
GM Derek W |

The rain lets up for a little, yet its cold sourness remains and the overcast sky shows no effort towards cheering the mood. When Osprey assigned you this venture to Taldor’s wine country, he said the region was pleasant. As usual, his words were misleading. The coast was pleasant, the mires surrounding the Railford Distillery are not.
“This mission is easy,” he said, “All you need to do is travel to Railford, find the son of Iodon Railford and convince him to let the Pathfinders use part of his distillery as a lodge. We have finances, we can protect him, and if nothing else, we can help him honor the work of his father, who after all, was one of us.”
The path to Railford is hardly an easy one to follow, especially after the spring thaw waters turn the thick clay soil to slough. Only a few crudely scarred trees denote the secluded route as it winds through the syrupy mire of flooded vineyards and vague remnants of rotten trellis with grapevines choked out by prevasive briars and heavy blankets of peat.

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Taldor was a country Calanthe had heard much about; indeed, many Pathfinders came from there, and spoke quite highly of the country. This was her second expedition to the nation personally, and thus far it had been rather... uninspiring, much as the first experience was. The country continued to prove itself to her to be completely insufferable, and that's coming from the girl who grew up in Korvosa! For once, Calanthe feels glad that her racial heritage necessitated her wearing heavy cloaks... at least they shielded her from the worst of the weather.
At least the company was pleasant. She was back with her old friends again, for the most part; no Todric though, and Calanthe had sighed a little about that before she caught herself and promptly rapped herself over the nose about it. Morrigan was most displeased with the muddy environs, and thus she spent as much time possible on the wing, fluttering from tree to tree with the occasional mournful whip-poor-will.
"What bleak environs," Calanthe mumbles quietly along the way. "Why on earth would they want to set up a Pathfinder Lodge all the way out here...?"
Any relevant Knowledge checks to learn about Railford (either the person or the town)? Blah, I hate how early scenarios tend to just throw you in the action without preparation :P

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Norine feels good to be traveling, even over such bleak and rough terrain. "I must remember to thank someone for sending us to Taldor like I suggested! It feels good to be in the 'home country' - well, not for me ('least that I remember), and not for gnomes or the Society ... but you know what I think I mean," she prattles cheerily. "Certainly a good place for a whip-poor-will, though." Whip-poor-will whip-poor-whill she coos at Morrigan warmly.
"I always wonder where that Todric disappears to. I bet he is on an Osiriani adventure." (It isn't clear what exactly she meant by that, even to Norine.)
"I don't really know much about politics and history, but I do know that Oppara is well known for producing more than it can consume, as it is said, and the Pathfinder Society and lodges can sometimes clash with this or that... Maybe 'all the way out here' is precisely the best place to put a new lodge."
Norine continues at brisk pace, considering her size and armor and the mud, hustling ahead to see around the next tree or swampy vineyard, whistling and swinging her shillelagh walking stick.

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Mez pioneers much of their course when Norine hasn’t darted ahead to examine some odd foliage or an unusually shaped mud puddle. He fidgets with the straps on his new shield, adjusting it just right and practices swinging it from his back and into a fighting position. During breaks, he works with Ebon on some new defensive stances and ways to deflect incoming strikes and riposte better. When Norine remarks about Todric’s alternate adventures, Mez is about to comment that Todds probably exploring a certain Blakros daughter as opposed to some dusty crypt, but in a strange moment of clarity, decides not to spread rumors and risk upsetting the delicate Calanthe. After all, he thinks he remembers something about the two of them growing closer during that Andoran mission he wasn’t around for, or maybe it was something about her bird, ahh well, drunken memories aren’t always the clearest. Do we think we’ll be getting there shortly?” he asks the quieter members of the team, hoping to bring them into the conversation.

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Trudging along behind the other, damp and dour, Targost looks up as the others speak.
"I hope we get there soon! This rain is not doing my bow, nor me much good!"

