GM Aerondor |
She nods to Mordack. "We are in deed of truce, this is true. A wicked harpy has entralled many in these mountains and means to make meat of my pack. It could be you have been guided here to help us.."
Good time for a 20
GM Aerondor |
As a matter of interest, what are you doing with your captive minotaurs at the moment?
"That would be helpful. With that harpy enchanting so many people we have had to turn to other means of supporting ourselves." admits their leader.
"I can point you in the direction of the evil harpy if you wish. The harpy attacked us again recently. It generally waits a few days between assaults, presumably to replenish its numbers of servant creatures."
Inisa asks about the clasp, to which the minotuar replies that the Harpy took in in its latest raid on the tribe. "In that case, if the rest of you have it in hand, I'll go back and check on my injured fellows in Diobel. With my own injuries, I don't think I will be any help in the battle to come anyway."
GM Aerondor |
"Certainly not. That was our work. The only type of way we have to recover our strength given the dammed harpy." snarls the minotaur.
Mordack Dune 3 |
perception sense motive: 8 + 1d20 ⇒ 8 + (7) = 15 are they telling the truth that is wasn't them who ordered the attack?
Well, we will go after the Harpy, but any chance we can rest here for the night then proceed on?
GM Aerondor |
It is only an hour or so after dawn. You rested after fighting the minotaurs at the wagon site.
GM Aerondor |
The minotaurs did not claim to have not done the attack. They have admitted to it, claiming it was to help replenish their strength/supplies because of the Harpy. We can have a minotaur fight if you like here, but that is going kind of off track from the scenario. Normally okay, but as we are doing the play test, I think it would be wise to try and stay on the rail-road tracks. There are two fights left in this scenario, both of them a little more complex than the first tone.
Enchanter's Playtest |
I'm a little thrown off by the storyline, especially as a Paladin. Bringing the minotaurs to justice would seem to be the first impulse most groups would have.
Karbad has been quiet, assessing the situation and watching the minotaurs. "You admit to murder and banditry, but blame the Harpy for putting you in this situation. If that's true then it may explain the situation, but it doesn't absolve you of guilt. There are still families with dead loved ones."
He thinks for a moment. "I am willing to investigate this Harpy and try to bring an end to the situation, if you're telling the truth, on a few conditions. First, return the relic that you took from the caravan. Second, pay a wergild to the families of those you killed. Third, pledge to depart the lands near here to reassure other travelers that you will no longer be a threat. The alternative is to face justice now and the Harpy will be the cause if your tribe's downfall."
Coerce: 1d20 + 8 ⇒ (17) + 8 = 25
Barin Orc-bane |
It makes sense for us not to let a bunch of murderous minotaurs free to roam the countryside killing as they see fit. And not just because of alignment. That said, when it comes to dilemmas like these I'll go with the party's majority vote of course
GM Aerondor |
Interesting moral question. Of course the caravan trail does go through lands claimed by the minotuars. The center of the Isle of Kortos is a wilderness that belongs to no city or country as such. So one could argue that they were defending their borders. Such moral grey areas are a gold mine for roleplay, but sometimes send PFS scenarios off track..
Reluctantly the lead minotaur nods her head. "If we have enough there will be no need for attacking puny human caravans. The relic you talk of was taken from us by the Harpy. Take it from her. She has looted much, the wiergild you speak of should be taken from her too as she is the root of your problems. But these are our lands. We will not leave them."
Mordack Dune 3 |
So, let me get this straight. You were only defending your lands when people came around, not that you were going out of your way to kill people? And the Harpies, they are killing everyone in sight, Minotaurs and mankind alike as they try to steal the land and everything on it?
Mordack turns to the group, his group. Um, this sounds like self-defense to me. I know if someone walked into my house uninvited, I'd ask them to leave or I'd call the guards. Now these guys would kill the person on sight. Everyone would do something different depending upon personality and how you were raised, nonetheless these guys saw the people as invaders is what I'm trying to get at. And the harpies...They are bad
arcana: 10 + 1d20 ⇒ 10 + (20) = 30 what do I know about Harpies. If it is religion, it is the same modifier, and nature I'm untrained in.
GM Aerondor |
"The Harpy charms man and minotaur alike. I would rather give up our clan and join with another minotaur tribe than submit to it. And that is not at all preferable." spits the Bull-woman.
Mordac knows that Harpies have an enchanting voice that can cause a charm like effect to come over those who hear them.
Enchanter's Playtest |
I'm not loving this, but I think we need to get back on the rails here.
Karbad snarls at the Bull-woman. "You still have a choice not to kill people! You could have taken their good and left them unharmed." He grunts. "But if your claims are true about this Harpy, then it is the root of the problem here. Can you agree to not attack any more caravans until we finish investigating the Harpy? If we don't return in a week, then we're probably dead."
Mordack Dune 3 |
messed up. My arcana is +5. I'm dming the PF2 game where pathfinders are level 10 and I forgot I was level 5 not 10, so 25 total. That still probably identified the harpy thougn.
