Hskoro Tailfeather
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Slowly moving toward the woman frozen in ice, the cold slowing his reptilian movement. "Maybe...use fire...to melt...bottom. Then slide ice...outside."
GM Badblood
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Rhu manages to find some ice picks behind the bar. Some are sized for small creatures and others are giant sized, but they are still better suited for hacking through the ice than any of the Pathfinder's weapons.
Therin lights up one of his torches and starts melting the ice. As the Pathfinders work their way through the ice, they suddenly hear a loud roar. The giant Bitterbite has risen, his wounds fully healed!
Grax: 1d20 + 1 ⇒ (4) + 1 = 5
Hskoro: 1d20 + 2 ⇒ (8) + 2 = 10
Rhu: 1d20 + 3 ⇒ (3) + 3 = 6
Hosser: 1d20 - 1 ⇒ (4) - 1 = 3
Therin: 1d20 + 1 ⇒ (9) + 1 = 10
Bitterbite: 1d20 + 5 ⇒ (8) + 5 = 13
Round 1
Bitterbite -readying
Therin
Hskoro
Rhu
Grax
Hosser
Bitterbite moves forward, knocking aside a table as he advances. Then the creature brandishes both claws and lets out a mighty roar!
Rhu Entekh
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Rhu spins, focusing his ki and loosing another three-arrow flurry at the revenant giant. Through gritted teeth he hisses, "Next time, stay down!"
DA flurry arrow: 1d20 + 5 ⇒ (2) + 5 = 7
DA flurry arrow: 1d20 + 5 ⇒ (3) + 5 = 8
DA flurry arrow: 1d20 + 5 ⇒ (20) + 5 = 25
DA flurry arrow confirmation: 1d20 + 5 ⇒ (5) + 5 = 10
Ah, well.
DA arrow damage, cold iron, silver, magic: 1d8 + 7 ⇒ (1) + 7 = 8
Therin Baldaros
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Oh for the loce of the Dawnflower! Therin moans as he moves up and tosses a jet of fire at the troll.
touch: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 2 ⇒ (6) + 2 = 8cant remember if i get the oenalty for firing into combat with a large opponent...on phone.. can soneone move me please? ty
crit: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (1) + 2 = 3
Hskoro Tailfeather
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His adrenaline surging as another battle starts, Hskoro rushes to engage the giant.
Double Move
GM Badblood
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There is a -4 penalty for firing into melee. And on top of that there is often cover to worry about also. The foe being large doesn't negate either of those things, but the cover does lessen as the enemy gets two sizes larger or more above their opponent.
Therin fires a blast of flame that strikes the behemoth right in the chest. The flames burn through the creature's skin as steam and smoke pour out of the wound. Rhu follows up by hitting the giant in the chest with another arrow. Hosser begins casting a spell and Grax and Hskoro close ground with him. As Grax moves into the reach of Bitterbite's arms, it lashes out with both of its clawed hands, but the half-orc's thick armor protects him from being rended apart.
AoO: 1d20 + 7 ⇒ (7) + 7 = 14
P/S: 1d4 + 4 ⇒ (2) + 4 = 6
Readied attack: 1d20 + 7 ⇒ (12) + 7 = 19
With its foes in reach, the creature lets out a flurry of attacks on his foes, starting with Grax. Once again, none of the giant's natural attack manage to penetrate the iron skin of Grax's armor.
Claw: 1d20 + 7 ⇒ (9) + 7 = 16
P/S: 1d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 7 ⇒ (10) + 7 = 17
P/S: 1d4 + 4 ⇒ (4) + 4 = 8
Bite: 1d20 + 7 ⇒ (11) + 7 = 18
P/S/B: 1d6 + 4 ⇒ (2) + 4 = 6
Round 2
Bitterbite - 20
Therin
Hskoro
Rhu
Grax
Hosser
Hosser Cready
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Hosser's spell completes and Grax immediately doubles in size. Enlarge Person, your weapon die goes up, your AC goes down by two and your strength bonus goes up by 1.
