GM Gustavef
|
The call has come to Nerosyan in the Sakoris Scar.
You wait with your fellow pathfinders for the next adventure.
Dot or introduce yourselves while you wait
Fangor The Masked
|
Fangor is obviously a cleric of Razmir, the Living God. A silver mask hides his feature as heavy gray robes masks his frame so makes difficult to clearly distinguish his height or frame. Nevertheless, his voice seems to be quite aged, almost a murmur, but very melodious and entertaining. Only his pointy ears that appears from time to time betray his elven heritage.
His immaculate white gloved hands are clearly delicate and manipulate with ease the wayfinder he have in hand, engraved with an intricate F.
With his smooth and melodious voice he says Greetings, I'm Fangor. Have you heard of Razmir, the Living God?
GM Gustavef
|
A mail-suited man kneels on the stone floor with his back to the door, his head bowed in obeisance as he murmurs his evening prayer. As the door creaks shut, he stands and turns to acknowledge his visitors.
“Well met, Pathfinders. I am Jorsal of Lauterbury, Venture- Captain of the Starrise Spire. I hope you’ve enjoyed your stay in Nerosyan thus far—a short visit, regrettably, that is now at its end. Tomorrow, you travel north to rendezvous with my friend Selik, a representative of the Farheaven clan. Selik awaits you within a trading post at the crossroads, where you are to exchange supplies and information.”
Jorsal beckons his guests toward a high table strewn with rolls of parchment, broken quills, and pots of ink. He gently sweeps the items to one side, revealing a painstakingly detailed map, inked in his own hand, of the Sarkoris Scar and its surrounding lands. Jorsal thumbs a spot south of what was once the Worldwound and continues, “This is your destination. I cannot rely on mere couriers for this errand, as miles of dangerous country lie between Nerosyan and this site. The demons’ foul influence still lingers in some parts of these accursed lands. I’ve hired a wagon to bear you and the supplies to the trading post. Your driver is a stalwart woman who’s made the journey many times. She’s prepared to depart tomorrow at first light.”
Jorsal pauses to study his map and absentmindedly traces a finger along the route from Nerosyan to the crossroads. “Your task is simple, but I warn you to stay vigilant, and report any unusual occurrences to me.”
Fangor The Masked
|
With his smooth voice, Fangor asks Venture-Captain, what can you tell us about the danger of the road? and why do you have the need of Pathfinder Agents to do this as it seems your carrier have done this route may time? Certainly something important have occurred for you to send agents there.
Tresten Freeborn
|
Tresten, a rather slight halfling (even so far as halflings go), arrives only just in time for the briefing and looks very much as though he is about to apologize then doesn't.
He is laden with almost any type of gear one could need and seems almost more packmule than pathfinder. There is a rapier at one side and a wayfinder at the other, both having their share of scratches.
GM Gustavef
|
Jorsal responds to Fangor, “The wagon I mentioned is loaded with supplies we’re donating to Sarkorian reclamation efforts around the Scar. As leaders of the project, the Farheaven clan chose to send Selik to speak on their behalf. You’ll be exchanging reports with him, as well as delivering these supplies. So it is not just a simple supply run, but you will need to represent the society to Selik.”
For the first time, the corners of Jorsal’s lips curl into a smile. “Selik is a son of the legendary Farheaven clan. The followers of Dolok Darkfur may seem strange friends for crusaders like myself, but time and again they’ve proven their mettle. Selik is no exception. He’s headstrong and impetuous, but you won’t find a better scout or a better shot with a bow. His strength in battle aside, I think you might enjoy his company. Even if you don’t, treat him with respect—he and his family are crucial allies to the Society.”
“Though the Worldwound closed years ago, only fools believe the demons were driven out of the surrounding lands entirely. Some of the wild creatures still bear the Abyssal corruption, and the lawless roads are crawling with brigands.[b]” Jorsal motions to the illustrated forest around the trading post. “[b]I’ve heard rumors of even darker things in these woods. It’s best to be on your guard.”
Imiriax
|
Imiriax, a youngish-looking Taldan with a raven perched on his shoulder is early, arriving in time to take the best seat and watch the others arrive, nodding to each and writing down their names for his chronicle. "So it's a supply run," he says "Through a demon-haunted wilderness. Lovely! Sounds like a bit of fun. What about the other tribes? Or other mortal opposition? Need we concern ourselves with the local politics beyond 'demon bad'?"
