| Kaeldron |
Kaeldron dutifully walked forward to arrest her. ”As you say, no harm will come to her.”
| Fredric Fulk |
Fredric holds back, watchful in case of any last-moment trickery or intervention.
| GM Kevin O'Rourke |
Nurah looks creftfallen and betrayed as her best buddy turns her over to the other paladins.
You're journey is going to have a lot less complications since you caught that one early on. Feel free to make diplomacy rolls or other skill checks with a general idea of what you are saying to her from time to time if you are going to try bringing her round... she will be quite angry with Claire in particular for catching her out with a simple charm spell!
Trying to focus on the practicalities of the situation rather than Nurah's ploy Aron speaks up. "We could try to salvage what useful supplies we can from the fallen tiefling host."
Some (but not all) of the nearby paladins grumble at this suggestion. If you proceed with it a diplomacy test might be a good idea.
Sariel returns with a few bedraggled figures. "These poor souls are the remains of the garrison. All of them were imprisoned in a stone building. Sergean Kamilo Dann is in charge." He then proceeds to introduce you to her.
Kamilo puts on a brave face "Thank you for the rescue, it's not easy keeping morale up under the circumstances. Every few hours some of us were taken away by Umestil, the demon that was in charge of these tieflings, for sacrifice— or worse. We are in no shape to keep
the ford protected, but we did overhear that a greater army lies somewhere to the north in a place called 'Keeper’s Canyon.'”
This canyon is the one that contains the Ahari riverbed.
| Fredric Fulk |
"Sergeant, you did well under the circumstances, and your woes will be avenged further. We will benefit from the supplies seized from the foe. And we would hunt them in this Keeper's Canyon."
Aid Another with Diplomacy: 1d20 + 3 ⇒ (17) + 3 = 20
Aid Another with Knowledge Geography: 1d20 + 1 ⇒ (9) + 1 = 10
| Claire Calloway |
Claire nods at Aron. "That sounds like a great idea, Aron! Super thrifty!" Claire asks if anyone wants to help her salvage useful stuff and picks out a few volunteers.
Diplomacy: 1d20 + 15 ⇒ (7) + 15 = 22
"Wow! It's an honour to meet you Sergeant Dann! I'm Claire! Did you and your troops want to join us on our mission?"
Claire thinks... "Keeper's Canyon? Sounds familiar. Where's that?" She looks to Sergeant Dann and Aron for insight.
| Kaeldron |
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Diplomacy Nurah: 1d20 + 11 ⇒ (9) + 11 = 20
As the other paladins went to work seeing to the needs of the army, Kaeldron led Nurah away. ”While you have committed grave sins, we have given our word. You shall not be mistreated or harmed. Come along.”
Sense Motive: 1d20 + 11 ⇒ (10) + 11 = 21
Diplomacy that night: 1d20 + 11 ⇒ (19) + 11 = 30
Kaeldron set a guard to watch over Nurah. They would need to decide what to do with her. They could, of course, send her back to the queen with an armed escort. Such Justice would, of course, need to be done. But in the meantime she had knowledge of the defenses of the enemy, and as such was a resource worth utilizing. But such questions would have to wait. When bringing her dinner, he sat down in front of her.
”I am sorry for any discomfort due to your bindings. As someone who can cast spells, we can’t take risks.”
He paused a moment, while collecting his thoughts. ”You are, of course, under no obligation to talk to me. But, to start with, you can call me Kaeldron. As you can guess I am a paladin. And yes you will stand trial. But I would like to talk to you right now just as a person. This Lord Trezbot. Can you tell me of him? I admit, that the crusade is so focused on the monsters without, that it doesn’t always look to the ones within. What did he do that drove you into the arms of the abyss?”
