Kya Mossfoot
|
Alright, I don't want to hold things up any further, so she is going to focus on the two in front of her.
Kya gapes in horror as her friends fall before her. No time to freak out now!
She reached out to touch Muzzo and nods her head toward Mandower as a silvery light flows from her hand to encompass her two companions.
Muzzo: 1d8 ⇒ 3
Mandower: 1d8 + 8 ⇒ (3) + 8 = 11
Lovely. Sorry, Muzzo.
GM Tyranius
|
@Mandower- save your hero point as Kya healed you.
@Muzzo- Figured Muzzo likes to bite more :)
Kya works on healing her companions injuries as Mandower and Muzzo feel much better, while Bina slips closer to death's door.
Round 3
Azu (44/44)
Muzzo (5/20; Wounded 1)
Bina (0/17; Dying 3; Unconscious; Prone)
Mandower (11/25; Shrew Poison 1; Wounded 1; Prone)
-------------------------------------------
Ogre (-34)
-------------------------------------------
Round 2
Kya (12/15)
Athmar
GM Tyranius
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@Mandower- You would not have enough actions for that as when you went unconsious you would have dropped your war flail. You have to spend an action to pick it back up. What do you wish to do?
Bina Sevencloaks
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I'm not 100 percent on the order of things. Will Kya actually have a chance to heal me before my turn? Turn order is kinda wonky on pbp.
GM Tyranius
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@Bina- Yes Kya will have an opportunity to heal you as when you drop your initiative moves to just before the creature that dropped you. Kya is first to go in the initiative so she will have a chance.
Mandower painfully gets to his feet, grabbing his war flail as he once more strides in to the Ogre, eager for a bit of revenge.
Mandower Shrew Poison Fort Save DC 14: 1d20 + 8 ⇒ (3) + 8 = 11
Poison Damage: 1d4 ⇒ 1
Surrounded on either side the Ogre slashes at Mandower and Azu as he goes into a full circle.
Battleaxe vs Azu AC 20: 1d20 + 12 ⇒ (6) + 12 = 18
Battleaxe vs Mandower AC 14; Sweep: 1d20 + 12 - 5 + 1 ⇒ (6) + 12 - 5 + 1 = 14
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Battleaxe vs Azu AC 20: 1d20 + 12 - 10 ⇒ (20) + 12 - 10 = 22
Damage: 1d8 + 6 ⇒ (3) + 6 = 9 Crit damage 18
Azu ducks the first axe but is not expecting it to come around again as the axe smashes into Mandower's shoulder, glancing off and into his side.
Round 4
Azu (26/44)
Muzzo (5/20; Wounded 1)
Bina (0/17; Dying 3; Unconscious; Prone)
Mandower (2/25; Shrew Poison 2; Wounded 1; Prone)
-------------------------------------------
Ogre (-34)
-------------------------------------------
Round 3
Kya (12/15)
Athmar
Muzzo Sharptooth
|
Getting into the spirit of things, Muzzo rushed forwards and bit down on the giant's thigh, aiming for the femoral artery on the inside of the tree trunk-thick leg. Then, he danced back out of reach.
bite: 1d20 + 8 ⇒ (13) + 8 = 21
P damage: 1d8 + 4 ⇒ (6) + 4 = 10
A - move
A - Strike
A - move
Mandower Steel Strong 2
|
shrew poison fort: 1d20 + 8 ⇒ (12) + 8 = 20
Stand up swing flail hit: 1d20 + 7 ⇒ (12) + 7 = 19
dmg: 1d10 + 4 ⇒ (7) + 4 = 11
Last Action, swing again, ignore this if I dropped my flail when knocked prone.
hit: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20 dmg: 1d10 + 4 ⇒ (1) + 4 = 5
Azu Azan
|
I don't think you were knocked prone in the last attack. "Sweep" doesn't knock you prone, it's just the second attack on Mandower that gets a +1 after swinging at Azu. I think the "prone" is just left over from the copy and paste from the previous round. So you should still have one more action, which I might suggest is a move back.
See OOC for some tactics talk
Athmar
|
Athmar yells out, "Hey fat-belly, Athmar have something for you! Come and get it dumb-dumb!" as he tosses another opaque bottle.Pay attention to Athmar! Forget the folks on the floor...