GM Gustavef
|
6d20 ⇒ (3, 7, 3, 3, 19, 18) = 53
2d6 ⇒ (5, 6) = 11
DoubleGold does recall that though management has changed over the decades, Devil’s Rest is a well-known trading post and inn that never turns a guest away. Crusaders, travelers, and even fleeing criminals have enjoyed the post’s frontier hospitality in the past. The rumor that the trading post was founded by an exiled Chelaxian noble is true.
"One last thing, I was asked to give you this letter as well from Eando Kline" Jorsal hands you the following letter:
Comrades of the Seal,
Prepare yourselves. Tomorrow you travel deep behind enemy lines, as the route to our ally’s location will take you dangerously close to the former Worldwound. Rumors and tales warn of deadly beasts infesting the blasted lands around Devil’s Rest trading post. Though our own scouts haven’t personally verified these reports, I advise you to remember our motto: protect, contain, destroy.
If you encounter any creatures blighted by the Abyss, put them out of their misery at once. Eliminate any source of corruption you discover, if it is within your power. I expect a full report upon your return.
Ardently,
Eando Kline
"You leave in the morning, get some sleep and any equipment you need and be ready early"
At this point, slot boons and receive your society items.
Bardok Marsh
|
A slim man of average height listens quietly to Jorsal's briefing, stroking his stubble. His head is wrapped in red cloth, the winding fabric etched with Thassilonian sigils. These same sigils decorate much of the man's body, seemingly painfully etched into his skin.
"Sounds simple enough. Good chance to put down some demon influence while we're at it. What do we know about the Farheaven Clan and their involvement in the region?"
Slotting boons and school items in Discussion.
GM Gustavef
|
The day following their briefing with Venture-Captain Jorsal, the you set out at first light to rendezvous with Selik Farheaven. You travel in a hired horse-drawn wagon from Nerosyan to a crossroads trading post south of the Sarkoris Scar nicknamed Devil’s Rest. Your driver is a taciturn human woman who wears her hood pulled low over her weathered face. She tersely introduces herself as Maeri and insists on embarking immediately.
Your route takes you through miles of wilderness along an uneven dirt road. The journey is unpleasant; the road is rough, and the wagon constantly bounces. The only sound besides the whistling wind outside is Maeri’s shouted commands to her horses. As the day drags on, Maeri remains hellbent on reaching the crossroads before nightfall. She drives the horses hard and isn’t apt to stop for anything except an emergency. Those who peer out of the wagon’s curtained windows notice that the landscape subtly warps as they travel farther north, with deformed, gnarled tree trunks creeping along the ground rather than upward, riverbeds stagnant with greenishblack sludge, and disturbing animal calls that sound like human screams emanating from the overgrown brush
At midday, Maeri stops near a polluted stream to tend to her horses. She carries her own canteens and refuses to allow the you or her animals to approach the nearby water.
While resting a traveller on horseback, in studded leather armor and a hand crossbow at his side, approaches and hails your carriage. “Greetings, I am Inspector Kellvan of Nerosyan.” He dismounts alongside the party and produces a badge. “I did not expect to see anyone out along this way. I was wondering where you are heading?”
You are comfortable that Kellvan’s inquiry is out of curiosity and not looking to detain you.
Fangor The Masked
|
During the travel, Fangor tries several time to make the conversation with the woman, taking about Razmir and how worshiping the Living God will help her getting closer to be rich or just trying to make the woman blush or smile...
When they stop, Fangor is quite happy to get out of the wagon and walk a little. When the cavalier approach, he is on edge.
Perception (Sense Motive): 1d20 + 8 ⇒ (15) + 8 = 23
Fangor bows to the Inspector and says with his smooth voice Greetings Inspector Kellvan, I'm Fangor and like my comrades here, we are Pathfinders in a mission, our next stop is Devil's Rest.
How can we be of help Inspector?
GM Gustavef
|
"Devil's Rest you say." He seems happily surprised, "[b]I see that your illustrious society is helping keep the Scar safe from Demons, again?[b]" He happily chuckles as to some joke he thinks he made.
"[b]I am also heading to the Inn. I have business there. I was just making sure that you were all doing well here. Not wise to stay to long in one place along the road.[b]" Maeri grunts in approval as she still works on quickly tending to the horses.
Fangor The Masked
|
Yes Inspector, it seems that our driver agrees with you. It’s our first stop since entering what was the Worldwound. I appreciate it, will you accompany us for the rest of the road?
Imiriax
|
Sense Motive: 1d20 + 8 ⇒ (15) + 8 = 23
"What brings an inspector out alone on such a dangerous stretch of road?" asks Imiriax. "Have you no deputies? A posse? You should ride with us to the Crossroads for safety."
Imiriax has been relaxing in the wagon while his familiar, the raven Anton, has been flying overhead, keeping an eye on the road.
