| GM Nowruz |
Winnie is able to grab Tavetti and the spiritual scimitar slashes the crazy man in the back!
-
You see a madman with the two axes attack the illusion of the Azata again!!
will save: 1d20 + 2 ⇒ (3) + 2 = 5
~
"I think it is time for you stop!! I am Tavettii!!!" the man with the whip says.
He tries to escape the grip and he is almost out when the large beats tightens its grip.
escape artist : 1d20 + 1 ⇒ (17) + 1 = 18
Winnie the Hoot
|
Winnie clamps down on the man's shoulder and tries to claw the man's shoulders.
Maintain grapple with bite vs. purple, bull's strength, lockjaw, man did not escape on his turn: 1d20 + 7 + 2 + 4 + 5 ⇒ (8) + 7 + 2 + 4 + 5 = 26
b/p/s dmg, bull's strength: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
claw 1, bull's strength, grappled: 1d20 + 7 + 2 - 2 ⇒ (7) + 7 + 2 - 2 = 14
b/s dmg, bull's strength: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
claw 2, bull's strength, grappled: 1d20 + 7 + 2 - 2 ⇒ (2) + 7 + 2 - 2 = 9
b/s dmg, bull's strength: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Zeldana Bordana
|
Zeldana continues her assault while Henri's spell lasts...
+1 scimitar vs. yellow blinded AC: 1d20 + 9 ⇒ (9) + 9 = 18
slashing magical dmg, sneak attack, studied target: 1d6 + 5 + 1d6 + 1 ⇒ (2) + 5 + (2) + 1 = 10
Wulthur the Bold
|
Though stunned, the foe before him blocks the way for Wulthur to strike the leader. Using the flat of his blade, Wulthur attempts to down the nearest opponent and close on Tavetti.
Melee (+1 greatsword) v dark blue, NL: 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19
Damage (S, NL): 2d6 + 8 ⇒ (5, 5) + 8 = 18
If the blow is enough to drop dark blue, then Wulthur will take a 5 ft. step forward and move into the space currently occupied by dark blue.
Henrikuaxian
|
Henrikuaxian giggles as the crazed man takes another swipe at his illusion. The Azata also smiles in a mocking sort of smile, as it dances backwards again and lets fly with another arrow that once more sails wide, turning the smile into a frown.
The little gnome then chants once more, pointing at the very injured thug facing off against Zeldana, and a small glob of acid sails through the space between them.
Swift-concentrating on the illusion, standard to cast Acid Splash against yellow, assuming he is still standing at this point.
Acid Splash vs Touch AC: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d3 ⇒ 2
Lorimyr Hoenheim
|
Seeing his allies swarming over the far enemy, Lorimyr steps forward and heaves another clay bomb at the closer target, trying to avoid further injury to the helpless foe next to him. Unfortunately, his foot catches on a broken tile, sending his throw awry!
Bomb on Light Blue: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Scatter: 1d8 ⇒ 2
Hopefully that means only the target has to make the save if I count my squares right. Kyra was wise to wait!
| Kyra 4 pre-gen |
Winnie leaves the bard broken and battered!! His unconscious body is now in her grip!
His AC was 12 do this actually kills Tavetti.
This kills him?! -_- Did he only have 21 (or less) HP? Or does it just drop him?
Depending on the leader's status, Kyra will act differently.
| GM Nowruz |
GM Nowruz wrote:Winnie leaves the bard broken and battered!! His unconscious body is now in her grip!
His AC was 12 do this actually kills Tavetti.
This kills him?! -_- Did he only have 21 (or less) HP? Or does it just drop him?
Depending on the leader's status, Kyra will act differently.
Super sorry. You are completely right as the last attack did not hit. So 25 damage and a -5 hp dying and not dead. :-)
| Kyra 4 pre-gen |
Kyra 5-foot-steps east and attacks the man in light blue.
