Callus Asiatia
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Callus yelps in surprise, but recovers in time to throw a bomb at the creature.
5' step and throw
Attack, Ranged Touch, PB: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Damage, PB: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
GM Aeon
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Callus spots the small winged creature from the vision in the other room lurking in a hole in the wall and hurls a bomb at it, scorching it badly. Lady Illirigarde then appears in the table’s reflective surface, though she appears tired. A box carved with skulls is closed behind her as she furiously tries to align two delicate silver disks etched with compass directions. She looks down at a book, and lightning flashes brightly outside. When it subsides, the box is open, and the tiny winged creature is hanging from the nearby bookcase. It leaps at her throat with hate in its eyes, and the vision fades. As soon as that happens, the winged homunculus pops out of the hole it was hiding in, along with a trio of small blue humanoids!
Daedîn: 1d20 + 1 ⇒ (10) + 1 = 11
Hadzi: 1d20 + 4 ⇒ (20) + 4 = 24
Shikaba: 1d20 + 2 ⇒ (7) + 2 = 9
Heraclitus: 1d20 + 1 ⇒ (8) + 1 = 9
Jazk: 1d20 - 1 ⇒ (18) - 1 = 17
Thalionwen: 1d20 + 3 ⇒ (11) + 3 = 14
Callus, Shikaba, and Heraclitus are shaken for 10 minutes (–2 penalty on attack rolls, saving throws, skill checks, and ability checks.)
Daedîn: 1d20 + 7 ⇒ (11) + 7 = 18
Hadzi: 1d20 + 5 ⇒ (8) + 5 = 13
Heraclitus: 1d20 + 6 ⇒ (20) + 6 = 26
Jazk: 3 + 3 = 6
Thalionwen: 1d20 + 8 ⇒ (14) + 8 = 22
Andolf: 1d20 + 2 ⇒ (2) + 2 = 4
Blue Mite: 1d20 + 1 ⇒ (8) + 1 = 9
Green Mite: 1d20 + 1 ⇒ (15) + 1 = 16
Red Mite: 1d20 + 1 ⇒ (3) + 1 = 4
Round One! Bold may act
Heraclitus (shaken)
Thalionwen
Daedîn
Callus (shaken)
Green Mite
Hadzi and Shikaba (shaken)
Blue Mite
Jazk
Andolf (10 damage)
Red Mite
Callus, your bomb wouldn't affect the haunt, but your Perception check was high enough to spot the ambush so I redirected to the homunculus.
GM Aeon
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No, you and Hadzi's pet should actually be fine.
Daedîn's arrow flies true and pierces the homunculus through the chest. It screeches and then flops onto the stone floor, motionless.
Round One! Bold may act
Heraclitus
Thalionwen
Daedîn
Callus (shaken)
Green Mite
Hadzi and Shikaba
Blue Mite
Jazk
Andolf (18 damage)
Red Mite
Heraclitus Ourobouros
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Heraclitus storms in and blasts one of the ambushers with a wave of searing solar wind!
Solar Wind (ranged touch attack) vs green: 1d20 + 2 ⇒ (19) + 2 = 21
fire damage: 1d6 ⇒ 1
Well, not so much 'blasts' as 'pokes.'
Callus Asiatia
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I'm assuming Andolf is the dead, but not removed from the map, homonculus.
Callus steps into the room and fires his bow at the Red Mite.
Attack, Shaken: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17
Damage: 1d8 ⇒ 7
GM Aeon
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That is correct.
Heraclitus burns one of the mites with its searing flames, but it remains standing. Callus swallows his fear and fired at another mite, dropping it with a well-placed arrow.
Round One! Bold may act
Heraclitus
Thalionwen
Daedîn
Callus (shaken)
Green Mite (1 damage)
Hadzi and Shikaba
Blue Mite
Jazk
GM Aeon
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I just noticed the mite is red on the map and green in the initiative count.
The mite that Thalionwen splashed bugs its eyes out hideously and stares at Callus, sending a horrible chill down his spine. Using its doom spell-like ability. Callus is now frightened and must flee from the red mite, unless you have a reroll.
