Silgil
|
Fortunately, the sled is not broken and the Pathfinders survive.Feel free to perform any healing and/or repairs you wish before proceeding.
Silgil swaps out prestidigitation for mending the next day and casts mending on the sled, repairing 1d4 ⇒ 4 damage.
perception: 1d20 + 9 ⇒ (5) + 9 = 14
Silgil is just about to use his Change Shape ability to turn into an air elemental and ride the air to the other side, when he notices the trail of blood at the same time as Radagast, who darts out after it. Following more slowly he listens as the scholor explains the nature of the beast men and the significance of the coin the man is holding.
"Aspis, huh? This will prove to be a dangerous mission then. The Aspice never make anything easy."
Silgil
|
It was in the spoiler, if you made your perception roll. If not, since others made it, you can look in the spoiler anyway,
| GM Valen |
"Any idea who buried them? I've never heard of taer before--is that something they do?"
Is there any indication of how the taer were killed?
After tending to the damaged dogsled and injured party members, the Pathfinder continue to ascend The Dragon.
Reaching a point where the pass drops into a small valley between two small hills, the Pathfinders can confirm that they have reached The Wings. The path here becomes extremely narrow, making turn maneuvers on the sled difficuly if not nearly impossible for any sled foolish enough to try descending the mountains here. Taking The Wings slowly, the party manages to continue their ascent.
Near the top of the pass, the Pathfinders reach The Eye of The Dragon. Here, the angle of the slope increases. It bisects a small glen near the base of a steep butte on the mountainside. Atop the butte, a wide ledge climbs slowly back up the mountain. The pass continues until it reaches a high ridge atop a staggeringly sheer scarp that spills down into the lowlands. The breathtaking view provides a panorama of most of the lower peaks.
?: 1d20 ⇒ 18
?: 1d10 ⇒ 7
What do you wish to do, Pathfinders?
Tere di Montefeltro
|
Untrained Heal check: 1d20 + 1 ⇒ (11) + 1 = 12
"These look like sword wounds."
Perception check: 1d20 + 12 ⇒ (2) + 12 = 14
Tere takes in the magnificent vista, oblivious to anything else.
Incidentally, Tere has Improved Uncanny Dodge. Just in case it becomes important.
Merisiel elf rogue
|
Merisiel turns to two blades.
"Thanks! That was clumsy of me!" She looks around
Perception: 1d20 + 12 ⇒ (10) + 12 = 22
Looking at the top of the embankment. She screams and points. "Avalanche!"
She looks for cover.
Two Blades in the Shadows
|
Survival: 1d20 + 1 ⇒ (13) + 1 = 14
Hearing that an avalanche was on the way, Two Blades looked to see what direction it was approaching, checking the possibility of moving at a right angle to it.
Silgil
|
Upon hearing the word avalanche, Silgil looks around for a place to shelter.
| GM Valen |
Can we escape this? How?
Some options can be found in the Discussion thread.
Silgil
|
Silgil will stick with the sled for now. If the sled makes it to safety, fine. If not he will simply use his change shape ability 10 seconds before it strikes and fly over it.
Two Blades in the Shadows
|
Pulling out a chunk of meat from his rations, Two Blades stepped off the dog sled on to the snow, walked on top of it as if it did not bother him.
"Hang on everyone!" he yelled, before waiving the meat in front of the dogs and rapidly moved out of harms way, keeping them interested in a snack.
The plan is to use the meat to get the dogs to follow him out of danger, using Agile Feet.
Merisiel elf rogue
|
1d20 + 1 ⇒ (4) + 1 = 5
"Mush!"
using coin reroll
mush: 1d20 + 6 ⇒ (19) + 6 = 25
next rounds but I'll push with the roll above if I can
1d20 + 1 ⇒ (3) + 1 = 4
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 1 ⇒ (19) + 1 = 20
| GM Valen |
Silgil will stick with the sled for now. If the sled makes it to safety, fine. If not he will simply use his change shape ability 10 seconds before it strikes and fly over it.
That will work!
The plan is to use the meat to get the dogs to follow him out of danger, using Agile Feet.
A clever plan. If you unhitch the dogs and leave the sled behind, it is an automatic success and I will deem Two Blades and the dogs free from the avalanche zones. If you want the dogs to bring the sled with them and not tip it, etc., then you need to make a successful Handle Animal check (DC 12); I will grant you a +4 circumstance bonus to that check for using the meat.
