
GM bluedove |

Initiative Order - Round 1
-------------------------------------
Kurse - deals 2 damage to mite
Enemy - Derro casts at Kurse
_Kurse Will Save: 1d20 + 3 ⇒ (2) + 3 = 5 (Kurse is dazed)
Mite 1 Dart: 1d20 + 2 ⇒ (3) + 2 = 5
Mite 1 Dart: 1d20 + 2 ⇒ (8) + 2 = 10
Maedhros
Ka
Kūtayak and Shūkantayāk
Selter and Sithiss
-------------------------------------Round 2
Kurse
Enemy
Kurse steps up and lays his skeletal hand on the mite, nearly overcoming the beastie. But the mite still stands and steps back, drawing a dart to fling. The derro points at Kurse, intoning a rough incantation. Kurse's mind clouds as his eyes glaze over. The mites fling their darts, but they fall well short of their targets.

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Boy, that darklands flipmat sure does get a lot of use!
Maedhros starts incantations to summon a creature, pouring as much arcane energy as he can into the spell. Summon Monster I, using Master of Pentacles to boost the effective caster level to 4 for this spell.

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Sithiss, guard the mad one!
Selter moves forward to try an halt the Derro's magic. both mites will get an AoO on me if they have a melee weapon ready. He swings a mighty blow...
.
club attack: 1d20 + 7 ⇒ (20) + 7 = 27, if hits damage: 2d6 + 5 ⇒ (6, 4) + 5 = 15
critical threat confirmation!: 1d20 + 7 ⇒ (11) + 7 = 18, if that also hit additional critical damage: 2d6 + 5 ⇒ (3, 6) + 5 = 14
.
whabap!

bluedove |

Still looking for actions from Ka, Kūtayak and Kurse. Sorry for this slow going, I'll leave some time for reply and update tomorrow.

GM bluedove |

Initiative Order - Round 1
-------------------------------------
Kurse - deals 2 damage to mite
Enemy - Derro casts at Kurse, mites throw darts
Maedhros - begins summoning
Ka - BoL on Selter
Kūtayak and Shūkantayāk - delays
Selter and Sithiss - KO's the derro for 29 points
-------------------------------------Round 2
Kurse - dazed
Enemy
Mite 1 AoO: 1d20 ⇒ 8
Mite 2 AoO: 1d20 ⇒ 19
Mite 1 Dart: 1d20 + 2 ⇒ (13) + 2 = 15
Mite 2 Dart: 1d20 + 2 ⇒ (5) + 2 = 7
Maedhros
Ka
Kūtayak and Shūkantayāk
Selter and Sithiss
-------------------------------------Round 3
Kurse
Selter's strike lands with a heavy crunch as the Derro falls, bleeding out from it's fractured skull. The mites stab at the Nagaji and then step back from him, looking uncertain and fearful now that the derro has fallen. They fling darts at the druid, but they bounce off his armor harmlessly.

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Maedhros completes his spell and an eagle appears next to one of the mites. Eagle = red and yellow diamond.
talon, talon, bite: 1d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (19) + 3 = 22
damage including smite for bite: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Maedhros holds his action to see if the Mites will surrender.

GM bluedove |

M1 Wis check: 1d20 + 1 ⇒ (5) + 1 = 6
M2 Wis check: 1d20 + 1 ⇒ (7) + 1 = 8
Unfortunately, these mites do not seem wise enough to heed the Pathfinder's words. They continue to press the attack even despite the turning odds. Maedhros summoned eagle makes short work of it's target, leaving only one mite remaining.
These mites turned on their own tribe in favor of the derro, they haven't the best judgement.

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Kurse wipes the drool from his mouth and advances on the remaining blue man. "Ssorry ssmurf, no hard feelings." He charges his skeletal hand again and attempts to strike the remaining enemy.
Melee touch: 1d20 + 4 ⇒ (1) + 4 = 5
"Ssoggy waffless Sslipss, sstop giggling when I ssay ssmurf."