Callus' Will Save, DC 10: 1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9
The other mite darts out with a dagger and jabs at Jazk.
Dagger: 1d20 + 0 ⇒ (17) + 0 = 17
Damage: 1d3 - 1 ⇒ (1) - 1 = 0
Bold may act
Heraclitus
Thalionwen
Daedîn
Callus (frightened)
Red Mite (2 damage)
Hadzi and Shikaba
Blue Mite
Jazk (1 damage)
Heraclitus Ourobouros
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Heraclitus advances on the further mite, projecting another wave of stellar wind.
Solar Wind (ranged touch attack) vs red: 1d20 + 2 ⇒ (2) + 2 = 4
fire damage: 1d6 ⇒ 2
Mysteriously, the wind stream is abruptly rerouted at a steep 90-degree angle.
Jazk Rhatszi
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With a malicious smile, Jazk stabs at the creature with his poisoned starknife. He follows of the swipe by sidestepping towards the one called Heraclitus.
Cold-Iron Starknife (Poisoned): 1d20 + 4 ⇒ (3) + 4 = 7
If by some miracle that hit...: 1d4 + 1 ⇒ (3) + 1 = 4
And would need Fort Save DC 12 vs 1d2 Dex damage 1/rnd (6rnds)
Opportune Parry and Riposte
Parry Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Riposte for 1 Panache (If parry succeeds): 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Fort DC 12 vs Dex Damage: 1d2 ⇒ 2
Thalionwen
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acid splash: 1d1d20 + 3 ⇒ (12) + 3 = 15 vs touch for 1d3 ⇒ 3 acid.
Target Red if he's up, or if he's down, target blue with -8 to hit modifier
Thalionwen throws another glob of acid at one of the mites, looking frustrated at the groups inability to dispatch the creatures.
GM Aeon
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Hadzi fires and misses as the tiny mite weaves around Jazk. It darts in and thrusts its tiny dagger at Jazk, but he expertly parries it and ripostes with his own blade. The little blue creature screeches as the cold iron pierces its skin.
Dagger: 1d20 + 0 ⇒ (7) + 0 = 7
Fortitude Save, DC 12: 1d20 + 0 ⇒ (6) + 0 = 6
Bold may act
Heraclitus
Thalionwen
Daedîn
Callus (frightened 9 minutes, 9 rounds)
Hadzi and Shikaba
Blue Mite (2 damage, -2 Dex)
Jazk (1 damage)
Jazk Rhatszi
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Easily knocking the strike aside, Jazk manages to plunge his own blade into the beast, with a smile.
Drawing the blade back, he tries to get another bite of the things blue flesh. His attack going high, the man curses under his breath.
Cold Iron Starknife Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage?: 1d4 + 1 ⇒ (1) + 1 = 2
Left the guidance out because I believe I'll go before you - but I'll have it next round
Opportune Parry: 1d20 + 4 ⇒ (10) + 4 = 14
Riposte if parried attack: 1d20 + 4 ⇒ (1) + 4 = 5
Well...that would be a miss
Hadzi Ubuntu
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Hadzi will fire from his sling again.
Sling: 1d20 + 1 ⇒ (6) + 1 = 7 Damage: 1d4 ⇒ 2
We could not hit the broad side of a barn it would seem.
Daedîn
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Daedîn bows. "Lady Illirigarde, I presume? Ma'am, we're Pathfinders and we've been sent here to investigate the occultish activity around this area. Do you know anything of this phenomena? Anything that might help us with our mission?"
Daedîn
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Daedîn takes the two disks.
"Thank you, m'lady. We will do our best to get to the bottom of this. Is there anything else we can do for you?"
Jazk Rhatszi
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Watching with interest as Daedin discusses the items with the stranger, he keeps his blade handy.
'Hmm, not sure this would work on her. Hopefully she doesn't wish to fight'
-Posted with Wayfinder
Thalionwen
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Thalionwen watches as the ghostly image hands over the compasses. "What exactly are do these do?"
