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Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19
What kind of ideas has she been putting into his head? Anything you can tell us about typical hang out spots for the kids? Maybe we could find some clues at those locations, if you can think of any that would be worth checking out.

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"The orchard?" Majara considers briefly. "No, not that I know of. But I have to admit that he has been quite secretive lately. Wonder what scheme that Nolaria has got them into. No, I'm sorry but he has not been sharing much with me recently. In the past, they do wander around quite a bit. The orchard, the gallows about the town, the cemetery, the woods outside the walls. None has struck me in particular previously."

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"Thank you for the information. We will find them, do not worry."
Kebro nods to the proprietor and leaves the shop to check on GAB.

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Kebro sees a barrel in an alley way that is moving back and forth.
"Blorp."

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Krennel nod to the proprietor before stepping out. He spots GAB! in the barrel. "Oh goodie! YOU are back." He looks to the others. I still cannot believe everyone else is going along with this like it is not weird in the least bit. Well, wrong really. IT is unnatural. And it just...sloshes about. It's disgusting.

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Rolling a barrel down the streets of Saringallow invites uncomfortable stares from the townsfolk, but they are too aloof to question and go about their ways.
The temple of Erastil is a simple affair, and you immediately get the sense that it is built and run dedicated to the needs of the people, rather than the needs of the temple’s staff. The infirmary and housing areas for the poor dominate the complex, with only what seems to be a small corner set aside for living quarters. When you arrive, you wait a a handful of people who are presumably seeking blessings and prayers from the priest Ildris Ruvarra. As they take their leave, again the suspicious look at you the outsiders, and a bemused glance at the barrel.
Ildris is a middle-aged age man. He is clearly balding and whatever hair left has largely turned white. Other than looking a bit frazzled, he carries himself with dignity. He smiles warmly at you, the first town resident who is friendly. "Blessings of Erastil be upon you." He then nods in apologies. "Please, give me a moment and I will be right with you."
He turns to the infirmary to tend to two men lying on simple pallets. They look like they have injured their legs, and Father Ildris takes some time to check on their wounds, and soothes their pain with prayers.
Finally, he returns to you and asks, "Sorry to keep you waiting. How can this humble servant of Erastil be of service?"
A diplomacy check here would help. There might be other actions that could as well.

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Krennel offers up the letter they received earlier in the morining. Is it really the SAME day? With a polite bow, "Thank you Father. We are here, on behalf of the mayor, on official business. We are here to look into the missing apprentices. Can you offer any insight?"
Diplo: 1d20 - 2 ⇒ (18) - 2 = 16

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Earlier
GAB! goes up to Krennel to give him a big ol' oozy hug!
Now
GAB! hides in the barrel outside the church.

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The half-orc's reaction is immediate. "GAH! What is it doing? Get off of me. Do you know how much these garments cost? Stay in your barrel! IN. YOUR. BARREL!" He hurriedly scraps off the shifter as best as he can before wiping down his clothes with a handkerchief. "So gross!"

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"Right Right. A man of the cloth, tending to the needs of others before his own. I think it is important that you know- we aren't here for any reward of glory- just wanting to see these young'ins taken well care of. Surely you can relate to that!"
Diplo, to aid: 1d20 - 1 ⇒ (8) - 1 = 7

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"Perhaps I could offer my healing services in exchange for some information as well."
diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5

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"Perhaps I could offer my healing services in exchange for some information as well."
[Dice=diplomacy]1d20-1
"Are you skilled in that? If so, these two men could need your services, for I'm afraid my skills have not been of much help thus far." Father Ildris looks somewhat skeptical but also hopeful.

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Rel will approach the the two injured men, producing multi-colored necklace with the image of a bird on it. Looking to the other Cleric, Rel asks permission before invoking the powers of Shelyn in another god's temple,
If you would allow me, I can be of aid to these men.
Assuming he grants permission, Rel will channel energy, healing
Healing: 1d6 ⇒ 3 to the men.
That should speed their healing and ease their suffering in the meantime. I do not believe it is right to barter healing for information as my companion. My aid is offered for free and in good faith. We are investigating the missing apprentices, and any information you can offer would be most appreciated.
Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26

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Kebro shrugs their shoulders and steps aside to let the cleric do his thing.

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"That... that is most amazing. You are indeed a servant of the gods." Father Ildris kneels beside the two astonished men and examines their wounds. "Yes, they are not completely healed but a few more days would be all. And no permanent limps." The two are overjoyed and if they could get up, would have come over to thank Rel.
Looking considerably less frazzled, Ildris guides you to his rooms for some privacy. "You are searching for the apprentices? Thank Erastil.
My responsibilities to the townsfolk have thus far prevented me from searching for her myself, so you coming is really a gift of the gods. I mean, Nolaria has a difficult life as it is. Sigh. Her parents were officers in the Goblinblood Wars, and unfortunately lost their lives in a surprise attack on the town and burnt it to the ground. I found Nolaria alive in the ruined temple of Erastil hiding under bell tower's giant cracked bell. A miracle! I knew she would grow up to serve the church. And her parents, they... they were my friends. So I took her under my wing and raised her all these years."
At this point, he sighs. "I sometimes have to admit that Erastil has really put a handful into my live. I know the rest whisper behind my back about this wild girl, but I know she is a true devotee of Erastil. She would never knowingly endanger her friends!" He sighs again, looking worried. "But I admit. She often overestimates her abilities. Please find her. I'm sure the other apprentices are with her. One of my parishioners is sure she saw her at the old graveyard with her loyal pet raven a few days ago. From what I could gather, that seems to be the last time she was spotted."