GM bluedove |

Kūtayak moves into a flanking position, enabling the constrictor to finish the last mite off. Sithiss strikes and then coils around her prey, snuffing out the life of the traitorous mite.
As you look around, you see that the prisoners have pushed back against the derro masters as your attack split their focus. Some lie dead of their wounds and others have fled back into the darkness, seeing the tide of the battle turned. The cavern is clear of enemies!
Sithiss Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Ka Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Maedhros Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Kurse Perception: 1d20 + 0 ⇒ (7) + 0 = 7
Kutayak Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Shukantayak Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Upon searching the dead, Selter discovers two letters on one of the derro corpses. The first confirms that the Aspis Consortium agent Kafar funded the smugglers who in turn supplied the cult. The second letter details plans to penetrate other Cassomir buildings (such as the Admiralty Citadel and Harbor Watch) and perform additional mass abductions in the near future.
As for the derros’ prisoners, once freed the mite coup leader nods his thanks and signs a crude eagle symbol with his hands to the Pathfinders and then immediately motions for his fellow mites to follow him as he leads them away into the darkness, leaving peacefully.
The surviving Swift inmates and guards stand dazed in the grotto, too exhausted and shocked to do more than gaze fearfully at the waters that were meant to be their doom. The pool is filled with dozens of corpses of prisoners, guards, mites, and a variety of recently kidnapped Cassomir citizens.
You can still post any actions before leading the people out, just moving ahead with the wrap-up.
You lead your parade of survivors back through the labyrinth of caverns and sewer tunnels to the safety of The Swift. Once there, a member of the Cassomir constabulary rouses from his long wait and asks for your report. The authorities are all too ready to take your warnings seriously this time and runners are quickly dispatched to strengthen the defenses where the derro might strike next.
Before your business is concluded, the man asks, "We also suffered a theft during this ordeal... do you know anything about the loss of our chapel bell? This note was found nailed to the door of the Greedy Narses. Seems to be addressed to your Venture Captain."

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Not sure if there is anything else we can do but question anyone still living and searching carefully before leading the former captives to the surface.
Do you want us to bother with that stuff at this point?

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"There is nothing we could have done about it. They could as well have stolen the belt before or after we got here. Leaving the prison with it would be no easy task, and it's not our fault they did it. But well done Pathfinders! Let's return!"

bluedove |

Not sure if there is anything else we can do but question anyone still living and searching carefully before leading the former captives to the surface.
Do you want us to bother with that stuff at this point?
I already gave the results of the search with the letters on the derro. If you had nothing else you wanted to do before reporting in, you're all done. I'll get Chronicle Sheets out soon.
Venture Captain Hestia Themis is understandably put out when you present her with Kafar's note. Nonetheless, she is genuinely thankful to your party for salvaging the lives you could. Cassomir is all too aware and watchful now for the threat lurking below.

bluedove |

Posting to get these back on my campaign tab. If you're seeing this, pop over to discussion and chime in on what you'd like to play if you can join us.
It's time wake up the threads and find out who wants to play and then decide what I'm going to run next! I've got a working laptop again and quite a few scenarios to choose from...
The Among Series:
Among the Living 0-07 Tier 1-7
Among the Dead 1-49 Tier 1-7
Among the Gods 3-08 Tier 3-7The Blakros Series:
Mists of Mwangi 0-05 Tier 1-5
Voice in the Void 1-35 Tier 1-7
The Penumbral Accords 2-11 Tier 1-5
Echoes of the Overwatched 3-07 Tier 1-5
The Blakros Matrimony 4-09 Tier 3-7The Tide Series:
Tide of Morning 0-23 Tier 1-5
Tide of Twilight 3-05 Tier 1-5Of course, the free mods:
Pathfinder Module: We Be Goblins!
Pathfinder Module: We Be Goblins Too!And then my spare ones:
#47: The Darkest Vengeance (Tiers: 1–5){This was the original plan *evil grin*}
#3-01: The Frostfur Captives Tier 1–5
#3-15: The Haunting of Hinojai Tier 5–9
#5–09: The Traitor’s Lodge Tier 3–7Or I have access to quite a few more as well, if need be. Chime in, and let me know what you want to play! ^_^

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.
That's how I dot in, right?

