Yajima Katsuki
|
If only I had fast movement +20 already. I think Yajima might have to decline taking a horse. Even though I haven't taken the PrC yet, I still consider the code of conduct part of my own. "He likewise turns away potential followers of any sort, and may not recruit (and must discharge from service, if already acquired) any cohort, follower, animal companion, familiar, special mount, or similar creature."
Yajima turns down the horse, but in order to not hold back the group, asks Captain Jorsal if he needs any help here or on the front line while Yajima waits for his strike team to return.
GM Ewok
|
The stablemaster looks at WenJeff a little funny. "Extra horses? I dunno... this is a siege and all, I don't want to run out of food later..." He looks a little uncomfortable giving you his remaining horses. Give me a Diplomacy, Intimidate or Ride check, to convince him to trust you with the horses.
Either way, you head to the Northeast group.
You leave the monk behind, where he is to guard the nearby guard gate. RIP. But great character choice. You head to the coordinates on the map, barely dodging a flying group of demon scouts. There, you see a small group of four pathfinders on foot. A burly dwarf approaches you. "Bout time you got here! We just barely made it through an attack from a contingent of she-devils! They went for the horses first, to slow us down. Took Roger with them." He looks behind him, where an elf is holding a limp human body. He turns back to you, desparate. "You've got to help us get back to Nerosyan, and quick! As much as I want to kill more of these demons, we might still be able to bring Roger back. He did a lot of good deeds for the Society, I say they owe him one final favor." His blood is obviously pumping, and he's desperate to get his friend back.
What do you do?! Obviously, Wenjeff's brilliant plan will work out PERFECTLY here. If you can pull it off!
Alrik Darkson
|
Tearing the room apart, you find little of interest besides those ODD books...
Kn: Religion or Planes DC20+
** spoiler omitted **
Kn: Planes: 1d20 + 7 ⇒ (2) + 7 = 9
Ok nothing to see here. Moving on.
Alrik Darkson
|
Alrik eyes the horse doubtfully...
"I dunna think I'ma suited ta such travel ba I'll give it ma best shot! Im thinking that Harpocrates will be well suited to this section of our mission. Much sure he keeps his eyes peeled!"
Not trained in Ride and wearing heavy armor :P
Wenjeff
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The ranger doesn't his mind when the guy ask him why.
Ride: 1d20 + 9 ⇒ (10) + 9 = 19
Otherwise he will say that he can ride Harpocrate leaving his horse to the other Pathfinders.
Lady Vulpina
|
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
"The siege will end sooner if we can get those Pathfinders back to the city," advises Vulpina, appreciative of Wenjeff's good thinking.
Regardless of the situation, she bids Yajima farewell and good luck.
"Come now, Alrik; the horse knows how to move. All one must do is hold on," she chuckles, as if it were the easiest thing in the world.
Saving reactions to the Pathfinders for when we find out whether we've got spare horses or not.
Denaria
|
"We will be sure to put in a good word for you when all this is over."
Diplo aid: 1d20 + 1 ⇒ (9) + 1 = 10 Aid Lady Vulpina
Although untrained in riding horses, Denaria will give it a shot.
GM Ewok
|
Between Lady Vulpina's smooth words and Wenjeff's mastery of horses, the master of stables happily lets you leave with the remaining five horses. Total of ten.
The group of four pathfinders eye your extra horses eagerly, desperate to get back to the city. No rolls necessary here, I think you know what to do...
Post what you do with the Northeastern group, I'm going to assume you successfully make them happy. I'm going to start the next post in anticipation of your success.
---
With that group on their way back to the city, you head to the northern coordinates. You have to make your way through a body-ridden and blast pocked battle field to get there, but you manage to avoid all demonic patrols. You approach the small forest that the map indicates and see the smoke of a campfire. Making your way there, you see six pathfinders leaning on the ground, relaxing. One, a female human, looks up at you. "Ho, friends! Erilin Boudreau at your service. Come near the fire! You look terribly tired. You should join us for a rest."
She is obviously under the influence of some sort of powerful magical compulsion.
You can convince her to return to the castle with a Diplomacy, Intimidate or Bluff check. Bonus points for roleplay.
Wenjeff
|
The ranger offers the Pathfinders to take 4 horses to go back quickly to Nerosyan.
Once they find the second group, he smiles at the scene. These guys had found a good plan not to worry during the battle.
Sense motive: 1d20 + 1 ⇒ (7) + 1 = 8
Conney Donnovan
|
Sense Motive: 1d20 + 1 ⇒ (11) + 1 = 12
"Maybe not a bad idea. What do you guys think?" Conney turns to the group with a quizzacle eye.
Lady Vulpina
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Vulpina smiles. "If you find an Irorian monk looking unsure of what to do with himself near the stables, request his assistance in escorting your friend to the chapel in Egelsee. The siege continues, and Yajima is as capable as any I have had the honor of fighting beside."
