Bandits of Immenwood | Before the Dawn
It's been long enough since I last did this that I forgot, but here's the easiest way to hide it. We'll each have to do it individually, though. The Very Helpful GM RePete wrote:
Bandits of Immenwood | Before the Dawn
Any chance I could get some help making this thread inactive? I'm not the original GM, and it looks as if they're still away from the boards.
Bandits of Immenwood | Before the Dawn
Ah, sorry, I forgot that I wasn't fully in control. I'll see if the real GM has been recently active and ask them. If that fails, I don't remember; who should I go to?
Bandits of Immenwood | Before the Dawn
Huh, I never noticed that one! I'll close this down within a few days.
Bandits of Immenwood | Before the Dawn
There we go, this should do it. Let me know if anything is off.
Bandits of Immenwood | Before the Dawn
The game is reported! Chronicles are done, I've put down each of you as splitting the Restoration costs. I'm very tired, though; I promise to re-convert them to PDFs and put up the link in the morning.
Bandits of Immenwood | Before the Dawn
Yes, Tere's right. If anyone wants, I can add your preferred method of removing the drain to your sheets. They're a tad delayed anyway, as I'm nearly off to work.
Bandits of Immenwood | Before the Dawn
And, barring any closing roleplay, that's the scenario. I'll start working on Chronicles and reporting shortly. My apologies for the slow pace, a lot of games across the site have been dragging but I definitely dropped the ball a little here. Still, I hope everyone had some fun!
Bandits of Immenwood | Before the Dawn
As the fight dies down entirely, Juliet approaches. "We've taken losses, to be sure. Not much we can do to avoid that completely. But whatever you dredged up took what would've otherwise been our downfall and turned it into what I'd tentatively call a good day. Desna was surely smiling on us with this one." "I can't say I quite get this, though," she says when offered the talisman. "It's not close enough to any of our other finds. Maybe with some time and effort. But we'll have those to spare after packing up and leaving this expedition. We've seen all there is, let's take what we can. Maybe the sphere, but not the monoliths. Those we'll secure with a burial, and hopefully next time we pass through we can reactivate them fully." "You've done the Society a great service today, Pathfinders. The Azlanti and perhaps all Golarion over, too, if any of this shines more light on the past. And I'm sure your coffers won't be ignored as a result, either." She winks, then turns to the assembled survivors to call for a break before the packing begins.
Bandits of Immenwood | Before the Dawn
You need not have worried - between a pair of crushing blows from the golem, the only significant foe is nearly beheaded! Its body hits the ground with a massive thud, again causing more casualties to its own, unaware side than yours. Further charau-ka reinforcements are arriving, but each new wave sees what awaits them and promptly retreats without warning their replacements. Nearly a minute of frantic swapping later, all of the ape-men are unified in retreat. Your own gigantic protector suddenly seems more rigid in its movements. The nearby sphere's glow dims, and it marches straight back into the underground complex, situating itself on its plinth before going still again. Only then does Tere's body stir, restored to consciousness. What do you do?
Bandits of Immenwood | Before the Dawn
I got a request for access, so clearly I did something wrong. That's what I get for trying it at midnight. How'd this link work out?
Bandits of Immenwood | Before the Dawn
No worries, you've gotta do what you've gotta do. And thanks! I'm glad I could get the players happy when I didn't spend too much prep time on something. And now, the game has been reported, and your Chronicles are here! Let me know if anything isn't in order there, and I hope to see you all around the boards.
Bandits of Immenwood | Before the Dawn
The final fight really messes up anyone without Athletics. It might not look like it from their perspective, but overall you did quite well there. It's been somehow harder for my previous parties. Anyway, Chronicles are nearly done, but I'm waiting on that until I can report the game so the dates on them are accurate. In the meantime I still need Earn Income from Martin.
Bandits of Immenwood | Before the Dawn
Shredder tears into the chieftain, ending her life. Alaric isn't as on target, but his mark is now feebly trying to run. It isn't having any more luck than it had in its assault thanks to the vines. Though the battle still rages around you, you are left free to focus all your power on the Angazhani champion for a few moments. Not that your new ally needs much help, as it's about to reiterate.... Round Four/Five: Party Buffs: Inspire Courage +2 Two Blades -7 (-4 Con, heroism)
Bandits of Immenwood | Before the Dawn
Barring anything else you have to say or do, that's the game! I'll try to have Chronicles out in the next day or two. Maybe a little longer to report the scenario, I've already run it so I want to ask the higher-ups if there's anything special I need to do there. If everyone could roll to Earn Income, or anything else you'd like to do during your Downtime?
