Okay, then... here goes. You make your way back to the hunting lodge outpost, and after a good night's sleep and with a fresh supply of spells, Guy is able to study the books you have found in the temple. The Vigrahin Patitraka (which roughly translates as "Waging War for the Fallen Crystal") is most well known for its iconic and oft-repeated quote explaining the Vudran caste system - "A warrior’s life is to war. A leader’s life is to lead. A farmer’s life is to farm. To rise above your life is to know uncertainty. To sink beneath your life is to know despair." The society's Vudran Historians are certainly going to love getting their hands on such an ancient version of the text to study its evolution over time. The other book, however, though not nearly as elaborate and beautifully styled, turns out to be the temple's true treasure. It appears that you have found the journal of one of Ragdya's priests who accompanied the legendary Maharaja Khiben-Sald on his travels around the Inner Sea, which could be the key to gleaning information about a multitude of other lost sites the Maharaja may have built or visited during his travels. The rest of the expedition passes quickly, and you make your way back to Absalom without further difficulty. Ambrus Valsin is extremely pleased with the way the expedition went, not just because of the valuable archaeological finds you bring back with you, but also because of the two nobles' glowing letters of recommendation for you. It's another of the few occasions that you have ever seen the Chamberlain of the Grand Lodge smile, and unlike the last time, there's nothing fake about it. A few folks even claim that he has mentioned you as a counterexample while berating other bands of pathfinders for their carelessness and incompetence... There are rumours in certain circles that the Count and the Baron have been seen meeting with Lady Gloriana Morilla in one of Absalom's finer eating establishments, but the city is always abuzz with gossip, so that is neither here nor there. Count Falroun Matsanda, in any case, thanks you profusely for your aid on the expedition, and makes good on his promise to have the trophies you acquired during the hunt expertly stuffed and mounted for you. At Baron Bomande's personal insistence, Lissanya is awarded the stuffed Leucrotta for her excellent killing shot. And that officially concludes The Segang Expedition. Those of you who stayed until the end will receive 1 XP, 2 PP, and 509 gold on your chronicle sheets (unless you're using slow progression, in which case, please tell me). For those who left early, I will have to subtract a portion from that, depending on how long they were with us. Unfortunately, because of the Monkey Massacre (TM) you won't be getting the Ragdya's Blessing boon, but aside from that, it's a flawless result. I will report the game tonight, so we're well within the deadline for the gaming day and your characters are free for other adventures. Those of you whose characters have day jobs, please give me a day job roll, and also don't forget that you get a 10% roll to receive a player boon. If you're interested, we can do an epilogue where you can have a few final words with Count Falroun and Baron Bomande before they depart Absalom, or we can end things at this point, whatever you prefer. Since I don't think it's possible to send chronicle sheets through the PM system, I'd like to ask you to PM me an email address to which I can mail your chronicle sheet. In any case, thanks everyone! It's been quite a ride, and I hope you've all had fun on the way. I'm always open for feedback, be it positive or negative.
Since the damage is tripled, that finishes the fight... One last arrow, and the golden fiend goes down for good. Although the mess they have made of the temple remains, with their demise some of the oppressive atmosphere that has hung over the santum until now seems to have lifted. With enough time now to consult the Count's book, Guy can determine that they were indeed a kind of Asura, called a "Tripurasura". The destruction of the Asuras also allows you to explore the remaining unexplored part of the temple, which turns out to be the central shrine. A large statue of a monkey-faced man sits on a pedestal at the north end of the small shrine. The statue’s arms and legs are missing, and deep scratches have been gouged into its face. Pieces of broken stone, rotting plant matter, and other assorted rubbish lie in heaps on the floor of this room. The smell of rot is particularly strong here. Closer inspection reveals that the statue is wearing a belt that detects as magical. In a compartment in the base of the pedestal, you find a richly illustrated copy of one of Ragdya's holy books, the Vigrahin Patitraka, as well as a handwritten journal, both of them written in Vudrani.
