A Pathfinder Society Scenario designed for 5th- through 8th-level characters. On the border of Numeria and Ustalav, there sits an abandoned manor filled with strange technology and shuffling undead named the Crushed Meteor. Once a stronghold of the Technic League, it has fallen into the hands of the Whispering Way and the Pathfinder Society has successfully lobbied with Kevoth-Kul to finally handle the building and exterminate those within. However, a leader of the Whispering Way sits inside the building, considering its many secrets and offers the Pathfinders a choice: let her finish her research and gain information on an enemy, or perish. It's up to the agents within to make a choice that may sacrifice the values of the Society for valuable knowledge! Written by Chris Bissette
The group returns to Viltydus with a map of the area and news that most of the creatures have been killed. The fey claps their hands with delight as they examine the newly created map. "Perfect. This is exactly what I need. I particularly like the notes you've added for additional...erm...clarity. The people of Port Valen are safer now that those naughty fey have been properly chastised. Good job Pathfinders. I look forward to a long an beneficial relationship with the Pathfinder Society. If you don't have any other pressing matters to attend to, please feel free to stay and visit us for as long as you like."
GM Roll:
Red reflex save DC22: 1d20 + 11 ⇒ (5) + 11 = 16
Yellow reflex save DC22: 1d20 + 11 ⇒ (17) + 11 = 28 Clover's fireball finishes off the red twigjack and injures yellow. Stitch takes aim and blows the tiny fey into even tinier bits. Stitch Steeltoe wrote: If Red drops then directs towards where yellow was last seen. Yellow was hidden and not undetected so you knew where they were even though you couldn't quite see them and your flat check beat DC11. Seeing the carnage and being on the cusp of death himself, the brown twigjack disappears with a poof. Combat over.
Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover.
Round 4
Brown -49 Frightened 1. Hidden. DC11 flat check to target.
Sorry I implied that red was concealed by making a hide check but I neglected to outright state it. Vardarel flat check DC5 vs red, concealed: 1d20 ⇒ 16 Vardarel's spiritual bow strikes the tiny creature once. The twigjack with the garland of yellow emerges from hiding to fire a brace of splinters at Quickblade before concealing himself once again. Yellow splinter vs Quickblade, OG: 1d20 + 11 ⇒ (13) + 11 = 24
Yellow splinter vs Quickblade: 1d20 + 11 - 5 ⇒ (11) + 11 - 5 = 17
GM Roll: Yellow stealth, hide: 1d20 + 11 ⇒ (15) + 11 = 26
Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover.
Round 4
Brown -49 Frightened 1 Hidden. DC11 flat check to target.
The tiny brown creature shrinks away from Clover's stern rebuke. They flee into the perceived safety of the brush and hide. GM Roll:
stealth, hide: 1d20 + 11 ⇒ (17) + 11 = 28 Red falls back and launches another splinter at Meat Wagon before hiding in the brush. splinter vs Meat Wagon: 1d20 + 11 ⇒ (18) + 11 = 29
GM Roll:
stealth, hide: 1d20 + 11 ⇒ (9) + 11 = 20 The fey manages to hit Meat Wagon but is less successful in their attempt to hide.
Quickblade reflex save DC22 vs entangling flora: 1d20 + 10 ⇒ (11) + 10 = 21 That's a -10 to Quickblade's speed making him unable to move as he did. I've moved him back to his position at the beginning of his turn and leaving him with one action remaining after his two attacks. Stitch and Meat Wagon gang up on one of the poor creatures, striking them thrice and causing them to squeal in pain. Khiari headbutts another, leaving them staggered but still conscious. Quickblade finds the tiny fey to be too elusive for his halberd. Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover.
Round 3
Brown -49
Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover.
Round 3
Brown -41
The twigman with the garland of yellow flowers falls back into the safety of the brush and hurls a splinter at Stitch. They then conceal themselves from sight. Yellow splinter vs Stitch: 1d20 + 11 ⇒ (15) + 11 = 26
GM Roll: Yellow stealth: 1d20 + 11 ⇒ (17) + 11 = 28
Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover.