His plan was to get her talking. After hours of isolation, alone and bound, he was likely the first person who had said a word to her since the arrest. Meaning that all she would have been able to do was to sit and think of her fate. Now that he was there, he hoped that he could get a better understanding of who he was talking to. Was she an unrepentant cultist, who had bartered her soul to the lower planes for glory and power? Was she an abused servant of a nobleman, who had joined the enemy out of bitterness? Perhaps both? The only way to find out was to talk.
| GM Kevin O'Rourke |
"I'm not sure. Might be a name for some feature I know by another. Honestly I was thinking the best use of us is to go back and report in, our numbers are negligible and a few of our number are understandably spell shocked. If you want us to go with you we can however."
I'll keep a tally on how ye are doing with her Kaeldron, I'm not going to RP the whole thing out.
| Kaeldron |
Fair enough! Whatever works for you works for me.
| Claire Calloway |
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"That sounds great, Sergeant Dann! While you're reporting in..." Claire informs the Sergent of everything that's happened so far on their trip, with special attention paid to Nurah's crimes.
After talking with Sergeant Dann and salvaging supplies, Claire takes the time to chat with her good pal Aron. "So, that stuff that Nurah hid in your things. It's like... a drug? Do you know why she chose to put it in your stuff? There's probably someone else's stuff she could have hidden it inside that would have been harder for us to catch her doing it. You know?" Claire look at Aron curiously. "Her reasons might be important, right? Like... It could give us insight or whatever?" It's hard to tell if that was a statement or a question. "Do you have a reputation for being amazing or something? Or like... SUPER useful to crusader armies? Oh! Or maybe you ticked her off?" Claire smiles, clearly getting into the 'guess why she chose Aron' game. "Oh! Or maybe you... dated someone she had a crush on! Or..." She looks at Aron. "Do you know or should I keep trying to figure it out?"
Diplomacy on Aron: 1d20 + 15 ⇒ (13) + 15 = 28
Did Aron hear her question about Keeper's Canyon? Just checking since only the sergeant replied. If not:
"Have you ever heard of Keeper's Canyon? Sergeant Dann mentioned it but doesn't know where it is."
| Alistair the Fierce & Terrible |
Alistair groans aloud. He lands on Claire's shoulder and scowls at Aron suspiciously.
| GM Kevin O'Rourke |
Aron replies sheepishly "I have had issues with drugs in my past before. I haven't heard of that canyon I'm afraid."
Sosiel becomes visibly concerned as talk about Nurah planting drugs on Aron becomes apparent... It's clear he'll probably be supporting him in this troubling time when they aren't in such a public setting.
| Claire Calloway |
"Oh, no! That's like... EXTRA cruel of her! Are you alright? If you need anything I'm totally here for you."
Did anyone volunteer to help she and Aron salvage, and did we find anything useful?
| Alistair the Fierce & Terrible |
Alistair leans over and chirps in Claire's ear, "Quit talking to losers."
| Claire Calloway |
Claire doesn't seem to notice her bird's insults.
| Claire Calloway |
"Neither did the Queen," Claire adds, "And she's like... SUPER wise! So I wouldn't worry over it. Nurrah must have been a SUPER good liar."
Claire brings the goods back to the army and gets everyone packed. "Is everyone ready to go?" she asks her pals.
| GM Kevin O'Rourke |
As you continue north along the western banks of the West Sellen River, they’re skirting the edge of the Worldwound itself you can only note how strange and alien things seem on this side of the river—even though
you’re not really heading into the blighted lands yet, the sky above seems darker and dimmer, and no vegetation grows on the desolate ground.
No easy route inland exists once your army starts north—the cliffs of the gorge are steep. Knowing that an army lies in wait for them at 'Keeper’s Canyon' your scouts are alert for dangers near anything remotely like a canyon. They bring back reports from the point at which the now-dry Ahari River once fed into the West Selen.
They have found a larger force than they faced at the ford ahead. About two hundred tieflings and one hundred dretch lie in wait in this area... perhaps previously alerted by Nurrah. The dretch occupy some ruins, using the more defendable position to their advantage.
