When questioned, Gish initially denies ever staring. Still, a little push is enough to make him spill the beans. "Longshanks has pretty hat. I used to have pretty hat. Snow Longshanks took it from me!"-he says, being unable to cope with his pent up stress like a child, kicking the snow.
Approaching the towers, you are better able to see them - although they are completely covered in snow, the doors seem to be remarkably snow-free.
The group bids farewell to Sverrir and starts their journey with the Tangerine goblins. The small tribe is bound by a rope tied to a 5-foot pole, which Flix wields as he guides the little critters.
Half a day later, and you realize the goblins do not seem overly violent - still, their unrest is clear. They constantly wobble and drag their feet, complain about each other's traits, and argue amongst themselves - your threats only making them stop momentarily.
It is at this point, as the sun starts to set, that you spot the watchtower in the distance. Half-obscured by the snowstorm, you see a flame and the outline of the stone tower. Still, as instructed, you head into the small ravine, avoiding its direct sight but keeping tabs on its general direction.
Half an hour later, you seem to be at a halfway point, when Loam kicks something hard on the snow. She looks down to see a skull covered in ice flecks. Her initial surprise does not turn to fear, but she is able to look down the ravine and see what were just shapes before as something much more dreadful...corpses!
Troll, Viking and Goblin skeletons, all scattered throughout the ravine. The battlefield seems ancient - probably a hundred years old or more. The goblins quickly start quivering in fear, Borch saying-"This be haunted land! Dead Man's Mouth!"-now remembering the ravine is somewhat popular and protecting his spider, cradling it in his tied-up hands.
Perception DC 12:
You notice Gish is looking intently at Lady Vulpina.
(Same roll as before's) Perception DC 18:
Rather than looking at Lady Vulpina, Gish seems to be staring at her head - not her face, but her head!
(Separate roll) Perception DC 20:
You do not sense any undead presence, but you are able to see two small, 60 feet high towers near the walls of the ravine. Clearly abandoned, you surmise from the ice andd snow covering them.
The goblins seem relaxed once Flix and Lady Vulpina show kindness - apparently, not something they're used to. But when Loam and Pai speak up, they quake in fear, nodding quickly. Dronza tries to calm them down-"Yes, yes. Longshanks tall, they be kind. Longshanks small, they be strict!"-recognizing a pattern where there isn't one.
As Salvadore approaches the small tribe and starts painting them bright orange, Zorga squeals-"No, please! Our Frostfur rep!"-but does not put resistance.
But their sorrow is quelled when Borch mentions-"We be new tribe now. Friends with tall longshanks, slaves to small longshanks. Tangerine Goblins from the Mawawagi Compass!"-hyping up the group and quickly making them forget the situation they are in.
All in all, you seem to have connected well with the goblins, one way or another. Their bright orange skin in contrast with the snow, they stand up and wait to be led by the rope.
Knowledge (nature or history) DC 20:
As you take a moment to consider the nature of these goblins, you realize the prejudice against Varisian goblins might be well-founded, but not applicable worldwide. Goblins in Varisia connect strongly to Lamashtu, and they tend to be chaotic and sadistic, nurturing their bloodthirsty tendencies with the plentiful Varisian settlements. But up here in the north, where settlements are few and far between, and the climate is much harsher, Irrisen Goblins have learned to cooperate in tribes to survive: trade with human settlements and working as servants is not unheard of. Still, their characteristic junk-eating, constant unrest and eagerness remains.
As Flix approaches the goblins and gives them a little pat on the head, one of them twitches awake, waking the others up! They all complain like children-"Let sleep us, dumb brother."-one of them says, referring to one of his fellow goblins.
Before they start arguing however, Flix clears his throat and looks them dead in the eye, resulting in the goblins immediately standing up and presenting themselves. The one that takes the lead is a female goblin decked in brown furs and dried meats-"Yes, longshanks. We speak commomon. I be Zorga, the prettiest of us all."-her words being bested by the worst of Sense Motives.
Next, a small goblin in much less clothing perks up-"Me Borch! And this here be Tangleweb."-he says as he motions to a spider he has tied up to his pinky finger through a fishing thread-"I be hunter! I've killed wolves and Tangleweb has killed goblins!"
Up next, a long-haired goblin raises his hand up, saying in a jittery voice-"Dronza is my name. I see all that is, and I see you treat us nice! ...please?"-in a mix of euphoria and fear.
I say Dronza was jittery, but not comparable to the one that stands up next. The goblin that stands up is quite literally shaking, and he can't seem to be still - his eyes darting around and his hand scratching his arms. "Ch-Chenk be here. I'm nu-nurse. I know how to c-close slashies and smashies and pikeys"
Finally, to finish the little group, a goblin with a head the side of a watermelon stands up. You'd swear his head is as big as Borch, but is roughly human-sized in reality. He is the only one that does not look you in the eye and in fear. Instead, his gaze is averted as he mutters-"I Gish. Frostfur warrior. Gimme weapon, I smash yous head in."-with a look of resentment in his eyes.
