| Gervase Goldhawk |
I wonder what kinda game can be found around here...
Is she yanking my chain?
Gervase puts a finger to her lips, appearing to be thinking hard.
| Lily Freefield |
Lily rolls her eyes.
And this is why your a twig and I am a hearty full figured woman. Ya need some red meat to fill you out.
She gives Goldhawk a light swat and laughs as they continue their investigation...
So, we going back to report to the captain then?
| Arcilde |
I think we should try tha chapel one more time. Whate'er set tha ghostie t' screamin' might be important. There might also be some useful information in tha chapel.
| GM Rinaldo |
After finishing your sweep of the fields, you return to the colony center, and head to the door of the chapel. As before, it is currently calm, though you recall it didn't take long once you had entered before for the spirit to begin its display.
What do you want to do?
| Lily Freefield |
Lily stands near the door and waits for Arcilde.
I think our best bet is to give Goldhawk or Gilstrom the sword and let you use your holy magic on it while they swing the magic sword... I'm going to be absolutely useless other than to drag anybody out if they get conked upside the head, so I'll wait outside.
| Arcilde |
Arcilde will give Gervase the long sword as they get to the chapel.
Before we go in, will ye join me in a quick prayer? Arqueros, strengthen our resolve so we may listen to wha' tha ghostie has t' teach us... Her cheeks darken in embarrassment as her voice drops to a whisper. And not run squealing from tha chapel like a bloody acolyte...
If we were able to reset our spells when we leveled, Arcilde casts Bless: +1 morale bonus vs. fear, +1 attack (If not, just skip this.)
Then she casts Resistance on everyone: +1 Resistance bonus to saves for 1 minute. She starts starting with Lily and herself so that Gervase and Gilstrom have more duration left when the poltergeist appears.
Finally, she spends a blessing to give herself the protection blessing: +1 sacred bonus to saving throws and a +1 sacred bonus to AC.
Bolstered against the poltergeist's attack, Arcilde strides into the chapel.'ello, there, ghostie! Will ye tell us wha' 'appened?
| GM Rinaldo |
No reset, but you could fill any new slots you got with anything you like. If you have a new level 1 slot, you could put Bless into it.
Arcilde says a few quick prayers, then enters the chapel while the rest look on. As she calls out, small objects begin to fly around; then, as before, the spirit briefly becomes visible and screeches, mere inches from Arcilde's face.
Let's have those Will saves. This is a mind-affecting fear effect that does not require line of sight.
| Gilstrom Noblewater |
Gilstrom seems delighted by the bunny, but his mind is too busy racing with the thoughts of what finally happened to the colony to comment much. He assents to go back to the chapel and try and deal with the ghostie.
Will: 1d20 ⇒ 4
It's about as successful as last time.
"AAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa..."
| Arcilde |
I did get a new slot, so Bless is up.
Will save: 1d20 + 9 ⇒ (16) + 9 = 25
Arcilde confidently stands her ground in the face of the poltergeist. 'alloo, ghostie!
| Gervase Goldhawk |
AC 16, resistance, bless, ☤18/20 hp☤
Gervase holds the longsword vertically in both hands, its cross-guard roughly at nose level as she dips her gaze in salute to the warpriest.
“There is nobody I would rather have at my back than Lily, you and …”
"AAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa..."
“Our fearless Sea Knight …”
Discussion Will: 11 + 3 = 14 Plus +2 from Arcilde’s spells
Gervase bumps fists with Arcilde. “Let’s do this.”
| Lily Freefield |
will: 1d20 + 2 ⇒ (19) + 2 = 21
Lily stands outside and watches the fearless sea knight run by, and shakes her head.
Heroism and Valor that little guy is made of.
She watches as the pair approach the ghost and shouts out...
You get 'em girls! Smash 'em to a pulp...er... goo? Whatever ghosts smash into!
| GM Rinaldo |
Seeing that the women have the situation clearly in hand, Gilstrom decides to go down to the beach to check on Persephone.
Arcilde defiantly faces down the spirit, who disappears again. Objects begin flying around, occasionally striking one or another of you, but you manage to inspect the room.
Having saved vs the poltergeist's fear, you three are now immune for 24 hours.
Rather than play out a round-by-round sequence of you moving around, I'm going to just assume it takes about a minute to do the following search, during which time everyone gets hit a few times. All three of you take 3 points of damage from the battering.
