Luke_Parry
|
Yigrig Moneymaker, the powerful goblin merchant, slumps in a large chair. His face, normally so proud and assured, looks troubled.
“It’s good to see you, Pathfinders! I have a lot of respect for the Society. You’ve been good to me in the past, and my family has aided you in return. But today I come before you, my hat in my hands, in need of help.
My family and I have almost brokered a trade agreement between the cities of Solku and Oenopion. It’s a beneficial deal, one where Solku gains the materials it needs to defend itself, Oenopion gains a new trading partner, and everyone stands to make a heap of coin. There’s only one issue standing in the way of the negotiation being finalized: A bridge must be constructed over the Elemion River to facilitate safe travel between the two cities. My family is responsible for building and maintaining this bridge. It should have been a simple job… easy to pull off.
It has been anything but easy.”
The old goblin leans forward.
“Every morning at the work camp, it is discovered that more of my children have been pulled from their beds in the night, presumed dead. Every shipment of aid I send gets attacked. The last one I sent did not even arrive.
There is a lot of money riding on this deal, but I admit this isn’t about money anymore. This is personal. Someone is harming my family and I can’t sit by and let that happen.
I have contracted the Pathfinder Society to protect the bridge and surrounding work camp while construction is completed. I have a caravan ready to leave, filled with new workers and supplies for the bridge site. I want you on it. When you see it safely to the bridge site, I need you to stop the attacks on the camp by any means necessary until the job is complete. When you get to the work camp, you will meet my son Zig, the overseer of the project. Sweet kid… takes after his old man. He’ll be your liaison with the workers and see to your needs.
Nothing is more important than family. Nothing. And so, I’m asking you to take care of mine. Our future is in your hands.”
Feel free to introduce yourselves, and ask any questions :-)
Malark Evenwood
|
"I'm sorry for your recent losses. Truly, I am. Nothing is more personal and of more concern than the welfare of your kin," Malark remarks as he consoles the goblin and takes of his hat in an act of reverence.
"We'll do what we can to solve this problem. But have you any idea who is responsible for this? Might there be someone who holds a grudge against your family?"
Luke_Parry
|
Yigrig shrugs helplessly.
“Since the attacks began, information has been spotty getting out. However, I know that some sort of large animals have been attacking the work camp during the night, and something else has been aggressive toward anyone that tries to leave or enter the site, no matter what time of day. Bandits? Animals? Accounts have been conflicting, but whatever they are, they’re dangerous.”
Quinoline Silicate
|
Quinoline takes a knee and speaks to Yigrig in Goblin.
If people think it's weird that she speaks to him in his language, she shrugs and says, "Every self respecting alchemist knows Goblin. They have the best recipes for alchemist's fire, and they don't keep lab notebooks."
Vellir Tate
|
A halfling with an impish grin saunters in. He wears distinctive red-and-white clothing and carries many things over his shoulders, including a live eagle. "Don't worry, friend Yigrig, your camp is in good hands. Vellir Tate at your service.
"Bandits or big animals, I think we can deal with those." Vellir takes a moment to think. "It's probably not important, but are there any parties who really stand to benefit from this? Or maybe the opposite? Both of the cities sound happy enough, but maybe someone else with deep pockets isn't."
Sparkin Spellrig
|
"The Pathfinder Society is always willing to lend a hand--and learn something along the way. This whole situation reeks of mystery."
The excited gnome's hair stands on end a little as he considers the possibilities. A weasel-like animal with a holy symbol of Nethys on its collar peeks out his backpack.
Luke_Parry
|
Yigrig smiles and nods to Quinoline.
He then nods to Vellir.
"Not that I am aware of. As far as I knew, there wasn't anyone who stood to particularly gain, or lose, from this little venture."
Malark Evenwood
|
Malark watches in awe as his companion speaks to Ygrig in his native language. "Quite impressive! I really should learn to speak other languages soon."
"One last question from me though. What is the area like?"
Herbert Stubbings
|
Herbert is a half-elf of medium height though his features look nearly human. He wears a breastplate and on his belt is a long mace and around his neck is a holy symbol of Erastil.
At the mention of the lost children he looks shocked, but he lets other speak.
