Miriel Magol
|
"I thank you, Khellek", Miriel says and gladly takes Khellek's cloak and inspiration.
"What could it contain, for such an ancient burial? Physical, elemental? Poison! My antitoxin, I had forgotten!" Miriel considers the possibilities, and remembers her vial. She takes it from her pocket and drinks it.
"Colleagues, are we prepared?" she asks, hands ready on the lid.
Total extra bonuses +2 heroism, +2 cloak, +1 fortitude and +14 HP fom inspire, +5 against poison from antitoxin. F+13(+18 vs poison) R+11 W+9.
| GM TOP |
Miriel leans down into the ice pit and prepares herself to remove the lid. She grasps the edges and then thinks, was the trap trigger removing the lid or just touching it?
She quickly finds her answer as the curse discharges and floods through her system.
FORT SAVE!
This is a curse effect.
Miriel Magol
|
Fortitude: 1d20 + 13 ⇒ (15) + 13 = 28
"Protect me Eternal Rose" Miriel says a quick prayer as she feels the affliction. She does feel quite strong in her battle against the curse.
Ezren_Core_Lvl7
|
Ezren's way of getting 'prepared' is to take several steps, and let whatever spell is stuck in there hit the paladin without affecting him.
| GM TOP |
And as quickly as the angry ‘kill the grave robbers’ curse washes over the Paladin, it fades away. Shelyn seems to still be on Miriel’s side, this time.
The stone seals a small chamber filled with a bed of charcoal. Atop the charcoal sits a rolled up leather blanket tied closed with knotted silk rope. The leather blanket is lined with red and orange silks that bind together a collection of bones, intricately scrimshawed with fine calligraphy and rubbed with gold leaf, to make the runes stand out.
Mcguffin acquired! What next?
Khellek the historian
|
"Come my students.[/]b" says Khelleck.
"[b]First we sketch the site, then we, respectfully, remove the artefacts." he concludes. "Perhaps you would like to say a prayer?"
"And well done Ms Magol." he adds appreciatively even as he recovers his cloak from her. "Very well done indeed."
He glances through the mist toward the sleds. "And then we return to somewhere with enough air to deliver a lecture." he finally wheezes.
Miriel Magol
|
"My goddess graciously accepted our intents, though we should strive to our utmost within our abilities, and not only divine guidance. On this occasion, we had the blessing of both", Miriel answers.
"Fellow servants of gods, let us join in prayer", she suggests, and starts her own part.
"Shelyn, hear our hearts, in this mission.
We bring before you the memory of Amao,
trying to continue the peaceful rest.
We do not wish to disturb, but protect,
from sinister forces with unspoken goals.
Eternal Rose, we shall honor Amao again
with a resting place of beauty and love."
After the prayers, she agrees with Khellek: "Certainly, and with haste, to avoid encounters with the antagonists."
Ezren_Core_Lvl7
|
Ezren stays silent and keeps his distance during the prayers, his jaw ever so slightly clenched. Still, he observes a respectful - if stubborn - silence. "Perhaps we should start getting back to the sleds, if we are good to go," he says after a few seconds of quiet. "Especially if that avalanche was a calculated trap."
The Red Reverend
|
"I have no desire to remain here longer than necessary."
The Reverend begins prepping the sleds for the return trip.
| GM TOP |
This scenario isn't the best organized, so I just found a lot of stuff that should have been part of earlier encounters... in a later part. Khellek would have known and shared the Remorhaz detail.
Remorhaz are well known for ingesting shiny objects and any adventurer that kills one is recommended to check its stomach. Assuming someone does so (RR probably) in the time it takes to collect the bones, you find a glowing magical stone.
Also, Miriel, did you put on that necklace Khellek gave you earlier?
As the group starts heading back to the sleds, they hear noises from the mountain all around them.
Dozens of shaggy beastmen (were) howl(ing) from the fog-enshrouded precipices, their chants (earlier) seemingly silenced by the death of monstrous worm-creature. Then slowly, the drums start beating. The tempo rises furiously, followed by an enraged chorus of violent, howling screams.
We will start with actions right after collecting the bones. Are you all rushing to the sleds? Doing anything else?
The Red Reverend
|
Yeah, bones are my thing. What kind of magical rock do we have here?
Spellcraft: 1d20 + 4 ⇒ (14) + 4 = 18
Khellek the historian
|
"I suggest we hurry." says the elderly scholar, whose vocabulary does not normally include the word.
"Avoiding a fight with a tribe of the beastmen would appear to be the wise choice. As for the stone, try throwing it into the air around your head, see if it floats."