Round 3
Brown -41
GM Roll:
Brown Reflex save: 1d20 + 11 ⇒ (8) + 11 = 19 The tiny fey squeals in pain but remains standing. The remaining two creatures move forward and unleash barrages of splinters. Brown splinter spray reflex save DC20: 4d6 ⇒ (1, 3, 3, 2) = 9 red splinter spray reflex save DC20: 4d6 ⇒ (2, 2, 3, 3) = 10 I need DC20 basic reflex saves from Stitch, Meat Wagon, Quickblade, Khiari and Bella for Red's attack I need DC20 basic reflex saves from Bella, Khiari, Quickblade and Clover for Brown's attack. Clover gets a +2 bonus for cover
Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover.
Round 2
Brown -12
@Bella-I probably wasn't quite clear enough. You only need to make a save vs the entangle at the start of your turn not when it was cast plus the start of your turn. Both of your first saves for Bella and Khiari were successes so the second save wasn't necessary. Khiari does not have a -10 to speed at the moment. You both are still in the entangle though and will need to make saves again at the start of your turn next round. poison vs Bella: 1d6 ⇒ 3 Bella and Khiari find themselves pelted with multiple splintery barbs while Quickblade inadvertently attempts to give Khiari an unexpected haircut. Fighting past the pain of the splinters and the poison coursing through her veins One success and one failure-Poison stage one, Bella delivers a vicious kick to the grimstalker's midriff. Before the fey can retaliate his head turns into a fine mist as Stitch's pistol finds its mark. Crit! Meat Wagon rolls out and slams into the tiny twig creature.
Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover.
Round 1
Blue -11
GM Rolls:
Blue fort save DC22: 1d20 + 9 ⇒ (14) + 9 = 23
brown fort save DC22: 1d20 + 9 ⇒ (6) + 9 = 15 The grimstalker grimaces at Vardarel's thunderclap while the brown leafed little creature hops up and down in agony. The twigman with the garland of yellow flowers on their head bravely leaves the cover of the bushes to launch a barrage of splinters at Clover, Khiari and Bella. splinter spray, piercing: 4d6 ⇒ (2, 5, 6, 3) = 16
Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover.
Reflex save DC22 failure:
10 foot penalty to speed until out of the spell's area Reflex save DC22 critical failure:
Immobilized in addition to the results for failure. DC 22 to break free Round 2
Blue -5
The remaining grimstalker gestures and the nearby plants rise up to grasp at the Pathfinder's feet and impede their movement. The grimstalker then attacks Bella. claw vs Bella: 1d20 + 15 ⇒ (9) + 15 = 24
Bella takes another slash to her arm. Fort save DC22 for Bella for the initial poison and another Fort save DC22 for the new slash
GM Roll:
Reflex save Blue DC22: 1d20 + 15 ⇒ (7) + 15 = 22
Reflex save Green DC22: 1d20 + 15 ⇒ (11) + 15 = 26 Clover's flames rejuvenate Bella and damage the grimstalkers. Quickblade heals Khiari and finishes off his attacker. The tiny twigman with the red berries moves forward and launches a splinter at Quickblade. They then attempt to hide in the shrubbery. The brown-leafed figure to the east follows suit with an attack at Bella. red splinter vs Quickblade: 1d20 + 11 ⇒ (19) + 11 = 30
brown splinter vs Bella: 1d20 + 11 ⇒ (13) + 11 = 24
GM Roll:
Red hide: 1d20 + 11 ⇒ (3) + 11 = 14
Brown hide: 1d20 + 11 ⇒ (3) + 11 = 14 Quickblade is pierced but Bella sees the attack coming and deftly dodges. Neither tiny creature is able to conceal themselves to any effect.