Bandits of Immenwood | Before the Dawn
"Have you met dear Eando in person, or are you one of those who's stayed around for his lectures? Either way I'd be concerned if you hadn't noticed his problematic tendencies." Zarta's smirk intensifies at that, as if sensing someone ready to call her out for exactly the same thing. "His approach doesn't leave enough room for the best outcomes. Of course we're securing this priceless and powerful artifact. But if he got his way, we'd have a week to decipher all of its secrets, or poof! Into some pit on the Plane of Fire it goes."
Bandits of Immenwood | Before the Dawn
Zarta listens intently. Once it becomes clear you've secured the relics, and that at least one is powerfully magical, she takes action. A Society wizard, some squat man in a golden mask, is summoned to bring your payload to a vault via ginger telekinesis. "We'll study this scale, glean whatever secrets we can from its isolation, move it closer to Skyreach if we can be sure of safety," the former Paracountess says. "That should ensure none of the relics are used for ill, and only used by us if absolutely necessary. "Why, it's a good thing these came to my attention first among our leadership! Can you image what might have happened if Eando Kline or one of his reckless followers had gotten their hands on this?" She levels a slightly condescending look at Clinker the goblin may not be able to see. "The scale probably would have been tossed into the sea or smashed to pieces. 'Vigilant,' indeed!"
Bandits of Immenwood | Before the Dawn
The scale offers no further resistance. You hear something akin to a scream or howl as it is replaced in the box, but that could have been just as easily produced by the wind. The remainder of your journey back to Absalom only takes a bit more than the promised day. You are still subject to some environmental indignities, and aquatic creatures trail alongside the coastline your wagon rolls past. But both are more subdued than before, as if nature has admitted defeat. Zarta Dralneen is waiting not far beyond the Grand Lodge's gates for you. She takes note of the shredded wagon top you likely haven't repaired fully, if at all. "Pathfinders. You all seem relatively whole and hale. What have you learned, and more importantly, brought back?"
Bandits of Immenwood | Before the Dawn
Vengeant Thorn looks ready to roar right back at the insult, but is preoccupied. Martin's first strike left him tottering, and while he desperately blocked two more blows, the last sent him toppling over. His last breath is an explosion of gale-force winds that quiets the storm! As he falls, so does the magic scale. On his body is little of value. Two used-up scrolls, various components for unknown rituals, a journal, and a medallion. The latter item bears many swirling patterns that match some on the scale, now that you have a chance to look at it. The journal, in its few recent entries, raves about the 'Scale of the Spurned Tempest' and the writer's drive to acquire it.
Bandits of Immenwood | Before the Dawn
No worries, Clinker, this part can be tedious for those who get stuck. Cecic's more benign nature magic restores Zourn to fighting shape. The centaur isn't happy with this development, but takes his rage out on Martin in several powerful swings. "I control the storm! You will be washed away by my hand!" His voice echoes over the storm and far past the beach as he lands two hits on the ranger. Another lightning bolt comes down to punctuate his call, this time at Clinker. DC 16 against 3 damage. Rolls:
1d6 ⇒ 5
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 Staff vs. Martin: 1d20 + 9 ⇒ (15) + 9 = 24
Round Five/Six: Cecic -6
Bandits of Immenwood | Before the Dawn
Right, Orange is the chieftain. Ēoswulf slices his target clean in half, which draws whoops from a band of Pathfinders now pushing back against other charau-ka closeby. The champion barely manages to connect with the golem with teeth and one fist, but the damage is negligible, if at all there. Rolls:
Bite: 1d20 + 26 ⇒ (19) + 26 = 45
Damage: 2d6 + 9 ⇒ (4, 6) + 9 = 19 Claw: 1d20 + 26 ⇒ (5) + 26 = 31
Round Four: Party Buffs: Inspire Courage +2 Two Blades -7 (-4 Con, heroism)
Bandits of Immenwood | Before the Dawn
Zourn manages a parting shot as he stumbles away. Vengeant Thorn looks ready to follow the dwarf, but will take an enemy's retreat where he can get it, especially as Martin's blade cuts him. Round Five: Cecic -6
Bandits of Immenwood | Before the Dawn