And with that the cast is all onstage!
Sverrir looks at the Goblins, and gives you a melancholic smile-"I apologise for my subordinates' actions, please understand they've lost family to goblin attacks back in Varisia. If I had enough time to keep them in line, I would. In any case, they haven't shared their names, but you're welcome to approach them and wake them up."-she says, gesturing to the tied-up goblins.
Sverrir smiles, taking a seat in the center tent as she ushers you into her workplace. All around, you see maps of the land, all with berries, leaves and hunting trophies marking them. Detailed diagrams of the weather cycles and patrols, and how they adjust accordingly to each variable.
If someone were to take down the evil Reign of Winter, you'd be sure these guys would at least be in on it. To Lady Vulpina's question, Sverrir says-"We've chartered a path for you to follow."-as she hands her a map of the land-"Irrisen is harsh, specially for newcomers. Because of recent stir-ups in Saarboten, troll patrols are moving about. You really don't want to mess around with a Troll clad in mammoth bone armor, I assure you. That is why we have figured out their rotations and planned accordingly."
She points to the trail and says-"Please stick to this path. You will pass through the Bone Gorge, only two hundred yards away from a watchtower. Go into the gorge and you will avoid being noticed by the watchtower. Then, you'll have make your way to the town of Harvest's End, and ask for permission to cross the river by ferry. Walk half a day more and you'll be out of Baba Yaga's reign."
To Pai's concern, she replies-"We haven't given them the chance to really express themselves - some of my rangers are Varisian, and resentment runs deep against the Gobbos. So, they've been hit unconscious every time they woke up - the only time they've remained awake is to be fed. One thing I know is that they were part of a tribe - the Frostfur tribe. Probably the last survivors, to be honest. Remember you must protect them at all costs - whether we like it or not, the lives of these little critters is worth more to the Decimverate than ours right now."
Sense Motive: 1d20 + 16 ⇒ (18) + 16 = 34
The small halfling woman smirks and approaches the group, her hand still at the ready. Her squad looks confused as they hold their aim on you, awaiting the signal. With a smirk, she says-"30 warriors? Yeah right, this mission is supposed to be top secret!"-as she bursts into laughter.
The rangers lower their weapons, and the small halfling woman introduces herself-"Name's Sverrir, fellow Pathfinders. Glad you could make it. This here's my possee - the Lightfoot Snow Wolves. We are in charge of spying on nearby towns, intercepting important cargo, and smuggle out innocents from this icy hell. Snowstorms, tundras and climbing ice mountains are our specialties, and I'm the one making the calls"-as she gestures at the snow, which seems to reshape itself so as to form a road into camp.
She explains as she starts walking, expecting you to keep up, her small frame in contrast with her bossy attitude-"Valsin sent a letter saying you'd be taking charge of our last captures - this group of gobbos."-pointing at a pole in the center of camp.
The small pole is stuck on the snow, and tied to it are 5 sleeping blue-skinned goblins. They're all bound by the same knot and rope, barely having the space to move around. They shuffle around as they sleep as one of them whispers-"Tasty berries. Snow berries to pass around..."
Sverrir chuckles and says-"I take it you're good to go and eager to get out of this hellhole? How may I assist you?"-her arms crossed and a big smile across her face.
The journey passes uneventfully, but your ship makes good time and delivers you through Trollheim and onto Irriseni lands, only a day's trek from your objective. The captain assures you he will be ready to pick you up in Trollheim once your duties are finished. As you land on the icy land of Irrisen, the heavy snowstorms seem to be already kicking you out - it is as if the land resists human life. It's hard to see, and hard to talk through your trek, but your experience as Pathfinders seems to paying off - you can all make the trek without any setbacks.
A day after, you spot a fire in the distance. Going closer, you see the shapes and outlines of tents, a small watchtower, and makeshift barricades in the snowblind. Approaching even closer, you notice the camp seems to be abandoned - no one in the watchtower, and no one in plain sight. Perhaps the reign of winter got them too?
But before you have time to think about the possibilities, 6 individuals pop out of the snow, somehow already surrounding you! They are all wearing white fur clothes, and holding longbows - their strings taut and their arrows pointed at you. In the center, a small halfling woman speaks up - her small voice carrying through the snowstorm by the pure tension of the situation-"Halt! What's your business here? Irriseni dogs I presume?"-her hand extended upwards so as to direct her team's volley.
With decisive haste, the group bids farewell to Ambrus and books passage to Irrisen. You quickly find a boat thanks to your Pathfinder contacts - "The Mad Dash", a small ship that's designed for speed, relying on the captain's skills to survive the waters.
As you all board the ship and pay, in the blink of an eye you're already setting sail for Irrisen - only having time to buy a few spare items before you set sail.
Purchases can be made at this time.