GM bluedove |

In Absalom, the Venture-Captains claimed it would be a nice walk in the woods, a pleasant change of pace from the bustle of the city. Obviously they forgot about the brambles, boulders, and biting insects of the Verduran Forest, which have turned the jouney into an arduous three-day scramble of detours, torn clothes, and near falls. Fortunately, Venture-Captain Dennel Hamshanks made a firm impression before the expedition left Absalom.
_____________________________Flashback!____________________________________
The air grew still as Hamshanks rolled into a meeting room deep inside the Pathfinder Lodge in Absalom, his jowls flowing and his enormous axe clanking against his thigh. The man’s black eyes scanned the room. “You lot?” Hamshanks spat. “Well, maybe you’ll surprise me. Your boat leaves in an hour, so I’ll be brief. One of the Society’s contacts in Andoran sent us an interesting little nugget this morning. A druid named Hemzel swept into Augustana’s Civic Library last week, demanding his right of research. Our contact learned that Hemzel has acquired a lorestone from somewhere in the Verduran Forest. Heard of such a thing?” Hamshanks paused expectantly and spat again. “Of course not. Heard of druids, at least? And their crazy stone circles? Well thank Gorum for that. Lorestones are somehow connected to them — supposedly they can bestow you with all of the knowledge of the druids. We’d like to know how, so we want that stone and you’re going to get it for us."
“Unfortunately, the Society is not a friend to Hemzel. He’s the self-declared protector of the Verduran Forest inside Andoran’s borders and some of our more eager explorers have angered him and his little band of gnomes. He’s sworn a blood feud with the Pathfinders. Break out your skills of persuasion and get me that lorestone. Do whatever you need to — sweep the floors or plant some trees for the old man. Something nice — let him know we’re there to study and not to slash and burn.”
_________________________________End Flashback____________________________________
As the sun sets on the third day of travel in the Verduran Forest, the welcome sight of a puffing chimney — Hemzel’s home, according to the map—reveals itself atop a hill.
If you have any pertinent questions, you may ask them in flashback. This is an extended trek through the wilderness, so make sure you have necessities like food, water, whatever camping equipment your character would have, etc. I'll kick us forward in about 36 hours or so to allow time for gearing up.

Wei Ji the Learner |

________________________Flashback!___________________________
"In the event that the Lorestone is far too large or is somehow integral to the environment of the Verduran Forest, will the best drawings/notes/writing transcriptions suffice as 'acquiring' the Lorestone? I know the Teacher would have a serious problem with disrupting another being's road to education, and the Society as I've been taught is keen to not disrupt things in the process of learning, too?"
_______________________End Flashback! Questions_____________
In addition to Wei's normal load-out, he'd like to acquire another eight days of provisions(4GP), paper (10GP worth), ink (8GP), three bags of flour (?GP), one tanglefoot bag( 50 GP), and two potions of Cure Light Wounds (100GP) because he doesn't want to get caught wanting like last time. Please let me know what of these he could acquire in the timeframe allocated?

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During the briefing an Ulfen shieldmaiden of celestial heritage adjusts her sword in its scabbard as if to verify it is still there and derive some small comfort. Satisfied with the feeling of the steel under her hand she tussles with a loose blonde braid. Her holy symbol proclaims her as follower of Ragathiel.
"We shall speak with him then, and assure him that the Society would only act with the highest of principles and understand the vrtues of fairness and justice, and that we champion his quest for knowledge"
"What did past visitors do to anger him?[/ooc]
___
Frost will shop for provisions and equipment (added to sheet) as well as a pack mule to help carry the items.
___
[b]"Ahh, that looks like the home we need... I wonder if he will welcome us?"
Frost tidies herself up and approaches the building, directly towards the front door, which she shall knock upon quite deliberately.
"Anyone home?"

