| Tal'ariel Rhuidon |
Knowledge (arcana) re manticores: 1d20 + 11 ⇒ (4) + 11 = 15
"A manticore sounds extremely dangerous. Does anyone know about these creatures? Also, I wonder if there's more to the Red Hand than some sorcerer in a keep. Did our prisoner explain what the Red Hand is, and what they want? Their motives seem to be much more than merely raiding the countryside, but the hobgoblin refused to say more."
Edit - great minds think alike, Bran. :)
| Bran O'Dimm |
Bran listens. He knows that long term strategy isn't his strong suit; though when he hears of the giants of the Witchwood he gets slightly excited at the prospect of wrestling a giant. He shakes his head at any of the offers of food, trying to focus on the situation at hand, and trying to recall what they may need to face off against a Manticore if it came to it.
Was it poisonous? The one that made people into stone?
The sausages surely didn't help his thoughts.
"The Red Hand must have something else to it, perhaps the Sorcerer knows more than the scouts. Treat them like a military organization, the grunts very rarely know the big picture... because if they did they'd most likely not be fighting." He smiles wryly.
| Zelligar the Mystic |
Manticore?
Arcana: 1d20 + 11 ⇒ (12) + 11 = 23
Zelligar shares what he knows of such beasts.
"Good thinking, Bran. Perhaps if we capture this sorcerer alive we might learn more. Although sorcerers can be crafty liars and might resist magical questioning.
Iris, your idea sounds risky but intriguing. At the very least we should learn if giants still roam the Witchwood."
| Red DM of Doom |
Zelligar and Tal'Ariel both know that Manticores are intelligent, flying leonine beasts. Zelligar also knows that they can shoot spikes from their scorpion-like tail. Despite appearances, their sting is not poisonous.
"The prisoner described the Red Hand as a group of dragon-cultists. Supposedly they're working to unite the hobgoblin tribes of the Aspodells under their banner. As far as he knew, they want to forge a proper hobgoblin nation. If they succeed in bringing the tribes together, and they're supposedly about to, we might have an invasion on our hands. Cheliax is an unreliable ally at best, and Andoran... Well, we'd have to evacuate the town."
The town speaker rouses at this. "Let's hope it won't come to war. For now, you'll deal with this Koth."
"Right. Moving on, I've never heard of anyone who's seen a giant in the Witchwood, but I suppose anything is possible. You'd have to look for yourself."
| Isawa Ayoshi |
Intriguing information... - says Isawa, praising Zelligar and Tal'ariel on their knowledge about the flying felines - Definitely it feels it's a dangerous creature. Is it wrong for me to be curious to see one of them?
The life - lives - of a Samsaran are so long and "resettable" that it almost makes it feel like Isawa is reckless.
Of course, from a safe distance. - he smiles - We should go. I think our next path should be investigate the Witchwood to know about the giants. Why couldn't we even dream with truly powerful allies, if the other usual ones are unreliable?
| Tal'ariel Rhuidon |
Tal'ariel shakes her head in disagreement with Isawa. "We shouldn't waste time searching for mythical giants who have likely long left this place, if they ever existed. We have fresh intelligence that may grow stale. The only question is when to attack. In the day, we can see better but it will be harder to achieve surprise. At night, the enemy might be asleep, but hobgoblins, I believe, can see in the dark. The other advantage of waiting until night would be to wait for the extra scrolls we commissioned, should we be worried about invisible opponents."
| Zelligar the Mystic |
"I would prefer to set out in the morning and move quickly. The survivors who fled will have alerted their comrades to our arrival and capabilities. Better to face them before they can prepare defenses. We do have one scroll,
and can pick up a few bags of flour as Iris suggested."
| Iris Farthingstone |
Iris is a little annoyed that her idea to pit the giants against the goblinoids is dismissed out of hand, but she rallies herself and tries to think of another way to snare invisible foes.
"We could also use the floor to track footprints. We could cover the ground with it and see where he is stepping. And nets! We could buy some nets and try to entangle their leader."
| Red DM of Doom |
A thoughtful look crosses the town speaker's face when Iris and Isawa talk about potential 'mystical allies'. He doesn't speak up, though.
