Naurin Ferrick Phren |
Naurin arrives slightly poorer, but feeling richer for her recent experiences.
Walter Vizard |
Walter trudges in with an unhappy expression on his--normally?--pleasant appearing mug.
Why in the name of Abadar did I think staying here was a good idea!
Boredom for everybody! How is everyone! Miss me?
He slowly gazes at everyone...
Johann Erlenmeyer |
Johann comes in fiddling with an odd looking device stuck into a vial of black liquid, and jotting notes in a dog-eared book.
"Oh, it's you lot! What a pleasant surprise! I had the most ridiculous time in Absalom recently -- devils, sea-tunnels, and another so-called Alchemist who seemed more interested in dousing our fellow pathfinders with acid than actually accomplishing our mission! But where are we going now? I hope it's not up a mountain -- I've had my fill of mountains for quite a while! Oh this? It's a sample of Devil's blood, taken from the creatures I defeated not long ago. I'm running tests on it."
GM Derek W |
Mendev’s Pathfinder lodge in the capital city of Nerosyan is housed within Starrise Spire, a defensive tower in the outer wall whose pinnacle glows with celestial light that shines out like a beacon, simultaneously giving comfort to Nerosyan’s defenders and acting as a warning to any who might wish the city harm.
Venture-Captain Jorsal of Lauterbury calls a short meeting on a covered balcony overlooking the city. A middle-aged Mwangi man with greying hair, he closes the door to the spire’s interior and takes a seat in one of the set-up camp chairs, gesturing for his guests to do the same.
"We Pathfinders of Mendev," he states, making a sweeping hand gesture that encompasses everyone present, "have our own agendas, but these must sometimes give way to the greater need: the protection of this land and its people from the horrors that dwell in the Worldwound."
"We are here by the grace of her majesty, Queen Galfrey of Mendev. Without her support, we would surely be run out of town by Hulrun’s more fervent followers. Our agreement with her states that all Pathfinders are required to volunteer some of their time in the defense of the realm. As relative newcomers, I’ve recommended you to take part in a minor military mission under the command of a veteran crusader named Sir Ilivan of Erages. Although he is not a Pathfinder, you would be wise to follow his advice, as he has been fighting the Abyssal spawn longer than some of you have been alive. I expect you will give him the respect he deserves."
Venture-Captain Jorsal stands and opens the heavy wooden door leading back into the lodge, revealing a tall half-elven man clad in heavy plate armor, wearing a red tabard typical of the Mendevian Crusaders, and carrying a cavalry helmet in his left hand. He gives a professional nod to Jorsal before striding to the front of the group, surveying everyone with poorly disguised disappointment.
"Pathfinders," he barks in quick staccato without further preamble, "our mission is simple. The recent attacks on the wardstones have compromised our defenses, and the enemy presses its advantage. We have received word of attacks on Fort Portolmaeus to the north, but the crusader leadership suspects that other parts of the line may have been breached as well. We will proceed to Fort Portolmaeus tomorrow morning on horseback to assess the damage, using the passphrase 'That the Black Prince might be redeemed' to permit us entry. On the way there, we will scout for enemy movements and other signs of demon activity. Once we have completed our assessment, we are to return to Nerosyan and you will be relieved of your obligations to the Crown. Do you have any questions?"
Dimitra |
Dimitra enters the meeting room, more then fashionably late. It is obvious she has been shopping since her last assignment. A brand new cloak is draped around her shoulders and she also wears a shining, mithral, chain shirt.
"My apologies Venture Captain, I got delayed on the way to our meeting. Your lovely town has too many distractions!"
She sighs dramatically and winks to Walter. Then she looks at Naurin and whispers: "What are we supposed to do?"
Johann Erlenmeyer |
"How have the wardstones been attacked? I thought they were incredibly powerful magical devices? But they're weakening now?"
Taking 10 on Knowledge(arcana, local or planes) to know about the wardstones and the trouble in Mendev, so 15 for local, 17 for planes, 19 for arcana.
Walter Vizard |
Walter listens to the VC and the Knight as they describe the mission.
He also smiles at Dimitra as she saunters in.
Sounds like a simple go-have-a-look-see job.
He said in his grating voice and deliberate pronunciation.
Walter also wonders if he has knowledge of these things?
Taking 10 planes 16 and religion 17
Naurin Ferrick Phren |
Rolling the dice! (And taking the time to consult the Pathfinder Chronicles afterwards for the +2.)
