Aod the Witchchild
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Sliding down from his mount and tying it off, Aod draws his bastard sword and carries loosely in his hand, then follows Sir Ilivan with a casual stride.
When Wizzy mentions spells, he looks to him with a question. "What's this spell? I got a few tricks of my own, and wouldn't want to double-up, if you get my meanin."
Kargen Hapspring
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Kargen ties his horse to a tree near the others and he grabs his bow stave from the saddle. He takes a moment to string the bow and then slings his pack and arrows over his shoulder.
"Well, let's see get up there and take a look at the village before we decide where to spend any spells. It may be empty."
Kargen Hapspring
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Kargen looks at Arryn and his full plate armor, skeptically. He glances around to see most of his companions similarly attired. "Perhaps it's best if I or Floggentop go. The rest of you make way too much noise."
Floggentop Wizzbottle III
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Wizzy smiles.. "Very well then, I'll wait.." When asked to scout.. "No problem there.. Im quite sneaky when I have to be.. Ill go ahead and have a look.." He takes off, moving slowly, which is really slow with his already short legs..
Take 10 on stealth for a 20.. If he needs to climb he can take 10 for a 12
Arryn Wildblood
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I don't know that the role is 'permanent' but yeah - a front man (or two) would be a good idea for this situation. Modern militaries normally have an advance unit. In the open we can support with bows and can move freely to run up. In a tunnel it pays to be more compact
GM Lithrac
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"We will all go together, Pathfinder" orders Sir Ilivan with a dry voice. The knight 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 all reach the crest of the hill, a dreadful sight is in front of you.
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. From there crawls the wretched and bloated form of another peasant. It stands up, seemingly rising from the dead, and joins the others, though he looks as if it was only half-alive. Meanwhile two of the standing farmers get close to the two fallen ones and start hitting them with their weapons, though they appear only to inflict bruises, as if they were torturing them. None of the peasants appears to have spotted you.
The half-elven knight's face is undecipherable, showing no emotion at all. "Those torturers are evil cultists, no doubt about it. No reason to stay, then. Let's leave." With these words, he retreats a few feet by crawling back towards the orchards where the horses are.
Perception (Aod): 1d20 + 6 ⇒ (9) + 6 = 15
Perception (Wizzy): 1d20 + 9 ⇒ (10) + 9 = 19
Perception (Kargen): 1d20 + 8 ⇒ (11) + 8 = 19
Perception (Kyra): 1d20 + 4 ⇒ (20) + 4 = 24
Perception (commoner): 1d20 - 14 ⇒ (4) - 14 = -10
Wizzy: 1d20 + 8 ⇒ (13) + 8 = 21
Kargen: 1d20 + 4 ⇒ (11) + 4 = 15
Floggentop Wizzbottle III
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"Well now wait a minute.. I recognize those people as infested by a demon worm know as a Vermlek.. You see the fat ones? Their infested by them.. Should we not eliminate these threats?"
GM Lithrac
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"That's even worse." reacts Sir Ilivan, his face as cold as the ice from Irrisen "Let these peasants die, they won't survive in any case - they're beyond our help or worse, willing collaborators. My orders are to leave, Pathfinders. Come, let's go back to the horses."
Ar: 1d20 + 3 ⇒ (10) + 3 = 13
Ka: 1d20 + 8 ⇒ (9) + 8 = 17
Ao: 1d20 - 1 ⇒ (4) - 1 = 3
Ky: 1d20 + 4 ⇒ (2) + 4 = 6
Floggentop Wizzbottle III
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"I realize we're on a scouting mission, but it seems like a perfect opportunity to get the jump on these foul spawn and send them back to the abyss.. Why would we not save these peasants when we have the means to do so?"
Floggentop Wizzbottle III
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"Look.. We're Pathfinder's and Hero's.. Hero's do the right thing! And the right thing is to go down there and help those people.. We can save them and send them down the road to Mendev and they will have a chance to survive.. I cannot in good concious leave them to that fate down there, so please Sir Ilivan, lets help them.."
Dip: 1d20 + 11 ⇒ (14) + 11 = 25
Arryn Wildblood
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Due respect sir. I give you honour for your achievements and service but I cannot let this stand... and if you stop to think about it sir? Neither can you.
Aid Another to Wizzys Diplomacy 1d20 + 7 ⇒ (6) + 7 = 13
Kargen Hapspring
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"I don't know about being heroes, but it's senseless to just let people die like this if we can help. Besides, if the gnome is right, then those worms things are infecting them. And for every corpse they control, it's one more soldier for them."
He looks at Sir Ilivan. "You want to fight them now while they're disorganized and pre-occupied or when they've massed into a larger force? 'Cause either way, I think they want to fight you."
Diplomacy, Aid: 1d20 + 5 ⇒ (16) + 5 = 21
GM Lithrac
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Sir Ilivan seems shaken by your passionate words, displaying a real emotion for the first time since you left Nerosyan. He hesitates for a moment, then turns away from you so that you don't see his face. "I... you may be right. Very well, I'll give you leave to engage these demons. Leave me be for now." With those words the knight sinks into silence, appearing to be lost in an inner conflict of vast importance. He simply sits on the grass, his head lowered.
