
Suchak Iskal |

"Get ready. There's something big heading this way."
Suchak, for his part, readies one of his special attacks.
Readied action to use a Maneuver on the big creature when it comes into sight.

Winter Guard Aught |

I forgot to factor in Fast Healing 2, healing a total of 4 hp for the 2 rounds he spent raging.
Aught takes a deep breath and releases the energy he had built up. He sets his polearm on his back as he readies his shield and warhammer.
Is combat over for the moment? If so, Aught will ready an action to cast Enlarge Person on himself triggering if the creature is huge or bigger.
If we are still running on combat turns, he'll just stay with the hammer and shield.
"What horrors plague Hollowfeld? What could have possibly happened to these people? To this place?"

Winter Guard Aught |

Whoops! I was under the impression it was over, I'm sorry. Let's keep the bardiche, and go with the readied enlarge spell

|Podrick| |

"Hrmph; I wonder exactly how far gone these poor souls are..."
Taking a breath, a well-practice series of notes hum through the air, coalescing in the form of a large prison of ice, snow walls and icicle bars hovering in the air, ready to slam down should an enemy appear. Podrick nods with satisfaction.
Silent Image

GM Gark |

Podrick casts a spell of illusion, holding a crystalline ice cage above the village square.
Initiative Order:
Suchak
Horn
Aught
Monster W
Podrick
Monster Y
Round 3: Suchak is up! Horn and Aught also have actions upcoming, though I can just assume Aught does the weapon swap he was planning on last round.

Horn |

Horn-the-whirling-wind continues to float above the town. He readies to direct his Ghoan Plainsrunners to trample whatever emerges from the building.
______________
Horn move to the spot shown on map, 40' above the ground. He'll send the tramplers toward whatever exits the building that the noise came from (unless they look friendly, in which case I'll delay).

GM Gark |

Sorry Suchak, I totally missed that prepared action. Here we go.
Suchak tenses his muscles, ready to respond when whatever made the sound shows itself. Horn commands his summoned Plainsrunners to follow the sky-priest's example, floating high above any of the buildings. Aught braces himself, hand poised in the beginning of an arcane gesture and words of power ready on his lips. Podrick, focusing on his illusion, suddenly hears a low, growling drone - almost like the sounds his greater kin make, but with no semblance of harmony, and making foul chords that send a shiver down the cetakin's spine.
Then, with a great crash, a gigantic ocher slug with seven tentacles tears out of a house, knocking out the front pillars and collapsing the lower floor. As it moves, the group bursts into action. Podrick drops his cage around the house, followed by Suchak's prepared maneuver. Horn urges his Plainsrunners forward, and one manages to charge forward and gore the gigantic fleshy monster. As the slug lashes out at the oncoming foes, Aught completes his spell, growing to more than fourteen feet in height.
Not sure what maneuver Suchak's using but it probably won't alter these rolls:
B aurochs gore (charging): 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19 Piercing: 1d8 + 12 ⇒ (3) + 12 = 15
W tentacle on B aurochs: 1d20 + 7 ⇒ (9) + 7 = 16 Bludgeoning: 1d4 + 6 ⇒ (2) + 6 = 8 Grab: 1d20 + 14 ⇒ (4) + 14 = 18
As the aurochs tears open the monster's rubbery, slimy skin, the monster retaliates with a tentacle and secures a grip around its leg.
Aside: The original DC to identify the corrupted triaxians/elf seems too high in retrospect (I was trying to represent the difficult a character without darkvision would have had, at the start). I'm modifying it to 15. As per the rules (I think?) if you get 5 higher than the DC you'll get additional info.
Podrick is up!

Suchak Iskal |

Balls. Too far away for me to effectively attack with Flurry Strike.
Okie doke, Fading Leap it is then.
Suchak disappears from his current position, and reappears 60 feet to the west, then quicksteps forward one more.

GM Gark |

Suchak teleports towards the melee.
Actually wouldn't haste add to your movement speed for the fading leap calculation?

