Oxnard Kettlebeak |
Gameplay thread for Outpost IV convention game; signup only through Outpost Convention procedures- when signed up stealth dot here and check in in discussion please.
Oxnard Kettlebeak |
Venture-Captain Drandle Dreng’s appearance in the middle of the
night is surprising only due to his unfamiliar accomplice, a burly man dressed in full Isgeri military trappings.
“Pardon the intrusion,” Drandle says as he juggles the numerous scrolls and writing materials precariously balanced in his arms, “but I have a request that is of utmost importance to ask of all you. I’m afraid we have something of a situation on our hands.
It is perhaps well known among the Pathfinder Society that trade is vital to our organization. Not for any monetary gain, of course, but because we rely heavily on overland caravan routes and trading lanes at sea to get important documents, treasures, and personnel from central Avistan to the Inner Sea. When such materials are of particular import, we have even been known to use more illicit modes
of transportation, such as caravans operated by the Sczarni organized crime syndicate.
It appears that a number of such Sczarni caravans, carrying important cargo for delivery to the Pathfinder Society, have recently begun to go missing along their more discreet trade routes from Cheliax to Druma, a little-known path that runs through the Chitterwood in Isger. Of course, the route along the Conerica River would be viable for more legitimate operations, but oftentimes we can’t afford to be forestalled with matters such as customs, tariffs, and inspectors, especially when such hindrances could also potentially result in the arrest of our business partners. Alas, I digress.
I have agreed to work with the local Sczarni leader, Guaril Karela, in order to reclaim the caravan route through Isger’s arrangements necessary to ship you to Isger in the morning, where you’ll meet the caravan you are tasked with escorting through the goblinoid-infested woods. In the meantime, I have summoned the honored Isgeri war hero Gaspar Desime to help answer any questions you might have about your upcoming visit to the Chitterwood. Guaril Karela is also available and can answer any questions you have about the caravan you’ll be
guarding, though I believe he is currently stationed at his shop
in the Docks district.”
Oxnard Kettlebeak |
Drendle Dreng is on slide 2 along with an orientation map; Guaril Karela is on slide 3
Kelleran Storm |
"Not much on small talk is he?" Blue eyes scan the room. "I'm Kelleran by the way. A scout and mystic dabbler on loan from Kyonin. Nice to meet you all."
The blonde-haired elf double-checks his gear. He secures his pack, including his wands and spellbook, before slinging it over his shoulder to rest against his relatively new crossbow. Kell places a hand on the hilt of a rapier and heads out of the briefing room. "So, to the docks then?"
Jaakko Varpunen |
Slender, blond-haired man cleans his musket. "I'm Jaakko, born in Isger, where my family and friends are fighting against Cheliax occupation. If you're ready, sure we can go meet Guaril right away."
Fentar Palomine |
"Isger, I remember hearing about some strange business in Saringallow, out that way."
GM Credit...
The tall, muscular nagaji gives a slow blink and his tongue tastes the air for a moment before he addresses the war hero, "Chitterwood? What is the geography? The flora and fauna? the history? I know nothing of the place so will rely on your guidance."
He pauses for a moment, then tilts his head to one side for a second, what is it they do in Avistan? Oh, yes...
He hold out a hand to Gaspar, "Fentar Palomine, at your service."
Rogarch |
A young and well-built half-orc woman beams with enthusiasm. Her long blond hair and crystal blue eyes hint at her ancestral bloodline.
"It is amazing how action just seems to happen around here. The Venture-Captains really keep you on your toes."
"Guard duty. I can do that!"
"My name is Rogarch. I almost forgot it in all this excitement. Silly me. It is a pleasure to meet you all."
Helping Hand |
A somewhat strange looking and otherworldly scorpion sitting on Rogarch's shoulder smiles and waves at the party in greeting.
Boomer Forgehammer |
An ifrit, obviously well attuned to the fires of his forebears, stands upright as the others are introducing themselves, "Uhh....I...I'm B..B....oomer. I've moved about sssso much, I'm n...n...not really sure w...where my home is anymore. As long as I can ffff...find a forge or set up my lab, I'm happy." A large hammer is slung over his back as a number of vials line his belt.
"This is mmmm..my first time in Is...Isger. Any information you have will be h...helpful for sure.