Map is up. Feel free to move your own icon. The water varies in depth, from only 2 feet in shallower spots to 10 feet at the deepest. The shallower areas are considered difficult terrain for Small and Medium creatures; the deeper parts require successful DC 10 Swim checks to cross them.
Initiative count - round 1
Vermleks (don't act yet)
Kyra <
Kargen <
Wizzy <
Commoners <
Aod <
Arryn <
Kyra, Kargen and Wizzy can act!
Initiative (Aod): 1d20 + 4 ⇒ (7) + 4 = 11
Initiative (Wizzy): 1d20 + 2 ⇒ (12) + 2 = 14
Initiative (Kargen): 1d20 + 5 ⇒ (12) + 5 = 17
Initiative (Kyra): 1d20 + 0 ⇒ (19) + 0 = 19
Initiative (commoner): 1d20 - 1 ⇒ (14) - 1 = 13
Initiative (Vermleks): 1d20 - 1 ⇒ (20) - 1 = 19
Floggentop Wizzbottle III
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Wizzy casts Heroism on Kargen and prepares to boost his allies attacks.. "With the water involved I doubt we will be able to get to them stealthily, so best we just go all out.. Being demon i would advise using Cold Iron weapons, although im not entirely sure it will help.." Wizzy will bring up the rear and provide support to the best of his abilities.. As soon as the group begins to move up he'll start his performance granting Inspire Courage, +1 Circ Hit/Dam, +1 Morale to saves vs Fear.. He'll load his xbow with a cold iron bolt before moving up.. "Target the Fat ones first.."
GM can you mark which ones are bloated and which ones aren't..
Kargen Hapspring
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Kargen smiles and nods at the gnome's spellcasting. He then pulls out one of the scrolls he bought. "Kyra, would you be so kind?"
After she's cast the spell on his quiver of arrows, Kargen says, "Try to move on the exposed ground. I'll try to cover you with arrows." He smirks. "I promise to leave you a few." Then he moves off to the right.
Hand Kyra a scroll of Abundant Ammunition and wait for her to cast it.
| Merck's PFS PGC |
Can we buff while hidden before engaging or did they already saw us? I will also move 20 ft if we are already spotted.
Kyra uses the scroll on Kargen and draws her cold iron scimitar.
Here it is. Sarenrae be with us.
Aod the Witchchild
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After their talk Aod expected a different reaction from Sir Ilivan, but he wasn't really surprised by it. He'd seen broken men before. Supposed one day it might happen to him too. Some said he already laughed too much at the wrong things.
Leaving the man to his own council Aod asks a question of Wizzy. "Any way to rid a body of these demon worms, or are we lettin Pharasma sort 'em out?"
Floggentop Wizzbottle III
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They hadn't seen or heard us before.. I see no reason we can't buff before heading in.. I assumed the initiative order was for after our surprise round..
Kargen Hapspring
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After the scroll is cast, Kargen moves away from the group to the right, trying to stay hidden, but giving himself a clean light of sight away from where the others will approach.
Stealth: 1d20 + 4 ⇒ (9) + 4 = 13
GM Lithrac
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Initiative order is because the two "thin" commoners have started hitting the ones on the ground. Buff if you will, at the risk of letting those two die from the beating.
Wizzy casts a spell, Kargen feels more heroic. The inquisitor hands Kyra a scroll, which the Keleshite cleric takes and uses, then she draws her cold iron scimitar. Kargen moves away from the group.
Meanwhile, the two thinner commoners continue beating on the fallen ones with their wooden grain flails. The first misses, but the second one hits his target on the arm, causing a bad bruise.
Initiative count - round 1
Vermleks
Kyra
Kargen
Wizzy
Commoners
Aod <
Arryn <
Aod and Arryn can act!
1d20 + 2 + 4 - 4 ⇒ (12) + 2 + 4 - 4 = 141d6 + 1 ⇒ (1) + 1 = 2
Floggentop Wizzbottle III
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Wizzy cast one spells and is moving.. He's going to activate Inspire on the surprise round.. We need to fire at them on the surprise to get em off the peasants..
Aod the Witchchild
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I take it we can jump the gaps on the earthen walkways?
"Pharasma it is." Aod assumes after hearing no other solution. Holding his sword out, he steps into a wide stance, then dashes quickly forward to leap the gaps in the walkways.
Move action to activate Battle Dance. Second move action to advance 40 feet, jumping gaps in the walkways.
Acrobatics for gap 1: 1d20 + 11 ⇒ (12) + 11 = 23
Acrobatics for gap 2: 1d20 + 11 ⇒ (8) + 11 = 19
GM Lithrac
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Aod and Arryn don't listen to Wizzy's counsel and run towards the vermleks. The latter - still in their human guise - move slowly in your direction, clearly showing they've spotted you.
