
Sutandir Zarill |

Sutandir matches Crystals timing, whirling his sling and launching a stone along with her arrow.
Attack: 1d8 + 2 ⇒ (3) + 2 = 5 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Well, my dice roller luck follows me to yet another game ...

Juid lan Déguîs |

Concerned by his colleagues' lack of success in even touching the dire weasel, Juid quietly moves Pisîm off to a safer spot, a fire bolt readied if the creature comes within 30 feet.
Let's get this out of the way just in case.
RTA: 1d20 ⇒ 7
Huh. If someone manages to cast hold monster on him just before my attack, AND I catch him flat-footed, I might have a chance!

GM SpiderBeard |

I wouldn't have it any other way Sutandir. <3
Crystal and Sutandir open up with a volley of missiles. Sutandir's sling stone goes entirely wide while Crystal's weak shot just bounces off of the hide of the weasel. Its head jerks up and it twists in place, spotting the party and hissing loudly!
Still in surprise round! Czein, Ragnar, and Flexx can all take a standard action! Map has been updated.

Czein |

I'm not on the map, but it seems I can make a standard charge from the front of cover, and to Czein's character it makes sense to be as advanced as possible before the shot is fired.
Czein bursts from the bushes, laughing at the pitiful surprise shots.
Power Charge!: 1d20 + 6 + 2 - 1 ⇒ (16) + 6 + 2 - 1 = 23
Damage: 1d8 + 6 + 3 ⇒ (7) + 6 + 3 = 16
He grips the axe by the very bottom of the haft to make his reach count, placing his thumb around the fastenings of the second blade. At the last step, he leaps as high as his big frame allows and brings the blade crashing down on the poor critter. "GWAHAHAHA!"

GM SpiderBeard |

lol, okay, youc an be on the ground.
Roaring out a mighty, yet incoherent battle cry, Czein rushes in at the gigantic weasel, and his axe slams solidly into it. The weasel lets out an ear-piercing squeal which causes Marit to clap her hands over her ears, and Juid's poor donkey to haw in distress.
Flexx is up, I'll GMPC if he doesn't post by tonight.

Ragnar Djorinson |

Ragnar moves up a bit and fixes the creature with his stare.
Evil Eye (Su) (-2 AC for 7 rounds, will save DC 15 reduces to one round)
Since it's the surprise round, can we really move and use a standard action? Sorry, but it's been a while since my last full-grown Pathfinder game.

Juid lan Déguîs |

Charge is an exception to what Crystal said. "If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn."

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Flexx jumps on the offensive, and moves toward the target. He can not wait to get a piece of this giant weasel. It has been a long time since he's had the luxury of hunting on land.

GM SpiderBeard |

Czein: 1d20 + 2 ⇒ (11) + 2 = 13
Flexx: 1d20 + 4 ⇒ (10) + 4 = 14
Crystal: 1d20 + 3 ⇒ (12) + 3 = 15
Ragnar: 1d20 + 2 ⇒ (1) + 2 = 3
Juid: 1d20 - 1 ⇒ (5) - 1 = 4
Sutandir: 1d20 + 3 ⇒ (3) + 3 = 6
Mr. Weasel: 1d20 + 4 ⇒ (19) + 4 = 23
The weasel, quick as a hiccough, twists, shrieking in its rage as Czein withdraws his axe. It then leaps on the half-orc, trying to bury him under its weight! It manages to clamp its mouth onto Czein's side, biting down and he can feel a strong suction as the weasel begins to drain his blood!
Attack: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Czein takes 4 damage. The weasel is attached - Czein is not technically grappled and can act normally, to remove the weasel he'll need a grapple or escape artist check. EVERYONE IS UP!
Weasel (16 dmg) (grappling)
---
Czein (4 dmg) (hey, you've got a weasel on your face)
Flexx
Crystal
Ragnar
Juid
Sutandir

Czein |

kay nope...
Meathead smash!: 1d20 + 6 - 2 - 1 ⇒ (17) + 6 - 2 - 1 = 20
twice!: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
Damage 1: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Czein swings his axe hard once, but forgets to change his grip and can't get a proper swipe with the second blade. He then forces a step (5ft southeast) so that the critter is open to attacks from the others.
-Posted with Wayfinder

Ragnar Djorinson |

Ragnar will now use the hex as described in my last post.
-Posted with Wayfinder

Crystal Delphi |

Round 1: Actions
Move Action: Move to get a clear shot at the weasel
Standard Action: Try to shoot it
Crystal narrows her eyes and moves to get a better shot at the weasel biting Czein, lining up a shot and trying to focus.
She winces and takes the shot...
Attack (PBS, Into Melee): 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
Damage (PBS): 1d8 + 1 ⇒ (3) + 1 = 4

Sutandir Zarill |

Sutandir moves around the area to try to help Czein, if only by being a distraction.
Double move as indicated with arrows. If the mushroom looking thing blocks movement, then the extra 5' required to get there makes him land at the square marked with a plus sign. Draw rapier while moving.