A1, A2 - Quick Bomber, A3 - move
Alchemist Fire: 1d20 + 6 ⇒ (18) + 6 = 24
Burn, Add Persist: 1d8 + 1 ⇒ (6) + 1 = 7
Azu Azan
|
Azu curses under his breadth as the greataxe nearly guts him. The ranger was beginning to see how deadly that weapon could be in a crowed.
As the two goblins delivered telling blows, Azu gives Muzzo a nod as the heavily wounded goblin masters the skill of dine-n-dash.
Azu feels the tide turn as Mandower's flail connects, but then dwarf does the unthinkable, and goes for broke,
"Dwarf, are you mad!? You've little hope of avoiding the ogre's axe and Kya is already stretched thin." Azu could not understand what Mandower hoped to accomplish by swinging wildly.
With any luck, Azu was hoping to fell the ogre before the dwarf was once again laid low. Azu takes advantage of Mandowers bravery or perhaps foolishness and lays into the ogre.
Thanks to Mandower, Azu will get four flank attacks this round. Let's see if Azu can pay it off. I am not adding a Flank bonus to the rolls.
Twin Takedown (longsword: 1d20 + 9 ⇒ (8) + 9 = 17 Damage wGW: 1d8 + 5 ⇒ (7) + 5 = 12
Twin Takedown (light mace: 1d20 + 7 ⇒ (11) + 7 = 18 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Strike 3 (light mace: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Strike 4 (light mace: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d6 + 3 ⇒ (4) + 3 = 7 This the one Mandower grants
I think this is the first time Azu's made four attacks in one round and maybe the first time Flurry gave him a hit one of those extra attacks.
Kya Mossfoot
|
My understanding is that if Kya moves at all, she cannot use a three action heal, even if she just takes a step. Given that, she is going to use a three action heal and heal the ogre too. If there is a way to avoid that that someone else sees, that is my preference, so please let me know! As I see it, she has to heal both Mandower and Bina this round or they are likely to die and this is the only way I can see to get to both of them rules-wise.
She screams hysterically at Mandower, "Mandower, get out of there! I can't keep you up!" No wonder the orcs were terrified of him! If only I could get a chance to weaken him!
Heal: 1d8 ⇒ 8
GM Tyranius
|
Kya sends a burst of healing out, healing everyone including the Ogre. Athmar ignites the ogre with a bit of his alchemical fire as it coats the giant's shoulders.
Azu's mace and longsword are enough to catch the ogre off guard one more time, dropping it to the ground for good. The ogre stumbles, dropping the axe and falls face first into the dirt.
Mandower Shrew Poison Fort Save DC 14: 1d20 + 8 ⇒ (2) + 8 = 10
Poison Damage: 1d4 ⇒ 3
Mandower Shrew Poison Fort Save DC 14: 1d20 + 8 ⇒ (12) + 8 = 20
The poison works quickly and Mandower's body successfully rids it from his body.
Azu (34/44)
Muzzo (13/20; Wounded 1)
Bina (8/17; Wounded 1; Prone)
Mandower (7/25; Wounded 1)
Kya (15/15)
Athmar
Bina Sevencloaks
|
Bina groans and sits up, ruefully gathering her sword-cane and leaning against the mouth of the cave entrance.
She stares at Mandower and Muzzo, equally as battered, and sighs. She's not cut out for this. It was stupid to think she would be. She wonders what she'd do instead of this; it's not like she has what Ma would have called "marketable skills." Survive this mess first. Worry about job hunting after.
She wobbles to her feet, leaning more heavily on her cane than she would normally, to go see if she can help in any way. When it's clear she's going to be more of a hindrance to the healers than a help, she simply hangs back and keeps an eye on the entrance of the cave against more creatures pouring out to attack.
Essentially continuing to perform the Scout activity in downtime.
Athmar
|
"Here. Drink these," instructs Athmar as he pulls out a couple of crude glass vials filled with an effervescent fire-beetle red liquid. He hands one to Mandower and one to Bina.
Elixir of Life, Minor: Upon drinking this elixir, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.
