Aaftaab |
Aaftaab immediately runs to Popole.
"Where? Where are the tracks? We need to find them!" she says and starts to follow Popole.
GM Worg |
You move up to a mausoleum that appears to be eerily silent. The strange purple goop from the orchard is here also. It covers some tombstones with a small handful of treasures nearby.
One note of interest is you see a Morningstar made of Cold Iron. The goop has grown around it, but not on it. The Morningstar sits by a tombstone.
Suddenly, two Medium giant ants burst from the group and shriek shrill sounds at the party as they attack! Surprise Round Action to move up to the party frontliners, which I am sure Marrowtusk appreciates.
Marrowtusk Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Popole Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Aaftab Initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Anthelea Calenbriars Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Reginald Gerbin III Initiative: 1d20 + 8 ⇒ (8) + 8 = 16
Hand Drawn Initiative: 1d20 ⇒ 9
CGI Ant: 1d20 ⇒ 20
Round 1: FIGHT!
Battlefield Conditions: Normal Light
CGI Ant(-0,Fine)
Anthelea(-0,Fine)
Popole(-0,Fine)
Reginald(-0,Fine)
Aaftab(-0,Fine)
Hand Drawn Ant(-0,Fine)
Marrowtusk(-0,Fine)
The Uglier Ant tries to attack Marrowtusk with its mandible bite and stinger!
Bite Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Stinger Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Grab: 1d20 + 7 ⇒ (15) + 7 = 22
Lucky rolls. Lousy damage.
The ant manages to grab onto Marrowtusk and bite him!
3 Damage and Grappled.
GM Worg |
Round 1: FIGHT!
Battlefield Conditions: Normal Light
CGI Ant(-0,Fine)
Anthelea(-0,Fine)
Popole(-0,Fine)
Reginald(-0,Fine)
Aaftab(-0,Fine)
Hand Drawn Ant(-0,Fine)
Marrowtusk(-3,Grappled)
Most of the Pathfinders are Up!
Reginald Gerbin III |
Before leaving the orchard, Reginald slaps his forehead dramatically. ”Of course!” he exclaims, ”my magic wand could fix this right up!” And with a tap of positive energy, he tries to rid the trees of their otherworldly influence.
Reginald uses his wand of cure light wounds.
—————————————————————
At the graveyard, Reginald mimics his companions and peers around carefully.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
—————————————————————
As the giant ants leap out at the party, Reginald is surprised. ”Oh!” he says excitedly to Martowtusk as he wrestles with the creature. ”Giant ants! Did you know they can grapple people they bite? Fascinating.”
Knowledge (nature): 1d20 + 10 ⇒ (6) + 10 = 16
Reginald Gerbin III |
"And they have a stinger!" Reginald calls to his grappled companion. "Apparently it's quite painful!"
As Casovir pecks his head, Reginald throws his hands up defensively. "Alright, alright!" he complains. "Unhand my companion, you horrible mindless beast!" he yells at the ant grappling Marrowtusk, but only the ant hears a piercing scream in the words.
Casting ear piercing scream. Ant can halve the damage and negate being dazed with a Fortitude 16 save.
Sonic damage: 1d6 ⇒ 4
Anthelea Calenbriars |
The elf moves up and unfurls her whip as she tries to strike the ant attacking the beefcake,
1d20 + 4 ⇒ (10) + 4 = 14
1d6 ⇒ 1
Marrowtusk |
Quick question while I wait for my turn, I tried googling an answer but it'll probably be DM's call in the end. Instead of breaking the grapple I can choose to do an attack such as a bull rush with my spiked armor and try to knock it away. I'm assuming as soon as it's reach no longer reaches me, I can't be grappled, but some people are saying RAW you're technically still grappled. Just wondering what your call is!
Aaftaab |
Aftaab walks forward into a flanking position and attacks to do nonlethal damage with her scimitar!
Scimitar, Dervish Dance feat for Dex to hit, Blade of mercy trait for non-lethal damage w/o -4 to hit , flank: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Crit confirm : 1d20 + 6 ⇒ (7) + 6 = 13
Scimitar, Dervish Dance feat for Dex to damage, Blade of mercy trait for non-lethal +1 to damage : 1d6 + 5 ⇒ (4) + 5 = 9
Crit damage : 1d6 + 5 ⇒ (4) + 5 = 9
Free action: If that was a hit then using ‘Enforcer’ feat to Intimidate/Demoralize as a free action to give the opponent the ‘shaken’ condition for as many rounds as the opponent received non-lethal damage.
Intimidate vs. DC 10 + the target’s Hit Dice + the target’s Wisdom modifier : 1d20 + 8 ⇒ (12) + 8 = 20
GM Worg |
Quick question while I wait for my turn, I tried googling an answer but it'll probably be DM's call in the end. Instead of breaking the grapple I can choose to do an attack such as a bull rush with my spiked armor and try to knock it away. I'm assuming as soon as it's reach no longer reaches me, I can't be grappled, but some people are saying RAW you're technically still grappled. Just wondering what your call is!