Oxnard Kettlebeak |
Gasper replies, “Isger is currently besieged by numerous threats—the undead roam the lands to the north and south of my beloved homeland, while bandits prey on the weak throughout the countryside. What’s worse, the Chitterwood itself is still the home to the scattered remains of goblinoid armies, left over from the Goblinblood Wars. If only for your sake, I hope it’s merely bandits behind the caravan attacks.”
The below are the old faction side mission bits- they aren't entirely relevant to current success conditions, but are presented for reference/flavor- everyone should read their own factions and ALL should read the Sczarni/Exchange which does relate to success conditions
Andoran has long opposed the Chelish slave trade. The Sczarni, always willing to do anything to turn a profit, have been smuggling freed slaves through the Chitterwood and eventually to Andoran
or Druma. I have heard that the Sczarni are intending to transport such an escaped slave as part of their next caravan. I need you to look after this now-free individual and ensure his safety throughout the journey. I have enclosed a small card, which sports the depiction of a bellflower. Your charge, a halfling by the name of Camon, knows to trust you upon presentation of the card.
Regards,
Major Colson Maldris
I believe that the good Venture-Captain Dreng has arranged a meeting between you and Gaspar Desime. Maintaining a positive relationship with Gaspar once had its advantages. However, the oaf has since
outlasted his usefulness and I no longer find his pining amusing. Though I have severed ties with the man, he still holds a trinket of mine—a silver locket. I believe that the man still carries it
on his person. If the opportunity arises, I want you to convince Gaspar to return the locket. If all else fails, simply snatch it from him.
Appreciatively,
Paracountess Zarta Dralneen
You will soon be joining a Sczarni caravan, traveling along a smuggler’s route through the nation of Isger. We would be foolish if we did not suspect that other organizations might use these same routes, even those that would wish the Society harm.
Recently, the Society lost several valuable documents in Andoran. We have collected sufficient evidence indicating that they were to be smuggled into Cheliax and through to Westcrown nd the Aspis Consortium. We have reason to believe that smugglers chose to risk traveling overland through Isger. While on your mission, keep an eye open for any clues that may help us recover the stolen documents.
Good luck,
Venture-Captain Ambrus Valsin
Fellow Scholar,
The Society Venture-Captains intend to send you to Isger in the near future. That poor nation has only recently begun to recover from the terrible Goblinblood Wars. Naturally, the Isgeri people do not tolerate anything of goblin origin. This intolerance has led to the destruction of countless, potentially academically valuable artifacts. If, during your travels, you come across any artifact or text that describes goblin life or religion, do your best to smuggle it safely out of Isger for further study.
For the preservation of knowledge,
Amenopheus, the Sapphire Sage
You may have heard that we have lost several caravans along a previously lucrative route through Isger’s Chitterwood. I have managed to strike a deal with the Pathfinder Society that will see you, and several other Pathfinders, travel to Isger to escort our next caravan. Dreng certainly has his own reasons for sending you, but do not forget that your loyalty lies with the Sczarni. I need you to ensure the safety of the caravan. Though Dreng’s mission may require that you leave the caravan for a time, first ensure the security of the caravan, its crew, and, most importantly, its cargo.
Do not disappoint,
Guaril Karela
Noble Ally,
There are those who would use the Society’s resources to further their own selfish agenda. Unfortunately, the tenets of the Society prevent us from directly interfering with the affairs of our fellow Pathfinders, even those that profit from the suffering of others. Yet there is still hope. I have heard that Drandle Dreng intends to send you along with a Sczarni caravan. The Sczarni use their caravans to smuggle illegal goods, including dangerous narcotics. As I mentioned, we must not interfere directly. However, if you manage to examine the caravan’s cargo manifest and report what you find, we may be able to use that information to send aid and support to those adversely affected by the contraband.
To defend and protect,
Ollysta Zadrian
Loyal Taldan,
The Sczarni know of many secret and unguarded smuggling routes across the Isgeri border. Access to such routes may prove invaluable when next we attempt to place an agent within Imperial Cheliax. Karela, unforthcoming as always, would never share those secrets with me. However, as luck would have it, you may soon be in a position to learn something of these routes. Venture-Captain Drandle Dreng intends to send you to Isger. While there, see what you can learn about crossing into Cheliax unnoticed, possibly prying such information from your fellow caravan members if you must.