Bardok Marsh
|
Perception (Sense Motive): 1d20 + 10 ⇒ (13) + 10 = 23
”Indeed, these are dangerous parts, Inspector. My name is Bardok. Since we’re going to the same place, why don’t we travel together? I’m curious what you are inspecting so far from safety.”
GM Gustavef
|
"Well yes. I think it would do us well to travel together." He mounts his horse as Maeri finishes her tasks and grunts for you to get in the carriage again to head off.
After continuing on your way, a few hours later the trail crosses through a thick forest of mutated trees. The horses inexplicably rear and whinny, bringing the wagon to a halt. Maeri disembarks to soothe her beasts and free them from their tangled harnesses. As you take this time to stretch outside the carriage, something stirs in the nearby overgrowth.
perception, DbouleG: 1d20 + 7 ⇒ (20) + 7 = 27
Perception, Imiriax: 1d20 + 10 ⇒ (13) + 10 = 23
Per, Tresten: 1d20 + 8 ⇒ (19) + 8 = 27
Perception, Bardok: 1d20 + 10 ⇒ (2) + 10 = 12
Per, Fangor: 1d20 + 8 ⇒ (7) + 8 = 15 +1 vs trap
Init, Boar (red): 1d20 + 8 ⇒ (16) + 8 = 24
Init, Boar (blue): 1d20 + 8 ⇒ (13) + 8 = 21
Init, Boar (green): 1d20 + 8 ⇒ (9) + 8 = 17
Boars burst from the brush from the other side of the stream. DoubleGod and Tresten can react before boars make their way to you.
Kallvan provides support from the rear with his crossbow.
BOARS in the Woods
Group conditions:
Round 1DoubleGold
TrestenBoar, red --
Imiriax
Boar, blue --
Boar, green --Bardok
Fangor
Kellvan
GM Gustavef
|
Quick update, the Boars are only medium for this teir
DoubleGold takes a shot but misses wildly as the boar crosses over the log and then charges him,
Big Tusk Attack: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Stumbling and missing the fighter.
Imiriax and Tresten can go.
"Well yes. I think it would do us well to
Kallvan provides support from the rear with his crossbow.Status Card wrote:[b] BOARS in the Woods
Group conditions:
Round 1Tresten
ImiriaxBoar, blue --
Boar, green --Bardok
Fangor
Kellvan
DoubleGoldBoar, red --
Tresten Freeborn
|
Tresten draws his rapier, maneuvers himself opposite DoubleGold while carefully avoiding tusks AoOs and strikes at the creature!
Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (6) = 15
Might hit with flat-footed, sneak attack is in there.
Imiriax
|
Imiriax launches his raven familiar into the skies, with orders to stay out of trouble. He then waves at Doublegold and intones a word of power, silvery numbers and runes flowing half-seen through the air between himself and the warrior. Suddenly, the warrior begins to grow to giant proportions.
1) Command Minion
2) Cast enlarge on Doublegold.
GM Gustavef
|
Tresten's blade glances off the bristly hide of the boar, as DoubleGold doubles in size. The other two boars make their way across
Though given the terrain and the narrow bridge they just get to Tresten this round.
Kellvan takes a shot at the closest boar
Hand crossbow: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d6 ⇒ 1
With a critical shot in to the tusk. Solid but not too damaging in the long run.
Bardok, Fangor, and DoubleGold are up
BOARS in the Woods
Group conditions:
Round 1Bardok
Fangor
DoubleGoldBoar, red -- 2 dmg
Tresten
ImiriaxBoar, blue --
Boar, green --Kellvan
Fangor The Masked
|
Fangor smiles and tries to hides in the bushes before calling for his Razmir's Fire to punish these filthy creatures.
May Razmir's Fire burns this creature!
Flame Strike: 1d20 + 10 ⇒ (3) + 10 = 13 vs blue
Damages, F: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Precision Damages if flat-footed: 1d6 ⇒ 4
| DoubleGold |
Pull out +1 longsword and strike at red boar twice hit: 1d20 + 12 ⇒ (5) + 12 = 17
hit: 1d20 + 12 - 5 ⇒ (17) + 12 - 5 = 24
dmg first hit: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13 If red boar dies, just ignore hit number 2 as I can't reach any of them and move me into melee with blue.
dmg second hit: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Bardok Marsh
|
From his safe position behind his enlarged ally, Bardok tries to ID the attacking beasts, then scare one off with fell magic. A sigil on his ribcage flashes with a pulse of dark gray light beneath his tunic, and he projects a wave of psychic terror toward the green boar.