GM Gark |

Does Veiled Leap go off of base speed? I'm not sure if "movement" should be taken to be "base." Though it would gimp armor-wearers a bit . . .
Incidentally, here's a better-resolution image I forgot to upload before posting the OH YEAH entrance. If anyone wants a better idea of what these things look like!

|Podrick| |

K. Dungeoneering: 1d20 + 9 ⇒ (3) + 9 = 12
Podrick's memory fails him as he surveys the creature; concentrating, he sings a note and his cage drops from the air to the ground, encasing the creature in stone, unable to move or use its limbs but with enough gaps in the bars for his allies to attack through. "Illusion, dear companions!"
DC 20 Will save for the monster to break through the illusion

|Podrick| |

"Ah, blind, of course. I should have guessed."
Taking a breath and letting out another chorus of notes, Podrick calls down the sun in a mighty fire-storm to engulf the creature, black embers flickering through the blaze.
Shadow Evocation to cast Fireball on the creature
DC 24 Will save to take only 20% damage, DC 24 Reflex save to halve 9d6 ⇒ (6, 2, 4, 5, 6, 6, 2, 4, 1) = 36 fire damage.

GM Gark |

The drone in Podrick's ears increases, oscillating in seeming urgency as the creature burns. Behind it, the house bursts into flame.
W Will: 1d20 + 6 ⇒ (20) + 6 = 26 Reflex: 1d20 + 2 ⇒ (5) + 2 = 7
Suddenly, a second drone joins the first. Bursting through the front porch of the building to Horn's south, another gigantic, slime-coated slug-monster tears into the Ghoan Plainsrunners.
Tentacle on A: 1d20 + 7 ⇒ (10) + 7 = 17 Bludgeoning: 1d4 + 6 ⇒ (1) + 6 = 7 Grab: 1d20 + 15 ⇒ (15) + 15 = 30
Also, I'm treating the front walls+doors+windows as only difficult terrain for creatures of this size. Open for debate, though.
The slug secures a hold around the plainsrunner's neck, dragging the animal towards its maw.
Round 3: Suchak is up!

Suchak Iskal |

Technically speaking they should be making a Str check to burst the walls, but it doesn't matter a whole ton.
"Woah!" Suchak cries, eyes widening.
He takes his offensive stance once again and starts flinging his Starknife at the nearest worm creature.
Attack 1: 1d20 + 15 ⇒ (10) + 15 = 25
Damage: 1d4 + 9 ⇒ (3) + 9 = 12
Broken Blade Attack: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d4 + 9 ⇒ (2) + 9 = 11
Haste Attack: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 1d4 + 9 ⇒ (2) + 9 = 11
Rapid Shot: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 1d4 + 9 ⇒ (4) + 9 = 13
Iterative: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d4 + 9 ⇒ (3) + 9 = 12
Swift enter Broken Blade, 5 ft. step in, full attack. Total damage if all hits connect: 59.

GM Gark |

I'm trying to compromise with the magazine, where they just crash out into the street without any checks or hindrance. The issue with making it a Str check is those are (almost always?) standard actions, and it kills their action economy when they have to first break a wall, then move out into the open where you guys can shoot at 'em. The difficult terrain option is very unlikely to benefit the monsters in any upcoming encounters, though, so I think it's worth canonizing as a houserule.
"Huge or larger creatures may take 10 on Strength checks to burst through walls, treating movement where their space intersects with a broken wall as difficult terrain." - Sound okay?
Suchak tears the new slug creature to ribbons, sending oozing fluids splattering over its now ex-captive.