Desynthia urges the dogs to run away!
Desynthia guides the dogsled out of the area of the impending bury zone.
To get the dogsled (and the creatures with it) out of the entire avalanche zone, two more successful Handle Animal checks are required.
"Mush!"
Merisiel mushes, managing to move Montefeltro and the mutts to a modest mooring to minimize maiming that may manifest from the mountain's movement.
Two Blades in the Shadows
|
The plan is to bring the sled with us, why walk all the way.
Handle animal: 1d20 + 1 + 4 ⇒ (7) + 1 + 4 = 12
At first the dogs did not appear to be interested, until the Alpha dog decided that a snack was in order. The sled dogs carried their load chasing after Two Blades across the glacier and away from danger.
If I can do it at a run, then move 200'
| GM Valen |
Desynthia urges the dogs to run away!
As I presume Desynthia and her dogsled mate would prefer not to be struck by the avalanche, I will bot Desynthia's two other Mush rolls.
Mush DC 12: 1d20 + 5 ⇒ (15) + 5 = 20
Mush DC 12: 1d20 + 5 ⇒ (7) + 5 = 12
At the Pathfinder's urging, the dogs pull the sled to safety.
The entire party avoids the snow avalanche as it buries much of the ridge where the party had been standing.
Continuing on, the party manages to find the path. Just past the scarp the path becomes impassable by sled. Here a tiny footpath winds up a steep slope covered with boulders.
Each PC must succeed at a DC 10 Climb check to continue along the path. A PC may take 10. PCs that have succeeded on the check, may attempt to Aid Another.
The path continues along a broad plateau and ends at the edge of a snow-filled gorge. Per the map, this gorge is named The Maw, likely for the jagged spires of rock that jut through the drifts. Atop the plateau rests the cairn. The Maw is shrouded in fog.
Clear visibility is about 60 feet, with an additional 30 feet counting as 50% concealment and anything after that as 100% concealment.
Near the top of the slope, a broad plateau wraps around the mountain.
Through the thick fog, you catch glimpses of a squat structure, lying to the south near the middle of the plateau.
What do you wish to do, Pathfinders? Please describe your actions and move your tokens accordingly.
Two Blades in the Shadows
|
Perception # 1: 1d20 + 12 ⇒ (6) + 12 = 18
Perception # 2: 1d20 + 12 ⇒ (4) + 12 = 16
"Looks like there are some white furred creatures up there that might have started the avalanche. Be prepared for anything." Two Blades said as he made his way up the stairs, helping guide the others over the narrow path.
Take 10 on the Climb check for a 15
Climb aid: 1d20 + 5 ⇒ (12) + 5 = 17
Two Blades in the Shadows
|
Once on top, Two Blades got very quiet and drew his rapier and short sword, ready for action. Making his way forward, he kept an eye for any threats.
Stealth: 1d20 + 17 ⇒ (13) + 17 = 30
Radagast the Brown
|
Climb - 'Take 10' = 12.
Radagast pads up the slope...
Perception: 1d20 + 18 ⇒ (14) + 18 = 32.
...and notices the footprints of potentially *dozens* of the shaggy huamnoids.... or is it just one making lots of prints?
Silgil
|
"Probably the same things we found killed in battle. A yeti like creature I think it was called? In any case we can't hope to catch them so I guess we wait and see if they make contact. Keep an eye out though, since they don't seem to like us much."
silgil will begin trudging along...
climb: 1d20 ⇒ 9
But makes no headway. He slows down a bit (taking 10) and begins making steady progress. But when he gets a little ways into the gorge, he stops.
"I don't trust this. I wonder if it will hold our weight."
Merisiel elf rogue
|
I'm plus +12 on Climb I'll take 10
Merisiel looks around. "Come on Silgil. Here" She holds out her hand.
perception: 1d20 + 11 ⇒ (10) + 11 = 21
perception: 1d20 + 11 ⇒ (19) + 11 = 30
Desynthia Medzen
|
Take 10 in Climb for..well... 10. And no way to reach that Perception DC (+0). Cast Mage Armor
Not trusting her own capacities, Desynthia takes a slow and easy way to the top.