He continues on toward the sleds..
Miriel Magol
|
Miriel puts on the amulet given by Khellek. "If that is your assessment that it is most beneficial" she accepts the offer.
"Let's go, poor doggies must be worried!" she says and heads to the sleds.
| GM TOP |
| 1 person marked this as a favorite. |
Miriel doesn’t feel cursed, so that’s good. Red Reverend doesn’t know what the shiny magical pebble is, though Khellek suggests it is a ion stone of some sort. Those are neeeever cursed. Certainly not one that ended with its owner dissolved inside the gullet of a remorhaz.
The group gets to the slick slope. The drums sound closer.
How do they proceed down it?
Khellek the historian
|
"Would you like me to drive this time?" asks the slightly-too-sure-of-himself scholar. Memories of the narrow avoidance of an avalanche are obviously at the front of his mind.
"If we proceed down as we did up, I think we should be able to outdistance those creatures."
Suggest he keep to the safe speed - 5? If they get close then maybe risk a higher speed, but the chance of at least one of us failing a check is high.
Ezren_Core_Lvl7
|
"By all means. And we can go last. I have a fireball I can throw at them if they get too close." If it were not for the drums and the screeching of the beastmen, you'd almost think the two scholars would be discussing afternoon tea on their daily stroll around campus.
Khellek the historian
|
"If it proves necessary to disuade them.." agrees Khellek.
"But one of those flaming spheres may be better if it delayed them. I recall the pass down was quite narrow, and if they get close them it may stop them in their tracks for enough time for us to get aboard."
Then, realising his breath was perhaps better used running, he hikes up his robe and takes an undignified pace back toward the sled, all the while wheezing in the thin air.
Belladonna of Desna
|
In a few moments, Lite-Brite begins to fade away. ”Farewell, everybody! Byeee!"
"Goodbye, Lite-Brite. See you soon." Bella says just as the little archon disappears.
She then turns to her companions.
"Maybe the yeti are happy we destroyed the big ice-monster-centepede-thing. I'm tempted to see what they want."
Miriel Magol
|
"A more amiable relationship would certainly be preferable", Miriel agrees with Belladonna.
"Same pairings on downhill?" she asks a confirmation as they get to the sleds. "Hi beauties! One more trip for auntie Miriel, then you'll get the best snacks ever!" she greets the dogs.
Ezren_Core_Lvl7
|
In a few moments, Lite-Brite begins to fade away. ”Farewell, everybody! Byeee!"
"Goodbye, Lite-Brite. See you soon." Bella says just as the little archon disappears.
She then turns to her companions.
"Maybe the yeti are happy we destroyed the big ice-monster-centepede-thing. I'm tempted to see what they want."
"I assume that the war cries and the drums are not a celebration," Ezren says, deadpan. He sits down on the sled, letting Khellek take the driving seat.
The Red Reverend
|
"I doubt news would have reached them in time to start a party in our honor."
| GM TOP |
A majority of the pathfinders very easily recognize that the drums and yells are NOT that of friendship, but of war. The group moves quickly to the sleds and the last bit of thought of friendship vanishes as a volley of spears flies through the air out of the fog, landing just where the pathfinders had walked.
Quickly hopping onto their sleds and turning them around, the group starts moving as another volley of spears flies out of the fog. This time a little closer to being accurate.
Finally, as they get up to a slow speed, four abominable humanoids burst from the fog and hurl another flurry of spears. Due to the speed and range, the spears fall short and the humanoids fall out of sight from the speeding dogsleds.
The drums do not lessen though, actually increasing and spreading. Now it sounds like they are all around and even in front of the group as they speed down the mountain. They remain distant, but it's obviously a concern.
_____________________
The group passes through the eye and heads down into the wings.
A chorus of yowling dogs echoes from atop the surrounding hills. Suddenly, from out of the snow-covered brush shoot four teams of dogsleds. They barrel down the hills at breakneck speed.
The four dogsleds pull in behind the pathfinders and a man on the third sled laughs, "I told you they would get it for us! And probably all out of spells after fighting to it. Easy pickings, get em!"