You guys can try to ambush them which is an Offensive Modifier Check Vs their Defensive Value. Your OM is +8, the previous tiefling army had a DV of 12 for some context. If you ambush them they can't use special tactics the first round and are stuck on Standard.
| Fredric Fulk |
What happens if the check goes badly? Damage to our forces?
| Kaeldron |
”A stronger force than last time. This one has demonic elements. We should ambush them to conserve our forces for the battles ahead, and to draw them out of the ruins. I would recommend using some of our men as bait. Send our scouts in, preferably looking worn and haggard. Once they are seen, they can flee, drawing the enemy into our army.”
How do we roll to set up ambushes and the like?
| Claire Calloway |
"That's like... SUPER clever!"
Can the commander still use mythic power to add a surge to our army rolls? Or am I misremembering that? If I can, I will, but roll is separate in case its not allowed.
Offensive Maneuver (ambush): 1d20 + 8 ⇒ (8) + 8 = 16
Mythic Surge: 1d6 ⇒ 4
| Fredric Fulk |
Fredric nods, if a little reluctantly.
"You know my preference in fighting. But any method that sees demons dead has merit."
| Davok Scarred-Sight |
Davok nods in understanding at Frederic's words. Placing his hand on Frederic's shoulder he counsels, "My father taught that a straightforward confrontation with a foe is always the most righteous, but sometimes we must sacrifice our own honor when considering the lives of others.
"Or to ensure justice is done," he adds.
| Sariel Daore |
"Dead demons's dead demons." Sariel agrees.
| GM Kevin O'Rourke |
@Claire. "Mythic Commanders: If one of the PCs serves as the commander of the Knight of Kenabres, his command of the army is such that he can use his surge mythic ability to adjust Offense checks and Morale checks. A commander can expend two uses of mythic power to increase his army’s DV by the result of a surge die for one battle." -Surges can be used after you know the result... sixteen was high enough as is.
@Kaeldron, as I said in the last post? You need to have some justification but it's possible for this fight.
Expert Flankers: Your army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2.
Standard*: Your army’s attacks have no additional modifiers to its OM, DV, or damage.
Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn’t need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army’s OM and DV by 2 for the rest of this phase.
Once that is chosen we enter the ranged phase. The tieflings wont get to act in this one but the dretches will. Ye can choose one army to target- in this case the Dretches or the tieflings. Once selected Claire can roll 1d20+OM(8)+Any other modifier- like from a tactic.
| Claire Calloway |
We'll use the expert flankers tactics this time, and I'll expend two uses of mythic power to increase our army's DV by the result of a surge die for one battle.
Surge Die: 1d6 ⇒ 1
So our army's OM is +2 higher and our DV is only -1 lower overall.
Ranged Attack vs. dretches: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
| GM Kevin O'Rourke |
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As the mounted army of paladins came into view shooting volleys of arrows from horseback as they thundered into the fray the demons could only hastily rally a response. Sporadic spells injured paladins and horses but the toll was far greater on the demons. Spots of foul gas descend summoned by the demons descend but do little to slow the righteous onslaught of the paladins. The cunning flanking maneuver allowed the army of paladins to charge through a weak point in the tiefling host to finish the demons or to begin crushing the tieflings.
Return Fire: 1d20 + 5 ⇒ (14) + 5 = 19
Knights of Kenabres 14/16
Dretch Army -6
Tiefling Army +/-0
Melee Phase
You guys need to pick one army, the dretches or the tieflings to focus on. Damage is all resolved simultaneously so knocking the dretches out of the fight now might be the most tactically sound approach. -Expert flankers and Claire's bonus to DV is still going!
Smite Evil (Paladin 1): In one Melee phase per battle, the army may increase its OM by 2 against an evil army. If the target army is undead or evil outsiders, the OM increases by 4 instead.
Channel Positive Energy (Cleric 1, Paladin 4): In the Melee phase, the army deals +1d4 points of damage against an undead target army. Instead of dealing extra damage to an enemy army, the army can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.
Lay on Hands (Paladin 2): This ability functions as channel positive energy.
