Ēoswulf Gērmwynson
|
Ēoswulf slashes at the man's stomach
longsword, attack, rage, twf, power attack, heroism, inspired: 1d20 + 10 + 2 - 2 - 2 + 2 + 2 ⇒ (17) + 10 + 2 - 2 - 2 + 2 + 2 = 29
cold iron, magic, slashing: 1d8 + 6 + 2 + 4 ⇒ (3) + 6 + 2 + 4 = 15
and then steps to the side of him and tries to knock him into the water with a bash from his shield
knockback rage power, rage, twf, power attack, inspired, heroism: 1d20 + 9 + 2 - 2 - 2 + 2 + 2 ⇒ (18) + 9 + 2 - 2 - 2 + 2 + 2 = 29
bull rush plus: 5 + 2 = 7
Wrigsolar
|
Wrigsolar scurries ahead and tries to get a clear shot at Green.
Elemental ray, Inspire courage, vs touch: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
electric damage: 1d6 + 2 ⇒ (1) + 2 = 3
| AC Shredder |
Shredder lets loose with a volley of strikes!
talon PA, IC, BS: 1d20 + 11 - 2 + 2 + 2 ⇒ (8) + 11 - 2 + 2 + 2 = 21 S/P PA: 1d6 + 2 + 1 + 4 + 2 + 2 ⇒ (1) + 2 + 1 + 4 + 2 + 2 = 12
talon PA, IC, BS: 1d20 + 11 - 2 + 2 + 2 ⇒ (9) + 11 - 2 + 2 + 2 = 22 S/P PA: 1d6 + 2 + 1 + 4 + 2 + 2 ⇒ (4) + 2 + 1 + 4 + 2 + 2 = 15
bite PA, IC, BS: 1d20 + 10 - 2 + 2 + 2 ⇒ (2) + 10 - 2 + 2 + 2 = 14 S/P/B PA: 1d4 + 2 + 1 + 4 + 2 + 2 ⇒ (1) + 2 + 1 + 4 + 2 + 2 = 12
Alaric Ysande
|
Alaric decides that this agent is done for, with what Shredder is doing to her. Without a comment, he just moves twice, drawing his scimitar, to give Tere a flank.
This will provoke
GM Crunch
|
Only one among all of your strikes go awry - Shredder more than makes up for his one miss, however. Ēoswulf pushes another man into the water following his hit, attracting some laughter from afar.
AoO: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Round Two/Three:
Party Buffs: Inspire Courage +2
Ēoswulf -19
Two Blades -19
Mercs (blue -6, green -12, red -37, yellow -27 and blind)
Agent -42
Wrigsolar
Tere
Khellek
Alaric
Tere di Montefeltro
|
Tere cuts at the green-cloaked mercenary, but the uncertain footing makes it difficult to hit. He takes a short step back, though, to give Two Blades a better chance at his target.
Flanking attack, incl. inspiration: 1d20 + 10 + 2 + 2 ⇒ (4) + 10 + 2 + 2 = 18
Two Blades in the Shadows
|
Anticipating Tere's action, Two Blades caught the thug off guard and drove both swords deep into him.
+1 rapier Flank Blue SA: 1d20 + 7 + 2 + 2 ⇒ (20) + 7 + 2 + 2 = 311d6 + 2 + 2 ⇒ (6) + 2 + 2 = 103d6 ⇒ (3, 5, 2) = 10
+1 Short sword Flank Blue SA: 1d20 + 7 + 2 + 2 ⇒ (12) + 7 + 2 + 2 = 231d6 + 1 + 2 ⇒ (4) + 1 + 2 = 73d6 ⇒ (1, 1, 6) = 8
Crit: 1d20 + 7 + 2 + 2 ⇒ (11) + 7 + 2 + 2 = 221d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Looks like 43 damage on Blue
GM Crunch
|
Tere and Two Blades work together to cut down one of the the thugs. His fellows either have very little success or are forced to slosh back onto the lower dock. From a distance away, the woman looks angry as her initial plan of attack is frustrated by Shredder.
