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which way to the witch queen? asks Mandower as he addresses the goblins. and he starts heading off in that direction even if he goes alone.

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"Mandower... wait.." cries Orophin.
"The witch queen is hundreds of miles away. We have to make sure the Goblins are okay. If you really want to find an icy death, then you can find it once they are safe."

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In this area there is no ice, snow and storms.
The goblins shiver and shrug when hearing Mandower's question. "We don't know. We heard the legends from our parents and they heard them from their parents. But it's true, for sure! Please, kill that thing! One less is always the best option, believe us, they are evil!"
Orophin can see the doll's eyes moving. They look intelligent, but the doll remains seated.
Perception Doll: 1d20 + 3 ⇒ (16) + 3 = 19
Ini Doll: 1d20 + 6 ⇒ (16) + 6 = 22
Ini Eponine: 1d20 + 2 ⇒ (8) + 2 = 10
Ini Gustav: 1d20 + 3 ⇒ (4) + 3 = 7
Ini Ludwick: 1d20 + 8 ⇒ (13) + 8 = 21
Ini Mandower: 1d20 + 3 ⇒ (16) + 3 = 19
Ini Orophin: 1d20 + 1 ⇒ (16) + 1 = 17
Ini Tenerek: 1d20 + 3 ⇒ (7) + 3 = 10
Ini Usawoti: 1d20 + 3 ⇒ (2) + 3 = 5
Eponine throws her bomb and hits the hut and the doll inside. The clothes and the hair of the doll are a bit scorched.
Right after the bomb hits the doll you see it moving out of the hut, towards Eponine.
Round 1
Doll
Ludwick
Mandower
Orophin
Tenerek
Eponine
Gustav
Usawoti

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"What a strange thing. Is it some type of Golem?" ponders Orophin.
He draws a large morning star and advances on the strange doll, smashing the heavy mace down upon it.
attack: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d10 + 2 ⇒ (10) + 2 = 12 <-silver and blunt if significant.
"Look after the goblins!" he shouts back.

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Orophin the brutal.. no more babysitting.. Rarg!!!
Tenerek uses studied target on the doll, Point blank shot and fires a single arrow
Longbow att and dmg: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 101d8 + 2 ⇒ (3) + 2 = 5
-4 in melee

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Eponine moves 20' towards Orophin and Uswati while she mixes and throws yet another bomb. To Hit: 1d20 + 6 ⇒ (13) + 6 = 19, Damage: 1d6 + 5 ⇒ (5) + 5 = 10.
"I suppose it could well be a construct?"
K. Arcane: 1d20 + 8 ⇒ (3) + 8 = 11

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"Goodness, the goblins were right! To arms!"
Whenever it gets to Gustav's turn, he'll attempt to identify the thing.
knowledge-arcana/history/planes/religion: 1d20 + 7 ⇒ (9) + 7 = 16
knowledge-any other: 1d20 + 3 ⇒ (12) + 3 = 15 caps at 10

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Orophin swings his mace at the tiny doll, but hits only grass. Tenerek also has difficulties to hit the tiny target. Eponine finally lands another hit at the doll. The doll has already a hole in it's percelain head, but is still standing.
Round 1
Doll -14HP
Mandower
Orophin
Tenerek
Eponine
Gustav
Usawoti
Eponine and Gustav know that the doll is a construct, a soulbound doll. It's tiny and has a DR of 2/magic. It's susceptible to mind-affecting effects and it is able to cast spells.
Eponine, do you have a feat that let's you choose squares not to be hit by the splash? You would hit Orophin with splash damage otherwise.

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Even though the terrible thing is susceptible to effects of the mind, Gustav decides not to attempt to use his Necromantic powers to cause fear, but to call forth another servant from the grave!
"Arise, my servant! Defend me from this wretched thing!"
Gustav spends a point of Mental Focus from the raven on his shoulder to use Necromantic Servant to call a human zombie from the ground in the square west of him as a standard action. He then draws his kukri as a move action.

Minion... |

I'm a zombie. My initiative modifier is +0, it may be a while before I get to act.
"Uuuuuunnghhh....."
Once the foul thing clears the ground, it steps between Orophin and Usawoti, swinging its heavy arm at the porcelain menace.
slam: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d6 + 4 ⇒ (3) + 4 = 7

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Mandower will watch over the goblins, but he still has a crossbow, that light crossbow he picked up so he stays put, but can still fight
hit: 2 + 1d20 ⇒ 2 + (3) = 5 at the doll does not include cover penalties, lets assume this is is continous action if I'm not there to post.
dmg: 1d8 ⇒ 8 piercing

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Tenerek Rapid fires at the Doll
Studied target +1, -4 for in melee, Point blank Shot +1
Longbow : 1d20 + 5 - 4 - 2 ⇒ (20) + 5 - 4 - 2 = 191d8 + 2 ⇒ (4) + 2 = 6
Longbow crit Confirm : 1d20 + 5 - 4 - 2 ⇒ (12) + 5 - 4 - 2 = 112d8 + 4 ⇒ (5, 1) + 4 = 10
Longbow : 1d20 + 5 - 4 - 2 ⇒ (16) + 5 - 4 - 2 = 151d8 + 2 ⇒ (5) + 2 = 7

Minion... |

"Rrrrrrrnnnngggghhh....."
The mindless combatant from beyond the grave knows little else but destruction and, so continues to attack the doll, slamming fist after fist into the disabled thing until finally called to a halt by its summoner.
It falls still and silent but still projects an air of malice.