Dodging flying candlesticks, chalices, and other items, you quickly move around, trying to find the focus for the ghost's activity. You had previously noted a trail of dried blood leading between the altar and the entrance; as you approach the altar, you notice the distinct smell of decaying flesh.
Lifting the altar cloth, you discover that the altar is not a table, but a box. Lily feels around the wood and quickly locates a catch that opens a panel on the back. Knowing what you are about to find, you take a breath and release the catch.
DC 10 Fortitude saves vs Nausea from the smell.
The corpse of a human male slumps out of the box to the floor. When it does, the spirit suddenly becomes visible again, but this time you are able to ignore its presence.
Lily gives the body a quick examination, and can tell that the man has several stab wounds, but not enough to have been the cause of death.
The only other items of note in the chapel are two piles of ash. In one you find the remains of a leather cover; the pages are completely gone, but you can just make out the title The Parables of Erastil. The other pile has just a few pages left; you pick them up to examine away from the angry spirit.
You can regroup outside the chapel to decide what to do next. In particular, I need to know if you plan to move or do anything with the body.
| Lily Freefield |
Fort: 1d20 + 8 ⇒ (6) + 8 = 14
Resisting the urge to lose her lunch, Lucy picks up the body and drags it outside.
Poor thing... She sighs as she resists the urge to vomit, and looks for if there is a graveyard area to bury him, if only a shallow temporary grave for the moment.
Nobody deserves to be treated like that... No wonder their spirit is so angry.
heal: 1d20 + 7 ⇒ (20) + 7 = 27Try and get a better idea of cause of death.
| Gervase Goldhawk |
Fort vs DC 10: 1d20 + 4 ⇒ (3) + 4 = 7
Sporting an unhealthy green sheen, it is all Gervase can do to to hold up her holy symbol of Erastil to the spirit and spurt out. “We will bury him properly, in Ol’ Deadeye’s name and attempt to bring the killer to justice.”
Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention.
The only action such a character can take is a single move action per turn.
Gervase tries to help Lily drag the corpse outside, but in reality Arcilde and Lily have to spend time supporting her on the way outside.
“I’ll be all right once we’re back in the open, if I can have a minute. In the meantime, the pages from the second ash pile are from On Government, a poetic treatise that played a part in the Andoran Peoples' Revolt and the Galtan Red Revolution.”
“Perhaps Erastil’s padre was on the Rebel side?”
| Arcilde |
Fort save: 1d20 + 5 ⇒ (15) + 5 = 20
Calm down, ghostie--we'll take care of yer shell. Arcilde carries the body outside and prepares to bury it.
Knowledge religion: 1d20 + 4 ⇒ (2) + 4 = 6
Does anyone know anything about tha burial rites of Erastil? It's all a jumble t' me right now.
Ardilde will also use Detect Magic and search the chapel.
| GM Rinaldo |
As you bring the body out of the chapel, the spirit seems to follow, throwing clods of dirt and small pebbles once it can no longer reach the chapel's objects. This serves mostly to annoy you, since the objects at this point aren't generally large enough to do damage.
Lily looks it over in the light, and realizes that the wounds it received were severe but not deadly in themselves. Studying closely, she notices a discoloration around the mouth and eyes that suggests the man may have suffocated while curled up in the altar.
Gilstrom eventually returns, and the spirit makes another appearance; this time the noble gnome finally faces his fears and stands the spirit down. *Eventually* Gilstrom will make that save, so I'm just going to fiat it so he can get back into the conversation.
Lily identifies an area to the northeast near the edge of the woods that would work as a grave site, far enough from the farmland but still a reasonable distance from the colony. You are able to dig a shallow but serviceable grave and place the body in it; Gervase recalls a few words from services she attended as a child, and you decide that will have to do.
Burying the body does not seem to be sufficient to calm the spirit, though it is at least haunting the grave instead of the chapel.
Back at the chapel, Arcilde is able to study the magical longbow on the wall.
| Gervase Goldhawk |
Lo, There do I see my Father
Lo, There do I see my Mother
And my Brothers and my Sisters.
Lo, There do I see the line of my people back to the beginning.
Lo, They do call to me.
They bid me take my place among them in the halls of Requius.
Where thine enemies have been vanquished.
Where the brave shall live Forever.
Gervase then takes up a shovel liberated from the Smithy and solemnly begins filling in the grave.
