GM Batpony |
As Doctor Meiosa withdraws to tend to her wounds, Rudzik seizes the opportunity and lets more arrows loose. A single arrow pierces the demons heart, defeating the demon.
You have time to heal / coup-de-grace the creatures for a short time before the next part.. Let's assume 5 minutes.
Venture-Captain Jorsal rides up to Nerosyan’s northeastern gate, quickly assesses the conflict outside, nods to group and hands down a soot-stained parchment. “Friends, I’m glad you’re here. There are still some Pathfinders nearby who weren’t able to make it on time to our gathering. I’ve plotted out their positions on this map, but I need capable agents to go and retrieve them. I have enough mounts to spare. Waste no time.”
Behind him, combat trained horses ride up at the ready. There are three groups indicated on Jorsal’s map: the closest group is in the north-east, the middle group is to the north, and a third group is skirting the edge of the Worldwound to the northwest.
This is obviously a social encounter!
Making your way to the closest group, you see four Pathfinder on foot, easy to spot in a wide clearing. At the sight and of you explaining the situation, the leader of them, a male dawf barbarian named Holter Ironaxe responds. "Ayy! Great scot! We were attacked by demons on the way and lost our mounts, that explains everyyyyything. Can we borrow a horse or four?”
current time elapse: ~45minutes
_______________________________
Rudzik |
Rudzik will use his pearl of power to re-prepare gravity bow. Also, can we do anything with the Aid Token now that we've used it (like charge it and send it onwards)?
Rudzik dismounts. "You can take mine," he offers. "Wilk can carry me."
Unsure how many folks could ride a horse/wolf, but I know I've ridden with another person on the same horse. Wilk certainly has the strength to carry several folks if need be.
GM Batpony |
Rudzik will use his pearl of power to re-prepare gravity bow. Also, can we do anything with the Aid Token now that we've used it (like charge it and send it onwards)?
Unfortunately not in this scenario. You have another aid token at your disposal.
I would say 2-3 persons could ride a large animal
Emberwik |
Emberwik looks to Rudzik. "If I am to relinquish my horse, I will need to ride with someone."
Unnvar the Solemn |
I would say give them 2 hours for the hour of them. Rudzik can ride Wilk and Emberwik can ride with me.
As the last of the demons are put down, Unnvar feels his chest as if to make sure his soul is still in there.
-----
Emberwik ride up here with me. If Rudzik rides Wilk, that is two horses to get you Nerosyan. Best we can do as you are nearest the city and we much reach other group still further out. Make the best time you can, but try to not to make these fine beasts lame in the process.
Assuming they agree.
Up you go Emberwik, tell me more about Zon-Kuthon, I once almost joined the cult of Lissala, is your faith similar to that?
Emberwik |
"Very well, Unnvar." Emberwik agrees to this and mounts up with Unnvar. "Ehhhh... Similar in some ways, but not quite the same." And he goes over the history of the Lord of Pain formerly known as Dou-Bral, who became Zon-Kuthon after traversing the Dark Tapestry.
Doctor Meiosa |
Meiosa sets her spear aside as the last monster falls. Her eye-covered tentacle sways back and forth as she scans the horizon for any oncoming threats. Satisfied, she approaches the corpses as she draws a finely crafted, ivory wand. "I won't take long.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
The doctor passes her wand over to her tentacle, which carefully grasps the Cure Light Wounds wand and waves its glowing tip over her wounds. As that happens, she draws a set of medical tools and begins her grim work. A claw from from a kalavaku, the heart of a succubus, and brain tissue from both. Her work is rushed, crude, and bloody, but she bears a look of satisfaction on her face.
Later on, the doctor sizes up her horse as she looks over the footslogger Pathfinders. "Looks like we're fine for now. If we need, I've got just under two hours of air-time left in my wings before they tire." She pulls a viscous, red-violet substance from her clothing and swirls it around. "Anything beyond that, and I'd need an hour to brew up a new dose."
GM Batpony |
"I thank ye! Come Pathfinders, let's roll out!" He cries as they take the two mounts and make haste towards the city gates.