I've played this before though parts will be new.
Zarden
|
A tall man with a thin face walks in with the use of a gnarled wooden staff. A symbol of Nethys hangs over the simple, yet clean traveler's outfit. A bit standoffish, he listens quietly to the conversation. When he does speak, it's in a low tone going straight to the point, "Master Yigrig, what kind of injuries are those being attacked sustaining?"
Luke_Parry
|
Children is a relative term - he's an elderly goblin, so he is talking about his 'children', who are adults.
"Well, it's a desert - expect mostly sand..."
He then shrugs.
"As to the precise injuries sustained, I don't know - I haven't been out to the site personally, you understand."
Malark Evenwood
|
Malark nods. "Alright! Fair enough. I've no further questions."
Malark has 2 points spell and 1 point scroll. Bringing a Soothe scroll as my starting item.
Luke_Parry
|
Once you have finished talking with him, Yigrig leads you to the Goblin caravan, which consists of 4 Huge wagons and 20 nervous goblin workers. It also contains a trove of supplies including wooden beams and food. The leader of the caravan is a goblin named Muckmuck, who about as nervous as the rest of the workers travelling in the convoy.
Because many goblins loathe horses, the caravan’s wagons are pulled by camels.
As you get underway, Muckmuck laughs to himself.
“You longshanks think you can protect us? You can’t save Muckmuck. You’re weak. Face facts. We’re all going to die.
You sit there in the back and talk to the workers. We’re all scared. Doesn’t matter what we do. We’re all going to die.
Tell you truth, I don’t want to go. Yigrig reads too many books. He’s lost his mind. We all think about leaving before he gets us killed. Not help that the minstrel lost hand in teethbrushing accident. Much blood. Can’t play lute anymore.
Tell you what. You want to help? You be the minstrel. Make fancy music. Make goblins feel less likely to run away. Convince them we’re not all going to die.”
It will take two days to get to the bridge site. During that time, you can try to lift the Goblins' spirits with acrobatic displays, feats of athleticism, tall tales, or engrossing performances.
In other words, everyone can, if they so choose, make up to two checks, which can be: Acrobatics/Athletics/Deception/Performance.
Herbert Stubbings
|
Herbert is Swords x3 and will pick up 2 potency crystals. 1 will be affixed to his flickermace.
"The Pathfinders have a good track record with such things. And we are not weak."
Herbert makes some displays of physical prowess.
first athletics check: 1d20 + 7 ⇒ (20) + 7 = 27
second athletics check: 1d20 + 7 ⇒ (19) + 7 = 26
Even Herbert is impressed by his near flawless antics.
"See. Be happy. Your enemies are now our enemies."
Sparkin Spellrig
|
Well, many people have already died. Chances seem good that some of these goblins will die too. We'll just have to see!
Sparkin decides not to share that thought with the goblins.
Vellir Tate
|
Field-Commissioned Agent, so no items yet.
"Come on, now!" Vellir chides Muckmuck. "It's harder to convince them when you're moaning to the contrary, but I'm sure we can make it work. You think whatever is fool enough to prey on you can hit me like this?" The halfling raises his voice at his last words, turning to the other goblins and doing some fancy footwork...
Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9
...Before nearly falling under the caravan wheels. "Just a little humor for you," he mumbles, dusting off. He decides to change tacks. "But really, this won't be the end of my story. And by extension, yours neither! I haven't fought walking, talking beehives to fail at this, not to mention my grueling Pathfinder trials (which, incidentally, involved a lot of fiery gauntlets)..."
Deception: 1d20 + 4 ⇒ (12) + 4 = 16 +2 if I'm talking to an individual, and can make them my Hunted Prey
Quinoline Silicate
|
Acrobatics: 1d20 + 8 ⇒ (10) + 8 = 18
Quinoline will show them how to balance a book on their heads like a longshank.
Can I ask for GM discretion to allow Society? Quinoline knows Goblin and she knows Society; she can tell heroic stories from goblin culture. It's not Deception because they're not tall tales.
Zarden
|
These goblins are going to get us killed.