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Description of Wei and Actions for the journey thus far for those who have not adventured with him before
Wei is possibly one of the most buff tengu folks have seen. He kind of has to be, to be able to swing around that masterwork bastard of a sword one-handed. He keeps that riding over his right shoulder under his well-varnished darkwood shield.
He's also not too shabby in the sneaking about department, and despite being so burly wears reasonably light armor in the form of a mithril shirt. Every so often he'll pick out details in the surroundings that most folks miss.
His plumage is black. His gear is well-kept. A newer wayfinder is kept along his belt, though away from catches and snags to prevent it from getting gouged.
At night when camp is set, he runs twine around the perimeter, with a bell tied along each of the four cardinal directions. He'll gladly point out the first night that each bell has a slightly different tone, so that the rest of the expedition knows which side an attack is coming from.
Every morning he will read from some book he keeps that has the Master's Rebus on the front, then make notes in it before working on various forms with his blade and board, then switching to the blade and a short sword, then sap and shield.
During the traveling through Andoran, he seems a bit more at ease, and he will point out that he was rescued from slavery by citizens of this nation-state. Unfortunately, due to the nature of that situation, he had to seek refuge with the Society, so he's not as connected locally as he might like to be.
One thing he will note is that he has a horrible tendency to over-think at times. That is sometimes a blessing and sometimes a curse for expeditions, and he'll freely admit it's something he's working on.
After all, the Master of Masters(Irori) doesn't expect perfection, but for His students to strive for it.

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The dark-haired, tall human wears well-fitted robes and carries a finely-made spear at his back, but looks more like a scholar than a soldier. A wooden pentagram hangs from a black ribbon choker around his neck.
knowledge(not sure what): 1d20 + 9 ⇒ (6) + 9 = 15 +1 more for arcana or planes.
"Wouldn't it be easier just to incapacitate him and take it? Who'd miss a crazy old druid, or listen to his ravings about a well-respected society stealing from him?"

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"Well, presumably, the aforementioned 'little band of gnomes' would miss him, though I'm not sure if 'little' was meant to describe the number of gnomes or their physical stature. Of course, this isn't even addressing the question of whether it's wrong to assault a person and steal his property. I'm of the opinion that we should at least try to talk to him first."
Marco Vail is a slender, olive-skinned man with shoulder length salt and pepper hair. He stood near the door during the meeting with the Venture Captain, and tends to fall in line with little objection during the march.

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"We define by our actions as much as our actions define us. All of these paths are chances to learn, though the lessons we would learn from some of the nastier ones are not the sorts we want to. We should learn, and by learning, teach."
Wei's commentary will come with a bit of a shrug.
"Also, this attitude you're bringing to the table will make it very hard to negotiate in good faith." That last bit is aimed towards Maedhros.
Every day, Master of Masters, you give me a new challenge...

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Frost stays silent at the question by the Chelaxian, only raising an eyebrow. When her new companions all venture such capable answers, she smiles warmly and continues on with what she was doing, pleased with the responses.

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Flashback!
"Asmodeus grant me patience, I wasn't suggesting it as a course of action. I was asking Why Not. The Society has gone in with sword and flame plenty of times in the past, and I would like to know the reason behind refraining in this instance. Devil's Advocate, and who better to be it? The subtleties of dialectic thought are obviously a little too subtle."
End Flashback
Maedhros has brought a pack mule to carry camping gear, including a one-person tent, waterskins, a week's worth of food, and a teapot, with which he has insisted on making tea every day. He has been more than willing to share this tea with anyone in the group.
As they approach their destination, Maedhros's longspear has been sharpened and he loads his crossbow, cautiously.

