Ken'ichi
|
Ken'ichi opens his eyes and assesses the situation. He attempts to turn his head, and feels the sharp pain at the back of his skull where he was thumped. Wisely, he decides to stay down, noticing one of the zombies easily within reach.
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
Several blasts of purple energy momentarily light up the battlefield. The initial shouts of celebration are quickly drowned out by the agonized screech emitted by the heart of the blight.
Table GMs, the Weakening Blight condition on page 8 is in play.
| GM Blazej |
Bellius's second blow is enough to finally bring down the zombie and giving Ken'ichi some free room to move. Bahen's own blow connects and does minor damage to the structure of the creature.
The zombie itself wavers with the screech from the heart of the blight. It is able to resist the worst of the effects, but the vines crawling through the body are slower and far more random with their movements.
Zombie Will Save: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11
- Round 4 -
Benu (Fey Boon)
Ken’ichi (Fey Boon, 8 damage, prone & disarmed)
Zombie Red (14 damage)
Bahen (Fey Boon)
Ifzari (Fey Boon)
Dhavak
Bellius (Fey Boon)
Logan (Fey Boon, 4 damage)
Zombie Blue (1 damage, weakened)
Buffs: Bless +1 to attacks
Ifzari
|
Ifzari reloads her crossbow and fires against the remaining blue while Dhavak takes a full attack against the same.
Bolt: 1d20 + 5 + 1 - 4 ⇒ (19) + 5 + 1 - 4 = 21
Damage: 1d8 ⇒ 3
Slam 1: 1d20 + 4 + 1 + 2 ⇒ (6) + 4 + 1 + 2 = 13
Damage 1: 1d6 + 1 ⇒ (1) + 1 = 2
Slam 2: 1d20 + 4 + 1 + 2 ⇒ (12) + 4 + 1 + 2 = 19
Damage 2: 1d6 + 1 ⇒ (5) + 1 = 6
Conf crit Ifzari: 1d20 + 5 + 1 - 4 ⇒ (2) + 5 + 1 - 4 = 4
Logan Hammerbammer
|
"From the shoulder, beyond my wrist, look out evil, here's my fist!"
Sneak Attack TWF: 1st Attack: 1d20 + 7 ⇒ (20) + 7 = 272d4 + 2d6 + 3 ⇒ (2, 2) + (4, 6) + 3 = 17 2nd Attack: 1d20 + 8 ⇒ (3) + 8 = 113d6 + 3 ⇒ (2, 6, 1) + 3 = 12
Ken'ichi
|
Ken'ichi gets to his feet, retrieving his sword on the way up, and places a hand on Benu's shoulder. "Your blessings are a great boon, my friend. My spirit thanks you." Despite his positive response, though, it seems that he still favors his wound.
Hopefully there is a wand around somewhere that is available. Gonna be one of my first major purchases after this, I tell you.
| GM Blazej |
Confirming Logan's Crit: 1d20 + 7 ⇒ (14) + 7 = 21
Logan Crit Damage: 2d4 + 3 ⇒ (2, 1) + 3 = 6
Zombie Blue (32 damage)
The blows from Ifzari and Dhavak continue to pepper the staggering undead giving Logan an opportunity to deal a critical blow that cleaves it in two.
The combats continue to wage around the party, but the energy is building to final climax as the Twinhorn shamans work against the dispersed violet energies that have been driven from the plants and seedpods.
Right now we are near a point to rest that I wouldn't recommend using wand charges. You may have done more than any other group here and deserve a bit of a rest. Feel free to relax, banter, the next part is set to start tomorrow.
Ken'ichi
|
Well, if we get to rest, I'll get 1 HP for that (or 2 with a heal check), but I'll still need something to top me off, if there are any takers. :)
Bedlam Benu
|
My channels would refill after a rest, I think, so I might as well use the last one.
Channel: 1d6 ⇒ 4
Benu grins at Ken'ichi. "I have to keep you kids awake so you can keep zombies from eating me somehow."
| GM Blazej |
You will have more than a few days of rest, enough to assume you have all had a chance to heal and recover during an overland trip.
I will also note that Benu's boost on the aid token was used to good effect to heal another party who had several wounded characters.
Bahen Dayendrati
|
"Damnation to my cursed tongue!" Bahen says, "I don't really understand what is going on here. We're fighting some ancient evil, is that it?"