The captain does have some input. "I'd avoid fighting them in the dark. We had one raid where they put out our torches and lights during the fight. It wasn't pretty."
| Tal'ariel Rhuidon |
"Very well." agrees Tal'ariel. "Any other thoughts, Speaker or Captain? If we are to set out in the morning, we will need to have the remainder of the night for rest."
| Iris Farthingstone |
Iris waits to question the speaker until she can get him alone, in case he has something that he is more willing to say one-on-one than in a larger gathering.
Sense Motive: 1d20 + 3 ⇒ (17) + 3 = 20
| Bran O'Dimm |
"I concur that we should set out by the morning; time is a resource we can't really change. I have to say, we will know a better course of action when we get there, perhaps we may very well stumble across one of these giants or the reason for the place being called the Witchwood."
He begins to head outside into the night, "I have to practice a few things, I'll see you all in the morning."
Bran will hang out outside for an hour or so before going to bed.
| Red DM of Doom |
"I think that's it, we will leave you to it." the captain says. "Sleep well, and good luck tomorrow." With that, they up and leave.
Iris catches the Speaker as he splits from the captain. He starts slightly as she hails him, but freely answers her question.
"You reminded me of the elves, is all. They live out in the ruins of their ancient city, and don't consider themselves part of Isger, even though they live in the Vale. They won't be any happeier than us about hobgoblins than us. They're fairly isolationist, though."
| Iris Farthingstone |
"I happen to travel with an elf. She may be able to persuade them to help. Thanks for the suggestion, Mr. Speaker. Have a good night and a safe journey home."
Iris returns to her companions and tells Tal'ariel about the idea. "Do you know these elves? Will they help us?"
| Yulai Sakura |
"Goodnight all, I think I'm for bed. The future may not have such comfort."
Yulai beds down, thinking about the morning ride, then puts it all out of her head for the evening. Time enough to worry once the problems arrived.
| Tal'ariel Rhuidon |
Tal'ariel huffs dismissively, before responding. "Sure, I know about these elves. They're like any other elf society, uppity and isolated."
Tal'ariel responds instinctively before actually considering. Elves in the Vale . . .
Knowledge (local): 1d20 + 9 ⇒ (19) + 9 = 28.
| Red DM of Doom |
Tal'Ariel has picked up quite a bit of her people's history - she knows that, before the starfall, Rhestlin was a magnificent elven city, a number of grand spires built where the forest met the lake. The land wasn't called the Elsir Vale or Isger then, of course, but the position is just about right. Warriors from Rhestlin rode into battle on the back of giant owls, and that deadly cavalry was renowned across the old world. (the elves say)
She's also heard of the reports that the reclaimers sent back to Kyonin. Apparantly, the city has fallen into ruin, more than just partially sunk into the swamp that now lies in place of the forest.
The elves that went to live there after they returned to Golarion are little more than swamp-nomads now, although they've managed to befriend some of the giant owls that still live in the area.
| Tal'ariel Rhuidon |
Tal'ariel explains what she knows to Iris (everything stated above).
"These elves might be more primitive and nomadic than the elves I've come to know. I guess it might be helpful to seek them out. A giant owl would be a very effective way to travel." She pauses thoughtfully. I guess I shouldn't be so quick to write them off. "Well, I can tell the others in the morning as we travel."
| Iris Farthingstone |
"A giant owl would be an interesting mount. Good night, Tal'ariel. I will see you in the morning." Iris returns to her room and curls up on the bed with her fox hoping for a peaceful night's sleep.
| Bran O'Dimm |
Bran packs his bag carefully, ensuring none of his supplies get crumpled and heads outside early to get in some running and heavy lifting. On his jog, he finds a widow needing a cart (amongst other things) moved and does so until he realizes that the party would probably be up and waiting for him for now.
"Good morning! Are you all ready to get going? I sure am." His big smile fills his face as he looks up to the sky. "Just had to help a little old lady." He says it slowly and realizes it sounds like a huge lie, but he laughs and shows off his calloused hands anyway.