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Musket: loaded (bullet) inoperable (bayonet)
Paper Cartridges: 18
Bullets/Powder: 15
Alchemical Flares: 2
Grit: 3
I like Wei's description of the character and his journey actions, so I'm copying the idea!
Mira is a somewhat tiny young woman who carries one of the larger guns you've ever seen across her back. She is dressed plainly in comfortable leather armor, and a short no-nonsense haircut that doesn't get in her way.
Bright eyed and attentive, Mira often volunteers to scout for the group, her short stature and light frame disappearing stealthily into the bush when she does.
The young gunslinger has brought her newest companion along for the trip, a sturdy palomino that she has taken to naming Pumpkin. The girl is clearly attached to the horse already, and she dotes on it whenever possible.
With the others in their group, Mira is cheerful and talkative. She is quick to mention her excitement to be on the mission - originally from Andoran, she's looking forward to the chance to be back in her home country.
Around camp, Mira spends much of her time taking care of the animals, and cleaning/inspecting her weapons.
BD, I'm having difficulty finding rules for combat mounts in PFS. Are players without a class feature for them allowed to have one?
---- End Flashback ----
Mira dismounts and leads Pumpkin with her as they approach the cabin. Looking at their sorcerer, she chimes into the conversation, "Marco, do you want to try talking to him? I can't speak for the others, but people say I can be a bit too blunt for diplomacy." From what she had seen on the journey so far, Marco had a better way with words than many in their group, he was probably the best choice to represent them.

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Wei will eagerly partake of tea with the Chelaxian.
"It is rare to find someone who has the patience for this on the trail. If I felt more confident in my skill, I'd take it up."
And after the discussion that Maedhros had, where he mentioned he was taking the counter-argument... Wei loosens up a bit. Because it is good to consider the ramifications of the paths chosen.

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------------------ Flashback --------------
To Hamshank's, Quessstionsss ssself hasss. What more isss known of thisss Hemzel? Weaknesssesss to exploit, desssiresss to be provided, or ssservicesss to be rendered? Isss chance hisss claim isss falssse? Isss chance thisss is yet another trap for Pathfindersss? What more isss known of thisss Veduran Foressst? Dangersss presssent, current climate, potential alliesss?
.
knowledge geography plus chronicle plus storyteller: 1d20 + 4 + 2 + 4 ⇒ (12) + 4 + 2 + 4 = 22
knowledge nature plus chronicle: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
.
To the others, You mammalsss alwaysss make things so unnecesssarily complicated. Obviousssly all that isss needed isss to coldly and rationally dissscussss the detailsss and work out an acceptable compromissse.
But of courssse, that will never happen. Thisss party will ride their emotionsss throwing accusssationsss. That party will allow their emotionsss to react, throwing counter accusssationsss asss their pride wasss wounded. The other party will misssunderssstand sssince it wasss emotionsss not logic. That misssunderssstanding will lead to more misssunderssstanding.
Eventually the emotionsss will burssst and the sssituation will be resssolved by fang and mussscle. With each convinced it wasss inevitably the vault of the other. How you mammalsss have managed to sssurvive isss a mystery. {sigh }
.
Well, let usss get it over with. Maybe ssself will be sssurprisssed and reasssoned dissscusssion will actually take place. Well, ssself can hope anyway. You get the impression that Selter is unused to talking that much.
.
If everyone else has a mount, Selter will purchase a cheap horse to not slow the group down. But if anyone else is walking he would much prefer that to riding on a great big mammal that makes so much noise that even the city folk know it is there.
So is anyone else walking?
------------------ End Flashback --------------
.
If any of you remember Selter and his snake Sithiss, Sithiss is no longer very sneaky with her increase to large size. He also can't casually carry her on his shoulders anymore.
The trek through the woods should be more than enough to show that Mira and Wei are the sneakiest members of the group. Do either/both of you want to scout the area before we go up to the door?