Yes, I'm afraid the soft cover turns the firebolt into a miss. Guy struggles with lining up his firebolt as he has to fire past Cleo to hit the Golden Devil. This, unfortunately, distracts him at a crucial moment, which allows the creature to narrowly evade his shot. Lissanya, on the other hand, has a clear shot, and her well-honed fighting instincts help her to anticipate its attempts at evasion, resulting in another solid hit which causes the devil to howl as the arrow's cold iron tip pierces its skin. Meanwhile, Gedulan moves into position for another firebomb, realizing on the way that if he hits the devil, he is going to hit Lissanya as well. Since she asked for him to keep the heat on the devils, however, he figures that she's a big girl and can probably take the heat, so he tosses his bomb anyway. Bomb attack: 1d20 + 3 ⇒ (11) + 3 = 14
The combination of wounds inflicted by cold iron and fire finally overwhelms the creature's unnatural vigor, and causes it to spasm and lay still, though its wounds are still knitting at the edges. Round 6. Initiative Count 22.4, it's Cleo's Turn. Now the survey says CdG. ;)
Cleo's arrow narrowly misses the golden fiend as it launches itself, unsuccessfully, once more at Lissanya. Sting Attack: 1d20 + 7 ⇒ (6) + 7 = 13 Varis moves up behind the creature and takes another stab at it with his rapier, but misses the nimble devil. Attack Varis: 1d20 + 6 ⇒ (6) + 6 = 12 Round 5. Initiative Count 10.1, it's Guy's Turn.
The fiend that Lissanya has targeted spasms one last time, and then lies still, the molten gold of his skin solidifying and becoming frozen in a grotesque shape. Following Lissanya's cue, Gedulan tosses a firebomb at the ground near the surviving devil, splattering it with burning liquid and causing it to hiss and snarl angrily. "It calls us monkeys again, and has some graphic descriptions of what it is going to do to your corpse," he translates, "but I don't think it sounds very convinced anymore." Bomb attack: 1d20 + 2 ⇒ (17) + 2 = 19
Round 5. Initiative Count 22.4, it's Cleo's Turn.
Cleo, the devils are after Lissanya because of her cold iron arrows, and they don't have reach, so at the moment, there is no one threatening you. Cleo's next arrow strikes the Golden Devil in the neck, and with the increased power her magic has given her bow, manages to get through its unnatural toughness and penetrate deeply. The devil twitches briefly, and then lies still, as if some nerve was severed. However, its skin is still running like molten gold, closing the edges of its wounds, and only moments later, its ruby-glowing eyes open up again. It remains on the ground for the moment, but apparently, it is far from dead yet. Meanwhile, the other fiend keeps its pressure on Lissanya and moves close to her to attack. Her legs are too well-protected for its pointed golden tongue to find an opening, however. Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Varis attempts to pierce the fallen fiend with his rapier, in order to end it once and for all. Only the tip of his blade penetrates the unnatural golden skin, but that is enough to keep it from returning to the fight for now. Attack Varis: 1d20 + 9 ⇒ (14) + 9 = 23
Lissanya, you get an AoO on the one entering your square with your dagger. Due to their fast healing, some firebombing might be helpful after all... also, I don't think that "Keep the heat on them!" is something that you need to tell Gedulan twice. ;) Round 4. Initiative Count 10.1, it's Guy's Turn. Edit: Adjusted Varis' attack and damage for flanking and Freeboter's Bane.
There's nothing preventing Lissanya from taking a 5' step and firing, although if she draws her dagger, she won't be able to shoot again without dropping it first. Is the dagger made of cold iron? The golden skin of the devil nearer to Guy has melted in several places and one of Lissanya's arrows is buried deep within its chest, although the gold seems to be rapidly flowing back into its original shape. The other one also seems molten in some places but it, too, is getting better rapidly. Guy is taken by surprise by the creatures' sudden charge, causing his firebolt to hit empty air. Lissanya evades the tiny fiends and shoots another arrow with a cold iron tip at the one that stung her, but the arrow misses the creature's tiny silhouette. Gedulan moves into position for another throw, but withholds his attack, since he would have to toss his bomb right into the middle of his allies. Round 4. Initiative Count 22.4, it's Cleo's Turn.