Following the map's direction, you travel a few minutes to find a group of Pathfinders lazily resting under a large oak tree. They're spread wide, and don't see mto be in a very talktative mood. You speak to a cleric named Erilin Boudreau, and ofr the most part she ignores the part you tell her about the demons and talks about how nice the day is, and the coming stars of the evening. "You should join us for a rest." She muses.
Rudzik |
Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19
"What is it about this place that makes people want to laze about?" Rudzik mutters behind his hand to Unnvar.
Rudzik can't make the check, but perhaps he can aid someone?
Emberwik |
"Why rest when I can go slaughter a horde of demons?" Emberwik is confused by this. He is violent by nature! Why rest now? He has many more ways to kill demons. His hand glows and he thinks about which of his allies might be able to understand their insane reasoning.
Can't aid, no ranks. Guidance to whoever high-fives Emberwik.
GM Batpony |
I disallow aid another for sense motive and off the cuff knowledge. Reasoning is that these need to be personally achieved, if you don't know a particular fact, someobe prompting you (like an aid) doesn't make you suddenly know it. Where an aid makes sense is if you were doing research with a kn check.
GM Batpony |
Also, sense motive isn't the only thing you can do, it's just the only passive thing hence the spoiler, be creative, hint.
Doctor Meiosa |
DC is too high for Meiosa to make it.
A look of frustration and confusion covers the doctor's face as the cleric dismisses the current threat.
"You're kidding. They're kidding. Oh my Sweet Lamashtu, these people are idiots.
With her alchemical enhancements ticking down and demons assaulting the city, the alchemist stomps towrds the tree with a round bottle in hand. A bloated, dimly glowing grub writhes within. "You know what? I have an insta-fix for this."
Meiosa steps to the edge of the tree's shade, hurling the bottle towards the top. As soon as it bursts, the grub lets out a screech before erupting into a small ball of fire, hopefully igniting the tree without directly harming the crusaders.
"Move. Now. Before I burn down this field with all of you on it!"
I'd call this less of an knti.idate check and more of an... ultimatum. Her rolls aren't that good anyway.
Unnvar the Solemn |
Sense Motive: 1d20 + 7 ⇒ (5) + 7 = 12
Come on up ya go, there are demons to fight! Why do you think you are in the Worldwound after all. Better come now or old Jorsal will break some off where the sun don't shine. Unnvar says in an unforgiving tone.
Intimidate: 1d20 + 11 ⇒ (1) + 11 = 12
Eadie Navhelan |
I wonder if they’ve been bewitched by demons, or are themselves demons in disguise?
“Torrag, is it worthwhile ✨detecting magic to see if our friends are ensorcelled?”
Eadie *hi fives* Emberwik and then Erilin, hoping to penetrate any disguise the cleric may wear. “You’re Pathfinders right? Such a bummer about Tahonikepsu having to step down as faction leader of Liberty’s Edge after he was rescued from that Final Blade in Galt recently.”
“Look, you’re not going to survive out here with the attitude you have. What deity do you worship Erilin? What would They think of you current behavior?”
“To save lives, we need to get to the bottom of why a Pathfinder party thinks the way you do right now.”
survival + guidance: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
GM Batpony |
To your annoyance and surprise, nothing seems to move this nonchalant group. Not physically or emotionally as they idle away.
"Deity? What deity? Just relax in the moment. Sit with me.."
No disguises here.
You may make a second sense motive check.
Torrag Grimm |
Torrag nods at Eadie and Detects Magic.
Know Arcana: 1d20 + 20 ⇒ (1) + 20 = 21
"They seem to be under some kind of compulsion effect."
Torrag will continue to concentrate to pinpoint the source.
Spellcraft: 1d20 + 21 ⇒ (1) + 21 = 22
Torrag casts Dispel Magic.
Dispel Check: 1d20 + 11 ⇒ (19) + 11 = 30
GM Batpony |
The effects definitely can be dispelled. Them 1 rolls.
