Annissa
|
Reflex: 1d20 + 2 ⇒ (11) + 2 = 13
Annissa enters a cold, icy rage of silent hatred and stalks around opposite Shirin as she swirls her Fauchard around to slice the squash in half!
Reckless Power attack from flanking: 1d20 + 7 + 2 + 2 - 1 ⇒ (17) + 7 + 2 + 2 - 1 = 27
Damage: 1d10 + 9 + 3 ⇒ (8) + 9 + 3 = 20
| GM Valen |
Annissa enters a cold, icy rage of silent hatred and stalks around opposite Shirin as she swirls her Fauchard around to slice the squash in half!
Annissa's raging strike makes short work of the walking vegetation! The orange sphere that was once its head plummets to the ground.
However, just seconds later, the fiery head explodes in a burst of flaming spores that shower Annissa and Shirin.
Fire damage and stunned for 1 round: 2d6 ⇒ (3, 4) = 7
Annissa and Shirin may make a successful Reflex save (DC 14) for half damage and to negate the stun.
COMBAT OVER
A crumbling lumber mill, unremarkable except for the large wooden statue protruding from the front, stands to the north. A pile, appearing to consist of six ripe, delicious looking berries and three sizeable pumpkins, stands at the base of the statue, which itself looks nearly identical to that previously seen by the Pathfinders within the thicket.
Carved alongside the wooden statue is an inscription that reads, “Like the Lord of Seasons, our hoods illuminate truth, while their masks shelter deceit. Let this be the sign of our covenant. -E”.
Beyond the statue stands the ruined mill. Its door, ravaged by time and the elements, lies agape.
You may make an Appraise check to identify the nature of the cowl; with a success, you may view the spoiler below:
If the initial Perception check met a DC 28, you also note about the woman the information below the following spoiler:
You may also make a Knowledge (nature)(DC 19) check to identify the nature of the woman; with a success, you may view the spoiler below:
Shirin Asal
|
sense motive: 1d20 ⇒ 2
'Zog' Redclover
|
Wow, we made short work of that encounter. I usually get 2-3 rnds before the PCs take it out.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Zog will attempt to decifer the rather straight forward message.
Sense Motive: 1d20 + 3 ⇒ (10) + 3 = 13
Waze
|
The wizard is thinking that it was easier than with the swarms.
Perception, Aid Annissa:1d20 + 3 ⇒ (15) + 3 = 18
| GM Valen |
With help from her allies, Annissa spots a form inside the mill, watching the party with interest. The figure is that of a human woman. Long, red hair trails down her back where it is met by red, fox-like tail. She wears crocus-emblazoned armor and wields a silver lance. Atop her head is a cowl that appears to have been composed from colored leaves sewn together.
Waze
|
Appraise:1d20 + 4 ⇒ (14) + 4 = 18
The wizard stays observing, saying to the others: Look, that's the Automn's cowl!
Annissa
|
Know (nature): 1d20 + 4 ⇒ (20) + 4 = 24
"Haris Huldra, there would be no greater honor and no greater purpose than to protect this grove, but we are seekers of a lesser purpose," Annissa gestures to one of her party members to show the Huldra the wayfinder they carry.
"We follow the path of one called Eylysia, feyfolk. Do you know that name? Tell us please, did she come seeking to defile or protect?"
| GM Valen |
The wizard stays observing, saying to the others: Look, that's the Automn's cowl!
"This cowl t'were a gift of Ng by way of Ng's chosen, Zaul Blystone. If ye have knowledge of it, then ye are most likely allied either with the chosen or else his wanton foes," notes the self-styled Crocus Knight.
"Haris Huldra, there would be no greater honor and no greater purpose than to protect this grove, but we are seekers of a lesser purpose," Annissa gestures to one of her party members to show the Huldra the wayfinder they carry.
"We follow the path of one called Eylysia, feyfolk. Do you know that name? Tell us please, did she come seeking to defile or protect?"