Azu Azan
|
Azu breathes heavy as the ogre falls. Looking at the rest of the group, Azu chuckles,
"Just like we planned, eh?""
Azu helps Bina to her feet and interrupts as Athmar hands her potion. "Perhaps I could gather some herbs and treat our wounds before we use the potions?"
Azu will gather several batches of herbs to treat wounds.
Natureal Medicine on Azu wherbs: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 Heal: 2d8 ⇒ (2, 1) = 3
"Anyone else?" Don't want to force healing on others because there is a risk of critical failing, so anyone who wants Natural Medicine just say so."
Muzzo Sharptooth
|
Muzzo moved over to the downed ogre, leaned in, and bit out its throat. "Just to be on safe side. Now Muzzo sit down."
The goblin sat on the dead ogre's chest to catch his breath. Afte the post-battle shakes were gone, Muzzo looked around at the others.
"Now we done? Ocrs can go back home, and then they can leave caravans alone, and we win prize, yes?"
GM Tyranius
|
Do you explore the caves or head back to the orcs now that the Ogre is dead as agreed upon?
Bina Sevencloaks
|
Bina flushes in embarrassment but nods enthusiastically at Azu. "Thanks."
Still leaves her at 11/17. Athmar, were these elixirs you made with Advanced Alchemy or did you buy these? If it was with Advanced ALchemy I'll take one, but I don't want to eat through your gp. If it's an infused one I'll go ahead and use it.
Bina looks around and shrugs. "Might as well look inside the cave. Couldn't hurt to make sure it's clear. Plus the ogre might have some interesting stuff."
At Muzzo's words, she frowns. "Mm. Maybe? It seems like we only got the help of one orc clan. Wasn't there a second one? They sound nice enough but it might not be a bad idea to chat with them about caravans coming through, just in case."
Azu Azan
|
Azu puts a hand on Mandower's shoulder, "We need to clear the caves. There may be other creatures who have taken up residence."
Azu kneels down over the ogre, checking the creature fo rany thing that might be of use.
Nobody wants Azu to use Natural Medicine on them?
Kya Mossfoot
|
Azu, I think Bina said yes? Or maybe she was responding to something else? Kya has one heal left. Azu can do treat wounds and then she can heal magically if we feel we still need more. There are enough people down that it may be worth it, depending on how treat wounds goes. It may be hard to heal in the caves without also including a monster. If there is one.
She also has medicine and can assist Azu if you want. Her bonus is +7
GM Tyranius
|
With the ogre and shrews taken care of you decide to enter the cave and explore.
The smell in this low‑ceilinged chamber is nearly suffocating. The stench of rotten meat wafts in from outside, and the smell of excrement comes in through the tunnel to the east. Shelves and racks that once held equipment now lie smashed on the ground. Other tunnels exit to the west and north.
With the threats removed the cave manes for an easy exploration.
To the east from the entrance you find the latrine. The smell of the room is horrifying causing several of you to retch in the corner, immediately retreating for fresh air.
To the north of the latrine you find a bedchamber. This chamber has been turned into a makeshift bedroom. Beds have been pulled from elsewhere in the cave and pushed together to form one large misshapen sleeping place. The beds have collapsed and now lean haphazardly against each other. The blankets and pillows are filthy, and flies buzz about.
denominations. Treasure Bundle
Heading north from the entrance you find the dining chamber. A massive pile of refuse lies in the middle of this room. Animal parts and partially eaten fruit and vegetables make up most of the pile, and flies lazily buzz around the perimeter.
Looking at the refuse heap you find the bodies of the orcs that were slain before. The metal in their gear has started to rust and the leather to rot. Two other bodies also lie in the pile. They are half eaten, but most likely human. One of the bodies still wears a pair of gold earrings set with gems, the other a set of silver bracelets. Two treasure bundles
The remainder of the cave appears empty and not of use.
Muzzo Sharptooth
|
@Azu - I missed your post. Yes, please. Smear that nasty poultice on Muzzo's wounds.
Muzzo let Azu tend to his wounds before leading them all into the ogre's cave. "Stink bad. If orcs want back in here, gonna need a lot of cleaning."