Scimitar + bull's strength + divine favor: 1d20 + 6 + 2 + 1 ⇒ (1) + 6 + 2 + 1 = 10
Slashing Damage + divine favor: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
The spiritual weapon attacks:
Spiritual Weapon + BAB + WIS: 1d20 + 3 + 4 ⇒ (1) + 3 + 4 = 8
Force Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Four rolls: one, one, one, two - seriously, dice bot? O_o
Zeldana Bordana
|
Better get these ones out now than later, lol. But yeah... amazing streak! :P
| GM Nowruz |
Kyra and the spiritual scimitar try to slash the crazy man in the back but they miss! But a bomb splashes the man and an acid blast burns his skin!
reflex splash save: 1d20 + 5 ⇒ (11) + 5 = 16
-
The man looks at Kyra and then at the Azata and suddenly realizes that the illusion is not a threat!
will save: 1d20 + 2 ⇒ (18) + 2 = 20
He faints and then can move towards Kyra ... his axe sinks into her flesh!
left hand mwk handaxes twf, double slice : 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 211d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
right hand mwk handaxes twf, double slice: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 111d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
~
Initiative - Round 4
Zeldana Bordana
Winnie
Kyra, -5
Lorimyr Hoenheim
Henrikuaxian
Wulthur, -17
Yellow, -26, 0 rounds blind/stunned
Dark Blue, unconscious
Red, -9, 2 rounds blind/stunned
Light blue, -19
Tavetti, dying
BOLD may act!
| Kyra 4 pre-gen |
Kyra attacks the man in light blue and 5-foot-steps north.
Scimitar + bull's strength + divine favor: 1d20 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11
Slashing Damage + divine favor: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
The spiritual weapon attacks:
Spiritual Weapon + BAB + WIS: 1d20 + 3 + 4 ⇒ (4) + 3 + 4 = 11
Force Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Sigh... again, dice bot? O_o
Henrikuaxian
|
You didn't seem to get my acid splash against yellow - he was at -26, then I hypothetically hit him for 2 damage, now he is still at -26.
Wulthur the Bold
|
Wulthur moves to prevent the remaining foe from escaping, striking him with the flat of his blade.
Melee (+1 greatsword) v light blue, NL: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18
Damage (S, NL): 2d6 + 8 ⇒ (2, 4) + 8 = 14
| GM Nowruz |
Sorry, I applied the acid to light blue instead of yellow but he is still standing!
Wulthur hits the man that was so fooled by the illusion and knocks him out with one strike!
Kyra's real and spiritual scimitar just cannot find an opening!
~
Initiative - Round 4
Zeldana Bordana
Winnie
Lorimyr Hoenheim
Henrikuaxian
Wulthur, -17
Kyra, -5
Yellow, -28
Dark Blue, unconscious
Red, -9, 2 rounds blind/stunned
Light blue, unconscious
Tavetti, dying
BOLD may act!
Zeldana Bordana
|
"Are we capturing them Wulthur? do we have rope? please confirm quickly! if so I have to tell Winnie not to kill them!"
Zeldana delays
Winnie the Hoot
|
Feeling Tavetti's body going limp, Winnie releases him and, continuing with the same orders as before, turns to focus on the only foe still moving! yellow I believe...
All attacks vs. yellow
claw 1, bull's strength: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
b/s dmg, bull's strength: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10
claw 2, bull's strength: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
b/s dmg, bull's strength: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
bite, bull's strength: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
b/p/s dmg, bull's strength: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Grab with bite, bull's strength, lockjaw: 1d20 + 7 + 2 + 4 ⇒ (16) + 7 + 2 + 4 = 29
=============================
CONFIRM CRIT on claw 1: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
ADDITIONAL CRIT dmg if successful: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Lorimyr Hoenheim
|
Dodging through the fray, Lorimyr quickly takes a knee by the fallen leader. "Better be grateful the bear didn't take your head off when you wake." he mutters as he tends to the wounds.
Heal to Stabilize: 1d20 + 12 ⇒ (5) + 12 = 17
Henrikuaxian
|
Henrikuaxian, seeing most all of the foes are unconsious or dying, points his finger at the one remaining relatively healthy foe, blinded and stunned though he might be. A quick arcane chant sends another glob of acid flying. "Does anyone have a means of securing this one, before he wakes up from my spell?"
Acid Splash vs Touch AC: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d3 ⇒ 1
Wulthur the Bold
|
Wulthur produces a length of rope. "The living oft provide more intelligence than the dead and, I believe, are more readiky rehabilitated."
Zeldana Bordana
|
"Winnie! come here girl! good girl! the fight is over... there... good girl..." Zeldana pets Winnie fur and feathers for several minutes, rewarding her with her favorite treats and cleaning the blood out as she eats.
| GM Nowruz |
You investigate the house.
The upper floor is completely collapsed, preventing access to the rooms above.
In order to try to expedite the exploration phase of this, since there isn't another encounter here at the estate, allow me to provide you with an overview of the rooms that don't really have anything of interest. The map has been fully revealed.