"Aye, protection of this grove is indeed a most sacred purpose. Yet, while your words harbor truth, but I knoweth not what rests in ye heart." replies the Crocus Knight aloud, unsure what to make of the newcomers. "As for the one called 'Eylysia', I see no harm in telling ye that a gnome woman who used that name came here to the grove long ago, but she stayed not long. Left her here an inscribed prayer at the base of the statute of Ng, which she claimed would be helpful to allies of the grove at a future time. Yet, confesseth, I must, that I was never able to provideth discernment to either its meaning or its purpose."
"And, again, as to your purpose here I am equally uncertain. How mayst I know thy intentions are pure? And that thou truly mean no harm to this thicket?
The PCs must attempt a series of skill checks to improve the Crocus Knight's attitude, choosing from Bluff, Diplomacy, Intimidate, Knowledge (arcana, nature, or religion), or Sense Motive. Anyone can attempt one of the skill checks, but each skill check can be attempted only once. Allies may use the aid another action on these checks.
Shirin Asal
|
diplomacy : 1d20 + 8 ⇒ (9) + 8 = 17
”Hello, I hope that you can accept us here? We are pathfinders!“
Waze
|
The power of magic tells the truth and this magic tells that we have pure intentions.
Arcana:1d20 + 10 ⇒ (2) + 10 = 12
| GM Valen |
SKILL CHALLENGE CLARIFICATION: The party as a whole may attempt a total of five skill checks.
Thus far, the party has two successes and one failure.
Remaining skills that can be used are from Bluff, Intimidate, Knowledge (nature), or Knowledge (religion). Anyone can attempt one of the skill checks, but each skill check can be attempted only once. Allies may use the aid another action on these checks.
Shirin Asal
|
”And if you don’t cooperate then we also can change tactics!!“ she says softly but with a stern look on her face.
intimidate : 1d20 + 8 ⇒ (15) + 8 = 23
'Zog' Redclover
|
Zog doesn't have much to contribute but will attempt to back up others.
Bluff: 1d20 ⇒ 12
Intimidate: 1d20 ⇒ 15
Annissa
|
"Come on, feyfox. I know the slander and rumors spread of your kin. We mustn't judge so hastily. Perhaps even in our short time here we may aid you in your protection of this sacred place."
Well, it worked last time here we go
knowledge (nature): 1d20 + 4 ⇒ (20) + 4 = 24
| GM Valen |
"Come on, feyfox. I know the slander and rumors spread of your kin. We mustn't judge so hastily. Perhaps even in our short time here we may aid you in your protection of this sacred place."
Five successes are what was needed! Good job!
"Aye, 'aid' is something that I would gladly receive. Not long after I had wandered into this thicket, a Pathfinder name Zaul Blystone appeared to me." she remarks. "Much as you have now appeared here. I had concluded before I met him that this place was a message from Ng the Hooded. The Hooded One is among the powerful fey deities known as the Eldest. It was Zaul Blystone, who confirmed my beliefs."
"When I confided within him my suspicions, he commended me for my insight and for the revelations that I had received. He declared that he, too, was a follower of Ng and that he had been the one initially chosen to be the guardian of this--the Thicket of Endless Fall.” she continues. "He explained to me the horrors posed by the encroachment of lumberjacks in this area and how they were conspiring to decimate Ng’s sacred temple. It was Zaul Blystone who urged me to help him keep the thicket safe. And twas he who bestowed upon me the title of 'the Crocus Knight'. I took a vow at that time to protect the thicket. Since that day, I have kept that vow.. Together, Zaul Blystone and I created many of the wards within this thicket in order to deter intruders."
"He entrusted this magical cowl to me," she notes, pointing to the Autumn's cowl upon her head. "It serves as the mantle of whoever protects this place, the Thicket of Endless Fall."
"Alas, Zaul Blystone left some time ago. He had set off to recruit more allies to our cause." notes the huldra. "He has never returned. I thought him dead. Perhaps, slain by those vile lumberjacks. But, now that you are here--well, I had assumed that you were the new adepts that he sought to bring to our aid. I had hoped that he had succeeded in his mission."