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Marching along in the rear of the group, Ebon smiles broadly at his companions.
Norine rushes ahead so filled with interest in ... Everything. Calanthe seems worried a lot, and Mez is focused hard on the fighting. Targost seems unhappy. Me? I love the rain...
Bought a new Earthbreaker, it wasn't an heirloom or anything like the sword is. So no worries about the spell.
Ebon is wearing his breastplate strapped to his back and has removed his clothing down to his breechcloth.
" Hah!!! I love the rain!" He yells as he spreads his arms wide and looks at the sky." Though I will admit that the mud sucks."
He grins at his pun and trudges along .....

GM Derek W |

Go ahead and roll Knowledge Local and Perception. I can fill you in on town details and lead into the next segment.
The rain starts again and all darkens. The creepers and overgrowth do little to help the situation, blocking some of the rain but casting strange twisting shadows. Markers become more difficult to see. A thick mist rises from the ground.
Awesome old season mechanics. All ground is rough terrain here due to muddiness. Perception is at a -2 penalty. Ranged attacks are at a -2 penalty. Creatures 10 feet or more from an attacker gain a 20% miss chance. This affects even those with darkvision.

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Perception: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
"Creepy isn't it. Reminds me of one of those stories, when the fog rolls in and the monsters come crawling out of the swamp." remarks Mez with a grin. Still, he dons his shield and uses it to deflect much of the rain from him, and his eyes dart around warily.

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Knowledge (Local), untrained: 1d20 + 1 ⇒ (14) + 1 = 15
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
As she starts to sink in deeper in the mud and the rain begins to pour into her eyes, Norine becomes slightly less enthusiastic. She follows Mez's lead with her buckler, tiny though it be. She also listens to Mez's remembrance, and drops back a bit in the crowd, letting him move to the front; she takes fog and mist monsters seriously.

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Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Morrigan Perception: 1d20 + 9 ⇒ (9) + 9 = 18
"Osirion, huh... I think I'd prefer that to this muck."
Calanthe seems rather distracted as they continue on through the rain. She huddles beneath her cloak, but has no other tool with which to deflect the water, so she's quickly drenched to the bone.

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Still got room for one more, or is the table full? I don't mind sitting this one out, if need be, but please don't forget me when the next one opens up!

GM Derek W |

Come on in, we left the light on for ya! We'll just say you were marching along at the back acting all mysterious.
Norine remembers reading about Railford in a regional Taldan blue book. The entry read: Railford, population 46. The town consists entirely of its distillery, a few stone cottages that house its workers, and a small inn to service the local travelers. And we do mean service, as all the barmaids are also prostitutes.
Targost, Mez, and Morrigan all notice a small campfire in the near distance (about 60-80' away). They see the forms of two human mean huddled by the fire and two dogs lying coiled at their feet.

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Morrigan coos a few times before swooping over to Calanthe's shoulder and lightly nuzzling her mistress' cheek. "Two people ahead," the whipporwill intones in her strangely deep and monotonous voice; it's so infrequent that the bird even speaks that some may even be shocked to hear it. "And two dogs."
Though not expecting trouble, Calanthe draws her crossbow and sets a bolt in the holster... y'know, just in case.
How is there a fire going in the rain? :P

GM Derek W |

The Pathfinders move down the road, drawing closer to the camped men. When you get within 20' of their fire, one looks up and points at you, shouting: "Intruders! Intruders!"
Both men stand and brandish fine-looking longswords. They kick their dogs awake.
Maps are an issue, and none was provided for this encounter. I'll try some kind of Excel-based thing and get it uploaded ASAP.
Targost: 1d20 + 4 ⇒ (18) + 4 = 22
Ebon: 1d20 + 4 ⇒ (2) + 4 = 6
Calanthe: 1d20 + 3 ⇒ (8) + 3 = 11
Muluk: 1d20 + 1 ⇒ (6) + 1 = 7
Norine: 1d20 + 1 ⇒ (12) + 1 = 13
bad guys: 1d20 + 3 ⇒ (11) + 3 = 14
Mez roll off: 1d20 ⇒ 16
Ebon roll off: 1d20 ⇒ 2
Round 1:
Targost <<
bad guys
Norine
Calanthe
Muluk
Mez
Ebon
[ooc]<< means you're up Targost![ All ground is difficult terrain, so no charging, each square counts twice, etc./ooc]

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Mez groans as the men take up arms, "We're not intruders... If we were, do you think we'd just be walking along without weapons drawn? We were just hoping to warm up a bit by your fire. You could have just said go away."