Torrag realises that these warriors have been put under some sort of spell and forces to intervene with use of magic. The compulsion put upon them is immediately dispelled and they come to their senses. "Golly! Desna will look down on me if we sit here idle and let he demons destroy the beauty of this city. To arms men!" She cries as she realises the situation at hand hustling the group towards the city.
~~~
Heading Northwest from where you stand, you search high and low for the last group, but are unable to find them. But a sign of heavy battle seems to have taken place as blood, weapons, and some severed limbs, charred remains, and ash litters about the vicinity. Unusually, no there are no bodies.
If one of you succeeds at the perception check above, you may attempt the check below.
This is the last check and we'll go back to some combat!
Torrag Grimm |
Perception: 1d20 + 12 ⇒ (17) + 12 = 29
Know Local: 1d20 + 11 ⇒ (5) + 11 = 16
"There's an unusual abundance of charred remains here. They're too far gone for me to be able to tell what they are though."
Rudzik |
Perception: 1d20 + 21 ⇒ (12) + 21 = 33
Heal: 1d20 + 15 ⇒ (15) + 15 = 30
"People," Rudzik answers Torrag bluntly. "Quite likely our missing Pathfinders." He glances around. "Wilk can track a scent, but everything here reeks and he'll have a hard time. Perhaps the bodies and any survivors were taken by something." He guides Wilk in a spiral pattern, looking for footprints or signs of something moving through the area recently.
Perception: 1d20 + 21 ⇒ (19) + 21 = 40
Survival: 1d20 + 16 ⇒ (8) + 16 = 24 +2 if human, +4 if evil outsider, +5 to track (cumulative)
Unnvar the Solemn |
Unnvar's impressed with Torrag and Rudzik investigative skills.
Shame, this is a bloody mess. I'm ready to take it to these demons!
Doctor Meiosa |
Perception: 1d20 + 19 ⇒ (4) + 19 = 23
Heal: 1d20 + 8 ⇒ (1) + 8 = 9
Meiosa examines the area, directed by Torrag's keen eyes. She reaches down and lifts up a charred limb.
"Hmm. Burned. Unclean cut. Partially rotten. Poor condition. Completely unusable."
She tosses the overcooked meat over her shoulder and shrugs. "The fighting is picking up, I'm sure. We've spent too much time snooping around. Let's get back into the thick of it."
GM Batpony |
Whatever was in the area seemed to have disappeared without a trance as Wilk and Rudzik attempt to track whatever caused this massacre. Perhaps a simple teleportation spell? However, it's almost impossible to discern at this time with the little information at hand.
Outside the walls of Nerosyan, crusaders and Pathfinders alike move with haste to support those caught unprepared by the demonic onslaught. A single messenger bearing the Glyph of the Open Road on his steed’s barding approaches your group.
“Friends, we have one ship still in the docks. All the other vessels have all cast off, but this one needs to complete some last-minute repairs. Her captain is allied with the Pathfinder Society and has precious cargo bound for Absalom. Please go see to it that the ship is protected and gets out of port safely.”
~~~
As you arrive, you see in the distance all but one ship casted off, the sailing vessels head down the Egelsee River away from the attacking demons. You are immediately greeted by a human captain allied with the Society named Victor Protonicus. "Thank goodness! We need to buy some time before the ship is able to set sail, we've some minor repairs to make and we're just not going to be able to hold our ground if the demons come our way. The Sea Templar here carries relics acquired by the Starrise Spire Pathfinders, and Sir Jorsal wants them delivered to Absalom soonest!"
Map is updated, you can position yourselves and make any preparations as appropriate.
current time elapse: ~60minutes
I've updated the conditions on the slides at the 1 hour mark. So do review and check if anything is amiss with regards to your buffs and duration.
_______________________________
Rudzik |
Rudzik secures the captain's permission before taking up a position at the ship's bow where he can see approaching forces. Eyes peeled, he does his best to observe his surroundings and give his companions as much advanced notice of any demons as possible.
