| Alset Kirk |
Alset heals Stonewall, Adaela, and Odie with the wand of CLW. Stonewall was down 2 HP, Adaela unknown, and Odie was down 17 HP, so one use for Stonewall and Adaela each and three or so uses for Odie should bring them back to full health. That's a total of at least five uses from the wand.
The four of us take turns bringing Adaela up-to-date on what happened. Alset retrieves his dropped crossbow.
"Let get everyone back to cover and attempt to dry off before we are called to another rescue, again."
| Ood Ironforged |
Ood walks to Adaela and offers to assist as needed.
"The Lizardfolks had someone who was able to manipulate the weather with them. She said something about 'Duchess of All Winds.'"
| Odie Ross |
HP 25/25
"Thank you for the healing, they pounded on me pretty good. I hope this bite doesn't get infected. Stupid lizards."
Now Fatigued for a bit, should be 100% by the time we get where we are going for the night.
"There was a couple of those lizard-people. I hat them and we killed them. The one in charge had a bunch of severed heads on her belt. Now she's the one with the severed head. When she died, the lighting went back to normal. She kept making references to the 'Duchess of Breaking Wind.' We should get you back, you need some rest and the town needs to see that you aren't dead. It'll be good for morale."
To the group while we're all making our way back with the druid's gear and helping Adel along the way, Odie asks:
"So? Who wants this stuff? I'd feel bad taking all the gear. I think Ood needs these boots more than I do. I think I could use this Brooch and I'll likely be on the other end of this wand rather than the one wielding it."
| GM Mervikoth |
In the cover of the Stone Hall, most of the citizens are sleeping fitfully.
"Duchess of All Winds?" Adaela says as she limps into the Hall. "Never heard of her. Get some sleep. Rest up. Tomorrow morning we'll check the damage and see how the town held up."
She shakes her head at Odie's words. "I saw those heads. Poor way to go. We'll burn them and bring the ashes to their bodies at the fort."
As she lays down to go to sleep herself, in a cot in her small office, she says, "Don't fret about payment. Count Narsus will hold a meeting in a few days. I hope you four will join me, to give your testimonies and receive compensation."
You each find a pile of blankets or straw, perhaps even a cot if you're lucky or mean enough to take one. The night passes uneventfully, the sound of rain and hard work of exploring Fort Breakthrough and then defending the town against Lizardfolk tiring you down to your bones.
The next morning, through foggy streets and groggy eyes the townsfolk emerge to survey their surroundings. There is only a light drizzle from the sky now, but little damage to the town itself. Everything is relatively intact. There are broken windows and flooding damage to a few homes, but nothing too serious. Most businesses plan on reopening in 2 days.
Preparation Points: 13. That's another 4000 XP. You need 2800 more total for level 3. It feels like you just got to level 2!
The townsfolk are all grateful for the help the party gave during the storm. In the west, however, a growing hurricane remains plainly visible, gathering mass far out to sea. You receive a missive from Count Narsus, requesting your presence at his estate on the 8th of Arodus, 3 days from now. Don't forget to check the Calendar on the Campaign Tracker Excel sheet for all your timeline needs. In the meantime you find yourself busy, selling treasure, healing damage, shopping for new equipment, and resting in general after an eventful day.
So this is a time for your PC to have downtime LINK. If there's nothing on that page that you feel like doing, feel free to just describe what you're up to for the next few days. You can also earn an income by rolling a Craft, Profession, or Perform check to make money. You can do different things each day. We will wrap up this downtime section tomorrow 10/4 and move onto the meeting with Count Narsus when everyone is ready. If you're really struggling with what your PC would do during these days, might I suggest gathering info about one of the uncompleted quests?
| Kargold "Stonewall"Steelpounder |
Stonewall checks the other Lizardfolk bodies while the others are helping Adaela. Once this is done and they are back at the stone hall, Stonewall takes some time looking over the recovered equipment and evaluating its worth (Take 20 on appraise=21).
| Odie Ross |
Odie spends his time looking for the handy haversack, an adimantium greatsword, or feather step slippers.
