Bork Von Clankstein
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Bork scrambles into the room, eyes wide as he sees his noble construct slumped and sparking.
“Sir! No dying allowed! Not ‘til I say so!”
He skids to a stop, quickly lines up a shot, and looses an arrow toward the striped menace.
Then, with a sharp wrench-point to the exit, he shouts
“Duck and weave! Punch and scram!”
◆ Stride
◆ Strike Shortbow: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d6 + 1 ⇒ (2) + 1 = 3+2
◆ Command
Scripio
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Exploit Vulnerability: 1d20 + 8 ⇒ (17) + 8 = 25
Success up to level 8. Counts as RK too.
Scripio dashes in, bouncing on top of the first two beds. He spots the blue warg and chides it. "Naughty warg!" He quickly ties the hair he took from Mikoceer to the end of his whip. The goblin lashes out with his whip to bring the warg to heel. "Human head lice for you!"
Attack vs Blue: 1d20 + 8 ⇒ (6) + 8 = 14
Nonlethal Damage: 1d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7 +weakness or 3 (PA)
◆ Move
◆ Exploit Vulnerability on Blue (counts as RK on the warg too)
◆ Strike vs Blue
Nonlethal Damage: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9 +weakness or 3 (PA)
| Sir Good-Longshanks Armor Pants |
The battered knight lurches forward with one last dignified swing… then awkwardly pivots and stumbles back toward safety, gears grinding in protest.
◆ Strike Punch: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 B: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9 +2
◆ Stride
Ironwolf 2e
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Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
Reflex, HP, T-Shirt: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Sir Good should get 5 less from the retributive strike. It's like Glimpse of Redemption (Damage Resistance) except I get to hit him back :)
Ironwolf yells in pain from the sudden cold. Growling, he swings at Blue to at least try to get rid of the threat.
+1 Longsword, OG: 1d20 + 9 ⇒ (19) + 9 = 28 for Slashing Damage: 1d8 + 3 ⇒ (8) + 3 = 11 Critical Hit: Double damage
He then turns and goes after Foroxicks before raising his shield.
+1 Longsword, MAP: 1d20 + 4 ⇒ (4) + 4 = 8 for Slashing Damage: 1d8 + 3 ⇒ (7) + 3 = 10 Critical Hit: Double damage
◆ Strike
◆ Whiff
◆ Shield up!
Retributive strike if someone is hit w/in 15'
Shield Block if he gets hit
Norbwald
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Norbwald Reflex vs Cold - mounted: 1d20 + 92 ⇒ (15) + 92 = 107
Leggy Reflex vs Cold: 1d20 + 11 ⇒ (17) + 11 = 28
Norbwald dodges the worst of it, as does his chair.
9 damage = 4 temp HP = 43/48 for Norbwald. 9 damage to chair = 31/40 for Leggy.
Norbwald turns his attention to blue.
Exploit Blue: 1d20 + 11 ⇒ (11) + 11 = 22
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.
Success if level 6 or less.
And then swings twice.
Flickmace vs Blue: 1d20 + 10 ⇒ (16) + 10 = 26
B damage: 2d6 + 7 ⇒ (6, 2) + 7 = 15
At least weakness 4
Flickmace vs Blue: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24
B damage: 2d6 + 7 ⇒ (3, 2) + 7 = 12
At least weakness 4
Leggy then raises up its resting arms for protection.
Support Benefit Your legchair moves its limbs in the way of enemy attacks. You gain lesser cover from your legchair against all attacks, not just ones where the legchair would be in the way.
If Red is down, before either of those attacks, Leggy will move Norbwald within range of Red instead of supporting. (If it's after the first, no vulnerability for Red)
| EbonFist |
Bork's arrow goes wide.
Scripio's whip is just as inaccurate as Bork's arrow.
Bork does boop the snoot, now before practicing the better part of valor.
Ironwolf lands a devastating blow on the blue warg to finish it off. His second swing misses Foroxicks.
Norbwald realizes that Foroxicks is vulnerable to fire then lands two mighty blows on him that knock him out of the fight (and life.)
You determine that the silk, rugs and furniture are valuable and collect them on your way out.
What are the plans, now? Explore the Stables or confront the remaining bandits?
Bork Von Clankstein
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Bork steps cautiously over the fallen warg, nudging its massive snout with the end of his wrench to be sure it’s not breathing.