Winter Guard Aught |

This is more for me to remember:
Fatigued 2/4 rounds (-2 str, dex)
Embiggened 9 mins (+2 Str, -2 dex, -1 attack roll, -1 AC)
+1 Shield Bonus
Warhammer now does 2d6
+2 HP for Fast Healing 2
Aught runs towards the slugs with his shield raised high, waiting to absorb any blows that come his way.
Move, Total Defence +4 dodge bonus, AC 23

Suchak Iskal |

Suchak shifts over slightly to get a bit closer, and focuses himself.
Striking (aptly enough) like a serpent, he begins throwing his Starknife with surgical precision at the remaining worm creature.
5 ft. step, activate Night's Knife as a Swift action, allowing me to add my Heal ranks (9) to the damage of each attack for the next round.
Attack 1: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 1d4 + 18 ⇒ (4) + 18 = 22
Broken Blade: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 1d4 + 18 ⇒ (1) + 18 = 19
Haste: 1d20 + 15 ⇒ (9) + 15 = 24
Damage?: 1d4 + 18 ⇒ (2) + 18 = 20
Rapid Shot: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d4 + 18 ⇒ (4) + 18 = 22
Iterative: 1d20 + 10 ⇒ (2) + 10 = 12
Attack 1 Confirm?: 1d20 + 15 ⇒ (2) + 15 = 17
Crit Damage?: 2d4 + 36 ⇒ (1, 4) + 36 = 41
Hope that somehow confirmed. Love x3 crit weapons.

|Podrick| |

"Once more it is, then."
Another medley of whalesong, another blast of flame from the air streaking down from the sky, black cinders encircling the creature.
Shadow Evocation to cast Fireball on the creature
DC 24 Will save to take only 20% damage, DC 24 Reflex save to halve 9d6 ⇒ (4, 2, 1, 3, 6, 6, 6, 6, 4) = 38 fire damage.

GM Gark |

Will: 1d20 + 6 ⇒ (9) + 6 = 15 Reflex: 1d20 + 2 ⇒ (16) + 2 = 18
Sorry Suchak, it barely would not have confirmed.
Podrick's song of the sea conjures another part-illusory fireball, which at his direction engulfs the slug monster in shadowy flame. As it collapses, Podrick hears it send out one last frantic drone, and the rest of the party sees the windows of the buildings around it inexplicably shatter.
End of combat.
Apart from the housefire roaring some thirty feet away, the village seems very quiet now. Even the tips of the eastern peaks are dark now, and the whole valley is washed in twilight. Looking to the west, you spot a large manor perhaps a mile up the mountainside, along with small farmhouses similar to those you passed on the way up.
Y: 1d20 + 5 - 3 ⇒ (15) + 5 - 3 = 17
F: 1d20 + 1 - 5 ⇒ (7) + 1 - 5 = 3
F: 1d20 + 1 - 6 ⇒ (6) + 1 - 6 = 1
F: 1d20 + 1 - 7 ⇒ (19) + 1 - 7 = 13

Suchak Iskal |

Survival: 1d20 + 5 ⇒ (3) + 5 = 8
And Take 10 on Kn. Local.
Suchak walks to Wallace's body and reaches out to close his eyes, before realizing he has no eyes to close any more.
Suchak sighs.
"I'd like to take the time to bury them, but I'm not sure it's a good idea to stay around here much longer. Something strange is going on, and it's twisted innocent people into...this. I think we should try to discover the source, though I have no clue what could do this. For now, however, up the hill is Telthin Manor, it may be a good place to seek refuge for the night."

Horn |

Survival: 1d20 + 12 ⇒ (18) + 12 = 30
Still in the form of a small whipping wind with crackling electrical eyes and mouth, Horn examines the plaza.
"Hold on Suchak. Do you see these prints here? They seem like the only un-mutated ones, four sets of them. All seem to have headed South two days ago.
"I'm not opposed to a visit to the manor, but if we don't learn anything there I'd like to push on along these tracks. We could likely very fast progress compared to them and might catch them before too long.
"There's something horrifying going on here...I doubt I'll sleep well until I understand more of what's going on."

GM Gark |

The four of you hike up above the sleepy farmland on what amounts to a horse track, coming to Telthin Manor as the sky turns orange with the dying sun.
The Manor looks to have been built about midway through Thaw - forty years ago, perhaps - and those with the ability to see in darkness can pick out peeling paint, a sagging roof, and a weedy, unkempt garden. Despite its dilapidation, it seems to still be in use - there are fresh-looking shyrtak stalks on the midden heap, and the windows are clear and dark. After checking the outbuildings and scouting the rooms from the outside, you enter through the front door. The house smells slightly of leather and ink, and appears to be both dark and devoid of inhabitants.
Here's how this section works: If you choose to search the manor, each PC may make a Perception check each hour. If your roll exceeds 15, you have a chance to discover a clue. You can specify a section of the Manor you're exploring (study, library, bedrooms, basement, attic, kitchen), or I can just generate your clue randomly. Clues are keyed to a specific location in the manor, but some locations have more clues than others.