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Calanthe caaaasually pretends she's not holding a crossbow. She draws her hood up with a light sigh.
"We're... Pathfinders... not enemies," she offers somewhat weakly.

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Targost is taken aback by the hostile reaction of the men. As the other attempt to show their friendly intent, he readies his bow and waits to see how they react.
Ready action until we see how these men react to the party telling them we are not enemies.

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Muluk draws his scimitar and assumes a ready position. Ready and action to attack if the group is attacked.
Muluk vs. Bandits: 1d20 + 5 ⇒ (12) + 5 = 17
Damage (scimitar): 1d6 + 3 ⇒ (4) + 3 = 7

GM Derek W |

As the men stnad, you notice some sort of insignia on their studded leather jerkins.
"Well, whoever you are you ain't welcome here! We've got orders from the lieutenant to keep all strangers out of here. Now scram or else!"
The two men advance closer (now within 10' of Ebon and Mez). The dogs stand up and move up to the sides of their masters, snarling.
Everyone may act. Targost, you can re-enter initiative when ready, because it sounded more like you delayed. You can ready a specific action to be triggered by a specific event - like Muluk did. Otherwise you're delaying, and you can jump back into initiative in between anyone's turn later on.

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Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Norine shows empty hands and says, "We're Pathfinders, not your enemies, and we can help! Take us to your leader, the lieutenant - he will want to question us himself. We have been sent on a mission to set up a new lodge at the distillery."
"Take us to your leader" - cringe.
Norine's hands are empty, and she readies to give Ebon the gift of Desna's luck should her diplomacy fail.

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Calanthe lets the brave little gnome do the talking. Instead, she lingers behind Ebon, peeking out around his powerful form as she prepares for what seemed like the inevitable...
Delaying until they show some aggression.

GM Derek W |

Nice roll, Norine! DC to drop form hostile is 25 + CHA modifier, so I'm going to let you play this out.
The men hesitate for just a moment, and seems a tiny bit less hostile.
"You won't get to see him. You say you're here to help? Help who? We're here to take over this rotten little town. Why should we let you interfere?"
Ok, so they're unfriendly now. The best they're going to be is indifferent, and at most they might let you pass into town without a fight. So be convincing and nail another roll!

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Knowledge Local: 1d20 ⇒ 4
"Hmm," says Mez as he slowly meanders forward, all sense of humor gone from his face. "I don't recall there being an active war going on here. That means you guys are probably thugs and hooligans trying to oppress some innocent townsfolk" In a flash that surprises even his companions, Mez lashes out.
Attack: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 3 ⇒ (4) + 3 = 7
Drawing his rapier out of the mans guts, "I hate people who oppress commoners who can't defend themselves. Try picking on someone with a bit more bite."
Sorry guys, Andor inquisitor of freedom for the populace.

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Norine slaps Ebon on the back with her gift of Desna's luck, saying, "No problem! I thought for a moment there might be a legitimate reason."
She then draws her wand of bless and her morningstar.
SwA from a s-l wrist sheath.

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" Awwww! Your ruining my rainy day!" Ebon yells out as he throws his pack and attached breastplate at the man Mez did not attack.
improvised thrown weapon: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
damage: 1d4 + 3 ⇒ (3) + 3 = 6 Or not XD
He then draws his Greatsword, grinning like a madman.