He equips his cestus' and straps on his armor. "Ready when you are."
If no one has Survival, Bran will default to +6 if you require it during our march.
| Tal'ariel Rhuidon |
Tal'ariel mentions what she knows about the local elves to the others as well (everything explained by our DM).
Unless Zelligar gets a mount, Tal'ariel will leave her horse behind. "I really hope we get the drop on these guys. A manticore is not something to fool around with." Thinking about it was making Tal'ariel nervous. She tries to focus instead on other things, running through magical spells in her head.
| Bran O'Dimm |
"Elves huh? I'll leave the talking to you, I don't really grace strangers with my thoughts well."
| Iris Farthingstone |
"I suppose I'm ready to go. There isn't much I can do to prepare to fight a manticore. Let's buy some sacks of flour on our way out of town."
She eats some eggs and stuffs a few biscuits in her backpack for later.
| Zelligar the Mystic |
Zelligar wasn't planning on it, but seeing Tal'ariel ready to leave her horse behind he will seek out a pony, bit & bridle, and riding saddle. He looks somewhat out of his element, but his natural agility serves him well as a rider.
"Don't want to slow anybody down. I actually quite like dogs, but can't stand the thought of riding them. It's horrible for the poor creatures' health. Spine problems by the age of five. Ponies are much better suited as mounts."
He has prepared his spells for the day.
"I'm not too worried about the manticore. I have a thing or two to show it. Sorcerers are harder to predict, we don't know what magic he commands."
| Bran O'Dimm |
If the whole party will be mounted up, Bran will spring some coin to fetch himself a horse so he doesn't slow them down; though he will hop off intermittently to check for trails, tracks and such.
| Tal'ariel Rhuidon |
The whole mount thing has been sort of ambiguous to me. I'm just going to tie the horse off at some point before we approach anyway.
I was just worried about slowing the party down.
| Red DM of Doom |
No worries, Isawa doesn't have a horse either, so it's no biggie.
After some initial confusion (it seems the "northern road" leads more west than anything else) you follow the Dawn Way out of town. Crossing the river on the barge with horses is a bit of an interesting experience; there's not a lot of room, and you're up very close with the large animals. Bran could probably wrestle his horse into submission, but the rest of you are glad that they're calm on the way over.
You come close to the pillars that once held up the bridge span here, and up close it seems that each pillar is carved from its own immense piece of rock. The seams must be hidden with some trickery.
You move on, and not soon after leaving town you hit the edge of the woods. The summer heat is starting to get agressive, but inside the woods, the air is still and cool, heavy with the smell of old earth and trees.
You walk on for hours. At one point, you come across a smaller trail crossing the road, but press on; the old forest road is not for supposed to cross until after you've passed the first river.
That river turns out to mark a bit of an open spot: swampland has shot up around it, and for the Dawn Way to cross the swamp, someone has built a wooden causeway, 10 feet wide. It looks slippery; leading the horses across would probably be the safest thing.
Somewhat down river, you spot an overturned wagon, washed into the swamp by the current; it must have fallen off the causeway at some point. Various debris has collected around the wagon over time, deposited. One particular log drifts towards you.
Bran perception: 1d20 + 9 ⇒ (4) + 9 = 13
Isawa perception: 1d20 + 4 ⇒ (3) + 4 = 7
Zelligar perception: 1d20 + 13 ⇒ (17) + 13 = 30
Iris perception: 1d20 + 8 ⇒ (7) + 8 = 15
Tal'Ariel perception: 1d20 + 11 ⇒ (12) + 11 = 23
Yulai perception: 1d20 - 1 ⇒ (3) - 1 = 2
Yuki perception: 1d20 + 8 ⇒ (17) + 8 = 25
Zelligar notes that the wooden log is drifting against the current. It also has a distinct, headlike shape to it. It's reptillian.
Right as the waters explode with reptillian heads, Yuki speaks up from Yulai's pack. "That's not a log."
Zelligar and the Monster can act in the surprise round. I'll have the map up soon.
