Kal'ryon |
perception: 1d20 + 6 ⇒ (16) + 6 = 22
"So, are we just going to leave these things here?", gesturing to the bodies and cache of treasure. Using the butt end of his pole arm, Kal sifts through the things.
"I don't use swords... but this ring is certainly something that peaks my interest."
~Lance~ |
"Destroy the bodies, take the items - we no doubt need to turn them over to the Society for them to liquidate and distribute the wealth. Warhorses, swords, fine drink, fine silks, and fine lovers wear a hole in ones coin pouch, and I have a Barony to look after as well - it's all taxes, taxes, taxes"
"We can find somewhere nice to rest up, then go slay this other Demon"
Lance checks again to see if the demon is ahead, or whether we need to return to the tribal village and press on from there.
Diazepane Ketal |
There were two types of demons - corrupter and filth. Which ones were these? And do we have any idea of whether they count towards the "proof" of demon slaying we need?
~Lance~ |
We have our proof sorted, we were only asked to kill one or the other to get the tribe across the line. We're talking about killing the other one as well just on principle. Otherwise it's scenario over I take it :)
EbonFist |
These were the corrupter demons. The filth demons are more powerful. The Red Winter Tribe did ask you to kill a demon so, if you head back now, it will be scenario over.
Taariik |
”Is there potentially a way to honor our agreement and find a way to fight evil!!???“ the Paladin asks.
Maybe some better boons?!? :-D Come on!!! We can use my wand for all injuries. ;-)
EbonFist |
There's nothing stopping you from tracking down and dealing with the other demon. I'll wait for others to chime in before taking us one way or the other.
~Lance~ |
[b]"We've honoured our agreement with the Red Winter tribe so all golden there. I take it the scenario was just giving us choices for bragging rights (which was a bit of a thing in S4 & S5), so the boons will probably be the same no matter what you kill. Given the outcome will be the same regardless I'm happy to either play through crusing the demons, or we just handwave it away that the newly budding bromance headed off and killed the demons and we can move on to the next scenario :)[/ooc]
Kal'ryon |
Kal is always up for a fight- especially when it is one fight a day and he doesn't have to worry about balancing multiple comabts. I am sure Diazepane agrees with that too
EbonFist |
Assuming their stomachs aren't too weak and they don't mind doing a little disgusting cleaning up, the structure the demons used as a base of operations can provide a relatively comfortable and safe place to sleep. Alternatively, sleeping outside nearby works as most animals avoid the area.
The following day dawns bleak and dreary with gray clouds looming. Following Thanock's directions easily leads you to the corruption demon's lair.
The air is heavy with the sickly sweet scent of putrefying flesh in this ancient graveyard. The source of the smell is quickly discernible: eight ancient crypts stand opened to the elements, several stuffed from floor to ceiling with rotting, putrid corpses.
As you approach, the nasty weather takes an abrupt turn for the worse as eyeball sized hail falls from the sky. Then you realize, it's not just eyeball sized, it actually is made up of frozen eyeballs!
This acts as hail. The slippery eyeballs mean that it takes 2 squares of movement to move into a square and you take a -4 penalty to perception checks due to the noise.
You begin to see why mammoths dare not tread in this place. Two more corrupted beasts stand in the graveyard. Unlike the last batch, these are clearly alive though covered in pustules, bald spots of fur and other signs of illness that you wonder HOW they are still alive.
They waste little time in moving to attack once they see you.
There is no sign of the demon...yet.
init Lance: 1d20 + 6 ⇒ (16) + 6 = 22
Init Kal’Ryon: 1d20 + 1 ⇒ (9) + 1 = 10
Init Taariik : 1d20 + 13 ⇒ (18) + 13 = 31
Init Izlin: 1d20 + 5 ⇒ (11) + 5 = 16
Init Mammoths: 1d20 + 2 ⇒ (2) + 2 = 4
Init Demons: 1d20 + 10 ⇒ (14) + 10 = 24
Round 1, the BOLD may act.
You come in through the open gates on the left. It takes two squares for each square you move through.
Taariik
Lance
Diazepane
Izlin
Kal'Ryon
Mammoths
Izlin Greymantle{Toku Kara Shi} |
Know, Dungeon: 1d20 + 10 ⇒ (19) + 10 = 29 (...or a 30 if Religion, a 31 if Planes, or 33 Arcana.)
The magus focuses his psychic energy into his weapon.
BANE based on Knowledge check added to dagger.