You spend a month at sea, already used to riding long journeys and adveturing all over the Inner Sea. One thing is abundantly clear: the fact that the ship has room to spare. You'd guess with all of the stops it needed to make, more people would have come, but you're not sure why you're the only passengers apart from the sailors.
Still, throughout the month you all get to know each other - your quirks, your hobbies, and how you handle yourself at dinner in a rocky dinner table.
Is there anything your fellow Pathfinders would notice about your characters? Feel free to RP them!
Even though Lady Vulpina has never seen a Goblin, her sharp ears have picked up on some telltale about their behavior. The first thing she remembers is hearing a tale about a town in the Varisian coast being attacked by a group of goblins and she remembers quite vividly that the goblins killed the dogs first in anger and left the horses alone out of unfounded fear. "Hate for dogs and fear of horses", she remembers.
She also remembers a story about how a pair of goblins ate a whole cow in one day, a feat not even humans would be capable of. She remembers the one who told her this tale said-"Goblins have fast metabolisms. They can eat very quickly"-the memory playing back in her head.
Flix, on his part, remembers quite clearly reading a book called "Divided by Ice", which tells the story of an Irriseni maiden falling in love with an Ulfen skald from Trollheim. He remembers the tension between the two nations was and is high, and as such Ulfen guards might not look kindly upon goblins passing through their lands. The last part he remembers is that the maiden had to cross through a ferry of some kind, since a river divides both nations.
Ambrus keeps answering your questions, somewhat glad your group is smart enough to ask all you can. He says-"We will provide a map of the region, as well as supplies for you and your prisoners. All for the time it will take you - 3 and a half days."
He addresses the other issues saying-"The goblins served as slaves to very important sorcerers. They could identify traitors if we use mind-reading magic on them. As for the recovery team, they will be wearing wayfinders marked with a panda's face."-he says smiling.
Valsin ponders for a bit and replies to Lady Vulpina's question with a straight face. "If worst comes to worst, let them escape. But know that in my book that would be a failed mission. Killing them would be even worse, for they are not dangerous in the slightest, but hold important information."
At Pai's inquiry he gives an crooked, faked smile, looking sideways and stuttering for just a brief moment-"Ah, yes. There's also the matter of who you're transporting. You need to know this: you will be transporting 5 goblins. The Shadow Lodge separatists made extensive use of the creatures as soldiers and servants, and as much as you may want to throttle them, please remember that we need them alive."
You may also roll Knowledge (local) or (geography) to pitch in with some Pathfinder wisdom.
Buckle up! Time for a big debrief!
"I need you to book passage to the dreadful lands of Irrisen. You’re to rendezvous with another team who have captured some—"Valsin pauses for a heartbeat before continuing."—persons of interest. We have reason to believe that these individuals have information on Shadow Lodge operatives - rogue Pathfinders that wish to sabotage our endeavors." Valsin’s expression becomes particularly grim at that point. "I need you to take charge of these captives and get them out of Irrisen safely and quietly, into the city of Trollheim. Once you’re clear of Irrisen, a larger extraction team will take custody of them and bring them in for questioning. You'll meet the Irriseni team with the prisoners in a snowy field, and they will show you the best route out of that icy hell."
With a deep sigh, he combs his hair back and smiles-"In short: Prisoners have information on Pathfinder traitors. Go to Irrisen to pick them up. Transport them safely out of Irrisen and into Trollheim. You are responsible for avoiding unexpected trouble between the handoff and Trollheim."
The faction leader stands up quickly, his hands behind his back and his head held high-"Any questions?"
The curtain rises as the sun shines upon The Grand Lodge. The rays of Sarenrae reach every home from the Puddles to the Starstone, and we zoom in as one of the rays shines through a small window in the Grand Lodge, hitting an organized desk full of papers and reports.
Inside the well-furnished office sit 6 individuals - each one a Pathfinder, but one is clearly taking charge: A man with a well-groomed mustache and slick combed-back hair who says-"Close the door."-he says to the last one to enter, clearly suspicious. He continues-"Let me start by saying, this mission is not for dissemination among other members of the Society."The chamberlain of the Grand Lodge gives everyone a serious look in turn before continuing."This mission is not an investigation, just a simple, straightforward assignment, but that makes it no less important."
But looking at your blank faces, he pauses and smiles-"Excuse me, where are my manners? Let's start with introductions to your new team. My name is Ambrus Valsin, leader of the Grand Lodge faction. Who do I have the pleasure to meet today?"
Before continuing with debriefing, please describe what your characters look like and how they respond!
Bruno Romero wrote:
Recruitment Closed! Thanks to everyone who applied!
The following characters have been chosen:
Please head over to the Campaign's Gameplay thread and dot in!
Hello everyone! Glad to see interest in this little adventure. Due to time constraints, I'll be closing recruitment now.
The following characters have been chosen:
We'll be playing in Subtier 4-5! Please dot in the Gameplay thread and I'll get things started right away!