Hitting the nimble fiends while they are dodging between the statuary proves hard for Cleo, as again her target manages to evade her shot. Again, their wounds start closing, but that you actually have weapons that are able to significantly hurt them seems to make them rethink their former tactics. Instead of a sniping contest, they have now apparently decided to make the fight a brawl, and leap at Lissanya, gliding through the air in slow-motion, and landing at her feet. Once they are within reach of her, their mouths open to reveal forked and pointed tongues, which they slither over her legs, trying to find an unprotected spot. One of them actually manages to find one and gives Lissanya a superficial scratch. Shortly afterwards, Lissanya starts feeling a little woozy in the head... Acrobatics:
Golden Devil 1: 1d20 + 12 ⇒ (9) + 12 = 21 Golden Devil 2: 1d20 + 12 ⇒ (12) + 12 = 24 Attack Rolls:
Golden Devil 1: 1d20 + 9 ⇒ (20) + 9 = 29 Golden Devil 2: 1d20 + 9 ⇒ (3) + 9 = 12 Golden Devil Crit Confirm: 1d20 + 9 ⇒ (15) + 9 = 24 Damage Rolls:
Golden Devil 1: 2d4 - 2 ⇒ (1, 1) - 2 = 0 Lissanya, you take 1 nonlethal damage from the worst crit damage roll ever, and please give me a Fortitude save to resist the Golden Devil's posion... Seeing his chance to contribute to the fight, Varis charges the fiends with his weapon drawn. His attack is successful, but penetrating their considerable defenses proves to be a challenge for him. Attack Roll Varis:
Varis: 1d20 + 9 ⇒ (8) + 9 = 17 Damage Roll Varis:
Varis: 1d6 + 1 ⇒ (6) + 1 = 7 Round 3. Initiative Count 10.2, it's Guy's Turn.
Slightly less than 50% seems about right. That's not much below par, though, considering the ACs of the creatures involved. Of course, Lissanya has made some amazingly good rolls during the scenario, which may skew perceptions a bit. I can empathize, I've had some sessions lately myself where the dice seemed to hate me and I felt I could barely ever roll above a 5...
Yes, that position should work for Guy. They are 20 feet up on the sculpture, but that should still put him (barely) within 30 feet of them. The nimble devil dodges Guy's firebolt, but Lissanya's cold iron arrowtip not only hits, but actually seems to hurt it, eliciting an outraged shriek. Gedulan's lips twist into a smile as he tosses a bomb right into the middle between the two. "Burn, suckers!" He exclaims as the liquid fire from his bomb washes over the fiends and parts of their golden skin start to melt, as well as the icons near them. He really seems to be enjoying this... Rolls for Gedulan:
Throw Bomb: 1d20 + 2 ⇒ (19) + 2 = 21 (Aimed at intersection) Splash Damage: 6 each Round 3. Initiative Count 22.4, it's Cleo's Turn. Varis is delaying.
Cleo enchants her bow with occult energy, while Gedulan looks at Lissanya since the others seem to be divided on whether to throw the firebomb or not. Varis is still trying to figure out a way to effectively hurt the creatures. In the meantime, the two devils focus their aim on Lissanya, loosing two more golden needles from their bows, which both find their mark. Attack Rolls:
Golden Devil 1: 1d20 + 7 ⇒ (17) + 7 = 24 Golden Devil 2: 1d20 + 7 ⇒ (15) + 7 = 22 Damage Rolls:
Golden Devil 1: 1d4 - 1 ⇒ (2) - 1 = 1 Golden Devil 2: 1d4 - 1 ⇒ (4) - 1 = 3 Lissanya takes 4 points of damage from the tiny arrows. Round 2. Initiative Count 10.1, it's Guy's Turn. Varis and Gedulan are delaying.
Lissanya's arrow strikes home, but it only gives the Golden Devil a few minor scratches that start to disappear almost as quickly as it has received them. Yep - definitely DR. And Fast Healing, too. "Say, would it be bad if that mountain thing got scorched a little?" Gedulan asks, eyeing the two devils sitting there and holding one of his firebombs. Round 2. Initiative Count 22.4, it's Cleo's Turn. Varis and Gedulan are delaying.