Arcana: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
History: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Planes: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Religion: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
GM Derek W |
The knight raises an eyebrow and turns to Walter.
"Nothing is simple this close to the wound."
"We are not sure what has caused the Wardstones to fail at this time, but we strongly suspect demonic scheming"
The wardstones are magical menhirs of tremendous power first built during the Second Crusade. They project a powerful field capable of destroying all but the most powerful demons. Built near the banks of the West Sellen and Moutray Rivers, they stopped the expansion of the Worldwound until very recently.
The wardstones recently failed, coinciding with a large attack on Nerosyan. No doubt the demons are at least indirectly responsible.
Even though the demons of the Worldwound have no central leadership,
their most powerful current warlords are the balor Khorramzadeh of Iz, also known as the Storm King, and the marilith Aponavicius, who controls the former crusader city of Drezen far to the north.
Sir Ilivan was a smuggler on Lake Encarthan before joining the Mendevian Crusades, a fact he is not ashamed to admit.
Sir Ilivan rose from the ranks of the enlisted to become an officer and was knighted by Queen Galfrey.
Naurin Ferrick Phren |
Naurin - pronounced 'NOW-rin' - actually, but she may be an alter-ego of Norine, or possibly vice versa.
Naurin recounts what she knows of the history of the crusades and the wardstones - highlighting the church of Iomedae's involvement - though she reserves information about Sir Ilivan, despite its innocuousness, until the group is alone again. The spoiler... "If a smuggler could do it, perhaps I could, too, despite my ... birthright?"
Johann Erlenmeyer |
"So, this fort is under attack? Do we have any intelligence? Is it demons? Cultists? Undead? Undead demon cultists? Has anyone studied the alchemical properties of demon blood, the way that diabolists make use of devil's blood? " Johann patters off a series of questions as soon as they occur to his wandering mind.
GM Derek W |
{ooc]Sir illivan as excused himself from the room to prepare for tommorrow's journey.[/ooc]
V-C Jorsal chuckles quietly under his breath at the irrepressible gnome.
"We honestly are not sure. It's probably been attacked, but we'd like you to find out for sure what's happened there. It is a very straightforward assignment, but as Sir Illivan here said, there are always many potential dangers so close to the Worldwound. Stay on your guard at all times. Things may not be as they appear. And please respect Sir Illivan's advice. He's been at this for decades now. And no, we haven't had the chance to study demon blood but I'm sure a few of our Society would like to give it a try..."
"Please, if there are no other questions make your preparations and meet Sir Illivan at the north gates after you break fast."
Malfeas Rayne |
"If there is a change we'll be running into demons or what not, I should probably get some new arrows that hurt them better than my mundane pigstickers. Do you have a quartermaster or blacksmith I could requisition some cold iron arrows from?"
GM Derek W |
"Of course. Please see him in the side office off the foyer. He can see to any cold iron weapons you might need."
Naurin Ferrick Phren |
Naurin upgrades her morningstar for one of cold iron, buys a cold iron spear, and buys another healing kit. She also buys a replacement flask of alchemist's fire: though it is of dubious value against actual demons, the last one was much more potent than she would have guessed!
Johann Erlenmeyer |
"Holy water. Everyone should carry a supply of it, at least two bottles, and I will stock up as well. In my recent fight against a few denizens of Hell, tossing Holy Water in lieu of bombs was the main thing that won us the day."
Dimitra |
Venture Captain? Will the society provide horses, tents and food for the patrol?
Dimitra asks almost meekly.
GM Derek W |
"Yes, you will be given mounts and all necessary provisions"
With that the group takes their leave. They rest for the night and meet Sir Illivan at the appointed spot.
The party mounts up and follows the River Road northward. Sir Ilivan turns off of the River Road onto a small, overgrown path that cuts through drooping evergreens. He informs you that there is a long-abandoned village ahead, and that the enemy has used it as a staging ground in the past. He dismounts and ties his mare to a tree, motioning for you to do the same.
He leads you as quietly as he can up a nearby hill dotted with gnarled apple trees. Just before reaching the top of the hill, he motions for you to drop prone and crawl the rest of the way. Once you reach the crest of the hill, you see this:
An abandoned village lies at the foot of the hill on the banks of the West Sellen River, its decaying structures slowly melting back into the landscape. Between the hill and the village proper lie flooded fields sectioned off by raised, earthen walkways that converge on a larger, dry area.