Suchak Iskal |
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Suchak knocks on banister.
"Hello the house?" he calls, not particularly expecting a response.
"Perhaps we should split up and search for clues?" Fred Suchak suggests.
He heads to the library and begins searching there.
And I pass the 15 on a -1.

|Podrick| |

Enjoying the spacious corridors of the mansion, a rare treat for someone of his girth, Podrick lazily swims through the air alongside Suchak, pointing his head into various rooms in turn. "After the last such encounter, I'd rather not risk it, dear Suchak; as well, denying ones companions glory by going ahead and risking dugonging (hogging) it to oneself is most disrespectful."
After Suchak searches the library, he suggests the kitchen next.
Perception: 1d20 ⇒ 14
Keep detect magic on constantly

GM Gark |

There is a small section of the library devoted to novels and plays (many of which are penned by Sophia Lasilaran herself). The majority of the books are associated with the occult, ancient history, and the influence of art on magic. A fair amount of these books are controversial, and many have been banned in larger cities. For example, you find a thirty-year-old treatise by Garen of Indar called Ethics of Cadaver Transmogrification, a collection of horror stories written under the pseudonym of The Stranger, and a Draconic scroll that cracks as you open it, which discusses the inexplicable disappearance of a thriving Ningese city six and a half cycles ago, if the date is to be believed.
This library is considered "extensive" for Knowledge (arcana), Knowledge (dungeoneering), and Knowledge (history).
What do the rest of you do during the hour Suchak is searching the library? I'm a bit bogged down in schoolwork so I won't be rushing to NPC anyone.
Edit: Sorry Podrick. I'll get a response to that up sometime tomorrow.

GM Gark |

Podrick, following Suchak, draws a similar conclusion from his research. He recognizes Garen's book as an earlier work from before the two met. Ethics sold less than two dozen copies, for which Garen blames the Territories' intellectual elite rather than his choice of subject.
Horn and Aught also have actions for this hour. They may tag along with Podrick and Suchak if they wish, however.

Winter Guard Aught |

Trotting behind the three others, the bear-like winter guard keeps his eyes peeled, looking for any signs of life through out the manor.
He veers off from the group out of curiosity. While Suchak and Podrick check out the library, he goes to the study.
Perception: 1d20 + 12 ⇒ (18) + 12 = 30

GM Gark |

Aught searches through the desks and shelves in the expansive study. Peculiarly, many of the papers and books have a yellow symbol drawn in the margins - the same three-pronged symbol you saw on the front of the General Store. Whenever the Winter Guard touches one of the wavy symbols, he feels a shivering nausea pass through his body.
Any creature within 100 feet of a visible Yellow Sign suffers a -2 morale penalty on all saving throws against confusion and insanity effects. In addition, whenever someone in this area takes Wisdom damage or drain, he suffers an additional point of damage or drain over what he would have normally taken. With a DC 25 Knowledge (arcana) check, a spellcaster who casts symbol of insanity can cause the symbol to manifest as the Yellow Sign. This causes the caster to take 1d6 points of Wisdom damage, but the symbol of insanity created manifests at +2 caster levels and the DC to resist its effects likewise increases by 2.
There are clues remaining in the study.

Winter Guard Aught |
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Kn. Arcana: 1d20 + 12 ⇒ (17) + 12 = 29
Nice!
Aught's mouth hangs open while he takes a step back. A sense of dread accompanies the nausea as he realizes that he recognizes the sign.
I...I know th-this symbol. Oh, no no no. We cannot be safe. Who could be dabbling in this? Surely they are responsible for what has happened.
Lost in thought,he stumbles and knocks into another part of the study.
taking ten for 22