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Yellow Will: 1d20 + 2 ⇒ (16) + 2 = 18
Flurry vs. Shredder: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Flurry vs. Shredder: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Round Three/Four:
Party Buffs: Inspire Courage +2
Ēoswulf -19
Two Blades -19
Mercs (green -12, red -37, yellow -27)
Agent -42
Wrigsolar
Tere
Khellek
Alaric
Ēoswulf Gērmwynson
|
are the different piers on different levels like they appear? Can I knock green to a lower pier?
Would he take falling damage?
Alaric Ysande
|
Alaric chooses to use his scimitar to cut down green.
magic scimitar, IC, PA: 1d20 + 9 + 2 - 2 ⇒ (15) + 9 + 2 - 2 = 24 slashing, magic, PA, IC: 1d6 + 5 + 4 + 2 ⇒ (5) + 5 + 4 + 2 = 16
| AC Shredder |
Shredder... shreds? End result is blood and gore all over the deinonychus's feathers.
talon PA, IC, BS: 1d20 + 11 - 2 + 2 + 2 ⇒ (6) + 11 - 2 + 2 + 2 = 19 S/P PA, IC, BS: 1d6 + 2 + 1 + 4 + 2 + 2 ⇒ (4) + 2 + 1 + 4 + 2 + 2 = 15
talon PA, IC, BS: 1d20 + 11 - 2 + 2 + 2 ⇒ (19) + 11 - 2 + 2 + 2 = 32 S/P PA, IC, BS: 1d6 + 2 + 1 + 4 + 2 + 2 ⇒ (6) + 2 + 1 + 4 + 2 + 2 = 17
bite PA, IC, BS: 1d20 + 10 - 2 + 2 + 2 ⇒ (9) + 10 - 2 + 2 + 2 = 21 S/P/B PA, IC, BS: 1d4 + 2 + 1 + 4 + 2 + 2 ⇒ (1) + 2 + 1 + 4 + 2 + 2 = 12
Khellek the historian
|
"Focused fire.. the doctrine of the Taldane phalanx. Finish off enemies before splitting your efforts onto others." recommends Khellek.
Continues inspire +2/+2
He loads another bolt into Bessie, being somewhat into his stride now. Pointing it at the bandit in green he continues to plug away.
attack,heroism,inspire,into melee: 1d20 + 6 + 2 + 2 - 4 ⇒ (19) + 6 + 2 + 2 - 4 = 25
crit,heroism,inspire,into melee: 1d20 + 6 + 2 + 2 - 4 ⇒ (2) + 6 + 2 + 2 - 4 = 8
damage,inspire: 1d8 + 2 ⇒ (8) + 2 = 10
Again the old man's bolt is right on target. "They used to call me Hawkeye back in the day.."
Tere di Montefeltro
|
With Two Blades' dispatch of the mercenary, Tere steps back to attack the green one again. This time, he's more accurate.
Flanking curve blade, including inspiration: 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24
Curve blade damage, including inspiration and sneak attack: 1d10 + 4 + 2 + 2d6 ⇒ (9) + 4 + 2 + (5, 6) = 26
If the sneak attack does damage, the mercenary also has two points of bleeding damage.
Two Blades in the Shadows
|
Acrobatics Jump: 1d20 + 18 ⇒ (3) + 18 = 21
Jumping down to prevent one of the thugs from rejoining his friends, Two Blades stabbed at him. "If you are not dead now, I would suggest that you change your occupation. You can start by dropping your blade." he said.
+1 rapier: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 251d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
GM Crunch
|
Shredder brings down the Aspis agent in a squall of gore. Another falls to your combined onslaught. The two remaining, not yet even back in the fight, throw down their weapons and run. "You seemed like easy pickings! How'd it go this wrong?!"
Considering they're on the pier's bottom level, they could be apprehended. It could prove informative, but you may also want to leave Bloodcove without delay.
Khellek the historian
|
"I think that time is of the essence now." suggests Khellek.
"The longer we delay, the more opportunities trouble will have to find us."
Tere di Montefeltro
|
Tere nods, wiping his blade clean on the fallen mercenary's cloak and sheathing it. "Search the leader before we go, and I'll check this one."