Kyra then wards herself with a protective spell, then follows Aod.
Initiative count - round 2
Vermleks
Kyra
Kargen <
Wizzy <
Commoners
Aod
Arryn
Kargen and Wizzy can act!
Moved Kyra and Arryn according to their respective speed.
Kargen Hapspring
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Kargen drops all pretenses of staying hidden and keeps moving along the rocks. Then he fires a Cold Iron arrow towards the vermleks.
Firing at the right-most one
Attack (Heroism, Bard): 1d20 + 6 + 2 + 1 ⇒ (10) + 6 + 2 + 1 = 19
Damage (Bard): 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Edited to remove Heroism bonus to damage
GM Lithrac
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Moved you on the map, but I appreciated if people moved themselves on it.
Kargen's arrow flies straight at one of the bloated men and delves within his flesh. The man's reaction is obvious pain, indicating that the arrow was able to pierce past the creature's resistances. Wizzy starts inspiring his companions and moving forward.
The two peasants who were beating on the fallen ones react to your presence in unison, raising their head to look at you, then walking simultaneously towards you, their farmer weapons in hand. They don't stop until they are standing between you and the bloated ones.
You can make a Sense Motive check.
Initiative count - round 2
Vermleks
Kyra
Kargen
Wizzy
Commoners
Aod <
Arryn <
Aod and Arryn can act!
Kargen Hapspring
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Sense Motive: 1d20 + 8 ⇒ (16) + 8 = 24
Heal: 1d20 + 6 ⇒ (5) + 6 = 11
Kargen watches the non-bloated men walk in front of the others. He glances over to try and assess the condition of the men they were attacking too.
Kargen Hapspring
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Are those prone still alive?
"Drop your weapons and run! We'll kill the demons. You'll be ok after that." He looks to the other Pathfinders. "They aren't under Compulsion, but they're threatening them somehow. Just kill the demons, that should free them."
Aod the Witchchild
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Hearing Kargen's words Aod changes tactics slightly. After jumping the second gap, instead of hacking down the commoners in the way, he lowers his shoulder and tries to charge through them.
Acrobatics to jump gap: 1d20 + 11 ⇒ (8) + 11 = 19
Charge Overrun: 1d20 + 10 ⇒ (5) + 10 = 15 I don't have improved overrun, so I provoke an AoO. Also, I'm guessing peasants aren't hard to overrun, but I didn't move my token past the first one in case the maneuver failed. If it succeeds I'd like to be right in the middle of them.
GM Lithrac
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Kargen: They seem to be still alive, though badly bruised.
The peasants hesitate, but they attempts to stop Aod in his manoeuver. However their blows are clumsy and ill-aimed. The kensai barbarian has no trouble charging through their weak line of defense.
The overrun is successful, though you don't exceed his CMD by 5 or more, so the farmer isn't knocked prone in the process.
AoO: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 1 ⇒ (4) + 1 = 5
Arryn Wildblood
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The Paladin attempts to leap across in his masterwork plate...
1d20 + 1 - 5 ⇒ (9) + 1 - 5 = 5
Was moving 4 squares to current position. GM can position me as best he wants with that roll. DC for 5ft jump is 5 and 10ft jump is 10. Depending on if that half square is kosher to land in I MAY be ok
GM Lithrac
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Arryn barely makes the jump, splashing his armor as he lands a foot or so from the pool bank.
The vermleks unleash their fury upon Aod, using their peasant weapons to do so.
Scythe: 1d20 + 6 ⇒ (7) + 6 = 132d4 + 3 ⇒ (1, 4) + 3 = 8 and Bite: 1d20 + 1 ⇒ (20) + 1 = 211d6 + 1 ⇒ (5) + 1 = 6
Bite, confirmation roll: 1d20 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (1) + 1 = 2
Flail: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 3 ⇒ (1) + 3 = 4 and Bite: 1d20 + 1 ⇒ (17) + 1 = 181d6 + 1 ⇒ (1) + 1 = 2
Flail: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 3 ⇒ (8) + 3 = 11 and Bite: 1d20 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (3) + 1 = 4
I think only the first bite hits, if your AC is accurate. 6 damage taken.
Then Kyra moves to try and reach her allies.
Initiative count - round 3
Vermleks
Kyra
Kargen <
Wizzy <
Commoners
Aod (6 dmg)
Arryn
Kargen and Wizzy can act!
Kargen Hapspring
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Kargen takes a small step along the rocks, but he quickly fires one arrow after another, trying to kill Aod's attackers.
Targeting same Vermlik
Attack (Heroism, Bard, RS): 1d20 + 6 + 2 + 1 - 2 ⇒ (9) + 6 + 2 + 1 - 2 = 16
Damage (Bard): 1d8 + 2 ⇒ (2) + 2 = 4
Attack (Heroism, Bard, RS): 1d20 + 6 + 2 + 1 - 2 ⇒ (17) + 6 + 2 + 1 - 2 = 24
Damage (Bard): 1d8 + 2 ⇒ (2) + 2 = 4