I'm better with metals than wood, but this is a fine piece, Hawk. I'd be thrilled t' ha one like it. Per'aps a bit heavier, though.
Arcilde could use a composite longbow, +2 strength.
Take 10 Spellcraft on bow: 10 + 5 = 15
“It seems the Golden Bulwark heard you prayer, Arcilde. He has granted you an enchanted Holy Reliquary (Erastil) composite longbow (+1 enhancement, +2 STR) which I insist you take.”
“The only thing I’m a little sad about is I won’t be able to make a longbow for you now. But this is better than anything I could make.”
Spellcraft on eldritch chemise: 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft on buckler: 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft on necklace: 1d20 + 5 ⇒ (7) + 5 = 12
Gervase then pulls out the map Ramona gave the party just two short days ago. “I suggest we head for Plan B Land by hugging the western coast of the island. If the terrain is flat enough we can travel north-west to bypass the peninsula, which will save a little time.”
“Has everyone got enough food to last the journey? I have four days’ worth of iron rations left which I am more than happy to share. Though I guess we can supplement those with fish.”
| GM Rinaldo |
[dice=Take 10 Spellcraft on bow] 10+5
Gervase can't cast Detect Magic, which is a requirement before you can use Spellcraft to identify an item. Also, because you have to concentrate on the Detect Magic spell, that precludes taking 10 on Spellcraft anyway.
Map
Once you are ready to begin the journey north, I need to know whether you plan to hug the coast so that Persephone can stay more directly in sight (red line), or if you will take a more direct line overland (blue line). The direct line should get you there by nightfall, while the coastal trip could take you 3-4 hours after dark (or require you to rest somewhere and finish the trip in the morning.)
| Gilstrom Noblewater |
Assuming the fear has worn off...
Gilstrom eventually comes back, clearing his throat and stammering about having to check on his dolphin rather urgently. Ignoring the teasing of others, he just shuts up andg ets to work to help dig the grave.
Upon the subject of rations, Gilstrom clears his throat. "I... er... uh... no, I don't have rations. I didn't realize the first thing I'd be doing was travelling on my own considering there should have been a fully supplied colony here. Let's cut overland to get there by nightfall and thus not worry about food."
| GM Rinaldo |
Gilstrom, will you have Persephone wait here for you, or head north on her own to try to meet up with you? If the latter, I'll need a Handle Animal check to make her understand; if you use your speak with animals SLA, I'll give you a bonus.
| Gervase Goldhawk |
“Well with all that church-sponsored exercise you’ve been partaking of lately, I would be happy to share my rations with you, Gilstrom.”
*mock bow*
Gervase pulls out the compass/pocketwatch liberated from the Governor’s House. “This should help us with the overland route that Lily and Speedy have proposed.”
“If we do manage to get lost, we can always follow the setting sun west to the sea and continue north. We should have enough food.”
| Arcilde |
Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6
Spellcraft on eldritch chemise: 1d20 + 4 ⇒ (15) + 4 = 19
Spellcraft on buckler: 1d20 + 4 ⇒ (16) + 4 = 20
Spellcraft on necklace: 1d20 + 4 ⇒ (3) + 4 = 7
...bow...which I insist you take.”
'awk, if ye want me t' wield the bow, ye should take tha longsword. We should spread the magic around... Arcilde shrugs. I don't mind carrying tha gear, of course, but I want to make sure ye all know whar t' find things in a hurry.
Arcilde takes a few minutes to repack her gear before they head out, making sure that any items that might be useful to her friends are visible and in easy reach. In this middle of repacking, she pauses a moment to examine the mechanical spider-thing one last time.
Knowledge Arcana: 1d20 + 1 ⇒ (6) + 1 = 7
She shakes her head as she wraps it up again, muttering softly. What in Droskar's cursed name are ye, ye wind-up beastie? Maybe someone from tha ship will know...
She leaves a small bundle of cloth out of her sack and hands it to Lily. 'ere--I 'ave enough rations t' get us all through one day.
The gray-skinned dwarf grins sheepishly. I 'appen to *like* jerky, so I usually keep some around.
| Gilstrom Noblewater |
I'll just speak with animals - if I have it and never use it what's the point?
Gilstrom whistles for Persephone, and channels 'The Voice', that inner ability gnomes have to speak to all beasts of hoof and paw. And flipper.
chitter chitter EEK EEK wonk wonk wonk wonk
Persephone looks at Gilstrom quizzically. He clears his throat.
