| Vexas Flamespark |
Vexas glances at Fenna, and then frowns at the table.
Did it really think that we were such easy prey? Okay, fine, what does it have to tell us?
| Brannart Teskerwill |
Brannart speaks Aquan.
| Sosche Pinn |
Sosche doesn't speak aquan, so he stands ready to fight, but holds off for now. He does cast comprehend languages though so he can follow along.
Then he waits for the creature to respond to Brannart, though he asks Fenna to push a question he has when there's time.
"Ask it whether it's willing to trade information about its allies in exchange for its life. Seems like we need more intelligence, and I'm willing to let this one go to get it I think."
He turns to the group though, "Do you all agree? Can we deal with this, ah, creature?"
| GM Pauljathome |
"Excellent. My name is Karnax. I'm just an innocent mercenary who fights for hire. Not at all evil, I promise.
So, I'm guessing that you came from the colony. Nice fake out, by the way.
Your colonists aren't here. The Faceless Stalkers took them away. Several were here recently and went off just yesterday. Others have been trickling in over the months, they get collected here and then sent off in batches.
I report to a bastard of a skum called Glorandral. Even by the standards of skum he is nasty and powerful. I won't shed any tears if you manage to kill him.
I know that he reports to somebody, or something, else but I'm really not sure what. Glorandral is very scared of him which says something.
Not really sure where they take the colonists. I've never been there (the curse of being SO slow and not able to swim). But I'm pretty sure that it is on this island somewhere. If you look at the map over there you may be able to figure some stuff out.
Any questions I can answer?"
Sorry for delay. Long day. And its bedtime now :-(. I'll do more of an info dump on what you see on wall hopefully fairly early tomorrow
| Vexas Flamespark |
Do they ever talk about why they're collecting them? Vexas asks.
| Sosche Pinn |
"How many skum and stalkers have you seen? Aside from this bastard, how many are we likely to face do you think?"
Sosche is wondering if they need to get more support for this mission.
He goes over to the wall map and checks it out, wishing he'd studied more geography.
| GM Pauljathome |
"They've never been really clear why they've been doing what they're doing. But I gather that their boss is experimenting on them, trying to create a better race of slaves or something like that. Or maybe he is just some twisted git.
As to how many, its kind of hard to say. I mean, the stalkers all look alike to me even in their natural form. But most of them are over on your Island, there are only a handful or two over here.
As to skum, I've only ever seen maybe 5 or 6 at any time. But I have no idea how many there are in total. From the way they talk I'd guess maybe a few dozen? Maybe less. Certainly NOT hundreds"
| Vexas Flamespark |
Vexas strokes his chin thoughtfully.
So many of them are on the main island and we need to root them out and destroy them one-by-one. On the other hand, we could use mirror signaling from this tower to draw them here. The more we can draw away from the settlement, the better. he suggests.
| Sosche Pinn |
"Wow, that's a really good idea Vexas. While we're here, we can intercept signals and flash back to return now. When they come over, we take 'em out! Brilliant."
Sosche thinks this is worth doing for a bit anyway, before pursuing the others on the island. If they can thin their numbers and pull them away from the settlement at the same time, that's great!
| Brannart Teskerwill |
"I think we might have slain most of the ones that were on our island. Hopefully all. Wouldn't any others have come to the aid of the fake Carver Hastings? He seemed to be the one in charge.
I guess we can keep an eye out for strange happenings once we get back."
Brannart looks quite worried.
"If there are any left behind, we have to hope that Ramona, Malakar, and the others there can handle them. Otherwise, faceless stalkers could take this opportunity with us over here to do a lot of damage."
| Sosche Pinn |
"OK then, so maybe the the other can handle the one or two that might be there - if any. Let's proceed then and see what we can do against these fiends."
He looks at the map, wondering where the best place to start might be.
Not sure myself actually where to go next. Is it obvious? Or should we be rolling something for a clue?
| Vexas Flamespark |
Vexas nods, agreeing.
It seems like a smaller risk that there are any faceless left in the colony.
| GM Pauljathome |
Now that you've interrogated your captive, you search the tower.
Only this chamber remains.
The copper plaque mounted on the wall turns out to be a map, or at least the remnant of one.