I want to see you burst from the grapple like a maniac with that bull rush! Sounds f%#&ing epic!
Popole |
Sorry, I forgot to log yesterday.
"Tackle this ant's abdomen! It'll make her drop Marrowtusk!" shouts Popole, indicating the ant attacking his armored buddy.
FREEBOOTER'S BANE: +1 to hit / +1 to damage against my target!
After that, he steps back and attacks its target.
Mstwk Light Crossbow: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 for Bolt: 1d6 + 1 ⇒ (4) + 1 = 5
GM Worg |
Round 1: FIGHT!
Battlefield Conditions: Normal Light
CGI Ant(-7,Fine)
Anthelea(-0,Fine)
Popole(-0,Fine)
Reginald(-0,Fine)
Aaftab(-0,Fine)
Hand Drawn Ant(-9,Intimidated)
Marrowtusk(-3,Grappled)
(-0,Fine)
Fortitude Save: 1d20 + 6 ⇒ (15) + 6 = 21
The party engages the ants in combat. The one holding Marrowtusk resists Reginald's spell, and some of the blows connect!
The intimidated Ant tries to full counter attack Aaftab!
Bite: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
Damage: 1d6 + 3 - 2 ⇒ (6) + 3 - 2 = 7
Sting: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Grab: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
The ant manages to bite Aaftab and deal some damage!
7 damage, and Grappled.
GM Worg |
Round 1: FIGHT!
Battlefield Conditions: Normal Light
CGI Ant(-7,Fine)
Anthelea(-0,Fine)
Popole(-0,Fine)
Reginald(-0,Fine)
Aaftab(-7,Grappled)
Hand Drawn Ant(-9,Intimidated)
Marrowtusk(-3,Grappled)
(-0,Fine)
Marrowtusk is up.
Marrowtusk |
Marrowtusk wrestles with the ant which happens to have its mandibles latched around his arm, preventing him from being able to swing his axe, so instead he pulls the ant towards him while simultaneously turning to bash it with the shoulder part of his spiked armor.
Bull Rush: 1d20 + 12 ⇒ (9) + 12 = 21-(Enemy's CMD) and rounded up to the nearest 5 is how many feet I knock him back.
And assuming that hits, swift action to attack with my armor spikes during the bull rush as part of the Spiked Destroyer feat.
Spiked Armor: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Reginald Gerbin III |
If the ants are immune to mind-affecting effects, that would include being demoralized by Intimidate. If they are not immune, please let me know as that opens up many more options for Reginald.
GM Worg |
Did my whip hit?
It was very close but it was a miss. :(
If the ants are immune to mind-affecting effects, that would include being demoralized by Intimidate. If they are not immune, please let me know as that opens up many more options for Reginald.
I keep forgetting that about intimidate. Doesn't change the fight too much for now.
Marrowtusk smashes his own body into the ant grappling him, and forcibly tosses the ant away, which forces it to fall unconcious.
Round 2: FIGHT!
Battlefield Conditions: Normal Light
CGI Ant(-19,Dying)
Anthelea(-0,Fine)
Popole(-0,Fine)
Reginald(-0,Fine)
Aaftab(-7,Grappled)
Hand Drawn Ant(-9,Intimidated)
Marrowtusk(-3,Grappled)
Popole |
everyone please note that my freebooter's bane bonuses applies for everyone :)
Aaftaab |
Aaftaab cries out.
”Aaahh, I do not want you to touch me!“
Escape Artist : 1d20 + 4 ⇒ (18) + 4 = 22
GM Worg |
Round 2: FIGHT!
Battlefield Conditions: Normal Light
CGI Ant(-19,Dying)
Anthelea(-0,Fine)
Popole(-0,Delay)
Reginald(-0,Fine)
Aaftab(-7,Grappled)
Hand Drawn Ant(-9,Intimidated)
Marrowtusk(-3,Grappled)
Bite: 1d20 + 6 ⇒ (11) + 6 = 17
Stinger: 1d20 + 3 ⇒ (7) + 3 = 10
Grapple: 1d20 + 7 ⇒ (15) + 7 = 22
The ant misses Marrowtusk.
Pathfinders are up.
Aaftaab |
Aftaab again attacks to do nonlethal damage with her scimitar!
Scimitar, Dervish Dance feat for Dex to hit, Blade of mercy trait for non-lethal damage w/o -4 to hit , flank: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Scimitar, Dervish Dance feat for Dex to damage, Blade of mercy trait for non-lethal +1 to damage : 1d6 + 5 ⇒ (3) + 5 = 8
Popole |
Popole quickly reloads and fires another bolt.
