Screech Razorsong |
”Let’s go get those supplies! Then we find the bad guys, and avenge our buddies death!” cries out an excited Screech.
GM Worg |
With the threat vanquished, and a clear target now in sight, the Pathfinders part ways with their fiery feline friend. It goes to the forest edge, where you manage to spare it from Nolia's arrows. She is certainly stunned by the leopard.
"I am amazed and disturbed by what is going on. I will continue with a clean up of the blight around here. Perhaps some controlled fires. Perhaps I can convince the fireball to help." She leans down and attempts some ranger skills upon it. The leopard seems to calm down in her presence.
*******************************************
The day long trek back to Etran's Folly with a large bounty of coin proves fruitful. With the help of the tavern owner Delma Fulst, you manage to get well fed and patched up in time for another outing. Hulgur is able to read the orcish notes and determine a few things...
Most of the entries describe the experiments.
Earliest Entry
... It is through various experiments I have been asked to perform over the past few months. Almost all of these involve evolving permanent mutations in creatures by exposing them to energy mutagens. While many of these experiments were ultimately successful, they had an unintended side effect: the creatures became far too bestial and unreliable to use as minions.
Two Months afterwards
Something changed. Vilree stopped asking me to perform experiments. She did not even provide an explanation. Regardless, I plan on carrying on with my work anyways.
The Most Recent Entry
Failure eventually leads to success, and while many of my experiments may have escaped, I have finally found one worthy of my master. The coagulant thing is finally taking shape. It might not be what she asked for, but she is sure to be impressed! When it is ready, I will take it to Spite’s Cradle and show it to the mistress myself.
While reading over the notes, a few of you are able to pinpoint an entry over three years old with some interest.
She ordered us to capture a human and use it for experiment. While I have no qualms about this, I am uncertain what we are attempting to do. As per her instructions, we placed our test subject into the pit and then covered it with the viridian vapor. The human died in agony in less than a day. We burned his body and filled in the pit as she told.
???: 6d20 ⇒ (11, 12, 17, 7, 13, 4) = 64
Delma Fulst awaits anxiously for answers. "This Vilree sounds like a dangerous person, especially if she can lead orcs into alchemy-" To which the caravan boss Tamli slams her hand onto the table, shaking breakfast "Though she will pay dearly for Bort!" Delma holds a hand in a calming gesture to Tamli. "I don't think anyone but our friends can handle this fight."
Tamli looks at her in frustration, then to you all. "If you need any more supplies from the caravan, just do us a favor and make sure it is one of our weapons that ends her life."
A few new items are now available from the caravan. They will now go into Bort's stash of magical items and be able to upgrade weapons with some potency runes.
Merin Talusian |
Okay, First of all, Allania, don't you need a new shield? You wrecked your last one on the ooze. At the very least, we should cover that replacement first.
Secondly, do we have access to any scrolls? I can think of a couple spells that I'd like to have on tap, just in case, and I'm sure that Screech and Chewface could think of the same.
GM Worg |
Certainly, scrolls are available at regular cost, and bulk discount (Buy 2, get 1 half off) because you have been doing such a good job.
Allania Lascarin |
/facepalm. It did! Thank you.
Allania tosses her shield scrap down onto the ground. With a little gold remaining she purchases a pair of new heavy steel shield, attaching a new shield boss around it.
Purchasing 2 heavy steel shields w/ shield bosses 5 Gold total. 1 more level and I can afford the Sturdy Shields.
Allania tosses one of the shields around her arm and strapping the second to her back. "Can't have that breaking again while we are out."
Screech Razorsong |
Rather than have Allania replace her shield, Screech will attempt to repair it. "It perfectly good. Just need to put back together. Silly Longshanks!"
crafting to repair: 1d20 + 6 ⇒ (10) + 6 = 16 Repairs 10hp
He'll keep going until it is fully fixed!
Gobil Sliink |
"I can't believe that thing was a big living puddle of blood! Ugh...I can still taste it. Glad you had that shield though." Gobil says still spitting more than usual.
GM Worg |
Hammering and pounding and goblin singing leads the plucky Screech to working hard and repairing Allania's original shield!
@Allania With that shield repaired, I am assuming you will just get one back up shield?
******************************************************
When the Pathfinders have all their purchases in order, they proceed off the map from the orc's encampment. Now able to use references and the terrain, it appears that this 'Vilree' lives in a cave to the west, in the foothills of the Five Kings Mountains. The directions on the map lead to one specific cave with markings that they have labelled "Spite's Cradle".