Yeah, I'm not sure I have a complete grasp on the plot here.
Logan Hammerbammer
|
The dwarf let out a laugh and started poking around at the corpses to see if there was anything at all useful laying around that they could use in the future. "Yeah, Nigel stole something for his museum from some tribe's sacred site as he does. The tribe's crossdressing warrior told us that it was used to seal away some evil force and that we needed to either seal it away again or completely destroy it. All of this evil weirdness that we are running into is presumably because of it leaking out into this plane."
| GM Blazej |
Somethign I meant to specifically state is that this is a multipart adventure, so a lot of the background from this adventure comes from the previous iterations of this adventure series. Here is a link to a general overview of the prior adventures leading up to this one.
List of Proper Names: I've compiled a list of some of the major names from over this adventure. Let me know if you have questions about any of them.
A shorter, and hopefully better, description of the events is a extraplanar evil is threatening the world and the Pathfinder Society has taken some of the responsibility for that happening. The evil in question is Eshimka and she has an army of undead poised to attack the next winter solstice. After a previous battle (previous adventure) it was determined that the Pathfinder Society didn't have the power to stop this from happening. The solution was determined to be to reforge the broken weapon that originally drove Eshimka off and to do that, you have been following in the footsteps of the original wielder of that weapon to gain the blessing of an angelic lord.
What you fought here has nothing to with Eshimka besides them both being evil threats that this great warrior from the past fought against. This was only a first part to prepare for a fight with something even more powerful and horrific. The idea is that, with the tools and blessings you receive here you will gain the power to not only defeat the evil army of Eshimka but eliminate her as a threat to the area overall.
Any other questions or particulars that are confusing?
Ken'ichi
|
Once he's recovered, Ken'ichi spends a good amount of time thanking the spirits and fey for their help and promising to offer prayer in their names.
The morning of their return to active duty, the young tengu samurai can be found ritualistically cleaning his sword, going through very deliberate, accurate motions.
I'm good on the explanations.
Ifzari
|
As I played the part A (1-3) with another character I know what is about. We met Medda and Anok and the Twinhorns told us a lot about Ivvora and Vildeis. I still remember some rp to convince the tribe to help with some great dice roll.
Bellius Vulso
|
Bellies breathes a sigh of relief a the final zombie falls, sheathing his dagger after cleaning it and retrieving his longbow. You picked a hell of a first outing with the Society, he misses as he picks up his weapon. Still, this needs to be done from what I've seen. There's no room for this evil in Avistan. He checks the corpses and surveys the battlefield until he has convinced himself that there is no imminent danger.
"Glad to see you on your feet again, master swordsman," he says to Ken'ichi. "That was a hard hit you took."
Unfortunately, the Taldan himself does not fully understand the mission they are on, do he leaves it to others to explain to Bahen, listening carefully and nothing everything that is said.
Ken'ichi
|
"Glad to see you on your feet again, master swordsman," he says to Ken'ichi. "That was a hard hit you took."
Ken'ichi is slow to respond to Bellius, as he seems to be staring off into another place. But after a brief silence, he nods in agreement, and responds, "Yes friend. The spirits have been watching over us. It is not yet my time to join them. Also much praise belongs to friend Benu. His healing magics have done much to keep our bodies strong."
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
Strands of purple energy whip across the battleground and begin to swirl above the remains of the giant flower. The continuous chant of the Twinhorn shamans reaches a fever pitch and then suddenly stops. After a breathless moment of silence, a loud reverberating boom echoes across the swamp as a column of purple energy pierces through the clouds, dissipating into the starry sky. Shouts of celebration begin to sound across the field as Medda makes her way to the heart of the blight. A shaft of moonlight shines on the site through the parted clouds as she rips through the withered roots of the blighted flower. Medda reaches in and draws out the shriveled remains of a female crusader. In stark contrast to the rest of the remains, her silvery breastplate glimmers in the moonlight. A grievous blow has scarred its surface where a golden engraved figure spreads out her wings. Trails of blood seep out from scars running across the figure. Medda lowers the remains gently upon a white cloak that a Twinhorn warrior has placed on the ground.