Recall Knowledge (secret Nature check), cast fear on green (Will DC 22).
GM Gustavef
|
The Boars still keep a beady eye on Fangor, and his ray goes wide and hits a near by tree.
DoubleGold, now enlarged swings and hits the boar in front of him twice. But it still has not gone down.
Bardok knows that they are boars but does not recall anything useful about them at this time.
Boar Will: 1d20 + 8 ⇒ (4) + 8 = 12
The damaged red boar just gouges at DoubleGold
Big Tusk Attack: 1d20 + 12 ⇒ (14) + 12 = 26
Big Tusk Attack: 1d20 + 12 - 5 ⇒ (6) + 12 - 5 = 13
Big Tusk Attack: 1d20 + 12 - 10 ⇒ (13) + 12 - 10 = 15
Big Tusk Damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8 piercing
With one tusk gore striking true
Tresten and Imiriax
BOARS in the Woods
Group conditions:
Round 1Tresten
ImiriaxBoar, blue --
Boar, green -- frighten 3 and fleeing 1roundKellvan
Bardok
Fangor
DoubleGold -- 8 dmgBoar, red -- 27 dmg
Imiriax
|
GM Gustavef
|
Botting Tresten
Tresten attempt to finish off the boar:
Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Attack: 1d20 + 10 - 5 ⇒ (20) + 10 - 5 = 25
Attack: 1d20 + 10 - 10 ⇒ (18) + 10 - 10 = 18
Damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6
Damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8
The first stab goes wide a even with the solid hit the board refuses to go down, but in one last strike puts the boar to rest.
The green boar runs in to the bush. But the blue one attempts to gore Tresten:
Big Tusk Attack: 1d20 + 12 ⇒ (10) + 12 = 22
Big Tusk Attack: 1d20 + 12 - 5 ⇒ (10) + 12 - 5 = 17
Big Tusk Attack: 1d20 + 12 - 10 ⇒ (15) + 12 - 10 = 17
Big Tusk Damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15 piercing
But even with his nimble dodge he still gets raked with one tusk
Kellvan takes a shot
hand crossbow: 1d20 + 12 ⇒ (14) + 12 = 26
crossbow damage: 1d6 ⇒ 4
Putting a bolt in to the blue boar.
BOARS in the Woods
Group conditions:
Round 1Tresten 15 dmg
Imiriax
Bardok
Fangor
DoubleGold -- 8 dmgBoar, blue -- 4 dmg
Boar, green -- frighten 2Kellvan
Bardok
Fangor
DoubleGold -- 8 dmgBoar, red -- DEAD
Fangor The Masked
|
The ones with name in bold :)
Fangor tries again to hide in the bushes and calls for Razmir's Fire to burn the creature.
May Razmir's Fire burns this creature!
Flame Strike: 1d20 + 10 ⇒ (15) + 10 = 25 vs blue
Damages, F: 2d4 + 4 ⇒ (3, 2) + 4 = 9
Precision Damages if flat-footed: 1d6 ⇒ 6
Bardok Marsh
|
Bardok smiles as the boar flees, then joins his Razmiran ally near the underbrush. He snaps his fingers, causing the scars on the backs of his knuckles to flash red as a mote of fire appears in his palm. He hurls it forth at the remaining beast.
Stride, cast produce flame at blue.
Attack: 1d20 + 12 ⇒ (6) + 12 = 18
Damage (F): 3d4 + 4 ⇒ (4, 2, 1) + 4 = 11
Imiriax
|
Imiriax saves his remaining spells and proceeds with cantrips. He mentally lifts a stone into the air and hurls it at the last boar.
Telekinetic Projectile Attack: 1d20 + 11 ⇒ (8) + 11 = 19
Telekinetic Projectile Damage: 3d6 + 4 ⇒ (2, 2, 4) + 4 = 12
Tresten Freeborn
|
Tresten, having been injured by a boar, continues attacking this boar since his other one has ceased its assaults.
Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Attack: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
He then tries to step away from the boar, so that it may find another target.
GM Gustavef
|
Fangor still cant seem to get the boar distracted but still hits wit his fire ray
Bardok flame is not as successful as well as Imiriax's projectile.
The people on the line do not fare any better and also miss with all their strikes.