Ēoswulf Gērmwynson
|
"You're lucky to be leaving with your guts in the right place!" Ēoswulf shouts after them. A fatigue then comes over him, and he leans against a box while the others search the bodies
| AC Shredder |
The vicious little Dino bounds over to Tere, to try and save his elven friend. Seeing the agent go down, and the others running, he gets ready to chase them down, when he notices Alaric shaking his head. With that, the deinonychus shakes himself to free his feathers of gore, though this redistributes it to Tere and his pathfinder friend
Two Blades in the Shadows
|
With the foes having a change in their career choice, Two Blades rejoined the group. "Yes, lets get out of here before the locals decide to hire us for the local constabulary." he snickered.
Tere di Montefeltro
|
Tere wipes bloody feathers from his face and arms. He starts to glare at the lethal little raptor, then shakes his head and smiles tightly. "Wrigsolar, do you have the magic to clean this off of me?"
Alaric Ysande
|
Grinning, Alaric walks up next to Tere, and casts create water over his friend’s head. ”How is that?”
Wrigsolar
|
"It'll take a few minutes, but yes," Wrigsolar says.
He begins casting Prestidigitation, to clean up Tere, and also to give a nice teriyaki flavoring.
GM Crunch
|
During your time recuperating, you receive a sending from Raimondo Scevola. "Managed to wrangle a wizard'sh shervices. Cargo's together too. Meet me just past the Vanji River Basin, few milesh out the main gate."
Feel free to get your healing done before the next event. Also, Sorrina Westyr gave you the map to Azlant Ridge, a key, and the money to purchase your supplies. Who is carrying each, and how covertly? (Sleight of Hand is needed if you're trying to be hide them.)
Ēoswulf Gērmwynson
|
I am fine with Ēoswulf carrying any or all of those things. But he would just put them in his backpack. Which sounds hidden to me but he's lousy at Sleight of Hand. So maybe someone else should carry them.
GM Crunch
|
Ninja'd by 20 minutes! My moving on doesn't finalize your carrying choices, feel free to keep discussing that.
After getting ready and saying goodbye and good riddance to Bloodcove, you head towards the meeting place. If anything, the blistering heat of the Garund plains grows more intense away from the coast. The trade routes cut through winding switchbacks, avoiding the marshiest ground and occasionally crossing a shallow river gorge. All of a sudden, activity silences the ambient jungle noise. An ebon-skinned woman strides out of the foliage, brushing back her tresses and smiling slightly. Like almost everyone noteworthy you interacted with earlier, she is surrounded by armed toughs.
"Let’s not mince words, Pathfinders. I don't think you'd believe me if I said we were allies. And your paranoia is fair and understandable. But this needs to happen for everyone's good, so I'll act the bad guy to make it happen. What would you want for some choice bits of the cargo you carry?"
The higher switchback level to the north can be accessed via the rocks to the northeast.
Khellek the historian
|
Khellek would volunteer to carry a map and maybe a key, but unless the money is very light, wouldn't want that. He would be more than happy to have someone else look after stuff if they were going to keep it hidden and had some skills in that area...
I'm also happy to burn remaining level 1 spells on healing
"Come to me my students and let me see if I cannot patch up your wounds a bit." says the scholar.
CLW Eos: 1d8 + 5 ⇒ (8) + 5 = 13
CLW Twoblades: 1d8 + 5 ⇒ (3) + 5 = 8
I'll keep one for an emergency. I have a wand if required as well.
From my "free" equipment at the start I have one potion CMW and one potion of restoration (librarian) and one more potion of CMW (friend of mwagii)
He takes out a potion and hands it to Two blades.
"Here, this may help you feel better"
CMW: 2d8 + 3 ⇒ (4, 4) + 3 = 11
-=-=-=-
The scholar takes off his glasses, polishes them, and then puts them back on, staring short-shortsightedly at the woman.
"I'm sorry, do I know you? And which bits of our 'choice' cargo did you have in mind?" he asks, curious.
Still, that doesn't stop him fingering Bessie, making sure she is at hand.
"And how much are you willing to offer for it?"
Two Blades in the Shadows
|
SoH: 1d20 + 9 ⇒ (17) + 9 = 26
"May I?" Two Blades said when they received the map, keys, and money from Sorrina Westyr. When he accepted them, the rogue cleric gave a quick class to the group on carrying items to make it look like you are not.