~Lance~ |
Lance sighs, then pushes Flash into a light canter and starts flanking around - "For apparently fearless masters of destruction they sure spend a lot of time hiding like frightened children"
Taariik |
Taariik immediately enlarges himself and moves forward.
"Where are you hiding you evil demon lord!!" he shouts.
Diazepane Ketal |
Diazepane is going to drink an extract of see invisibility and fly 30' up into the air.
(He'll relay anything he sees, as well as a Knowledge check.)
Knowledge (mammoths): 1d20 ⇒ 18
Knowledge (demon): 1d20 ⇒ 8
arcana/nature +22, local/planes +19, all else +9
EbonFist |
Izlin realizes that the mammoths are actually undead and Bane's his dagger accordingly.
Lance moves around the battlefield.
Taariik gets big and moves around the battlefield as well.
Diazepane gets some elevation and looks around for unseen things.
Not hiding. Lying in wait and the wait is over! the creature projects into their mind.
A cloud of wretch inducing smell appears. It blocks vision, including darkvision of anything beyond 5 feet away. Everyone within also has to make a DC18 Fort save or be nauseated. (Diazepane is above it so not affected.)
It also plucks one of the grapefruit sized tumors off of it's body with one of it's many arms and hurls it at Diazepane.
tumor: 1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 27
Acid: 2d6 ⇒ (5, 4) = 9
Round 1, the BOLD may act.
You come in through the open gates on the left. It takes two squares for each square you move through. The green cloud provides obscurity and requires a DC18 Fort save vs. Nausea.
Taariik
Lance
Diazepane -9HP and DC24 Fort save vs. Disease
Izlin
Kal'Ryon
Mammoths
Kal'ryon |
Flexing, Kal begins to grow in size- his pole arm growing with him into a formidable weapon- before he lumbers forward in an attempt to get out of the oppressive cloud.
Enlarge person
Fort, DC 18: 1d20 + 14 ⇒ (9) + 14 = 23
Diazepane Ketal |
Fortitude: 1d20 + 11 ⇒ (13) + 11 = 24
Diazepane scoffs at the acid. It just pH balances his skin.
Izlin Greymantle{Toku Kara Shi} |
Fort vs DC 18: 1d20 + 15 ⇒ (4) + 15 = 19
Taariik |
fort : 1d20 + 19 ⇒ (14) + 19 = 33
EbonFist |
Kal'Ryon begins his portion of the Supersized Extraplanar Twins show while most of the pathfinders shrug off the stink and Diazepane resists whatever fetid pestilence was in that boil.
The mammoths charge in (one literally) and start trying to gore their opponents.
Yellow vs. Taariik: 1d20 + 23 ⇒ (4) + 23 = 27
Miss: 1d100 ⇒ 46
Piercing: 2d8 + 14 ⇒ (4, 8) + 14 = 26
Blue vs. Kal'Ryon (charge): 1d20 + 23 + 2 ⇒ (19) + 23 + 2 = 44
Miss: 1d100 ⇒ 13
Piercing: 2d8 + 14 ⇒ (2, 2) + 14 = 18
The one attacking Taariik finds his target while the other just disrupts some of the foul fog.
Round 2, the BOLD may act.
You come in through the open gates on the left. It takes two squares for each square you move through. The green cloud provides obscurity and requires a DC18 Fort save vs. Nausea.
Taariik -26HP
Lance
Diazepane -9HP and DC24 Fort save vs. Disease
Izlin
Demon
Kal'Ryon
Mammoths
Diazepane Ketal |
Drifting forward, Diazepane begins unloading on the demon, splashing the mammoth below (not 100% sure how splash works 3-dimensionally).
Force Bomb, RS, PBS: 1d20 + 13 - 2 + 1 ⇒ (17) + 13 - 2 + 1 = 29 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (2, 1, 4, 3, 3, 2) + 8 + 1 = 24 plus DC 23 Reflex vs prone plus splash damage next turn
Miss?: 1d8 ⇒ 4
Force Bomb, RS, PBS: 1d20 + 13 - 2 + 1 ⇒ (15) + 13 - 2 + 1 = 27 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (4, 1, 2, 4, 2, 3) + 8 + 1 = 25 plus DC 23 Reflex vs prone plus splash damage next turn
Miss?: 1d8 ⇒ 5
Force Bomb, iterative, PBS: 1d20 + 8 - 2 + 1 ⇒ (17) + 8 - 2 + 1 = 24 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (1, 2, 3, 2, 3, 2) + 8 + 1 = 22 plus DC 23 Reflex vs prone plus splash damage next turn
Miss?: 1d8 ⇒ 2
14 splash force, DC 23 Reflex for half
~Lance~ |
Fort Lance 1d20 + 13 ⇒ (8) + 13 = 21
Fort Flash 1d20 + 10 ⇒ (14) + 10 = 24
Lance can see that his charge lane is now congested, and there is nowhere to fit into the combat. He continues riding on to try again elsewhere.