With a heavenly glow, the ghostly form of Ivvora appears in the clouds above. “She was my sister-in-arms against the vile Tar-Baphon. I now know that her sacrifice spared me all those years ago, as it will all of you in the days to come. Go with Vildeis’ grace and use this blessed plate to vanquish my hated adversary. Hurry back north, for the moment of Eshimka’s reckoning draws near!”
Medda looks up to the sky as the visage of Ivvora dissipates, the red phantom hand of Anok floating above her shoulder. After a moment, she kneels next to the crusader’s remains and carefully wraps them up in the white cloak, which is slowly soaked with red. She looks at the crowd gathered around her and speaks up. “We stand here triumphant, having rid this land of corruption. But this is a mere shade of the darkness that awaits us at the Solstice Scar! Fear not, for Vildeis’ blessing will guide our weapons to strike true and eradicate Eshimka for good!” Medda motions for the Twinhorn warriors to raise the bundled remains on their shields as one of the honored dead. “Pathfinders, you have done much for my tribe and our lands, but I ask you once more to lend us your weapons so that we might end the evil that haunts Solstice Scar. What say you?”
~~~~~~~~~~~End of Part 5 / Beginning of Part 6~~~~~~~~~~~
Part 6 begins after a long journey back to the Twinhorn territory.
Inspired by the events in the Fangwood, the Pathfinders and Twinhorn warriors have at last returned to the Kellid following’s territory. The scattered woodlands that once stood in the Tusk Mountains are now cast in perpetual shadow despite it being only a few hours after noon. The trees are bare, the grass crumbles at a touch, and even the accumulated snow of midwinter is melting in the freezing air as if surrendering to entropy.
Medda confers with some of the Twinhorn following who stayed behind, then she addresses the crowd. “The winter solstice does not peak until tonight, yet already Eshimka’s vanguard has escaped the Negative Energy Plane. They now control the area around the planar scar for several miles in each direction. If we’re to stop them, we need to break through these outer forces, regroup at the center, and take control of the rift. If that doesn’t draw Eshimka out, a few brave souls will need to pass through the rift to crush her lieutenants, destroy whatever is keeping the rift open, and draw her into our world. When they do, we need to ensure there are no reinforcements, and that means eliminating any commanders who have already broken through. That includes a corrupted dragon that has our scouts worried.”
She smiles grimly. “When the paladin Ivvora faced the beast Eshimka here centuries ago, she fought with Vildeis’s blessing and banished the fiend. Tonight, Eshimka would return to our world, but we are not one paladin; we are many!” She pricks her finger on her spear and paints a set of bloody wings upon her forehead. The Twinhorns follow suit “And we too carry Vildeis’s favor!” With these words, the painted wings blaze with light.
Table GMs, please begin Part 6
| GM Blazej |
Reminder, with the rest you have on the journey, you get all your hit points back along with your spells and other daily use abilities.
You all carry the blessing of Vildeis with you into this final battle, however the numbers of undead throughout this area are numerous and you will need to get past these force in some way to be able to regroup at the rally point and focus on the high-priority targets.
"You know yourselves and your team better than I do," states another Pathfinder coordinating teams in their attacks. "If you feel your best suited for combat, you can charge in there and fight anything that gets in your way. Remember that they aren't our goal today, they can be cleaned up afterwards. If you are up for overland navigation you can try to sneak your way past them, climb, sneak, jump or swim across the cliffs, forests, and rivers between us and the rift."
"The Twinhorn also have another option to travel by river. The water is freezing but they have canoes for anyone willing to fight the rapids. If you are able to navigate them the undead and other fiends will have a hard time keeping up with you."
What would the party like to do? Jump straight into combat, try to evade, or travel down the cold rapids?
Ifzari
|
So sneak and swim (as Undine) are ok for me. But climb no for sure and jump (acrobatics?) middle. Otherwise we can take the canoes id someone knows how it work.
| GM Blazej |
Based on the coordinator's descriptions, evading would be much like Grimpfkin's test of speed. There will be a number of obstacles that all characters will need to overcome with specific skills. With you all helping one another, an individual failure won't result in a complete failure as long as the enough of the group passes the check.
The canoes would be a role based challenge where PCs can take a role as paddlers (any number, will rely on Strength, Dexterity, or Consitution), a navigator (up to one person making a Knowledge (nature), Survival, or relevant Profession to direct the paddlers multiplying their successes), or a lookout (up to one person making Perception checks helping the navigator).