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Calanthe sighs vocally, rolling her eyes as the ever-fiery Andorans let their patriotism overwhelm common sense. Nevertheless, she steps forward, seeking the weaknesses in the hearts and souls of these ratbag men.
Her eyes begin to glow with energy as she finds it - one nightmare that haunted the nearest for some time. A fear of losing someone dear to him, or perhaps the sadness of having lost once in the past; the witch sees it as a dark shadowy daemon lurking on the edge of the man's inner essence. Calanthe grasps it and, with a crooked smile, brings it to the forefront of the man's mind.
"Remember, remember..." she mutters, her voice echoing somewhat. "Remember that which you'd prefer to forget..."
5-foot step forward and using Misfortune Hex on the nearest, as well as Cackle to continue it if it sticks. DC 15 or roll 2d20 (take lowest) for every roll for the near future. :P

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As everyone charges into the fray, Targost lowers his bow and shakes his head.
"For a minute there I thought we might actually talk our way through!"
With a gesture and a muttered incantation, he releases a missile of cobalt blue energy at the closest thug.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

GM Derek W |

The men look stunned as Mez steps forward, sword flashing in the dim light. The blade pierces the soldier and he collapses in a heap.
Targost recognizes the insignia to be of a stle common among the phalanx soldiers of Taldor. These men would be fiercely loyal to their commanding officer and no one else.
Ebons armor sails past the other man's head and Calanthe begins weaving her magic.
Will Save: 1d20 + 1 ⇒ (1) + 1 = 2
He feels doubt looming up inside him, but slashes at Mez with his sword.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Misfortune: 1d20 + 5 ⇒ (17) + 5 = 22
The sword misses.
Then Targost's magic missile slams into the man and he nearly falls. At nearly the same moment Muluk moves in, his scimitar having been at the ready, A quick slash sends the second soldier to Pharasma's boneyard. The dogs turn and run, yelping in fear.
Out of combat! I didn't have the heart to let the dogs go all suicidal guys.
Despite the swiftness of the attack, you hear other groups of men and dogs starting to close in. The shouts earlier must have alerted them.

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Calanthe winces as the sound of other approaching groups rise in the air. "I think... we should go..."

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"yeah. But first i'ma don my armor. With some help we could be that much faster."
Ebon says, putting away his sword.
Sorry Norine didna wanna waste it on something that was more just a distraction. Then the fight was over. XD . Thanks tho.

GM Derek W |

Norine quickly stabilises the fallen men, and Mez quickly helps Ebon into his armor.
With the sound of dozens of men and dogs growing louder, the team races towards Railford, coincidentally the only place the soldiers don't seem to be.
Atop a hillock stand half a dozen small stone cottages surrounding a tall brick and timber building topped with a massive tin-covered water drum. A sign over its looming doors reads "Railford Distillery est. 4693". From a squat brick building sharing an adjoining wall with the distillery rises a long cylindrical chimney. A low, moss-covered cobblestone wall surrounds the entire property.
The townsfolk regard you with suspicion at first, some yelling down threats and insults. But soon enough they realize you are not affiliated with the phalanx soldiers camped outside of town.
A small band of townsfolk come out to meet you. They are all carrying clubs, but not in an especially threatening way. The man in front introduces himself.
"My name's Dalard Fritch. Please excuse the hostility, but as you see things here haven't been quite right lately. Who are you and why are you here?"

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"We are from Absalom, and the Pathfinder Society there." says Mez with a slight bow, "We are here to earn the good graces of the son of Iodon Railford, in hopes that we might be able to forge an alliance and set up a lodge in part of the Distillery here."

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"We also fought one of their guardposts on the way here, as the thugs said they here to take over the town, so we are now also on very bad terms with them and now on the same side."
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

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Calanthe nods at Dalard, but makes sure her hood hides the most obvious of her fiendish features. "Who are those men...? Why do they blockade your town...?" she asks quietly.

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" Aye! Troublesome lot they seemed." Ebon booms expansively. " we should gather the militia types and route them from the town!"
All I got to do was throw my armor. Itching for some action...

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Targost, weary from the walk, and cold and wet from the rain mumbles,
"Can we carry these talks on inside maybe? It is cold and wet and if those thugs see us standing here talking to the towns folk, they might decide to do something violent and stupid."

