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Kenza gives the blue vials to Frostwind, and holds out the antitoxin and coins for her superiors to inspect. Who wants antitoxin? Kenza will hang onto any unclaimed ones until they're wanted.
Then she scans the horizon and points at the only other big house in town. "There. That may be it."
Kenza stays alert on the trip to the secluded manor, watching the surrounding fields for danger...
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

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Lucy grumbles as black maiden takes over again after the short incantation.
That's right Ms. prissy, shut up and sit back, let the warrior do the work.
She follows behind Kenza, tapping a gauntleted hand against her massive sword as if with impatience.

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Vello nods at Kenza. "Right. That has to be the Manor. Lets head there."
Starts heading toward the Manor.

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"What are we waiting for... to battle! A warrior's death awaits!" Thror excitedly exclaims leading the armed band towards the "manor"...
Perception check: 1d20 + 7 ⇒ (16) + 7 = 23

DM Feral |

Ravenmoor is suddenly incredibly still. The party reaches the property without further incident.
A wicker-and-gourd scarecrow of a moth-winged woman leans against a rickety frame in the front yard of this large derelict farmhouse. The house’s windows are boarded up, and its front porch is overgrown with thick curtains of ivy. Cornfields left to grow wild surround the building itself, and the constant hum of insects fills the air.
Candlelight is visible in a few of the manor's windows.

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"Wow... this place screams haunted story."

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Kenza approaches the front door cautiously.

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"Let's get inside. We need to find those demon worshipping sons of b@@@*es quickly... who knows what nefarious plan they could be enacting RIGHT NOW?!?!?"
Thror follows Kenza and covers the distance to the manor

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"I agree we should end any threat posed by these cultists, but we should also proceed with caution. With the amount of antitoxins we have looted, they are probably loaded with poisonous traps and attacks."

DM Feral |

Just as Kenza is approaching the front door the scarecrow animates and attacks!
Black Maiden: 1d20 + 2 ⇒ (13) + 2 = 15
Frostwind: 1d20 + 3 ⇒ (19) + 3 = 22
Kenza: 1d20 + 2 ⇒ (20) + 2 = 22
Remy: 1d20 + 3 ⇒ (15) + 3 = 18
Thror: 1d20 + 1 ⇒ (19) + 1 = 20
Vello: 1d20 + 4 ⇒ (2) + 4 = 6
Scarecrow: 1d20 ⇒ 19
Not going to bother with a map for this battle. The enemy is 10 feet away. Frostwind, Kenza, and Thror are up.

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Kenza dashes into the fight with a flying kick to the scarecrow's 'head.'
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

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"Ah-ah! More demonic engines for us to smash!"
Attack roll: 1d20 + 7 ⇒ (7) + 7 = 14 → Damage roll: 1d10 + 4 ⇒ (2) + 4 = 6

DM Feral |

Frostwind recognizes this creature as a cleverly disguised scarecrow construct.
Construct traits. Vulnerability to fire. Immunity to cold. Its attacks have a built in fear effect that causes victims to cower.
Thror's blow only glances the construct but Kenza lands a solid kick that sends a burst of dried hay flying through the air.
Frostwind's bomb sails off course and lands nearby splashing the creature with burning oil. Where the oil touches exposed bits of hay, it readily burns.
The scarecrow turns its knobby fists on the monk.
Slam: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Slam: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
For each one that hit, make a DC 14 will save vs fear or cower for a turn. If you save you're only shaken for a round.
The party is up.

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With the thing being immune to cold, Vello knows any attack he manages to hit it with will do no damage. For that reason, he uses his attack instead to distract the scarecrow.
Distraction (Aid Kenza next Attack): 1d20 + 3 ⇒ (10) + 3 = 13

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The Black Maiden rushes up to the scarecrow, bringing her massive sword down in a great arc.
Sword Strike: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18
However, the sudden flash of fire causes her to miss as she scowls back at the group.
WATCH WHERE YOUR THROWING THAT YOU IMBECILES!