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Tenerek will sneak into the hut and check it out, looking for traps.
Stealthy Sneakiness: 1d20 + 7 ⇒ (6) + 7 = 13
Perception and Lookiness: 1d20 + 4 ⇒ (10) + 4 = 14

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The hut is empty except the chair the doll was sitting on. This chair is already damaged from Eponine's bomb. The hut does not have any traps installed.
The zombie destroys the doll further, the eyes stay intact but the now broken chest reveals a piece of pale blue quartz inside its chest, carved into the shape of an intricate snowflake.
It's an exquisite piece of craftsmanship and worth 1000 gp as an art object.

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Orophin admires the beauty of the quartz, but doesn't appreciate the objective value of it.
Looking towards Eponine he suggests "Can you finish burning down the hut? No sense in leaving it behind to have a new doll installed."
Then he gathers up the goblins. "See, nothing to worry about now. Let us head onwards."

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K. Arcana: 1d20 + 8 ⇒ (17) + 8 = 25
Eponine fills the others in on the construct's soul focus. If at all possible to know that it would be safe to do so, Eponine will carefully take the soul focus, and tuck them in her pack. If doing so would somehow allow the doll's owner to track the party's location, she will leave the Soul Focus behind.
"Someday, I want to build my own Homunculus. These may prove invaluable in that attempt, but if there would be a danger to the party by taking them, I will forgo the educational value they possess. . . Maybe I could fashion one similar to this doll. "
"I suppose we could burn it to the ground."
Eponine will scout the building for a dry area, and do her best to set a fire to reduce the building to ash, using fire bombs as necessary.
Survival: 1d20 + 4 ⇒ (12) + 4 = 16 to burn the place via mundane methods before resorting to spending costly alchemical agents.

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Mandower stays back with the goblins. Do you all want me to move them forward?

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As Mandower moves up with the goblins as told, leading the pact.

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"Ancient Spirits of....[mumble, mumble] your servant has performed its duty."
Gustav looks at the zombie, into the holes that were once eyes, and releases it from service.
Nothing mentions dismissability in the power's description or under animate dead, the spell that it acts as. If it is not dismissable, Gustav instead directs it to stay 60' behind the group and defend us from any attacks from the rear until its duration expires (10 minutes).

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Eponine, making sure she has reserved at least two bombs for actual combat use after doing her best to ignite the hut, follows the others into the wilds once more.

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With some wood and some fire Eponine is able to burn down the hut. The goblins are watching it burn with big eyes. They smile. Eponine takes the soul focus with her. The Society might want to have a look at it.
After a few more hours of marching you have now left Irrisen behind and crossed into the easternmost region of the Lands of the Linnorm Kings, a barren and well defended land called Hagreach. The map indicates a Blackraven way station along the trackless route to Trollheim where you may rest and recuperate before the last leg of your journey.
The goblins start to complain again that they are hungry and tired.

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Gustav spends most of the hike discussing the soul focus with Eponine; the idea of a soul bound to a material object fascinates the occultist greatly.
"Hmm. Blackraven? Quite the coincidence, I'd say (chuckles). Our pyromanic friends are hungry and tired. Perhaps we could find lodging there."

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Eponine feeds the goblins another third day's rations to sooth their attitudes. "If you are good, we might even buy you some pickled Halfling toes at that way-station, if they are open." she chimes in, speaking Goblin. "but only if you are good. Don't let the people in there know you speak common. Only speak goblin. I will translate if needed. Not much of an advantage, but they might say more than they should in front of you if they think you don't understand."
In common, she adds, "With out luck so far, this will go badly. So we don't have to rely on signs, can you stack message on as many of us as possible? At least on the group with the goblins, and the scout group?"
As she finishes her thought, Eponine pats her pockets, checking for her mutagen, and fetches a tanglefoot bag and a couple alchemist fires two that she had stored for safety in Salt's pack.
[EDIT:]
Eponine recalls that she remained with the goblins once thus far, along with Salt, while Orophim masterfully dealth with the troll ferrymaster. "I think I am up again on goblin babysitting. Any of you especially knowlegable on throwing flasks? It is trickier than it looks. The little buggers are slippery!"
After handing out any items the others may need, Eponine resolutely remains with the goblins to act as translator/babysitter.
I think it is my turn to babysit. If anyone wants, I have 2 alchemist fire, 1 alkalai, 1 acid, and 1 tanglefoot bag left.