REMINDER: FREEBOOTER'S BANE: +1 to hit / +1 to damage against my target!
Mstwk Light Crossbow, FB: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 for Bolt: 1d6 + 1 ⇒ (2) + 1 = 3 Come ooooon
Marrowtusk |
Marrowtusk will group up with his party and curb stomp the ant in unison with everyone else's blows.
Armor Spikes WITH FREEBOOTER'S BANE: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
GM Worg |
Marrowtusk and Anthelea finally defeat the remaining ant.
I added the flanking bonus for Marrowtusk.
After you defeat the last remaining ant, a large raven from up above flies down on the tombstones. Near it is purple goop, a Cold Iron Morningstar, and a sack full of supplies.
The raven starts squawking at you all.
The raven's squawking sounds distinctly similar to "YELLOW FOOT! FIND YELLOW FOOT!"
Wand
Elixir
Elixir
Popole |
Intelligence: 1d20 + 1 ⇒ (4) + 1 = 5
Popole has no idea of what happens with this raven.
Aaftaab |
Int: 1d20 - 2 ⇒ (2) - 2 = 0
Marrowtusk |
Marrowtusk walks over in case the goop tries to hurt someone or if the raven proves to be an enemy, and tries to figure out what it's saying as he picks up the satchel.
Int: 1d20 - 1 ⇒ (8) - 1 = 7
Marrowtusk shrugs at the raven as he picks up the satchel and lets everyone know that there is a wand and two elixirs inside, if someone wants to identify them or can use them. He will also pick up the morning star. "Hope ya guys don't mind if I take this, just in case we need it for later. I feel like I can put it ta good use."
Popole |
What a bright group we are ^^
Popole looks around on the ground to see if there are any tracks.
Survival (track): 1d20 + 10 ⇒ (1) + 10 = 11
GM Worg |
Botting Reginald: Intelligence DC12: 1d20 + 5 ⇒ (10) + 5 = 15
Reginald Bot Online:"It appears the raven is saying 'YELLOW FOOT! FIND YELLOW FOOT!'"
Reginald Gerbin III |
"What nonsense," Reginald says to Casovir. "You are much more eloquent than that crow." He goes back to examining the contents of the satchel.
Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26
Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18
Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25
Marrowtusk |
"Yellow Foot? Does anyone know what that is?" Marrowtusk will search around the area as well, for yellow footprints or something?
Perception: 1d20 - 1 ⇒ (10) - 1 = 9
GM Worg |
He goes back to examining the contents of the satchel.
• Wand of Bless Weapon 10 Charges
• Elixir of Hiding• Elixir of Vision
"Yellow Foot? Does anyone know what that is?"
The party recollects as to their investigation around town...
The last places the party could possibly get some clues or hints to a Yellow Foot may be the one of the following.Saringallow’s most successful cobbler, “Dependable” Drummady Laterna (NG female human expert 4), has a reputation for making the sturdiest footwear in town at reasonable prices, and is willing to repair any shoe purchased from her store at a steep discount. Her business truly took off 3 years ago when she split with her husband Petrello, who tried to exercise control over the business even though he is a far inferior crafter than Drummady.
Petrello and Drummady also bumped heads over their children, Pavolus and Betrona. Pavolus is Drummady’s apprentice, and Betrona is Petrello’s apprentice. Their father is terribly strict with them, while their mother is far more permissive. The largest point of contention between the parents is Petrello’s disapproval of Pavolus’s interest in Gellion, who the haberdasher believes is a distraction and not nearly good enough for his son.
When you approach the cobbler’s shop, you find Drummady in a state of grim resolve. She refuses to allow her business to falter because her children are missing. She is practical and avoids engaging in chitchat with you.
Diplomacy DC15 lets you read the spoiler. If you cannot make it, you can try sense motive or perception for some other info.
Drummady reveals that Gellion was certainly the most charismatic of the missing apprentices, and usually acted as the group’s de facto leader. She also reveals that Pavolus recently made Gellion a pair of bright yellow boots as a gift—a fact. that she emphasizes to display her son’s kindness, and to criticize her ex-husband’s disapproval of him.
Otherwise, you have a letter from the Tavern Owner, the supplies in the graveyard, the goop in the graveyard and in the orchard, and evidence that the apprentice 'Gellion' was the supposed leader of this group. You could visit the mayor and request to search Gellion's house with your evidence.
GM Worg |
A robotic train pulls up next to the party. "Bzzzt- Let us take you to the plot."
The party finds themselves at the...
1d3 ⇒ 3
Mayor's Manor, where she awaits inside eating a steak and potatoes. She looks up and is pleased to see you. "Ah good, I see you have been very active." Her smile swiftly changes to a look of genuine interest and yet concern. "What have you found out?"
Your Clues and Evidence so far.
• A letter addressed to one of the apprentices.
• Mention of a Yellow Foot from a raven.