With that sorted, she is off with her allies to the next area.
"'Tis worse on these fields than in the city!" she remarks, eyes scanning the corpses as they go. If any of them are still able to be saved, she does not see them.
Besides, there is more to see.
"Miss Boudreau, 'tis a pleasure to meet a fellow Pathfinder out here. That said, I cannot abide resting in times such as these... nor should you."
When the rest start suggesting that they join them, her nostrils flare. "We have not the time, nor do they! If your party needs to rest your behind on something, I recommend finding a horse and a lance. I would offer ours, but we've one more location to visit first."
Despite her words, she is looking rather exhausted. The past several hours have seen the lot of them running between districts and beyond with nary a moment to sit and drink.
She also has the distinct look of someone who is forcing herself through it and will snap at anyone who points out that she should sit for a moment.
Sense Motive: 1d20 - 1 ⇒ (4) - 1 = 3
Denaria
|
"Do you really think now is the time for a rest? There's a battle on."
sense motive: 1d20 + 7 ⇒ (7) + 7 = 14
| Shifty |
OVERSEER ANNOUNCEMENT
Despite the Demons attempting to take control once again and arriving in greater numbers, the host of Pathfinders is battering them back as quickly as they arrive. The Pathfinders are delivering victories at an astonishing rate, particularly in the Confluence and Outer districts!
Yajima Katsuki
|
Yajima helps escort and direct any people being sent back to him by the rest of his team. He enjoys the work of helping others; those that survive have the opportunity to grow from their experience from this incursion.
Alrik Darkson
|
Alrik frowns at the campfire...
"You know the city is under attack right? We could really use your help back at the city! On the other hand, this horse and I are not great friends."
Sense Motive: 1d20 + 8 ⇒ (12) + 8 = 20
GM Ewok
|
The other group of pathfinders rides back to the city with great haste! Yajima lets them in through the secret door, giving them clear directions to the local temple. The deeds of the pathfinder society should give them a little favor today. Perhaps enough to save Roger.
Alrik stares at the odd pathfinders, a thought tickling at the back of his mind. Denaria and Conney look at Erilin's glazed over eyes, missing a key link. Just then, a veteran pathfinder flies by on a glowing pegasus, looking down at your group, curious. He looks like he's about to say something, unsure if he should intercede. If only you had four aid tokens... four aid tokens which could count as a free Aid Another roll...which could help Alrik get to 25...
What do you do?
Lady Vulpina
|
Vulpina, sensing an otherworldly sense of advice, reaches over to Alrik and crams his mouth open, shoving four tokens in his mouth like she's trying to ride the jet-ski game at a Chuck-E-Cheese's.
How, uh, would one go about using one of those, from an in-character standpoint?
EDIT: Though thinking on it, with a +2 per, we'd only need to use 3 tokens.
Alrik Darkson
|
Seems as good a time as ever and as good a use as we are likely to get
Alrik notices the hesitant Pathfinder on the pegasus. Seeing such hesitance in the very experienced agent cause him concern and he wave him down to say his piece.
GM Ewok
|
Alrik turns around in surprise, seeing a line of tickets beginning to come out of his pants. It’s enough to buy a toy!
The man flies down, takes one look at the woman and shakes his head. ”Young agents, always falling for Suggestion spells. “ He chuckles and flies off. ”Sorry kids, I’ve got a demon lord to kill. “
Alrik know realizes that she is obviously under the influence of some sort of powerful magical compulsion.
You can convince her to return to the castle with a Diplomacy, Intimidate or Bluff check. Bonus points for roleplay.
Wenjeff
|
Now knowing the reason why of the situation, the ranger doesn't search his words.
Now it's enough ! It's time go back to Nerosyan. Are you Pathfinders or poor little children? Come on or I'll write a report upon you to the Venture-Captain. And I don't like to do such thing. To write, I mean. So don't force me to do it and hurry up right now !
Intimidate: 1d20 + 4 ⇒ (10) + 4 = 14
Lady Vulpina
|
Diplomacy + Parade Armor: 1d20 + 10 ⇒ (5) + 10 = 15
Why can’t we roll good????????
”It is imperative that you return to the city, fellow Pathfinders,” she insists, trying to figure out if she has enough tickets for one of those sticky stretchy hand thingies.
Yajima Katsuki
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Yajima thinks about how diplomatic he could be if he was there.
diplomacy: 1d20 - 2 ⇒ (2) - 2 = 0
Conney Donnovan
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| 1 person marked this as a favorite. |
Intimidate: 1d20 ⇒ 1
Conney opens his mouth to try to sound mean and nasty but instead trips over a rock and falls flat on his face.