Hello! This Recruitment thread is open to anyone looking to play #03-01: The Frostfur Captives. While I'd like to simply ask for players in a first-come-first-served basis, I feel the need to request players that go a little bit in depth in their roleplaying, so we can have a much more creative experience!
Regarding posting habits, I'll do my best to post once on every weekday, and at least once on weekends. I apologize if that's too slow, but I'm juggling my engineering thesis, college and a 9 to 5 job. Finally, this is a PFS Scenario for any Pathfinder Society character from levels 1 to 5 (hopefully we can keep it in Subtier!).
I think Ancient Elf is a really strong option - comparable to the extra class feat humans get. I say good for them! Too long have elves been left in the toy box by players scared of the CON penalty. I know for a fact at least half of the players at my table have gone half-elf instead of elf because of that CON penalty.
I'm of the opinion all ancestries should have strong and comparable level one options, and not be designed with a "get better things later!" progression in mind. Truth is, much like finance, money in hand is better than money owed to you: Players will naturally gravitate towards stronger options early rather than later. I look forward to all ancestries getting mechanically strong early options (comparable to Natural Ambition).
Hello everyone! Wanted to share a homebrew dedication archetype I cooked up for one of my fellow players who wanted to play a tactician-like character. The objective is to provide tools for players to live out the fantasy of being the battle vanguard - giving out directions, assisting on other's attacks, and making their team more awesome.
Without further ado,here's the link to the google doc!
Thanks everybody! It was a blast being your GM - from that goblin ambush in the Halflight Path up to taking down Kormiggon himself! You're all great players, and I thank you for letting this newbie be your GM (this is my second time GMing).
Without further ado, here's your chronicle sheets!
With Dana and Ghostwriter's skill, the documents are quickly uncoded. It seems most of them are regarding the day-to-day operations of the this Shadow Lodge - an inventory, a payroll, some operations, and a journal detailing happenings in the city, which includes your arrival.
Perhaps the most interesting documents are three letters, addressed to three different individuals:
The mission in Kaer Maga is proceeding as ordered, though Absalom has seen fit to send Pathfinders here to look into our presence. One of my lieutenants, that fool bard if you must know, murdered Collgardie too late—the old man sent a letter to Dreng and now we’re hip-deep in Pathfinder entanglements. As you well know, this is a difficult city for murder and mayhem—killing the wrong person at the wrong time with the wrong tool can result in a blood feud or, worse, your expulsion from the city. We are not popular here anymore. I humbly ask that we scrap this part of the plan and try to establish our headquarters in Whitethrone instead. It’s farther from Absalom than Kaer Maga and I know of no one there that the Society counts as a loyal agent.
Dear Hondo Heru,
I never believed that your ancient Osirian technique for acquiring a tribe of pet goblins would work—but I must now eat my words, dearest Hondo, and tell you that it did. No matter what you hear about my mission here, know that the goblin trick worked.
Kaer Maga Lodge
If you want to follow up on him, you can play #2-20 Wrath of the Accursed.
Dear Dorianna Ouidda,
What news from Almas? It’s been many months since your last letter and I admit that I’m growing worried that you were found out. Is your disguise still intact? Do you need assistance? Any word from you would be gratefully appreciated
Kaer Maga Lodge
If you want to follow up on her, you can play #2-23 At Shadow's Door.
Finally, the day closes in the city of Kaer Maga. The Shadow Lodge has been vanquished in this City of Strangers - and the Pathfinder Society's name has been cleared, all thanks to you. Without much issue, the goblins are put to work in mines, and the Ardocs and the Commerce League thank you for ridding them of those pests.
Even as you sigh in relief, you know there's more Shadow Lodge agents out there. Kormiggon and this cell was only in Kaer Maga - how deep is this secret organization ingrained in yours? Perhaps you resent them enough to pursue their leads, or perhaps you are better off leaving the job to someone else.
A surprise pops up when you wake up ready to set out, and find Bega in the front door, with a big backpack saying-"The Ardocs questioned me for quite some time, but I managed to come out alive when I told them I was of help. I know I can't just erase what I did to you, or what despicable things I've done in the past, but I plan to make amends. Please, let me join you in your journey back to Absalom - I want to become a Pathfinder too."-she says smiling to Ignaru and Dragall.
Even if you didn't take down the whole Shadow Lodge, you're certain you did some good this last week.
Bega att: 1d20 + 6 ⇒ (18) + 6 = 24
Bega att confirm: 1d20 + 6 ⇒ (12) + 6 = 18
Bega dmg: 1d6 + 3 + 1d6 + 3 ⇒ (2) + 3 + (3) + 3 = 11
With a second wind, the group tries to finish up the battle before it gets uglier! In a surge of energy, Ghostwriter takes the creature by surprise and jumps on its back, plunging his rapier on its side! Dana follows up with a magic missile to the leg, but being unable to bring it down! In the heat of the moment, Dragall tries to plunge his axe into the creature's head, but it grabs the blade with its maw! But taking advantage of this, Bega follows up with a slash across its throat, slicing it in half and bringing the beast down!