~
Map Key:
A1. Front Entrance
A2. Grand Hall (the room with the haunt, where you came in)
A3. Shrine to Asmodeus, thoroughly vandalized
A4. Library, only fragments of books and broken furniture remain
A5. Office (I will provide more details below)
A6. Salon, mostly destroyed by fire
A7 and A8. Side rooms, nothing but fallen plaster, dust, and cobwebs
A9. Salon, mostly intact, lit by lantern, shows signs of recent habitation
A10. Sitting room, well-lit by lanterns, and bedrolls and other personal gear are stacked along the walls
| GM Nowruz |
After exploring most of the rooms, the Pathfinders make their way into a small office. This once luxurious office has been thoroughly ransacked, and vandals have defaced the walls and furniture. A dead crow, relatively fresh but burned and blackened, has been nailed to a plaque on the western wall. A gilded portrait frame over the desk has been covered with paint and blood, obscuring the image underneath.
You identify the burnt bird as the territorial mark of the Scorchfeathers goblin tribe.
As you step into the room, something very strange happens. You hear a muffled voice come from the blood-covered painting, which says, "I am Asmodea Irrica, daughter of Rutillo and heir to the House of Irrica."
The painting seems to sit slightly askew from the wall, as though there is something behind it.
The talking portrait is an animated portrait, a detailed painting of a particular intelligent creature, animated to show movement or action within the painted scene. The image reacts when questioned, with the creature turning to face the viewer and responding appropriately.
The image is a magical effect with no actual intelligence, but is programmed with up to ten 25-word verbal responses and can respond to questions if these responses seem appropriate.
For example, if one of the programmed responses is the name of the person shown in the portrait, it can answer questions such as “who are you?” and “what is your name?” If the item crafter is familiar with or has the cooperation of the creature depicted in the painting, the illusory image has the voice and mannerisms of that creature.
| Kyra 4 pre-gen |
Knowledge (local): 1d20 + 0 ⇒ (8) + 0 = 8
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Kyra casts detect magic (but she is not trained in spellcraft).
She whispers: "Look, the painting... there may be something behind it."
Wulthur the Bold
|
Knowledge (local): 1d20 + 1 ⇒ (4) + 1 = 5
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Wulthur walks over to the crooked painting to adjust it.
Zeldana Bordana
|
Knowledge Local: 1d20 + 1 ⇒ (4) + 1 = 5
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Detect Magic and Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13
"Wait, let's see what's behind... but don't move it yet, it could be trapped..."
If Kyra and Wulthur assist me on this, the Perception is now at 27 for traps or concealed features, etc.
| GM Nowruz |
There are no traps. Only the spoilers can be identified. :-)
A piece of parchment is affixed to the back of the portrait with alchemical glue (noticeable if the portrait is removed from the wall).
On it is a hastily updated handwritten copy of Rutillo Irrica’s last will and testament, dated the day he and his family were killed.
Handout #1
| GM Nowruz |
The talking portrait is an animated portrait, a detailed painting of a particular intelligent creature, animated to show movement or action within the painted scene. The image reacts when questioned, with the creature turning to face the viewer and responding appropriately.
”Do not come nearer! I will curse you!!“ the figure says but nothing happens.
| GM Nowruz |
I assume you talk to the painting so we can move forward!
At your question, the painting simply repeats the phrase, "I am Asmodea Irrica, daughter of Rutillo and heir to the House of Irrica."
You suspect that the magical portrait might not be able to hear you due to it being painted over.
If the painting is properly cleaned and restored, it may be able to answer other questions as well, though such a restoration is impossible without specialized equipment.
Lorimyr Hoenheim
|
Knowledge Arcana: 1d20 + 12 ⇒ (13) + 12 = 25
"The magic may have more knowledge contained within, if it can be cleaned up. If nothing else, it should be taken for study."
Henrikuaxian
|
Sorry for the delay, busy at work...
Henrikuaxian was wandering about the room, lost in thought, barely paying any attention to what was going on around him. He finally got around to looking at the painting, and quickly cast Detect Magic at it. Taking 10 on spellcraft for a result of 21.
He gives a tiny squeal of delight and says "This is an animated portrait! Heard about them, but never seen one before. It isn't actually intelligent," he says with a slight glance at the painting, quickly adding "no offense Asmodea, it just has some pre-set answers to questions."