GM Crunch
|
"You don't know me. I'm usually after a quick buck, which weakens my position here. But I'm as desperate as you should be. I'll gladly offer up more than the hefty sum you spent on that caravan and its accouterments in town, all for the key you think will be of help."
You can make both Perception and Sense Motive checks.
Ēoswulf Gērmwynson
|
perception: 1d20 + 7 ⇒ (1) + 7 = 8
sense motive: 1d20 + 8 ⇒ (2) + 8 = 10
"Do you take think after all the trouble we just went through to get this caravan out of town that we're going to just hand it over?" Ēoswulf asks incredulously. He draws his sword and shield expectantly
Khellek the historian
|
Perc: 1d20 - 2 ⇒ (20) - 2 = 18
SM: 1d20 + 11 ⇒ (6) + 11 = 17
"Key? Key?" he looks around in puzzlement.
"Did we get a key?" He sighs. "Things would go so much smoother if there were not secrets within secrets. "
He turns to the woman, an avaricious glint in his eye. "What does the key open?"
Wrigsolar
|
Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Sense Motive: 1d20 ⇒ 4
"Unfortunately, we wouldn't just be facing a financial loss if we hand over what we have, but also damage to our reputation and status. You'd have to fairly compensate us for that, before we'd even consider this."
Tere di Montefeltro
|
Perception check: 1d20 + 12 ⇒ (6) + 12 = 18
Sense Motive check: 1d20 + 7 ⇒ (12) + 7 = 19
Tere keeps an eye out for others in the jungle around them while the negotiations continue.
GM Crunch
|
Two Blades gets the impression this woman is trying to stall and divert your attention. He also gets a good guess at what's she's trying to distract you from, as he notices a cute little iguana by his foot. It's trying to avoid your notice as it slowly scuttles closer.
Two Blades in the Shadows
|
Seeing the creature, Two Blades quickly stabbed at it with the rapier.
"Dinner anyone?" he said with an iguana pinned to the blade.
+1 rapier: 1d20 + 9 ⇒ (19) + 9 = 281d6 + 2 ⇒ (4) + 2 = 63d6 ⇒ (5, 3, 4) = 12
+1 rapier crit?: 1d20 + 9 ⇒ (9) + 9 = 181d6 + 2 ⇒ (5) + 2 = 7
GM Crunch
|
The woman shrieks at this assault on her familiar and plan. Fortunately, the former isn't quite dead yet. "Wait, wait! Leave Omb be, and we'll withdraw." No deception can be heard in her hasty surrender.
Alaric Ysande
|
"That's plenty fine with me... go, and don't let us see you again." growls the druid.
intimidate: 1d20 - 1 ⇒ (18) - 1 = 17
Khellek the historian
|
intimidate(aid): 1d20 + 2 ⇒ (17) + 2 = 19
"I think you'll need to do better than that. Throw down your weapons. We'll leave them for you at the top of the cliff. But we can't have you following us armed and ready now can we?" points out the scholar.
| AC Shredder |
Shredder stands there, annoyed, tap, tap, tapping his talon. One might even notice the small bit of drool as he notices the familiar.
Aid intimidate: 1d20 + 2 ⇒ (15) + 2 = 17
GM Crunch
|
Xeanja scowls, but motions to her men. They likewise grumble as they lay their weapons on the ground. Omb wriggles free of the blade and flies back to its mistress. "Travel safely, Pathfinder, but swiftly," she spits. "I'm far from the only Consortium vulture looking to pick your bones today." She looks toward the road back to Bloodcove, where in the distance birds and chattering monkeys scatter from the canopy as if frightened by a large force moving in this direction and, at best, two hours away.
Thankfully, you are able to reach the caravan with no further interruptions. Raimondo has somehow gotten everything into its desired place, and has all the supplies securely lashed together. "Can we get moving? The next safe place to rest, assuming everything goes well, is the dig site. Nearly two days away." Barely waiting for an affirmative, he calls out to the caravan hands. "Let's go, and with all speed! Earn your pay or we're all dead!"
Khellek the historian
|
"Earn our pay? You mean we are being paid for this trip? That will be a first." mutters Khellek.