Upper, lower / right, left (depending on whether you want to go by the map or the view of your characters) all works for me. I've now added names to them. Murderous command, from the spell description, seems to merely create a mental urge, not an acutal command, so it not being language dependent seems correct. The creatures retort something in a harsh, raspy language that Guy does not understand, but apparently Gedulan does, as he translates shortly after. "It said 'We are the true creation, creation as it should have been. Not like you monkeys, the spawn of weak, failed gods!'. In Infernal..." As Cleo unleashes her shot, the Golden Devil she was targeting darts from the statue it was hiding behind to another, leaving her arrow flying wide and damaging the statue and the shrine instead of the foul creature it was meant to hit. From its new cover, the Devil tries a shot at Cleo, and misses, while the other one lines up another shot at Guy, and another tiny needle bores into his flesh. In response, Guy unleashes the holy power of Sarenrae at the vile creature that shot him before he retreats to the back of the party - but their unholy magic allows them to resist it. Attack Rolls:
Golden Devil 1: 1d20 + 7 ⇒ (2) + 7 = 9 Golden Devil 2: 1d20 + 7 ⇒ (17) + 7 = 24 Damage Rolls:
Golden Devil 1: 1d4 - 1 ⇒ (3) - 1 = 2 Will Saves:
Golden Devil 1: 1d20 + 5 ⇒ (13) + 5 = 18 Guy takes another 2 points of damage from Goldie's shot. Varis has no ranged weapon, as far as I'm aware, so he delays. Guy, I've moved you back into the passage, please adjust if you wanted to be somewhere else. Round 1. Initiative Count 5.4, it's Lissanya's Turn.
Initiative check:
Initiative Order 22.4 Cleo
Round 1 Round 1. Initiative Count 22.4, it's Cleo's Turn. Please remember that you can post your actions even if it's not your turn, if you have already decided what to do.
There are indeed inscriptions, though they have long lost their gold leaf inlay, and many of them have been damaged almost beyond recognition by what seems like tiny - monkey-sized - claw marks. According to the description of Ragdya in the book, the icon would probably depict the holy mountain Bahmenu, where the god is supposed to reside, and the pilgrim's path leading up its flanks. All of a sudden, though, Guy feels a tiny, golden needle pierce his skin right beneath the eye, while another one zips narrowly past his cheek. Looking up reflexively in the direction from where the needles came, he now notices that on closer inspection, two of the golden idols sitting on the upper reaches of the mountain don't look much like monkeys at all - in fact, they appear more like well-muscled men with crowns of frilled horns, and their eyes are now glowing like rubies under the light. What really gives them away, though, are the tiny golden bows they are suddenly holding and reloading with more tiny, golden needles. Looks like you've found the Golden Devils, whatever they are... Guy gets lucky, since the needle that hit him did not penetrate very far and only does 1 point of nonlethal damage. Please refer to the handout in Roll 20 for how the enemy creatures look. Since you didn't detect them coming in, the Golden Devils got a surprise round on you, but now we'll start with regular initiative. The creatures are sitting high up on the mountain shrine at a height of about 20 feet. The statuary they are hiding in gives them partial cover. Unfortunately, since none of you have Knowledge (Planes), you have no idea what exactly they are, though Guy would suspect that they are some kind of Asuras from the descriptions in his book. Guy could theoretically page through the book for 1 minute to get an identification roll at +2 (which could be enough to gain some information on them, if their CR is 2 or less), but IMO it's questionable whether that would be worth the actions lost in combat. Perception Rolls:
Cleo: 1d20 + 8 ⇒ (11) + 8 = 19 Gedulan: 1d20 + 4 ⇒ (13) + 4 = 17 Guy: 1d20 + 3 ⇒ (11) + 3 = 14 Lissanya: 1d20 + 7 ⇒ (11) + 7 = 18 Varis: 1d20 + 5 ⇒ (16) + 5 = 21 Attack Rolls:
Golden Devil 1: 1d20 + 7 ⇒ (19) + 7 = 26 Golden Devil 2: 1d20 + 7 ⇒ (1) + 7 = 8 Damage Rolls:
Golden Devil 1: 1d4 - 1 ⇒ (1) - 1 = 0 Sniping Rolls: Golden Devil 1: 1d20 + 14 - 20 ⇒ (12) + 14 - 20 = 6 Golden Devil 2: 1d20 + 14 - 20 ⇒ (15) + 14 - 20 = 9
I've moved Guy to the back of the party, if you'd rather be in the middle of the group, please adjust this. Once you reach the northern balcony and turn left to look into the temple sanctum, the view is striking. A 20-foot-tall, high-relief sculpture of a mountain dominates the north end of the large chamber before you. A statue of a figure now missing its head sits in the lotus position at the mountain’s peak, while smaller statues of monkey-faced pilgrims, several of them made of precious metals, rest on ledges farther down the mountain. Shattered pieces of yet more monkey statues litter the floor, and there are smears of blood and excrement spread everywhere throughout the room. What's left of the statuary is still beautiful, but the majesty and serenity that must once have graced this sanctum are gone. Instead, the entire room now appears like a carefully-crafted ode to the inevitability of destruction and entropy, a hateful mockery of heavenly aspiration brought low. There is something about the whole scene that makes the hairs in the back of your necks stand on end, but no obvious danger presents itself. Perception Rolls: Cleo: 1d20 + 8 ⇒ (5) + 8 = 13 Gedulan: 1d20 + 4 ⇒ (11) + 4 = 15 Guy: 1d20 + 3 ⇒ (10) + 3 = 13 Lissanya: 1d20 + 7 ⇒ (5) + 7 = 12 Varis: 1d20 + 5 ⇒ (2) + 5 = 7
Unlike its western counterpart, the balcony onto which the east exit leads and the jungle floor north of it remains relatively clear of plant life, almost as if something was keeping it free of the choking vines that grow over every exposed surface of the temple elsewhere. From there, a narrow path extends north between the exterior wall of the temple and the thick web of vines and tree branches that cover the temple walls. At either end of the path, small open-air balconies lead back into the temple. Yes, please move yourselves into the squares of the northern balcony, which are outlined in white on the map. I'll assume that Varis will want to take point with Lissanya, unless you tell me otherwise.