Initiative
Khellek: 1d20 + 1 ⇒ (14) + 1 = 15
Ezren: 1d20 + 2 ⇒ (11) + 2 = 13
Bella: 1d20 + 5 ⇒ (4) + 5 = 9
Miriel: 1d20 + 7 ⇒ (19) + 7 = 26
The Red Reverend: 1d20 + 1 ⇒ (3) + 1 = 4
Enemy Red: 1d20 + 4 ⇒ (14) + 4 = 18
Enemy Blue: 1d20 + 4 ⇒ (6) + 4 = 10
Enemy Green: 1d20 + 3 ⇒ (19) + 3 = 22
Enemy Yellow: 1d20 + 3 ⇒ (18) + 3 = 21
Round 1: ASPIS AMBUSH OMG NO ONE EXPECTED THIS!!!
Group Buffs: NA
Miriel
Green
Yellow
Red
Khellek
Ezren
Blue
Bella
Red Reverend
Purple, aka Aspis drivers and dogs and this is when their sleds will move
Bold May Go!
This is a really tough fight to articulate on this map, due to the very fast speed. However, it is suggested that I focus more on the difference between the sled's speeds instead of trying to draw out the massive movements. Therefore, your speed is the number of squares the sleds will move. The pathfinder sleds are currently going to be moving five spaces each round. The Aspis sleds will move eight spaces. No take 10 during combat on handle animal checks. Casters (conc check DC 10 + spell level) and Ranged attacks (-4 to hit) while on a moving sled. If some jump off and some stay on the sleds, the groups may be quickly separated, fyi.
Miriel Magol
|
Can the sled drivers do anything else than drive the sleds? I mean our side, if we need 3 who just drive that leaves only 2 to do other actions.
| GM TOP |
Some things could very reasonably be done while driving, instead of taking a driving action. I’d think one could do about anything as long as they kept one hand on the reigns. So inspire courage, spellcasting, one hand weapon stab at adjacent enemy, etc… But if you take both hands off the reigns, your sled would go out of control.
Miriel Magol
|
"Your attempt at this story's turn of events is so cliché!" Miriel shouts back at the ambushers.
"I can't shoot while driving, have to find a better spot!" she decides and tries to speed up the dogs: "Mush, to safety, to your tasty snacks!"
Handle Animal: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22 To speed up, +2 from heroism, it should be still on.
| GM TOP |
Miriel skips her earlier plan of jumping off and challenging any enemies, instead hoping to outrun the Aspis. Her dogs respond to the urgency in her voice and speed up.
Moved her and her sled forward 6.
The two lead Aspis enemies move up and the riders ready bolas. An Aspis in a red cloak readies to cast.
Round 1: ASPIS AMBUSH OMG NO ONE EXPECTED THIS!!!
Group Buffs: NA
Miriel (heroism)
Green (readied bolas)
Yellow (readied bolas)
Red (readied spell)
Khellek (heroism)
Ezren
Blue
Bella (heroism)
Red Reverend
Purple, aka Aspis drivers and dogs and this is when their sleds will move
Bold May Go!
This is a really tough fight to articulate on this map, due to the very fast speed. However, it is suggested that I focus more on the difference between the sled's speeds instead of trying to draw out the massive movements. Therefore, your speed is the number of squares the sleds will move. The pathfinder sleds are currently going to be moving five spaces each round. The Aspis sleds will move eight spaces. No take 10 during combat on handle animal checks. Casters (conc check DC 10 + spell level) and Ranged attacks (-4 to hit) while on a moving sled. If some jump off and some stay on the sleds, the groups may be quickly separated, fyi.
Khellek the historian
|
"Come my students, we have this. Ready your spells and swords. Quickly"
drops a haste on the group
Even as he talks, he is trying to get the dogs to follow Miriel.
handle animal,heroism: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22 Speed up
"This is exhilarating! I feel like I am only fifty once again."
If I am make a map suggestion. If we keep ourselves still on the map and just move the Aspis up by the difference between their speed and ours, that may be much simpler. When we start falling out, that won't work any more, but in the meantime...
| GM TOP |
If I am make a map suggestion. If we keep ourselves still on the map and just move the Aspis up by the difference between their speed and ours, that may be much simpler. When we start falling out, that won't work any more, but in the meantime...
That should work well, I will pull Miriel back and adjust everyone when I move the Aspis at the end of the round. Max speed is 10, fyi.
| GM TOP |
The group is blessed with Haste and Khellek’s dogs speed up a little bit.
Ezren is up!
Khellek the historian
|
"Now would be a good time for that fireball you were wanting to throw.." comments the scholar who has the proverbial bit between this teeth.
| GM TOP |
I really don’t want to bot such a major possible action as a fireball. But we also need to keep moving. Ezren, you there?
Ezren_Core_Lvl7
|
Sorry guys, I had a really rough couple of days. I'm back now.