Green is gobsmacked by Bella's comedic timing in the face of danger and fails to protect itself from her attack. Meat Wagon circles around and delivers a particularly nasty blow as well. Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover. Round 1
Blue
Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover. Round 1
Blue
Fort save fail:
Poisoned stage 1, 1d6 poison damage. Crit fail: Poisoned stage 2, 1d6 damage, clumsy 1
A second green humanoid charges forward and slashes at Khiari. Green claw vs Khiari: 1d20 + 15 ⇒ (17) + 15 = 32
Green claw vs Khiari: 1d20 + 15 - 4 ⇒ (9) + 15 - 4 = 20
Another tiny creature moves forward and sets its sights on Clover. Yellow splinter vs Clover: 1d20 + 11 ⇒ (12) + 11 = 23
Yellow splinter vs Clover: 1d20 + 11 - 5 ⇒ (13) + 11 - 5 = 19
Khiari is also slashed by ichor dripping claws. Need fort save DC22 from Khiari
Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover. Round 1
Blue
Fort save fail:
Poisoned stage 1, 1d6 poison damage. Crit fail: Poisoned stage 2, 1d6 damage, clumsy 1
GM Roll:
Stitch Steeltoe's Initiative using Occultism: 1d20 + 12 ⇒ (5) + 12 = 17
Bella Sidare's Initiative using Athletics: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 Quickblade's Initiative using Survival: 1d20 + 11 ⇒ (4) + 11 = 15 Vardarel's Initiative using Search: 1d20 + 14 ⇒ (10) + 14 = 24 Clover Nettlesoup's Initiative using Search: 1d20 + 10 ⇒ (2) + 10 = 12 Brown stealth: 1d20 + 11 ⇒ (13) + 11 = 24
As the Pathfinders pause to study a ring of menhirs they are ambushed by several strange creatures. A tiny, spindly creature seemingly made of twigs moves closer and launches a brace of thorns at Bella. Brown splinter vs Bella: 1d20 + 11 ⇒ (8) + 11 = 19
Brown splinter vs Bella: 1d20 + 11 - 5 ⇒ (20) + 11 - 5 = 26
A green humanoid emerges from the undergrowth to slash at Bella with its claws. Blue claw vs Bella: 1d20 + 15 ⇒ (10) + 15 = 25
Blue claw vs Bella: 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 23
Bella gets a nasty splinter from the tiny creature and a wicked wound from the larger humanoid. Need fort save DC22 from Bella
While Vardarel loiters about town and Stitch argues with the local children, Bella discovers that there hasn't been much activity at the abandoned village in recent weeks. Perhaps the creatures lurking there have moved on? Viltydus frowns at this knowledge. "Could they have left? I'll need to verify this." The fey taps their chin and stares off into the distance for a moment before finally gesturing to the forest's border. "Legends about the Forest of Trials, Arcadia’s first barrier on the path to Valenhall, are many and varied. Locals whisper of curses that shroud it in secrecy, of bloodthirsty beasts that dwell among the trees. But the forest has long been my home, and I think it supports those who come to know it. Pathfinders, my task is for you to fulfill your Society’s namesake: use the day’s light to map one of the many footpaths along the forest’s edge. Respect the forest, but do not fear it, and gather what you need to introduce it to future explorers." They pull out the map of the village and indicates a point nearby. "There's an unmapped path along the forest's edge that runs not too far from that abandoned village. Go and chart that trail for me. Watch out for bandits and monsters that roam those woods. On the way back perhaps you could stop by that village and verify it to be empty."
Vardarel wrote:
I think you are all selling yourselves short. No one was even knocked unconscious in either fight. The monsters in the first fight got in a couple of lucky hits and the only reason you didn't finish the weretigers faster was due to spreading out your attacks too much in the first round. Still if you guys don't feel up to it I won't push it. The goal is to have fun after all. We'll continue with things as they are in the gameplay thread so anyone else that wants to can make diplomacy/perception checks and I'll adjust the narrative to end up at the easier encounter.
During a late breakfast the next day, Tjolfor approaches the Pathfinders. "Thanks again for rescuing me last night. Sorry you got cursed." The Ulfen shrugs apologetically. "Anyway Viltydus wanted me to remind you they want to see you at their stump just after highsun. Oh and you might want to delay making any preparations until you've spoken with them." Later at Viltydus's stump... Viltydus holds a mall map of the shoreline. They draw a line with their finger along their map, tapping a marking circled in red. "My focus lies with the Forest of Trials and with the adventurers who brave its dangers to reach Valenhall. Those adventurers, however, need a safe place to rest their heads before facing their destinies, and Port Valen has not been as safe as it needs to be. A group of monsters have laired in an abandoned fishing village not far from here, and their predations have caused the people of Port Valen great harm. I task you Pathfinders to travel to this forsaken village and destroy the evil creatures that threaten these good people. Bring back evidence to prove to the people of Port Valen that you have succeeded." The fey looks intently at the Pathfinders. "Whatever has holed up in the abandoned village should not be underestimated. I have seen many a burgeoning hero get cut down prematurely after trying to stop the attacks alone. I recommend speaking to some of the locals about what they've seen and heard about the threat. Use that information to prepare for battle. Oh and you can also use these." They reach into a belt pouch and pull out five lesser healing potions which they hand to the group. "Good luck Pathfinders."