Thorough Questioning
Day 1
Diplomacy HHS: 1d20 + 0 ⇒ (20) + 0 = 20
Diplomacy sword: 1d20 + 0 ⇒ (13) + 0 = 13
Diplomacy slippers: 1d20 + 0 ⇒ (17) + 0 = 17
Day 2
Diplomacy HHS: 1d20 + 0 ⇒ (17) + 0 = 17
Diplomacy sword: 1d20 + 0 ⇒ (11) + 0 = 11
Diplomacy slippers: 1d20 + 0 ⇒ (6) + 0 = 6
Day 3
Diplomacy HHS: 1d20 + 0 ⇒ (10) + 0 = 10
Diplomacy sword: 1d20 + 0 ⇒ (12) + 0 = 12
Diplomacy slippers: 1d20 + 0 ⇒ (17) + 0 = 17
| Alset Kirk |
Alset spends his days healing a couple of people per day and talking to anyone who will listen about the advantages of following Iomedae. He also seeks information about the local religious activities and organizations.
Day 1
Diplomacy for Iomedae: 1d20 + 5 ⇒ (1) + 5 = 6
Diplomacy for Info on Gozreh: 1d20 + 5 ⇒ (17) + 5 = 22
Day 2
Diplomacy for Iomedae: 1d20 + 5 ⇒ (15) + 5 = 20
Diplomacy for Info on Gozreh: 1d20 + 5 ⇒ (13) + 5 = 18
Day 3
Diplomacy for Iomedae: 1d20 + 5 ⇒ (7) + 5 = 12
Diplomacy for Info on Gozreh: 1d20 + 5 ⇒ (4) + 5 = 9
| GM Mervikoth |
The lizardfolk had a morningstar and a terbutje each. 5 gp for the morningstar, 20 for the terbutje. Sell price is 50%.
Odie finds a wiry old man at the Bloated Unicorn to ask about the Handy Haversack. "Handy Haversack? No, ain't seen one of them. But sacks have been going missing round these parts lately. Bag of fruit. Mail from Eledar. There was an old gray bag o' tricks an old buddy of mine had. Lost it a few weeks ago down in the Narsus Forest. You might try looking there."
One of the guards on the wall gives some insight into adamantium weaponry. "Adamantium is not a common mineral around these parts. Nothing is. We're on a river delta. But the Limestone Quarry north of town found some solid bedrock, and Blackeye makes good money shipping that around. You might ask him."
Odie is unable to anything about Feather Step Slippers. Oyin Emporium is the main source of magical items, and she receives new shipments every week from Eledar to replace her stock. "Check back here in a few days," she says to Odie. "I'll put in a request from my suppliers, but there's no guarantees in life."
| Odie Ross |
Assuming Odie can go looking for the sack during downtime. Adamantium is out of our price range for a bit anyway.
Odie heads off into the Narsus Forest to look for sacks. Sack side quest? He mentioned it offhandedly to the others before heading that way, alone.
| GM Mervikoth |
Alset finds a half dozen people willing to listen to his proselytizing about Iomedae. Having saved the town from storm and lizardfolk has caused the citizens of Pridon's Hearth to see him (and the others) in a very positive light. These six citizens attend whatever sort of service on Sunday (the second day of downtime) Alset is able to provide. "Sure be nice to have another temple in town than the penny-pinchers," one parishioner says. "That old Temple of Erastil would make a fine spot if it weren't haunted. That priest Iddo went missing months ago. Must've run off or died or something. No one really knows, because no one went to his services. Poor chap."
Alset mentions other deities and faiths, and a man named Kanjo Arram pulls the paladin aside. "Can you help me? I was apprentice to a cleric of Gozreh named Magdi Kukoyi. He vanished during a recent expedition, and I have no money and like you am not from here. I don't think he's ever coming back. If you can return my master's coin pouch and holy symbol of Gozreh, I can book passage home and return his holy symbol to his next of kin."
| GM Mervikoth |
These are all side quests, but they are group side quests. None of these are really solo things.
| Alset Kirk |
"I don't want you to go alone. We should go with you. There's is too much going on that isn't safe. Perhaps we should ask Adaela about it."
| Ood Ironforged |
Day 1
Ood makes general inquiries about where the Gohl-Ghan Ruins can be found
diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16
Ood also talks to some of the people of Pridon's were interested in any learning and follows up with those who had talked to him after the stormy evening. Ood also looks for a place he can meet with people for teaching/tutoring.
If anyone asks Ood sets no price on his services, but happily accepts a home-cooked meal if offered.
Day 2
Ood sees what his new friends are up to, and even listens to hear what Alset has to say about Iomedea.