GM SpiderBeard |

The group begins to move around the weasel but its shrieks come to an abrupt end with another swipe of Czein's axe; it hits the gigantic creature directly in the neck and it collapses dead.
End of Combat

Ragnar Djorinson |

Ragnar shakes his head, a bit amused about their effectiveness, his own included.
"We should search the houses, maybe someone was able to hide," Ragnar says, his eyes fixed on the gruesome sight. It would be a miracle if anyone survived this butchering.
Search (untrained): 1d20 + 4 ⇒ (5) + 4 = 9
Ragnar begins moving through the homes, beginning with the one closest by. He opens the front door after saying: "I'm coming in now. Don't be afraid, we are friends, it is safe again out here."
He tries to sound as calm and comforting as possible.
Diplomacy: 1d20 + 11 ⇒ (5) + 11 = 16
Once he is inside, he thoroughly searches the home, opening wardrobes (if there are any) and looking under beds. But since he doesn't like ruining his cloths, he won't walk through pools of blood or crawl under something dirty. There is a reason he doesn't have Search trained.

Juid lan Déguîs |

Worried about infection, Juid fetches water from the village's source - well or stream - and moves forward to wash and examine Czein's wounds. He flushes out the bite wound, watching for any signs of "water-fright". After doing so, he invokes the aid of Sarenrae and channels positive energy CPE: 1d6 ⇒ 4 to undo the rodent's damage, first making sure to put enough distance to between them and the creature.

GM SpiderBeard |

Czein's wound is thankfully clean, although the bite of a creature feasting on the dead would have certainly festered without Juid's treatment. Crystal and Ragnar search the hamlet in detail, but are dismayed to find no survivors. The hobgoblins were thorough. However, Crystal discovers a hidden trap door in the ground, having noticed an irregularity beneath some piled firewood. In the ground she finds a simple root cellar with some supplies of vegetables, and a wooden box beneath some onions.
Within the box is a wand and two potions.

Crystal Delphi |

With a grim expression on her face, Crystal emerges from the hidden cellar with the wand and potions.
"No survivors. But the hobgoblins missed these." She says, sitting down on the ground and setting the wand and potions before her. She intones a prayer to Pharasma and examines the items in earnest, her eyes glowing blue.
Casting Detect Magic and trying to ID the items.
Spellcraft (Wand): 1d20 + 4 ⇒ (16) + 4 = 20
Spellcraft (Potion 1): 1d20 + 4 ⇒ (3) + 4 = 7
Spellcraft (Potion 2): 1d20 + 4 ⇒ (4) + 4 = 8

GM SpiderBeard |

Crystal identifies the wand as a wand of cure light wounds, with 13 charges remaining. Sutandir identifies the potions as a potion of barkskin +2 and jump.

Ragnar Djorinson |

While the others are busy, Ragnar inspects the boats.
-Posted with Wayfinder

GM SpiderBeard |

There are four little fishing boats moored here, replete with two paddles and fishing gear. They could comfortably hold two people, three in a pinch.
Marit steps out of a hut, shaking her head.
"This is so sad. The people from this village were strange but... bah, those hobgoblins kill everyone!" She then eyes the boat, and looks back to Pisim, and back to the boat. "Uh... Mr. Juid, sir? I'm not sure we can get your donkey in a boat."

Juid lan Déguîs |

"You are probably correct, Marit, though I have never tried. Perhaps there is a raft?" he ponders, looking around hopefully. "Normally I wouldn't think twice about leaving him here to graze for a day or two, but with weasels here the size of rocs, I'm loathe to do so this time. Just how deep are these waters? Is there perhaps a place to ford them?"

Crystal Delphi |

"This wand is enchanted to heal a man's wounds." Crystal holds up the wand she found. "I think that Juid would make the best use of this--however, there's only 13 charges left in it. I hope you're not superstitious about that."