It is ancient beyond belief, cooper covered with huge layers of verdigris and, even now, there is a faint magical aura on it showing that it was partially magics that has preserved it as much as it has.
The entire bottom half of the map has rotted away.
It looks like the map originally showed several hills and valleys and NOT an Island. But recent modifications in the verdigris have modified the map to show that it is now an Island (or, at least, the north half of an Island or penninsula or the like) with some areas of the original map still above water and some now below water.
Fenna identifies that this is a map of the island that you are currently on (her +1 on at sea brings het take 10 up to the 20 DC :-))
There are 4 locations marked on the map. A1 is the watchtower you are currently in, labelled Watchtower III in Aquan. A2, a little north of you and on the western coast (you're on the eastern coast) reads "Shipwrecks and ENEMIES". A3, due east and about midway in the island reads "Home" in Aquan. A4 is Right at the bottom middle of the map, a label in Azlanti reads "Wheels of Heaven". The words "Hollow Forest" have been written in Aquan over the area to the north of A3.
At the top of the map is the name Zanas-Tahn, an Azlanti name translating to approximately Sacred Hills. This pretty obviously means that the entire area used to have multiple religious sites and/or temples at some point.
The backpack on the table is a handy haversack that contains a ring of swimming and several smooth or otherwise pretty rocks.
I've put the map up on the slides. That map on the slides is WAY more detailed and clear than what you have but I'm a lousy artist and its a lot easier to show you more rather than less. But to be clear the map will only get you close to the various sites, you'll have to look around to find them if, in fact, you choose to go there.
The table will tell you that the area marked home is where he thinks the local faceless stalkers live. And they're afraid of the Hollow Forest.
| Brannart Teskerwill |
"If we're looking to find the kidnapped colonists, we should go to the Faceless Stalkers' Home, I think. They might not be kept there, but it's the place I would start. It's also the closest location."
| Sosche Pinn |
Sosche nods in agreement. "It's a good starting point, and as you say - it's close. I'm not very good with maps, can we make it there yet today?"
He's ready to head out immediately if everyone is ready.
| Vexas Flamespark |
Vexas also agrees.
Better to go while they’re likely there, too.
Vexas already has a handy haversack but somebody should def. claim this one.
| GM Pauljathome |
It is definitely the end of a very long day at this point. It is night outside and you're all very close to (if not at) the point where you will be considered fatigued if you proceed.
Absent lots of lesser restorations (or some other shenanigans) your basic choice is to camp here (a nice fortified spot but it has only one way in so there is the possibility of being trapped) or making camp on the beach or in the woods nearby.
| Sosche Pinn |
Sosche suggests, "Let's camp here, with watches. Easily defensible if they come at us with numbers, and we might get lucky and capture a few strays."
He'll help setup camp and take a watch rotation.
| Vexas Flamespark |
Very well. I can take first watch.
| GM Pauljathome |
The night passes mostly uneventfully. On occasion, the people on guard hear the distant sounds of something passing in the forest but its never close enough to seem particularly threatening or worth waking the others up over. And its too distant for you to have any clue what is causing the noise. Hopefully it is just innocent wildlife doing innocent wildlife type things.
You all wake up and perform your normal morning preparations.
It is Day 2 since the fight back on the Island. Just a reminder that you hope to return by day 6 or 7.
Unless you tell me otherwise, I'm going to assume that you keep your word and allow the table to live and head off.
You'd pretty much achieved consensus that you were going to head off to the faceless stalkers home so I'll assume that is where you now head.
As you leave the tower you do see southwards down the beach a small herd of grazing deer suddenly attacked from the air by a pair of mosquitoes the size of a large dog. They land on 2 of the deer and quickly suck them dry as the other deer flee for their lives.
But you make it to the area of the island shown on the map without significant incident.
It might have taken you quite awhile to find exactly where you were looking for except for 2 things.
You start to hear the frantic screeches of what you easily identify as a rat, but there is something horribly unnatural about the sounds. What they portend you have no idea.
Heading towards the squeals, you see little bits of debris, as if the inhabitants left very swiftly and didn't bother to pick up some minor things that they had dropped.