Wilk takes up a position near one of the gangplanks, eagerly sniffing anyone walking past. Current command is "guard"
Emberwik |
"Oh indeed?" Emberwik knows little about naval vessels, but knows plenty of battle. He gets up to the ship's bow and waits thereby. Once again, his hand glows with the faint magic of guidance should an ally seek his help.
Torrag Grimm |
Torrag flies up and positions himself about 20 feet above Rudzik. He'll activate his ring of blinking.
Eadie Navhelan |
Hmm … how many and from which direction will they come?
“If it was me, I’d try to split our forces and attack from multiple directions at once.”
“I think controlling the piers is important. Maybe at the choke-points?”
Eadie concludes she may have to adopt an evolving strategy in response to her opponents’ tactics. “Too much thinking gives me a headache.”
She draws an oil of bless weapon to coat her adamantine blade at the last moment.
Unnvar the Solemn |
Not sure where the fight might come from Unnvar parks himself right in front of the ship hopeful to be able to get to any position quickly!
Doctor Meiosa |
The doctor takes her place near the front of the ship, standing ready with her spear in hand. "We have plenty of arrows for fliers, so I won't run out to engage fliers in melee unless it is absolutely necessary. However,I can rapidly redeploy to provide backup for any of you."
I don't wanna leave Emberwick out there by the front, buuuuut I assume he just hasn't moved his mini on the map yet >.>
GM Batpony |
I've moved Emberwik's mini somewhere towards the back of the ship's bow, relatively in between the group.
The group spreads, and patiently waits to provide any support should the situation turn for the worst. The distinct sounds of battle can be heard in the distance, but behind the walls of the city and they seemed to be scattered away from the docks. To your relief, or to some disappointment, no demons has appeared yet.
However, as the crew of the ship continue their work, roughly 60 frightened townsfolk being to approach the docks, running in desperation. Although they don't seem to be running from any immediate danger, the demand to be let aboard the Sea Templar in hopes to escape the madness inside Nerosyan's walls. Protonicus looks towards the group for their decision, "I want to help these poor souls, they are lucky to have made it this far, but this is your Society's goods and I don't want to take any unnecessary risk. Perhaps you should screen them? Ensure none are demons or a risk? But I'll let you make the final decision and will respect it." says the captain.
Inpatient crowds are gathering around the bow, as seen on map. What do you do? Also, change your positions on map if need be.
current time elapse: ~1hr 10mins
_______________________________
Rudzik |
"Any of this lot got enchantments on them?" Rudzik calls out. "They look a little lively for that, but you never know." From his vantage point, he scans the crowd.
Rudzik Perception, Favored Terrain, Favored Enemy: 1d20 + 21 + 2 + 4 ⇒ (7) + 21 + 2 + 4 = 34
Wilk eager sniffs the newcomers, looking for interesting scents.
Wilk Perception, Scent: 1d20 + 11 + 8 ⇒ (2) + 11 + 8 = 21
Rudzik is looking for any demons disguising themselves as humans and hiding amongst the crowd. Wilk is also using his scent ability to sniff out anyone who might not smell like a human.
Emberwik |
Anyone got detect evil?
Torrag Grimm |
Torrag stays flying above the crowd. He twists the Obsidian ring on his hand and casts True Seeing.
Using his Arcane Bond
Doctor Meiosa |
"Well, then. I know some disguises are just intangible illusions. I'll check for those.
Professional frisking, taking 10 on Perception for each person: 28 unless she gets a bonus for using all four arms and the tentacle.
Eadie Navhelan |
1 person marked this as a favorite. |
“Form an orderly line, good people. All genuine refugees get a ride outa here. All genuine demons get a darn good thrashing.”
Eadie draws a vial of holy water from a hidden pocket, unstoppers it and takes a sip. “When you’re called you may approach me, and lay face down on the ground.”
“I will then apply a drop of Abadar’s patented demon-detecting syrup to your exposed skin. It’s called: I Can’t Believe I Need an Exorcist® and is safe for the elderly, children and pregnant women.”
“If you refuse the test, you will be declared hostile and cold iron shiving protocols will be intiated.”