Again taking 10 on Know(arcana) for a 21
"It is filthy! No wonder it isn't working proper. Last time I was covered in paint and blood, I couldn't hear a thing! Perhaps some Prestidigitation?" He says all of this, seemingly unaware that others have said exactly that already and he was offering no new information. He quickly gives a few arcane gestures and words, pointing at the gunk-covered painting.
Trying to cast Prestidigitation to clean off the portrait, good idea Kyra!
| GM Nowruz |
The Pathfinders clean the protrait and search the house but find nothing else of value in the Irrica estate.
Furthermore, they realize that the goblins that were here probably left about a month ago or longer.
The Pathfinders deal with the unconscious bandits, and then hurry on to Elidir with a painting in hand.
You report back to you venture-captain and are able to rest the night, and await a message from Venture-Captain Brackett.
Such a message comes the next morning..
You guys can decide what dealing with the bandits means exactly (interrogating, killing, turning loose, turning in to the authorities, etc.), I just wanted to keep this moving. The letter from Brackett should now be in the Slides. You guys can make any purchases you wish while in Elidir, then you can go goblin hunting.
~ ~ ~
After they finish their preparations, the Pathfinders travel from Elidir as part of a caravan headed toward Citadel Dinyar in southern Isger. The journey is without incident. The group prepares to separate from the caravan to begin tracking the Scorchfeather goblin tribe.
The morning cookfire crackles softly as the caravan breaks camp and prepares to depart for Citadel Dinyar. The Chitterwood surrounds the road in all directions, but the forest is far from consistent. East of the road, burnt and dead trees still stand upright. The land to the west is snarled with low scrub in a dense weave. Irregular slashes of bare dirt and two-foot high grasses give the illusion of other roads leading off from the main track.
~ ~ ~
You see Caravan Master Jarkan, a Kalistocrat wearing the traditional white clothing, a friendly and polite man all the while you've traveled with him.
Also traveling with the caravan are a pair of Druman Blackjacket guards, and Gallion Land, a Hellknight of the Order of the Godclaw traveling to Citadel Dinyar.
Most trade in Isger is via the Cornerica River and its tributaries. Isger's undersized army focuses on securing the river trade, and consequently much of the hinterlands is easy prey for bandits.
The few overland trade routes in use are normally traveled by heavily guarded caravans. One such route passes through the eastern Chitterwood from Umok to the Hellknight fortress of Citadel Dinyar. Hellknights often accompany such caravans as it is also the quickest route for them to get to central Isger and the capital of Elidir.
Among the known threats in the Chitterwood is a tribe of goblins known as the Scorchfeathers. While the Scorchfeathers were a feared band of ravagers during the Goblinblood Wars, their hobgoblin commanders were all killed in the final months of the war and the Scorchfeathers are now a force of undirected and unpredictable mayhem.
~
The Chitterwood stretches more than 100 miles form east to west and nearly as far north to south. However, much of the forest was deliberately burned by Isger troops in the Goblinblood Wars to deny their enemies a refuge.
Since the burning, the Chitterwood has begun to regrow in places. Thick underbrush, bare ground, and open trails under quick-growing evergreens can all be found during a few minutes' walk.
The deepest reaches of the Chitterwood were never burned, nor were the numerous underground warrens. Goblinoids have been rapidly reproducing since the end of the Goblinblood Wars and have recently begun roaming farther afield.
You guys can make Knowledge checks and when you are ready to set out looking for the goblins I will need Survival checks from you where you can aid each other or roll individually.
Wulthur the Bold
|
Knowledge (local, untrained): 1d20 + 1 ⇒ (8) + 1 = 9
Knowledge (geography, untrained): 1d20 + 1 ⇒ (3) + 1 = 4
Survival, untrained to Aid Another: 1d20 + 1 ⇒ (15) + 1 = 16
Wulthur know little of what may lie ahead, but he offers a few tips he has learned about tracking.
Henrikuaxian
|
Take 10 on Know(local) for a result of 20.
Henrikuaxian chatters on for some time as they travel, rattling off all he knows about the area and the route they are on.
Feel free to open up all Know(local) knowledge checks above everyone! I pass on all that knowledge as a free gift to you. I don't know any geography, though, so those are still off limits!
When they are ready to set out, the little gnome tries his hand at some tracking, pointing out a couple of more obvious features he sees.