She attempts to discover more herself while awaiting an answer that she isn't sure will come, by casting detect magic.
detect magic, spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25
Daedîn
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"Not sure...but we should take these to Dr. Quolorum; he should know what to do with them."
If the ghostly image has nothing further to add, Daedîn will turn to leave and head back to the doctor...
GM Aeon
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Doctor Quolorum is his usual hyperactive self when you return. 'You found the compasses? And my ectoplasmic containers proved useful! Most wonderful! Did you have any trouble at the manor?"
That wraps this chapter. I'll post the beginning for the next tonight. You can all draw a new Harrow card for the stat boost for the next chapter.
GM Aeon
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Another letter arrives from Doctor Quolorum.
My valued hirelings!
It would seem the disturbing phenomena in Versex county are only increasing. Apparently disturbed sleep and flashes of heat lightning of a red hue are especially common, and those following the news link these events to the bloody murders of both people and beasts near an ancient Kellid site known as “the monolith.” I would like for you to investigate the strange monument, search for any clues linking this to the bizarre events, and deal with any dangerous elements to ensure these dangers no longer plague the area. I am particularly interested in ancient Kellid glyphs that might protect against the occult emanations we are dealing with.
Dr. Quolorum
The great monolith of the ancient Kellids towers over the barren hillside. A distant flash of red lightning silently illuminates the muggy air, revealing a hole that gapes in the slope like a toothless mouth. Several dozen feet away rises a low mound of dirt and loose rock.
Daedîn
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Knowledge (History) Untrained: 1d20 + 4 ⇒ (3) + 4 = 7
Knowledge (Local): 1d20 + 4 ⇒ (3) + 4 = 7
Not able to discern any information from the locals, Daedîn will cautiously approach the monolith...noticing the hole, he draws his bow and stealthily enters the cave/tunnel to investigate, keeping an eye open for potential foes and traps...
Stealth: 1d20 + 9 ⇒ (20) + 9 = 29
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Hadzi Ubuntu
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Don't have the knowledges
Diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11
The people of Dunhob avoid the ancient Kellid ruins, believing them cursed and dangerous. Dunhob folk wisdom insists that sprinkling iron shavings near the edge of Kellid ruins protects you, since the creatures within are forced to stop and count the shavings before chasing you.
Heraclitus Ourobouros
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Harrow: 1d6 ⇒ 4
Diplomacy, guidance: 1d20 + 10 ⇒ (11) + 10 = 21
"There's a Kellid burial complex beneath it, too. Apparently, nothing's come out of it save for a few bugs, but that's apparently because the wards are working - great magic inscribed on the monolith designed to trap some ancient evil, you know, the kind that would otherwise awaken and sweep away everything and everyone, that sort of thing."
Knowledge (History), guidance: 1d20 + 8 ⇒ (14) + 8 = 22
"You see, Kellid barbarians ruled this land before it was Ustalav, and depending on the tribe, they both worshipped and warded against powerful ancient evils. The Whispering Tyrant conquered this part of Ustalav for a bit, and he killed all the living...but left many of the ancient Kellid sites untouched, so there may indeed be something extraordinarily powerful - and Evil - down there. On that note, there's a tale of a group of Ustalavic nobles who fled deep into the earth through a well somewhere beneath the monolith to escape the Whispering Tyrant — one that the ancient Kellids knew to be a gateway to evil. After the Whispering Tyrant was defeated in the Shining Crusade, the crusaders sealed the well, trapping any surviving nobles below. Spoooooky, right?"
Jazk Rhatszi
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"No sir, no real trouble. It was a bit tame, though we did run into a couple mites. They didn't last long."
Harrow: 1d6 ⇒ 3
Listening to his companions detailed knowledge, he frowns. "Sound like we have encounter something worth our efforts at least. Perhaps something profitable lies beneath as well."
Following Daedin's lead, he draws his favored starknife and gives it a lick, before falling in step behind the scout.
Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
GM Aeon
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