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The dwarf keeps attacking the living scarecrow!
Attack roll: 1d20 + 7 ⇒ (16) + 7 = 23 → Damage roll: 1d10 + 4 ⇒ (5) + 4 = 9

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No need for the saves cause...
Kenza falls to the ground, unconscious and bleeding in the dirt.
Was at 13, took 15 damage, unconscious at -2
Stabilize: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9 Failing. Unconscious at -3.

DM Feral |

Remy's 'card' hits the creature a moment before Thror knocks another bunch of straw from it.
Finding Thror to be a threat now, the scarecrow slams into the dwarf.
Slam: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Slam: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Confirming: 1d20 + 8 ⇒ (11) + 8 = 19
Extra Damage: 1d8 + 3 ⇒ (1) + 3 = 4
For each one that hit, make a DC 14 will save vs fear or cower for a turn. If you save you're only shaken for a round.
The party is up.

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Vello moves up and tries to stabilize Kenza without getting directly next to the scarecrow.
Heal (First Aid) DC15: 1d20 + 1 ⇒ (7) + 1 = 8

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Stabilize: 1d20 + 2 - 3 ⇒ (15) + 2 - 3 = 14
Under Vello's care, Kenza stops bleeding. Although, whether it was because of his ministrations or her own resolve is unclear...
Stable at -3 hp.

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Will Save: 1d20 + 5 ⇒ (4) + 5 = 9+5 more if the effect is caused by a spell or spell like ability
Thror finds himself unable to retaliate for fear of the strange device...
I don't think these are spells or spell like abilities, right?

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"Kenza looks stable, but she is definitely going to need some healing."
He approaches the now destroyed scarecrow and search/examines the remains.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

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"My shame knows no bounds! Scared by a piece of junk! Only a glorious death will be able to wash such indignity! Which means I'll need to bring a lot of the demon lovers with me!" Thror exclaims!
Perception check: 1d20 + 7 ⇒ (20) + 7 = 27

DM Feral |

Vello finds bits and pieces of precious metals tangled amid the broken pieces of the late construct.
Just loot. Nothing of use.
Twisted and entwined vines of dead ivy drape the rotting columns and broken boards of the rickety porch, creating a thick curtain of vegetation.
Digging through the tangled vines, Thror discovers a deformed human skeleton.

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Vello goes around looking for an entrance.

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Kenza has a potion of cure light wounds if no one is willing to spend resources on her.

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The Black Maidn pulls a wand out of her pocket and throws it at Thror.
You! Get Kenza up! I won't have a good servant go to waste!
She looks at him and rolls her eyes.
And use it to clean up your own wounds. You already look Un-presentable enough clean.
[ooc]I'm happy to use my CLW on ya Kenza, Thror, since I think your the only one with the oomph to do so, would you mind doing the healing up?[/b]

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Thror grunts something unintelligible but grabs the wand and uses it to heal Kenza.
CLW 01: 1d8 + 1 ⇒ (8) + 1 = 9
CLW 01: 1d8 + 1 ⇒ (8) + 1 = 9
Then, still grumbling, he does the same on himself:"Need to be in my best shape. Dying without bringing enough of those bastards with me would simply not do!" he mutters as to justify the act to himself before giving the wand back to the devil like maiden.
CLW 01: 1d8 + 1 ⇒ (8) + 1 = 9
Thror cannot use lay on hands on people other than himself, sorry

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Thanks!
Kenza awakens with a look of confusion and a groan of pain. Realizing what's happened she gets to her feet and bows deeply to the group.
"I apologize for my weakness."

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The black maiden holds out a hand to help Kenza up and gives a derisive "Hmph!" when she apologizes.
You should. Your no good to me dead Kenza, be more careful. Let the dwarf take the hits, that's what he's here for.
She then turns to their target as she slides her wand back in.
You like orders, so here's an order for you. Don't die.
For some... weird reason, you think the black maiden is enjoying bossing Kenza around.
Now, Breaking a scarecrow isn't nearly as much fun, no blood or screams at ALL. Let's find us some cultists.