Zelligar initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Monster initiative: 1d20 + 1 ⇒ (17) + 1 = 18
The head speeds towards you, and as it reaches the bridge, the water erupts in a foaming frenzy of reptillian heads, all of them lashing out at Bran, mauling the warrior severely.
Bite1 vs Bran: 1d20 + 9 ⇒ (15) + 9 = 24, 1d8 + 3 ⇒ (3) + 3 = 6
Bite2 vs Bran: 1d20 + 9 ⇒ (12) + 9 = 21, 1d8 + 3 ⇒ (7) + 3 = 10
Bite3 vs Bran: 1d20 + 9 ⇒ (3) + 9 = 12
Bite4 vs Bran: 1d20 + 9 ⇒ (17) + 9 = 26, 1d8 + 3 ⇒ (3) + 3 = 6
Bite5 vs Bran: 1d20 + 9 ⇒ (20) + 9 = 29, 2d8 + 6 ⇒ (5, 3) + 6 = 14
Bite6 vs Bran: 1d20 + 9 ⇒ (11) + 9 = 20, 1d8 + 3 ⇒ (5) + 3 = 8
Bite5 vs Bran, to confirm: 1d20 + 9 ⇒ (9) + 9 = 18
Combat Map is here.
Special rules: Running or charging on the slippery causeway comes with a dc 10 acrobatics check to not fall in the water. The swamp and the river must be navigated with swim checks.
Zelligar has a turn in the surprise round (standard action+free actions only)
| Red DM of Doom |
"Hydra! They heal, and can regrow their heads!"
Init Bran: 1d20 + 3 ⇒ (15) + 3 = 18
Init Iris: 1d20 + 4 ⇒ (15) + 4 = 19
Init Isawa: 1d20 + 3 ⇒ (11) + 3 = 14
Init Tal'ariel: 1d20 + 10 ⇒ (3) + 10 = 13
Init Yulai: 1d20 + 4 ⇒ (16) + 4 = 20
Round 1, Bran, Iris and Yulai start off, then it's the monster, then Isawa, Tal'Ariel and Zelligar.
| Iris Farthingstone |
"Egads! A monster!" Iris considers the immensity of the monster and how it nearly tore Bran in half as if he were made of paper. She decides that discretion is the better part of valor, and together with her equally sure-footed mount, she runs full speed for safety on the far side of the causeway.
Acrobatics, Iris: 1d20 + 13 ⇒ (12) + 13 = 25
Acrobatics, Ram: 1d20 + 13 ⇒ (13) + 13 = 26
Note that Iris' base movement is 30.
| Yulai Sakura |
Os moves to the shore, Yulai shoots the hydra.
Bow: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d8 + 2 ⇒ (7) + 2 = 9
"Off the bridge. Now."
Suiting action to words, yulai kicks Os into motion. She arrives at the shore already pulling her bow as she slides off the ox and fires a single shot at the hydra's chest.
| Bran O'Dimm |
Bran staggers back, the blows from the bites catch him off guard and he coughs up a little blood. Knowing full well the creature's ability to take him out with little effort, he decides to fight this a little smarter.
You're lucky I can't jump in after you right now. He looks at the three behind him, "Think you can get up to them? I'll try to keep it occupied... I do look mighty tasty."
Standard Action: Total Defense
Move Action: Move up 6 but keep sort of within range of the hydra
Currently Under
Zelligar's Protection: +2 Deflection to Armor Class, 4 Rounds Remaining
Total Defense: No AoO, +6 Dodge Bonus to Armor Class
I really don't want to leave our backline to one of those full round snackings but I'm limited to options currently; if anyone has a better play let me know. The other idea was to force it into a grapple to deny its AoO so they can get out but then major ouch death ensues.
| Red DM of Doom |
One of the heads bite after Bran when he makes his escape, but the warrior ducks under it easily.
Bite, AoO#2 vs Bran: 1d20 + 7 ⇒ (18) + 7 = 25
The quickest among you make a run for relative safety, while the hydra advances, necks whipping about. It plants its forepaws on the slippery causeway - more than half its body is above the water now, and the six necks tower over those remaining on the bridge - while the heads bear down on Zelligar and Isawa.
