
Mauro Ocela |
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Mauro... Unexpectedly calls for peace! "Don't kill it! Stop and back off everyone! Now!"
12 word combat limit
*****
Later, if given the opportunity, he'll explain "We don't need or want to kill this thing right now! Look at the field. This thing is protecting it from those big bugs and other animals. This crop is salvageable, because of that thing's protection and that may keep us from starving this winter. So we leave the thing alive for now. We know it's here, and can spot it and kill it from range. Either once the colony is ready to take over keeping the fields again, or just at harvest time. If we kill it before we can take over keeping up the field, we're going to loose the crop."

Asher 'Cinnis' Regillenus |
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Asher considers Mauro's exclamation and puts down his bow for the moment.
Asher pauses, waiting to see if anyone else heeds Mauro's exhortation. He will prepare an action to shoot if the creature strikes at anyone else.
He is visibly riled and is wrestling with leaving the dangerous creature be, but when Mauro explains, he sees the logic of it.
True. This field is free from the buggers. But who knows if that thing has killed any colonists. We'll have to check its environs once we have a chance.

Mauro Ocela |
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Asher considers Mauro's exclamation and puts down his bow for the moment.
Asher pauses, waiting to see if anyone else heeds Mauro's exhortation. He will prepare an action to shoot if the creature strikes at anyone else.
He is visibly riled and is wrestling with leaving the dangerous creature be, but when Mauro explains, he sees the logic of it.
True. This field is free from the buggers. But who knows if that thing has killed any colonists. We'll have to check its environs once we have a chance.
"Hell, maybe it has Asher, but think of it as a prison work term, before the hanging. Because we ain't harvesting with that thing in there.
So come Fall..."
Mauro Ocela |

Mauro nods, with a matching grin.

Brodigan Fallemar |

Brodigan will stop when Mauro calls for it, but if the plant moves forward to get at Anne, he'll want to resume blasting. Not sure if the thing has roots limiting its movements or if it's more like a leshy and can just wander.
Assuming it doesn't move and the explanation from Mauro happens, Brodigan starts laughing as the other two discuss the "prison term" and the "corn shucking, then he says, "Agreed. So long as this little guy stays rooted, he's no threat anywhere else. And we can blast him from out of his range at harvest time," he says, a nod towards Asher as he mentions ranged attacks.

GM Ventiine |

Undisturbed Garden
The party struggles to land an attack on the plant, then Mauro voices for the party to stop. The occultist realizes the plant has actually been protecting the field, however, it will need to be dealt with at some point because the field will need some eventual tending. Mauro and Asher conspiratorially discuss how to best 'shuck' the plant. Brodigan notes that the plant doesn't seem interested in abandoning its newfound home and is likely to be in the field when the party or Ramona is ready to dispense with it. Abeowin finishes summoning his longtime friend.
The monkey goblin bones look rather recent. The plant doesn't pursue the party outside of its pollen cloud. We are out of combat... for now.
The party adds to their mental note: both the provisions building and this field are not safe to wander into. Ramona will need to be informed so nobody gets hurt.

GM Ventiine |

Levin Farm
Returning to the road, Asher spots the tracks leading from the gate (area 8) and large home (area 7.) The tracks continue to area 18.
Atop a sloping hill stands a solitary cottage built apart from the rest of the colony. The cottage has a thatched roof, a single entrance with a working door, and a few shuttered windows. A stone well has been built not far from the house’s front door. A large stone near the entrance is painted with the words “Levin Farm.” Just south of the cottage is a tilled vegetable patch that grows wild from neglect. New map!
The interior of the house is comparable to the other private homes in Talmandor’s Bounty. It contains only simple wooden furniture and an assortment of common household and personal items. Unlike the other residences, this house is in disarray, with chairs and tables flipped over, blankets torn to shreds, and produce such as corn and melons gnawed upon and then discarded to rot on the floor.
The house has two bedrooms. Two barrels have been rolled into the larger bedroom; one stands on end by a window. That barrel is empty, but the other remains sealed. Both barrels are marked as containing ale.

Mauro Ocela |

Perception: 1d20 + 1 + 3 + 1 + 2 + 3 ⇒ (16) + 1 + 3 + 1 + 2 + 3 = 26vs dc12 (floor)
1 rank+3 trained +1 wis +2 racial +3 skill focus

Mauro Ocela |

Perception: 1d20 + 1 + 3 + 1 + 2 + 3 ⇒ (16) + 1 + 3 + 1 + 2 + 3 = 26 vs dc12 (floor)
1 rank+3 trained +1 wis +2 racial +3 skill focus
Str check: 1d20 + 4 ⇒ (7) + 4 = 11 vs DC 15

Mauro Ocela |

Mauro spots that the one of the floorboards is oddly 'warped'. He tries lifting it, but he can't get it to come... still, something is odd with it; "There's something off about this floorboard. I can't get it to lift, can't get a grip on it, but if you guys give me a hand we should be able to get it..."

Becky Beys |

Becky follows along quietly. She lets out a quiet "Ick!" when she sees the garbage strewn inside the house. Since strength isn't one of her strong points (Ha!), she hangs back and keeps watch when Mauro finds a warped floorboard.
Becky Beys Survival Check: 1d20 + 1 ⇒ (7) + 1 = 8

JeVeAnne Brumbleburr |

Eager to be helpful, JeVeAnne rushes forward to try to help with the floorboard.
Aid Another, Strength: 1d20 + 0 ⇒ (5) + 0 = 5
But she finds that her little hands, while excellent for knitting, are not quite as suited to prying up floorboards.

