
Avan the Aloof |

Avan looked to the sky above. A blanket of blue dotted with amorphous, white shapes welcomed his sight. He liked this view, it made a wave of calm wash into him and wash away any feelings of annoyance or anger that had latched on to him...even when the sky raged, thundered and poured, it still filled him with a serene feeling. A long breath filled his lungs with air, and he reluctently closed his eyes, let out a sigh and cast his eyes on his surroundings. Its true the goblins were doing their best to rebuild but the scars of their battle and the one that was fought against the previous invaders were still fresh.
Silently Avan walked about looking things over, as he ran his fingers through his stubble, the grimness that haunted the mostly destroyed village didn't seem to have much of an effect on him I wonder what was so important about the things the goblins stole Avan halted and looked to Irnk "Can you ask them if they heard news of other villages being attacked by whoever it was that attacked them" The martial artist then looked about and quickly found a comfortable looking patch of ground, with an interesting amount energy in his stride he made his way there and sat down.

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They have not heard of other attacks, but they have not been in touch with other villages, anyway.

Irnk, Prodigal of Old Deadeye |

Okay, right now, Irnk's plan is to get together what they are going to need & then lead the other Goblin's East. He remembers hearing tales of a City there where all manner of creatures live together in something resembling harmony at least.
Believe it or not, it really does exist. Kaer Maga is documented as having all kinds of different species living together.
Of course, we-the-PC's know something is going to disrupt that plan...
Once the others are present & prove ready to investigate, Irnk turns to Ghorg, the Goblin who claimed to know where the undead went. "Ghorg, ou kapab montre mwen & pye yo wo kote mò yo anguleu te soti nan."
As the two of them make way to the trail, Irnk turns back to the remaining adult Goblins, including a female whose eyes have begun to cloud with age. "Gwo Ronk, ou koute aka pandan ke nou yo ale. Aka, chèf reskonsab, si nou pa tounen vin anvan aswè a, nou gen plis chans mouri, ou konnen ki sa fè."
Turning once more to the rest of you. "Well? These things aren't going to kill themselves..."
"Big Ronk, you listen to Aka while we are gone. Aka, elder, if we do not come back before tonight, we are likely dead, you know what to do."

Sybil Vekker |

On their way back to the goblin village, Sybil leaves Avan and Apex together to chat as she spends her time with Dao (mostly making sure that he is ready to face new challenges). Once they arrived, Sybil quickly spots Irnk and heads directly for him while avoiding the other goblins or glaring at those getting too close to her.
Hearing the paladin call out orders to the goblins, the dwarf follows the new tribe leader back outside of the camp without speaking a word. Once they are outside, she engages him.
"Yes, let us go and destroy these creatures. Also, remember that we have to map the marsh the receive the appropriate reward. I must add that upon closer examination of the fan the goblins gave us, we found a map which indicated 5 points of interest in the marsh which I suggest we visit, if only in the hope of uncovering more artefacts." She takes a look at their new guide. "Will he take "
Once she is done, she turns to the others and give orders on the march order. As usual she takes the lead with Irnk just behind Ghorg. However, this time, she asks Avan and Dao to take the back and Apex to stay in the middle.
Mister Avan is surprisingly reactive and will make a good rear guard. She thinks.
If Walthus, aka Stumpy, is with them, Sybil assigns him to the middle.

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Sorry for the Delay.
Ghorg talks to you, with Irnk translating.
"We found out that Scribbleface,, one of own own, was writing, adn we burned him and his writings. And in his home we discovered fireworks, so the bravest of our heroes went to find where he had get them from. They found a big water ship filled with them. Is this mark in the map, I think... There they found a lot of fireworks and another map. On the second map the found another mark, this one for a cave, where they saw the bones of more longshanks and a great treasure of nice stuff,a chest, a sword, many things. But some days after they returned the skeletons attacked us and would have killed us if not for Gutwad had returned the treasures to them. I think the cave is that other mark in the map."
He also explains other of the marks on the map...
"One is the house of she-who-writes, an old longshank that... writes... we try to avoid her."
Walthus interjects.
"That is the house of the Swamp Witch, old Megus. I haven't heard from her for several months now. Maybe we can check on her. She is not very friendly, but she is not evil either."
Ghorg shudders and continues.
"About that last mark, I don't know what it is."
Ghorg thinks is better is he stays and... do something around the village. Fix things. Help around. Anything.
Map
W: Walthus home
G: Licktoad village
1: Megus shack
2: Shipwreck. Near of it, east, is the mark Ghorg don't know anything about.
C: Skeleton Caves

Irnk, Prodigal of Old Deadeye |

At Ghorg's mention of the Goblin's response to one of their own being literate, Irnk winces. Glancing over to Sybil & the others, he mutters. "If the only ones who did go there are dead, he's not much more use than that map yeh got."