Denaria
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Casting guidance on herself
Saying a little prayer to herself, Denaria looks up and snarls. "Listen here, we haven't been putting ourselves in danger all day long so you can rest because someone told you it was the right thing to do. Saving your city and your families is the RIGHT THING TO DO!!"
Intimidate: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
GM Ewok
|
HOLYCOW. She freaking did it.
The pathfinders snap out of their reverie at Denaria’s words. They pack up tbeir gear and head back to the city with great haste, not saying a word. The shame is palpable in the air.
Shaking your heads, you continue to the last group. The map leads you to the site of another great battle, where the trees are all burned and the ground is covered in ashy remains. There isn’t a single living soul in sight.
Perception Checks, please!
In the center of the field you find a group of six bodies huddled together. They have some gear typical of adventurers, but it could be anyone. Give me a Heal check or Knowledge (Local) check please!
Lady Vulpina
|
”I must admit, Miss Denaria, you were quite imposing with them,” she chuckles. It’s definitely meant as a compliment.
Denaria, you rock!
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
”Observe,” says Vulpina simply as their horses carry them to the field. She points with her blade to six clustered bodies. Spoiler revealed.
Knowledge Local: 1d20 + 4 ⇒ (8) + 4 = 12
Wenjeff
|
Heal check: 1d20 + 1 ⇒ (18) + 1 = 19
Saying nothing, the archer watches the bodies, trying to understand.
Denaria
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Denaria pokes through the bodies.
perception: 1d20 + 5 ⇒ (7) + 5 = 12
heal: 1d20 + 7 ⇒ (13) + 7 = 20
GM Ewok
|
Denaria gently pokes through the ashy remains, and finds a small pathfinder symbol at the top of a broken magic rod. Recognizing it, she looks closer at the bone structure of the bodies. She realizes they are a group of Society Seekers. They must have fought something truly horrifying to have fell to this fate.
Spirits lowered, you return to the lodge with the somber news. An assistant takes the news. ”Thank you, Pathfinders. The other two groups made it home safe. We will let the families of the Seekers know. They’ll be taken care of. “
SUCCESS in the Outer District! Where next?
Yajima Katsuki
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Yajima nods at his returning team, "On to new challenges then?"
Lady Vulpina
|
Vulpina swings off her horse, returning it to the stablehand. ”I believe so. We have... done much today already,” she sighs, growing a little weary. And hungry; she’s been mostly running off adrenaline for some time, but she would rather let the pangs gnaw at her than be seen eating without proper etiquette, and a siege is no time for etiquette.
”Any suggestions? If not, I recommend Woundward.”
GM Ewok
|
The tired group heads to the Woundward district. You pass the great tower, where the guards continue to fire at flying demons overhead. Before you can head up the stairs, you see a commotion happening at a makeshift barricade in the street ahead. The crusaders, cowering behind the barricade, are throwing discarded bottles and refuse over at the demons.
You walk towards them. The street is littered with bodies almost equally split between those of demons and those of crusaders. The sounds of battle intensify ahead, demonstrating that more fighting is happening nearby. A crusader looks up at you with worried eyes. "Help! We need to push them back!" Without a seconds thought, you leap over the barricade to push back the demons! You run out into the street, seeing two bloated demons approaching you. Picture in slides!
As you draw your weapons to smite these fools, you hear a battle cry behind you! Turning slightly, you see two of the crusaders abandoning their posts at the wall and charging over! But, they seem to be focused on you, rather than the demons! One, with a dark beard, screams out "FOR BAPHOMET!" The remaining crusaders at the barricade look shocked at this betrayal. They, like the brave defenders they are, run away. Enemies at both ends, you prepare to fight!
Yajima: 1d20 + 2 ⇒ (7) + 2 = 9
Conney: 1d20 + 4 ⇒ (15) + 4 = 19
Alrik: 1d20 + 1 ⇒ (12) + 1 = 13
Wenjeff: 1d20 + 4 ⇒ (18) + 4 = 22
Lady Vulpina: 1d20 + 6 ⇒ (3) + 6 = 9
Denaria: 1d20 + 3 ⇒ (9) + 3 = 12
Bad Boys: 1d20 ⇒ 10
This creature’s bloated frame shudders with each heaving step, yet despite its shape, the thing moves with surprising quickness. Even the lowest demons of the Abyss are dangerous and filled with a driving need to spread ruin and dismay. The lowly dretch is as hideous and foul as it is cruel, even if it lacks the strength and power to realize its need to brutalize others in its native realm. The lot of the dretch’s existence is to serve more powerful demons as victims, and only the lucky few survive long enough to evolve. A dretch stands 4 feet tall and weighs 180 pounds. Dretches typically form from the souls of slothful, evil mortals. For every five you beat the DC by, ask me a question!
Everybody is up! I put Harpocrates flying in the air. The orange bar is the barricade.
Everybody in bold is up! Anyone who does not post within 24 hours will be botted.