Does anyone have knowledge (local) so we can know what's going on with its healing?
Hosser moves trying to get around the big boy. double move, drawing an attack of opportunity.
Grax, Son of Dray
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The giant-Grax steps to one side and swings his now-huge greatsword at the creature.
Attack (mutagen, PA): 1d20 + 12 ⇒ (11) + 12 = 23
Damage (enlarge, mutagen, PA): 3d6 + 16 + 1 ⇒ (6, 2, 5) + 16 + 1 = 30
AC is 23 now from enlarge
GM Badblood
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Bitterbite takes a swipe at Hosser as he draws near.
Claw: 1d20 + 7 ⇒ (6) + 7 = 13
S/P: 1d4 + 4 ⇒ (4) + 4 = 8
Grax then knocks the giant to the ground with an overhead smash, splitting the creature's skull. Theron further bashes the creature's head in.
The Pathfinders can see the creature's wounds rapidly healing, it's thick blue blood coagulating and reentering it's wounds as they scar and shut before their eyes. The burn mark left by Therin is also healing, but at a slower rate than the cuts and punctures made by the party's weaponry.
Combat is over once again!
Therin Baldaros
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It seems to not heal very well from a burn...hmm...let's see here...ahh...there it is... Therin says as he checks his bandolier for a flask and tosses it at the downed creature.
That might do the trick...if not, stand ove it ready to lop off it's head...tossing a flask of alchemist's fire at it...i dont think that reall needs a roll, does it?
Rhu Entekh
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While the alchemist's fire sizzles away on the fallen giant, Rhu remembers what he was working on before the party was so rudely interrupted. "Grax, there are some ice-cutting tools here sized for you now."
GM Badblood
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Therin applies his alchemist's fire to the ugly giant's wounds and they begin to immediately sizzle. In fact, the flesh of the massive humanoid seems to be particularly flammable and the corpse quickly catches fire. Within a minute the massive body is a smoldering, steaming corpse and incapable of regenerating.
It only takes a little more work to break the ice enough to free the janni from the ice. (And to retrieve the magic necklace!) The woman is unconscious and her skin is ice cold, but amazingly she appears to still be alive!
Therin Baldaros
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Here...put this on...give her your cloaks... Therin says as he wraps his travl cloak around her to help warm her up.
We need to get somewhere warm...quickly...and monitor her...
do i need to make a heal check or just watch her?
Javon
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"Yes, yes! Let's find a place with a warm fire! And make sure to bring that necklace!" Javon flies out of the doorway, as Grax (now returned to normal size), takes the necklace and prepares to lead the others out of the freezing building.
Hskoro Tailfeather
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Hskoro straps his shield to his back and then picks up Janni. "I'll carry her. Lets move."
Carrying Janni, Hskoro moves to leave the cold place.
GM Badblood
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No Heal check required. She will recover on her own, but she is essentially a non-combatant.
Ceru suggests, "I don't think it'd be a good idea to take her to a public place. There's still a lot of people out there who would like to collect that bounty."
The party escorts Jamila out of the freezing "tavern" and into a nearby ally that has a stone pit where the less fortunate residents of Port Eclipse have clearly set up a fire for cooking or warmth recently. As the Pathfinders escort Jamila, she murmurs, "Who are you? Where are you taking me?" but she is too weak from her recent unthawing to resist.
The necklace is made up of multiple large orange beads that have clasps that make it so that they can be easily removed from the necklace.
Rhu Entekh
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Rhu refers to his notes before replying. "Ashasar sent us. The Queen declared the Concordance outlaw, so he allied with us. We are Pathfinders."
