 + 1 - 2 = 17 for damage: 1d8 + 3 ⇒ (3) + 3 = 6
"I'll get outcha'r way" he says as he takes one step back.
| Bloodless |
The rogue once more takes off to try shoot past the creature before it gets its wits about it, and lashes as he goes!
Sneak vs Flat Footed
Attack 1d20 + 8 ⇒ (6) + 8 = 14
Damage 1d6 + 3 + 2d6 ⇒ (4) + 3 + (2, 2) = 11
Riceak Hawklight
|
The cleric will cast a spiritual weapon and it will attack the fiend
Shelyn, send forth, we beseech, you aid against this vile creature from the lower planes. With your aid may evil die and good endure. as a glaive of force manifests
1d20 + 6 ⇒ (10) + 6 = 16
I think that misses
GM Granta
|
★★★OVERSEER ANNOUNCEMENT★★★
The crowd of guards, onlookers, and concerned citizens outside the Blakros Museum quiets as Venture-Captain Ambrus Valsin approaches a woman clad in furs exiting the museum. "My Pathfinder agents tell me that you are Medda of the Twinhorn following, is that correct?"
"Yes, I speak for the following." Medda glares at Nigel Aldain, "I have come to reclaim what is rightfully ours. His agents stole our most sacred relic after we refused to sell it. We have traveled through dangerous lands to claim it back, and still he refused—"
"My agents claim they bought it," Nigel protests. "I’m not going to just give it to you because you stomp into my office demanding priceless artifacts."
Valsin interjects, "Nigel, let us listen to her story and decide how to proceed. Medda, tell us about this relic. Why is it so important to you?"
Medda takes a deep breath. "Over 900 years ago, a powerful warrior named Ivvora came into our camp. She spoke of an angel named Vildeis who guided her hunt for a great dark evil she called Eshimka. Several of our scouts had recently disappeared, later found ripped into pieces. The elders insisted that we help banish this evil and ensure the safety of our following. They laid a trap for the evil spirit, luring it to our sacred standing stones on the winter solstice. There, Ivvora and the great dark evil, Eshimka, fought a mighty battle that raged for hours. Just as the night was darkest, Ivvora dealt Eshimka a telling blow, digging her dagger deep into its flesh. The creature tried to escape, but it only snapped off the blade and then collapsed on the center stone. The elders finished their ritual and destroyed it completely.
"Ivvora rested with us for the winter before departing to eradicate more evil from the world, but not before leaving us the hilt of her weapon." Medda withdraws a bundle of bloody cloth from her bag, then unwraps it to reveal a small hilt with a bloody fragment of black metal. "She told us to bring the hilt back to the standing stones every year at the winter solstice to keep evil away. We’ve had to travel for so long to retrieve the hilt, I’m afraid we won’t make it back in time for the solstice. Please, let me leave now."
Ambrus Valsin contemplates Medda’s story for a moment, then nods, his brow furrowed. "Nigel, you should send for the Blakros agents who ‘obtained’ the hilt and hear what they have to say. Medda, I’m going to send as many Pathfinder agents as you deem necessary to travel with you and your following. I want to ensure we return this relic to its proper place." Nigel starts to protest, but Valsin cuts him off. "Nigel, you wanted my help; you are getting it. I’m helping you fix a mistake your agents made. As for your museum," Valsin takes a moment to survey the heavily damaged museum, "I’m told most of the damage was done by your own security, not Medda and her following.
"Pathfinders, prepare to head north to the Realm of the Mammoth Lords."
This concludes Part 1.
GM Granta
|
Medda and Ambrus Valsin discuss long into the night how the Society might help the Twinhorn following. By the morning they have concluded that while teleportation magic might take the Kellids and Pathfinders as far as Lastwall, Medda insists that Ivvora’s hilt has lost some of its spiritual strength since being stolen. She believes the only way to restore its power is to walk the same path that Ivvora took into the Twinhorn’s land after the Shining Crusade—and that path leads straight through the Hold of Belkzen, an unforgiving land controlled by orcs!
Society mages gather to transport small groups at a time to Lastwall, and from there, the convoy of Kellids, Pathfinders, and supply wagons set off north. For all their brutal reputation, the orcs have become somewhat more welcoming of caravans at the urging of Grask Uldeth, one of the strongest orc chieftains and the ruler of the de facto capital Urgir. Those who stop at the Table of Ralock can purchase safe passage in the form of special tokens from tribal representatives. It remains to be seen whether the Pathfinders can secure enough.