As the Renderer stands up once more, ready to retaliate against Crowe, the big Shoanti man is unable to contain his smile as he tosses a vial of alchemist's fire casually, which explodes in green flames and kills the troll for good.
(Combat Over! Congratulations you guys! That was epic!)
After a brief moment of silence, as everyone looks about trying to make sure danger has passed, you sigh in relief as the worst has passed. The scorpion dead, the troll in flames. The sorcerer and rogue on the ground, and the mastermind behind it all bleeding out.
After a brief moment of respite, you gather your energies to continue to search the place, and find two things: a group of goblin prisoners, and a file of coded documents in Kormiggon's office.
I don't know if anyone saw my most recent post before I edited it, but just in case: I resolved the scorpion's full attack against Dragall, and hit twice and got a crit on the sting! Then I remembered Dana's entangle spell, which gives him a -2 to all attacks!
Long story short, missing in the first one meant no grapple check, all d20 rolls moved around, and that only resulted in one hit and no crit! Hooray for Glue Seal!
Bega att vs Scorpion: 1d20 + 6 ⇒ (12) + 6 = 18
Bega dmg: 1d6 + 3 ⇒ (3) + 3 = 6
Scorpion claw1: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Scorpion claw2: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
Scorpion sting: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
Scorpion damage: 1d6 + 6 ⇒ (3) + 6 = 9
@Dana: The retcon was regarding the last fight. The 13 damage is from this fight - where Kana used a Shocking Grasp on you. Still, your fast healing has been up for 4 rounds! Counting that in too.
Dragall starts the momentum with a big swing at the creature's maw - his greataxe cleaves beutifully and tears off half of its teeth. With the healing from both him and Andy, Bega joins the fight, ready to support Dragall! She takes advantage of Dana's glue, and hits the creature in the leg, making a long gash and disabling it!
With support from Dana's healing spell, Crowe retaliates against the Renderer! With a massive swing of his earthbreaker, the Shoanti man brings down the beast! Its ribcage cracks completely, and his head is dislocated from his actual spine. It lays dead on the ground, nothing more than a pile of bones. Still, like something out of a horror movie, its bones begin to pop back into place, slowly healing even though it's unconscious.
With a thundering hiss, the scorpion tries to hit what hit it the strongest - Dragall! It grabs one of the half-orc's limbs, but the half-orc knocks it aside. It tries again, but Dragall blocks with his greataxe! Coming in with a sting to the chest, the scorpion lands a hit! The sting actually pierces his left lung, coming close to his heart! (9 points of damage to Dragall!!) Bega, somewhat attached to the oracle, yells out-"Dragall! Damn beast!"-clearly raging from the sight. (Dragall must make a DC 19 Fort save or lose 1d2 ⇒ 1 Strength. If you fail, you must try again or lose 1d2 ⇒ 1 Strength again)
Initiative: Round 7
Everyone is up!
Bite att: 1d20 + 8 ⇒ (15) + 8 = 23
Claw1 att: 1d20 + 8 ⇒ (17) + 8 = 25
Claw2 att: 1d20 + 8 ⇒ (9) + 8 = 17
dmg: 1d8 + 5 + 1d6 + 5 ⇒ (7) + 5 + (6) + 5 = 23
Scorpion Reflex: 1d20 + 3 ⇒ (2) + 3 = 5
@Ghostwriter: Door is barred from the inside, easily unbarred and kicked open as a standard action.
The group moves in, ready to face the troll! Crowe takes the lead, his already massive figure now towering over everyone else, filling the corridor! The Renderer takes Crowe's massive swing to his chest, getting his ribcage completely shattered, but already trying to put itself back together.
With a roar, The Renderer tries to retaliate against the Shoanti man! He bites off a Crowe's bicep, and digs its massive claws into his side. He reaches for another claw, ready to rend, but the bloodrager kicks his last claw aside. (23 damage to Crowe!)
Dragall cures and brings Bega back to consciousness. She gets up and says-"Thank you, blood brother. Let us take The Renderer-"-but her speech is cut short by the door besides her shattering into pieces! The Giant Scorpion has broken through!
Almost by miracle, Dana quickly reacts and conjures a strong glue on one of the creature's legs, securing it in his current place and making it freak out! Bega tries her best to block any incoming blows from the giant beast.
Initiative: Round 6
Everyone is up!
Acrobatics DC 10: 1d20 + 2 ⇒ (3) + 2 = 5
Reflex save: 1d20 + 4 ⇒ (19) + 4 = 23
That'd be the correct way of doing it, yes. I'll do the Troll's movements as if Crowe wasn't there (casting round 4), but he can move to his current position on his next turn (round 5)
In a small moment of respite, your group moves up to face the troll. Crowe starts casting a spell, his muscles bulging with arcane energy. Dragall reaches out and with a prayer staunches the bleeding of Ignaru's wounds, as Dana concentrates and clears your minds of any worries - assuring you success is at your grasp. With now a puddle of grease between, Ghostwriter moves up and shoots his longbow at the troll. The arrow flies true, and strike the beast in the shoulder! Still, he pulls it out and laughs, his body already regenerating the injury.