"Ahem, sorry. You need to go up along the coast that way, find the boat and the others we came with. Stay near the boat and wait for my whistle."
I'll just take 10 on handle animal for 16 if I get a bonus.
---
Gilstrom sticks his tongue out at Gervase. "Look, I didn't do spooky ghost training in the navy. Thanks for the rations anyways."
He wanders over to peek at Arcilde's struggle with the clockwork. "It's too bad we don't know much about it. It would be nice to have a fun mechanical thing to do our bidding and fetch us drinks."
Ready to go!
| Gervase Goldhawk |
“It would be nice to have a fun mechanical thing to do our bidding and fetch us drinks.”
“Sure would.”
Gervase tries to keep a straight face. “Then we could chuck out the defective gnomish one we currently have.”
'awk, if ye want me t' wield the bow
“Oh I do, Mistress Smith. AND I have 20 blunt arrows to share.”
Ye should take tha longsword.
Gervase smiles. “I would be delighted to borrow your new sword, until you require it, desire it or discharge it from your service, Arcilde.”
“Now,” The aberrant-hunter fills both her hands. “Who wants some bug repellent before we hit the road?”
“I believe Lily and I are on machete duty!”
| GM Rinaldo |
Giving the various magical items another look, Arcilde believes the shirt is enchanted to allow its wearer to gain a sudden burst of speed, while the shield bears a typical enhancement. The bow and the necklace are still a mystery.
Quick Runner's Shirt
+1 darkwood buckler
Taking out the clockwork critter, she notices that the small light on its side is no longer glowing, and it doesn't seem to be moving.
-----------
Gilstrom spends a moment explaining to Persephone what he wants her to do. "Find boat, find Gil-gnome! Yes! Yes!" With an enthusiasm that only a dolphin companion to a gnome can have for any task, she takes off.
Assuming take 10 on Survival and Perception while you travel unless you say otherwise; if you prefer me to roll either as we go along, let me know.
Arranging your gear, you head north, following the map provided by Ramona. Before too long, Gervase spots boar tracks. Everyone starts watching carefully, and soon Gilstrom hears a noise and points out two boars at the other edge of a clearing you are entering.
Because you spotted the tracks and were alert, no surprise round. They know you're coming (you smelly humanoids!) and you are watching for them. Again, no map, but assume you are in a clearing with enough space to move around; if you want to put your back to an overgrown area, you can do so. You are currently about 20 feet from the boars.
Gilstrom: 1d20 + 2 ⇒ (3) + 2 = 5
Gervase: 1d20 + 2 ⇒ (2) + 2 = 4
Arcilde: 1d20 + 2 ⇒ (8) + 2 = 10
Lily: 1d20 + 8 ⇒ (13) + 8 = 21
GM 1: 1d20 + 0 ⇒ (4) + 0 = 4
GM 2: 1d20 + 0 ⇒ (1) + 0 = 1
Lily
Arcilde
Gilstrom
Gervase
---
Boar 1
Boar 2
Wow, that is some amazing rolling I just did there. Everyone is up!
| Gilstrom Noblewater |
Gilstrom waves as Persephone chitters and swims off. A single tear rolls down his eyes. "She's gonna get one hell of a polishing."
---
Gilstrom tromps along happily with the group, but stops cold when he realizes the boars are watching them. He looks to the others. "Uhh... they don't look friendly. Also, I bet we need food. YAAAY!"
Gilstrom stands in front of the group a little and braces himself, banging his warhammer against his shield.
Readied Attack: 1d20 + 5 ⇒ (1) + 5 = 6 Damage: 1d6 + 2 ⇒ (1) + 2 = 3
womp womp.
| Lily Freefield |
Lily nods and holds out her hand.
A right feast we can bring back with us! Lily licks her lips a bit as she aims.
Finally, some fresh red meat.
Wood Blast: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
She fires off her blast, but her shot is a little wild. She wipes her lips and gives a sheepish grin.
Sorry, won't miss next time!
| Gervase Goldhawk |
Round #1: AC 16 ☤ 18/20 hp ☤
“It’s OK, Lily. Provided you don’t smell of truffles.”
Gervase sights along an arrow and lets the closest pig have the good news.
Rapid Shot on Boar #1: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
bludgeoning blunt arrow damage: 1d6 + 4 ⇒ (2) + 4 = 6
Rapid Shot on Boar #1: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
bludgeoning blunt arrow damage: 1d6 + 4 ⇒ (2) + 4 = 6
Ugh! Did that second one do it any damage?