Alaric Ysande
|
”He was talking to the hired hands, not us, Khellek.” chuckles Alaric.
GM Crunch
|
You are several days northwest of Bloodcove — days of dusty, dirty running and riding as your caravan guide, the scoundrel Raimondo Scevola, whipped his horses and wagon-drivers to go faster, faster! Closing in behind you, no more than an hour by horse now, ride dozens of Aspis mercenaries. Your activities in Bloodcove, while successful, were not as secret as you hoped.
There has been no time to rest yet - not while the Consortium is so close behind. You can only hope that they break away or you reach the Pathfinder camp to find it in a good enough state to defend itself.
Actually, everyone's back to full, as we're in part 2. If you have any preparations to make, now's the time.
Khellek the historian
|
Everyone's favorite scholar huffs along. While his eyes do sometimes flicker back to the pursuing force, most of the time he is distracted by the wildlife and flora of the area.
"Oh my, is that an Amblyodipsas? How fascinating. I had never heard of them in this area before."
GM Crunch
|
Fortunately, some respite can be found while riding in the wagons (provided you can fall asleep to the thundering racket they make).
Not long after noon on the third day, a sudden cry goes up among the wagons, and all eyes look back the way you came. The days-old familiar sight of pursuing horseman has vanished. "They’ve given up the chase!" Raimondo declares and a tired cheer erupts from his hired hands.
Even while still a bit inebriated, the caravan master doesn't dare call to make camp. Some look hopeful, though, and eventually everyone agrees to stop the carts for a few minutes. Which is when the Aspis make their move. Nearly a dozen archers pop from the surrounding woods on horses!
Alaric: 1d20 + 3 ⇒ (17) + 3 = 20
Ēoswulf: 1d20 + 3 ⇒ (17) + 3 = 20
Two Blades: 1d20 + 7 ⇒ (13) + 7 = 20
Khellek: 1d20 + 1 ⇒ (7) + 1 = 8
Wrigsolar: 1d20 + 2 ⇒ (13) + 2 = 15
Captain: 1d20 + 6 ⇒ (17) + 6 = 23
Archers: 1d20 + 3 ⇒ (9) + 3 = 12
Lance vs. Ēoswulf: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
Damage: 3d8 + 21 ⇒ (8, 1, 2) + 21 = 32
Their captain, who bears a lance instead of a bow, is quick on the draw. He thunders down the road and past your group, stabbing mightily at Ēoswulf upon passing. The dwarf barely manages to turn aside the blow.
Uncanny Dodge for the win! Red is the captain, the others are his lackeys. He will provoke from Tere or Shredder if they have Combat Reflexes.
Round One:
Captain
Tere
Two Blades
Alaric
Ēoswulf
Wrigsolar
Archers
Khellek
Two Blades in the Shadows
|
Quickly closing the distance, Two Blades started to fight one of the archers, surprised how quickly he could move.
Lt Blue Flat footed: 1d20 + 9 ⇒ (13) + 9 = 221d6 + 2 ⇒ (2) + 2 = 43d6 ⇒ (5, 1, 1) = 7
Tere di Montefeltro
|
Tere happens to have the Combat Reflexes feat; it's a prerequisite for Shadowdancer.
Acting without thought, Tere slashes at the captain as he rides by.
Curve blade attack: 1d20 + 10 ⇒ (18) + 10 = 28
Confirmation check: 1d20 + 10 ⇒ (6) + 10 = 16
Curve blade damage: 1d10 + 4 ⇒ (5) + 4 = 9
Then he closes with the orange archer and slices again, finding an artery.
Curve blade attack vs. Orange: 1d20 + 10 ⇒ (20) + 10 = 30
Confirmation check: 1d20 + 10 ⇒ (19) + 10 = 29
Curve blade damage, including critical and sneak attack: 1d10 + 4 + 1d10 + 4 + 2d6 ⇒ (6) + 4 + (6) + 4 + (1, 6) = 27
If the archer is still up, they have 2 points of bleed damage.
Ēoswulf Gērmwynson
|
Ēoswulf is actually a human. Everyone sees Tordek's picture and assumes he's a dwarf, though