Nearly blinded by the snowy winds, she doesnt see anything particular, but as some of her partners draw blades, she quickly cast a protective spell on herself
Tere di Montefeltro
|
Do we have to leave the sleds behind for the final ascent?
"Nicely done, Merisiel!" Tere easily picks his way up the steep slope. "I think we should try to talk to these things. They're probably intelligent--they bury their dead, and they didn't eat the Aspis agent. Someone, ah, better at talking than me should try,I mean."
| GM Valen |
Do we have to leave the sleds behind for the final ascent?
Yes, this area is considered impassable by sled.
Pathfinders proceed up the fog-covered slope.
Near the top of the slope, a broad plateau wraps around the mountain. Near the middle of the plateau rises a squat, 30-foot-square stone rostrum, upon which stand four columns of dark gray stone. One of the columns is broken and lies half-buried in the nearby drifts of snow. In the center of the rostrum rests a five-foot-tall beehive-shaped nest built of ice and cairn stones seemingly frozen around a clutch of eight massive bluish-gray speckled eggs, each the size of a brandy cask.
Clear visibility is about 60 feet, with an additional 30 feet counting as 50% concealment and anything after that as 100% concealment.
Five hulking, shaggy brutes with large sloping heads and icy blue eyes rise from their seats around the dais. Ape-like in appearance, their bodies are covered in thick snow-white fur and their hands end in powerful fists. Each has a short spear strapped to its back and one (yellow) sports an amulet around its neck.
As previously identified, these simian creatures are taers.
Once I have everyone's Initiative and Perception modifiers for all the PCs are entered on the second Slide titled "Marching Order", I will begin the encounter.
| GM Valen |
Perception, Silgil: 1d20 + 9 ⇒ (8) + 9 = 17
Perception, Tere (+2 vs. traps): 1d20 + 14 ⇒ (2) + 14 = 16
Perception, Two Blades (+3 vs traps): 1d20 + 12 ⇒ (2) + 12 = 14
Perception, Radagast: 1d20 + 18 ⇒ (14) + 18 = 32
Perception, Desynthia: 1d20 + 0 ⇒ (15) + 0 = 15
Perception, Merisiel: 1d20 + 12 ⇒ (19) + 12 = 31
Perception, black: 1d20 + 9 ⇒ (3) + 9 = 12
Perception, blue: 1d20 + 9 ⇒ (17) + 9 = 26
Perception, green: 1d20 + 9 ⇒ (17) + 9 = 26
Perception, red: 1d20 + 9 ⇒ (15) + 9 = 24
Perception, yellow: 1d20 + 9 ⇒ (2) + 9 = 11
Initiative, Silgil: 1d20 + 6 ⇒ (9) + 6 = 15
Initiative, Tere: 1d20 + 6 ⇒ (19) + 6 = 25
Initiative, Two Blades: 1d20 + 8 ⇒ (12) + 8 = 20
Initiative, Radagast: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative, Desynthia: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative, Merisiel: 1d20 + 9 ⇒ (15) + 9 = 24
Initiative, black: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative, blue: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative, green: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative, red: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative, yellow: 1d20 + 2 ⇒ (3) + 2 = 5
BATTLE IN THE MAW! - Surprise Round Begins!
PCs in bold may take a move OR a standard action
Tere
Merisiel
Two Blades
Silgil
Radagast
Taer (blue)
Desynthia
Taer (red)
Taer (yellow)
Taer (black)
Taer (green)
Clear visibility is 60 feet, with an additional 30 feet counting as 50% concealment and anything after that as 100% concealment.
Two Blades in the Shadows
|
Seeing a target, Two Blades raced across the ground, trying to drive the point of the raper into the Taer.
Partial Charge (Red) Sneak Attack: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 181d6 + 2 ⇒ (2) + 2 = 44d6 ⇒ (4, 2, 4, 3) = 13
Silgil
|
Silgil watches Two Blades charge into combat and remarks, "Did they start something? Did I miss something?"
Silgil will cast a DC 19 confusion on the yeti creatures
Silgil
|
Note that casting confusion is dependent on Two Blades initiating combat. If that is reversed and does not happen, neither would the casting.
| GM Valen |
Radagast recalls from earlier that taer do not have a formal language as such; they communicate with one another through grunts, hooting, and yelling, as well as a body language similar to that of apes.