Viltydus appears puzzled for a moment. "Curse?" They take a moment to stare intently at each of the Pathfinders in turn. "Oh, I see. Well that's easily dealt with." The fey concentrates for a moment then places their hand on Quickblade's forehead. They repeat the process on Vardarel. "That should do it. I can't have you growing fur and fangs while you still have work to do. Go back to your lodgings and get a good night's rest. You've done a good job so feel free to sleep in. Meet me back here just after lunch for your final task."
You already know all you need to know about werecreatures from earlier checks. The most pertinent information was revealed by Quickblade here. You spend some time patching up wounds then head back to Viltydus's stump. Vardarel and Quickblade are irritable and sweating profusely but show no signs of transforming...yet. You emerge from the forest to find Viltydus waiting patiently. Tjolfor the Bruised grimaces at the sight of the fey. "I guess maybe I wasn't quite ready for Valenhall. Thanks for sending help. Hopefully I haven't caused too much trouble for these kind heroes." The Ulfen meticulously avoids looking at Quickblade and Vardarel.
As the last of the weres fall, the clouds part, revealing the bright, full moon. Tjolfor grimaces and turns away, eyes closed. After a moment he opens one eye and slowly turns his head to confirm that the moon is indeed full. His brow furrows in confusion and he looks down at his chained and battered body. He checks his teeth with his tongue. He wiggles his fingers to confirm the lack of claws. "Huh. What do you know? It looks maybe like I'm not cursed after all." He shrugs. "Sorry everyone. I guess I could have just gone back to the village after all." He grins sheepishly. Quickblade and Vardarel however seem troubled by the moon's appearance. Their teeth ache and their skin feels itchy. They are both sweating more than seems necessary. Tjolfor looks at them with concern. "Umm...Are you guys okay?"
Quickblade Trueshot wrote: yes... abuse of human pretending to be a bird! :) They're intelligent predators. I figure they'll try to pick out the most injured prey. Besides I figured you guys would smoke this encounter. You all started a little slowly by spreading out all of your attacks so it ended up a little bit rougher than the numbers would indicate.
Clover Nettlesoup wrote:
I will allow you to move and cast instead. Is the red template your planned spell? If so that will not work as it originates from the wertiger's space. I'm not sure that you can move and still catch the weretiger, Quickblade, Bella and Stitch all in a 15 foot cone. If you move to the square SE of Bella you can get Vardarel, Quickblade, Stitch and the weretiger but not Bella. I have placed Ghost Clover to indicate precisely where I mean. I'll continue to leave Green's token up until you decide.
GM roll:
Green reflex save DC22: 1d20 + 13 ⇒ (4) + 13 = 17 Clover's flames finish off one of the weres and provide Stitch, Bella and Khiari with some relief from their wounds. Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Round four
Clover
Round five
Clover
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Round four
Clover
Round five
Clover
GM Roll:
Blue Will DC22: 1d20 + 9 ⇒ (1) + 9 = 10 Blue Reactive strike, jaws vs Khiari: 1d20 + 14 ⇒ (1) + 14 = 15
The were lashes out as Khiari casts her spell but she easily dodges. The spell's effect is immediate as the creature's eyes glaze over and it looks around clearly wondering what is happening. It nevertheless follows it's bloodthirst and attacks Khiari. Blue Jaws vs Khiari: 1d20 + 14 ⇒ (11) + 14 = 25
Blue athletics, grab vs Khiari: 1d20 + 12 ⇒ (14) + 12 = 26 Blue claw vs Khiari, OG: 1d20 + 14 - 4 ⇒ (10) + 14 - 4 = 20
Khiari is caught in the creature's mighty jaws but manages to avoid being pulled to the ground by its claw. Meanwhile the other were continues to press the attack on Quickblade. Green Jaws vs Quickblade: 1d20 + 14 ⇒ (1) + 14 = 15
Green claw vs Quickblade: 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28
Green claw vs Quickblade: 1d20 + 14 - 8 ⇒ (19) + 14 - 8 = 25
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