Ken'ichi
|
I agree that the canoe would be a change of pace. If that were the case, I could be navigator with my Knowledge (nature), or I could do an average job helping row.
Logan Hammerbammer
|
If nothing else, the undine can just pull the canoe. And if avoiding combat, that'll be more healing saved for the final encounter.
Also, Logan is gleeful at the possibility of wrestling a dragon.
| GM Blazej |
You are given access to a canoe and wished luck as the coordinator moves to guide another group.
Into the Swift Currents
The river if filled with a fast moving, freezing, dark water. It rushes around jagged rocks and toward frothing rapids. The melting ice is draining from miles around into this river and it becomes especially swift as the river narrows. Ifzari might be able to swim the river herself,protected from the cold, but wouldn't be able to help guide the rest of the party as the canoe and the occupants would have far too much momentum to direct.
Paddler: Any and all characters on the boat can be paddlers. You can make a Strength, Dexterity, or Constitution check. These successes will determine whether the group successfully avoids the obstacle.
Navigator: Up to one person can be a navigator. They will need to make a difficult Knowledge (nature), Survival, or a relevant Profession check to direct the paddlers. They they succeed, the number of successes from the paddlers will be doubled.
Lookout: Up to one person can be a lookout. They will need to make a Perception check. If they succeed the Navigator will gain a +4 bonus on their check.
Declare what position you will be taking and put your one check in a spoiler block.
Logan Hammerbammer
|
Built to row, but the +7 check means I'd probably be the best navigator or could be lookout with that same check.
Bellius Vulso
|
Feeling that his best contributions at this moment may come from a strong back, Bellius gets into the canoes takes up a position on a paddle.
Ken'ichi
|
Ken'ichi takes up a paddle and makes himself ready to work.
Paddling: 1d20 + 2 ⇒ (15) + 2 = 17
Bahen Dayendrati
|
I definitely can't beat a +7 so go ahead, mr. Hammmerbammer.
Bahen grumbles about the lowly station of rowing a boat but he attempts it anyways.
Dex Check: 1d20 + 2 ⇒ (14) + 2 = 16
Logan Hammerbammer
|
Logan grabbed a paddle, but started trying to navigate with his wayfinder held out. "Don't worry, all. I think we should head downstream."
| GM Blazej |
While Bellius just barely isn't able to maintain the force in the face of the rushing waves the party is able to quickly adapt to the control of the canoe in the face of the breaking ice and cold waters.
4 rower successes.
The river threatens to toss about the boat onto the rocks a few times, but the group is able to keep the canoe steady while controlling the speed as you speed through the beshadowed land.
The party is successful and avoids any damage to the ship on this leg of the journey.
The river begins to lead down a series of rock steps, the dark water each forming a small waterfall that threatens to cast your ship into the rocks below.
I'll need another round of checks, this one is slightly more threatening and challenging than the prior. If the party can repeat the result from before they should be able to get through it.
Bellius Vulso
|
Bellius continues his efforts at manning the paddles, working with a will but with limited expertise.
Gotta get those low rolls out of the way?
Ken'ichi
|
Using techniques derived from his sword practice, Ken'ichi attempts to keep the canoe on a steady course down the raging river.
Paddling: 1d20 + 2 ⇒ (3) + 2 = 5
Logan Hammerbammer
|
Logan looked at the waterfalls in concern and put the wayfinder away to gesture with his paddle, directing as well as he could.
Ifzari
|
Ifzari and Dhavak take place in the row quartier.
Ifzari dex paddle: 1d20 + 3 ⇒ (11) + 3 = 14
Dhavak dex paddle: 1d20 + 2 ⇒ (20) + 2 = 22
| GM Blazej |
The canoe runs over each fall and while the frigid water sprays into the faces of the party Bahen, Ifzari, and Dhavak are able to keep control during the falls under the direction of Logan. Despite the jostling the boat is still intact after the barrage.
After the falls the river widens, but as it does so, the water becomes shallower, revealing jagged rocks surrounded by frothing rapids that threaten to take the canoe crack the shell on the sharpened stone and throw the party into the chilling waters.
One last series of checks!
Ken'ichi
|
Ken'ichi puts everything he has into keeping the canoe from crashing on the rocks.
