
The World's Most Interesting GM |

Well, I guess that's it the. Best turn around and head back now. ;)

The World's Most Interesting GM |

Peeks head in. Looks to the left. Looks to the right. Sigh heavily, and goes back to chores.

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I'm sorry, what are we supposed to do now? Where are we, even?

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perception: 1d20 + 4 ⇒ (15) + 4 = 19
Part of the issue is navigating the new site.

The World's Most Interesting GM |

I'm sorry, what are we supposed to do now? Where are we, even?
You are in a hilly wilderness between Numeria and the River Kingdoms, you are here following a lead on an until now undiscovered crash site dating back to the time of the Rain of Stars the event 9,000 years ago that brought the "super science" to these "savage lands" from the sky. Rumor has it that it wasn't a comet and a trail of meteors that struck the land here but some sort of ship that could travel in that black place between the twinkling lights. It has taken more than a month of near-constant travel through rough dangerous terrain to get here. The hope is you might find something worth something that you could either sell or trade directly with Ulisha in return for the Silverhex artifact (refer to the page marked in her notes in the handouts--there's a red bookmark).
Tawner notices that the rock along one slope of the hill (X marks the spot) is of a differing color than the other strata, as if a a seismic shift had occurred in the hillside's past. It only takes a few minutes of digging to uncover a solid metal surface buried below. After more digging the party unearths a large metal pod. The pod is ovoid, just over 10 feet in length and 5 feet in diameter at its widest point. The metal itself is strange and unfamiliar. But with a successful
check....
The entire wreck appears to be relatively undamaged. Its surface is scratched, and dented but unbroken, and a 3-by-5-foot section of the side appears as though it could be opened on a strange recessed hinge assembly.

The World's Most Interesting GM |

The black maiden reaches out to the door on it's strange assembly and sees if she can open it.
Hmm? Hmm!? Grr!
Str check: 1d20 + 2 ⇒ (4) + 2 = 6
Nope.

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Dominic looks for any methods of opening the pod, such as an access panel. He casts a detection spell to help him.
Cast Detect Magic
Perception: 1d20 + 2 ⇒ (6) + 2 = 8
"Well, we could find a cart to just haul this whole thing back with us."

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"Here, let me try...."
Strength check: 1d20 + 3 ⇒ (1) + 3 = 4
"OW! My foot!"

The World's Most Interesting GM |

"There, now see? Don't put force into the barrier when you could leech the door's strength out!"
Rrrr! Almost...
Dominic: 1d20 + 2 ⇒ (4) + 2 = 6
Lydia: 1d20 + 4 ⇒ (16) + 4 = 20
Fomalhaut: 1d20 ⇒ 4
Tawner: 1d20 + 4 ⇒ (10) + 4 = 14

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"Maybe the rabbit can find and entrance. Black Maiden. Can your rabbit burrow around this rock and find an entrance?" Tawner opens his backpack and rummages around for something useful.

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"Somebody's coming!" Lydia hisses to the others. "Severalbpdies, in fact!"
aid Fomalhaut's Strength check: 1d20 + 3 ⇒ (9) + 3 = 12

The World's Most Interesting GM |

Lydia comes to the aid of her shadow and exerts herself. Her teeth gritted, face flushing a deeper blue, then light purple, sweat beading, bellowing like an enraged grizzly bear in a barrel or more precisely Slyvester Stallone in a power-lifting training montage, facial fluids all running, every vein in her neck popped out in sharp relief Lydia locks her fingers under the door's lip and she and Fomalhaut pry the thing open with an audible SNAP!
Fomalhaut unperturbed by all the effort; as if he had done nothing at all.
The inside of the wreck is cramped. A single chair made out of the same strange metal faces the hatch, dozens of straps hang inside the device, and an array of levers and buttons lines the interior on one side. Several dozen palm-sized metallic discs and an unadorned silvery bracer lie scattered across the interior.

The World's Most Interesting GM |

The three men in hooded cloaks--the foremost with a very large sword strapped to his back--continue up the hill. And more or less out of everyone's line of sight behind the hillside.
Map updated.