"You don't say," Ezren does his best to ignore the bumpy sled as it speeds forward.
Concentration: 1d20 + 14 ⇒ (2) + 14 = 16
Sadly, one hard turn too many nearly makes him lose his spell. Seconds after sending his fireball, he has to grip the side of the sled not to fall over. "Will you drive more carefully, man?" he cries out in frustration.
Fireball: 7d6 ⇒ (2, 6, 1, 2, 4, 3, 2) = 20 I think it's 7d6? Correct me if I'm wrong
| GM TOP |
A tiny speck of flame shoots out from the finger of the wizard, heading towards the north group of sledders. It seems like such an insignificant thing until... it isn't. A massive fireball washes over the two sleds, almost reaching the southern group. Snow is instantly melted, scorched away revealing rocky ground below.
But what happens to the people and dogs is much much worse.
DC 20 is our target.
yellow reflex: 1d20 + 6 ⇒ (13) + 6 = 19
blue reflex: 1d20 + 8 ⇒ (5) + 8 = 13
musher 1 reflex: 1d20 + 1 ⇒ (15) + 1 = 16
musher 2 reflex: 1d20 + 1 ⇒ (1) + 1 = 2
dog 1 reflex: 1d20 + 5 ⇒ (20) + 5 = 25
dog 2 reflex: 1d20 + 5 ⇒ (19) + 5 = 24
dog 3 reflex: 1d20 + 5 ⇒ (9) + 5 = 14
dog 4 reflex: 1d20 + 5 ⇒ (13) + 5 = 18
dog 5 reflex: 1d20 + 5 ⇒ (17) + 5 = 22
dog 6 reflex: 1d20 + 5 ⇒ (5) + 5 = 10
dog 7 reflex: 1d20 + 5 ⇒ (2) + 5 = 7
dog 8 reflex: 1d20 + 5 ⇒ (8) + 5 = 13
dog 9 reflex: 1d20 + 5 ⇒ (2) + 5 = 7
dog 10 reflex: 1d20 + 5 ⇒ (16) + 5 = 21
dog 11 reflex: 1d20 + 5 ⇒ (18) + 5 = 23
dog 12 reflex: 1d20 + 5 ⇒ (14) + 5 = 19
The only positive out of that is the lack of smell. Not because there isn't any burning flesh, hair, fur or other things. But because the group is quickly outpacing the wreckage of two sleds as they keep bolting down the mountain.
But in their rearview mirrors they see the full cataclism caused. Riders and mushers blasted to oblivion and tumbling to the ground as the sleds flip and explode (why did they explode?!?). The dogs, scorched and knocked down, pile up into an agonizing mess of burned harnesses. Painful howls of pain remind everyone that a few of them survived, but are quickly left behind.
Round 1: ASPIS AMBUSH OMG NO ONE EXPECTED THIS!!!
Group Buffs: NA
Miriel (heroism)
Green (readied bolas)
Red (readied spell)
Khellek (heroism)
Ezren
Bella (heroism)
Red Reverend
Purple, aka Aspis drivers and dogs and this is when their sleds will move
Bold May Go!
No take 10 during combat on handle animal checks. Casters (conc check DC 10 + spell level) and Ranged attacks (-4 to hit) while on a moving sled. If some jump off and some stay on the sleds, the groups may be quickly separated, fyi. At the end of the round I will adjudicate movement, adjusting positioning based upon speed differences.
Khellek the historian
|
"Oh well done. We can only hope that third sled gets tangled up in the mess, or rethinks the wisdom of their ways." comments Khellek.
The Red Reverend
|
The Reverend looks toward the carnage, wondering whether the Aspis were more dangerous before or after the fireball.
Not sure there's a target left to act on, or if we're just going to have another, possibly more disgusting, avalanche to avoid.
| GM TOP |
The Reverend looks toward the carnage, wondering whether the Aspis were more dangerous before or after the fireball.
Not sure there's a target left to act on, or if we're just going to have another, possibly more disgusting, avalanche to avoid.
Two sleds left in range, if you had something to use at range.
The Red Reverend
|
The Reverend eyes the nearby sleds. He's not confident in his shooting, but does not wish to wait, so tries putting one bolt into the nearest driver.
Light Crossbow: 1d20 + 4 ⇒ (6) + 4 = 10
Piercing Damage: 1d8 ⇒ 6
Belladonna of Desna
|
"That's the way, Reverend! Keep shooting at them!" she shouts over the chaos around her and the wind rushing past the speeding sled.
She tries to keep the speeding sled under control...