The punch rocks the champion. It doesn't seem to care about the gas, though - some benefit of demonic blood? But it rolls over onto nearby charau-ka as your side, which isn't constantly running headlong into danger, can back away from. Seeing her backup quickly decimated by the dinosaur that's drawing ever closer to her, the chieftain summons a ball of fire above Shredder and causes it to plunge down at him. Shredder, make a DC 15 Reflex save or take 3d6 ⇒ (6, 6, 5) = 17 fire damage. Round Three/Four: Party Buffs: Inspire Courage +2 Two Blades -7 (-4 Con, heroism)
Bandits of Immenwood | Before the Dawn
Zourn lands another strong bash on the centaur, and is rewarded by the slow arrival of backup. Vengeant Thorn only has eyes for the dwarf, however, and blasts him with lightning more directly from his hands. It threatens to slow Zourn down at a critical juncture as Thorn swings... The ongoing storm seems to slowly be bending to his will, as another thin bolt strikes Zourn from on high. Zourn, make two more DC 16 basic Reflex saves against 6 and 4 electricity, respectively. If you fail the second one, you are clumsy 2 for one round and also take 1 persistent electricity. That clumsiness will make the difference in whether his Strike hits, too, so roll high! Rolls:
1d6 ⇒ 3
Damage: 1d4 + 2 ⇒ (4) + 2 = 6 Tempest Surge: 1d12 ⇒ 4 Staff vs. Zourn: 1d20 + 9 ⇒ (9) + 9 = 18
Round Five: Cecic -6
Bandits of Immenwood | Before the Dawn
You got better rolls botted, Two Blades; I'll stick to those. Botting Alaric. Alaric finds himself stuck in the twisting grass, as does one of the charau-ka soldiers. Shredder is not so hindered and swiftly dispatches the leopard, while Ēoswulf is clubbed over the head. Rolls:
Alaric Strength: 1d20 + 5 ⇒ (4) + 5 = 9
Shredder Strength: 1d20 + 4 ⇒ (17) + 4 = 21 Red Club vs. Ēoswulf: 1d20 + 5 ⇒ (3) + 5 = 8
Yellow Strength: 1d20 + 2 ⇒ (10) + 2 = 12 Round Three: Party Buffs: Inspire Courage +2 Two Blades -7 (-4 Con, heroism)
Bandits of Immenwood | Before the Dawn
Sorry, Cecic, I didn't notice the amount of HP until just now. Making it through the storm proves to be no easy task. Clinker manages to get her ray beyond its confines, but her aim is off. Let's call that part greater difficult terrain, then, Clinker. I wish they'd do that instead, this thing can easily prevent small characters from moving at all. Zourn manages a heavy hit to the centaur, whose composure cracks a little. "You dare...!" he snarls, trying to entangle the dwarf with more concentrated magic vines. When that fails he uses his superior height and reach to club his foe from over the shield. 5 damage to you and your shield after hardness. Moments later, another lightning bolt spears straight at Zourn! That'll be a DC 16 basic Reflex save against 6 electricity damage. Rolls:
Tanglefoot vs. Zourn: 1d20 + 6 ⇒ (4) + 6 = 10
Staff vs. Zourn: 1d20 + 4 ⇒ (17) + 4 = 21
1d6 ⇒ 2
Round Four: Cecic -6 (enfeebled 1)
Bandits of Immenwood | Before the Dawn
Yes, unless you were a wildwood halfling or similar (but you're an aasimar).
Bandits of Immenwood | Before the Dawn
Vengeant Thorn stands fast, despite the number of chance lightning bolts that have come his side's way. He doesn't yet respond to Zourn. Instead, the centaur tries to wash the dwarf backwards again, but his shield is perfectly positioned to turn away most of the water. A swing of his staff fares no better. Cecic -14 (enfeebled 1)
Bandits of Immenwood | Before the Dawn
Oh, my. I didn't even think of that, but it doesn't look like it applies to all move-trait actions. Just Stride, Step, and the ones corresponding to other movement types. (Steps will only work if you critically succeed on your Athletics check, though.) Sorry.
Bandits of Immenwood | Before the Dawn
The aquatic creature seemingly endures the invisible two-way assault sent its way. But just after that, another bolt comes down to put it down! Fortunately Cecic is able to disengage just beforehand. Martin works against the wind quite well. Marigold thinks she has a similarly good thing going, but a sudden change in the gust's direction knocks her off her feet! The halfling's negligible weight can't help. Rolls:
Direction: 1d8 ⇒ 5
Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17 Will: 1d20 + 2 ⇒ (12) + 2 = 14 1d7 ⇒ 5
Round Three: Cecic -14 (enfeebled 1)
Bandits of Immenwood | Before the Dawn
Not even a hurricane can keep a dwarf down! He makes a surprising amount of headway. Vengeant Thorn, looking unnerved, launches a torrent at him to push him away again, but misses by a wide margin. Another bolt of lightning comes down, this time striking Vengeant Thorn himself! He doesn't seem too hurt, but annoyed? Extremely. Rolls:
Hydraulic Push vs. Zourn: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 3d6 ⇒ (1, 5, 1) = 7 1d7 ⇒ 1
Round Two/Three: Cecic -14 (enfeebled 1)
Bandits of Immenwood | Before the Dawn
@Clinker - not that you know of, no. @Zourn - you'll need to make a check for each individual move action you take.