Up ahead, a wooden palisade spans the valley; a gigantic double door set into its center. Beyond this wall, a guard tower is barely visible, although it’s difficult to tell whether it is occupied.
Declare your explorations now, as well as any special precautions you would like to take. For intents and purposes, you all know you are headed somewhere dangerous.
Chewface |
Chewface looks out for nasty magic throughout the trek. One hand remains free for casting, the other clutches his container of the vile oily substance, as if ready to force-feed it to enemies.
The new obstacle serves to stir the goblin from his silence. "Was this on the map? Couldn't be V's. Let's find a way around."
Hulgur Grimm |
How far away from town are we?
GM Worg |
Due west of town by double digit miles. You have had opportunities to rest and camp, so entering this fresh.
Screech Razorsong |
Screech gets into the long walk, humming and singing a variety of songs, most of them cheery. "Over hill, over dale, we will march the dusty trail, as the Pathfinders, go marching, along!!"
Gobil Sliink |
Gobil makes sure to have his own shield ready as they near the palisade.
"Well, if we are going to head around...I will take a look at our options." Gobil says as he starts to skulk around.
Scouting
GM Worg |
The Pathfinders begin to search for a way around the wall. One of the most immediate and obvious options is to attempt to climb it. Another route available would be to scale the mountain sides on its left and right.
Climb the Wall: Athletics with a Grappling Hook.
Scale the Mountain: 2 Acrobatics and 1 Athletics check.
Merin Talusian |
Merin reaches into his bag and withdraws a grappling hook and rope, to begin to tie the two together. "I think I agree with you. Mount the wall and see if we can spring the gate for anyone that's uncomfortable with the climb?"
I'll be Searching as we go.
Gobil Sliink |
"Want me to go over first? I can let ya know what is over there?" Gobil asks, starting to stretch.
Athletics: 1d20 + 8 ⇒ (16) + 8 = 24
He will survey the area from the top of the wall and if possible sit at the top to help others get up.
Screech Razorsong |
Ah, wasn't sure you could repair an item if it was destroyed.
Actually, checking the rules, I guess you cannot. Assumptions were made, and not all of them correct
Hulgur Grimm |
Note, an Adventurer's Pack has a rope, but not a grappling hook. Hulgur has a climber's kit which does include one.
Hulgur sets up his climbing gear and ascends the palisade.
Althletics: 1d20 + 10 ⇒ (3) + 10 = 13
Chewface |
Chewface looks to the more hospitable mountain faces, but instead sits down to wait for the door to open or a rope getting thrown down.
Merin Talusian |
Crazy as it is, I bought a grappling hook at start. One of those impulse buys at the beginning.
After spending a moment ensuring that the knot is tight, Merin creeps forward a bit. "Here goes nothing," he says as he tosses his hook and rope to the top of the palisade and goes to begin to scale the wall.
Athletics: 1d20 + 7 ⇒ (2) + 7 = 9
GM Worg |
The grappling hook holds firm, and while Merrin finds it hard to climb over, the nimble Gobil makes swift effort to climb on top of the wall. As he surveys the scene, he can see orcs residing in the tower now. They aren’t looking his way - yet.
Gobil Sliink |
"Orcs in the tower...gotta be quick and quiet." he whispers to the group before he drops down and attempt to avoid notice.
He surveys the path to the gate and judges if he can sneak over.
Avoid Notice: 1d20 + 6 ⇒ (1) + 6 = 7
Hulgur Grimm |
Not sure exactly where Hulgur is at the moment.
GM Worg |
Back. Had my few days to grieve my grandfather, attend the funeral, and finally have some level of peace.
Gobil leaps over the wall, attempting to-
BANG BANG KLANG CRASH!
... Not make a lot of noise.
The orcs in the tower turn and look to see the Gnome inside their gate! They start banging on loud noises and begin bellowing!
You all have one round of actions before orcs arrive in the yard. Prepare for a fight!
Round 1: FIGHT!
Light Condition: None
Active Buffs: None
Active Penalties: None
Allania(-0,Fine)
Gobil Sliink(-0,Fine)
Hulgur Grimm(-0,Fine)
Merin Talusian(-0,Fine)
Screech Razorsong(-0,Fine)
Chewface(-0,Fine)
Orc Brutes(8/8 Remain,15 AC, 15 HP Each)
Lord Nar, the Big Boss Orc(0,Fine)
"Action(s): reaction
Trigger The monster is reduced to 0 HP.
