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Sorry! I posted just before going to bed and I was a bit sleepy ^^
Critic Confirmation: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Critic Damage: 1d10 + 4 ⇒ (6) + 4 = 10

GM Alias |

Geirahod and Espada draw close enough to attack. They each land solid blows on the gnoll, doing enough damage to render it unconscious. Seeing its master fall, the hyena turns tail and runs, off into the wastes.
Out of combat!

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Survival: 1d20 + 2 ⇒ (17) + 2 = 19
"Good job! Now then, should we go into the cave, or take the northern path?" Yamino asks as he walks up the trail to join the others.

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Survival: 1d20 + 1 ⇒ (16) + 1 = 17
Espada cleans the sword with the gnoll clothes before sheathing it.
"No idea, you are the smart guy...", answers before stopping suddenly. "One moment, did you notice those footprints?" says pointing to the entranc of the cave

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The woman looks at the wound in her arm, painful but not impending before speaking up. "Can anyone.. heal me please?"
First outing no healstick :-(

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Of course....one second.
Goran places his one hand over the wound as he holds his holy symbol in the other as he incants a healing spell.
Blessed Lady of the Light, soothe this brave warrior's wound with your warm touch.
clw: 1d8 + 2 ⇒ (2) + 2 = 4
a bit short of full...want me to channel to top you up? i have extra channels so no big deal to burn one...

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Yamino turns to Espada, "Yes I did, I was thinking we should explore the cave first, myself. Once, we've all recovered who need recovering, that is," he nods to Geirahod expectantly.

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"No, that is fine, Goran. I need a scar. To show my mettle in battle!"

GM Alias |

Pictographs on the walls of this shallow cave show an indistinct winged creature navigating through a sea of swirling patterns and black dots. A clumsily constructed altar sits at the center of the cave. Dozens of small niches are carved into the wall, most filled with an odd assortment of items; teeth, scraps of clothing, a jar of white liquid, a wooden staff, several pieces of parchment, a cloth pouch, a leather satchel, and several identical wooden dolls.
The footprints you noticed outside originated from one of the niches in the wall.

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"Don't battle scars just demonstrate your inability to properly avoid getting hurt? It would seem that the lack of scars would be a better indicator of your prowess."
The ulfen woman just laughs."Ha, no, a lack of scar is just a sign of cowardice. In a real battle wounds are inventible."

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Azathoth...one of the Outer Gods... Goran then explains the god in brief. He then wanders about the room.
I wonder if this altar has been consecrated...or desecrated as they would, I suppose... Goran holds up his hand and concentrates for a moment.
cast Detect Magic

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Perception: 1d20 + 6 ⇒ (16) + 6 = 22
"It looks like something tried a sacrifice here of some sort." Yamino points out the blood on the alter.
He turns to the niche in the wall where the footprints lead out of to get a better look, without getting too close.

GM Alias |

Several items in the cave register as magical.
Two of the pieces of parchment are a scroll of speak with plants and a scroll of mount (both CL 5th).
The leather satchel contains an oil of silence, three +1 seeking bullets, and one tracer bullet. (These are firearms bullets, not sling bullets.
The cloth pouch is a spell component pouch, and the staff is a masterwork quarterstaff covered in obscure symbols.

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These are the markings of Nethys...I wonder if they captured a follower. We should check it out...there might be someone in need of rescue...the footprints might be that person.
we should take the loot and spread it out later...except the staff...can anyone use it?

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Espada nods. "Ok, let's follow the trail."
I could use the staff (I have UMD), but I don't know what it does (I don't have religion, so I didn't read the spoiler, is it there?)

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"I agree. I think we've found all we're going to find here." Yamino says with a smile on his face as he heads out of the cave.
Espada: I'm not sure. The spoiler didn't say anything about being magical.
GM: Is it a magic spell staff, or just a decorated masterwork quarterstaff?

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Nodding the ulfen woman shoulders her spear and joins the others following the trail.

GM Alias |

No the staff is not magical, but it is masterwork. It's just decorated with symbols of the god of magic.
The party manages to follow the trail of footprints for a short distance before they become too obscured to make out. They seemed to be heading straight towards Mercy.
The town of Mercy rests a mile south of the banks of the Ustradi River. A wooden palisade encircles a collection of its approximately one hundred
wooden buildings. Hardy trees laden with red and yellow fruit dot the surrounding landscape. The road leads to a wide gate, which bears a prominent sign with orange-painted letters.
The group arrives in Mercy about an hour before sunset, passing through fields of cashew trees. The sign attached to the gate reads, “Mercy does not allow dishonesty, firearms, or large weapons within town limits. Respect the curfew.”
As the group approaches the gate, a tall, plainly dressed man approaches from the other side. See the headshot on slide 6. “Welcome to Mercy. I’m Sheriff Molume, and I keep the peace around here. As you can see from the sign, we don’t allow people to walk around with large weapons around here. Before I let you inside, I need to ask you to hand them over.”

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Geirahöð Bjornsdottir walks up to her and a hands her her spear.
"He will have company!"

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"If we must, we must," Yamino says as he hands over his scimitar.

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"Must we really...? Doesn't look like he can force us..." says Espada clinging to her sword.
In the end Espada will give up if everyone else does, but she's not comfortable at all.

GM Alias |

The sheriff collects your weapons and stores them all in a weapons locker in the carriage house. He secures the locker with a simple iron lock, whose key is attached to a ring on the sheriff's belt.
Once he has collected your weapons, the sheriff explains the terms of your stay. “We pray and attend temple twice daily, once at sunrise and once just after sundown. We ask that you stay inside the guesthouse from 1 hour before sunset until 1 hour after sunrise. That gives you 10 hours each day to wander around. When you hear the triple bell you can leave the guesthouse, and when the triple bells ring again, return to the guesthouse and draw the curtains. Curfew begins shortly.”

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Yamino listens intently for the responses to these questions.

GM Alias |

“The people of Mercy are a private sort and don’t we want outsiders meddling in our ceremonies. That's the reason for the curfew."
"Yes, these rules only apply in town. It's what works best for us here in Mercy. Try not to break any of them. I'd rather not have to kick you out of town."
Espada doesn't think it would be terribly difficult to break in to the weapons locker. Doing it without getting caught might be a bit harder.

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Sense Motive: 1d20 + 6 ⇒ (12) + 6 = 18
"Well, thanks for the help!" Yamino says with a smile.
Turning to the others, "Where to first?"

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Sense Motive: 1d20 + 6 ⇒ (13) + 6 = 19
Espada nods, and waits for the Sheriff to depart. Then she says to her comrades, "He was hiding something, I could feel it."
"I think we should explore the village now, and ask for Amenira and for the owner of the staff we found... who I hope are not the same. Once it gets dark anyone who can hide in the shadows should go and watch what that ceremony is about."
Is there any relevant building / square / whatever in the town?

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"You are proposing that we intentionally violate the local proscription against being our after dark?" Allafaz pauses for effect, "Excellent! I am not proficient at being sneaky in that fashion, but I heartily approve of the idea."