Zarden explains to the goblins how climbing a tree or rockif being attacked can save them, then procedes to show them
Athletics: 1d20 + 3 ⇒ (20) + 3 = 23
Can Zarden use Arcana if he uses Produce Flame and Prestigidation to entertain the Goblins?
Zarden
|
Zarden casts a combination of Produce Flame and Prestidigitation to make a fiery spectacle to entertain the goblins.
Arcana: 1d20 + 7 ⇒ (1) + 7 = 8
I'm glad I rolled a 20 on the first one.
Quinoline Silicate
|
Act 1 Scene 1. We open on an alchemical lab. Fumbus holds up a vial of amber, bubbly liquid.
Act 1 Scene 2 (Goblin plays tend to have much shorter scenes due to a limited attention span.).
The goblin drinks the potion but nothing happens!
Act 1 Scene 3.
But goblin already brave! Fumbus realizes.
Exuent all.
Intermission. Quinoline passes around a pickle spear with 3 speared pickles so everyone can take a bite.
Act 2 Scene 1. We open on Lastwall, as a wave of undead storm the city.
"Oh, no, we afraid!" yells the longshanks general.
Fumbus arrives.
Act 2 Scene 2.
Epilogue. First goblin Pathfinder Society agent enter Lodge. Lodge made Grand by goblin Fumbus!
Goblin's contribution to the alchemy is invalue ... invaluability ... is very big.
Exuent all.
Malark Evenwood
|
"Now, now. Not's not the time to mope, Muckmuck. You'll have us this time. Now sit back and let me soothe your spirits with a medley I just came up with."
Performance: 1d20 + 7 ⇒ (6) + 7 = 13
Not satisfied with his own performance, Malark tries again.
Performance: 1d20 + 7 ⇒ (5) + 7 = 12
Luke_Parry
|
Herbert puts on a stupendous Athletics display, bench-pressing camels, and pulling one of the carts by himself.
Malark's attempts at lifting Goblin spirits don't go over so well; who knew that Elven love ballads wouldn't appeal to Goblins?
Quinoline does some cartwheels, then puts on several brief impromptu theatrical performances, which, given that they are done in goblin, get several rounds of applause.
Sparkin... decides to keep their own counsel.
Vellir tries to put on a good show, but his attempts at wilderness parkour fall flat... as does he, more than once. His attempts to tell tall tales, on the other hand, meet with more approval.
Zarden proves adept at the caber toss...
...but his attempt at using fire goes over poorly, when he accidentally set several goblins' pants alight.
Nevertheless, towards the end of the second day, the goblins' spirits have been lifted (somewhat).
Luke_Parry
|
About an hour from the bridge site, there is suddenly howling across the sands, and a trio of wolves, wisps of smoke curling from the corners of their jaws, crest a sand-dune nearby!
CW: 1d20 + 7 ⇒ (6) + 7 = 13.
Herbert: 1d20 + 8 ⇒ (11) + 8 = 19.
Malark: 1d20 + 6 ⇒ (20) + 6 = 26.
Quinoline: 1d20 + 5 ⇒ (2) + 5 = 7.
Sparkin: 1d20 + 7 ⇒ (7) + 7 = 14.
Vellir: 1d20 + 7 ⇒ (10) + 7 = 17.
Zarden: 1d20 + 5 ⇒ (12) + 5 = 17.
Protect the Wagons, Round 1:
Malark (-)
Herbert (-)
Vellir (-)
Zarden (-)
Sparkin (-)
CW (-, -, -)
Quinoline
Slide 2.
Party (sans-Quinoline) is up!
Malark Evenwood
|
Malark takes out his rapier and joins Sparkin in the middle of the wagons. "Looks like we have company. Fellow goblins, watch the wagons. Fellow Pathfinders, our aid is needed."
Interact, Stride, Inspire Courage: +1 to ATK and DMG rolls.
Vellir Tate
|
Vellir hurries closer, bidding his eagle to harry a target. "Get 'em, Haast!" His crossbow is at the ready for any openings.
Stride, Command (Haast will Fly and Support), Strike Green. Will it be Nature to Recall Knowledge here? If so, I may do that next round.
Crossbow: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Bleed?: 1d4 ⇒ 3
Luke_Parry
|
Malark prepares for battle, and inspires the party.