Effect The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability."
[ooc}Promise I won't abuse initiative, I just don't want to roll for a fight has only 2 sides.[/ooc]
@Gobil You are currently prone, and opening the gate requires an Athletics Check of 15 to remove the bar that keeps it shut.
Gobil Sliink |
"Ah, CRAP! Sorry everyone...we aren't going to be sneaking by." Gobil says as he gets up and starts to get the gate open.
◆:Stand
◆:Move to gate.
◆:Open gate.
Athletics: 1d20 + 8 ⇒ (8) + 8 = 16
Part fear of being alone and part adrenaline, he toss the bar away and pushes the gate open.
Screech Razorsong |
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"Sneaking is a lonely thing,
no one likes to do it,
being caught will let me sing,
so who cares if you blew it!"
lingering performance DC17: 1d20 + 12 ⇒ (17) + 12 = 29 Crit!!
4 rounds of inspire courage +1/+1
He will then move in and cast shield. AC20
Chewface |
Chewface vigorously airs out his cloak, and from it pops a little wispy creature. The goblin beckons the mephit to go inside. It scowls before doing so, following Gobil and Screech.
◆◆◆ Summon Elemental
◆ Fly (Air Mephit)
Allania Lascarin |
Allania curses as she rushes up the stairs to the tower. "We have to quiet them down before the entire place comes out here."
Triple move. Not sure if there is a window or whatnot at the top of those stairs.
HP 47/47
AC 20 (22 with shield raised)
Hero Points 0/3
Merin Talusian |
"Well, we're in at least," Merin says with a chagrined look on his face. As the gate creaks open, he quickly enchants Huglur's staff then bounds through the gate.
◆◆ - Cast Magic Weapon on Hulgur's Staff
◆ - Stride
Hulgur Grimm |
Hulgur moves up to the tower and uses his magic to cause a barrier of force to protect him.
◆ - Stride
◆ - Stride
◆ - Cast Shield (AC 21)
GM Worg |
Round 1: FIGHT!
Light Condition: None
Active Buffs: Inspire Courage (4 Rounds: Round 2 Start), Air Mephit Ally. Magic Weapon (Hulgur)
Active Penalties: None
Allania(-0,Fine)
Gobil Sliink(-0,Fine)
Hulgur Grimm(-0,Fine)
Merin Talusian(-0,Fine)
Screech Razorsong(-0,Fine)
Chewface(-0,Fine)
Orc Brutes(8/8 Remain,15 AC, 15 HP Each)
Lord Nar, the Big Boss Orc(0,Fine)
The orcs start rushing out to see what is happening, some of them looking as though they are just waking up. They do not even have their weapons drawn, save for a fat orc with an imposing scowl. He carries what looks like a large tree branch fashioned into a powerful club.
The fat orc starts bellowing orders to all the subordinate ones.
"Destroy the intruders and get the gate closed! Spare one, so we can have some fun tonight!"
GM Worg |
Round 2: FIGHT!
Light Condition: None
Active Buffs: Inspire Courage (4 Rounds: Round 2 Start), Air Mephit Ally. Magic Weapon (Hulgur)
Active Penalties: None
Allania(-0,Fine)
Gobil Sliink(-0,Fine)
Hulgur Grimm(-0,Fine)
Merin Talusian(-0,Fine)
Screech Razorsong(-0,Fine)
Chewface(-0,Fine)
Orc Brutes(8/8 Remain,15 AC, 15 HP Each)
Lord Nar, the Big Boss Orc(0,Fine)
Orcs with Weapons Drawn: Lord Nar (Black, formerly red)
Chewface |
Chewface is slow to catch up, as he is directing the mephit to similarly slow down the orcs' advance.
◆ Stride
◆ Diviner's Sight on Gobil: 1d20 ⇒ 2
◆ Sustain Summon
◆◆ Gust of Wind
I crudely marked out the Gust. Red is in the area, him and others who enter are rolling against DC 17 Fortitude.
Screech Razorsong |
Not having to keep his lingering performance going, Screech shrieks at the orc moving towards him, and uses his mind and music to lob a clod of dirt at orange.
telekinetic projectile, IC: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 Blud: 2d6 + 4 ⇒ (1, 4) + 4 = 9
He then moves back behind his meat shields.
Gobil Sliink |
"That is a lot of orcs...I really have to practice being quiet but the time has passed!" Gobil says as he starts to grow more bestial and frog-like.