Bite 1 vs Isawa: 1d20 + 7 ⇒ (9) + 7 = 16, 1d8 + 3 ⇒ (4) + 3 = 7
Bite 2 vs Isawa: 1d20 + 7 ⇒ (7) + 7 = 14, 1d8 + 3 ⇒ (5) + 3 = 8
Bite 3 vs Isawa: 1d20 + 7 ⇒ (2) + 7 = 9
Bite 4 vs Zelligar: 1d20 + 7 ⇒ (10) + 7 = 17
Bite 5 vs Zelligar: 1d20 + 7 ⇒ (7) + 7 = 14
Bite 6 vs Zelligar: 1d20 + 7 ⇒ (19) + 7 = 26, 1d8 + 3 ⇒ (3) + 3 = 6
Said backline is now up! Zelligar Isawa and Tal'ariel, go!
| Tal'ariel Rhuidon |
Tal tries to evade the beast without getting eaten. Acrobatics: 1d20 + 12 ⇒ (19) + 12 = 31
Then continues to move out of the way. Effectively a 1.5 move. Please move me somewhere on the map.
-Posted with Wayfinder
| Isawa Ayoshi |
Isawa looks at the hydra, uncomfortably hurt with its attack. Finally, though, the witch speaks.
שינה
Slumber, DC 17 Will (4 rounds)
After using his hex, he tries to move towards the others. He doesn't try to tumble, but rather use his 30 feet to get out of its reach - hoping his hex worked.
Sharing hex with Zelligar
| Yulai Sakura |
"Well that's certainly a thing. Gather up and let's get you healed. How long will it be asleep Isawa?"
Standard
Channel Positive Energy, 1 of 2/day remaining: 2d6 ⇒ (1, 5) = 6
Move
She moves further away from the shore with Os after the wave of cool light flows through her and the companions.
| Iris Farthingstone |
Taking advantage of the opportunity, Iris walks along the shore until she is as close to the overturned wagon as she can get while remaining on dry land. If the wagon is within range, she then tries to lasso it with her rope, after which she will tie the other end of the rope to a tree trunk.
I just looked at the combat map. If Iris has to go back across the causeway to get closer to the wagon, then she will do that.
| Red DM of Doom |
It'll take you more than two full rounds of movement to get there. The hydra is only sleeping for four rounds. I've circled the wagon in red on the battlemap - it is indeed on the southern side of the river. We're not out of initiative yet - unless you all bail on the fight that is. I've translated your post into a double move and moved your token 1 double move on the map, hope that works with your intentions.
| Iris Farthingstone |
Ah, I see: The hex is much weaker than the spell. Iris will forego her curiosity and allow herself to be swept away with the rest of the party as they retreat northward.
"You're looking a little bloody there, Bran. Once we get under the cover of these trees I may be able to heal you. I traded some magic beans for this magic healing stick."
| Iris Farthingstone |
"There might be sweet loot in that wagon. If the rest of you are up to the task, let's try to kill this thing before it wakes. If some of you get in the water, we can surround it."
When everyone else is ready, she will join in the attack on the helpless creature.
Rapier: 1d20 + 9 ⇒ (14) + 9 = 231d4 + 4 ⇒ (2) + 4 = 6
Sneak Attack: 2d6 ⇒ (6, 3) = 9
| Yulai Sakura |
"Better to handle this now, than leave it to hunt future travelers, I suppose. Very well, we are agreed. Quickly, before it wakes."
Bow from here after the CDG.
1d20 + 9 ⇒ (17) + 9 = 26
1d8 + 2 ⇒ (4) + 2 = 6
| Bran O'Dimm |
Bran wanders up the hydra and gets ready to finish it off. "I can traverse the small bogs if we need to surround it." He flashes a grin at the halfling with her poised rapier, " I hope that magic stick isn't the pointy one you're holding right now."
As he passes over he gives a nod of thanks to Isawa.
I believe Iris will have a better chance to CDG the creature than Bran. I'm not sure if we can all move within range or what is going on but I'll leave my actions open.