"Yet, if that be not the case, then I shall remain here at my post and 'tis upon my head that the cowl shall remain." The Crocus Knight grows pensive, then asks, "As ye be trustworthy and it has been so long since I have spoken with others beyond this thicket, a confession I must make to you. Though I remain a devoted follower of Ng, it is my wish to someday be able to leave this thicket and start a new journey. Still, I shall remain here as protector until such time that a new protector arrives to take my sted."
"Do ye know if any is soon coming to relieve me of my mantle?"? asks the Crocus Knight, her tone hopeful.
Waze
|
Spellcraft:1d20 + 8 ⇒ (15) + 8 = 23
The wizard says to the others members of the party: That's the cowl itself which has transformed the area. So if we retrieve it all will probably come back again as before.
Shirin Asal
|
Shirin blushes slightly but says.
“I think that we could take over for you! So if you want then you can leave! Start a new journey and we will take care of everything here!“
Bluff : 1d20 + 4 ⇒ (17) + 4 = 21
| GM Valen |
“If that then be ye wish-then I hereby pass the mantle onto you--guardian of Ng’s sacred realm and rightful successor to Ng’s chosen, the Crocus Knight, and Zaul Blystone before her! May your strength and that of your companions remain with you until your season comes to an end.”
The huldra beats her arm against her armored chest in a gesture resembling a salute. She then bows and heads into the wood, where she quickly disappears.
Removing the Autumn’s Cowl from the thicket ends the permanent season phenomena allowing the natural cycle to resume. As you travel you find that some of the protective wards and illusionary magic that had made navigation through the thicket have now been dispersed, perhaps due to the actions of the former Crocus Knight.
As you emerge from the forest, you find that Adelyn Rhinon has remained near the thorn wall, though this time she is on the opposite side as before. While she looks even more tired than earlier, she has a smile upon her face as she bends down and examines the ground. "This land was sorrowful, yet there are now signs that it will one day bloom again! Tell me, what have you found inside the wall?"
The Greenfire druid listens carefully to your response, appreciative that the curse upon this portion of forest has apparently been lifted. She adds, "My order is indebted to you and, I personally, am most grateful that this barrier will no longer be needed."
"Farewell, and safe travels." says the woman as she seems to melt into the forest.
End of Second Quest
Not long after you leave the forest, another missive from Master Shane makes it way to your hands.
Missive for next quest, "Dust", is available on Handouts along with a map of the Five Kings Mountains.
| GM Valen |
Beginning quest three to keep usoving along....
As you approach the outpost known as the Rising Spire, you find that the claustrophobic tunnels outside of the outpost are carved with smoothed stone walls adorned with periodic arrow slits, twisting and turning until they converge at an open cavern about one hundred feet wide and at least twice as tall. At its center stands a tower carved from natural stone, rising up into the darkness.
A young dwarven woman with rock dust in her hair and stonemason’s tools hanging from her belt steps out of the tower. “Beautiful, isn’t it?” she says as she brushes the dust away with a gloved hand before extending it in greeting. “I’m Helga Silverbrew, head architect around here. Welcome to the Spire!”
Picture of Helga is now revealed on Handouts.
A middle-aged dwarven man in leather armor steps out after her. “I’m Urgrin. Most call me Urgrin the Everyman. I haul rocks, patch up armor, feed the cat, whatever needs to be done around here. And you lot must be the Pathfinders we were expecting!”
"No doubt, Urgrin." notes Helga as she turns to the party. "We have some hours of travel still ahead of us. I pray that you Pathfinders will be able to shower us with tales of the fascinating or strange locales that you have visited or stories of the various kinds of monsters you’ve slain!"
Dorrion
|
The cleric tries to tell something:
Once I traveled to a grotto where we found a dragon. Yes a real dragon. And we needed to kill it because he didn't want to hear anything. So we did it. It was a tough fight s you can imagine. The dragon flew in the air, split some acid over us then slashed us with its claws but we managed to kill it with our spells and thanks to a powerful half-orc ninja who was very powerful with a greataxe.