“Well… that’s that. Big puppy’s been put to bed.”
He glances up toward the rest of the group, still catching his breath, then grins wide enough to show every goblin tooth he owns.
“But the rest of these bandits? They don’t know that yet.”
He gives the striped corpse a once-over, eyes gleaming with scheming pride.
“Sir Good-Longshanks Armor Pants—hoist the beast! Nothing says ‘surrender now’ like a hero dragging your boss through the snow. It’s about intimidation! And showmanship! Both are key pillars of goblin strategy.”
Suggesting Sir carry Foroxicks’ body as a trophy for morale/intimidation.
Rinshu
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Ding Dong. Ding Dong. Time to go away from here, bandits. Oh yes yes yes. Your chief is dead. Time to leave. Oh yes yes yes. To not be killed as well. Oh yes yes yes.
The Shisk participates to the bandits information.
| EbonFist |
With Sir Good-Longshanks trudging along in the lead with Foroxicks held half overhead and half dragging on the ground, the group makes their way to the other set of barracks.
The stench of unwashed bodies and alcohol permeates this room. Dilapidated bunks jammed against every wall hold thick winter bedrolls, while worn traveling packs hang from each bedpost. Two stone stairways lead to doors fifteen feet above the floor in the north and southwest of the room.
As the door bursts open a quartet of bandits, each wearing various remnants of their former Irriseni uniforms intermixed with their clothing reach for their weapons.
They pause as they see their fallen leader, as though unsure of whether to fight or not.
Let's have some rolls to convince them. Deception, Diplomacy and Intimidation are the most obvious choices but I'll entertain other options if they make sense.
Scripio
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Scripio waltzes into the room with a grin on his face. "Hello! We kill Foroxicks dead! We kill other wargs and wolves too! Maybe they have names, but we don't care. Oloranvis leave you. I think you leave now too." The goblin gives a wide, toothy grin.
Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16
Hero Point: 1d20 + 8 ⇒ (9) + 8 = 17
| EbonFist |
As Scripio speaks, the actively Hostile expressions on the bandits' faces shift to Unfriendly, but it seems someone is going to have to Make more of An Impression to further Change their Attitudes.
Bork Von Clankstein
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Bork has nothing beneficial to add to this!
Bork bites his tongue... hard... trying not to step on his more silver-tongued goblin brother’s words. His foot taps in the snow, wrench fidgets in his hand like it’s picking up its own ideas.
Stay quiet, Bork. Let the fancy one talk. You can goblin logic later
He nods along a little too eagerly, bouncing in place as if sheer enthusiasm might leak out otherwise.
“Right, yes. What he said.”
Then, quieter—
“…but with slightly more fire.”
Norbwald
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Norbwald as a little chat with them "We've defeated everything else here, and I'm getting tired. How about I pass around my drink, you have some and then you can leave and tell whatever story you want later."
Diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28
| EbonFist |
Scripio and Norbwald are silver tongued enough that the bandits slowly sheath their weapons and nod their agreement. Yet, they don't trust the interlopers too much and carefully back out of the room watching the group and their grizzly trophy.
With the keep solely in their hands, the Pathfinders are able to finish their explorations, though all that is truly left are the stables.
Booted and canine tracks lead from the large double door to each of the seven stalls in this stable. The sweet, acidic smell of rotting fruit hovers in the air, mingling with the fouler smell of rotting meat.
Crates, chests, and barrels containing a massive haul of stolen trade goods fill six of the seven stalls. Markings show their destinations were Winterhold, Kalsgard, Iceferry, and a dozen more cities in the Saga Lands. While furs, weapons, and more mundane goods fill several containers, others carry food, now rotting in the relative warmth of the stable. The seventh stall holds a supply sled. Harnesses hang on the wall.
The storm dissipates the day after you defeat Foroxicks. You can return the recovered trade goods to the Iceferry Lodge by procuring a horse capable of pulling the supply sled located in the stable from a nearby farm. Venture-Captain Bjersig, thrilled with your success, assures you that your mission will strengthen the growing alliance between the Pathfinder Society and Queen Anastasia, who orders a trial for the surviving bandits. This is in stark contrast to previous rulers, who put bandits and rebels to death. Word of the trial spreads quickly throughout Irrisen, providing additional evidence that Queen Anastasia’s kinder, gentler rule is sincere.