“OK, first person may approach and get on their belly.”
Unnvar the Solemn |
Unsympathetic Unnvar speaks in disagreement with letting them on board.
Why should we let them on board, they live in a town next to the Worldwound you think they would be made of stronger stuff. Move over and get in line like the lady said.
Unnvar also scans the crowd.
Perception: 1d20 + 15 ⇒ (14) + 15 = 29
Before adding, I don't think we should let them on there.
Eadie Navhelan |
“Don’t bottle it up, Big Guy! Tell us what you really think.”
Eadie *chortles* before shouting, “NEXT VICTIM!”
GM Batpony |
I've updated the map based on what I believe is happening from your post. How high is Torrag flying?
All seems to be going well as Meiosa and Eadie thoroughly check the individuals as the attempt to board while the others keep the peace while monitoring any suspicious behaviours.
While no demons have made any emergence, after about a dozen folk having boarded, Unnvar and Rudzik notice a few individuals in the line seem to be jittery and sweating a little bit more than everyone else.
True seeing does not see them as demons, just regular humans. For your convenience, the jittery townsfolk are in red.
current time elapse: ~1hr 15mins
_______________________________
Torrag Grimm |
Torrag is flying at a height of 30 feet above the dock.
The only thing True Seeing doesn't see through is mundane disguises such as used with the disguise skill. It will see the true form of shape-changers, polymorphed and transmuted including Supernatural abilities. It has a range of 120 feet.
GM Batpony |
Yup, I was trying to say that you see them as humans and they are not demons, shape changers and the likes.
Torrag Grimm |
Yup, I was trying to say that you see them as humans and they are not demons, shape changers and the likes.
I though that's what you meant, just wanted to make sure before we got too far into this.
Torrag will cast Detect Magic looking toward the crowd, especially focused on the ones that are acting a bit jittery.
Eadie Navhelan |
“Did you pack your bag yourself, ser? There don't appear to be any knitting needles, scissors or Numerian plasma-pistols in your carry-on. You may remove your prostrate personage from this vomit and filth strewn dock, put on your shoes and board the Sea Templar. Have a nice day.”
Eadie looks over and notices the individuals that have got the attention of the others. “I’m sorry, folks. By Royal Decree this gate is temporarily closed for urgent unscheduled scheduled maintenance. We apologize for any inconvenience.”
“I’D SUGGEST GETTING THE NERVOUS LOOKING ONES OUTA THE CROWD, ON THEIR YELLA BELLIES AND HOG-TIED! WE’LL DEAL WITH THEM FIRST.”
Doctor Meiosa |
"You got it, Eadie."
The alchemist cracks her knuckles. And then she does it again, with the second set of arms. "You, you, you and you and..." she begins pointing at nervous individuals with her tentacle before it curls in a beckoning motion. "Step on up. Nice and slow, don't do anything stupid. My friend Rudzik here can put a half dozen arrows in a runner before he'd make it ten paces."
Her head tilts back as she shouts over to the ship. "Hey! Got any rope? If not, we're gonna have to get creative down here."
GM Batpony |
As the few individuals are being called out, one of them turns and shouts abruptly before you approach them! "DEMONS! DEMONS ON THE SHIP!!" Immediately the townsfolk run amok in a panic state as a result.
However, the six individuals keep their cool and two of them begin drawing weapons, while the others roll up their sleeves indicative that they intent to take you on in a fight. Red & Orange draw falchions.
Two separate Kn. rolls
From a combat perspective, some considerations due to panicked people running astray:
- Threat all terrain outside of the ship and wooden walkways as difficult.
- If you're at ground level assume you don't have line of sight (for range attacks, as if full concealment), but you have line of effect (for spells)
- If you're at a higher elevation, the folks on the ground level have soft cover but you have line of sight for range attacks
Combat Round 1
Unnvar, Emberwik
Baddies!