They have others which are less pertinent: aura of courage, divine health, mercy, spellcasting-Already incorporated
| Fredric Fulk |
I suggest smite evil versus the dretches. Bloody demons.
| Claire Calloway |
Sure. Rolling it.
Offensive Maneuver, Expert Flanking, Smite Evil: 1d20 + 8 + 2 + 4 ⇒ (9) + 8 + 2 + 4 = 23
| GM Kevin O'Rourke |
Reeling from the withering hail of arrows the demons don't last two much longer against rush of paladins. Now alone against your forces the tieflings prepare to repell your group.
Dretch Army: 1d20 + 5 ⇒ (2) + 5 = 7
Tiefling Army: 1d20 + 4 ⇒ (7) + 4 = 11
Round 2
Now occupying the ruins since the dretches have been destroyed you have a tactically advantageous position against the rallying tieflings.
You guys need to choose your tactics and Claire might as well roll for the ranged phase. The ruins are giving ye +2 DV this round.
| Kaeldron |
Kaeldron watched as the mountain paladins ran down the demons, and felt a twinge of embarrassment. Such mounted combat was something common for men of his station, but he had never taken well to horses, preferring instead to fight on foot. He regretted his youthful intransigence, seeing now the glory that could be earned. As it was, he stood with the archers, ready to defend them if any of the enemy made it to them.
| Davok Scarred-Sight |
Davok and Draghis stood back from the mounted warriors, watching Anaba as she ran with them. Davok had given her instructions to stay with the charging paladins and to attack whom they attacked.
This charge served as experience for the sort of fighting she'll engaging in. She was almost ready to serve as Davok's mount.
Just need to level!
| Claire Calloway |
We'll maintain the expert flankers tactic.
Ranged OM, Expert Flankers: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
| Fredric Fulk |
Fredric stood by Claire's side, ready to cut down any would-be assassin.
Not that this shattering force us likely to even try.
Sounds good!
| GM Kevin O'Rourke |
The tieflings are easily broken and scattered as volleys of arrows rain down on them.
A cheer rings out amongst the paladins. Though more challenging than the previous battle it bolsters the morale of the troops and two solid victories puts them more at ease as to the tactical skills of their new leaders.
Scavenging the field of battle and the ruins turns up 1d6 ⇒ 2 units of food and water and 2 units of Goods
Some of you catch the silhouette of a robed figure watching the immediate aftermath of the battle. When the area is investigated no one including Anaba can follow the trail a few steps from that spot... likely using some kind of teleportation or flying magic to prevent being followed.
| Claire Calloway |
Claire claps her hands. "Oh, great job, everyone!"
| Kaeldron |
Kaeldron walked through the field of the fallen, lending his healing to those who had used all of theirs. It wouldn’t do to have wounded after the battle. It would slow them down and lessen morale. Having been unable to truly participate given the nature of the army, this was the least he could do.
Diplomacy=Nurah: 1d20 + 11 ⇒ (16) + 11 = 27
He also checked in on Nurah, as he was growing accustomed to. Her being so close to the queen spoke of years of potentially nefarious plots and schemes and untold damage. He hoped that he could bring her back into the light. She undoubtedly had information on Dresden’s defenses, as well as other traitor back within the queen’s court. And the only way to get that information was to first understand why she fell and to then convince her that it wasn’t too late to repent.
| Fredric Fulk |
Fredric remains near Claire as she moves, a looming if gilded presence.
| Alistair the Fierce & Terrible |
Fredric remains near Claire as she moves, a looming if gilded presence.
"Back off, ya' leering gorilla." Alistair chirps at Fredric.
| Claire Calloway |
"Be nice!" Claire scolds her little bird. "Besides, he looks nothing like a gorilla. ...I think. What are those?"
| Sariel Daore |
"Great, we're bein' spyed on. Someone's gon' know our strategy 'n strength. And weaknesses..."
| Fredric Fulk |
Fredric glances at Alistair and replies with a tight smile:
"You would be glad of my presence if demons were here."
| GM Kevin O'Rourke |
Beyond Keeper’s Canyon, the route finally takes them westward into the Worldwound itself. It won’t take long for you and your allies to notice the difference even a few hundred yards into enemy territory makes, for the Worldwound is the very definition of “hostile territory.”