◆: Rage
◆◆: Sudden Charge
Jaws: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Damage (B): 1d10 + 6 ⇒ (2) + 6 = 8
He moves up to the closest orc before reaching out, to clamp his mouth down on their arm.
Allania Lascarin |
Allania crashes through the room at the top of the stairs as she looks to take out the orcs in the tower.
Double Slice
Bastard Sword; Inspire: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Shield Boss; Inspire: 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25
Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
HP 47/47
AC 20 (22 with shield raised)
Hero Points 0/3
Hulgur Grimm |
We're outnumbered you fools! Get out of the open! Fall back if you have to!"
Hulgur follows Allania but then continues past to occupy the other entrance.
[ooc}Unfortunately it's 55 feet of movement to get to my current position if the stairs are not difficult terrain, 70 if they are, so...[/ooc]
◆ Stride
◆ Stride
◆ Stride
Merin Talusian |
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With a little bit of a heady rush, Merin decides to do something foolish. He slips toward the massing of Orcs, raises his hands and throws out a spray of fire over the group, hoping to thin the group out.
◆ Stride
◆◆ Burning Hands - DC 18 basic Reflex save
Burning Hands: 4d6 ⇒ (3, 4, 4, 1) = 12
I know I'm going to regret this, but it was too good of an oppertunity to pass up. The way I see it, I hit 4 of the grunts and the boss with that.
GM Worg |
Round 2: FIGHT!
Light Condition: None
Active Buffs: Inspire Courage (4 Rounds: Round 2 Start), Air Mephit Ally. Magic Weapon (Hulgur)
Active Penalties: None
Allania(-0,Fine)
Gobil Sliink(-0,Fine)
Hulgur Grimm(-0,Fine)
Merin Talusian(-0,Fine)
Screech Razorsong(-0,Fine)
Chewface(-0,Fine)
Orc Brutes(8/8 Remain,15 AC, 15 HP Each)
Lord Nar, the Big Boss Orc(0,Fine)
Fort Saves R: 1d20 ⇒ 1 Critical Fail, thrown 30ft away and 2d6 damage.
Red Damage Taken: 2d6 ⇒ (5, 1) = 6
Reflex Saves R/Y/G: 3d20 ⇒ (17, 15, 11) = 43 2 Successes and 1 Fail.
Orcs Damage Taken
Red 12 (Prone), Yellow 6, Green 12, Teal 18 (Ferocity), Orange 17 (Ferocity)
"Action(s): reaction
Trigger The monster is reduced to 0 HP.
Effect The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability."
Some orcs are already beaten into their feral state, looking absolutely worse for wear! The red orc gets scorched by fire and then thrown across the battlefield, orange looking like he has been beaten senseless by rock and frog!
With more chaos in the battlefield now, and the wind separating their might, the orcs have little choice but to engage as separate groups. The ones that moved fastest draw their weapons to attack!
Orange Orc Knuckledagger (agile, disarm) VS Gobil: 1d20 + 7 ⇒ (5) + 7 = 12
Orange Damage VS Gobil: 1d6 + 3 ⇒ (2) + 3 = 5
Orange Orc Knuckledagger (agile, disarm) VS Gobil: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15
Orange Damage VS Gobil: 1d6 + 3 ⇒ (6) + 3 = 9
Teal Orc Knuckledagger (agile, disarm) VS Allania: 1d20 + 7 ⇒ (2) + 7 = 9
Teal Damage VS Allania: 1d6 + 3 ⇒ (3) + 3 = 6
Teal Orc Knuckledagger (agile, disarm) VS Allania: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Teal Damage VS Allania: 1d6 + 3 ⇒ (2) + 3 = 5
Teal Orc Knuckledagger (agile, disarm) VS Allania: 1d20 + 7 - 8 ⇒ (4) + 7 - 8 = 3
Teal Damage VS Allania: 1d6 + 3 ⇒ (6) + 3 = 9
Yellow Orc Knuckledagger (agile, disarm) VS Merin: 1d20 + 7 ⇒ (18) + 7 = 25
Yellow Damage Vs Merin: 1d6 + 3 ⇒ (6) + 3 = 9
L. Green Orc Knuckledagger (agile, disarm) VS Mephit: 1d20 + 7 ⇒ (14) + 7 = 21
L. Green Damage Vs Mephit: 1d6 + 3 ⇒ (5) + 3 = 8
The red orc stands up from his prone state and rushes to catch up to the fight! The orcs stuck in the building that is cut from the wind are uncertain what to do about such deadly magic that can throw their brother across a battlefield!