For the glory of the Empire,
Lady Gloriana Morilla
You are still with Gasper Desime and can ask him more questions at this point if you have any
Boomer Forgehammer |
"Do w...w...we know what was llllllost on some of these car....avans that might give a clue as to why they are b...bbbbeing raided and captured?"
Rogarch |
The young woman speaks with confidence.
"Good point Boomer. I am sure that we are going to find out very soon exactly who is behind these attacks after we repel a few of them ourselves. The caravan is in good hands with us so do not worry."
She hefts her enormous hammer.
"This can bring down bandit or Undead. I can personally attest to that fact!"
Oxnard Kettlebeak |
“You will probably face nothing more than bandits, probably relying on the harrowing stories surrounding the Chitterwood to deceive and waylay travelers. Do not be surprised, though, if you encounter a hobgoblin or bugbear. I hear the city of Logas can still maintain a steady supply of fresh goblin heads for the pikes surrounding their walls, so there are apparently plenty of goblinoids to still be found.”
You have no difficulty in finding Guaril Karela’s store, the Pickled Imp, located in Absalom’s seedy Docks district.
Karela’s curio store seems dark and cramped, regardless of the time of day. The dirty windows block most outside light, leaving the inside of the store permanently encased in shadow. Rows upon rows of shelves filled with knickknacks, baubles, and trinkets—all of varying levels of quality and authenticity— run the length of the store, leaving little room for people to move about.
From somewhere behind the shelves, Karela, acting as shopkeep, shouts a greeting to potential customers as they enter.
Now you are with Guaral Karela who has the details on the caravan itself
Rogarch |
"Hi." bubbles the half-orc warrior.
"We are here to help guard the caravan. Perhaps you can tell us the details about what we should be doing?"
Jaakko Varpunen |
"Hi, another caravan guard here ready to go. Do we have to expect any extraordinary foes on the road?" Jaakko asks
Oxnard Kettlebeak |
"Excellent, excellent," Karela says, "I have sent instructions informing the caravan to meet you a few miles south of Logas. I shall have my associate Kazrin meet you in Logas and he should be able to direct you to the rendezvous point. From there, the caravan crew will lead you through the Chitterwood."
"No, nothing extraordinary I imagine; if you are attacked, our routes are normally well prepared, including secret watering points
and hidden campsites. The caravan is most vulnerable while on the move. If you can secure the caravan at one of these safe points, Jandri and his crew should be able to defend it in your absence while you track down the source of the attack.”
Oxnard Kettlebeak |
He describes Kazrin; not seeing any other questions I'm moving forward
The journey between Absalom and Isger takes several weeks, first by sea and then by land, until finally ending in front of the gates of the Isgeri city of Logas. The Goblinblood Wars may be over, but the goblinoid threat still lingers, as is made apparent by the rows of fresh goblinoid corpses that hang from pikes along the city’s walls. Every now and then, seemingly at random, a trebuchet from behind the city walls hurls a huge boulder into the forest.
You arrive at Logas safely and a Sczarni associate meets you. The associate, a Varisian wanderer named Kazrin, leads the you to the caravan rendezvous point, several miles south of Logas, where you find the caravan waiting.
The caravan includes only one large, covered wagon, pulled by a single horse. Kazrin introduces the rest of the caravan crew: two more Varisians— the driver and a guard—and a halfling passenger.
You had one more chance to make purchases in Isger before departing and if you'd like to talk to any of the caravan members or do anything else as you start the journey.
Rogarch |
@Oxnard - Are we going to be tracking food for this journey or are you going to hand-waive this detail?
Jaakko Varpunen |
Jaakko goes to talk with the halfling passenger while casually holding the bellflower card in hand "Hello, if your name is Camon then I've found the person. I was told to accompany you on this trip for safety reasons."
Oxnard Kettlebeak |
The caravan has food stuffs for supplies, so no need to track individual rations
“It should be late summer when you arrive in Isger. You should not
encounter any bad weather, though I did not expect brave Pathfinders to be afraid of a little rain or cold.”
The halfling nods, "Yes, I am known as Camon."
There is evidence of the war everywhere—discarded and rusted armor and weaponry, numerous displaced trebuchet-hurled boulders, and occasionally the remains of a hunter’s trap, only recently triggered by an unfortunate forest animal. Even in the light of day, the blackened trunks of the Chitterwood trees, still bearing the scars of the great fire that marked the end of the Goblinblood Wars, loom menacingly over the narrow forest path. Eventually, the thud and crash of boulders launched from Logas can no longer be heard. Even the sun struggles to penetrate through the canopy at times, leaving dark pools of shadow
stretched across the path.