Finally, the troll moves up to try to reach both Dragall and Dana, salivating from the thought of eating their innards. But Andy's grease proves too much of an obstacle, and the creature stops to try to make his advance. He almost slips, but holds his ground and prepares for incoming attacks.
For those of you counting, Troll moved up to grease square, failed Acrobatics check (but not by 5), couldn't move that round, then Reflex saved, avoided falling, and then used his standard action to total defense.
Right besides Dragall, you are all surprised to hear a loud thud, and the small head of a pincer pierce the strong wooden door. Having sensed the noise and smelled the blood, the beast is trying to get in! But the door holds strong against its attacks.
Initiative: Round 5
Everyone is up!
Renderer AoO: 1d20 + 8 ⇒ (4) + 8 = 12
Renderer Fort save: 1d20 + 11 ⇒ (16) + 11 = 27
Renderer Bite vs Ignaru: 1d20 + 8 ⇒ (16) + 8 = 24
Renderer claw1 vs Ignaru: 1d20 + 8 ⇒ (18) + 8 = 26
Renderer claw2 vs Ignaru: 1d20 + 8 ⇒ (8) + 8 = 16
Renderer damage: 1d8 + 5 + 1d6 + 5 + 1d6 + 5 + 1d6 + 7 ⇒ (5) + 5 + (2) + 5 + (3) + 5 + (1) + 7 = 33
With Dana and Andy on the defensive, Guarin cackles madly, saying-"You're not even a match for me! How did you take down Kormiggon? You must have-"-but his taunt is caught short by Crowe's massive swing, which hits him square in the chest, and sends him flying through the air, only to land at the Shoanti man's feet.
Still, he somehow manages to survive. He lifts up one arm, ready to finish his taunt. You'd guess it would have been at least a small victory for the man, but no words leaves his mouth as Dragall finishes him off, his greataxe beheading him cleanly.
On the other side of the battle, Bega sprints towards the rest of the party, barely even able to move. This leaves her open for another attack, and the Renderer takes his chance. His massive claw reaches for the half-orc, but she knocks it aside with her shield and manages to reach Ghostwriter before collapsing to the ground.
With her gone, the Renderer has time to focus on Ignaru. He roars madly, and goes for a massive overhead swing with his claw. But the monk swiftly takes the opportunity and pummels him. He uses the troll's knee as a stepping stone, and delivers a punch to his nose, then a kick to his forehead, and another kick to his jaw.
Even with such an amazing display of skill, the Renderer smirks and puts his jaw back in place, healing some damage and returning the favor on the tian man. The massive beast bites at his arm, pinning him down. Then, with both of his arms, tears out Ignaru's bare chest! In a cross pattern, a massive wound is left in his chest - his insides now splattered on the floor instead of inside him. (Whopping 33 points of damage to Ignaru!) Together with the damage from the previous fight you had, Ignaru falls down, dying. The Renderer grunts and roars-"WHO'S NEXT!?"
Initiative: Round 4
Everyone is up! (Ignaru's death save pending)
Guarin att vs Crowe: 1d20 + 7 ⇒ (19) + 7 = 26
Guarin att vs Crowe: 1d20 + 6 ⇒ (1) + 6 = 7
Guarin confirm vs Crowe: 1d20 + 7 ⇒ (7) + 7 = 14
Guarin dmg: 1d6 + 3 ⇒ (2) + 3 = 5
Whoops, sorry! Scratch that Color Spray then!
As a certain possible timeline flashes through your head, you all witness Crowe strike down Kanna instead! His earthbreaker shatters her skull and sends her flying backwards.
Raging about the loss of his ally, Guarin retaliates with a lunge with his rapier, standing up and plunging it into the bloodrager's thigh. (5 damage to Crowe!)
Initiative: Round 3
Everyone is up!
Perception: 1d20 ⇒ 5
Cast defensively: 1d20 + 6 ⇒ (18) + 6 = 24
Bega att: 1d20 + 6 ⇒ (13) + 6 = 19
Bega dmg: 1d6 + 3 ⇒ (2) + 3 = 5
Troll bite: 1d20 + 8 ⇒ (13) + 8 = 21
Troll claw1: 1d20 + 8 ⇒ (19) + 8 = 27
Troll claw2: 1d20 + 8 ⇒ (13) + 8 = 21
Troll dmg: 1d8 + 5 + 1d6 + 5 + 1d6 + 5 + 1d6 + 7 ⇒ (1) + 5 + (1) + 5 + (1) + 5 + (1) + 7 = 26
As the enemies jump out and ambush Andy, his friends are more than ready to fight back. Ghostwriter shoots an arrow at Guarin, hitting his stomach and making him bleed. Dana continues with a certain magic missile, which hits him in the forehead, knocking him down.