Juid lan Déguîs |

Juid glances at the dhampir in surprise and then realizes she's joking with him and smiles. Then he wonders if she IS joking with him and his smile tightens just a tad at the edges.
"While I believe in omens, I think counting is merely a handy convention. I can certainly wield the wand, and it will allow me to use my spells to better, or rather, other purpose. However, if there is another who can use it, it would be handy to double up our healing in a pinch."
His eyes continue to wander down the shoreline looking for a raft. When he doesn't find one, he considers how best to ensure that Pisîm isn't devoured by a hungry animal.
"Marit, if something should happen to me in the town, I hope you'll make good use of this fine beast." he says, scratching the donkey between the ears.

Sutandir Zarill |

Sutandir sniffs at the vials and tests their contents. "This one will toughen your skin for about half an hour. The other makes your legs very springy, like a frog's. It should last about a minute. Any of us could make good use of them."
"I can't think of anything to help with the donkey, sadly. Maybe if anyone is good at tracking, they could check the area to see if there's evidence of more of the weasels. If not, it might be safe here for a short time."

GM SpiderBeard |

Marit smiles and strokes Pisîm.
"I am no good in a fight, but I think I have helped where I can so I can stay back here. The hobgoblin patrol has been killed, it should be safe for us. I can take Pisîm to my brother's cabin and wait. He's a good donkey, isn't he? You do what you must, you know where to find me. Thank you so much strangers, I am always in your debt. If you have any last questions about Douleurs, please, let me know."

GM SpiderBeard |

The group carefully piles into the boats, splitting themselves amongst three different boats. These are basic wooden rowboats with two paddles on each side. Marit waves from the shore, shouting her blessings, before she tries to lead Pisîm off, which she eventually succeeds at.
You paddle southwards down this enormous, beautiful lake. Ringed by mountains, its waters are crystal clear, fresh, and cold, not to mention teeming with fish. The horror of the fishing village seems a distant memory as you paddle southwards, the only thing marring this pleasant journey the knowledge of the gruesome battle ahead, and the fact that it is still raining.
Finally, Douleurs comes into sight. The face of the town towards the lake shows a variety of ramshackle huts with boats of all sorts crammed up against the shore line and tied to various posts. The spires of the cathedral of Pharasma are clearly visible on the west side of town.
The boats can easily be piloted by taking 10 on survival checks and you'll be able to reach the town no problem. I will have a map of the town's shore up this evening. As for now, you'll want to think of your approach.

Ragnar Djorinson |

"I say we stay quiet and sneak into town. The most bulky of us wear the disguises, the rest plays prisoners. If someone spots us, it might fool them long enough to give us an advantage. But where do we go first? "
-Posted with Wayfinder

Ragnar Djorinson |

"Up close they'll notice us anyway, it's just so we don't immediately set off their alarms. I'm best suited as a prisoner I guess. "
-Posted with Wayfinder

GM SpiderBeard |

Okay, God will take over and GMPC the other four people. Czein, Flexx, and Sutandir are guards. Juid and Ragnar are prisoners. Also, sorry for not having the map up.
The group manage to awkwardly suit up in the two boats, and can begin approaching the town. The town sprawls from the west to the east. Higher buildings are on the eastern side while the western side has more lower buildings, huts, and houses. A large road splits the town in two.
Two hobgoblins can be seen on the west and east gates on guard.
West, east, or centre?

Ragnar Djorinson |

Perception : 1d20 + 3 ⇒ (11) + 3 = 14
Vi's Perception : 1d20 + 5 ⇒ (2) + 5 = 7
-Posted with Wayfinder

Crystal Delphi |

Taking 10 for Perception lets me beat that. 10 + 10 = 20.
Keeping her eyes down, Crystal notes the presence of the two hobgoblins at the west & east gates.
"Two of them at the gates; east and west." She whispers.

GM SpiderBeard |

As the group peer over the town they can make out specific points of interest. Near the west gate is the impressive cathedral of Pharasma, a location Marit had mentioned was used as a place to hold a large number of imprisoned citizens. Across the street from that is the wide, low building that is likely the textile factory, another major gathering place.
On the other side of town, the group can vaguely make out behind a series of brick shops a large courtyard that is likely the location of the town's barracks and jail, a location where the 'most difficult' townsfolk were kept. Down the centre street of the town is Douleurs' large inn, a multi-storey building, although its use during the occupation is unknown.

Sutandir Zarill |

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Sutandir just makes out the guards as Crystal mentions them.
"Do we want to try a surprise attack?"
Sutandir looks for a safe place to land from which to sneak up on the guards.

Czein |

"Let's see how far the disguises get us first. Pick up the pace paddling a bit, but let the boats drift off course, as if there's a current or strong breeze. That way we can get a bit closer before they can really look at us.