The ranger drops her bow, quick draws Arcilde's sword and 5' steps into flanking position with Gilstrom.
| Arcilde |
All right, 'awk, let's see if I'm worthy of your confidence.
Arcilde draws the longbow and fires at one of the boars.
Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
| GM Rinaldo |
Somehow I missed that everyone had posted ... sorry about the delay!
Target: Gil,Ger,Lil,Arc: 1d4 ⇒ 4
Target: Gil,Ger,Lil: 1d3 ⇒ 1
Despite having the jump on the boars, luck is not favoring our heroes. Lily's and Arcilde's shots fly wide, and only one of Gervase's shots lands. As the boars charge, Gilstrom discovers he braced against the wrong one, and the other slips under his swing.
Attack vs Arcilde: 1d20 + 3 ⇒ (2) + 3 = 5
Attack vs Gilstrom: 1d20 + 3 ⇒ (8) + 3 = 11
The boars don't seem to be having much better luck, and no one gets hurt in the first attack.
Lily
Arcilde
Gilstrom
Gervase
---
Boar 1 (6 daamage)
Boar 2
Everyone is up! One boar is attacking Gilstrom, with Gervase able to 5' step into flank this round. The other is attacking Arcilde about 10 feet away.
| Lily Freefield |
Lily takes a step further back, aims and fires.
Wood Blast: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Lily twitches as her shot goes sailing and glares at her wrist.
Oh come on! Point and aim, it's not that hard! Go where I aim you!
| Gervase Goldhawk |
Round #2: AC 16 ☤ 18/20 hp ☤
“It happens, Lily. Bring it again next time, girl.”
Gervase steps up to Miss Piggy calmly, judging the weight of the enchanted pig-sticker in combat for the first time.
2-handed longsword + PA + flank: 1d20 + 7 - 1 + 2 ⇒ (15) + 7 - 1 + 2 = 23
magic slashing damage: 1d8 + 7 + 3 ⇒ (6) + 7 + 3 = 16
| Gilstrom Noblewater |
Gilstrom is happy to engage with the boar, moving into a flank with Gervase.
"I'm afraid you are charged with the high crime of succulence! TO BATTLE!"
Attack: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
| GM Rinaldo |
Lily's aim once again proves itself to be somewhat erratic. However, Gervase's is not, as she brings her sword down in a solid strike that neatly cleaves the head off of her boar.
With that done, Gilstrom and Arcilde maneuver themselves into position; the advantage of surrounding the other boar allows them both to hit, bringing it to a swift end.
You spend a little time looking the game over, and Gervase declares them in to be in good shape for butchering. You truss the bodies up for carrying, and Arcilde slings them over her shoulder.
(I'm assuming that with her Dwarven racial trait, she's fine hauling the extra weight. It can be dropped as a free action if combat starts.
That done, you resume your trek northward. A bit after noon, you come to a stream and decide this is a decent place to rest and have a little food before crossing it to continue on.
Gilstrom: 1d20 + 7 ⇒ (17) + 7 = 24
Gervase: 1d20 + 7 ⇒ (19) + 7 = 26
Arcilde: 1d20 + 3 ⇒ (3) + 3 = 6
Lily: 1d20 + 4 ⇒ (7) + 4 = 11
As you are setting your packs down, Gervase and Gilstrom both notice something strange in the water. As they step closer to investigate, a waterlogged humanoid with a tentacled creature on its head step out.
No surprise round due to excellent perception checks! Even better, we have map!
Gilstrom: 1d20 + 2 ⇒ (6) + 2 = 8
Gervase: 1d20 + 2 ⇒ (7) + 2 = 9
Arcilde: 1d20 + 2 ⇒ (8) + 2 = 10
Lily: 1d20 + 8 ⇒ (15) + 8 = 23
GM 1: 1d20 + 0 ⇒ (7) + 0 = 7
GM 2: 1d20 + 6 ⇒ (2) + 6 = 8
Lily
Arcilde
Gervase
Gilstrom
---
Humanoid and Tentacle Hat
Once again, some amazing initiative rolls. Everyone is up!
| Lily Freefield |
Lily holds up her arm and blinks a few times.
Blossom Knowledge Dungeoneering: 1d20 + 3 ⇒ (11) + 3 = 14
Hey! Blossom says the hat thing is a Incultilis! She says it's running the dead guy!