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Kebro thanks him for the information.
looks like either the graveyard or the orchard is the best leads

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Agreed. I vote graveyard, since this is pathfinder after all (and what fun is an orchard?)

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GAB! waits patiently outside, and upon seeing its allies, begins to oozely move under the barrel to follow.
"Blorp?"

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There was an option earlier also to hit the streets to get info. It is near sunset now but still light, using Gather Information (i.e. Diplomacy). You may or may not find useful information. If you hit the streets, it would take 1d4 hours, which would solidly put you at night.

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If we have some solid leads we can follow up on, I vote we do that now and if we need to gather info we can do it in the morning. Graveyard gets my vote.

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Twilight is not far away when you reach the the Gallow's graveyard. The setting sun cast an eerie lighting across the area. A quick survey is all that is needed deserted, and GAB! makes his way out of his hiding place in the barrel. Kebro also allows Elytria out from under his cloak.
Hundreds of small grave markers stand between a few large mausoleums in this graveyard. Crows leer from the gravestones, scattering when other creatures draw near, only to resettle some distance away.
A careful study of the grounds suggests that it is seldom visited. Which makes the trail you find all that intriguing. It is somewhat faded now, but it clearly it well-trodden by a group regularly for some time. The trail leads you to a particular mausoleum.
A Survival DC15 allows you to find this trail immediately. Otherwise, night would have fallen by the time you find it, so please let me know your lighting situation.
You may open the spoiler below if make a Knowledge(Arcana) DC18

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low light vision 60'
Kebro lets Elytra out and gets the lay of the land,
perception: 1d20 + 11 ⇒ (4) + 11 = 15
and tries to pick up the trail.
survival: 1d20 + 6 ⇒ (9) + 6 = 15

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As the head through the grave yard, Rithon absentmindedly conjurers several small spheres of light that hang around in the air 20 feet in front of him. As Yen and the others seek out footprints, the lights bounce close to the ground and then off in the directions they are searching. Rithon, for his part, seems mostly uninterested in the pursuit, glancing over the names and dates and stones. For anyone paying close enough attention, his eyes are emitting a soft blue light that seems to flicker.
Dancing lights and detect magic. Not trained in survival

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Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Rel speaks a prayer to Shelyn, and his holy symbol is bathed in light. Rel begins searching the area. His gaze pauses on one area of the graveyard, thinking he sees something noteworthy, but whatever it was he noticed is fleeting and he moves on.
Not sure if assists are allowed on this check - but I'm almost there to open the spoiler. Curse clerics not having Perception as a class skill.

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GAB! looks around as best as someone else using light can offer.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
"Blorp!" The oozemorph makes the noise again, then points its tentacle at the one noisy raven in the graveyard. To try to convey the message, it takes out the journal and draws on it.
Only bird here.
Will that allow someone else to do the DC18 Knowledge Arcana?