More than demons and monsters, the very environs of the Worldwound are dangerous. Infections, parasites, and diseases infest the water and game alike, making the idea of living off the land dangerous. The weather can vary wildly—calm one day and blasted by hurricane-force winds the next. Some storms are supernatural in nature, and can open rifts to the Abyss or rain down strange precipitation like frozen eyeballs or shards of crystallized locusts. The sun rises later and sets earlier than it should, and the skies are almost always overcast with black and red clouds.
When they part, the sky seems dull in color at day, and at night the stars are all wrong, as if one were looking up at an alien realm above. Navigation in the Worldwound is difficult as a result, but you can follow the Ahari gorge so navigation isn’t an issue.
The difficult terrain of the riverbed route to Drezen slows your progress but conceals your advance to a degree.
Your scouts spot a chapel ahead, perched atop the cliff above and overlooking the river below. Sosiel provides some background. "In 4629, a year after Drezen was founded and a year before the First Crusade ended, several crusading paladins and priests built a number of chapels in the lands surrounding their new fortress city. Each of these chapels was devoted to a different deity of the crusade. Mostly Iomedae, Erastil, Torag, Sarenrae, Shelyn, or Abadar, and each was intended to serve as a hospital for injured soldiers and a waystation for weary travelers."
I'm guessing folks would like a spot of personal combat?
| Fredric Fulk |
Fredric looks about him, deeply and rightly suspicious.
"The "Worldwound" is aptly named. Would that we could burn this corruption out entirely!"
I would not be averse to such.
| Kaeldron |
Kaeldron nodded. He was beginning to regret not sending Nurah back. She wasn’t showing any signs of atonement, and if she escaped then there would be no end of trouble. He was glad, though, to have a distraction from such problems. ”We should go into the shrine and clear it from any beasts within. Any holy relics should be salvaged, rather than allow them to be defiled by traitor and demon.”
| Sariel Daore |
"Erastil, eh?" Sariel perks up at the mention of his personal deity. "Aye, Kaeldron, let's clean th'place up."
| Claire Calloway |
"It's more welcoming than outside, at least. That last rain of eyeballs TOTALLY freaked me out!" With a shudder, Claire turns and looks at the army. "Break time, everyone! We're gonna check that place out! Kay?" She gestures to the chapel. "Be right back! Enjoy your rest and stay alert!"
Claire waves goodbye, unsheathes her sword, and starts to head over to the chapel.
Is this the same day as our last battle?
| Alistair the Fierce & Terrible |
Alistair rolls his eyes. "This is a horrible plan. Stick close to me, sweetheart."
| GM Kevin O'Rourke |
@Claire The next day.
@Kaeldron, she's a tough nut to crack but it's only been two days... ye're wearing her down! Take heart!
Aron points out, "Historically, these chapels often had well-hidden
caches of healing magic and supplies. There’s a possibility, however small, that these supplies are still hidden—they were typically stashed in a secret compartment under the altar."
"At the very least, Sir Kaeldron has the right idea.", adds Sosiel, "It would be nice gesture to climb up there and clean up the chapel a bit and run off any monsters that might be befouling it with their presence."
Do ye want Sosiel and/or Aron to come with ye?
The chapel sits atop the cliff, ninety feet above the Ahari gorge below. A narrow flight of stairs winds up the cliff face to the chapel, but these stairs are treacherous your small group is able to cover it. One at a height of thirty feet and a second at a height of sixty feet.
D1
The gates to this small courtyard lie smashed and broken with tall grass growing amid the rubble. Two main buildings stand side by side to the east, separated by a single alleyway. The smaller structure appears to be a stable, while the other is much larger with several doors and stained-glass windows, apparently a chapel judging by the pious statues along its rooftop.
You notice a collection of well-gnawed human bones among the debris.