Day 3
If a Location was found Ood spends daytime talking with people and educating any interested in learning.
| Kargold "Stonewall"Steelpounder |
Day 1
Stonewall goes to Forthingr and talks him through his dream of a Mithral Tower Shields. He sketches dimensions and designs, elated that someone can appreciate his plans. Then he asks Forthingr his most important question, ”Do you know somewhere I can get enough Mithral for it? I couldn’t afford it even if you had it in stock.”
Assuming he says something similar about the Quarry...”How long would it take to get there?”
| GM Mervikoth |
A trapper that came in that morning speaks to Ood about the ruins. "Yes, some ruins way west. Near end of land, how you say, peninsula? Near ocean. Big, big ruins. Very tall walk through, three man high. No stone on top of stone. Only ruin."
Ood talks to the local teacher, a woman named Dido. She teaches the handful of children living in Pridon's Hearth. Two are Count Narsus' young sons, while the three Rainrush children, the halfling family that fish and run longboats up and down the rivers (Alset saved one from drowning during the storm) attend sporadically, likely out of not having enough money. The last is the daughter of Theos Votto, the drunk who assaulted the nobleman when you first set foot in Pridon's Hearth.
"I'm not especially overworked," Dido says. "But I wouldn't mind a day off here or there. Let me know your schedule and I can spend a few days relaxing on my own. It pays fairly consistently, thanks to the Count, and he lets me use part of his estate for my classroom.
| GM Mervikoth |
Forthingr sighs when Stonewall mentions mithral. "I wish we had mithral. But it's too expensive to ship here regular, and none of these guards can afford it. Aye, mithral, that's the dream! I've asked Blackeye to dig around at his quarry for more than paltry limestone but he refuses. Gets sweaty and nervous every time I bring it up. You'd think I was asking him about his affair!" He laughs loudly at his joke, blond locks waving.
"Limestone Quarry is only a day away. There's no path like to Fort Breakthrough though. Wilderness as far as the eye can see." Forthingr leans in close. "If you do talk to Blackeye, you didn't learn about his mistress from me."
"Anything else you want to make? Masterwork weapon or armor does a lot of good out there in the jungle."
| Kargold "Stonewall"Steelpounder |
Stonewall sighs at the news that he doesn’t usually get any but his eyes light up when Forthingr speaks of Blackeye. And where do I find this “Blackeye”?”
| GM Mervikoth |
The sidequests can be done whenever you want them to be done. The main plot is not on a time crunch. The side quests can take one or more days, depending on how fast you want to do them and how far away they are from Pridon's Hearth.
"Blackeye lives at the Limestone Quarry with the rest of his crew. They come down sporadically to spend their money or repair our walls in this moisture. You'll have to head to the quarry to see him yourself though."
| Kargold "Stonewall"Steelpounder |
”My thanks Forthingr.”
Stonewall makes his way back to the Stone Hall and talks to Mud. If anyone else is listening in, they notice that both of them switch back and forth between Common and Polyglot. Stonewall asks about his village (where it is specifically but other stuff as well) and Stonewall tells him about his family, about his father’s smithy in Eleder, about his time in the army and how he got his nickname.
Day 2
Stonewall spends his time in the morning gathering information about the Count and his household (how many guards there are and how well provisioned they are, any political intrigue, persons of interest etc.).
Diplomacy: 1d20 - 1 ⇒ (8) - 1 = 7
He then spends some more time talking with Mud.
Day 3
Stonewall sells their booty and goes to talk with Forthingr again. He buys some Masterwork Tools for an armorer and asks if he can help with anything he’s working on currently (for a cut obviously)?
Craft: 1d20 + 6 ⇒ (20) + 6 = 26+2 if he has masterwork tools to sell.
Tools should be 55 gp
| Odie Ross |
"So, who wants to go with me to find some sacks? I've been milling around hunting up information for three days and I'm pretty sure I know where to go next. It'll be fun and I didn't think I can take much more inaction here. That beach fighting thing is sounding better and better but I think I'm in a different league than them."
| GM Mervikoth |
"Stonewall, oh? I am glad you learn my tongue, and glad to hear of your family. My family live here," Mud says, pointing out on the map. I've marked it on the regional map. "Many years we live here. We Song'o were driven south by lizardfolk and boggard warfare. We no like strangers, but my family be happy to see my rescuers, and learn what happened to us hunters."