GM bluedove |

Whoops! Wrong thread, Selter... Y'all just ignore that hissing sound, no one is actually there. *waves hands* You-didn't-see-anything!
_____________________________Flashback!____________________________________
"In the event that the Lorestone is far too large or is somehow integral to the environment of the Verduran Forest, will the best drawings/notes/writing transcriptions suffice as 'acquiring' the Lorestone? I know the Teacher would have a serious problem with disrupting another being's road to education, and the Society as I've been taught is keen to not disrupt things in the process of learning, too?"
Hamshanks wags a meaty hand, "Our reports say the lorestone is quite portable and I'm afraid we'll need the real thing for our experts to study it thoroughly. It's said to resemble river rock. Druids can be protective of their lore and secrets, but if you can make Hemzel understand the Society's devotion and reverence for knowledge, I think he might be persuaded. Failing that, help him out with a problem that needs taking care of. Show him we're willing to do what it takes to make amends."
"We shall speak with him then, and assure him that the Society would only act with the highest of principles and understand the vrtues of fairness and justice, and that we champion his quest for knowledge"
"What did past visitors do to anger him?"
"Quite right, Lady Frost. Let's just say their manners failed them when caught between the natives and the Lumber Consortium. You know how Druids can be about protecting their woods..." He raises his eyebrows significantly but says no more on the subject.
"Wouldn't it be easier just to incapacitate him and take it? Who'd miss a crazy old druid, or listen to his ravings about a well-respected society stealing from him?"
Hamshanks scratches his beard and pulls a crumpled note from his pocket. "You weren't a member of that last group to encounter Hemzel? Huh... swear I've heard that logic before. To answer your question, it might be easier to use force today... but we have to consider the future implications of such an act. The Verduran Forest is vast, my friend, straddling the borders of three nations. And Hemzel is well regarded among his druidic kin. We want to restore a good, working relationship with the Wildwood druids, if at all possible."
He turns and addresses the group one last time before turning to the door. "We received some letters for you all this morning... No doubt your faction leaders have heard of your destination and want to pile on some errand for you to accomplish along the way, but remember the mission comes first!" And with that, he lumbers on his way, leaving you to make your preparations and get on your way.
Faction missions no longer count towards the success conditions of a scenario, but they may be used to add extra flavor to the game session.
Faction Missions for Tide of Morning - OPTIONAL
Dark Archive Faction Mission
The Exchange Faction Mission
Liberty's Edge Faction Mission (Alternate for Silver Crusade)
Scarab Sages Faction Mission (Alternate for Grand Lodge)
Sovereign Court Faction Mission
______________________________End Flashback!____________________________________
Smoke rises lazily from a chimney set atop a small, round wooden hut just over a steep hillside covered in thick vines and brambles as you hike up the path. “Too late, too late for Hemzel!” a high voice cackles from behind the hut. “Gire, finish them!”
Suddenly a stump next to the path shatters in a weird explosion, scattering chunks of wood everywhere. Splinters and filmy strands of web rain down on you as a mass of spiders boil out of the ruined stump. They swarm over Frost like a living carpet of spindly legs and stinging mandibles.
You hear the buzz of insectile wings and a tiny, feminine, quavering voice calls out. "Turn back if you value your lives! There is only blood and death before you... oh... so much blood!"
Wei Ji Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Frost Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Maedhros Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Marco Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Mira Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Vincenzo Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Enemy Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative Order - Surprise
-----------------------------------
Enemies - acted
Initiative Order - Round 1
---------------------------------
Enemies - move, Swarm Damage: 1d6 ⇒ 1
_Frost Fort: 1d20 + 8 ⇒ (5) + 8 = 13; Frost Fort: 1d20 + 8 ⇒ (20) + 8 = 28
Maedhros
Mira
Frost
Vinny
Wei Ji
Marco
The brambles and vines around the hut are, for the most part, impassable. You can approach by the path which you are on and there are a few areas marked in orange that are only difficult terrain but they are not easy to see. Added key for reference. Frost takes 1 damage, but is neither nauseated nor poisoned. Party is up! And Map is updated!

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Maedhros moves back away from the swarm, and summons a shining eagle to appear above the roof of the hut, hoping it will see whoever was cackling from behind the hut.
Spending one arcane reservoir point to summon a celestial eagle as a standard action, which will remain for 2 minutes. Having it appear above the hut roof at the point indicated on the map. Can it see the speaker behind the hut? If so, it will attack, which it can do this turn.