A group of six Mendevian commoners have assembled on the larger, open dry patch in the middle of the fields. Two lie on the ground in obvious pain, while the rest stand in a circle, holding threshes, spades, pitchforks, and other farming implements. A small heap of bodies — dead by all appearances — lies near them.
Dimitra |
Dimitra takes a careful look around, trying to discern if anything is in the flooded fields.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Noticing nothing weird she dismounts and moves to the commoners.
"Good day to you! Can you tell us what happened here and do you need aid?"
Walter Vizard |
Seeing Dimitra wading in, Walter follows right along side her,
his longspear ready for defending them!
perception: 1d20 + 11 ⇒ (2) + 11 = 13
Walter also begins scanning for any evil sources.
detect evil 60'
Malfeas Rayne |
Malfeas would have purchased 2 quivers of cold iron arrows.
Malfeas dislikes the ridong of horses, preferring his feet to a mount that thinks for itself, and his dislike is apparent in the way the horse treats him. Arriving at the village, Malfeas is quick to dismount and join the others as they look around for points of interest.
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Malfeas may or may not be evil ;)
Naurin Ferrick Phren |
Perception: 1d20 - 2 ⇒ (5) - 2 = 3
Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21
Naurin dismounts awkwardly and ties up her horse, following Sir Ilivan's lead. She scans the fields and the faces of the commoners, trying to get an understanding of what is happening, but waits for Sir Ilivan to give the go-ahead before moving closer.
She has a better feel for people, something she has been working to improve, than for the little details of things.
GM Derek W |
Dimitra, Walter, and Mal move closer to the group of people, while the rest of the party watches them go. sir Illivan speaks to Gunther and Naurin:
"Get your friends back to the horses! These lot are obvious cultists here to perform some obscene ritual! We'll leave them be."
As the advance party reaches the tip of land closest to the people, one shouts: "Inturders! Kill them!" Five individuals move your way. Walter can see that three detect as evil!
Knowledge Planes to identify.
Walter: 1d20 + 4 ⇒ (9) + 4 = 13
Dimitra: 1d20 + 3 ⇒ (6) + 3 = 9
Gunther: 1d20 + 1 ⇒ (9) + 1 = 10
Johann: 1d20 + 1 ⇒ (17) + 1 = 18
Naurin: 1d20 + 1 ⇒ (19) + 1 = 20
bad guys: 1d20 - 1 ⇒ (8) - 1 = 7
Nice init. for you guys! Now, keep in mind this scenario has stuff for Sczarni, Silver Crusade and Cheliax. No specific missions, but I'll put up some guidelines later.
Round 1:
Malfeas
Naurin
Johann
Walter
Gunther
Dimitra
bad guys
Group is up!
GM Derek W |
Light blue = waist-deep water, difficult terrain (wading). Dark blue = 10' deep water, need swim check.
Malfeas Rayne |
"On the contrary, cultists should be sent to meet their deity!" responds Malfeas as he lobs two arrows at the one who yelled.
Attack 1: 1d20 + 8 ⇒ (10) + 8 = 181d8 + 5 ⇒ (3) + 5 = 8
Attack 2: 1d20 + 8 ⇒ (9) + 8 = 171d8 + 5 ⇒ (5) + 5 = 10
Johann Erlenmeyer |
kn(planes): 1d20 + 7 ⇒ (1) + 7 = 8
Johann's mind is still distracted by thoughts of Devil blood and massive spell tomes.
GM Derek W |
Well, the "V's" detect as evil. Can't tell you more unless you make that planes check!
Naurin Ferrick Phren |
Knowledge (Planes): 1d20 + 8 ⇒ (8) + 8 = 16
"My apologies, Sir Ilivan, they are a headstrong bunch!" Naurin shouts as she hobbles as quickly as she can towards the others. ... 30 ft total ...
My, they are a long ways away! From now on, no going farther than 110' (my Medium range Life Link distance) from Auntie Naurin without a note!
Dimitra |
Knowledge Planes: 1d20 + 7 ⇒ (2) + 7 = 9
What am I doing? That must be Naurin's influence, suddenly I am acting all helpful and trusting. Fool girl!
Dimitra grabs her wand of enlarge person and taps Walter with it.