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Usawoti happily removes his pack so Eponine can retrieve her objects, as the Goblins eat he munches on some dried fruit that he had been carrying, occasionally giving raisins to the goblins. He watches as Eponine passes out the funny little breakable containers and listens as she talks then asks
Luck badly? salt told luck good; bad luck bad, Usawoti mean Salt
He continues following behind the goblins, making sure none get lost, trying to figure out which ones are the babies and which ones are the little buggers.

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Orophin shares two of his "Extra" days rations with the goblins.,
"There you go. We'll have you resting soon, and with more food."
"I'll go first as before.
He then approaches the way station on the lookout for anything unusual.
perception: 1d20 ⇒ 9
In particular he is keeping eyes open for dogs and horses!

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The woods open to a clearing where a large, grass-covered mound, like a small oblong hill, dominates the area. A stout wooden door is set directly into the side of the mound, while a thin trail of smoke rises from the very top. Immediately to the south is a wooden horse stable, all of its doors closed.
This longhouse and the adjoining buildings belong to the Blackravens, an elite Ulfen militia that guards the border against ice trolls and other invaders.
Orophin can't see any dogs or horses.
new map is up in a few minutes

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Mandower moves here, earthbreaker in hand. if there are enemies ahead, don't do anything yet, I want to give my teammates a chance to move before jump starting combat, that literally took about 12 seconds in-game time to move to that position, which means everyone else would have had a fair 12 seconds/2 rounds to move their characters a well.

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Before approaching, Gustav casts message on all non-goblins. It lasts 10 minutes at a time, he explains, so don't dilly-dally.
As we begin to get into position, Gustav thinks it wise to share his arcane communication with the leader of the goblins and the raven, which he instructs to circle overhead.
"I really hope that all of these preparations are for naught. I'd greatly prefer to not have to fight humans."
Nevertheless, the Vudran war-blade leaves its sheath and finds his hand behind his back.

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Hearing Orophin's call a young man comes out of the main building. "Hello and welcome. I can see that you are the Pathfinders escorting the goblins to Trollheim. My Name is Enrik Ironjaw. Freyr Darkwine told me you are coming. Please make yourself at home. A hot meal and drinks are waiting for you in the longhouse. You can lock the goblins in the storage room while you have dinner." Enrik welcomes you.

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Gustav whispers to Orophin from afar.
Gustav mutters to himself, eyeing the goblins curiously.
Do the goblins give their knowledge of Taldane away?

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Orophin nods to Enrik.
"These goblins need to be treated with some respect."
He heads to the storage room to inspect it and make sure it will prove comfortable enough for the goblins.
perception: 1d20 ⇒ 14
While in there he will also leave some more rations for the goblins.
Coming out he asks "I thought our mission was a secret. Do you have food for our charges as well?"

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"I have plenty of rations, I will go with the goblins to the shed. It has to be warmer in there than it is out here." Eponine pauses to blow some warm breath on her frigid fingers.
Something is wrong methinks
Sense Motive: 1d20 + 0 ⇒ (16) + 0 = 16
"I would feel better if at least one or two of us remained with our charges. Pity to make it this far and discover they have eaten each other while we left them abandoned in a shed." Eponine finishes as she straightens her hood, and re-wraps her scarf, momentarily obscuring her face again.
Bluff: 1d20 + 0 ⇒ (16) + 0 = 16
Unless anyone objects, Eponine wanders to the shed with the goblins.

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Tenerek is relieved to find a friendly face finally and an offer of shelter, being on guard all the time cane be wearying
All considered though he keeps an eye out for anything suspicious.
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Tenerek goes in for some food.

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Usawati looks at the strange building and the small shed, feeling weird to abandon the goblins now, he goes with Eponine, hearing the message in his head. he tells the gnome.
salt stay outside
salt stays outside the door of the shed so he can see what's going on outside.
salt stays outside keeping an eye out
perception: 1d20 + 5 ⇒ (8) + 5 = 13

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Gustav renews message as requested.
"It will only last for ten minutes, remember! I would feel better if a big guy was in with the goblins, too. Maybe Salt or Mandower."
Pleased with the prospect of proper hospitality, Gustav joins the others in the dining hall.

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"Dry and warm. More than I have had in days and days. This is sufficient."
Eponine enters with her companion goblins, and settles in. Once Ironjaw and his companions leave the goblins and Eponine alone, she immediately begins searching the small outbuilding for means of escape should the need arise.
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
"Dear goblins, I fear something may be amiss. I will trust you with these, against my better judgment." Eponine whispers, handing over two alchemist's fire to the goblins, "Use them only in case of emergency. You will like them. They make fire. Use them on people trying to harm you, who are not me."
Eponine prepares to down an extract of 'Targeted Bomb Admixture' due to the small interior of the shed, and holds her mutagen in her hand, just in case.

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Who wants to be with the goblins? Only Eponine? Is that correct? And salt stays outside? Also correct? The rest of you has dinner?
"Well, if you insist on being locked in with those tiny guys. But you will miss some good food and drinks. If you need something or want a relief knock two times, wait two seconds and knock three times. We will know it's you and open the door." Enrik says to Eponine thinking the goblins don't understand what he's saying.