• The strange goop at the locations where the apprentices meet up.
The mayor looks over your evidence. "I have reason to suspect that the letter is from Gellion, the Alchemist Apprentice. Also the strange goop sounds like something unnatural. Perhaps Pricknettle knows more."
The mayor calls Pricknettle to the office with use of messenger servants. About half an hour later, she arrives. After some lengthy discussion, the mayor talks to you again.
"It appears that Gellion may be suspect of foul play. Turns out he also wore yellow boots made for him by the Drummady, which ties to your clue from the... talking raven, was it? Anyways, I am issuing you the keys to his house to go investigate and see what else may be happening."
The mayor gives you the keys to Gellion's home, as well as directions.
Map Updated
You arrive in short time. From the outside, each room appears to be dimly lit in this two-story house.
You notice a dark, greasy-looking stain oozing from between the slats of the shutters on the ground floor windows.
The door's knocker is smeared with a dark, dried substance.
Spoiler: Heal DC15
Dried Blood. Possibly a few days old, but not more than a week.
Popole |
Popole thanks the mayor and the plot train for the fast understanding of the matter at hands.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
True to himself and now used to the companionship with this individual, the grippli stops Marrowtusk before he makes to much noise, pointing at a dark, greasy-looking stain oozing from between the slats of the shutters on the ground floor windows.
He then points at the door to make the party notice that the door's knocker is smeared with a dark, dried substance.
Heal: 1d20 + 8 ⇒ (16) + 8 = 24
From this far, he can easily identify what it is... The grippli whispers:
"Dried Blood. Possibly a few days old, but not more than a week."
Aaftaab |
Aaftaab steps forward.
"Let us go in!" she says and tries to open the door.
Marrowtusk |
Marrowtusk shrugs at Popole as Aaftaab breaks the silence and walks up to the door, letting the female face whatever is inside as he pulls out his new weapon and prepares for the worst. If nothing happens or if she is unable to open the door, he will try to make his way over to one of the ground floor windows and wave the morningstar around the stain to see if it might be the same ooze as from earlier.
GM Worg |
As Aaftaab opens the door, a steaming bloody spray shoots out into a 15 foot line!
Aaftaab make a Reflex DC18 or take the damage below, unless you have fire resistance 5, in which case ignore it.
Fire Damage: 1d6 ⇒ 5
Aaftaab |
Reflex: 1d20 + 6 ⇒ (4) + 6 = 10
"Aahhh ... that hurt!!" she shouts and almost immediately parts of the wounds start to close.
Aftaab has no fire resistance but fast healing 2 for 1 round after she is hurt by fire. So 3 damage.
She looks at her wounds disgusted but continues to open the door.
GM Worg |
Scratches and dark stains cover nearly every surface in this spacious living room. To the east, paintings and other once fine objects give fuel to a fire roaring in the hearth. Bent, broken, and bloody cutlery juts at odd angles from the table in the center of the room. Books lie scattered in heaps next to broken shelves, and shards of shattered dishes spill forth from their cabinets. An open door to the west looks into the filthy kitchen, and stairs to the southwest lead up to the next floor. Tiny bloody footprints cover the stairs, heading in both directions.
Aaftaab |
Aaftaab sees the tiny footprints and starts to walk to the stairs.
"Hello, hello, anybody here?!"
GM Worg |
As Aaftaab starts walking towards the stairs...
Ranged Attack VS Flat Footed AC DC12: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d2 + 1 ⇒ (2) + 1 = 3
She gets hit, and a dagger is sticking out of her back!
Take 3 damage Aaftaab!
Marrowtusk Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Popole Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Aaftab Initiative: 1d20 + 8 ⇒ (5) + 8 = 13
Anthelea Calenbriars Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Reginald Gerbin III Initiative: 1d20 + 8 ⇒ (14) + 8 = 22
Homunculus: 1d20 + 2 ⇒ (2) + 2 = 4
Round 1: FIGHT!
Battlefield Conditions: Normal Light
Reginald(-0,Fine)
Anthelea(-0,Fine)
Aaftab(-5,Fine)
Popole(-0,Fine)
Marrowtusk(-0,Fine)
???(-0,Fine)
A Homunculus
This vaguely humanoid creature is about the size of a cat but looks more like a toothy, winged devil.
1 Question at 16, 2 Questions at 21
Marrowtusk |
Marrowtusk looks around and has his morningstar out and ready, trying to see if he can figure out what is attacking. "So are ya gonna let me do my job or should I let this thing stab ya a few more times?"
Move Action: Perception to try and see what is attacking us. Standard Action: Ready an attack with the morningstar if it's close to me.
Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Aaftaab |
”What is going on here?! You will pay for this!“
Perception : 1d20 + 4 ⇒ (16) + 4 = 20
Seeing the creature she draws her Scimitar and moves to the table.