Avan the Aloof |

So sorry, had planned to make a post but completely forgot about it.
"Lets go see the witch" Avan suggested seemingly out of nowhere. In truth he was interested, here was a person who was actively trying to stay away from people...just like he had planned to do when he first escaped, it was interesting for Avan to see what a person who had taken this path was like I wonder why she decided to live the life of a hermit... The former gladiator looked to his companions "People say I am not very friendly, so I am sure this witch is no trouble either"

Sybil Vekker |

Sybil first nods to Irnk's comment, motionning that Ghorg should stay in the village. She then lifts her head from the map, slightly surprised, when she hears Avan speak without first sighting or massaging his neck. She represses a glare meant to Irnk before giving her own opinion.
"I agree, we should go and speak with the witch. She could give us more information about the marsh or the living dead that are found within the marsh."
And, hopefully, her recent silence is not a sign of anything sinister... completes the dwarf in her mind.
Sybil gives an inquisitive look to Dao and Apex, to make sure they are ready to depart, before asking Walthus to lead the way to the witch's house.

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You start the way to the witch house...
Please give me a Perception Roll...

Apex Stormshard |

Apex stays quiet for most of the trip to the village, and while they are at the village she keeps a close eye on the woodline, fully expecting something to come out, but when the suggestion to travel to the witch's house is brought up, she nods furiously.
Spellcasters who... Choose a place to live, away from... Everyone else, tend to know the area around them better than anyone else. This "witch" may know exactly what's going on. It's a good idea to visit her.
She takes her place in the suggested line up, and for now, keeps her hood down, her long blue hair flowing in a joyful breeze that seems to follow the party as they traverse the swamp.
Perception: 1d20 ⇒ 12

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You all go walking on the marsh... the climate is cold and wet, but mosquitoes keep buzzing all around, looking for places where to suck your blood. There are several places where the water almost reach your knees, with mud trying to grab your feet, and places where unidentifiable animal carcasses lay scattered, half eaten, or you hope are animal carcasses anyway.
Next to a especially fresh carcass Avan is able to identify a very strange foot print... a long two-toed mark...
When you stop to examine it Sybil looks around, nervously.
There! In a tree, some 100' away, in the shade of the leaves. There she sees a couple of black and evil eyes, looking at them from the distance...

Avan the Aloof |

Ever since they entered the marsh, Avan had attempted to chase away a numerous number of mosquitoes, at first this was a distraction, but soon enough Avan found the treacherous grasping mud more of an annoyance than they were This cold is uncomfortable Brown eyes stared at the various remnants of beasts that lay about them, it almost seemed like a battle had taken place here between two armies of animals, and that they were standing in the aftermath. He stepped closer to one of the recently killed corpses to discover a strange trail left from what could have possibly caused such a massacre We'd best be ready The blond points towards the foot print and places his pointing finger against his mouth, asking for silence.

Sybil Vekker |

Even though the swamp was hard to travel, Sybil was glad not to have to swim again. However, the sight of numerous carcasses did worry her a bit even though she hid it well from the others. However, once Avan pointed out the strange foot print in the mud, her facial expression gave in to her worries. Taking a step back she looked around, trying to find whether the predator was anywhere to be found. And that is when she saw them, in the tree, red eyes glowing.
Her eyes still staring unto those of the creature hanging in the tree, Sybil, keeping noise level at a minimum as Avan demanded, whispers to the others:
"Do not draw your weapons, but be prepared to fight, there is a strange creature in the tree over there."
She then calls out toward the tree:
"You, in the tree. Please, make yourself known. We are not here to hunt or slay anything, but simply to map the marshes, so please do not be afraid of us."

Apex Stormshard |

Apex's shoulders tense, and let's her hand slide down to her side, where her spell component pouch is, while keeping the other on her staff which is planted on the ground beside her, looking as much like a walking aid as she can muster. The once joyful breeze does down, the air becoming the thick, stagnating dampness one would expect from a swamp.

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The eyes dart out of sight... no answer forthcoming.
You try to look at the thing, but you aren't able to see it.
Do you want to try and follow / track it? It disappeared on North-west direction, while the Hut you are going is in the South west direction.