Inspecting the room more closely, you can see that the only way around the pile of rubble seems to be going across the balcony to the east. There are a few cracks in the rubble barrier, but none of you are small enough to pass through there, without the help of magic at least. I've taken the liberty to move you ahead a bit. I'm sorry if it seems I'm getting pushy, but we'll need to pick up the pace a little in order to make sure we can finish the game by December 20, when the game day ends. If you want to make any final preparations like casting buff spells before entering the main sanctum of the temple, please post them tomorrow, and move yourself to the sanctum entrance (the squares marked in white).
With some leave to look around now that the looters are gone, you can see that beyond the archway they came through seems to lie what once must have been the main temple hall. Its floor is tiled, seeming to form some kind of mosaic, and the northern part of the room appears to be completely blocked by a huge pile of rubble.
"So we can be your cannon fodder? No thanks - if I were you, I'd be worrying about your front, not your backs, when you're going in there." The young woman retorts before hurrying outside with her fellow looters, now fresh without loot. There's no indication of anything coming so far. The looters leave quickly, assuming you let them, and you can pick up the sack, which contains a beautiful holy symbol made from coral, several large, painted tiles decorated with semi-precious stones, and an exquisitely crafted golden apple. The holy symbol is one you've seen in the book the Count gave you - it belongs to Ragdya, the monkey god. Rolls for Guy: Knowledge(Religion): 1d20 + 8 ⇒ (13) + 8 = 21
Guy doesn't seem very intimidating on his own, but it's enough to support Lissanya, and I'm giving you another diplomacy roll at +2 for the speech. Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22 "We don't break things... broken things don't fetch a good price!" The girl protests, but she looks taken aback for a moment buy Guy's words, then turns to her accomplice carrying the sack. After she exchanges a few sentences in what sounds like Vudrani with him - from the tone of it, he is protesting and she's talking him down - he sets the sack onto the floor with a frustrated gesture. "Fine!" She tells you, again in Common. "Take our stuff, and we're out of here! Maybe we'll come back for it once the golden devils have eaten you."
"You could just, y'know... step aside?" The tattooed girl's patience seems to be running thin. "Like hell we're gonna leave our bags here for you to make off with them! You let us leave with our stuff, or you'll find out what's there the hard way." Rolls for Guy: Diplomacy: 1d20 + 6 ⇒ (1) + 6 = 7 Bluff: 1d20 + 2 ⇒ (3) + 2 = 5
"Well, look at the pot calling the kettle black!" The tattooed girl retorts to Guy. "At least our ancestors were the ones who built this temple in the first place!" She and her two friends take a few more steps towards Lissanya who is still blocking the exit, while the one carrying the sack throws occasional nervous glances in the direction of the northern archway. "Suppose I could tell you what's back there." The leader says, "But only if you let us leave first."