Herbert pulls out his weaponry, and prepares to defend the wagons.
Vellir directs his bird to harry the opposition, the fires, scoring a blow.
Nature.
Zarden fires a blast of cold, but it is dodged.
Sparkin casts Bless, then moves to safety.
The wolves then charge forward!
Blue gets beaned with the flickmace, but it and its two allies keep moving forward, ignoring the party, and heading straight for the Magenta wagon!
Jaws: 1d20 + 9 ⇒ (17) + 9 = 26, for 1d6 + 3 + 1d4 ⇒ (5) + 3 + (2) = 10 damage, +1 Fire damage.
Jaws: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d6 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8 damage, +1 Fire damage.
Jaws: 1d20 + 9 ⇒ (19) + 9 = 28, for 1d6 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6 damage, +1 Fire damage.
Jaws: 1d20 + 9 ⇒ (3) + 9 = 12, for 1d6 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8 damage, +1 Fire damage.
As their jaws rip and tear at it, small flames cascade from their mouths, setting it on fire!
As an Action, it is possible to make a Reflex save (DC 14), if you have some plausible way of smothering fire, to reduce the damage that it takes each round by 1d6.
1d20 ⇒ 15
1d4 ⇒ 1
Protect the Wagons, Round 1/2:
Malark (-)
Herbert (-)
Vellir (-)
Zarden (-)
Sparkin (-)
CW (-7, -, -12)
Quinoline
Wagons (-, -36; 1d6 Fire damage per round, -, -)
Party is up!
Herbert Stubbings
|
"Leave it alone!"
Seeing that they are focusing exclusively on the wagon Herbert goes full offense starting with the one he hit previously.
attack #1 with flickermace: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
blugoning damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
attack #2 with flickermace: 1d20 + 9 + 1 - 5 ⇒ (18) + 9 + 1 - 5 = 23
blugoning damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
attack #3 with flickermace: 1d20 + 9 + 1 - 10 ⇒ (12) + 9 + 1 - 10 = 12
blugoning damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Malark Evenwood
|
Malark is alerted by the presence of fire and starts to rally the goblins and his allies. "We will never back down from this. Look for anything that can quench the flames. We'll take care of these creatures."
Perception if it applies: 1d20 + 6 ⇒ (12) + 6 = 18
Inspire Courage, Search (?) for source of water, Stride to flank blue
Zarden
|
Zarden moves up and casts Grim Tendrils right through all three wolves.
Negative Damage: 2d4 ⇒ (1, 3) = 4 +1 Bleed
Fort Save DC17 for all living thing in 30' line.
Crit Success: No Damage
Success: 1/2 damage, no bleed
Failure: Full Damage
Crit Failure: Double Damage plus Double Bleed
Sparkin Spellrig
|
Sparkin moves to a position where he can see the wolves, then casts electric arc (DC 15)targeting two of the wolves. (Whichever are closest/still up after the party's actions.)
electricity: 1d4 + 2 ⇒ (4) + 2 = 6
Vellir Tate
|
Vellir stops reloading his crossbow, instead running to the wagon with his waterskin in the other hand. He empties it over the cart while shoving himself against the weaker flames.
Reflex: 1d20 + 9 ⇒ (5) + 9 = 14
If that isn't enough water, he will only Stride to behind Sparkin, then reload and shoot Blue.
Crossbow: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Quinoline Silicate
|
Quinoline strides into the crowd, launches a bottled lightning at Red ...
Bottled Lightning: 1d20 + 9 ⇒ (7) + 9 = 16
Electricity: 2d6 + 2 ⇒ (4, 6) + 2 = 12 plus flat-footed
2 splash electricity if miss
... then empties her waterskin on the fire.
Reflex: 1d20 + 10 ⇒ (17) + 10 = 27
Luke_Parry
|
Quinoline strides forward, and launches electricity at Red...
...which gets splashed.
She then draws her waterskin, ready to dump it on the wagon.
Two points - it's an interact action to draw your waterskin, which means you don't have an action to use it, this round (after moving and throwing a bottled lightning), and you need to be next to the wagon to use it, in any case.