Use Magic device DC20: 1d20 + 9 ⇒ (5) + 9 = 14
When nothing happens she produces a profound curse that can't be repeated on this fine forum.
Johann Erlenmeyer |
We should still be on our mounts I think.
Johann rides his pony forward to catch up with the other Pathfinders. Ride to guide mount with knees: 1d20 + 1 ⇒ (6) + 1 = 7
The pony will double-move 80ft to be a bit behind and tothe the left of Walter -- a location that will give a sstraight shot at a cultist. I'm not sure how far the nearest cultist is from that spot, the map is hard to read on my phone. Derek, please deduct the appropriate range penalty for this attack - bombs have a 20ft range increment.
ranged touch attack: 1d20 + 6 ⇒ (6) + 6 = 12
damage if that hits: 3d6 + 4 ⇒ (3, 4, 3) + 4 = 14
Gunther Judsson |
"Baba's frosty breath!" Gunther curses as he moves toward his companions, pulling out his shortsword. "Get back, get back!"
Gunther runs towards the group, staying on ground. Double move, puts him at AA15.
Johann Erlenmeyer |
OK now that I can see the map more clearly, the square I want to be in with the pony is V21. If that's too far, W21. that's 60 feet away from the nearest guy, so that's a -4 to the attack. An 8 will almost certainly miss.
Johann Erlenmeyer |
Miss direction: 1d8 ⇒ 4
Since this is in the third range increment, the bomb will land in H17, which is the square where the number 17 appears. Only one enemy in splash zone, I18. I guess I should have picked up some bomb launchers. 7 splash fire damage, DC 16 Reflex save for half.
Walter Vizard |
knowlegde planes: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 monster lore (+ Wis identify)
Walter grins as he moves forward to block any easy position from the enemy (Q22).
Beware, for Abadar has shown some of them evil!
He readies his long spear for an enemy's advance (10' reach).
As a swift action, Walter pronounces judgment on his foes!
By the scales of Abadar! Make way!
Naurin Ferrick Phren |
Naurin got off her horse and tied it up, following Sir Ilivan's lead.
Johann Erlenmeyer |
OK I completely missed the part where the guy gave us instructions to tie up our mounts and move forward. So... Cancel everything I did, and just double move as close as I can get to Walter, Mal and Demitra.
GM Derek W |
As Mal's arrows speed through the air, Naurin and Walter get a sick feeling in their stomachs. The evil creatures are actually vermlek demons, who have the ability to inhabit the body of other creatures! Only cold iron or good weapons harm them fully.
Both arrows strike the lead vermlek, but it plods on ahead! Walter takes up position and Dimitra's wand fizzles. Johann, Gunther and Naurin move in.
Now the monsters and their human "allies" take action.
The enemies move towards the party! The lead commoner triggers Walter attack!
Longspear: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm?: 1d20 + 7 ⇒ (15) + 7 = 22
Walter runs the man completely through with his spear, and the man falls to the ground bleeding.
Minimum crit damage is lethal to this guy...
The others get closer. Then the three vermleks begin to chant a spell, all three releasing waves of dark energy! Two are able to strike at Walter, Dimitra and Mal, while one reaches only Walter and Dimitra.
Mass Inflict #1 - all 3: 1d8 + 3 ⇒ (8) + 3 = 11
Mass Inflict #2 - all 3: 1d8 + 3 ⇒ (3) + 3 = 6
Mass Inflict #3 - Walt and Dimitra only: 1d8 + 3 ⇒ (8) + 3 = 11
Will save DC 16 for half damage. The party is up!
Dimitra |
Will Save: 1d20 + 3 ⇒ (19) + 3 = 22 5 damage
Will Save: 1d20 + 3 ⇒ (7) + 3 = 10 6 damage
Will Save: 1d20 + 3 ⇒ (10) + 3 = 13 11 damage
Total 22 damage, that is one bard down! Stabilise: 1d20 + 0 - 4 ⇒ (10) + 0 - 4 = 6
Dimitra collapses from the severe damage dealt by the demons. She hurts her head while falling, inflicting a nasty wound that starts bleeding
Naurin Ferrick Phren |
"Vermlek demons! Cold iron or magic! Fighting withdrawal to us!" Naurin shouts and huffs as she hobbles again towards the group. She wants to shout, 'Don't be a hero' to Walter, but that would probably make it worse. Too far! Too far!
Double move - 30' - towards the group.