Paddling: 1d20 + 2 ⇒ (17) + 2 = 19
Ifzari
|
Give us the right direction, Logan. I can swim, but not sure the others want to.
Ifzari dex paddle: 1d20 + 3 ⇒ (15) + 3 = 18
Dhavak dex paddle: 1d20 + 2 ⇒ (11) + 2 = 13
Bellius Vulso
|
Bellius grunts as he strains with the paddle, attempting to guide the canoe away from the rocks.
Logan Hammerbammer
|
Logan grinned as he helped direct the team through the last bit. "You all almost have it. As much as I don't mind the cold, I'd rather not adventure around wet if at all avoidable."
| GM Blazej |
Given the successes elsewhere it easily builds to a triumph as the party safely navigates the perilous waters with ease.
With the Benu's keen eyes and the agility of the rowers of the group that likely had not run a rapid before, the canoe finds itself safely at shore with all the occupants. You have put the various patrols behind you and are now in viewing distance of the standing stones alongside Twinhorn mystics drying themselves after their own journey through the rapids. A dark tear ripples at the center of the snow-covered monument. The moon struggles to pierce the unnatural gloom that emanates from the rift and unable to cast light on the lurking undead forms within the shadow.
"This is the place where Ivvora fought Eshimka so many years ago," declares the mystic, her hands clutching her bag of reagents. The others chant as they build their power to rival the darkness. "I have always felt the creeping darkness coming from this place each year, but I have never felt Eshimka's power so clearly."
"You will need to confront the undead while another team heads into the portal to stop more reinforcements. Once you have cleared the area we will be able to move forward and begin to seal the rift. Be cautious though. The energies from the portal may not slay you, but will cause harm if you linger within them."
=
Ken’ichi: 1d20 + 2 ⇒ (9) + 2 = 11
Bahen: 1d20 + 4 ⇒ (1) + 4 = 5
Benu: 1d20 ⇒ 19
Bellius: 1d20 + 4 ⇒ (4) + 4 = 8
Ifzari & Dhavak: 1d20 + 3 ⇒ (9) + 3 = 12
Logan: 1d20 + 1 ⇒ (1) + 1 = 2
Undead Red: 1d20 + 1 ⇒ (11) + 1 = 12
Undead Blue: 1d20 + 1 ⇒ (10) + 1 = 11
As you approach closer there area a pair of monstrous undead lurk within the dark energies flowing out of the rift, running across their festering boils. They appear to be close to humanoid but the way they move on all fours makes them seem far more feral. Their massive jaws with blood covered teeth gnash with anticipation as they ready to attack.
[ooc]If they hit with a bite attack, they will gain 5 temporary hit points.
- Round 1 -
Benu
Ifzari
Dhavak
Undead Red (Will work turn in)
Ken’ichi
Undead Blue
Bellius
Bahen
Logan
Ken'ichi
|
With their feet on solid ground, and a new foe in front of them, Ken'ichi steps forward, drawing his sword.
Full-round action: Double move.
Free Action: Draw katana.
| GM Blazej |
I had omitted notes on the general terrain. Apologies.
Terrain:
The forest squares are difficult terrain.
While it is early evening, the rift is darkening the entire area causing dim illumination, unless you have darkvision or have a light source things will have 20% concealment.
The nearby river is fast moving and freezing cold.
| GM Blazej |
Moving Ifzari and Dhavak up.
The pair of undead grind their teeth in anticipation of your approach. They grind the words coming out of their mouth as they can barely hold themselves from charging forward instantly. "Flesh. Delicious flesh. So close! So close!"
Holding themselves back for the moment, they draw upon the dark energies surrounding the rift, drawing it around their claws and throwing it at Ken'ichi.
Undead - Negative Energy Attack at Ken'ichi Touch: 1d20 + 2 ⇒ (6) + 2 = 8
Negative Energy Damage: 1d6 ⇒ 4
Undead - Negative Energy Attack at Ken'ichi Touch: 1d20 + 2 ⇒ (15) + 2 = 17
Negative Energy Damage: 1d6 ⇒ 5
5 damage to Ken'ichi
- Round 1 -
Bellius
Bahen
Logan
- Round 2 -
Benu
Ifzari
Dhavak
Ken’ichi (5 damage)
Undead Red (concealment, outside light radius)
Undead Blue (concealment, outside light radius)