Double Moved
Taariik |
The Ifrit paladin 5 ft steps, starts to invoke the spirits of Irori´s followers that can make him a champion and activates his boots of speed.
Free action to use boots of speed and continue spirit dance to get the champion spirit +3 to hit/damage/fort saves.
Enlarged - AC is 18 currently but vs. DEMON AC 24.
Swift action to SMITE the demon!! Ignore all DR!
Taariik swings at the round demon with a powerful attack combination!!
“Smite this demon Irori!!!“
~
Primary Adamantine +1 Greatsword +18 (2d6+20; 19-20/×2) To hit: Haste +1, BAB +7, Enhancement +1, Str +8, champion +3, smite +6, power attack -2; Damage 2H: Str +8 + Half Str +4 + Enhancement +1, power attack +6, champion +3, smite +2: 1d20 + 24 ⇒ (17) + 24 = 412d6 + 26 ⇒ (2, 5) + 26 = 33
~
Champion sudden attack: 1d20 + 24 ⇒ (12) + 24 = 362d6 + 24 ⇒ (5, 1) + 24 = 30
~
Haste attack: 1d20 + 24 ⇒ (7) + 24 = 312d6 + 24 ⇒ (4, 2) + 24 = 30
~
Iterative attack: 1d20 - 5 + 24 ⇒ (4) - 5 + 24 = 232d6 + 24 ⇒ (5, 4) + 24 = 33
—
Using CORNUGON SMASH: Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Free action demoralizing the demon : 1d20 + 22 ⇒ (19) + 22 = 41
"You are going down!" Taariik shouts at the vile creature.
EbonFist |
Taariik, the demon is 30' up in the air so, unless you have some way to get to his level you can't reach him. I'm going to redirect your attacks to the mammoth.
I'm going to go ahead and bot Izlin.
Izlin steps out of the stinky cloud and flings his dagger at the northern most mammoth.
Dagger: 1d20 + 15 ⇒ (13) + 15 = 28
slashing: 1d4 + 11 ⇒ (3) + 11 = 14
Oh, a fiesty one, eh? Have one of these! the demon sends to Taariik before plucking another tumor from it's body and flinging it at the champion.
tumor: 1d20 + 16 ⇒ (9) + 16 = 25
Acid: 2d6 ⇒ (3, 6) = 9
It then creates another cloud this one a cold, cloying miasma of greasy darkness.
Damage: 5d8 ⇒ (6, 4, 7, 4, 1) = 22
Round 2, the BOLD may act.
You come in through the open gates on the left. It takes two squares for each square you move through. The green cloud provides obscurity and requires a DC18 Fort save vs. Nausea.
Taariik -35HP DC24 Fort save vs. Disease and DC19 Will save vs. 22HP and sickened
Lance
Diazepane -9HP DC19 Will save vs. 22HP and sickened
Izlin
Demon
Kal'Ryon DC19 Will save vs. 11HP and sickened
Mammoths Yellow -60, Blue -14
Diazepane Ketal |
Will, 4-leaf clover: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Diazepane shrugs off the exploding tumor. He is an alchemist, after all.
Izlin Greymantle{Toku Kara Shi} |
Thank you kindly
Taariik |
fort : 1d20 + 19 ⇒ (7) + 19 = 26
Sorry, thanks for directing at mammoth.
Kal'ryon |
Will, DC 19: 1d20 + 10 ⇒ (15) + 10 = 25 +2 charm or compulsion
Now fully grown, Kal continues to move northward on the same trajectory as before- one clear of the darkness he swings to face the blue mammoth and allows the blur of posibilities to sweep into his mind Rage
+3 Adamantine, PA, enlarged: 1d20 + 19 ⇒ (1) + 19 = 20 Damage, +2 Arcane Strike (Swift): 2d6 + 30 ⇒ (1, 1) + 30 = 32
As his blade falls, Kal wrestles with strands of the future that flash before him and wills a new reality into existence Quibble
+3 Adamantine, PA, enlarged: 1d20 + 19 ⇒ (7) + 19 = 26 Damage, +2 Arcane Strike (Swift): 2d6 + 30 ⇒ (2, 1) + 30 = 33
Taariik |
Sorry, I was on my phone and did not see all required saves.