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Comforted by his foster mother, Galford follows the rest even though it seems that their next destination is to a witch's lair.
Perception 1d20 + 7 ⇒ (1) + 7 = 8
Knowledge (Nature) 1d20 + 6 ⇒ (14) + 6 = 20
Survival 1d20 + 5 ⇒ (15) + 5 = 20
Distracted by his thoughts, Galford doesn't notice much except for those mosqitoes. Yes! Those evil harbringers of buzz. THeir incessant buzzing reminding everyone of their presence as they dart in and test the defences of their likely targets. Hungry daggers looking to stab an unfortunate victim catching them unawares.
Looking up as Sybil speaks, Galford still sees nothing but decides to keep a closer watch of their surroundings....

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A sagging one-story shack sits in a clearing, its walls dingy with age and encrusted with lichen and fungus. A partially collapsed shed sits just to the northeast, while small pouches, twisted knots of feathers, and dangling wind chimes made of bones hang from branches and roof edge alike.
Waltus shakes his head.
"I have not been here in a long time, but it seems in worst state than the last time I came visiting Old Megus."

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"I should check it out...." Galford exclaims as the young tengu stalks towards the hut silently and carefully.
Perception 1d20 + 7 ⇒ (16) + 7 = 23
Disable Device if there's a need too 1d20 + 6 ⇒ (14) + 6 = 20
Stealth 1d20 + 8 ⇒ (13) + 8 = 21
Survival 1d20 + 5 ⇒ (6) + 5 = 11

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After Apex detects only faint magic all around, Galford moves to investigate, stealthy. His moves, graceful and birdlike, don't make even the birds react to his presence.
Megus’s home is well on its way to being reclaimed by the swamp. All of the doors are swollen with moisture. Seems like nothing has been here for months, and outside floorboards are already starting to warp and decay, eaten away by the fungus and the damp.
A 50-foot-long trail winds from the back of the house down to the water, where a rickety pier still harbors a well-made rowboat that can seat four, that seems dirty but usable.
seems like a
Galford see, around the house and in the porch floorboards, a large number of rat tracks in the dirt and mold on the floor.
He calls his friends to come over just before he notices a special set of tracks going into the house. Something disturbing. That set of “rat tracks” look just like tiny little human hand prints.

Sybil Vekker |

After waiting for a short while on the edge of the clearing, getting more and more worried that something sinister might have happened, Sybil is quick to answer to Dao's call and joins him on the porch.
The dwarf is surprised when Dao points to the tracks and to the fact that they look like tiny human feat.
"This is strange, miss Stormshard, is this related in any way to magic? Do you know what could have happened? Dao, could you try to find where the creature who left these tracks came from? Thanks you."
She then tries to follow them and to find how they enter the house and then tries to open to the door to see where they lead.

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The house has a door (in bad repair, and seemingly unopened in quite some time). There is also a window on the front and another on one side, they have wooden frames that wouldn't let you jump in, but maybe you can peek inside.
The "tiny human hands" footprints come from the ruined shack into the house.
Sybil tries to open the door, gently. It seems stuck, it doesn't bulge (but she didn't use much strength, as she doesn't want to make much noise).

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Avan carefully peeks inside a window... a small bird fly out of the house, making him fall backwards! He lands heavily, breaking a rotten floorboard loudly!
There goes the element of surprise! :P
Inside he couldn't see much, except cobwebs and a dark house, seemingly abandoned, with more twisted knots of feathers, and dangling wind chimes made of bones.

Avan the Aloof |

Scratching the back of his head, Avan picked himself up and stared at the broken floorboard She should have picked someplace else to live in...maybe an abandoned farm? The martial artist looked from left to right, wondering if that noise alerted anyone.
"I couldn't see anything important" He announces to the group.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Apex Stormshard |

Apex follows onto the porch, where she chews on her lip as she traces the tiny handprint, racking her brain for any knowledge she might have from the college.
Knowledge Nature: 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge Nature Reroll if Necessary: 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge Arcane?: 1d20 + 8 ⇒ (18) + 8 = 26
Suddenly, Avan crashes and makes a tremendous noise. She stands quickly, the words of a spell already on her lips.