As Dragall and Crowe surround him, the latter brings down his earth breaker, shattering his ribcage in a cacophony of broken bones and thunder rumbling. What's left behind is nothing more than a sack of broken bones, and a puddle of blood.
Horrified, the woman yells out-"Guarin! You'll pay for this, Shoanti scum!-as she recites and incantation, and a myriad of colors shoot out of her palm like a rainbow-"Color Spray!"-hitting Crowe, Dragall and Andy. (All three must make a DC 13 Will save or be blinded and stunned for: 1d4 ⇒ 1 rounds, then stunned for 1 round.)
At the other side of the battle, Bega tries her best to hit The Renderer, tearing off another strip of flesh. Still, as much damage as she does, some of it is regenerated as if by magic. She steps back as instructed, but The Renderer's long limbs are more than enough to reach for her. The beast claws at her, grabbing her stomach and tearing it open like a meal wrapper. He then pops his head out, and bites off a big chunk of her right shoulder. Bega yells out in pain, but she remains standing, saying-"I won't fall here today!"-fighting through her injuries by sheer willpower.
With this much blood lining the main hallway, you wonder whether or not the giant scorpion will be attracted, but you hope if it comes to that, that the door to the courtyard will hold for enough time to make your escape.
Initiative: Round 3
Everyone is up! (Crowe, Dragall and Andy must make saves)
Kormiggon save: 1d20 + 5 ⇒ (4) + 5 = 9
Guarin att vs FF: 1d20 + 7 ⇒ (10) + 7 = 17
Guarin dmg vs Andy: 1d8 + 3 + 2d6 ⇒ (7) + 3 + (5, 5) = 20
Kana att vs touch: 1d20 + 7 ⇒ (19) + 7 = 26
Kana dmg : 4d6 ⇒ (3, 5, 2, 3) = 13
Bega att vs Renderer: 1d20 + 6 ⇒ (19) + 6 = 25
With the added surprise of invisibility, Ghostwriter pounces on Kormiggon! His first claw digs into his forearm, stripping strands of flesh off. His second is blocked by the man's armor, but his beak strikes him square in the eye, gouging it out.
Still, the man fights back, pushing him back and grunting in pain. He takes Dana's missiles square in the chest, but is not knocked back in the slightest. Finally, Ignaru comes in to finish the job - two kicks hit the enemy in the head, the first one stunning him and the second one knocking him to the ground, dead.
As you take a moment to see the man before you, you notice just how much of an experienced fighter he was. You thank the heavens and pat yourselves in the back as your plan worked out, and you were able to take down this beast of a man before he was able to fight back.
But no time to celebrate! As you hear the doors behind Dana and Andy open and two more combatants pop out: one is a man with a black bandana and a rapier in his arm, and the other is a woman with jet black hair, who has greenish ethreal claws surrounding her actual hands.
One of them yells out-"Bastards! You killed Kormiggon! The Shadow Lodge always avenges their comrades!"-and the other laughs and says-"Guarin! You take the shortie, I'll take this woman."
Guarin plunges his rapier deep into Andy's stomach, penetrating his armor and hitting vital organs. (20 damage to Andy!) At the same time, the female sorcerer lands an electrical attack on Dana: her claws send shocks through her, frying nerve and muscle! (13 damage to Dana!)
You exchange glances with the new assailants, but your attention is then driven to your left, as you hear wood splintering and the door slamming on a nearby wall - The Renderer has broken down the door! Bega lands a hit on the beast, making a long gash in his left leg, as she yells out-"I'm gonna need some help with this, Pathfinders!"
Initiative: Round 2
Everyone is up!
Dragall and Crowe's reflexes are quicker than Kormiggon's, and both of them deal massive wounds to the fighter. Dragall sinks his axe into his ribs, and Crowe lands a hit on his shoulderblade, hearing it crack a lot of bones.
Instead of retaliating, the fighter stands his ground, trying to buy time for his reinforcements to arrive. His eyes sharp and his rapier drawn, he tries his best to parry more incoming blows. He taunts-"You fight well. The Shadow Lodge could use adventurers like you. Why not stop being puppets for the Decemvirate?"
Outside the room, Andy's song fills the room with magical essence, as he sees Bega run to the door, trying to hold it down.
Initiative: Round 1
Ghostwriter, Ignaru and Dana are up!
Bega ini: 1d20 + 4 ⇒ (9) + 4 = 13
Renderer ini: 1d20 + 2 ⇒ (20) + 2 = 22
Guarin ini: 1d20 + 8 ⇒ (15) + 8 = 23
Kanna ini: 1d20 + 6 ⇒ (18) + 6 = 24
Apologies for the delay! Software project culminated yesterday.
As the melee combatants enter the office of Kormiggon, he yells out at the top of his lungs. His deep voice reverberates through the halls as it rings-"Renderer! Guarin, Kanna! Get in here at once! We're being attacked!"-but his reflexes are much too slow to act before some of you.