Therin Baldaros
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As my friend said, we're Pathfinders...and luckily for you, we got to you just in time...now hush...rest...her...have some hot tea...you have to get your strength up and warm your insides... the priest says as he leaves her to rest. He examines the necklace when he gets a moment to concentrate.
spellcraft, guidance: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
GM Badblood
|
Jamila calms when Rhu mentions Ashasar. "Huh. How about that? A lot can happen in a week I suppose." She smiles weakly. "I doubt that they sent you just to get me though. I'm guessing you're probably wondering about what happened to the Horn? Rest assured, Hshurha’s agents don't have their hands on it...yet."
The janni looks around the alley nervously. "It's not safe to be out in the open like this. I have safe house but we need to get there. I can stay hidden; but how good are you people at keeping a low profile?"
Ceru flits over and says, "You might be in trouble here. These guys stick out like...a bunch of outsiders dressed in clangy armor."
Hskoro Tailfeather
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"Ceru is correct, most of us stick out like a sore thumb."
Javon
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Javon flies down to land near Jamilla. "Yes, unfortunately, we are hard to miss, especially on this plane. I could probably go with you, but if we run into any trouble, we would be in danger without Gerald." Hearing this Grax grunts and shakes his head, clear that he does not like that idea.
"By the way, what is this necklace that was in the ice too?"
GM Badblood
|
Basically everybody can make a Stealth or Disguise check. There's no need to pay money for clothes if you want to go the Disguise route. Except for Rhu, most of you are probably better off with Disguise because of your armor penalties. Of course that can be negated by taking your armor off....
Rhu Entekh
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Stealth check, untrained: 1d20 + 3 ⇒ (15) + 3 = 18
Perhaps it's his obvious outsider heritage, but the monk manages to blend in fairly effectively.
Grax, Son of Dray
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Grax trades a merchant for a worn and slightly ragged hooded cloak. He wraps it around himself and pulls the hood up, trying to avoid attention.
Disguise: 1d20 - 1 ⇒ (18) - 1 = 17
Hskoro Tailfeather
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Hskoro tries to disguise his large frame, even though he obviously won't be able to disguise his reptilian nature.
Disguise, untrained: 1d20 + 1 ⇒ (5) + 1 = 6
GM Badblood
|
The party does the best it can to avoid attracting notice. They are unsure of whether they are successful or not. While moving through the streets, Jamila is able to use her innate magical abilities to turn invisible and leads the group to the safehouse without incident.
Unlike most of the buildings in Port Eclipse, the safe house happens to be a round cave burrowed into the cavern wall. Inside there are three unusual looking women guarding a non-descript door. The creatures have the upper torsos and faces of a female human but their waists and legs are segmented bodies similar to a large bee. Glass like insect wings hang down from their strong shoulders.
Jamila leans over and says, "The Vanished Triad. They are seers who monitor the comings and goings on Port Eclipse for our network." The thriae eye the adventurers suspiciously but then one of them gives the janni a polite nod and hands her a brass key.
Jamila leads the party through a shadowy inn and to a back room that the key she was given opens up. It is a dark but cozy room, filled with plump cushions and curtains that allow for a bit of privacy.
"I want to trust you. I really do. But first I need to get into contact with Ashara to confirm that we really are working together and to let him know that I am alive. In the meantime, feel free to relax. There is some tea in the samovar over there and hookah over there if you're so inclined. Somebody should be by with some food soon, I'd imagine."
It actually sounds like the party will get a chance to rest; meaning that you will have your daily resources restored.
Javon
|
While they rest, Javon walks Grax through creating another alchemical elixir. "Gerald, watch out how you pour that mint leaf extract in! Remember what happened last time? I do not want to be picking thorns out of my feathers again!"
Therin Baldaros
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When we head out, we should be wary...we surely have made some people upset with what we've done...
ok...changing spells around...first level is pretty much the same...bless, shield of faith x2, magic weapon and burning hands*
second level is spiritual weapon, burst of radiance, resist energy and produce flame*
* means domain spell..
Hskoro Tailfeather
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Hskoro takes a seat and grabs some tea, he gingerly drinks it before looking at the hookah with distaste.