Irnk, Prodigal of Old Deadeye |

As the others investigate the ramshackle hut. Irnk's attention remains focused on the marsh around them. Certain the Longshanks will be better able to converse with the Hermit woman, he concludes his efforts would be better spent making certain the creature Sybil spotted doesn't take this opportunity to take advantage of their reduced caution. Though he starts at the sounds of Avan's fall, the lack of accompanying cries of pain or anger lead Irnk to conclude his present course remains best.
untrained Perception: 1d20 - 1 ⇒ (6) - 1 = 5...
Oh hey! There's more flies out here!

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Apex skin crawls at the memory of a class about magic familiars... There are nice and happy familiars, but there are some evil and hideous ones.
Some evil arcane wizards conjure something sinister and vile. The ratling is a hideous amalgamation of rat and human: a long-haired rodent with front paws that are more accurately called hands, and a face reminiscent of a leering old man. Within the ratling’s humanoid mouth can be found long, yellow incisors more akin to those one might find in the jaws of a rat. These teeth are remarkably sharp, and when combined with the blood-thinning qualities in the ratling’s saliva, are capable of inflicting particularly dangerous, bleeding wounds. A ratling is just over 2 feet long (although half that length is its long, ratty tail) and weighs 10 pounds.
The ratling themselves are cunning, able to turn invisible and cast spells from scrolls.
And they love to eat children.
She turns to see her companions and discovers Irnk enthralled at the sight of some flies flying in circles near by...

Apex Stormshard |

Apex's hand goes to her mouth in a shock, and then she blurts out
Everyone!! It's a ratling! It's vile, evil, and it can cast spells! Watch out, they can turn invisible too! They serve evil spellcasting masters!
The wind starts to whirl around her, protectively. When she she noticed Irnk, her stomach sinks.
Irnk! Look out!! It could be near those flies!

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You all hear some laughter coming from the house. A squeaking voice come from inside the hut.
"So you know me... good. You are not welcome here. Go away!"

Irnk, Prodigal of Old Deadeye |

"Because everytime we come by we either bring death & destruction or are following it close behind?"
"Oh, wait. That was another of those...
?hydro-pathetic? questions, wasn't it?" Irnk replies, swung around by Apex's cries of "'Evil!'"
"Hey! He exclaims in response to the rat thing's descriptor. "Watch it, runt!" Irnk pulls out his flail at the implied insult.

Sybil Vekker |

Sybil reaches to avan when he falls and tries to help himstand up.Then, upon hearing Apex's warning, she reaches in her pocket for a small and almost empty glass vial (bomb). Before she can take it out, she hears the voice from the creature inside and elects to keep the bottle hidden but ready to use.
"Everyone. Please. No need to be so edgy. " she slowly says as she gently grabs Avan to stop him from entering the house.
"Now, we have come to ensure that madam Megus is well. Do you have any information on her? Does she still live here? We would be truly gratefull if you could answer these questions and let us in to investigate by ourselves."

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"She was my mistress, but she is gone now and the house is mine! Go away!"

Sybil Vekker |

When the creature mentions to be the familiar of Megus, Sybil turns toward Walthus and gives him an inquisitive look, hoping he might be able to verify this fact.
Still turning her back to the house, she takes the time to motion for Dao to go and inspect the shack.
Hearing Apex, Sybil keeps her cool, even though she does seem slightly bothered by her description of ratlings' habits, and turns back toward the house.
"Miss Stormshard, I will give the ratling the benefit of the doubt. May we know your name? Also, as you can clearly see, we are worried you might be a danger to some people, it would appease our spirits if you would let us visit the house. We promise not to take anything and to simply look."
diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25Wooohooo!

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Wow!
Walthus whisper to you.
"I never saw her... companion... she was not really a person that let you into her stuff, you know. But yes, there was know that she had some kind of rat-creature that talked and accompanied her."
From inside the house the squeaking voice answer.
"If you really want in... well, you look like nice people. What about giving me some food? And you will need to help me with something. I would like for you to bury her. Her bones are not use to me anymore in the house..."
A little laugh follows his proposal.

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"Sounds fine that is to me. Need me to circle around?" Galford whispers to the rest as he loosens his blade from his back..

Irnk, Prodigal of Old Deadeye |

Sense Motive: 1d20 + 3 ⇒ (5) + 3 = 8, Seems legit.
Sighing, Irnk hands his Flail to the nearest companion. "I've got food." Turning to Sybil, "No offense, but like I said, what you call food is damn near tasteless, I won't miss it."
Trodding up to the porch, Irnk holds out some of the food Sybil gave him the day before. "Where's her body?"