Does that help the party make a decision on how to proceed? I will give you the remainder of the weekend to reach a consensus. Otherwise, I will adjudicate the actions as posted above.
Silgil
|
I prefer, in a situation like this, to let the enemy make the first move. I mean, they apparently had issues with the Consortium, the Societies' main enemy/competition. That usually provides complications and opportunities. Problems if they think we are all the same, opportunities if we can convince them otherwise. But if none of us can communicate with them, then I think in the end there will be combat.
"I always prefer to talk first, fight if necessary. Never appreciated the murder hobo label they slap on our guys and prefer to contradict that when possible."
| GM Valen |
Does Radagast think Wild Empathy will help?
I understand that wild empathy only works on animals, these taers are monstrous humanoids and slightly different than what you saw before, so the party may attempt additional checks to identify.
Silgil casts a spell.
Taer (black), Will: 1d20 + 6 ⇒ (7) + 6 = 13
Taer (blue), Will: 1d20 + 6 ⇒ (17) + 6 = 23
Taer (green), Will: 1d20 + 6 ⇒ (11) + 6 = 17
Taer (red), Will: 1d20 + 6 ⇒ (13) + 6 = 19
Taer (yellow), Will: 1d20 + 6 ⇒ (18) + 6 = 24
Taer Barbarians
These taer can bring their fists and teeth to bear at once.
Multiattack
I do not want the party to feel forced into combat, but I need to run the scenario as written and this is a season 0.
Several of the Pathfinders approach! The stench is overwhelming.
Each of the tear have the stench ability.
Stench (aura 30 ft., DC 16, 10 rounds) All living creatures (except those with the stench special ability) within 30 feet must succeed at a Fortitude save or be sickened. Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours.
One of the taers (blue) beats its chest and rushes at the nearest Pathfinder!
Rage, Move
Taer (black), confusion: 1d100 ⇒ 53
One of the taer harm's itself. Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Two other taers (red & yellow) seek to surround Two Blades.
Rage, Move
Taer (green), confusion: 1d100 ⇒ 45
Another babbles.
BATTLE IN THE MAW! - Round One Begins!
PCs in bold may take act
Tere
Merisiel
Two Blades (5 Fort saves needed v. stench)
Silgil (2 Fort saves needed v. stench)
Radagast
Taer (blue) (raging)
Desynthia
Taer (red) (raging)
Taer (yellow) (raging)
Taer (black) -6 HP confused
Taer (green) confused, babbling
Two Blades in the Shadows
|
Fort save #1: 1d20 + 8 ⇒ (8) + 8 = 16
Fort save #2: 1d20 + 8 ⇒ (8) + 8 = 16
Fort save #3: 1d20 + 8 ⇒ (7) + 8 = 15
Fort save #4: 1d20 + 8 ⇒ (18) + 8 = 26
Fort save #5: 1d20 + 8 ⇒ (19) + 8 = 27
Fort save reroll#3: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Two Blades did his best to keep his lunch down as the shaggy creatures approached. Finding that he was surrounded by them, discretion was the better part of valor and he started dancing away from them, rejoining the group.
Acrobatics: 1d20 + 17 ⇒ (18) + 17 = 35
"Better hang on to your lunch, they stink! Two Blades said as he gave the group a blessing for the upcoming battle.
Using reroll for the failed save (physical player character folio with 1 Star). Cast Bless.
Merisiel elf rogue
|
"OK Two Blades!"
Merisiel covers here mouth and tries to knock out blue with the blunt end by throwing a dagger.
attack with penalty for subdual: 1d20 + 6 ⇒ (12) + 6 = 18
1d4 + 2 ⇒ (3) + 2 = 5
Silgil
|
DC 16 fort save vs stench: 1d20 + 9 ⇒ (5) + 9 = 14, +2 if this is a poison effect and 'hardy' applies
DC 16 fort save vs stench: 1d20 + 9 ⇒ (11) + 9 = 20, +2 if this is a poison effect and 'hardy' applies
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Silgil causes a pit to open up under blue and red.
DC 20 spiked pit, shown as yellow box on map.
Radagast the Brown
|
Fort(Yellow): 1d20 + 6 ⇒ (9) + 6 = 15.
Fort(Blue): 1d20 + 6 ⇒ (19) + 6 = 25.