Lord Nar is having none of this today. He decides to march up the stairs aftar Allania, tree trunk club in hand, and when he reaches behind her he gives her a heavy thwack!
Lord Nar Greatclub (backswing, shove) VS Allania: 1d20 + 14 ⇒ (16) + 14 = 30 Crit!
Lord Nar Damage VS Allania: 1d10 + 5 ⇒ (1) + 5 = 6 12 Damage.
GM Worg |
Round 3: FIGHT!
Light Condition: None
Active Buffs: Inspire Courage (4 Rounds: Round 2 Start), Air Mephit Ally. Magic Weapon (Hulgur)
Active Penalties: None
Allania(-12,Fine)
Gobil Sliink(-0,Fine)
Hulgur Grimm(-0,Fine)
Merin Talusian(-9,Fine) Mephit (-8, Fine)
Screech Razorsong(-0,Fine)
Chewface(-0,Fine)
Orc Brutes(8/8 Remain,15 AC, 15 HP Each)
Lord Nar, the Big Boss Orc(0,Fine)
Orcs Damage Taken
Red 12, Yellow 6, Green 12, Teal 18 (1HP Wounded 1), Orange 17 (1HP Wounded 1)
From my understanding of Orc Ferocity, they will be at 1hp with wounded 1, going down immediately upon taking another hit.
Chewface |
"Ha ha!" Chewface crows as his mephit works to great effect. "See that, greenies? And you really wanna fight us?" At the goblin's instruction, the elemental spews forth a smaller, less controlled blast of air.
Breath Weapon should hit Red and Light Green. Then I'll cast Command (Run Away) on Dark Green.
◆ Sustain Summon (◆◆ Breath Weapon)
◆◆ Command
Breath Weapon, DC 17 Reflex: 2d6 ⇒ (5, 6) = 11
Cooldown: 1d4 ⇒ 3
Gobil Sliink |
"Merinnnn!" Gobil croaks out, part concern and part excitement.
Still, he focuses back on the orc in front of him that is somehow still standing.
◆: Strike
Jaws: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Damage (B): 1d10 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Assuming that takes the orange orc down, Gobil bounds fist first after the next orc in line, yellow.
◆: Stride
◆: Strike
Fist: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage (B): 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Hulgur Grimm |
With no one coming his way, Hulgur moves to help Allania.
He tries to hit the boss orc from behind.
Staff: 1d20 + 8 + 1 + 1 ⇒ (15) + 8 + 1 + 1 = 252d8 + 3 + 1 ⇒ (5, 4) + 3 + 1 = 13
◆: Stride
◆: Stride
◆: Strike
Allania Lascarin |
Allania cringes in pain as she was not expecting the Orc Lord to follow her up the stairs. "We are cut off Hulgur!" She stabs at the wounded orc and then turns to slam her shield into the orc lord before raising it defensively once more.
Bastard Sword; Inspire (Teal): 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
Damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Shield Boss; Inspire (Orc Lord): 1d20 + 11 + 1 - 5 ⇒ (16) + 11 + 1 - 5 = 23
Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
◆ Attack Teal
◆ Attack Orc Lord
◆ Raise Shield
HP 35/47
AC 20 (22 with shield raised)
Hero Points 0/3
GM Worg |
Round 3: FIGHT!
Light Condition: None
Active Buffs: Inspire Courage (4 Rounds: Round 2 Start), Air Mephit Ally. Magic Weapon (Hulgur)
Active Penalties: None
Allania(-12,Fine)
Gobil Sliink(-0,Fine)
Hulgur Grimm(-0,Fine)
Merin Talusian(-9,Fine)
Screech Razorsong(-0,Fine)
Chewface(-0,Fine) Mephit (-8, Fine)
Orc Brutes(6/8 Remain,15 AC, 15 HP Each)
Lord Nar, the Big Boss Orc(18,Fine)
Hulgur's attack takes out the teal orc, so redirecting Allania's attack to the Orc Lord Nar.
Reflex Saves Red, Green: 2d20 ⇒ (5, 15) = 20Fail, Success
Will Save Dark Green: 1d20 ⇒ 1Critical Fail
Orcs Damage Taken
Red 23 (1 HP, Wounded 1), Yellow 14, Green 17(1 HP, Wounded 1), Teal (Down), Orange (Down), Dark Green Running Away 3 Actions.