Since there's been no veto from Varis, let's just assume Lissanya is taking point. Are any of you carrying light sources? Otherwise, there is dim light inside the temple due to the vegetation filtering the light falling in through the windows. You ascend the stairs and pass through an open archway into the temple's entrance hall. Columns line the walls of the room, each decorated with a high-relief carving of a monkey in a different pose. Some of the monkey sculptures sit serenely in meditation or reach out with their hands as if to deliver blessings to the viewer, while others adopt more naturalistic poses. The floor is littered with decaying plant matter and mud, and the stench of rotting muck pervades the area. On the opposite side of the room, there is another archway leading north deeper into the temple. Just as you have finished taking your first look around, you hear rapid steps, followed by a trio of humans running in through the northern archway. They look like locals, from their facial features and the bronze tone of their skin, and one of them is carrying a hemp sack over his shoulder. The apparent leader of the group, a pretty young woman with angular tattoos, speaks while her companions reach for their axes. "Out of our way, foreigners! We'll kill you if we have to!" She snaps at you in Common. Cleo, Guy and Lissanya:
While she is trying to put on a brave face, you can detect a strong undertone of fear in the young woman's voice. Sense Motive:
Cleo: 1d20 + 1 ⇒ (20) + 1 = 21 Gedulan: 1d20 + 5 ⇒ (7) + 5 = 12 Guy: 1d20 + 3 ⇒ (12) + 3 = 15 Lissanya: 1d20 + 8 ⇒ (20) + 8 = 28 Varis: 1d20 - 1 ⇒ (9) - 1 = 8 There's a new handout in Roll 20 called "Asvika" with a portrait of the opposing group's leader.
The baron nods to Cleo, and laughs at Guy's and Lissanya's comments. "I think I've faced enough nemeses for one lifetime. Wouldn't do to add any more. I wish you all the best for your expedition, then, and godspeed. May Erastil guide your steps, and your bows, and protect you from evil monkeys." Raiders of the Lost Temple After departing from the lodge outpost, you quickly find that the baron has not been exaggerating with regard to the Urapangi Lowlands. Not only is most of the place a horrible bog where you have to mind every step lest you sink into some swamp-hole that will swallow you whole, but the air is also alive with stinging insects that would probably take an even keener interest in you if you had to spend the night there. With Lissanya's expert guidance, however, you manage to avoid the worst of the dangers of the swamp, and she also finds a fairly direct route towards your destination, so that by early afternoon, you find yourselves standing in front of the lost temple of Khiben-Said. The temple is almost completely overgrown by thick vegetation, and only bits and pieces of its brown sandstone exterior are visible from the outside. The jungle around the temple looks extremely dense and nearly impassable. Steep stairs lead up towards a passage leading into the temple interior, and between the creeping vines that cover most of the exterior wall, you can see the weathered figures of monkeys in various poses on the temple frieze. Please check out the new map in Roll20. In case you're wondering where your PCs are, since everything is black, try scrolling all the way to the right.
The next morning finds Baron Bomande up early and in good spirits. "So, I suppose you will go looking for the Segang temple then, today?" He inquires during breakfast. "As you may or may not know, 'Urapangi Lowlands' is really a euphemism for a rather nasty freshwater swamp. I know a bit about the area, so I could come along and help you find the way to the temple, if you wish. Although, of course, from what I've seen so far, I have little doubt that you would do just fine on your own." To make your way to the Urapangi temple through the swamp, you party needs to succeed at a Survival check. Since you're on good terms with the baron, you can take him along as a guide if you wish, letting him make the check for you. Otherwise, one of you (probably Lissanya) will have to roll the check, while everyone else can try to support.
Following the creature's tracks proves to be quite a difficult task, despite Lissanya's darkvision, mostly because it turns out the creature has hooves not unlike an antelope's. That may be the reason why no one managed to find its tracks so far, it's very easy to mistake them for one of the many antelope tracks running everywhere along the stream unless one looks extremely carefully. But after turning over every log nearby without finding any trace of the Count, Lissanya comes to the conclusion that wherever Falroun may be, he is probably not anywhere near the clearing. With the baron also being finished in the meantime, you decide to leave the clearing behind and head toward the lodge outpost. The Urapangi Lodge You hurry back to the lodge outpost as quickly as the baron's leg will carry him. The last portion of the trail leading to the outpost's palisade is lined with burning torches, and to everyone's great relief, you can hear Count Falroun hailing you from the outpost's watch tower. "Bomande, Pathfinders, thank Sarenrae it's you! I was getting worried that something might have happened." "Oh, something happened alright." Bomande replies after you have entered the palisaded enclosure, and Falroun has descended from the tower to meet you, giving the Count a quite unexpected bear hug. "We got the critter, though it very nearly got me as well. But that's a long story, and first I need some food and a good night's rest. Just let me say that I've never been so glad to see you, Falroun!" You can all get a good night's sleep at the outpost. With the Baron's hunt concluded, there should be nothing more preventing you from heading out into the lowlands for the monkey temple you came here to inspect in the first place the next day.