@Table GMs: You have three days to run Securing Passage on page 21, but stop before running Up the Flood Road.
nightdeath
|
Although the brave pathfinders are ready to battle beside the Twinhorn warriors, the door busrt open and other pathfinders flood the room. The Devil stands no chance as stell and spells find easy purchase on it.
They wave you all out as they proceed to fan out and re secure the museusm.
lol. Hmm seem to be too slow this time round. My apologies
--------------------------------------------------------------------------- -------
Urgir, capital of Belkzen, land of the orcs, is a dusty city composed of a discordant combination of crumbling dwarven architecture and rickety shelters. Medda has asked that everyone try and obtain tribal tokens, which allow safe passage through Belkzen and protection from the orc tribes. She has purchased as many tribal tokens as she can with gold but still needs more to have enough for her following warriors and the Pathfinders.
The journey seems simple and straight forward enough and soon the party will encounter the first of the orcs and their allies.
--------------------------------------------------------------------------- ----------------------------
Blenta of Storm-Screamers of Rull tribe
Borbus of Cleft Head tribe
Bukog of Steel Eater tribe
Gekgaro of Broken Spine tribe
Graffa of Burning Sun tribe
Kardook of Bloodied Gauntlet tribe
Mirtgog of Murdered Child tribe
Which one do you approach?
Chock
|
"I have no experience dealing with any of these seven orc tribes, but I'll follow your lead."
Is there a way to know if it's easier to get the favor of these tribes? Or only after approaching them?
nightdeath
|
And Scores a clue he does!
Suggestion is to go ahead and pick one and try to score as much favor as the party can! Using of skills would be highly recommeneded.
Blenta (N female orc hunter 7):
Borbus (CE male orc fighter 3):
Bukog (LE male orc adept 2/expert 3):
Gekgaro (CE male orc ranger 4):
Graffa (NG female orc monk (martial artist) 4):
Kardook (CN male orc brawler 5/fighter 2):
Mirtgog (CE male orc rogue 5):
Riceak Hawklight
|
I do not speak Orc either but a cleric of a goddess of beauty might not be the best diplomat here he comments.
Is my spiritual weapon wasted for the day then?
Chock
|
TRIBE: 1d7 ⇒ 6
Chock believes it's a good idea to approach Kardook of the Bloodied Gauntlet.
I believe Chock is stupid and unwise.
Will Hawk
|
If we are able to do more than one simultaneously...
Will Hawk is intrigued by an orc huntress, and makes his way to talk to her.
Gather info: 1d20 + 8 ⇒ (4) + 8 = 12
nightdeath
|
Let's not spilit the party up. We can also do this pretty quickly.
Chock approaches his target while Will finds that he couldn't gather up much information on his.
Kardook is in the sparing pen challenging other orcs to nonlethal combat. He hopes to learn new fighting techniques to improve his fighting style and teach his tribe.
He is also a Devout Gorum Worshipper.
Recommended Skills: Intimidate, Profession (soldier) CMB, Knowledge (engineering)
Chock
|
Other than showing Kardook his expertise with the bow, Chock does not have the skills to impress the tribe leader.
I mean, Chock can make a mean stew, but I don't think what would help =P
GM Granta
|
★★★OVERSEER ANNOUNCEMENT★★★
Having traveled for more than a week through the harsh lands of Belkzen, the Twinhorn warriors grow excited as they come within a few days’ travel of their homeland.
As the sun dips behind the Smokespur mountains, the sound of drums start to echo off the rocky canyon walls, starting slowly at first, but quickly increasing in pace. Medda turns from her lead position in the caravan and shouts “Look out! Ambush!”
The drumming continues as a boulder hurtles from the mountain and lands on the lead wagon, sending splinters flying in all directions. Clouds of dust billow off the mountainside as dozens of orcs surge from the foothills and chant to the beat of the drums. Arrows and boulders begin to rain from the slopes.
Medda calls out, “Pathfinders, someone is willing to risk Uldeth’s ire by attacking us! I need some of you to meet their vanguard, others to guard the caravan, and a third group to take out their archers.”