The wagon continues to burn...
1d6 ⇒ 3 Fire damage, and the size of the fire increases to 2d6.
Malark sees that there is a small oasis just to the left of the wagon train, and keeps inspiring his allies as he moves to a better position.
Herbert manages to smack one of the injured wolves, wounding it, but it stubbornly clings to life.
Vellir then rushes forward, and empties his waterskin on the wagon.
Reducing the fire back to 1d6.
Zarden moves to a better position, and channels necromantic energy through the wolves...
Fort: 1d20 + 6 ⇒ (3) + 6 = 9.
Fort: 1d20 + 6 ⇒ (13) + 6 = 19.
Fort: 1d20 + 6 ⇒ (7) + 6 = 13.
...causing two to bleed.
Sparkin then channels electricity...
Reflex: 1d20 + 9 ⇒ (10) + 9 = 19.
Reflex: 1d20 + 9 ⇒ (19) + 9 = 28.
...but his spell is resisted by one, and completely dodged by the other.
The wolves continue to ignore the party, focusing exclusively upon the wagons...
Jaws: 1d20 + 9 ⇒ (12) + 9 = 21, for 1d6 + 3 + 1d4 ⇒ (3) + 3 + (4) = 10 damage, +1 Fire.
...the first strike reduces the Magenta wagon to smouldering kindling!
The wolves then move on to Green (provoking from Herbert)...
Jaws: 1d20 + 4 ⇒ (14) + 4 = 18, for 1d6 + 3 + 1d4 ⇒ (2) + 3 + (3) = 8 damage, +1 Fire.
Jaws: 1d20 + 9 ⇒ (1) + 9 = 10, for 1d6 + 3 + 1d4 ⇒ (2) + 3 + (3) = 8 damage, +1 Fire.
Jaws: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d6 + 6 + 2d4 ⇒ (5, 5) + 6 + (3, 1) = 20 damage, +2 Fire.
Jaws: 1d20 + 9 ⇒ (17) + 9 = 26, for 1d6 + 3 + 1d4 ⇒ (5) + 3 + (4) = 12 damage, +1 Fire.
Jaws: 1d20 + 4 ⇒ (5) + 4 = 9, for 1d6 + 3 + 1d4 ⇒ (6) + 3 + (2) = 11 damage, +1 Fire.
...and setting this Wagon alight, as well.
1d20 ⇒ 17
1d20 ⇒ 3
Blue then succumbs to its injuries, bleeding out on the desert sands.
Protect the Wagons, Round 2/3:
Malark (-)
Herbert (-; free AoO)
Vellir (-)
Zarden (-)
Sparkin (-)
CW (-13, -4)
Quinoline
Wagons (-44; 1d6 Fire damage per round, -, -)
Party is up!
Herbert Stubbings
|
aoo with flickermace: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
blugoning: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Herbert moves up to the wolves and attacks the most wounded one.
attack #1 with flickermace: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
blugoning: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
attack #2 with flickermace: 1d20 + 9 + 1 - 5 ⇒ (8) + 9 + 1 - 5 = 13
blugoning: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Quinoline Silicate
|
Quinoline has two bandoliers, she shouldn't need an Interact to get liquids - or her healer's kit (for future reference). But she wasn't next to the wagon.
She will move next to the green wagon, throw another bottled lightning at Red.
Bottled Lightning: 1d20 + 9 ⇒ (19) + 9 = 28
Electricity: 2d6 + 2 ⇒ (4, 4) + 2 = 10 plus FF
2 splash electricity if miss.
This turn she'll use her waterskin on Green.
Reflex: 1d20 + 10 ⇒ (12) + 10 = 22
Vellir Tate
|
Vellir reloads and fires again. He can't help but take a moment to wonder, 'What is with these wolves? Why aren't they attacking us people?'
Crossbow vs. Red: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Recall Knowledge: 1d20 + 5 ⇒ (6) + 5 = 11
Luke_Parry
|
The wolf dodges Herbert's swing as it dodges past him.
@Quinoline: You only have one Bandolier listed on your chronicle sheet, not two, and nothing listed as being stored in it? For reference, one set of Tools takes up an entire bandolier by itself...