At any rate, you easily find a crack in the hillside. The crack itself is small enough that you'll have to go in single file. You can't tell from where you are how deep it goes or whether it opens up into a deeper cavern. But the squeals definitely come from within the crack and are definitely at least some distance in
| Brannart Teskerwill |
Brannart takes the lead, polearm in hand.
"Leave me a spot to back up."
With a reach weapon in a 5' wide corridor, it would be really bad for the party to employ the 'clogged pipe formation' that I see so often in PFS. If a foe gets adjacent, Brannart will need to be able to 5' step back.
| Vexas Flamespark |
Vexas eyes the little hole dubiously at length. Even at his size the space worries him. So he's taken aback when Brannart abruptly starts forward.
Oh! Um, would a light be helpful?
He offers to cast Light on his weapon. He certainly won't be second in line to enter. In fact he might go in last.
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Comprehend languages (70m)
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (6/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (7/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (5/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
Sosche will take the haversack. He’s carrying a lot of crap, and might actually tip into encumbrance land when his armor is done.
”Brannart, after you of course, but I’d like to go second. With my Ranseur I can, carefully, attack past Brannart. I’ll fight with an impediment, but at least I’ll get some swings in depending on spacing.” He follows Brannart 10’ back so he has room to 5’ step as needed.
For his part, he’ll cast Comprehend Languages again. Being able to understand them and their opening remarks could be helpful. He’ll then grip his ranseur, cast light on his helmet so there are two lights, and generally make himself ready to enter the narrow fissure.
| GM Pauljathome |
You make it out of the tunnel and find yourself in a larger cave, with water covering the southern portion (slide 23)
A horrifying sight, and the source of the moaning, greets you.
You see what looks like a giant rat writhing and thrashing in the water as if in great pain. Suddenly, the creature’s neck twists around itself, and a pair of legs grows from its stomach, only to melt away a moment later. For a moment, the rat looks normal again, but then the horrific convulsions start anew.
As it sees you the thing starts to crawl towards you, gradually inching its way across the floor.
This seems like a good time to roll initiative.
giant rat: 1d20 + 3 ⇒ (19) + 3 = 22
Fenna: 1d20 + 6 ⇒ (9) + 6 = 15
Sosche: 1d20 + 1 ⇒ (15) + 1 = 16
Brannart: 1d20 + 6 ⇒ (6) + 6 = 12
Vexas: 1d20 + 9 ⇒ (9) + 9 = 18
Sho: 1d20 + 3 ⇒ (3) + 3 = 6
| Vexas Flamespark |
Rats...
| Brannart Teskerwill |
Brannart does have a reach weapon and Combat Reflexes, so he can take AOOs even flat-footed (as it looks like the rat goes before he does).
Damage: 1d12 + 9 ⇒ (6) + 9 = 15
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Comprehend languages (70m)
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (7/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (5/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
Sosche starts off by casting Bless (+1 att/saves vs fear (morale)) and gimping a bit into the room.
Ranseur: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 (bless)
Damage P: 2d4 + 13 ⇒ (4, 2) + 13 = 19
- - -
Sho"yarhine Nebdhel
|
Sho moves so she can target the rat and shoots
Attack, DA: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
dmg: 1d8 + 2 + 4 ⇒ (4) + 2 + 4 = 10
Attack, DA, CRit?: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
dmg: 2d8 + 12 ⇒ (5, 8) + 12 = 25
| Vexas Flamespark |
Ah, sorry. It wasn't clear the rats used up their actions and we were up.
Vexas draws his weapon and pushes his way through the tunnel to get a look at the commotion he's been hearing.
[move] 20ft drawing rapier
Yes, that's a big one.
Keeping his distance, he flicks his rapier at the creature.
[standard] Cast hand of the apprentice
+1 rapier attack, piercing damage: 1d20 + 8 ⇒ (18) + 8 = 261d4 + 5 ⇒ (4) + 5 = 9
the blade seems to sail gracefully through the air directly at it.
confirm?, crit piercing damage: 1d20 + 8 ⇒ (10) + 8 = 181d4 + 5 ⇒ (2) + 5 = 7
After, the blade returns to his hand effortlessly.
| Brannart Teskerwill |
You see what looks like a giant rat writhing and thrashing in the water as if in great pain. Suddenly, the creature’s neck twists around itself, and a pair of legs grows from its stomach, only to melt away a moment later. For a moment, the rat looks normal again, but then the horrific convulsions start anew.