Muzzo's eyes were watering because of the stench. He could barely see a thing in here.
perception1: 1d20 + 4 ⇒ (7) + 4 = 11
perception2: 1d20 + 4 ⇒ (1) + 4 = 5
Azu Azan
|
Doesn't look like healing is needed to end this...
Azu keeps a keen eye out for any things of value.
Peception: 1d20 + 9 ⇒ (11) + 9 = 20
Peception: 1d20 + 9 ⇒ (4) + 9 = 13
Heal also directs Ako to dig around.
Ako perception: 1d20 + 6 ⇒ (6) + 6 = 12
Ako perception: 1d20 + 6 ⇒ (11) + 6 = 17
Kya Mossfoot
|
Kya stands back, uninterested in searching through the filth for treasure. "I am glad we are able to recover their dead, at least. Do they really want to return here to live, though? I think it's pretty destroyed. I hope they can find another place. If you all don't need me here, I am going to return outside and pray for a few minutes to refocus my mind."
If they need help removing the bodies (or something else), she will help with that. Otherwise, she will take some time to refocus to get her focus point back.
Bina Sevencloaks
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@Azu, I thought that's what that original Nature roll was for, which was why I said I was at 11/17 after. If that was for someone else and I misread, I apologize. To clarify, I was accepting the healing. :)
Bina makes about twenty different faces as the party sifts through the foul cavern complex. "I think Kya might be right. I dunno if you can deep-clean this place enough to be livable again. Blech."
1st Perception: 1d20 + 7 ⇒ (15) + 7 = 22
2nd Perceptoin: 1d20 + 7 ⇒ (12) + 7 = 19
She digs some treasure out of the refuse using the foot of her cane while making yet another face. "Uh. Anybody able to magically make water?" She sighs and tears off a few strips of cloth from the hem of her cloak to wipe the worst of the grimy stuff off. Was there a stream nearby? She can't remember.
Once the place is looked over, she hustles outside as quickly as possible to join Kya and maybe take a very long bath.
GM Tyranius
|
More importantly, with the ogre and shrews defeated, the threat to the orcs, and therefore the caravan route, is eliminated. When you return to the orc camp, the orcs are happy that they can return to their home. You each receive a lot of heavy congratulatory pats on the back, and the orcs invite them to spend the night to have a good feast. The orcs scrounge up several bottles of strong alcohol, and the group sings rowdy songs deep into the night. Grakcha promises she and her band will leave any caravan coming through their territory in peace, swearing this on her ancestors, a promise she cannot break without dooming herself and her band.
The remainder of the trip to Molthune, and its capital Canorate, is uneventful. At Canorate, however, you bump into a few familar faces. The young nobles that you encountered early in your expedition arrives a few days earlier, via a longer but safer route. They are extremely grateful for the help and advice you gave them, and they realized that without their help, they might have died on the mountain. They reward you with a magical staff (animal staff), an heirloom from Amyas' family.
And of course, your team had successfully charted a viable route across the mountains to Canorate. It takes the Chelaxian officials quite a bit of time to go through the best submissions and sending teams of their own to travel the routes. But in the end the Pathfinder’s route is deemed the best. This has certainly raised the esteem of the junior Pathfinders in the eyes of the Society!
This is the end of the scenario. I hop you all enjoyed. Please continue to roleplay if you wish. I will have chronicles out this evening.
Muzzo Sharptooth
|
Muzzo celebrated the ogre's defeat with the orcs, singing and cavorting and generally having a good time. He also mentioned to Grakcha that she and her tribe might earn some extra income by acting as trail guides for the caravans that were soon to come.
When it was announced that the Pathfinder team had the best route, Muzzo cheered along with the rest. His attempt to start a chant of "We be best! We bite rest!" was not taken up by the others, however. Still, it had been a good run and he had made some new friends in the Society. Perhaps he would get a chance to work with them again in the future.
Bina Sevencloaks
|
Bina smiles at Muzzo's chant, but she can't help thinking about the fact that she almost died twice. Maybe this is the wrong line of work for her. She's more of a dancer than a fighter, anyway. I wonder if the Society needs dancers? she thinks as she heads out of the debriefing.
She tries not to damper the mood with her dreary thoughts, waving cheerfully to her erstwhile comrades as she leaves. "Good luck on your next one, guys!"