Jandri and ALik say little throughout the day, only speaking wh
en they need to issue an order. Camon says little as well, but is approachable at least. Kazrin makes up for this somberness with almost constant chatter and jokes.
Kelleran Storm |
Sense Motive: 1d20 - 1 ⇒ (18) - 1 = 17
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Kelleran makes his way closer to Kazrin. "It is alright to be on edge. It keeps one from becoming complacent. Just make certain you do not allow it to paralyze you when it is time to act."
Rogarch |
Rogarch keeps a sharp eye out for any trouble but does not find any yet.
SM: 1d20 - 1 ⇒ (12) - 1 = 11
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
The powerful warrior thinks that Kelleran must be joking around with the man.
"Not to worry Kelleran. The blood starts pumping once there is some action to be had. There is nothing quite like it so stop teasing the man. We can scare him tonight with stories from my homeland. Now those witches are frightening. But that is a story for another time."
She looks around with a degree of appreciation at the debris strewn about the ground.
"There must have been some mighty battles fought here. Alright they were only goblins and not giants or even ogres but still exciting times."
The concept of freezing up at the prospect of battle is inconceivable to a Bloodrager! :)
Helping Hand |
The cheerful scorpion keeps watch on her mistress' shoulder.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Fentar Palomine |
Fentar stands tall and draws a chakram, as he does so he calls out, "Stop the caravan."
His third eyelid makes a slow blink and he focuses again on the road ahead. Raising his free hand, the nagaji hisses, tongue flickering. "The ground ahead has been disturbed. A trap, perhaps."
Jaakko Varpunen |
Sense motive: 1d20 + 1 ⇒ (11) + 1 = 12
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
"Yep, there is something there, possibly ambush. I'll keep watch on the rear."
Boomer Forgehammer |
When Jaakko approaches Camon, Boomer ensures that he is present and lets the halfling known that he can count on the Ifrit's protection as well.
Sense Motive: 1d20 - 1 ⇒ (19) - 1 = 18
Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Boomer takes the opportunity to talk with Kazrin and Camon pretty much exclusively and mostly ignores the surrounding aspects of the road. As the others call out to stop the caravan, he looks about but doesn't see the reasoning behind it. Nonetheless, he pulls out his boom stick, trusting his allies more than his own senses.
Oxnard Kettlebeak |
Boomer Init: 1d20 + 2 ⇒ (1) + 2 = 3
Demm Init: 1d20 + 1 ⇒ (8) + 1 = 9
Fentar Init: 1d20 + 1 ⇒ (7) + 1 = 8
Jaakko Init: 1d20 + 5 ⇒ (4) + 5 = 9
Kelleran Init: 1d20 + 10 ⇒ (5) + 10 = 15
Rogarch Init: 1d20 + 8 ⇒ (15) + 8 = 23
Skeletons Init: 1d20 + 6 ⇒ (8) + 6 = 14
As you approach, skeletons rise up out of the disturbed ground!
Round 1
Surprise Round:
1. Skeletons (pop out is their action)
2. Jaako
3. Fentar
Turn order:
[1. Rogarch
2. Kelleran
3. Skeletons
4. Jaako
5. Demm
6. Fentar
7. Boomer
[ooc[Jaako and Fentar act in the surprise round with the made perception; then Rogarch and Kelleran act before the skeletons in round 1[/ooc]
Kelleran Storm |
With well-honed reflexes, and a bit of arcane divination, Kelleran snaps his wrist and feels the familiar weight of his favorite wand as it slides into his hand.
He then moves away from the caravan and fires off a bolt of mystic force at the skeleton stained yellow with age.
Surprise Round ~ Draw Wand of MM
Round 1 ~ Move and Fire
Wand of MM vs YELLOW: 1d4 + 1 ⇒ (1) + 1 = 2
Fentar Palomine |
Fentar drops his chakram and charges the yellowing skeleton.
can draw weapon as part of charge if within one move action, which it is due to fast movement.
Swinging his greatsword over his head.
charging power attack: 1d20 + 9 ⇒ (2) + 9 = 11
cold iron slashing damage: 2d6 + 9 ⇒ (1, 4) + 9 = 14
Rogarch |
Rogarch draws her Lucerne Hammer as she moves quickly next to Jaakko. Her friendly scorpion familiar imbues her with holy energy (Guidance) just before she attempts to crush the nearest skeleton (Blue).
