Orseb
|
"Indeed."
Survival: 1d20 + 4 ⇒ (12) + 4 = 16
(Cannot succeed in the Perception check.)
The grim cleric is at home in the graveyard. "Hm, footprints," Orseb says as he points at the ground. "Someone's been here recently. Looks like they lead behind that mausoleum."
Orseb follows the path, his weapon not drawn.
Hydris Bane
|
Hydris responds "The Goblinblood Wars were terrible for many. We're glad that you found Nolaria though."
survival: 1d20 - 1 ⇒ (16) - 1 = 15
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Hydris wanders aimlessly through the graveyard aimlessly for a bit, before circling around the mausoleum a few times
"I think you're right Orseb. We should check it out be be wary of danger, even the great Eando Kline never went into danger unprepared."
Hydris will unstrap his slingstaff from his back and drop a slingbullet into the sachet.
Hydris Bane
|
Hydris looks at Orseb in complete disbelief
"Only the most famous Pathfinder of all time. There's that beautiful statue of him right smack dab in the middle of the Grand Lodge... Long since passed but I'm able to channel his powerful spirt in pursuit of the Society's interests."
Justain Deckert
|
Well, lets see if she's there. Justain will also follow the footprints.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
GM Tyranius
|
Investigating near the mausoleum seems to only reveal a single black raven that is perched high overhead.
All of your shifting about seems to scurry up a bit of the wildlife. From the ground come a pair of ant's, mutated to many times their normal size as they seem to be covered in some sort of black and purplish goo that bubbles on their thorax's.
Hydris: 1d20 + 5 ⇒ (16) + 5 = 21
Justain: 1d20 + 4 ⇒ (15) + 4 = 19
Conal: 1d20 + 6 ⇒ (9) + 6 = 15
Orseb: 1d20 + 0 ⇒ (2) + 0 = 2
Fletcher: 1d20 + 5 ⇒ (17) + 5 = 22
Ok: 1d20 + 2 ⇒ (2) + 2 = 4
Giant Ant: 1d20 ⇒ 20
Round 1
Fletcher
Hydris
----------------------------------------
Ants
----------------------------------------
Justain
Conal
OK
Orseb
Hydris Bane
|
Know Arcana: 1d20 + 5 ⇒ (8) + 5 = 13
Hydis shouts "Ants!"
As he quickly lets loose a bullet from his slingstaff at the one with green markings.
pew: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d6 + 5 ⇒ (5) + 5 = 10
Hydris then takes a step aside and reloads.
Fletcher Noo
|
I can see that they're ants! Fletcher says with a hit of sarcasm. Big ones. What I want to know is, can they die?!?
Fletcher takes a five-foot-step south and fires his crossbow.
1d20 + 5 ⇒ (1) + 5 = 6
dmg: 1d10 ⇒ 4
Panic overwhelms him for a brief moment, before he is able to regain his composure and use a Move action to reload.
GM Tyranius
|
Hydris' stone cracks into the ant, releasing a clear liquid from its body as it writhes in obvious pain. Fletcherattempts the same manuever but with little effecct as the ants are on him in no time causing him to miss.
Enraged and in pain the giant ant smites Hydris as the pair bite at the group.
Green Bite vs Hydris AC 18; Smite; charge: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Red Bite vs Justain AC FF 12; charge: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Hydris barely fends the ant's mandibles off thugh Justain isn't as fortunate
Round 2
Fletcher
Hydris
----------------------------------------
Ants (Green -10)
----------------------------------------
Round 1
Justain (4/12)
Conal
OK
Orseb
Ok Hyeong-Ju
|
Hyeong-Ju will try to identify what exactly this purplish goo on the ants is.
Knowledge: 1d20 + 7 ⇒ (3) + 7 = 10 Nature, Planes, Arcana and Religion are all the same, but I assume that doesn't tell me anything.
Unsure, she swings a morningstar before stepping back to try and put some distance between her and the bug.
1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d8 ⇒ 2
Hydris Bane
|
With Hyeong-Ju out of the way Hydris also takes a step back before firing at the green one again.
sling: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d6 + 5 ⇒ (5) + 5 = 10
Hydris yells "Got it!" As he reloads.
Justain Deckert
|
Caught offguard, Justain elects to defend himself with his bare hands while wincing in pain!