I agree, when do we leave and who wants to lead the way?
GM Aerondor |
The minotaur points out an old road. "That leads to the horrid creature. Kill it and let us be done."
And so begins a short hike up the old mountain road. The forest on both sides grows thicky.
Exploration mode here I think. And just to make things interesting, give me an initiative roll at the same time. If you are a gnome with discerning scent or have a scent based animal companion, then you get +4 if you are using perception.
GM Aerondor |
[ooc[Actually that is an optional encounter, and as we are now into December, I'll move right up to the climatic scene.[/ooc]
The path provides little terror to the team, although there are a number of corpses that they spot along the route. It would seem that this harpy is none too kind to its captive minions.
A large cave opening is carved into the mountainside to the north. A trio of watchtowers stands in the clearing between the cave opening and the forest to the south. A guard stands atop two of the towers, while the third has a harpy sitting on somet type of nest.
The more perceptive of the group notice that the guards have not actually called out yet, although they must have seen the groups approach.
Karbad init: 1d20 + 7 ⇒ (16) + 7 = 23
baddies init: 1d20 ⇒ 19
Finally the harpy sense that something is wrong and peers into the woods. He then starts to sing...
Okay, will save from everyone.. DC 18. If you fail you must move toward the harpy as fast as possible. When next to it, you stay still.
Status, bold may post
Beatrice
Barin
Karbad
Fumbus
Mordac.
Guards.
Barin Orc-bane |
Will Save: 1d20 + 9 ⇒ (14) + 9 = 23
"Must... obey--- mistress..." despite the magic not taking hold of him Barin stumbles forward in order to get near the harpy...
Béatrice Rosé |
nature: 1d20 + 8 ⇒ (6) + 8 = 14
Béatrice tries to remember the abilities of the harpy.
She draws an her bow and shoots an arrow to her.
comp.bow: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 2d6 + 4 + 1d10 ⇒ (5, 3) + 4 + (5) = 17
GM Aerondor |
Harpy abilities were discussed further up I think. Mostly they fly and have an enchanting voice.
Mordack Dune 3 |
will save: 9 + 1d20 ⇒ 9 + (4) = 13 Darn-it, I even did all that I could to pump up my will save cause of this. I don't see a map for this but obviously Mordack doublemoves towards the Harpy. Mordack hurries along towards the Harpy.
GM Aerondor |
Beatrice sends an arrow cutting through the air, straight into the outraged Harpy! MEanwhile three of her companions stumble forward.
Remember you have hero points you can use! Free re-roll by spending two of them.
The guards turn their arrows on the dangerous Beatrice.
attack: 2d20 ⇒ (14, 4) = 18
damage(crit): 4d6 + 8 + 1d10 ⇒ (6, 1, 2, 2) + 8 + (9) = 28
The Harpy seeths, but keeps singing.
Status, bold may post
Beatrice - saved 28 damage
Barin - saved (please give a deception check)
Karbad - Crit Fail on enchant save
Fumbus - saved (please give a deception check)
Mordac. - Enchanted.
Guards.
Harpy(green) 17 damage
Béatrice Rosé |
Beatrice!
I am okay. This is just a flesh wound as you says.
The doctor moves with her bow to a wooded area. The leaves and the branchs should give screening to the archer and a good view of the Harpy.
comp.bow: 1d20 + 8 ⇒ (4) + 8 = 12
She shoots a second time.
comp.bow: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8
Béatrice Rosé |
Beatrice!
I am okay. This is just a flesh wound as you says.
The doctor moves with her bow to a wooded area. The leaves and branch should give screening to the archers and a good view of the Harpy.
comp.bow: 1d20 + 8 ⇒ (8) + 8 = 16
She shoots a second time.
comp.bow: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4
Some Random Goblin |
Oh, I wasn't trying to deceive anyone; Fumbus was just moving forward ;-)
Fumbus strides over to the harpy, and grins.
"Hello! Can I have some feathers?"
He then starts swinging.
+1 Dogslicer: 1d20 + 10 ⇒ (11) + 10 = 21, for 2d6 + 1 ⇒ (1, 4) + 1 = 6 damage.
+1 Dogslicer: 1d20 + 10 ⇒ (16) + 10 = 26, for 2d6 + 1 ⇒ (6, 3) + 1 = 10 damage.
GM Aerondor |
Those who failed stay captivated so long as he keeps singing.
@Mordac, I'll assume you spent that hero point for a new save at this stage, so you are up.
Beatrice fires twice, but can't manage to get a good line on the Harpy.
Fumbles moves up and swings twice, only connecting with the harpy once who screams in frustration.
Status, bold may post
Karbad - Crit Fail on enchant save so no action (or use a hero point)
Barin - saved (please give a deception check)
Mordac. -
Guards.
Harpy(green) 27 damage
Beatrice - saved 28 damage
Fumbus - saved
Barin Orc-bane |
I believe the negative modifier for untrained is now -3 right?