Eadie, Rudzik
Meiosa, Torag (+30ft)
Eadie: 1d20 + 3 ⇒ (15) + 3 = 18
Rudzik: 1d20 + 8 ⇒ (4) + 8 = 12
Unnvar: 1d20 + 6 ⇒ (19) + 6 = 25
Emberwik: 1d20 + 8 ⇒ (16) + 8 = 24
Torag: 1d20 + 1 ⇒ (8) + 1 = 9
Meiosa: 1d20 + 2 ⇒ (12) + 2 = 14
Axers: 1d20 + 5 ⇒ (13) + 5 = 18
Casters: 1d20 + 3 ⇒ (16) + 3 = 19
current time elapse: ~1hr 15mins
_______________________________
Unnvar the Solemn |
Know Local DC17: 1d20 + 6 ⇒ (5) + 6 = 11
Know Local DC19: 1d20 + 6 ⇒ (1) + 6 = 7
I didn't succeed but my intuition says Aspis.
Unnvar's face contorts into something rather serpentine. As he casts a spell, he seems to be able to move with ease within the crowd, he move along the dock moving to cover the starboard side with Wilk, as he knows that Eadie and the Doc have the Port, Fossilblight's diamond head shines as he draws it!
He grins and waives the foes to come forward.
Swift: Animal focus to snake, Std: Cast Feather Step, Move to move and draw weapon
Snake: +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. AC v. AOOs 29
Emberwik |
Emberwik takes flight and flies closer towards red. From 20ft above, he casts a spell on him
Shadow Trap. Will Save DC20
GM Batpony |
Will: 1d20 + 12 ⇒ (9) + 12 = 21
The enemy is strong of mind and refuses to be entrapped by his own shadow. Immediately, the swordsman begin to react by casting their own spells in attempt to even the odds.
Majority of the monk bandits begin to focus and coordinate their attacks on the closest enemy, primarily Unnvar. However one of them strides off to the flank to take on Meiosa. Their attempts to hold down the Pathfinders fall flat as the heroes strong arm their way out of a hold.
Green and pink moves and grapples.
Green vs Meiosa: 1d20 + 16 ⇒ (4) + 16 = 20
Pink vs Unnvar: 1d20 + 16 ⇒ (3) + 16 = 19
But that doesn't stop the remaining monks to pounce on Unnvar, beat'em up style with a flurry of blows! Unnvar manages to hold his ground steadily but still takes a beating as a few punches land across his ribs.
Yellow and Blue 5 ft and full round vs Unnvar.
Stunning Fist, Flurry of Blows: 1d20 + 10 ⇒ (12) + 10 = 22B: 1d10 + 6 ⇒ (1) + 6 = 7
Flurry of Blows: 1d20 + 10 ⇒ (17) + 10 = 27B: 1d10 + 6 ⇒ (4) + 6 = 10
Flurry of Blows: 1d20 + 5 ⇒ (20) + 5 = 25B: 1d10 + 6 ⇒ (8) + 6 = 14
Flurry of Blows: 1d20 + 5 ⇒ (11) + 5 = 16B: 1d10 + 6 ⇒ (7) + 6 = 13
Stunning Fist, Flurry of Blows: 1d20 + 10 ⇒ (19) + 10 = 29B: 1d10 + 6 ⇒ (1) + 6 = 7
Flurry of Blows: 1d20 + 10 ⇒ (17) + 10 = 27B: 1d10 + 6 ⇒ (9) + 6 = 15
Flurry of Blows: 1d20 + 5 ⇒ (3) + 5 = 8B: 1d10 + 6 ⇒ (7) + 6 = 13
Flurry of Blows: 1d20 + 5 ⇒ (6) + 5 = 11B: 1d10 + 6 ⇒ (10) + 6 = 16
Crit?: 1d20 + 5 ⇒ (11) + 5 = 16B: 1d10 + 6 ⇒ (10) + 6 = 16
Unnvar, make a fortitude DC17 saves or be stunned for 1 round.
~~~
Combat Round 1/2
Unnvar -32, Emberwik
Baddies!
Eadie, Rudzik
Meiosa, Torag (+30ft)
current time elapse: ~1hr 15mins
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