Handle Animal & heroism: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Handle Animal & heroism: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
"Eeeek!”
Ezren_Core_Lvl7
|
"Oh well done. We can only hope that third sled gets tangled up in the mess, or rethinks the wisdom of their ways." comments Khellek.
"I doubt they will give up so early on. They still think I am almost out of spells." Ezren huffs. Clearly, he doesn't take being underestimated well.
| GM TOP |
The Red Reverend fires a bolt into a snow bank. Belladonna starts freaking out and forgets how to control her dogs. The dogs just keep running.
The closest sled curls off, with the rider directing the musher to ‘get the heck out of here!’
The final sled rider thinks about it for a second, then glances back at the wreckage and realizes they are the only ones left before ordering the same course of action.
Moral conditions weirdly kicked in when half of the enemies were wiped out in one single spell, lol.
Combat Over! There is, frustratingly, one more encounter still. I’ll take a look at it tonight and try to get it started up tomorrow.
Khellek the historian
|
"Well done Ezren. Those cowardly thugs turned and ran when they saw who they were up against!"
Ezren_Core_Lvl7
|
"Would you mind stopping the sled? I'd quite like to put the wounded out of their misery."
Khellek the historian
|
"By all means, but their companions may end up doing that for us if we give them a moment or two and we don't have that much light..." says Khellek
The Red Reverend
|
"Best be on our way. They will find their way to the Boneyard in their own time."
Miriel Magol
|
Miriel slows her sled enough that everyone is together again.
"Poor doggies in the fire" she mourns the fate of the Aspis sled dogs.
| GM TOP |
The other Aspis are definitely not stopping to do anything, they split off and are running away a different direction. It appears only one of you wish to stop, is that correct?
| GM TOP |
The pathfinders rush down the mountain. Maybe the dogs that survived will break free and wander home. Maybe not. But those drums are constantly getting louder.
It seems like even while booking it, they can’t outpace the sounds. Drums echo around and in front and behind. It feels like every turn could be an ambush. Stress, anxiety, fatigue, everything is going against the group right now. But somehow, you all finally see the smoke from the waystation up ahead.
But… that’s a little too MUCH smoke! Bursting over a small rise, the mentally and physically exhausted society members see half the roof of the cabin engulfed in flames!
Beastmen/yeti are dancing around cackling with glee.
Initiative
Khellek: 1d20 + 1 ⇒ (17) + 1 = 18
Ezren: 1d20 + 2 ⇒ (19) + 2 = 21
Bella: 1d20 + 5 ⇒ (4) + 5 = 9
Miriel: 1d20 + 7 ⇒ (11) + 7 = 18
The Red Reverend: 1d20 + 1 ⇒ (3) + 1 = 4
Enemy Purple: 1d20 + 2 ⇒ (14) + 2 = 16
Enemy RBGY: 1d20 + 2 ⇒ (1) + 2 = 3
The cabin burns a bit 3d6 ⇒ (4, 4, 5) = 13 Water or cold spells may help put it out.
Round One: Last Combat, I swear!
Group Buffs: NA
CABIN ON FIRE!!! (-13 HP)
Ezren
Miriel
Khellek
Purple, aka the bigger leader enemy
Bella
Red Reverend
RBGY
Bold are up. Don’t forget everyone is still fatigued.
Khellek the historian
|
Sweating profusely, whether from the exertion, excitement or exhaustion, Khellek urges his companies on to one last effort. "Quickly, while we can, we may be able to save some of the people here, or the hut they are trapped within."
Casts haste
"Explore, Report, Cooperate!" he extols them. Calling out the pathfinder motto in an inspiring manner, while not getting any closer to the dangers of physical combat himself.
And kick off inspire courage as well.
Miriel Magol
|
"You vandals! I'll stop your dance right now!" Miriel shouts and runs the nearest dancing creature, readying her blade on the way. She ends her run with a powerful slice at the enemy.
Move: Move and draw weapon
Standard: Attack Green (Power Attack, Haste, Heroism, Inspire Courage): 1d20 + 8 + 1 + 2 + 2 ⇒ (1) + 8 + 1 + 2 + 2 = 14 Damage (Power Attack, Inspire Courage) (Slashing, Adamantine, Power Attack): 1d10 + 11 + 2 ⇒ (8) + 11 + 2 = 21
She misestimates the creature's erratic movements and slices deep into the icy ground.
Belladonna of Desna
|
"I can put out the fire! Everybody else, just take care of those creatures!" Bella calls out to her friends.