Deception check: 1d20 - 3 - 1 ⇒ (8) - 3 - 1 = 4
"Well... what did I expect?"
Barin moves towards the harpy while the party's goblin engages her and takes a swipe at the creature before she can take flight...
Attack roll: 1d20 + 5 + 2 + 5 ⇒ (3) + 5 + 2 + 5 = 15 → Damage roll: 1d8 + 5 ⇒ (4) + 5 = 9
I added level+proficency+strength mod: is this correct?
GM Aerondor |
I think that is right, unless you have other mods like from an expert weapon or bards inspiring etc.
Barin takes a swing... and a miss.
Mordack Dune 3 |
Mordack will fireball as many enemies as he can get without getting his allies dmg: 9d6 ⇒ (2, 4, 2, 1, 1, 2, 3, 4, 1) = 20 thanks to the errata reflex 19 for half. It looks like I can get the Harpy and the blue guard, if not I just fireball the blue guard. Edit. looks like just the guard if I have that matched up right.
GM Aerondor |
Karbad stumbles forward, still listening to the music. Barin can't keep a straight face as he tries the same thing. His axe strike kind of gives away the game too, but that is poorly timed.
Mordac however engulfs the blue archer in flames.
reflex: 1d20 ⇒ 17
But the man ducks at the last minute and the tower absorbs most of the blast.
The harpy, seeing at least one person still enchanted, continues to sing, flapps down to Mordac and strikes at him with a morningstar. Ouch. That hurt!
attack: 1d20 ⇒ 15
damage: 2d8 + 6 ⇒ (3, 5) + 6 = 14
The blue archer targets the dangerous looking Mordac, not wanting the same fate as his fellow in the other tower
attack: 1d20 ⇒ 18
second attack: 1d20 - 5 ⇒ (5) - 5 = 0
damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13
While his burning companion settles for picking on the goblin
attack: 1d20 ⇒ 15
second attack: 1d20 - 5 ⇒ (6) - 5 = 1
@Luke, I don't see your AC, but I assume that a 26 will hit, but not crit Fumbles?
damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10
Status, bold may post Those who can make AOO and were on the tower may make one as the harpy flies down
Beatrice - saved 28 damage
Fumbus - saved; 10 damage;
Karbad - Crit Fail on enchant save so no action
Barin - saved
Mordac. - saved 27 damage;
Guards (blue) 10 damage
Guard (red)
Harpy(green) 27 damage
Mordack Dune 3 |
Mordack will fireball the harpy and the red guard this time after step shifting back. dmg: 9d6 ⇒ (3, 3, 3, 6, 4, 5, 5, 1, 6) = 36 Um, unless I misread something, DC should be 19. 10+character level+cha modifier. He should have failed that save.
Some Random Goblin |
The pregen's AC is 22.
Fumbus takes a swing as the Harpy moves away.
He then chases after her, capering madly, and keeps swinging.
+1 Dogslicer: 1d20 + 10 ⇒ (18) + 10 = 28, for 2d6 + 1 ⇒ (6, 4) + 1 = 11 damage.
+1 Dogslicer: 1d20 + 5 ⇒ (12) + 5 = 17, for 2d6 + 1 ⇒ (6, 4) + 1 = 11 damage.
GM Aerondor |
@Mardack I don't typcially put your enemies modifiers into rolls on the board. You get to see the roll, but not the total.
@Fumbles - I can't find the pdf of the pre-gens. I seem to recall they were hidden in the back of another download at one time. Does Fumbles really have the Attack of Opportunity reaction available to him? I know fighters get it at 1st, and paladins can get it at 6th, but how does he get it? Also remember, second attack is at -5. However, both your regular attacks sneak in.
harpy reflex: 1d20 ⇒ 5
guard reflex: 1d20 ⇒ 14
Both the Harpy and guard again manage to avoid the wost of the sorcerers fireball. But neither escapes unsinged.
Status, bold may post Those who can make AOO and were on the tower may make one as the harpy flies down
Beatrice - 28 damage
Karbad - Crit Fail on enchant save so no action
Barin -
Guards (blue) 10 damage
Guard (red) 17 damage
Harpy(green) 62 damage
Fumbus - 10 damage;
Mordac. - 27 damage;
Mordack Dune 3 |
Gotcha on the rolls the Harpy is obviously really high with that five. Also I just realized an error. The errata bumps fireball up to 8d6, not 9d6. So that first fireball should have been 19 dmg, ie. minus the one and the guard taking half would take 9. Sucks more so for the second roll, because my 2nd fireball has a 6 as the last d6 roll, bumping that damage down to 30 and 15 for the save instead of 36 and 18. Which would give the red guard and harpy three less damage and the blue guard one less damage.
Feel the heat. Some like it hot and they can't on.. As Mordack starts singing.
GM Aerondor |
Thanks for being honesty. Your reward: A GM too lazy too retrospectivly reduce the damage on the critters. Karbad is still enchanted, but at least not to the same extent he was. Phew. New save if he attacks you.