Flurry: 1d20 + 4 ⇒ (3) + 4 = 7 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Flurry: 1d20 + 4 ⇒ (13) + 4 = 17 for Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Orseb
|
Orseb is slow to react to the threat. "Hm, I think I've heard of this Eando Kline," he calmly responds to Hydris. "I come from afar, and haven't been in Absalom for-" He stops when he notices the ants.
---
Orseb moves away from his allies, and presents his unholy symbol. Withering energy flows from it.
Negative energy: 1d6 ⇒ 1 (DC 14 halves.)
(I choose to exclude myself, and my Selective Channeling excludes Hydris and Ok.)
"Leave this one for me."
GM Tyranius
|
Justain's fists fly into a flurry as they wail into the red ant's head. Conal steps up and swings his falcata at the ant. Though he needs to put more strength behind it to be able to penetrate the insect's thick hide.
Turning its head around the large ant bats OK's morningstar away and nearly knocks it from his hands. Orseb sends out a wave of negative energy that washes over the area that catches the ant and Flethcher causing Fletcher to feel ill from the effects.
Fletcher sends an arrow at thered ant and it clatters harmlessly off of the thick shell. Stepping back Hydris sends another stone into the green ant. It shudders a moment before falling to the ground.
The remaining ant cntinues to mindlessly munch at Justain.
Bite vs Justain Ac 15: 1d20 + 3 ⇒ (5) + 3 = 8
Justain grabs ahold of the mandibles and holds them off from biting into him. His muscles strain at the creatures might.
Round 3
Fletcher (10/11)
Hydris
----------------------------------------
Ants (Red -4)
----------------------------------------
Round 2
Justain (4/12)
Conal
OK
Orseb
Orseb
|
(I don't think Fletcher should have taken that channel damage. I can exclude three people with Selective Channeling: I have 16 Charisma. I would have excluded Fletcher. Moreover, Fletcher moved to his location after I channeled (due to initiative order), and when I channeled the only people in the area were (me), the ant, Hydris and Ok. And even then, Fletcher isn't within 30 feet of me now.)
(Anyway:)
With one of the ants slain, Orseb closes the distance to his allies. His silver unholy symbol glowing, he places a hand on Hydris's shoulder. "Endure more pain."
(Virtue. +1 temporary hp.)
Hydris Bane
|
Hyrdis nods to Orseb as he scrambles up into a flank with Mr. Therinor and tries his luck in melee with the ant.
melee: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
damage: 1d6 + 4 ⇒ (5) + 4 = 9
Conal Therinor
|
Conal switches weapons when he realizes his blade isn't as effective against the ants' shells. He grabs his morningstar from his belt and swings.
attack: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 221d8 ⇒ 3
Justain Deckert
|
Justain continues to punish the ant as best he can!
Fist: 1d20 + 4 ⇒ (10) + 4 = 14 for Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Fist: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Ok Hyeong-Ju
|
The oread rushes at the remaining ant, swinging wildly.
Charge: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
GM Tyranius
|
@Orseb- Corrected as you can selective channel him out still, though he was just barely in the 30 foot radius.
Justain rushes up and punches the giant ant in the top of its head as Conal finds his Morningstar a bit more effective and cracks open the ant's thick exterior.
Ok rushes in blindly and swings about recklessly while Orseb blesses Hydris with words of wisdom.
Fletcher aims his crossbow and levels it right with the ant's eye. A twang is hear followed quickly by a dull thud as the ant hits the ground.
The large raven swoops down to land on a nearby gravestone and begins cawing wildly.
Behind the gravestone lie a cold iron morningstar. It looks to be covered in the same purple vile goo that the ants were covered in. There is also a wand of bless weapon (which has 10 charges left), along with a pouch containing an elixir of hiding and an elixir of vision.
Fletcher (11/11)
Hydris (+1 Temp hp)
Justain (4/12)
Conal
OK
Orseb
Orseb
|
Int: 1d20 - 2 ⇒ (15) - 2 = 13
"'Yellow-foot' sounds like a disease if you ask me." Orseb brushes dust from his robes.