Waze
|
The wizard takes the lead then:
For my part it was during my first mission, when I still needed to confirm my grad as Pathfinder. I killed a minotaur with my pistol and one shot. I as very proud as spellcaster to such a heroic deed of course. But for now I haven't reproduced this prowess.
'Zog' Redclover
|
"I haven't done much with the Society yet, but when I was a hatchling trade-scouting, a village was rude and tried to kill us, so we trapped their fields so bad they had to abandon the harvest that year. They felt mighty bad starving while their better behaved neighbors dined on the Sweet mold and Corentyn wine we traded with them."
Shirin Asal
|
”This is one of my first mission! And therefore I really do not have much to share! Thank you for welcoming!“
| GM Valen |
The dwarves listen intently to the tales of dragonslaying and ferocious battles with a minotaur. It is not clear whether they are abhorred or amused by Zog's take, but they are most sympathetic to Shiren
"There are worse things than not encountering a monster, I recon," notes Urgrin.
The conversations continue for a couple of hours as the party travels through the subterranean tunnels. Yet, as you travel, you find that the two dwarves seem to show some discomfort each time someone mentions the cavern to where you are all headed. When the subject arises, the two guides grow quiet for a moment, before one tries to change the subject.
The two dwarves fall silent for a moment.
"The cavern 'tis haunted." Urgrin reveals, finally breaking the silence.
"Aye." chimes in Helga. "I canna think of any other explanation for the unnatural screams heard coming from from deep within."
"We tried, repeatedly, to tell our fellow dwarves about these sounds, but our fellow soldiers never believed us, dismissing our accounts as mere superstition." notes Urgrin.
Helga falls silent for a moment, then confesses, "Since that cavern lies just on the edge of our patrol route, we had all the excuse we need t'avoid investigatin' the source of tha noises--till we were told that you'd be comin' here, wishin' to visit the place."
The dwarves say little more as you reach the entrance of the cavern.
"We must continue our patrol." Helga backing away from the entrance to the cavern, even as you step closer to jt
"Aye." Urgrin agrees. "We will ensure that you are not surprised by any foes that may appear from elsewhere to trap you within the cavern. But, as for what may already lie there, I trust you Pathfinders know wut yer doin'."
"May Torag's blessing be upon ye." declares Helga as the two dwarves say their farewell and venture off into a nearby tunnel.
With the dwarven guides have departed, it appears that only you and the cavern entrance remain. The cavern’s entrance begins with a simple stone archway. Its walls are made of smooth stone, completely lacking in decoration.
You know that the style of unappealing, functional adequacy is fitting for the level of work that the faithful of Droskar would create—and far below par for the masterfully engraved walls one usually finds in the halls of dwarven cities.
Waze
|
The wayang follows the conservation along the trip to reach the cavern.
Knowledge engineering:1d20 + 8 ⇒ (20) + 8 = 28
Shirin Asal
|
”Yes, tell us please!“
diplomacy aid : 1d20 + 8 ⇒ (3) + 8 = 11
Waze
|
Oups, mistake. I don't have engineering but religion.
Annissa
|
Annissa tries to give the dwarves a friendly smile in support. It is incredibly awkward and she does her best not to show her teeth.
[dice Diplomacy aid]1d20+1[/dice]
| GM Valen |
Annissa tries to give the dwarves a friendly smile in support. It is incredibly awkward and she does her best not to show her teeth.
Diplomacy aid: 1d20 + 1 ⇒ (6) + 1 = 7
Moving further into the cavern, the passageways break off into a smaller, connected tunnels that lead to a series of halls. Once a statue garden, these halls are cluttered with scorched and shattered stones. Short, dusty pedestals have little to showcase, save for rubble and the occasional stone foot. Several stout skeletons lie beneath the piles of ruin, their brittle bones snapped and scattered. A single pristine warhammer rests on the floor to the northwest.
Map now revealed on slides with hammer demarked with light blue.
You notice small footprints and drag marks on the floor beginning at the cave entrance. The footprints trail back and forth between the entrance, past some of thee broken statuary in these halls, and into an area deeper into the northern part of the cavern.