Brannart holds his position.
"Can anyone tell what is wrong with that rat?"
Would that be a Heal check? Something else? That's what I had been waiting on - for Fenna or Vexas or someone else with the skills to figure out the issue.
| Vexas Flamespark |
Vexas squints and focuses on it...
Does it look like the failed experiment of a mad mage? Maybe...
If it's a magical beast:
Recall knowledge (arcana): 1d20 + 11 ⇒ (18) + 11 = 29
| GM Pauljathome |
None of you have any clue what caused the rat to become what it is
Just a FYI, if you roll with the wrong skill I'll take the first knowledge skill roll and check your modifier with the right skill. So, for example, I took Vexas's roll of 18 and applied his skill modifier (it is NOT arcana for this) to see if he would have known
Vexas's rapier and Sho's arrow fly true and strike the rat, ending its misery as it drops down dead.
But, their cunning plan of luring you into the cave having failed, the REAL danger materializes.
You had all failed your hidden perception checks to notice them.
And they sucked on initiative
2 strange beasts come out from hiding and charge you.
Sosche gets his AOO but it misses
Brannart however does hit with his weapon, appearing to do full damage to it.
Creature 1 unharmed
Creature 2 : -15 pts
They then get to attack
creature on Sosche: 1d20 + 13 ⇒ (5) + 13 = 18
creature on Brannart: 1d20 + 13 ⇒ (9) + 13 = 22
Darn, should have rolled them in the other order :-)
Both miss and hiss in anger at you.
PCs are all up.
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Comprehend languages (70m)
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (7/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (5/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
(Remember, you are Blessed (+1 att/saves vs fear (morale))
Sosche takes a 5’ step SE, opening a lane for Brannert. He attacks, with reach, the western creature for now.
Ranseur: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11 (bless)
Damage P: 2d4 + 13 ⇒ (4, 2) + 13 = 19
Hehehe. I'm due for some good rolls! I promise!
| Vexas Flamespark |
Great, what are these?! Vexas asks incredulously as their foes seem to be replaced in front of them.
Recall knowledge (arcana): 1d20 + 11 ⇒ (17) + 11 = 28
I can't tell the creatures apart so I gave them border colors: red and blue
Stepping further in, just behind Brannart...
[5ft step] S
He flicks his rapier out again, this time at the furthest... whatever it is.
[standard] Cast hand of the apprentice BLUE
+1 rapier attack BLUE, piercing damage: 1d20 + 8 ⇒ (15) + 8 = 231d4 + 5 ⇒ (4) + 5 = 9
| Fenna Pender |
Back in the rear, Fenna tries to figure out what exactly is threatening them.
Lore Master for a 19 on K Dungeoneering?
She also starts speechifying on how the current problem doesn't seem so big compared to many of the things they faced in the recent past, so they should quickly buck up handle this little problem, and move right along.
Starting Inspire Courage (+2 morale bonus on saving throws against charm and fear effects and +2 competence bonus on attack and weapon damage rolls).
| Brannart Teskerwill |
Brannart looks at the terrible position the party is in.
"Sosche, we should fall back!"
Brannart considers where to move, and ultimately decides he cannot go anywhere.
Although I'd like to move so as to give Sho a clear shot, moving would let Red 5' step and full-attack either Vexas or Sho without them getting the benefit of cover from corners (as they should have if Red were to full-attack one of them from its current position or from the square west of Brannart).
Holding his polearm in one hand (no longer threatening with it), he draws his longsword in the other and attacks, trying to stay on his guard.
Attack vs Red, PA, IC, Defensively: 1d20 + 13 - 2 + 2 - 4 ⇒ (2) + 13 - 2 + 2 - 4 = 11
Damage, One-Handed: 1d8 + 5 + 3 + 2 ⇒ (4) + 5 + 3 + 2 = 14
He is AC 29 with Fighting Defensively.