The cleric volunteers to help with activation of healing wands. Everyone seems to be fine except Justain who doesn't own a wand, so Orseb uses his own on him.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
"That should do it. How does it feel, by the way?" he asks Justain. "To experience biting pain, and then having it disappear by the use of healing magic? Could you describe the sensation in your own words?"
Justain Deckert
|
Miraculous. Justain's first experience with actual battle seems to have opened his eyes a bit wider. I hope I don't have to experience that too often. Thank you for your aid.
Yellow-foot? Could it be a nickname for the girl? Who else could have left these items here lying around?
GM Tyranius
|
The footprints look more like a small scuffle ensued rather than leading anywhere in particular.
With little else to go on the group decides to ask a few residents around town about the significance to the reference 'Yellow Foot'. After several hours you still come up empty handed as one by one the residents shake their heads in confusion, not wholly sure what you are talking about.
Ok Hyeong-Ju
|
Carefully picking up one of the vials, the oread asks the others,
"Can any of you figure out what this is? If not, perhaps a return to Pricknettle's would shed some light.
Hydris Bane
|
Hydris muses outloud "Those had to come from somewhere... Let's head to The Old Gallows in the center of town, I'm sure whoever's stationed there has at least an opinion on the goings on about town."
GM Tyranius
|
Returning to the Old Gallows, Both of Saringallow’s town squares— the old Merchant’s Square to the south and the Traveler’s Square to the north—were the site of dozens of hangings following the uprising against House Sarini. The original gallows still stand, kept in working shape as a matter of tradition and occasional necessity, though they have seen less use as the decades have passed. A single guard stands watch at each site at all times during the day, a duty that is partly symbolic, but also serves to keep guards at easy hailing distance for much of the city. On the rare occasions when an executioner is needed, a guard dons a solemn (and disguising) hood and takes up the traditional axe and lantern to dispatch the condemned.
Hydris Bane
|
Hydris looks around for the guard on duty to talk to.
Assuming he is located...
"Hi there, name's Hydris Bane, we've been hired by Mayor Trinelli to look into the disappearances of the various apprentices. I'm sure you see a lot of goings on from here. Where did they like to go and hang out, especially away from the prying eyes of adults?"
take 10 diplomacy if needed: 10 + 7 = 17
GM Tyranius
|
The guard looks a bit annoyed as Hydris interrupts him, though he seems willing to help.
"Yea, we see a bit, though we are a bit short-staffed as I am sure the Mayor explained.
Where did they like to go and hang out?
The guard looks a bit confused. "The Mayor didn't tell you who they were apprentices of or where they worked?" He shrugs. "No clue where the kids went to away from prying eyes. Their masters might know a bit more."
Fletcher Noo
|
Oh, yes, Fletcher says. We've talked to a few of them. Just wondering if someone might've seen something else, that's all. He smiles gregariously, looking about. Say, we're looking for someone called 'Yellow-Foot' too. A little bird told us about that, heh. Not sure who they meant, though, Any idea?
Diplo aid: 1d20 ⇒ 14
GM Tyranius
|
The guard thinks for a couple minutes. "Sorry, ain't heard of anyone calling them-self Yellow-Foot 'round here." He shrugs.
Orseb
|
"Hm. Strange."
"What do you make of this series of disappearances? You know this town better than we do. What does your gut say?"
(We have some other leads to follow, as well. There's the haberdasher's apprentice, the apprentice at local tavern, the baker's apprentice, and the cobbler's (as in, shoemaker?) apprentice. Anyone wanna roll a d4?)
GM Tyranius
|
"What do you make of this series of disappearances? You know this town better than we do. What does your gut say?"
"Hard to say. They are kids. Probably just ran off to get in trouble is all."
With more questions and even fewer answers the group heads off to Dependable Drummady's. Saringallow’s most successful cobbler, “Dependable” Drummady Laterna has a reputation for making the sturdiest footwear in town at reasonable prices, and is willing to repair any shoe purchased from her store at a steep discount. Her business truly took off 3 years ago when she split with her husband Petrello, who tried to exercise control over the business even though he is a far inferior crafter than Drummady.
When you approach the cobbler’s shop, you find Drummady in a state of grim resolve. She refuses to allow her business to falter because her children are missing. Raising her eyes from her machine she hardly looks up from her latest project. "What can I do for you. I am a bit backed up at the moment?"