"We were six of us. We encounter lizardfolk raiding party and flee to the coast. We find human fort. They not speak Polyglot, or Halfling, and we not speak Common. Our warnings of lizardfolk were not understood, and that night many lost their lives. Except me." Mud looks down at this last, guilt and other psychological scars running through his head.
"But Zaahku does not like outsiders and their politics. She is village elder. I would return my fallen brethren to home. Help you any way I can to kill the lizardfolk that did this to my friends, my family. You have my sling." He holds up a worn sling and satchel of stones.
Yay GM NPCs! You can tell him to stay home or join in your fights. He is a ranged character, which will help 100%. I'll have his stats up on the Drive page in a bit.
Day 2
Stonewall scouts the Narsus Estate, and finds that there are just as many guards around the Count's property as their are for the rest of Pridon's Hearth itself. They do not seem any better off than the rest of the guard. One of the guards tells Stonewall, "Count Narsus is scared of something in the woods. See, Narsus Forest is where the Fever Tree grows; that's our main money-maker. Fends off malaria, yellow fever, all tropical diseases. But something's been creeping around in there. Some monster. The count is so scared, he won't even leave his estate. Keeps us posted all hours of the night. My buddies and I think it was that troll you killed. We saw her muddy tracks going from the forest to town that next morning. But the count won't hear it until someone investigates the forest. Which, naturally, we can't do, because we're guarding his estate all day and all night. Nobles, am I right?"
Day 3
Stonewall buys some masterwork tools. Forthingr isn't currently working on anything that needs help, but asks Stonewall to check back in a week.
| GM Mervikoth |
So now that we're done with downtime, you guys can either go investigate the missing sacks (at the end of Day 3) or go ahead to the Town Council meeting with the Count and Sheriff (on Day 4). You could also do a different side quest instead of the Sacks one, but you only have time for 1 side quest before you'll have to attend the council meeting. You'll have plenty of time to do side quests after the meeting as well.
And in case I've not been clear: all of these side quests are for the whole party to do together. There will combat and mini-dungeons and will take more than a post or two to complete. I'm still figuring out pacing for Play-by-Post stuff, so I'm sorry if it's a bit wonky.
| Kargold "Stonewall"Steelpounder |
Day 3 revision and addendum
Stonewall crafts his own masterwork artisan tools with his fabulous crafting skills. Stonewall emerges from the smithy glowing with pride and good fortune. Upon meeting Odie and hearing about the sack mystery he says, ”I could do with some light excercise after my work here, let’s go check things over and see if we can find anything. Sounds like Blackeye over at the Quarry might have some information about precious metals, let’s go talk to him after the meeting.”
| Odie Ross |
"Alright, I've waited a few days at your request guys. Now can we go look for sacks in the woods?"
Odie is irritated that he was made to wait a few days before looking for the magic sack in the Narsus Forest but irritated is his default mood when he's not swinging his sword.
| GM Mervikoth |
7th of Arodus, 5 pm
The party gathers on the eastern side of town. Searching for the missing Handy Haversack has led you to look in the forest southeast of town. The Narsus forest consists of rows of fever trees in straight lines for a few acres. The trees are only seven to ten feet tall, but have thick and curled bark used to cure disease. Many of the trees have been knocked down from the storm, and the ground is still muddy and wet from the rains. Footpaths crisscross the trees, most leading southward from where you currently stand. Since the storm the sky has had scattered storms and fits of rain come in from the coast. You see no immediate signs of danger, but do notice the large tracks of Graular, the troll that you dispatched a few days ago. Her tracks go from deeper in the forest northwards, to the town.
Once Ood posts we'll roll Survival or Knowledge (nature) checks, or of course the always-reliable Perception.
| Ood Ironforged |
Ood enjoyed the discussion with the teacher, but is not sure he is ready to require price for his services, especially since there are students interested in learning, but unable to pay the price.
Ood bumps into Odie and Stonewall, "Where is Alset? I thought I found that bag already... I guess we can keep looking for another one. Anyone remember Mr. Blackwell, I think I found out where his ruins are too.
post from this morning between Stonewall and Odie
| Kargold "Stonewall"Steelpounder |
Stonewall investigates the tracks closer to see if anything jumps out at him.