Above Survival check may be made before going into rounds.
Annissa, Perc.: 1d20 + 5 ⇒ (8) + 5 = 13
Dorrion, Perc.:: 1d20 + 4 ⇒ (4) + 4 = 8
Shirin, Perc.: 1d20 + 1 ⇒ (3) + 1 = 4
Waze, Perc.: 1d20 + 3 ⇒ (12) + 3 = 15
Zog, Perc.: 1d20 + 9 ⇒ (7) + 9 = 16
Annissa, Init: 1d20 + 4 ⇒ (2) + 4 = 6
Dorrion, Init: 1d20 + 2 ⇒ (20) + 2 = 22
Shirin, Init: 1d20 + 8 ⇒ (8) + 8 = 16
Waze, Init: 1d20 + 3 ⇒ (20) + 3 = 23
Zog, Init: 1d20 + 3 ⇒ (16) + 3 = 19
Suddenly, Zog hears the sounds of of toiling and weeping emanating from the direction of the skeletal remains!
TOIL AND TROUBLE! - Surprise Round Begins
PCs in bold may take a move or standard action
Waze
Dorrion
Zog
Shirin
?
Annissa
Shirin Asal
|
survival : 1d20 ⇒ 17
Waze
|
Survival:1d20 + 3 ⇒ (18) + 3 = 21
The wizard tells the others about the footprints he observed.
'Zog' Redclover
|
Zog knows dead people are almost as dangerous as living people so he will sneak over and load his gun.
| GM Valen |
Suddenly, all around the room, appear several dwarves, each bearing the symbol of Droskar and drawing their hammers in preparation for an attack. Then, one of the dwarves begins to mutter incoherently, before inexplicably turning towards the others bringing his weapon to bear against his brethren. With looks of horror in their eyes, the other dwarves stand shocked before quickly attempting to defend themselves from the unexpected onslaught by their kinsman. Then, without warning, one of the other defenders halts his actions and begins muttering, before he, too, turns to strike his fellow defenders.
Progressively, one by one, each of the dwarves does the same. A cacophony of striking metal, battered rocks, and shattered bones erupts within the cavern as all of the dwarves break into a riot of muttered gibberish and violence. Each dwarf brings fierce, relentless attacks against the others until all, save one, are struck dead.
At last, only on dwarf remains standing. The din of battle now turns to an eerie silence. But it lasts only seconds, before it is broken by the angry sobs of the last dwarf. In a mixture of anger and near disbelief, he looks down at the silvered hammer in his hand and chokes out the words, “This weapon struck no enemies, only my brothers and sisters. I have failed...”
This survivor then backs away towards the east, begging for his life, as, as if having come from the shadows, a female dwarf in a domino mask approaches him. She draws a blade and cuts him down, his body dropping in the same space on the northwest floor where now lies the pristine warhammer.
The form of the female dwarf turns toward you, glaring. Crystal tears trickle from her eyes.
Annissa, Will: 1d20 - 1 ⇒ (19) - 1 = 18
Dorion, Will: 1d20 + 7 ⇒ (20) + 7 = 27
Shirin, Will: 1d20 + 2 ⇒ (3) + 2 = 5
Waze, Will: 1d20 + 4 ⇒ (4) + 4 = 8
Zog, Will: 1d20 + 3 ⇒ (16) + 3 = 19
In an instant, the masked figure vanishes. Where once were seen the fallen forms of the dwarven defenders, now lie only bare, stout skeletons.
Witnessing the vision leaves a lingering feeling of great sadness among the members of the party. However, the feeling is found most profoundly, and physically, by Shirin and Waze.
Shirin and Waze are shaken. Each takes a -2 penalty on attack rolls, saving throws, ability checks, and skill checks for 2 minutes, due to the crushing despair they are experiencing.
The area now appears lifeless, the floor littered with the remains of several shoddy, uninspired statues carved from stone that have since been toppled and destroyed.
M: 1d20 + 4 ⇒ (3) + 4 = 7
Others: 1d20 + 6 ⇒ (2) + 6 = 8
You've just experienced a haunt!