Fort(Red): 1d20 + 6 ⇒ (12) + 6 = 18.
Fort(Black): 1d20 + 6 ⇒ (20) + 6 = 26.
Fort(Green): 1d20 + 6 ⇒ (9) + 6 = 15.
Powering through the foul stench from the taer, Radagast lets out a feral snarl, and pounces on Yellow!
Including Bless, Pounce, and Sickened.
Talon: 1d20 + 9 + 2 + 1 - 2 ⇒ (12) + 9 + 2 + 1 - 2 = 22, for 1d8 + 10 - 2 ⇒ (5) + 10 - 2 = 13 damage.
Talon: 1d20 + 9 + 2 + 1 - 2 ⇒ (4) + 9 + 2 + 1 - 2 = 14, for 1d8 + 10 - 2 ⇒ (3) + 10 - 2 = 11 damage.
Bite: 1d20 + 9 + 2 + 1 - 2 ⇒ (13) + 9 + 2 + 1 - 2 = 23, for 1d6 + 10 - 2 ⇒ (4) + 10 - 2 = 12 damage.
Foreclaw: 1d20 + 4 + 2 + 1 - 2 ⇒ (19) + 4 + 2 + 1 - 2 = 24, for 1d4 + 5 - 2 ⇒ (3) + 5 - 2 = 6 damage.
Tere di Montefeltro
|
DC 16 Fort saves; Yellow/Blue/Red/Black/Green, add +7: 5d20 ⇒ (7, 9, 8, 11, 2) = 37
Tere is unable to resist the potent stench as he closes, drawing a sap.
| GM Valen |
Taer (blue),Reflex v pit trap: 1d20 + 5 ⇒ (8) + 5 = 13
Taer (red),Reflex v pit trap: 1d20 + 5 ⇒ (19) + 5 = 24
A bruised taers (blue) sheds bruised tears as the earth tears open and the taer falls into the earth. Another (yellow) leaps to safety.
Falling damage: 1d6 ⇒ 2
Spikes: 2d6 ⇒ (3, 3) = 6
The taer tears itself away from the spikes aend attaempts to climb out of the traep.
Stand
Climb w/rage (DC 25): 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
BATTLE IN THE MAW! - Round One Cont'd!
PCs in bold may take act
Tere (sickened)
Merisiel
Two Blades (5 Fort saves needed v. stench)
Silgil (sickened)
Radagast (sickened)
Taer (blue) -8 HP|-5 NL (raging)
Desynthia
Taer (red) (raging)
Taer (yellow) (raging)
Taer (black) -6 HP (confused)
Taer (green) (confused, babbling)
Silgil
|
A bruised taers (blue) sheds bruised tears as the earth tears open and the taer falls into the earth.
"One down. Hopefully it stays down."
Desynthia Medzen
|
Desynthia, being away from the fight and protected by her spell Magic Armor starts a spell to summon creature to help.
Her usually white hair take a silvery hue
Casting Summon Monster II, time 1 round
| GM Valen |
Having earlier avoided the newly-created pit, one of the taers (red) approaches Radagast from another angle before trying to clobber the druid.
Move
Melee (slams): 1d20 + 10 ⇒ (9) + 10 = 19
Damage (B): 1d4 + 5 ⇒ (4) + 5 = 9
The adjacent taer (yellow) brings all fist and teeth in the druid's direction.
Melee (slams) w/rage: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Damage (B): 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Melee (slams) w/rage: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Damage (B): 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Melee (bite) w/rage: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Damage (B): 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Taer (black), confusion: 1d100 ⇒ 13
With a momentarily clear head, the taer flies into a rage, then rushes around the pit and attacks the the pit maker!
Melee (slams) w/rage: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Damage (B): 1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Taer (green), confusion: 1d100 ⇒ 49
The other continues to babble.
BATTLE IN THE MAW! - Round Two Begins!
PCs in bold may take act
Tere (sickened)
Merisiel (save v. stench from red & blue)
Two Blades
Silgil -8 HP (sickened)
Radagast -19 HP (sickened)
Taer (blue) -8 HP|-5 NL (raging)
Desynthia (magic armor, summoning)
Taer (red) (raging)
Taer (yellow) -31 HP(raging)
Taer (black) -6 HP (raging, confused)
Taer (green) (confused, babbling)