Bandits of Immenwood | Before the Dawn
Again, clarification is iffy. I'm going to say yes for most, like Produce Flame or Telekinetic Projectile, considering they'd bend to natural forces like that. Magic Missile and others without attack rolls are fine, and if you have something exotic, like maybe a Reach Shocking Grasp, that'd work. Second, Thorn drew the scroll this round. The storm might've still been his doing, though. Clinker zaps a reefclaw, aided by the water clinging to it. It manages a strong strike back at her before passing to the other side of the Boneyard. Between the poisoned claw and the strangeness of the situation, she can't quite decipher what's going on. Need a poison save from Clinker. The remaining reefclaw latches on to Cecic and stays there. It coils around him, claws flailing wildly. Martin tries to advance, but finds it nearly impossible in the strong wind. Rolls:
Red Fortitude: 1d20 + 5 ⇒ (5) + 5 = 10
Orange Claw vs. Clinker: 1d20 + 7 ⇒ (20) + 7 = 27
Cecic Fortitude: 1d20 + 5 ⇒ (1) + 5 = 6
Cecic Fortitude: 1d20 + 5 ⇒ (7) + 5 = 12
Round Two: Cecic -14 (enfeebled 1)
Bandits of Immenwood | Before the Dawn
I copy/pasted the map so that both templates are now part of it. A little shoddy, but it should work, please let me know if you'd like me to touch it up further. Also, this fight has a penchant for being extremely annoying. I've run and played it once each before. Are you sure you want to sneak? From what little clarification I've gotten, I think the movement penalties here stack pretty hard. So even when you make the Entangle save, you'd be halving your speed twice, and in difficult terrain.
Bandits of Immenwood | Before the Dawn
Martin accomplishes his goal, swiftly dispatching the creature. But it strikes back in its death throes and nicks him a little. Vengeant Thorn brings a scroll to bear and chants from it, and the meager grass under your wheels rises up at incredible speed. What's more, a bolt of lightning spears down, hitting a small ivory box amidst your cargo. From it rises the dragon's scale! The winds pick up to hurricane strength around you, making movement incredibly difficult. I'll need another poison save from Cecic and one from Martin. The green burst is an Entangle spell, DC 16. Please make that save at the start of your turn as normal. Remember that this area is difficult terrain even if you save normally or Escape. The blue burst is the hurricane. Ranged attacks cannot be made in or out of this burst. If you want to move while inside, make this DC 14 Athletics check: Critical Success: You move normally.
Rolls:
Blue Claw vs. Martin: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 - 1 ⇒ (4) - 1 = 3 Cecic Poison: 1d6 ⇒ 4 Round One/Two: Cecic -4 (enfeebled 1, poisoned)
Bandits of Immenwood | Before the Dawn
The massive four-armed Angazhani turns its own assault on the golem. While surely strong enough to rend any of you apart with such fury, your apparent ally only suffers a few minor dents. Still need saves against Entangle from Alaric and Shredder. Rolls:
+1 Rapier vs. Leopard: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 +1 Shortsword vs. Leopard: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d6 + 1 ⇒ (6) + 1 = 7 Bite vs. Tere: 1d20 + 26 ⇒ (6) + 26 = 32
Claws vs. Tere: 1d20 + 26 ⇒ (16) + 26 = 42
Round Three: Party Buffs: Inspire Courage +2 Two Blades -7 (-4 Con, heroism)
Bandits of Immenwood | Before the Dawn
The creature maneuvers around Cecic's wave, obviously used to dodging in the water. As they slosh onto relatively dry land, they prove far less adroit. Even after taking a while to close in, only Cecic is hit. It hardly hurts enough to register. Their claws look infected, though... Cecic, if you could make a Fortitude save versus poison? Rolls:
Fortitude: 1d20 + 5 ⇒ (15) + 5 = 20
Blue Claw vs. Martin: 1d20 + 7 ⇒ (1) + 7 = 8
Orange Claw vs. Clinker: 1d20 + 7 ⇒ (8) + 7 = 15
Red Claw vs. Cecic: 1d20 + 7 ⇒ (17) + 7 = 24
Round One: Cecic
Bandits of Immenwood | Before the Dawn
You can Hunt Prey and have weapons drawn before initiative breaks out. "There are merits to both options," the centaur booms. "You may now perish on your feet. Allies of the storm, to arms!" You take a quick look around for his allies, and spot them without trouble. Still, this trio of massive, awful, lobster-like beings have risen from the nearby water before most of you can react. If you'd like to Recall Knowledge with Occultism, let me know. Initiative:
Cecic: 1d20 + 8 ⇒ (20) + 8 = 28
Clinker: 1d20 + 2 ⇒ (10) + 2 = 12 Marigold: 1d20 + 8 ⇒ (1) + 8 = 9 Martin: 1d20 + 6 ⇒ (20) + 6 = 26 Zourn: 1d20 + 4 ⇒ (19) + 4 = 23 Vengeant: 1d20 + 7 ⇒ (2) + 7 = 9
Round One: Cecic
Bandits of Immenwood | Before the Dawn
"So, you have heard of me! Knowledgeable, but not wise. Any who understand me would not be so flippant. I hope your choice is not made so rashly!"