TOIL AND TROUBLE! - First Full Round Round Begins!
PCs in bold may act
Waze
Dorrion
Zog
Shirin
?
Annissa
Dorrion
|
Knowledge religion:1d20 + 5 ⇒ (13) + 5 = 18
A haunt!
The cleric becomes very serious as he knows these things can be really nasty.
He channels some positive energy in the cave.
Channel, Scared by war and Favored class option: 1d6 + 1 ⇒ (5) + 1 = 6 +1/3 = 8 channel points
| GM Valen |
Dorrion channels positive energy into the haunt, neutralizing it. However, Dorrion knows that a neutralized haunt is not destroyed, and can manifest again after a period of time. Often, to destroy a haunt, a specific action must be taken in the region to end the effect forever.
I apologize if this comes across a bit unartful, but I am trying to make sure that we finish all of the quests on time and that I preserve player agency as much as possible. After the present quest, there remains one more quest to go. We must complete all within 12 days.
M, Stealth: 1d20 + 12 ⇒ (19) + 12 = 31
Others: 1d20 + 10 ⇒ (7) + 10 = 17
Annissa, Perc.: 1d20 + 5 ⇒ (4) + 5 = 9
Dorrion, Perc.: 1d20 + 4 ⇒ (10) + 4 = 14
Shirin, Perc.: 1d20 + 1 ⇒ (19) + 1 = 20
Waze, Perc.: 1d20 + 3 ⇒ (16) + 3 = 19
Zog, Perc.: 1d20 + 9 ⇒ (10) + 9 = 19
Shirin, Waze, and Zog hear some commotion coming from the northwestern passages of the cave ahead.
The party has time to consider what it has seen and other potential dangers that may lurk in these caverns.
Other than Dorrion, the party has two rounds of actions it can take, assuming no one ventures past the green "X" on the map. Dorrion has one rounds of actions he can take.
Then, as the party heads further into the tunnels (spending a round to move in pre-determined marching order), Shirren spots three goblins in the northwestern passages!
Map updated to show positions of goblins and party.
TOIL AND TROUBLE! - Another First Full Round Round Begins!
PCs in bold may act
Waze
Dorrion
Zog
Shirin
Goblins
Annissa
'Zog' Redclover
|
Zog will sneak up, light his smokestick, and snipe the blue goblin.
Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
Attack, flat-footed touch: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 1d6 ⇒ (1) + (6) = 7
Snipe: 1d20 + 11 ⇒ (5) + 11 = 16
| GM Valen |
Zog will sneak up, light his smokestick, and snipe the blue goblin.
Zog drops the goblin with a single shot!
His allies begin moving towards the goblins, cautiously.
TOIL AND TROUBLE! - Another First Full Round Round Cont'd!
PCs in bold may act
Waze
Dorrion
Zog
Shirin
Goblin (blue) -7 HP
Goblin (red)
Goblin (yellow)
Annissa
Shirin Asal
|
Shirin moves forward.
| GM Valen |
One of the goblins (red) fire an arrow at Shirin.
Ranged (short bow): 1d20 + 4 ⇒ (4) + 4 = 8
Damage P): 1d4 ⇒ 3
The goblin then scuttles away for cover.
The other (yellow) steps back and also tries to put an arrow in the Pathfinder.
5 ft. step
Ranged (short bow): 1d20 + 4 ⇒ (5) + 4 = 9
Damage P): 1d4 ⇒ 3
Yet another goblin (green) appears from another passage carrying a dogslicer in one hand and a vial of alchemist's fire in the other, which he then throws at Dorrion.
Ranged touch attack, 2 range increments: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Fire damage: 1d6 ⇒ 6
On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save.
Some of the fiery oil splashes, striking Waze and Annissa!
TOIL AND TROUBLE! - Another First Full Round Round Cont'd/Second Round Begins!
PCs in bold may act
Annissa -1 HP
Second Round
Waze -1 HP
Dorrion -6 HP (aflame)
Zog
Shirin
Goblin (red)
Goblin (yellow)
Goblin (green)