DC18 Fort save vs. Nausea: 1d20 + 19 ⇒ (18) + 19 = 37
DC19 Will save vs. 22HP and sickened: 1d20 + 17 ⇒ (1) + 17 = 18
EbonFist |
Kal'Ryon manages to pull success out of the jaws of failure with his control over fate, leaving a large gash in the mammoth's side.
The mammoths retaliate.
bite blue vs. Kal'Ryon: 1d20 + 22 ⇒ (10) + 22 = 32
Damage: 2d6 + 14 ⇒ (2, 4) + 14 = 20
bite yellow vs. Taariik: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 2d6 + 14 ⇒ (3, 5) + 14 = 22
Both mammoths hit with their mouths full of disease.
Round 3, the BOLD may act.
It takes two squares for each square you move through. The green cloud provides obscurity and requires a DC18 Fort save vs. Nausea.
Taariik -77HP DC19 Fort save vs. Disease
Lance
Diazepane -20HP
Izlin
Demon
Kal'Ryon -28hp DC19 Fort save vs. Disease
Mammoths Yellow -60, Blue -47
~Lance~ |
Lance comes wheeling into view, tilting at the blue mammoth!
Attack 1d20 + 21 ⇒ (7) + 21 = 28
Damage 3d8 + 48 + 2d6 ⇒ (5, 6, 8) + 48 + (6, 4) = 77
EbonFist |
Lance downs his target.
Round 3, the BOLD may act.
It takes two squares for each square you move through. The green cloud provides obscurity and requires a DC18 Fort save vs. Nausea.
Taariik -77HP DC19 Fort save vs. Disease
Lance
Diazepane -20HP
Izlin
Demon -71HP
Kal'Ryon -28hp DC19 Fort save vs. Disease
Mammoths Yellow -60, Blue Dead again.
Taariik |
DC18 Fort save vs. Nausea: 1d20 + 19 ⇒ (14) + 19 = 33
DC19 Fort save : 1d20 + 19 ⇒ (8) + 19 = 27
Taariik swings at the undead animal with a powerful attack combination!!
“I will this undead Irori!!!“
~
Primary Adamantine +1 Greatsword +18 (2d6+20; 19-20/×2) To hit: Haste +1, BAB +7, Enhancement +1, Str +8, champion +3, smite +6, power attack -2; Damage 2H: Str +8 + Half Str +4 + Enhancement +1, power attack +6, champion +3, smite +2: 1d20 + 24 ⇒ (5) + 24 = 292d6 + 26 ⇒ (5, 3) + 26 = 34
~
Champion sudden attack: 1d20 + 24 ⇒ (7) + 24 = 312d6 + 24 ⇒ (4, 3) + 24 = 31
~
Haste attack: 1d20 + 24 ⇒ (12) + 24 = 362d6 + 24 ⇒ (3, 3) + 24 = 30
~
Iterative attack: 1d20 - 5 + 24 ⇒ (8) - 5 + 24 = 272d6 + 24 ⇒ (6, 6) + 24 = 36
Diazepane Ketal |
Remember that the demon will take 3x14 splash force this turn from last turn's bombs.
Diazepane keeps raining bombs on the demon, splashing the mammoth with ... uh ... force.
Force Bomb, RS, PBS: 1d20 + 13 - 2 + 1 ⇒ (8) + 13 - 2 + 1 = 20 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (1, 2, 4, 2, 3, 4) + 8 + 1 = 25 plus DC 23 Reflex vs prone plus 14 splash force next turn
Miss?: 1d8 ⇒ 1 north, no bump
Force Bomb, RS, PBS: 1d20 + 13 - 2 + 1 ⇒ (16) + 13 - 2 + 1 = 28 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (4, 3, 2, 2, 4, 1) + 8 + 1 = 25 plus DC 23 Reflex vs prone plus 14 splash force next turn
Miss?: 1d8 ⇒ 5 south, no bump
Force Bomb, iterative, PBS: 1d20 + 8 - 2 + 1 ⇒ (20) + 8 - 2 + 1 = 27 vs touch
Force, PBS: 6d4 + 8 + 1 ⇒ (4, 4, 2, 1, 3, 4) + 8 + 1 = 27 plus DC 23 Reflex vs prone plus 14 splash force next turn
Miss?: 1d8 ⇒ 5 south, no bump
Confirm?: 1d20 + 8 - 2 + 1 ⇒ (17) + 8 - 2 + 1 = 24 vs touch
Extra Force: 1d4 ⇒ 3 on crit
EbonFist |
Taariik redeadifies the remaining undead mammoth while Diazepane rains more bombs down on the demon.