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Lydia picks up one of the discs.
Knowledge (Local): 1d20 + 6 ⇒ (17) + 6 = 23
"Neat! Numerian silverdiscs! I'm not actually sure what they're made of, but each of these is as good as a platinum piece around here."

The World's Most Interesting GM |

Long moments pass.

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"What company?" Tawner's question is one more of curiosity. He knows better than to argue with Black Maiden. He readies his shield and draws his scimitar out in a long arc.

The World's Most Interesting GM |

"What company?"
Lydia: 1d20 + 1 ⇒ (18) + 1 = 19
Fomalhaut: 1d20 + 2 ⇒ (14) + 2 = 16
Tawner: 1d20 - 1 ⇒ (17) - 1 = 16
1d20 + 1 ⇒ (4) + 1 = 5
And with those words, a trio of men with swords race around the corner and onto the hill's summit led by a huge savage Kellid with a greatsword.
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Lydia
__ Fomalhaut
__ Dominic
__ Tawner
__ Black Maiden
__ Barbarians (O'Rango, Bleu, The big black-haired guy)
Map updated.

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Will you allow me to have cast shield before initiative began, since we saw them coming?
I'll declare my action once you've told me yea or nay.

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Fomalhaut reaches out a long, twisted, clawed limb to point in Tawner's direction.
"I recommend that one. Lamentations are kind of her personal specialty, and she does naturally lend herself so well to the local ideals of beauty."
Intimidate to demoralize Thud (or Bleu, if Black Maiden's already got him)?: 1d20 + 5 ⇒ (17) + 5 = 22

The World's Most Interesting GM |

Will you allow me to have cast shield before initiative began, since we saw them coming?
I'll declare my action once you've told me yea or nay.
At times like this I let the dice decide, Wisdom check (DC 10): 1d20 + 4 ⇒ (1) + 4 = 5 Nay.

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Dominic uncoils his whip and quickly casts a protection spell. "Our womens' lamentations might just kill you. But come, I haven't broken a Kellid in quite a while. It'll be sweet to see you on your knees."
He lashes his whip in the air and it crackles with arcane energy. "Tawner, out of the way, please."
Cast Shield; Swift action to use an Arcane Pool point to make his whip +1.

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Lydia calls out to ambient spirits of the long-departed to shield her before advancing.

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"Gold will not fill your bellies unless you enjoy a stomach ache." Tawner lashes out at the closest man.
melee: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d6 + 2 ⇒ (4) + 2 = 6

Thud the barbarian |

Them men look astonished to hear the words of the Black Maiden and the wraith-like Fomalhaut.
The huge man looks down at Tawner and the thin line of red running along his chest, swings his sword at the cleric and cleaves a nearby boulder in twain....
Thud greatsword v Tawner (power attack, shaken): 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7 damage: 2d6 + 9 ⇒ (1, 4) + 9 = 14

The World's Most Interesting GM |

The other men hurl bags of wobbly goop at the party with their free hands hitting both the Black Maiden and Tawner squarely on their chests. The sacks explode and douses them both with what appears to be a quick drying resin!
Bleu v BM (point blank, shaken, ranged touch, range): 1d20 + 3 + 1 - 2 - 2 ⇒ (18) + 3 + 1 - 2 - 2 = 18
O'rango v Tawner (point blank, ranged touch, range, into melee): 1d20 + 3 + 1 - 2 - 4 ⇒ (15) + 3 + 1 - 2 - 4 = 13
The big angry man smiles down horribly at Tawner....
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Lydia
__ Fomalhaut
__ Dominic
__ Tawner entangled (Reflex DC 15 or be stuck in place)
__ Black Maiden entangled (Reflex DC 15 or be stuck in place)
__ Barbarians (O'Rango, Bleu shaken, Thud -6 hp, shaken)
Map updated.

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ERROR! ERROR! Please wait...robot at work.
"Gold will not fill your bellies unless you enjoy a stomach ache." Tawner lashes out at the closest man.
CRITICAL THREAT!
Confirm?: 1d20 + 4 ⇒ (18) + 4 = 22
Bonus damage?: 1d6 + 2 ⇒ (3) + 2 = 5 + 6 = 11Tawner, I notice you appear to have only one trait, when you should have two. May I point out that worshipers of Sarenrae are eligible for several rather good ones....