@Table GMs: You have 11 days to run Up the Flood Road on page 22. Encounters D, E, F, and G are now accessible, but please stop before reaching Part 3.
nightdeath
|
Hmmmm......
A mass of orcs and their monstrous allies charges down the foothills. Remnants of an ancient dwarven outpost provide cover and an obstacle in their path; it is the most defensible position from which to confront the enemy vanguard.
Knowledge (nature) DC 10] COYOTES
Knowledge (local) DC 10] ORC WARRIOR
Knowledge (local) DC 12] ORC SERGEANT
Will Hawk 1d20 + 3 ⇒ (13) + 3 = 16
Bloodless 1d20 + 6 ⇒ (10) + 6 = 16
Chock 1d20 + 9 ⇒ (17) + 9 = 26
Riceak Hawklight 1d20 + 1 ⇒ (9) + 1 = 10
-Seoni_zd- 1d20 + 2 ⇒ (11) + 2 = 13
Darksid'Ious 1d20 + 4 ⇒ (9) + 4 = 13
Coyote 1d20 + 4 ⇒ (3) + 4 = 7
Orc Warrior 1d20 + 0 ⇒ (1) + 0 = 1
Orc Sergeant 1d20 - 1 ⇒ (8) - 1 = 7
Round 1
Chock
Bloodless
Will
Darksidious
Seoni
Riceak
Coyote x3
Orc Sergeant
Orc Warrior x3
Bold may move.
“For the glory of Gutrattle!” as the Orcs and their trained companions come rushing down.
“Death to the pinkskins!” you see a larger orc then the others bellowing.
Chock
|
Untrained Nature (Coyotes): 1d20 - 2 ⇒ (18) - 2 = 16
Untrained Local (Warriors): 1d20 - 2 ⇒ (8) - 2 = 6
Chock moves a step for a better angle and shoots two heavily pulled arrows towards the orc leader. His aim may not be as true, but any arrow that bites will hurt.
Attack 1 -Rapid -Deadly: 1d20 + 11 - 2 - 2 ⇒ (20) + 11 - 2 - 2 = 27 for damage: 1d8 + 7 ⇒ (4) + 7 = 11
Attack 2 -Rapid -Deadly: 1d20 + 11 - 2 - 2 ⇒ (8) + 11 - 2 - 2 = 15 for damage: 1d8 + 7 ⇒ (7) + 7 = 14
Crit Confirm 1 -Rapid -Deadly: 1d20 + 11 - 2 - 2 ⇒ (11) + 11 - 2 - 2 = 18 additional damage: 2d8 + 14 ⇒ (8, 7) + 14 = 29
Talking about hurt.. I hope those bite.
Darksid'Ious
|
Know. (nature): 1d20 + 1 ⇒ (17) + 1 = 18
Know. (local) warrior: 1d20 + 1 ⇒ (7) + 1 = 8
Know. (local) sergeant: 1d20 + 1 ⇒ (1) + 1 = 2
Darskid'ious decides to help his comrades with a declamation of Pain and Suffering.
Lo! 'tis a gala night
Within the lonesome latter years!
An angel throng, bewinged, bedight
In veils, and drowned in tears,
Sit in a theatre, to see
A play of hopes and fears,
While the orchestra breathes fitfully
The music of the spheres.*
* From Edgar Allan Poe, The Conqueror Worm
Inspire Courage : +1 competence bonus to attack and weapon damages, +1 moral bonus to will savae against fear and charm.
nightdeath
|
Round 1
Chock
Bloodless
Will
Darksidious
Seoni
Riceak
Coyote x3
Orc Sergeant (Dead. I can' believe All I did was two war cries.)
Orc Warrior x3
Bold may move.
Chock doesn't waste time and with deady accuracy skewers the Orc leader with two well placed shots.
Darksisious on the other hand, starts a rousing tempo to inspire his companions.!
| Bloodless |
Bloodless moves into the cover of a nearby wall,
Stealth 1d20 + 11 ⇒ (6) + 11 = 17
Hiding from the foes.
He readies to strike any opponent who comes into range.
Readied/AOO/whatever in advance
Attack 1d20 + 8 ⇒ (14) + 8 = 22
Damage 1d6 + 3 ⇒ (3) + 3 = 6+Sneak (if applicable)2d6 ⇒ (5, 1) = 6
Will Hawk
|
"Let them coem to us."