Lily quickly runs next to Goldhawk and holds up her arm, aiming for the Incultilis.
Wood Blast: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
As her aim goes wild again, the series of swears that come from her prove definitively that she is a farm girl, though it may also categorize her as a sailor.
| Arcilde |
Arcilde can't move into melee without getting into either Gilstrom's or Gervase's way (or both!). As soon as one of them moves, she'll draw her battleaxe and close to engage the zombie-hat-thingy in melee.
| Gervase Goldhawk |
Round #1: AC 16 ☤ 18/20 hp ☤
&#$%& and furthermore … @(&%* your ^%#*&! And twice on Stardays!
“My goodness, Lily. Is such a feat even physiologically possible?”
Gervase draws the *glowy* longsword while taking a circuitous route 25' around the Swimming Dead™. “I had no idea farm animals were so flexible.”
She waits for Gilstrom to 5’ step so she can flank with him.
2-handed longsword + PA + flank: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 vs flat-footed, add +2 if an aberration
magic slashing damage: 1d8 + 7 + 3 ⇒ (5) + 7 + 3 = 15 add +2 damage if an aberration
| GM Rinaldo |
Gervase, that puts you on the bank with attendant risk of falling into the stream. Are you sure you want to be there?
| Gervase Goldhawk |
*Looks up the Player's Handbook* for what to do when the GM says:
"Are you sure you want to do that?" ;)
Ahhh, I might shift her back 5' if that's OK, GM Rinaldo. That would remove the +2 for flanking.
| Arcilde |
Realizing that the bow won't likely hurt a zombie, Arcilde moves up and draws her battleaxe.
Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
That's so embarrassing, I'm not even sure how to respond...
| GM Rinaldo |
Lily's thorns still refuse to go where she sends them, and Arcilde's battleaxe gets caught on its strap as she draws it. Gervase moves around the creature, stopping as she notices the slippery bank; the magic sword comes down with a hum and nearly knocks the incultilis off of the zombie's head.
It is in fact an aberration, so 17 damage. It's looking pretty banged up. Gilstrom is up!
| Gilstrom Noblewater |
Slashing weapons, my one weakness!
Sighing as he realizes he has a trident, a lance, a net, and a warhammer, Gilstrom decides to do his best regardless and moves in front of the... thing before he starts bonking it repeatedly.
Attack: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
| GM Rinaldo |
Gilstrom strides up and stabs upward. His attack doesn't hit the incultilis, but he does manage to scrape the zombie. As he does, the tentacled horror shrieks. It retracts the tentacles that were previously embedded in its host's skull, and leaps back toward the water.
Gervase AoO: 1d20 + 7 ⇒ (8) + 7 = 15
Arcilde AoO: 1d20 + 4 ⇒ (20) + 4 = 24
Gilstrom AoO: 1d20 + 5 ⇒ (13) + 5 = 18
Arcilde confirm crit: 1d20 + 4 ⇒ (19) + 4 = 23
Arcilde damage: 3d8 + 9 ⇒ (8, 8, 5) + 9 = 30
As it leaps, Arcilde makes another swing and connects, cutting it in half. Released by its puppetmaster, the corpse falls to the ground.
Looking over the body, you find that most of its clothing is waterlogged and rotting and it carries only a hunting axe. The axehead has a small sigil engraved on it that you recognize from the smithy in Talmandor's Bounty.
------------
After a short rest and meal, you find a place to ford the stream and continue your northward trek. Late in the afternoon, Gervase notices an unusual swath of ground ahead. A section of ground approximately ten feet wide crossing your path looks as if it is grooved, covered with minute depressions and trampled grass. A first impression suggests a path left by hundreds of thousands of insects marching in a tight formation, but none of the plants appear to be eaten or damaged. Where the strange trail intersects with obstacles, it either splits and goes around the obstacle like water, or veers to avoid it entirely.
| Gilstrom Noblewater |
Gilstrom looks over to Arcilde with wide eyes as she neatly kills the tentacled horror. "WOW SHOW ME HOW TO DO THAT!!"
---
He is similarly excited when Gervase finds the weird insect-style path. "What could have made this? Something that didn't want to eat plants... perhaps a bunch of those clockwork thingamabobbers or or or. Uh."
Gilstrom stares at the path, his mind finally screeching to a halt. "I have no idea what I'm looking at."