Guy can get everyone together near the baron for the channels, so they all apply to everyone. At first, there is an ominous silence in reply to Cleo's request, but then the Baron raises his voice, though it is clearly still strained from his injuries, "I... have been worse. You killed it before it could do any more harm - thank you for that. Can't believe I fell for some cheap magic trick like an amateur. Or that I ever mistook this thing for a tiger to begin with." He thanks Guy for his channels and then drinks a potion from his belt in addition to that, healing enough of his injuries to get back up on his own two feet. "That blasted critter must have been watching us at least since we left the main trail. Let's hope that that is how it knows Falroun's voice. Because otherwise..." He just takes a deep breath and shakes his head. "Falroun? Are you there?" The Baron calls out into the night, but gets nothing in return except some parrot screeches and rustling in the underbrush. "Maybe those of you who can see in the dark could take a quick look around to make sure it hasn't dropped off Falroun anywhere nearby while I secure this 'Crocotta' so some other critter won't eat it before the porters can get to it tomorrow. And then we'll hurry to the lodge outpost to check up on Falroun."
Lissanya wrote: Uh...sorry? Don't be. ;) Guy wrote: I'm afraid you gave him a double move since I had already moved him. I'll put him back whare he belongs. Okay, thanks - sorry about missing that. This time, Lissanya's aim is flawless, hitting the Crocotta straight in the eye - a perfect killing shot that couldn't have been more precise if it had been carefully lined up from the safety of a hunting blind. There is a final spasm, and then the creature drops, as if struck by lightning from the heavens. Baron Bomande needs a few moments to register what just happened, and then, despite the pain clearly visible on his face, crawls over towards the fallen beast clutching his knife, prepared to give it a coup de grace if needed. But there isn't the slightest movement coming from it anymore, not even breathing.
Another of Cleo's arrows strikes true, drawing a low growl from the Crocotta, which still refuses to divert its attention from Baron Bomande. The hatred between these two nemeses, it seems, is very much mutual. Meanwhile, Guy moves toward the location of the battle undisturbed, with the Crocotta still far too absorbed in murdering the baron to care about the unarmored human approaching it. I've moved Guy to where I think rushing over 30' would put him, but if you intended to move to another position, feel free to adjust it. Round 3, Current Initiative Count 17.4, it's Lissanya's turn. Varis is delaying.
Falling 10 feet gives you 1d6 damage. Technically, Guy wold also have gotten that from falling while climbing up, but we'll say you were still close enough to ground level when you failed those climbing rolls to not take any. Regardless, since he took lethal damage from the fall, he's lying down. Guy's falling Damage: 1d6 ⇒ 2 Maybe her goddess has heard Lissanya, or maybe she just gets lucky, but the baron actually does stay down long enough for the Sylph Ranger's arrow to find its target, where it cuts deeply into the Crocotta's shoulder, and lodges itself between the shoulder blades. The baron seems to have regained at least some of his mental faculties as, after seeing the Crocotta getting hit by two arrows in close succession, he abandons his original plan to stab it with the curved knife - insteand using quick jabs with the knife to try and keep the creature's snout with the razor-sharp teeth at bay. Bomande goes to Total Defense. Not really being deterred by that, the beast tries to grab another good chunk out of Bomande's flesh. However, the baron's jabs actually manage to create a shield of swings that the Crocotta is unable to pierce without getting harmed itself - for now. "Quit struggling, Bomande!" The creature growls, now in the Baron's own voice, which makes it even creepier. "I remember you. This time, you die, just like your friends!" Rolls for Crocotta:
Attack: 1d20 + 7 ⇒ (6) + 7 = 13 Misses due to Total Defense. Round 2, Current Initiative Count 8.6, it's Varis' turn.
Cleo takes careful aim at the Crocotta and lines up a shot at the creature's hindquarters, since they don't move about as much as the neck and head, with which it is snapping at the baron. She lets her arrow fly and it bores itself deeply into the creature's left rear flank, leading to a surpised yelp, followed by an angry growl. That's a hit, since from your elevated position, you can avoid the penalty for shooting into melee by aiming at the creature's rear. Round 2, Current Initiative Count 20.1, it's Guy's turn. Guy, if you remain standing where you are now, the Crocotta has cover from you (+4 to its AC).