Attack,Guidance: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage,Blunt,Cold Iron: 1d12 + 6 ⇒ (10) + 6 = 16
@GM Oxnard - Just a reminder that Rogarch is using a reach weapon so a skeleton may provoke an Attack of Opportunity from her.
Helping Hand |
Helping Hand cheers on the party from one of Rogarch's pockets by waving around one of his claws enthusiastically.
Oxnard Kettlebeak |
Fentar misses, the bugbear skeleton's tough bones absorbing the blow.
Round 1[
Kelleren blasts the skeleton with a magic missile!
Rogarch hits, blasting one skeleton to bits!
Two skeletons charge in, one at Rogarch and one at Jaako:
both do provoke here
Attack at Rogarch: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack at JAako: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
both miss!
Meanwhile, the bugbear one attacks Fentar:
Claws: 1d20 + 5 ⇒ (7) + 5 = 12
Damage[1d4+3[/dice: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 + 3 ⇒ (4) + 3 = 7 one hit!
Turn order:
1. Rogarch
2. Kelleran
3. Skeletons
4. Jaako
5. Fentar
6. Boomer
Status:
Fentar: 24/31
Yallow (bugbear skeleton): -2
Rogarch |
Rogarch quickly reverses her hammer swing at the skeleton (Green) moving in recklessly towards her.
Attack of Opportunity vs Green.
Attack of Opportunity vs charging opponent: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Damage,Blunt,Cold Iron: 1d12 + 6 ⇒ (12) + 6 = 18
Top of Round 2
Rogarch 5' steps into position and Helping Hand blesses her. She attempts to bring down the hammer again on the skeleton (Red) before it can attack again.
Attack,Guidance,Charging Opponent: 1d20 + 6 + 1 + 2 ⇒ (9) + 6 + 1 + 2 = 18
Damage,Blunt, Cold Iron: 1d12 + 6 ⇒ (12) + 6 = 18
Kelleran Storm |
Kelleran launches another missile, then returns to check the back of the caravan. Just in case these are some kind of distraction!
Wand of MM vs YELLOW: 1d4 + 1 ⇒ (3) + 1 = 4
Rogarch |
As Rogarch is not consumed with Bloodrage she notices Kelleran's attentiveness to detail and calls out to him.
"Great thinking to check our back."
Jaakko Varpunen |
Jaakko swings flail at the skeleton threatening Rogarch.
+1 flail vs. green: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d8 + 2 ⇒ (1) + 2 = 3
Oxnard Kettlebeak |
Round 1
Rogarch obliterates another as it opens itself to attack.
Jaako strikes, hitting the next closest skeleton!
Fentar misses!
Round 2
Rogarch strikes down the last of the human skeletons, leaving only the bugbear skeleton up!
Fentar sends another magic missile!
Turn order:
1. Rogarch
2. Kelleran
3. Skeletons
4. Jaako
5. Fentar
6. Boomer
Status:
Fentar: 24/31
Pending Boomer
Red: -3
Yellow (bugbear skeleton): -6
Oxnard Kettlebeak |
Rogarch, Boomer, and Kelleren can act now
Rogarch |
Rogarch moves in and attempts to surround the last remaining undead with Fentar's help. Helping Hand gives Rogarch a magical high five and she roars in rage as she attempts to bring down the big hammer hard on the bugbear skeleton.
Attack,Power Attack, Guidance, Flank,Rage: 1d20 + 6 - 1 + 1 + 2 + 2 ⇒ (10) + 6 - 1 + 1 + 2 + 2 = 20
Damage,Blunt,Cold-Iron, Power Attack,Rage: 1d12 + 6 + 3 + 3 ⇒ (8) + 6 + 3 + 3 = 20
Kelleran Storm |
Kelleran continues to move toward the rear of the caravan.
Kell yells out that the skeletons are little more than a distraction before launching a missile from his wand.
Wand of MM: 1d4 + 1 ⇒ (2) + 1 = 3
The elf shouts that the rear is clear before sending an unerring missile under the wagon and into the bugbear skeleton.
Wand of MM vs YELLOW: 1d4 + 1 ⇒ (2) + 1 = 3