GM Derek W |

The man nods and relaxes his stance slightly. He looks the group over more closely.
"C'mon inside the inn. It'll be dry enough there."
Once inside he does his best to help answer your questions.
"Those men out there? Not too sure, but they served in one of the Empire's Phalanxes. Can't say if they're here officially or if they mustered out and are here on their own. One thing's for sure, the Grand Prince won't bother himself with the affairs here. Now you're Pathfinders you say? Haven't heard much about that group, but if you're opposed to that gang camped out there, you're fine by me,"
"Iadon's son Becher is the man you'll be wanting to see. Trouble is, he ain't here. Two days ago, Becher and a few men ventured out into the swamps to recover a secret cache left by his father. He said it had some important papers, deeds even. This morning one of his men stumbled. Seems he caught some kind of fever. He told a horrible tale of walking corpses that fell upon his friends just after Becher recovered his father’s strongbox. If you want to tak to him, he's in bed at a local healer's place."

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Targost shuffles close to the warm fire, wringing out his wet clothes and attempting to get the chill out of his bones. He takes very good care in drying and protecting his bow, ensuring the string is dry before re-stringing the weapon.

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Calanthe follows the others inside, happy to get out of the cold. She hesitates a moment as everyone begins to remove their dripping cloaks, but eventually removes her own, revealing the curling ram's horns, gold-and-red heterochromic eyes and long silvery hair that marked her as a tiefling. As a healer, she knows that keeping wet for so long would just cause her to get sick... and that's more important than dealing with people's reactions to her devilish nature.
She, however, immediately perks up at the words 'walking corpses', showing an uncharacteristic touch of anger. "Abominations!" she hisses, hand twitching towards her skane, the ritual dagger of her faith. Calanthe looks towards the others, "I... I'm sorry, but it is the duty of my church to destroy every last one of these... these detestations. I must cleanse this town... before we leave this place."

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"We have met our share of the unquiet dead, and defeated them. You can count on us to help," Norine says to Dalard, with a nod to Calanthe. "So, get directions to the local healer's place and then to the swamp?"

GM Derek W |

Dalard gasps as Calanthe pulls back her hood, but composes himself quickly. He only nods in assent as Calanthe and Norine speak. He then shows you to the healer's cottage.
A man lies in bed with a local healer attempting to cleanse disease from his festering wounds with live leeches.
As you approach the man and ask his story, he speaks in a weak voice:
"Becher led us through the swamps down an old trail to what used to be the barrel-aging caves. Them caves where vinters would set the casks ta dry ‘em out an give ‘em good flavor. When we got there, the caves was all boarded up, so it took us a while ta get in. The place was flooded, barrels floating everywhere and it had a foul stink to it. We poked around a bit till Becher found the back office. Inside, there was this strongbox where he said the deed was. That’s when they came... these things rose out of the muck and started attacking. Dead folk with sharpened fangs. We tried to fight ‘em but they was too strong. They tore Padrik’s arm right off and started eating it... we tried to get out the way we came in. I made it out, but some of the creatures started following us, escaping. They blocked the entrance, trapping Becher and Walmont inside and after that the entrance collapsed on them. One of the creatures that followed me tried to grab me and took a bite out of my leg, so I ran. I ran as fast as I could. I don’t know what happened after that."

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I auto succeed at that check with Knowledge (religion) +11.
The vision of the poor man lying half-dead in the healer's hut is a terrible sight, but Calanthe is well-trained in swallowing her disgust at even the most disturbing of injuries. "Ghouls," she mutters, sweeping past the healer and placing a gentle hand upon the injured man's head. "Yes... he definitely has ghoul fever. The body does not heat up like normal... instead... it grows colder and colder, like the pallid shade of death... until they become yet another ghoul themselves."
"Norine," Calanthe turns around and looks back at her gnomish friend with a smile, "would you assist me...? We may yet be able to help him..." She begins to dig through her belongings, drawing out various herbal concoctions and other tools for palliative care.
Heal (w/ healer's kit): 1d20 + 9 ⇒ (12) + 9 = 21
Not sure if the mod has any rules for this, but Calanthe will do what she can to help him get over the disease. I have two vials of antiplague, but I think I might want to save those for if any of us get infected...