Will attempts to stealthily hide behind the walls, using the terrain to his best advantage.
Stealth: 1d20 + 8 ⇒ (10) + 8 = 18
Riceak Hawklight
|
The cleric moves towards the wall and casts aid on Bloodless. He gains
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, and 1d8 + 4 ⇒ (3) + 4 = 7 temp hit points
nightdeath
|
Round 2
Chock
Bloodless
Will
Darksidious
Seoni
Riceak
Coyote x2
Orc Warrior x3
Bold may move.
Riceak moved to keep up pace.
Glaive Attack 1d20 + 5 ⇒ (8) + 5 = 131d10 + 2 ⇒ (4) + 2 = 6
Enraged by their leader's death, the Orcs and their trained companions leapt forward in their rush to teach the pathfinders their folly for standing up to them when Seoni's missle heavily damages a coyote and Darksidious pops out and hamstrings one badly enough to send it crashing and not standing back up.
Riceak reaches out but fails to hit his quarry.
Chock
|
"C'mon guys, the big one's down, the rest will soon follow."
Chock takes a step away from the coyote, puts an arrow into it. If it's still moving he'll shoot the canide again, else Chock shoots the nearest orc.
Attack 1 +PBS +Courage -Rapid -Deadly: 1d20 + 11 + 1 + 1 - 2 - 2 ⇒ (12) + 11 + 1 + 1 - 2 - 2 = 21 for damage: 1d8 + 9 ⇒ (4) + 9 = 13
Attack 2 +PBS +Courage -Rapid -Deadly: 1d20 + 11 + 1 + 1 - 2 - 2 ⇒ (9) + 11 + 1 + 1 - 2 - 2 = 18 for damage: 1d8 + 9 ⇒ (6) + 9 = 15
Damage bonus breakdown (Because it seemed a lot to me): STR 2 +Magic 1 +PBS 1 +Courage 1 +Deadly Aim 4
Darksid'Ious
|
Darsid'Ious continues to inspire his comrades with his declamation.
Mimes, in the form of God on high,
Mutter and mumble low,
And hither and thither fly—
Mere puppets they, who come and go
At bidding of vast formless things
That shift the scenery to and fro,
Flapping from out their Condor wings
Invisible Wo! *
* From Edgar Allan Poe, The Conqueror Worm
Then he moves towards the orc while drawing his rapier and striking at him.
Rapier (swift action: Arcane Strike): 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damages: 1d6 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5
Inspire Courage : +1 competence bonus to attack and weapon damages, +1 moral bonus to will savae against fear and charm. (2/10)
nightdeath
|
Round 2
Chock
Bloodless
Will
Darksidious
Seoni
Riceak
Coyote x2
Orc Warrior x3 (All dead)
Bold may move.
Orc did not notice Bloodless. Doesn't matter as they all died.
Chock's magnificent archery shows its worth as twin fletches appear in the orcs neck,bringing two down and another dispatchd by quick cut by Darksidious. In an instant, only the coyotes are left.
Will Hawk
|
Will steps in behind the blue coyote and stabs at it with his rapier.
Attack, flank: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10
Crit confirm?: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
nightdeath
|
@Riceak, Round 1. They're all dead......lol
Will and Seoni takes out another Coyote each and then all is silent.
The party takes this time to confer with each other with Time Pressing. Should they go after the leaders or to push straight on?
Chock
|
"But maybe if we take out the leaders, we'll have less distractions to get the real job done?"
-Posted with Wayfinder
| Bloodless |
"That's at best an 'if' for a 'maybe', or we waste so much time chasing creatures that might now be distracted enough to slip past and don't risk losses we don't need to take fighting battles that didn't need fighting. The sun continues to set on our mission, we should be moving, not off trying to stamp out the cockroaches - every stone in this place we kick will have more orcs, trying to kill them all is a fools errand and just as likely to draw us into a bigger battle. Slip whilst we have the chance"
nightdeath
|
Not really wasting spells, your spells helped them bring down the enemy faster. It'll be needed soon.
Darksidious and Chock for leaders.
Bloodless against.
The others?
Will Hawk
|
Will looks around and sees the archers are decimating ranks. "The leaders can wait. Right now those archers are the more pressing problem.."