Survival: 1d20 + 5 ⇒ (19) + 5 = 24
”Hey guys, I think I’ve got something here!”
Well, it seems like my best rolls are out of combat...
| GM Mervikoth |
Mr. Blackwell is pleased that Ood has learned more about the ruins. "Good job old boy. I've got 2,500 pretty pieces of gold waiting for all the intact archaeological artifacts you find. That's intact, I dare say. None of that broken rubbish." Mr. Blackwell tugs at his mustaches and walks away with a wink.
| GM Mervikoth |
Stonewall finds two pairs of boot tracks in the troll's path as well. They are much shallower in the soil, likely having been around only a day or two ago, after the storm. The two pairs of tracks also stick to the path the troll took as if they were trying to hide their presence from casual glances as well. You cannot tell which of the humanoids tracks are the newest (i.e. you don't know if they're in the forest or in town).
| Kargold "Stonewall"Steelpounder |
”Let’s follow the path into the forest since stuff is disappearing from town.”. Stonewall tromps off following the trail.
Perception: 1d20 + 1 ⇒ (8) + 1 = 9
| Alset Kirk |
Alset agrees and does his best tracker imitation.
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
It is confirmed, Alset is imitating a tracker and is not actually tracking anything. . .
| GM Mervikoth |
Odie and Ood hear low voices talking as they walk through the forest. One is the voice of man, the other of a woman. They seem to be arguing. The map has been updated.
"I told you we should wait by the water," the woman says. "This isn't food, and I'm starving."
"Let me be!" the man says. "We haven't seen a child here in two days. Let me have my fun. You have yours swimming and whatnot."
The woman says, "I don't do it for fun. I do it so we can eat. It's nothing like this," You hear a thump, like a kick to a couch. "Not the same at all."
As you approach you realize your armor is clanking and footsteps are loud, and the voices stop as you near. Through the trees you see two hunched figures in greasy cloaks over a small fire with a cauldron brewing and bubbling. Under wide-brimmed hats you see their pudgy faces are pale and wear expressions of surprise and hate at this new disturbance. Their cloaks are greasy and a half-dozen burlap sacks lay around the fire, some as small as your fist and two as big as a man. All six seem empty.
"Hey, who's this?" the man on the right says. "You're not supposed to be here."
"Shut up. Maybe you're hear to buy one of our brews?" the woman asks. She opens her cloak and shows four potions tied to her belt.
| GM Mervikoth |
"We have here two potions of infernal healing, and two potions of youthful appearance. You seem fairly young already, but what do I know? 40 gp each. That's a steal." She wipes her greasy hands on the potions, rolling one between her thick fingers for Odie to look at.
You can roll Knowledge (local) on the man and woman, or knowledge (nature) or craft (alchemy) on what they're brewing. Possibly even profession (chef). Of course Sense Motive is always useful as well.
| Kargold "Stonewall"Steelpounder |
Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
to see if any of the bags match the bags we’ve heard about missing
assuming that gets me something
Stonewall sees nothing amiss with the man and woman. ”We’re with the sheriff, just investigating some missing bags from town. Ah, it looks like you’ve recovered some of them!”
| GM Mervikoth |
Stonewall can tell nothing about their motives, good or bad or in between.
From this distance, Stonewall isn't quite able to tell if the bags are what he's looking for or not. Two bags are too large to be the ones you're looking for, and are very greasy besides. One is decorated in wild colors beneath the grime, the other is old, gray, and worn. The other four of the bags seem the right size: able to fit into your belt around your waist. But are any of them magical?
The four smaller bags have various degrees of greasy stains on them, but are easily distinguishable from each other. One is brown and unadorned, the most boring of the lot. Another bears a checked pattern of interlocking red and black hands. The next is gray and ringed around the rim with a repeating paw-print pattern of five or so animals. And the last bag has brown embroidered horses stampeding over a tan background.
- Large decorative multicolored greasy bag
- Large old gray greasy bag
- Small brown boring bag
- Small red and black bag of patterned hands
- Small gray bag w/ paw print design
- Small tan bag w/ brown horses stampeding
"No, those are mine!" the man says to Stonewall, grabbing the bags and gathering them at his feet. He holds the large decorative bag close to his chest.
| Alset Kirk |
Alset does the following:
Detect Evil
Knowledge: local: 1d20 + 5 ⇒ (5) + 5 = 10
Sense Motive: 1d20 + 5 ⇒ (3) + 5 = 8
Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22
To the couple, "We're here just looking for a few items of interest. I see that you are religious people. Whom do you serve?"
| Odie Ross |
Sense Motive: 1d20 + 0 ⇒ (3) + 0 = 3
These guys might just be confused. Maybe the just found the bags? I'm sure they're great people.