Round 1
Wenjeff
Conney
Lady Vulpina
Yajima
Alrik
Denaria
Blue False Crusader
Yellow False Crusader
Orange Demon
Purple Demon
Lady Vulpina
|
Lady Vulpina groans as she draws her dragon pistol and wakizashi. "Your Baphomet will not provide you with better treatment than I," she points out, turning and taking a step toward them.
As they approach, she raises her pistol, carefully aiming it right between them.
Dragon Pistol Attack vs. Blue: 1d20 + 8 ⇒ (6) + 8 = 14
Dragon Pistol Damage + Focused Aim: 1d6 + 5 ⇒ (6) + 5 = 11
Dragon Pistol Attack vs. Yellow: 1d20 + 8 ⇒ (7) + 8 = 15
Dragon Pistol Damage + Focused Aim: 1d6 + 5 ⇒ (4) + 5 = 9
Wenjeff
|
The archer fires two cold iron arrows on the orange demon.
Arrow 1: 1d20 + 8 ⇒ (15) + 8 = 23
Damage 1: 1d8 + 4 ⇒ (3) + 4 = 7
Arrow 2: 1d20 + 8 ⇒ (5) + 8 = 13
Damage 2: 1d8 + 4 ⇒ (5) + 4 = 9
An Harpocrate arrives from above:
Bite: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Damage bite: 1d6 + 4 ⇒ (2) + 4 = 6
Yajima Katsuki
|
Yajima adopts his dragon style and sprints down the street in a charge at the demons before throwing a brutal haymaker punch.
charge punch: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 1d6 + 12 ⇒ (2) + 12 = 14
Dragon style lets me charge through allies.
Denaria
|
Aware of the betrayal but more concerned about demons in their midst, Denaria sidesteps and focuses her shots on the demon in back purple.
point blank deadly aim arrow #1: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
point blank deadly aim arrow #2: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
cold iron damage #1: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
cold iron damage #2: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Yajima Katsuki
|
Yajima adopts his dragon style and sprints down the street in a charge at the demons before throwing a brutal haymaker punch.
Dragon style lets me charge through allies.
I think I was trying to attack the guards instead of the demons, misunderstanding which were which at the time, only change here is that I can flurry instead of charging, so -2 to hit on the first attack.
flurry attack: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d6 + 8 ⇒ (4) + 8 = 12
Conney Donnovan
|
Conney, with enemies in front and behind, takes a step forward and tosses a BOMB at Blue.
Bomb, Blue: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10
Alrik Darkson
|
Alrik advances on the traitorous guards with a snarl. Unfortunately, due to his smaller dwarven stride, he's unable to make it to the melee so he's prepares himself for when they inevitably come to him.
Readied Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d10 + 3 ⇒ (10) + 3 = 13
GM Ewok
|
It's official, we're leading the Special in successes. Y'all are crushing it.
Vulpina's blast catches both crusaders, teaching them a lesson in loyalty. Conney's bomb then washes over one, taking him down in a wash of flame. (Does that hit the other guard with splash damage?) Both Wenjeff and Denaria get a single arrow off, sinking into the stinking flesh of the demons. Yajima follows up, taking out a demon with a swift kick to the head. It slumps to the ground.
The remaining soldier takes a step forward, sword held high, only to be taken down by a swift slash from Alrik's blade. The dretch, seeing things turning for the worse, takes a guarded step away from Harpocrate's raking claws and snaps his fingers - a gleeful look on his face. Suddenly, the air grows thick and foul. The stench of the creature spreads out, filling your noses. Stinking Cloud! Everyone pass a DC 13 Fortitude save or become Nauseated.
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.
Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Everybody in bold is up! Anyone who does not post within 24 hours will be botted.
Round 2
Wenjeff
Conney
Lady Vulpina
Yajima
Alrik
Denaria
Blue False Crusader 21 damage
Yellow False Crusader 22 damage
Orange Demon 7 damage
Purple Demon 19 damage
Conney Donnovan
|
Yes, 5 damage, dc 14 save
DC 13 Fort: 1d20 + 7 ⇒ (3) + 7 = 10
Coughing and gagging from the spell, Conney moves out of the direct combat area.
Lady Vulpina
|
Charmed Fort Save: 1d20 + 7 ⇒ (6) + 7 = 13
Vulpina's eyes water. Refusing to open her mouth to choke out a command, she moves toward the demon, letting her empty dragon pistol fall to the ground as she draws her other. Hoping to put an end to this, she takes aim and fires.
Pistol Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Pistol Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Yajima Katsuki
|
fortitude: 1d20 + 7 ⇒ (15) + 7 = 22
Yajima 5ft steps over to the other demon and builds up power for two brutal punches.
punch: 1d20 + 6 ⇒ (3) + 6 = 9
but he over-commits on the first, swinging wide.
punch: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 12 ⇒ (5) + 12 = 17