Survival: 1d20 ⇒ 18
Can I make this an aid if anyone else has a better modifier, or the main check if they don't?
| Kyra 4 pre-gen |
Kyra will take 10 on an untrained Knowledge (geography) check which should make us able to read the first spoiler.
She is not trained in Survival, but will offer any knowledge she picked up from others while adventuring.
Aid Survival untrained: 1d20 + 4 ⇒ (8) + 4 = 12
| GM Nowruz |
I will take Henrikuaxian's roll as the main roll.
The party heads off into the Chitterwood. Henrikuaxian is the first to pick up a trail, and after a few hours you stumble across what seems to have been a fairly recent goblin camp in a large clearing.
The clearing was likely burnt during the Goblinblood Wars, but the ground cover has been clearly burnt away again within the past few days. A few minutes of sifting through the ashes uncovers a broken Small dogslicer, two empty ceramic jugs, and the jumbled bones of a small-sized creature.
The bones likely belong to a forest bird of some type, perhaps a wild turkey.
You continue on the trail, but eventually need to rest for the night.
The next day Wulthur takes the lead, and he guides you to place where a shallow cleft in a rocky hill appears to have provided the goblins with a resting place for the night but little to burn.
The dung of several creatures is scattered about with no regard for sanitation. Near one pile of dung is a discarded string of feathers tied together as a crude headdress.
Kyra survival: 1d20 + 4 ⇒ (14) + 4 = 18
Again, the group pushes on but eventually has to rest again. On the third day, Kyra leads to the group to a place beneath a spreading oak where the goblins made a very recent camp.
The first thing to strike the senses is the scent of charred flesh and fuzz. The unplucked carcass of a small bird has been nailed to the oak tree and set on fire.
Discarded scraps of food are scattered around a crude semi-circle of stones facing the tree. Among the scraps lies a small blood-smeared vial.
The vial contains a potion of cure light wounds.
You push on, tracking the goblins once more. The trees thicken, and the previously wide glades narrow and disappear in this unburnt part of the Chitterwood. A loud animal screech echoes between the trunks, followed by excited laughter and cheers of triumph.
The goblins seem distracted, and you think you might be able to sneak up on them.
Take a look at the map. At this point anyone who wishes to try can attempt a DC 11 Stealth check. If successful, you may start within 30 feet of the nearest goblins and take a surprise round when combat begins. If you choose not to approach Stealthily then you will begin combat where you are on the map presently. If you choose to try Stealth and fail, then no one receives a surprise round and everyone begins combat where they are on the map currently.
Zeldana Bordana
|
Then
Nature: 1d20 + 7 ⇒ (14) + 7 = 21
"Hmm... look like they nabbed themselves a turkey..."
=====================================
Later
Spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7 nothing to see here... hope someone else makes it...
=====================================
Now
"Sneak Winnie! Sneak!"
Stealth Zeldana: 1d20 + 6 ⇒ (11) + 6 = 17
Stealth Winnie: 1d20 + 6 ⇒ (18) + 6 = 24
Zeldana surprise action: casts stone call bludgeoning dmg, no save: 2d6 ⇒ (4, 5) = 9 plus area is difficult terrain for 4 rounds afterwards.
Winnie surprise action: readies an attack from her hiding position if someone comes into range bite: 1d20 + 7 ⇒ (14) + 7 = 21 bps dmg: 1d6 + 4 ⇒ (4) + 4 = 8
Wulthur the Bold
|
"It appears that we have the element of surprise on our side," notes Wulthur as he keeps an eye on the goblins. He begins to retrieve his magical, composite short bow. "We could all try to sneak up on them, though with their sharp ears, I doubt we'd all get far."
He knocks an arrow and raises his bow to get a bead on one of the goblins. "If you wish to go ahead, I can give you a distraction or, if necessary, a shot or two of covering fire should you be discovered."
Wulthur fires at a goblin.
Ranged (+1 composite shortbow) v. orange, range: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Damage (P): 1d6 + 6 ⇒ (5) + 6 = 11
| Kyra 4 pre-gen |
Kyra casts detect magic, but she is not trained in spellcraft...
------------
"Well, I am not very stealthy, so I'll stay where I am and use magic as a surprise..."
Kyra draws her scimitar.
Surprise round action:
Kyra casts spiritual weapon next to the big bird.
Spiritual Weapon + BAB + WIS: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12 (vs. FF AC)
Force Damage: 1d8 + 1 ⇒ (5) + 1 = 6