"I think at least one of those sacks belongs to us. Our friend [name] lost one, and I'm pretty sure one of those is it. Can we take a look?"
| GM Mervikoth |
"We serve the gods as their needs require, yes, but not any I believe you would approve of. Perhaps you should let us both remain agnostic of the other's faith, hmm?" the woman says, eyeing the paladin's symbol of faith.
"If you're looking for bags you can bug off," the man says. "Don't try and touch them!"
The woman rolls her eyes and says to her partner, "I told you collecting them was a stupid idea. Let them take the bag you stole and be off. Which bag was it? I'm afraid I can only get my partner to part with one bag from his collection. He has a nasty habit of collecting things he shouldn't."
The man is angry, but at bay because of the woman's words. "I don't remember which one came from wheres," he says. "And I don't know if they're magic or not. I just like the pretty pictures..."
A breeze wafts the stench of the pot over you, stinking horridly of sour meat.
You were to recover a Handy Haversack for Mirya Oyim, and a Gray Bag of Tricks for an old man in town (I think that's who it was...). Neither NPC gave a description. However, the woman is only offering one bag. If you want to take two bags back, you'll have to negotiate and offer something worthwhile in return. Or attempt to take them by force.
| Odie Ross |
"I'm sorry there seems to be some miscommunication. We'll be taking all the bags." Odie growls, drawing his sword in a simi-threatening way according to the dice.
intimidate: 1d20 + 7 ⇒ (5) + 7 = 12
| GM Mervikoth |
The man cowers at Odie's intimidation. The woman yells, "Bag them all!" and lunges at Odie. You see her hands have long nails like claws, and her feet suddenly look more like hooves than tall boots. Both claws rip into Odie, sinking into his flesh. Odie takes 19 damage is now grappled.
2 claws plus a grapple: 1d20 + 7 ⇒ (11) + 7 = 181d20 + 7 ⇒ (15) + 7 = 221d4 + 6 ⇒ (3) + 6 = 91d4 + 6 ⇒ (4) + 6 = 101d20 + 11 ⇒ (8) + 11 = 19
Alset: 1d20 + 2 ⇒ (9) + 2 = 11
Odie: 1d20 + 3 ⇒ (3) + 3 = 6
Ood: 1d20 + 1 ⇒ (1) + 1 = 2
Stonewall: 1d20 + 2 ⇒ (19) + 2 = 21
Bagmen: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative
1-Stonewall
2-Alset
3-Odie
4-Bagmen (Bagpeople?)
5-Ood
| Kargold "Stonewall"Steelpounder |
Round 1
HP 20/20
Stonewall charges up next to Odie dreaming his terbutje as he runs. He swings at the “woman”.
attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Baggers?
| Odie Ross |
Round 1 | HP: 10/29 | RRR: 8/9
Odie is infuriated at not being able to swing his sword at the creature!
"WHAT EVEN ARE YOU?"
Odie attempts to break the grapple.
CMB vs it's CMD: 1d20 + 8 ⇒ (20) + 8 = 28
"GET AWAY FROM ME! NOBODY GETS THAT CLOSE TO ME AND LIVES TO DO IT AGAIN!"
Odie steps back a couple of feet to get some distance.
| GM Mervikoth |
Stonewall's terbutje connects but glances off her flesh, a trickle of blue blood running down her arm. He suspects these creatures are capricious fey.They have DR 5/cold iron. She takes 1 damage.
Odie is released from the grapple. "We are Bagmen. Bagpeople? Our gender equality is a few years behind yours. But we love to cook the fat off fresh children! Unfortunately there are so few here..."
As Odie steps away from the woman, she lurks forward, keeping adjacent to Odie. "You'll have to do instead!" she says. She has the feat Step Up, which lets her 5' step into a foe's 5' step as an immediate action.
Alset is up.
Bagwoman HP damage: 1, AC 17, CMD 19, DR 5/cold iron
Bagman HP damage: 0, AC 17, CMD 19, DR 5/cold iron