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The black maiden gives a frown of disgust as she tries to move her feet quickly...
ref: 1d20 + 5 ⇒ (20) + 5 = 25
and does so easily.
Unable to get in and fight, she instead decides to help Tawner, imposing her shield and sickle to protect him. She growls at him as she does so.
Stop wasting precious seconds and kill them!
aid another defense: 1d20 + 2 ⇒ (13) + 2 = 15

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Reflex: 1d20 - 1 ⇒ (19) - 1 = 18
"Me stop wasting time?!" He looks incredulously at Black Maiden. "You stop wasting time!"
He then turns his attention to the big man.
"If not gold, how about steel?"
Tawner brings his scimitar up in an arc.
melee: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 2 ⇒ (2) + 2 = 4

The World's Most Interesting GM |

"Me stop wasting time?!" He looks incredulously at Black Maiden. "You stop wasting time!"
He then turns his attention to the big man.
"If not gold, how about steel?"
Tawner brings his scimitar up in an arc.
Looks as though you missed out on rolling for a critical on your first attack a way back. Would you care to take a second attack roll this round?

The World's Most Interesting GM |

Unable to get in and fight, she instead decides to help Tawner, imposing her shield and sickle to protect him. She growls at him as she does so.
You can only aid an ally's AC again a target you actually threaten.

The World's Most Interesting GM |

Tawner, I'm just taking your last attack roll as your confirmation roll. No crit, round 1. You still have an action this round. Likewise BM has an action too....
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Lydia
__ Fomalhaut
__ Dominic
__ Tawner entangled
__ Black Maiden entangled
__ Barbarians (O'Rango, Bleu shaken, Thud -6 hp, shaken)
Map updated.

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Unable to fit into the corridor, the black maiden steps back and holds out her hand.
Slip.
Suddenly, the men find the ground beneath their feet slick with grease! DC 12 and 10 acro check to move

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oh, yeah. Okay then let's say he says something semi-sarcastic and attacks. I already rolled his reflex check.
melee: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 2 ⇒ (1) + 2 = 3

Thud the barbarian |

Thud reflex save: 1d20 + 1 ⇒ (18) + 1 = 19
Bleu reflex save: 1d20 + 1 ⇒ (10) + 1 = 11
The man behind the big barbarian falls in a heap.
Okay then let's say he says something semi-sarcastic and attacks.
Apparently, the huge man does not like half-hearted sarcasm. The barbarian's blade flashes again, and Tawner drops to the ground senseless and bleeding.
Thud greatsword v Tawner (power attack, rage, shaken): 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23 damage: 2d6 + 9 ⇒ (2, 5) + 9 = 16
THREAT!
confirm?: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5 damage: 2d6 + 9 ⇒ (4, 2) + 9 = 15 Well, that's lucky.
"WHERE ARE YOUR JESTS NOW LITTLE DEAD MAN!! NOW YOU MAKE ME LAUGH!! HAHAHA!!" He yells at Tawner's prone form.
Thud acrobatics (ACP, shaken): 1d20 - 3 - 2 ⇒ (12) - 3 - 2 = 7
He attempts to move forward, but slips a bit and instead stands his ground. The big man seems more confident now though. He flexes a bit to show off his sword and muscles.

The World's Most Interesting GM |

The man at the far back puts his sword away and draws a longbow, while his friend regains his feet, and more confidently readies to defend himself.
Round 3! (Theme ♬)
The Bold May Act!
_________________
__ Lydia
__ Fomalhaut
__ Dominic
__ Tawner -15 hp, entangled, prone, dying
__ Black Maiden entangled
__ Barbarians (O'Rango, Bleu total defense, Thud -6 hp)
Map updated.

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"Here's a joke for you..."
masterwork scythe, Guiding Spirit vs Thud: 1d20 + 4 ⇒ (1) + 4 = 5
masterwork scythe, Guiding Spirit vs Thud: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
"...Um...how do you win a battle of wits with an unarmed adversary?"