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Yes, someone else can make the arcana check. Sorry should have been clearer. Whoever wants to do it can go ahead despite whatever’s happening below... Also, there’s light around Rel. Rithon, could you put markers for your dancing lights in case it matters?
Rithon does not immediately notice anything magical nearby. However, despite the darkness, GAB!’s sharp ears notice the unusual raven and its cawing. The raven, noticing that one of you has noticed it, even if it is some strange blob, seems to intensify its cawing. And you realize that it not cawing at you but something moving from behind the mausoleum, as if it was trying to warn you! (not surprised!)
You hear the sounds of skittering feet, something you would have easily missed without the warning. From around the corners of two mausoleums, two large ants the size of large dogs scurry into the view. (At least for those with darkvision)
For every 5 that you beat the DC, you may ask for one piece of information from this list.
init, GAB!: 1d20 + 1 ⇒ (4) + 1 = 5
init, Krennel: 1d20 + 2 ⇒ (19) + 2 = 21
init, Rithon: 1d20 + 4 ⇒ (2) + 4 = 6
init, Yen Wu: 1d20 + 4 ⇒ (11) + 4 = 15
init, Kebro: 1d20 + 2 ⇒ (20) + 2 = 22
init, Rel: 1d20 + 2 ⇒ (13) + 2 = 15
init, ants: 1d20 + 0 ⇒ (12) + 0 = 12
combat map
Bold may act
-------
Round 1: Status: Nil
~~~
Kebro
Elytria
Krennel
Yen Wu
Rel
red ant
orange ant
Rithon
GAB!

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Marker updated. Low light vision gives 40ft of normal and another 40 ft dim light for Rithon

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Kebro puts a hand on Elytra, casts light on her, and draws a spear.

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Nature: 1d20 + 9 ⇒ (11) + 9 = 20 Special Attacks
Planes,aid? (untrained): 1d20 ⇒ 4
"These are giant ants. They don't need light. But, there seems to be something off about them. Can't put my finger on it." He starts heading toward the west, "Now, I'm going to see if this one burns. For research purposes, of course." The half-orc moves passed the tree and tosses a flask at the RED ant.
Bomb vs RED {Touch AC/Bless}: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16 for FIRE Damage: 1d6 + 5 ⇒ (1) + 5 = 6
If this misses, it still takes 6 splash damage (Reflex DC 16 for half splash damage only, not for a direct hit).

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Yen Wu stepped in from of GAB! and stood ready for the ant to come to him.
Rapier ready action: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 1 ⇒ (5) + 1 = 6
Rapier crit?: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 1 ⇒ (5) + 1 = 6
Please 5' step me to the SE. Ready action attack orange ant

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GAB! is just like a player on the side lines, waiting for it's turn. "Put me in coach, come on!!!"

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Krennel recognises these from his studies that they are simple worker ants, albeit strangely enlarged, and do not have special attacks. Like all vermin, it would likely be immune to mind-affecting effects. (Unfortunately, no one has made the planes check as there are some more useful information from that.)
Rel immediately calls upon the blessings of Shelyn. Kebro lights up Elytria to dispel the darkness while pulling out his weapon. Yen lifts up his weapon and steps forward, waiting for the ants to attack.
Krennel goes for the offensive, moving in and flinging an alchemical concoction at one of the giant ants. The roar of the explosion tears through the deadly silence of the cemetery as the ant is engulfed in flames. When the flames die though, the ant is only slightly singed. (Fire reistance.) Strange. Ants aren't naturally resistant to flames.
You have little time to ponder this as the ants charge. One goes for Krennel, its closest victim. Its massive mandibles tear deep wounds into the half-orc. The other closes in on Yen Wu, just in time for him to punch his rapier right into its head. The ant, unsteady on its feet, slashes fruitlessly at the agile vishkanya.
combat map
Bold may act
-------
Round 1: Status: bless (+1 attack, save vs fear)
~~~
red ant (-1; charged)
orange ant (-12; charged)
Rithon
GAB!
-------
Round 2:
~~~
Kebro
Elytria
Krennel (4/8)
Yen Wu
Rel
red bite vs Krennel AC14, charge: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 dmg: 1d6 + 2 ⇒ (2) + 2 = 4
orange bite vs Yen Wu AC19, charge: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 dmg: 1d6 + 2 ⇒ (2) + 2 = 4

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Going to hold my action for the moment to see how the other attacks go, but I did move the orange ant to be next to Yen Wu. It was still in the corner.

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GAB! suddenly grows a large blade from its body, resembling a scythe, and moves around the ant into flank.
GAB! Tentacle Scythe Attack (Slash): 1d20 + 4 + 2 + 1 ⇒ (10) + 4 + 2 + 1 = 17
GAB! Tentacle Scythe Damage (Slash): 1d6 + 3 ⇒ (4) + 3 = 7

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Thanks, Rel!
Despite formed from gelatinous blob, the scythe is sharp enough to slice deep into the ant's body. The wounds prove too great and it collapses, bleeding out into the ground.
(orange ant is down)

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Well I'll be damned. Fireproof! "GAH! The alchemist is surprised at the creature's speed. He looks back, waiting to see how far back the team is. Oh well of course the goo thing goes to help against the one that was about dead. The alchemist mutters, "Good for nothing! Knew I couldn't trust it! He runs away tactically repositions back toward the group.
Withdraw Action
Again, just RP

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"Someone must be controlling or helping these ants. This doesn't seem normal."
Kebro and Elytra move to take cover under the tree to the west and Kebro throws the spear at the ant.
Spear ranged: 1d20 + 2 ⇒ (9) + 2 = 11
pierce damage: 1d8 ⇒ 3

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Know Planes: 1d20 + 9 ⇒ (5) + 9 = 14
"Unless I am mistaken, these have some fiendish blood in them! Watch out, their attacks can be deadly to those with a strong moral compass! Also, avoid fire... but I guess you already learned that."
Consider the spoiler shared
Rithon moves towards his shimmering light- producing a small vial of acid, holding it tight in his hand. With a quick flick of his wrist and some mumbled arcane words, a bolt of acid flies out from the vial and streaks off towards the red ant.
Acid splash, focus (acid flask)
Acid Splash, touch: 1d20 + 2 ⇒ (3) + 2 = 5 Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Cantrip: Acid Splash, Dancing Lights, Detect Magic
Level 1: Grease, Magic Missile, Magic Missile