Gedulan squints at the creature, studying it. "That's no tiger!" He exclaims. "That's a friggin' Crocotta! Don't listen to what it says - that thing's voice can mess with your head! And it likes to bite at the legs to bring you down, just like a wolf!" He throws down the rope ladder of the northern machan and attempts to get down to the forest floor so he can get in reach for throwing his bombs at the beast. Unfortunately, he climbs too hastily and gets entangled in the ropes, crashing down rather unceremoniously onto the forest floor with a groan. Rolls for Gedulan:
Knowledge(Arcana): 1d20 + 9 ⇒ (14) + 9 = 23 Climb: 1d20 ⇒ 6 Climb: 1d20 ⇒ 4 Damage: 2d6 ⇒ (4, 6) = 10 Round 2, Current Initiative Count 22.2, it's Cleo's turn. In order to better be able to tell apart who is still on the machans and who is on the ground, I've added a little "leaves" icon to everyone who is on the forest floor.
"Bomande, please, do not leave me to die here!" Again, it is Falroun's voice, but the words seem come from the direction of the strange beast, perhaps the bushes behind it. "Don't worry, son, I'll distract it from you." Bomande hurries towards the bushes - and the creature - as fast as his injured leg can carry him, pulling a curved knife from his belt that you've never seen him use for fighting before, despite having his loaded musket on his back. As soon as he comes in range, the creature loses no time in stepping out of the bush and snapping at the leg that Bomande is already limping on, tearing a big chunk of flesh out of it and causing him to drop prone with a scream. Rolls for Tiger(?):
Attack: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d8 + 6 ⇒ (8) + 6 = 14 Trip: 1d20 + 9 ⇒ (12) + 9 = 21 Round 1, Current Initiative Count 8.6, it's Varis' turn. Remember, it's dim light on the clearing unless someone activates a light source, giving anyone without either Darkvision or Lowlight Vision a 20% miss chance due to concealment.
There are no obvious signs of enchantment on the baron (I've rolled Sense Motive checks for anyone who could plausibly make them), but his behavior is odd enough that if you want to target him with any antimagic spells you may have, I would not object to that. If he is somehow enchanted, a firebolt (on the baron in any case) is unlikely to help, though, and I think Guy would be aware of that. You could try using spellcraft, but since you didn't see any spells being cast on him, you would have to study his aura with Detect Magic for three rounds to get more than general information, which can be a lot of time in the middle of a fight.
Cleo tries to warn Bomande, but there is no indication that he has even understood her warning. Unfortunately, her shot is fired too hastily and goes wide, missing the creature by a good deal. Shortly after that, Guy casts his Bless spell at the group, reaching everyone with it. Round 1, Current Initiative Count 17.4, it's Lissanya's turn.
Good call... The illusory baron Cleo has conjured up starts to flicker briefly as it is pounced by something from the bushes - a creature that, with its crouched stance, bears some strange resemblance to an oversized hyena, but with the characteristic striped haunches and tail of a tiger. Rolls for Tiger(?):
Attack: 1d20 + 7 ⇒ (7) + 7 = 14 Will Save vs. Illusion: 1d20 + 2 ⇒ (10) + 2 = 12 For some odd reason, however, the real baron acts as if he hadn't even noticed the illusion or the strange creature appearing below. "Falroun! I'm coming to save you!" He calls out and climbs five feet down the ladder, half-jumping / half-falling down the rest of the distance to the forest floor and grunting as he lands on his injured leg. Rolls for Bomande:
Will Save for Bomande: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8 Climb Check: 1d20 + 5 ⇒ (1) + 5 = 6 Acrobatics Check: 1d20 + 3 ⇒ (20) + 3 = 23 Damage: 1d6 ⇒ 1 Round 1, Current Initiative Count 22.4, it's Cleo's turn once more.
Cleo has made her Perception checks, so she gets to act during the surprise round. She can tell that Falroun's voice seems to be coming from somewhere in the bushes to the southeast. The clearing is dimly lit due to the light of the moon, the stream is shallow and flows slowly and is thus just difficult terrain. Initiative Order 22.4 Cleo
Suprise Round, Current Initiative Count 22.4, it's Cleo's turn.
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