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Sense Motive: 1d20 + 7 ⇒ (2) + 7 = 9
Trusting in his fellow expedition members to have better resources to handle the swarm that is by Frost, the tengu makes his way around the right side of the small rise, looking for an alternate route up, keeping his eyes sharp as he moves.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Double move

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Frost pulls a vial out, and lobs it at the swarm.
Alchemist Fire
Attack 1d20 + 3 ⇒ (13) + 3 = 16
Damage 1d6 ⇒ 2 = 3 damage

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Flashback
Throught the proceedings with the Captain, Vinny stood idly by, lazily leaning against a wall and smoking. Every so often he would look as if he had something to say, but soon enough someone would ask the question and he would simply nod with a half smile, remaining silent.
The trip
Throughout the journey, the scruffy alchemist remained in a good mood, making small talk with his travel companions. At night, he would sleep under the stars, nothing more than his backpack as a makeshift pillow. He did however sleep right next to the camp fire, eliciting more than a few worried looks at the assorted alchemical supplies he had on him, so close to an open flame.
As they arrived at their destination on the third day, only Vinny looked as he had when they left, his usual, worn attire hardly looking any different, despite the three day journey through the woods.
The present
Having only just managed to light his tobaccoo as they finally reached their destination, Vinny gave a groan of surprise and annoyance at the sudden interruption."Thats a neat trick." He remarked at the explosion, before lobbing several vials at the swarm, the first doing nothing until the second shattered on top, a violent explosion of fire eruption from the impact.
Bomb: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

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Sense motive: 1d20 + 7 ⇒ (15) + 7 = 22
Marco tilts his head in thought. Something about the voice didn't sound particularly genuine to him. He's surprised by how quickly the other agents react to the threat, and he holds up his hands to try to calm the blooming battle.
"Whoa! Whoa! Call off your 'Gire'! I know you don't really mean us harm! Stay hidden if it comforts you, but please tell us more of what happened, then, if we are too late for Hemzel!"

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Musket: loaded (bullet) inoperable (bayonet)
Paper Cartridges: 18
Bullets/Powder: 15
Alchemical Flares: 2
Grit: 3
Sense Motive: 1d20 + 3 ⇒ (17) + 3 = 20
Mira recoils back from the swarm as it explodes out. Spiders?! Why did it have to be spiders? Supressing a shudder, the gunslinger swings herself into her saddle and reaches for the rifle on her back.
Ride - Guide with knees (DC5): 1d20 + 4 ⇒ (17) + 4 = 21
Pumpkin - Move action: Move 15 feet
Mira reaches for the musket on her back, but hesitates as she hears the quavering voice. It didn't sound malicious... More like scared?
"Hold up a moment," she cautions the others, "It doesn't sound like they want to fight us." She leaves her weapon on her back - best to look unthreatening and let Marco do the talking.

bluedove |

These were two different voices, right? One cackling from behind the hut, and a small feminine one from nearby?
That is correct, a high-pitched male voice commanded "Gire, finish them," and now a hesitant female voice confronts you, no creatures beyond the (now dead and smoking) swarm are visible though. Maedhros, your eagle sees only a grey streak of very fast movement through the brambles and then nothing. It cannot pursue at that speed. Frost, I forgot to tell you to take an AOO on the swarm as it moved into your square, but with Vinny's bomb that is moot now. Marco, you (and anyone else trying talking) need to combine that with a diplomacy roll to be effective. Sorry, I ran out of time to update just now, will finish later tonight.

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Can it try or is that just futile? If it's futile, are we out of combat now? Did that kill the swarm?
Maedhros will hold up a piece of dried meat in his gloved hand to try to call the Eagle down to land on his arm. Taking 10 on Handle Animal for 10 if that works.
He also takes out his Mage Armor wand and uses it to protect himself.

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Ah. Missed that it was two different voices.
With the apparent threat gone, Marco addresses the female voice, "Are you still here? We came to meet with Hemzel, and if something has happened to him, we at least need to know. As you can see, we're capable of defending ourselves. We may even be able to help him. Tell us what happened here, please."
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25

Wei Ji the Learner |

The tengu places his sword back in its sheath, but keeps his shield out.
Diplomacy (Assist): 1d20 + 5 ⇒ (9) + 5 = 14
"We wish to speak, and we are mindful of your home. Please forgive us for being fast on our reactions. Is there something we can do to prove our intentions?"