It weathers those attacks but then the swooshing swirls of force lingering around it crash back into it and it shudders then crashes down to the ground.
And with that, the Pathfinders end the threat of another demon, perhaps doing a small part in cleansing the Worldwound.
The valuables include two dozen beautifully cut pieces of amber, a beaten silver tablet inscribed in Skald with an extensive family tree, a platinum locket (the portrait within has long since decayed), a lion’s shield that instead features a tusked mammoth, boots of the mastodon, and a stone of good luck carved from magically hardened soapstone and a manual of gainful exercise +1 written on forty sheets of burnished steel and a frost brand.
When you return with proof of you victories to the Red Winter tribe, Thanock Sundered Bear declares that the Pathfinder Society is a welcome
neighbor and can take its pick of the campsites. Thanock realizes that he has the opportunity to make a very powerful ally indeed—he pledges his
direct aid in the Society’s business in the area, trusting that should he require their aid or political capital in the future, the Pathfinders will remember him as a friend.
After you have dealt with the Red Winter tribe you are free to conclude your survey of potential campsites.
The last option is a Natural Spring.
Nestled among the foothills along the base of the Tusk Mountains, a large steaming pool of bubbling water warms the nearby area, providing a welcome break from the chill winds that blow across the Thunder Steppes.
Once you have selected a site, someone simply needs to break Zey’s disc to create a beacon for the wizard. Soon thereafter, Pathfinder agents are able to travel through the Hao Jin Tapestry to the chosen site. Aram Zey personally teleports you back to Absalom where Farabellus summons them to discuss the Society’s next move
~Lance~ |
"There we have it, we've killed the extra demon too, no one could ever suggest there was any shirking of moral responsibilities"
***
Survival 1d20 ⇒ 15
"Water is drinkable"
***
"The village suits me - it was probably hit by demons, but then everything here at some point gets hit by demons. The caves seem small and already contested, and the river is just a water source. The village has water too, heat it up and make a bath"
Diazepane Ketal |
Perception: 1d20 + 19 ⇒ (7) + 19 = 26 vs DC 20
"Y'all wanna see a dead body?"
The demon kept most of its treasure buried under several layers of bodies in the southernmost crypt finding it requires several minutes of rearranging disease-ridden corpses.
Fortitude: 1d20 + 11 ⇒ (7) + 11 = 18 vs DC 18
The valuables include two dozen beautifully cut pieces of amber, a beaten silver tablet inscribed in Skald with an extensive family tree, a platinum locket (the portrait within has long since decayed), a lion’s shield that instead features a tusked mammoth, boots of the mastodon, and a stone of good luck carved from magically hardened soapstone and a manual of gainful exercise +1 written on forty sheets of burnished steel and a frost brand.
Diazepane will Aid Survival on whoever has the highest modifier.
Aid Survival: 1d20 + 5 ⇒ (9) + 5 = 14 vs DC 10
Izlin Greymantle{Toku Kara Shi} |
"Keen eyes Diazepane!"
Kal'ryon |
Survival: 1d20 + 2 ⇒ (13) + 2 = 15
"I concur, Lance. This water looks potable to me"
Taariik |
survical aid : 1d20 - 2 ⇒ (2) - 2 = 0
“Hmm… I really don’t know much about the wilderness!!?“
Taariik |
Maybe with some aids we can bump to dc 20? Familiars can aid as well. ;-)
~Lance~ |
Let's just go with the village - clearly whoever set up the village had determined it was a good spot, we're clueless :)
"Village it is"
We snap the disc at the village - the Society can take it from here and make it pretty, we will just tip them off about the last group disappearing
EbonFist |
Interestingly enough, the Sealed Gate follows directly from this plot and I guess most people selected the village since that is canonically where the camp is.
Izlin Greymantle{Toku Kara Shi} |
I wonder if that was the intention behind the scenes? Make one camp more attractive so players can choose whatever they like, but the designers have a good idea of which one would likely be selected.
Taariik |
"Village makes sense!! At least a little bit of civilization!!" Taariik says with smile.
"We really made a difference today!!" the Ifrit says with a smile.