Quinoline smashes a flask of electricity across Red's head...
2d6 ⇒ (4, 5) = 9
...causing it to jerk spasmodically.
She then calmly puts the fire out.
Herbert, annoyed that the wolf dodged his blow, Strides forward, and crushes Red's skull.
Vellir fires a crossbow bolt at Green, but misses...
...and can't recall anything about what these creatures are, although they are definitely animals.
Protect the Wagons, Round 2/3:
Malark (-)
Herbert (-)
Vellir (-)
Zarden (-)
Sparkin (-)
CW (-13)
Quinoline
Wagons (-44, -, -)
Malark, Zarden, and Sparkin are up!
Sparkin Spellrig
|
Any buckets around?
If it's still alive, Sparkin will cast electric arc at the wolf. (DC 15)
electricity: 1d4 + 2 ⇒ (4) + 2 = 6
Luke_Parry
|
Zarden moves up, and freezes the wolf a bit.
Sparkin then tries to electrocute it...
Reflex: 1d20 + 9 ⇒ (17) + 9 = 26.
...but the wolf dodges the blast entirely.
@Sparkin: You might be able to find a bucket on one of the wagons, but it would require a Seek action (Perception check), whilst adjacent to a Wagon, to spot one.
Protect the Wagons, Round 2/3:
Malark (-)
Herbert (-)
Vellir (-)
Zarden (-)
Sparkin (-)
CW (-19)
Quinoline
Wagons (-44, -, -)
Malark is up!
Malark Evenwood
|
Malark continues to inspire his allies and strides towards the remaining wolf. He attempts to stab it with his rapier.
Rapier: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
damage: 1d6 + 1 ⇒ (5) + 1 = 6
Luke_Parry
|
Malark Strides forward, and with a flourish, stabs the wolf through the heart!
Combat over.
The Goblins, who had fled the immediate vicinity, slowly come back. They are grateful (since they are sure that without your intervention, they would have all been killed), but the mood is once again a bit subdued as you make the remaining short journey to the bridge camp.
--------------------------------------------------
When you arrive, you find the camp bustling with activity. Goblin engineers do their best to guide goblin workers as they build the decking and assemble the piers; the bridge appears simple, but sturdy, and is approximately half complete by this point.
As the wagons are unloaded, Muckmuck shows you to Zig, leader of the bridge camp.
While many of the goblins at the work camp are covered in dirt and sweat, Zig stands tall and straight among them. He pours over maps of the surrounding area before speaking.
“It is good to see you. They call me Zig. I’m glad my father asked you to come here to help.
We have been building a very important bridge. But every night, the big cats attack our camp. We leave out meat for them and they saunter right past it. Instead, they seem bent on filling their bellies with goblin flesh. If we move camp across the river; they cross over it overnight. If we light fires around the camp to scare them away, the goblins workers burn themselves in the flames. It’s a lose-lose situation.
Every few nights, the cats come back to hunt us. Everyone is terrified and that’s bad for business. With all this talk of some saber-toothed whatever coming for us in the night, we’re all too scared to finish our work. If someone doesn’t take these furballs out, I suspect the bridge isn’t ever gonna get built.
These kitties aren’t natural. Whatever you need, you got it. I can give you workers to build fences. But fences alone aren’t going to be enough. Either the cats go, or this bridge is history. The only other answer is death.
Please, if you can, track them to their source, and put a stop to this!”
I'll take Survival checks at this juncture, if you would like to do some tracking ;-)
Quinoline Silicate
|
Quinoline acts out a goblin play to help calm them down while someone trained in tracking finds a trail ...
Vellir Tate
|
Vellir greets Zig warmly. Even as the topics grow heavier, he keeps his smile up. "Easier to attack than defend, so we should find where they've been coming from. But we can take some time to watch you all. You're what's important here, don't worry!
"But is it just cats giving you problems? Nothing else in addition to them, like wolves?" The halfling adds uncertainly. Without waiting for an answer, he heads off in search of a lead.
Survival: 1d20 + 5 ⇒ (7) + 5 = 12 + 2 with Hunt Prey if I can pick up any tracks