Bandits of Immenwood | Before the Dawn
"An illusion? Callous!" The halfling spits right back at Cecic. "His might is the will of the wilds. I have seen no fakery from Vengeant Thorn. If I can see through yours, what with all your talk of coexistence, he will have no trouble doing so. And his fury unto you will be twice that he shows your allies." He doesn't refuse to talk further, but his answers are resembling the word less and less. Best to move on however that works around him. Moving us along, but feel free to retcon in any more questions you have. And are you bringing him along or leaving him? The road exits the forest within sight of the sea. The howling wind and driving rain make travel difficult as you continue along. Suddenly, the sound of hooves overtakes all others present, coming from the Immenwood behind you. A centaur emerges, holding a staff aloft into the storm. A thunderous voice booms from above as the figure shouts and gestures at the sky. "Pathetic weaklings! You dare to carry the power of the storm, as if it were a mere bauble? How dare you! It matter not if you even know the truth behind what you wield. Surrender your cargo to me, and it is possible you may live to draw breath for another day. Resist, and the Storm shall wash you from the earth. Choose swiftly!"
Bandits of Immenwood | Before the Dawn
"I don't know," the halfling replies, managing a sneer. "With that sort of might, I'd show you city-dwellers what should happen when you cross us. Protecting the green will be a worthy and respected cause again. Not just a fashionable statement I as assume your friend wears it." He jerks his head at Cecic as best he is able.
Bandits of Immenwood | Before the Dawn
"I do not fear him. The threat he poses should rightly instill fear, in those like you. But I simply know that I will die for my failures. By his hand or your indirect approach, I'll have to wait to see." The halfling keeps beating around the bush as you fill the pit, with little else to do. But he eventually caves. "You witnessed my primal magic? Paltry, compared to what my lord Vengeant Thorn wields. Such is his power that he sensed your ill-gotten gains as soon as they washed up here. He sees their true merit, even if you don't. Certainly you can't use them like he can. He makes lightning dance like hooves across the sky." Your prisoner clearly isn't fully committed to being helpful. He will grudgingly answer more specific questions, but only if asked.
Bandits of Immenwood | Before the Dawn
Thinking logically, Cecic moves to secure the halfling. He isn't carrying much of value, but a few rough glasses catch your eye. Lesser bottled lightning, and a minor elixir of life. He looks ready to rejoin the fight instantly upon being revived. Fortunately, you've precluded him from doing so by ending the fight and tying him up. He slumps. "You leave me at a crossroads, but not one I can choose the direction of. I'm left here to watch as the road is picked for me. You might return to your accursed home and bring me with, a cruel fate. "Or, more likely, my master will stop you from doing so. He will thoroughly destroy you all, and I'll be unable to help. So his Vengeance is liable to break over me as well. Whether it will be better or worse is anyone's guess. But I won't survive either way."
Bandits of Immenwood | Before the Dawn
Looks as if, considering no one's debating it. Sorry, I can't even say Paizo ate my post, I just had it done in my head and thought that translated to the site.
Bandits of Immenwood | Before the Dawn
Martin protects his shins from further harm when the wolf doesn't let up, hitting its skull just as he intended. He, Zourn, and Cecic cluster the last combatant. When that alone doesn't inspire him to give up, a pair of bashes upside the head put him down for the count. Combat over! And Red is alive, in case you want to resuscitate him and ask questions.
Bandits of Immenwood | Before the Dawn
Clinker aims around Zourn and fires! Her target goes down with a scream. His comrades don't seem too deterred. The wolf continues going after Martin's legs, while its master slings away at Marigold for causing it trouble. Rolls:
Red Slingstaff vs. Marigold: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d10 ⇒ 7 Red Jaws vs. Martin: 1d20 + 6 ⇒ (4) + 6 = 10
Round Three/Four: Zourn
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