Still, you immediately hear pounding from the door you came through. You hear a booming voice yell out-"Boss! Door's jammed!"-as he continues to try to open it. Bega takes her left and says-"I'll keep the big guy distracted - you guys pile on Kormiggon!"
Initiative: Round 1
Crowe, Dragall and Andy are up!
Ghostwriter Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Dragall Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Dana Initiative: 1d20 - 1 ⇒ (6) - 1 = 5
Ignaru Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Andy Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Crowe Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Kormiggon Ini: 1d20 + 8 ⇒ (9) + 8 = 17
With time and extra care, you are able to open the door to Kormmiggon's office. Ghostwriter gives the ok to everyone, as Crowe casts a spell on himself - a shimmering wall of force surrounding all of his right arm.
With a strong kick, the door to Kormiggon's office flies open! Inside, you see a lush room adorned with red velvet and gold ornaments. While the sight is something to behold, perhaps even more in this sorry excuse for a prison, you are obligated to stare, instead, at the man behind the desk.
His well-trimmed black beard engulfs his rugged, handsome look. His short hair and blocky nose communicate to you the rugged mercenary look. Still, you see a wayfinder hanging by his neck. Instead of the usual wooden ones, his is made out of onyx. He stands up and yells-"What is the meaning of this? How did you get through The Renderer? Bega!"-he says as he eyes the half-orc woman menacingly.
Distressed, Bega cries out-"You'll pay, Kormiggon! Your Shadow Lodge is at its end!"-ready to fight.
Initiative: Round 0 (only standard or move)
Everyone is up! But you only get a standard or move!
With the plan set out and talked through, Bega knocks on the door three times and opens it, revealing to all of you the sight that is The Renderer - a large, burly troll. His tusks jut out of his massive jaw, and his green hair and skin seem unsightly and foul smelling.
Somehow, however, this troll seems to be dressed in decently - clad in a pair of working pants, a sleeveless white shirt and a black hat tailor-made for him. He looks at all of you with eyes full of anger, as he grunts-"Password?"-expectantly.
Bega nods and together with Ignaru do a secret sign, putting their arms to the sky and saying in unison-"Shadows restore order.". Dragall, Crowe, Andy and Dana are all tied up in the wrists, and are led in a small file through the entrance.
Although you cannot sense him, you know Ghostwriter is with you, as he silently follows through with you. The Renderer raises an eyebrow as he sniffs about, sensing the presence of someone else with you, but he dismisses it, having no reason to doubt Bega or Muminah. He gives a lazy grunt and says-"Nose is off today...must be that damn scorpion's poison."
After you pass through the reception and are left alone in the hallway, Bega whispers to you-"Where to now?"-as she looks around. Dragall and Dana are both able to see into the courtyard, noticing the giant scorpion lounging about.
Without delay, the party makes its way to The Temple. Led by Bega, you are all eventually greeted by the sight that is this abandoned prison. Ghostwriter stalks the surroundings and determines there's only one entrance - the front door.
Additionally, one could enter through the yard, and encounter the Giant Scorpion it houses. While the front door is locked, Bega takes out a key and says- "Once we go in, I'll do a secret sign to identify as a Shadow Lodge member. The monk can pass off as Muminah well enough, at least by The Renderer's eyes. After that, it's a matter of finding the right time to act. I believe an invisible creature might make it past The Renderer, but there's not enough cover for someone to just slip by him unnoticed."
She teaches the gesture to Ignaru and clothes him in Muminah's black and white robes, and starts approaching the entrance of the prison.
She shrugs-"Then there's the matter of the pets. We keep a giant scorpion on our yard Kormiggon is trying to learn how to ride. Finally, beyond a portcullis we keep 5 goblin pets in their pens, led by their shaman."-she says as she finishes drawing the sketch of The Temple.
Tons of ways to approach this! Guns-a-blazing, subterfuge, deception - Kaer Maga is your oyster!
Bega thinks for a moment and replies-"Yes, I see that now. You're good people, and in need of directions and help"-as she tries to stand up, enduring her injuries.
"The Temple is in the Bottoms district - we were supposed to report there with the rest of my group. My injuries won't let me help you, but give me some healing magic and I'll put these bastards where they belong."-she says, holding up her arms forward to be untied.
"I can also provide some information on the Temple's layout and garrison. Together, we can storm the place."-she says determined. Whilst this is happening, Muminah, the cleric of Nethys, is squirming in anger and frustration, yelling obscenities and profanities-"You traitor! You'd sell us out just to save your pathetic life?"-is one of the nicest things she says.
The woman sighs and looks Crowe dead in the eye, saying-"I'll die fighting if it comes to it."-a look of respect towards the shoanti man in her eyes.
(One new ally: Bega Ethaldreda, Half-Orc Fighter 2 joins the party! You also have one prisoner to sort out)