The Blue boar steps up to DoubleGold and gores twice
Big Tusk Attack: 1d20 + 12 ⇒ (17) + 12 = 29
Big Tusk Attack: 1d20 + 12 - 5 ⇒ (3) + 12 - 5 = 10
Big Tusk Damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17 piercing
Hitting once
The Green one returns with a boar charge on to DoubleGold
Big Tusk Attack: 1d20 + 12 - 2 + 2 ⇒ (16) + 12 - 2 + 2 = 28
Big Tusk Damage: 2d6 + 6 ⇒ (1, 5) + 6 = 12 piercing
And still gets in its tusk
Kellvan takes a shot
hand crossbow: 1d20 + 12 ⇒ (18) + 12 = 30
crossbow damage: 1d6 ⇒ 6
Another small crit on the blue boar
Everyone is up
BOARS in the Woods
Group conditions:
Round 1Tresten 15 dmg
Imiriax
Bardok
Fangor
DoubleGold -- 37 dmgBoar, blue -- 14 dmg
Boar, green -- frighten 1Kellvan
Boar, red -- DEAD
Bardok Marsh
|
Bardok scowls at the second boar returning. He claps his hands together, causing a yellow tattoo on the back of his right hand and a blue social scar on the back of his left to light up, evoking a surge of electricity between the two pigs.
Cast electric arc on both boars (Reflex DC 22), then cast shield. Map doesn’t show green back next to DoubleGold, but text suggests it is; if so, electric arc will hit both boars.
Damage (E): 3d4 + 4 ⇒ (1, 2, 2) + 4 = 9
Fangor The Masked
|
Seeing the fighter in a bad shape, Fangor decides to call for Razmir's mercy to heal him.
Deception: 1d20 + 12 ⇒ (19) + 12 = 31
May the Living God's mercy take care of your wounds my friend!
Heal (1): 1d8 + 8 ⇒ (8) + 8 = 16 on doublegold
Imiriax
|
Imiriax grimly hurls another sharp stone.
Telekinetic Projectile Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Telekinetic Projectile Damage: 3d6 + 4 ⇒ (4, 5, 3) + 4 = 16
EDIT: I assume that's a critical hit for 32 damage?
1&2) Cast telekinetic projectile.
3) Move adjacent to DoubleGold.
GM Gustavef
|
DoubleGold yes. At this point you have dialed down that the AC is 20
Bardok's arc comes down:
ref Green: 1d20 + 7 ⇒ (18) + 7 = 25
ref Blue: 1d20 + 7 ⇒ (2) + 7 = 9
The Green boars fear keeps it alert, but the blue one is so stubborn it gets hit twice as hard.
Fangor calls on the power of his god for healing on to DoubleGold and his wounds begin to heal
Tresten comes around and gets one stab in and gravely wounded it still too stubborn to die. But Imiriax's rock finishes off the boar.
DoubleGold swings on the remaining boar and hits once.
The remaining boar's eyes briefly flash red as it strikes at DoubleGold
Big Tusk Attack: 1d20 + 12 - 1 ⇒ (10) + 12 - 1 = 21
Big Tusk Attack: 1d20 + 12 - 5 - 1 ⇒ (4) + 12 - 5 - 1 = 10
Big Tusk Attack: 1d20 + 12 - 10 - 1 ⇒ (4) + 12 - 10 - 1 = 5
Big Tusk Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Hitting once again
Kellvan takes a shot
hand crossbow: 1d20 + 12 ⇒ (19) + 12 = 31
crossbow damage: 1d6 ⇒ 4
And lands a solid bolt in to the boar
Everyone is up
BOARS in the Woods
Group conditions:
Round 1Tresten 15 dmg
Imiriax
Bardok
Fangor
DoubleGold -- 21 dmgBoar, blue -- DEAD
Boar, green -- 23 dmg;Kellvan
Boar, red -- DEAD
Tresten Freeborn
|
Tresten moves to get flank on the remaining boar and strikes out at it twice, just as before.
Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Attack: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10
He does extremely poorly, perhaps getting winded in all this fighting and brouhaha.
Fangor The Masked
|
Fangor calls for his elven heritage to strike the last boar.
Electric Arc (Basic Reflex DC20): 2d4 + 4 ⇒ (4, 3) + 4 = 11
Then, he shoots it with his short bow.
Shortbow: 1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23
Damages, P: 1d6 + 1 ⇒ (2) + 1 = 3
Imiriax
|
Gritting his teeth in surprise at the toughness of these boars, Imiriax fires again.
Telekinetic Projectile Attack: 1d20 + 11 ⇒ (13) + 11 = 24
Telekinetic Projectile Damage: 3d6 + 4 ⇒ (1, 1, 2) + 4 = 8
Bardok Marsh
|
Bardok smiles as the second boar falls, and sends another surge of magical electricity toward the remaining beast.
Cast electric arc on the last boar (Reflex DC 22), then cast shield.
Damage (E): 3d4 + 4 ⇒ (3, 3, 3) + 4 = 13