GM Badblood
|
Jamila returns back to the room after about an hour's time. "Okay, I talked with Ashara and he confirmed that we working with the Pathfinder Society. At least for now."
She pours herself a cup of tea before continuing. "Ashara says that you should be up to the challenge of retrieving the Horn of the Hurricane,". I was able to pinpoint its location, but then I was caught before I could do anything to get it. It turns out that it centerpiece of the mast on some djinni noble's ship. That ship was recently destroyed in a storm and the wreckage ended up finding its way to a junkyard here in Port Eclipse."
Therin Baldaros
|
Therin sips from his mug of tea and dips a chunk of sweetened bread in it.
There's a "but", isn't there...there always is... he says deadpan. He smiles as he chews the bread and washes it down with a swig of tea.
No matter...we'll get it...and be on our merry way...right fellows?
Javon
|
"A junkyard? That should be relatively easy then." Javon turns to look at Therin. "Oh yes, there usually is a catch isn't there? I mean, if it's just a junkyard, we should be able to walk right in and pay for any salvage."
Hskoro Tailfeather
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Hskoro chuckles, "Yes... always a 'but'. Will be interesting to see what that 'but' is this time."
GM Badblood
|
"I already worked out a deal with the owner of the junkyard. They're expecting someone from the Concordance to arrive and we have a password set up. It's just the word 'balance' in each of the four elemental tongues.
I'll teach it to you. The only thing you'll have to do is actually find the horn. The junkyard's a big place and the wreckage just got dumped somewhere."
"The owner is an awakened clockwork and all the employees there are constructs also. They're not the kind of person to go back on a deal, so you shouldn't run into any issues with them."
Rhu Entekh
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Rhu spends the time waiting for Jamila's return in meditation. After listening to the janni, he thinks for a while. "Will we have to sneak over to the junkyard?"
GM Badblood
|
"I'm not coming with you. Putting aside the fact that I am still recovering from the greatest physical and mental trauma I have ever experienced; I still have every bounty hunter, mercenary and low-life criminal in Port Eclipse looking for me. I would be more of a hindrance to you than helpful. In regards to sneaking over there, now that you're no longer traveling with me you should be fine getting over there. Just don't go out of your way to stand out and I'm sure you'll be fine."
Jamila teaches the party the four word password, making each of them rehearse it over and over again until she is satisfied with their pronunciation.
"Okay, I'm going to planeshift back to the Material Plane so that I can properly recover. It's a janni thing; I need to be somewhere that's touching all four elemental planes in order to fully heal and the Material Plane is the safest place that I know of. I'll find you tomorrow after you recover the Horn. Okay? Get a good night's rest and hopefully I see you all alive tomorrow."
There is a blast of wind, fire, sand and water as the janni fades away.
The next day the party travels to the Clockwork Junkyard. Pieces of airships are lashed to assorted metal pylons that float in the air at regular intervals. Smaller scraps are secured with cargo netting, or tethered like garbage kites, onto these pylons. Flying clockwork creatures resembling crabs with various construction appendages, maneuver around the area. Several humanoid clockworks mill about, picking up and maneuvering pieces too large for their smaller kin to handle.
As the party approaches a small clockwork creature dislodges itself from a mound of junk. The automaton is a humanoid clockwork designed to look like a halfling servant dressed in livery, but the paint on its brass surface has mostly chipped off. "G-g-g-g-g-g-greetings, travelers," it says in a tinny voice. ""What c-c-c-c-can I do for you, today?"
GM Badblood
|
The party has the password. This is mostly just a good place for the party to make any preparations, such as casting their long term buffs.
Note that you don't know how long it will actually take to find the horn and *cough* you have no reason whatsoever to expect combat.
Therin Baldaros
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We'll just be seeing what strikes our fancy,,,never know until we see it...
did we figure out what the necklace does? if not i'll rolla spellcraft with guidance to do it
spellcraft: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17