Brodigan Fallemar |

Survival: 1d20 + 0 ⇒ (17) + 0 = 17 +2 more if his Wayfinder would help
While some of the others immediately go to check inside the house, Brodigan notices that some of the plants nearby have been trampled.
Moving back towards the bulk of the group, he points in the direction of the plants and says, "Someone, or maybe something, has trampled through the plants outside recently. Might have just been the Goblin friends we already chased off, but could very well be another creature, or group, has taken up residence here."

Asher 'Cinnis' Regillenus |

Asher recons the area outside by the tracks and then joins the rest of the party inside.
Perception (Outside): 1d20 + 5 ⇒ (10) + 5 = 15
Survival (Outside): 1d20 + 5 ⇒ (3) + 5 = 8
Perception (Inside): 1d20 + 5 ⇒ (16) + 5 = 21
Survival (Inside): 1d20 + 5 ⇒ (2) + 5 = 7
+2 to all of the above if an aberration is indicated.
He goes over to help with the floorboard.
Asher will attempt a new roll. If that does not work, we'll let Mauro try again and we'll all aid
Strength Check: 1d20 + 3 ⇒ (11) + 3 = 14
Okay Mauro, let's get a grip together. You all, help out over here.
Strength Check (Aid Another): 1d20 + 3 ⇒ (19) + 3 = 22
Mauro gets another +2 on his next attempt.

GM Ventiine |

Levin Farm
Outside the building, Brodigan notices some of the plants were casually trampled recently by some Small or Medium humanoid. The prints appear to be star-shaped.
Inside, Mauro spots one of the boards is warped at an odd angle. Together, Mauro and Asher are able to pull up the board. Anne attempts to assist, but her fingers are unable to find purchase on the wood. Concealed underneath the squeaky floorboard is a +1 longsword with a grip wrapped in green leather and gold wire, glowing with a pale emerald light as per the spell light. The workmanship and engravings on the blade and hilt are not similar to any made in the Inner Sea region.
Becky keeps watch as the sword is pulled out of it's hiding spot. For a brief moment, Becky thinks she might have seen something outside of one of the main bedroom windows! Marked on map.

Becky Beys |

"I think I just saw something outside the window!" Becky squeaks quietly while pointing.

Mauro Ocela |

Appraise: 1d20 + 1 + 3 + 2 ⇒ (3) + 1 + 3 + 2 = 9
1 rank +3 trained +2 int
K History: 1d20 + 1 + 3 + 2 ⇒ (2) + 1 + 3 + 2 = 8
1 rank +3 trained +2 int

Crispin Xantrian |

knowledge History: 1d20 + 8 ⇒ (7) + 8 = 15
Crispin watches as Mauro and Asher exert their strength and lift the floorboard. He can't help but be a little jealous of their muscle.
When the sword is revealed he blinks in amazement, "My goodness! That is a sword made by the Azlanti themselves."
spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17
Can he tell anything about the sword and what it can do?
When Becky squeaks he jumps nervously and looks around with concern.

Mauro Ocela |

Mauro whistles as the blade is exposed, "Whoof, there's something that doesn't belong under a ...", only to break off his sentence as he lunges for his horsechopper (put aside to pull up the floorboard) in response to Becky...
Because I suspect this is what's next
Init: 1d20 + 2 ⇒ (18) + 2 = 20
+2 dex

GM Ventiine |

Perception Becky whisper (???) DC 20: 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19
Levin Farm
Becky whispers that there was someone at one of the windows.
Crispin identifies the +1 longsword as having had the spell Light cast onto it with a permanency spell as well as it being an Azlanti-made weapon! The sword glows with a pale emerald light. The book is a little vague on the weapon (and it doesn't have a stat block) but that's what I assume it has from the description.
There is a thudding noise on the outside wall as if something dropped to the ground.
Please adjust your characters on the map as needed and explain what they are doing. Does anyone approach the window or go outside around the building? We are not in combat yet.

Abeowin N'thera |

Undisturbed garden
Bey finally convinces Posh to come. A medium sized horse like creature appears and after a minute or two of "conversation" Bey mounts Posh and follows the party. He keeps his distance to let Posh get accustomed to other people and what is going on. This is in hopes of nullifying some of the Eidolon's shyness.
@ Levin Farm
perception: 1d20 ⇒ 1
Glancing in the door, the halfling sees nothing to draw his attention and returns outside to make room for his compatriots. He moves to one off the windows and mounted oh his water pony, he looks in to observe his companions.
He observes as the open the floor and hears Becky's comment. Quickly he glances through the door on the straight ahead of him at the back if the room.
perception: 1d20 + 2 ⇒ (11) + 2 = 13
Bey then moves to the other window on the face of the farmhouse and looks through it and the door beyond.
perception: 1d20 + 2 ⇒ (5) + 2 = 7
He sees nothing of much interest other than a disarrayed room.
I'll go around to the side and glance out back.He volunteers. Then turning Posh with a word, disappears around the left side of the building. There were no windows on this side so if something was seen it had to have been seen through a window. By going this way, I should have a chance to scramble for freedom if needed.The diminutive halfling thinks as he moves around the corner.
perception(Posh): 1d20 + 4 ⇒ (6) + 4 = 10
perception(Bey): 1d20 + 2 ⇒ (11) + 2 = 13

Asher 'Cinnis' Regillenus |

Asher takes off at the sound of the thud and rounds his way around the back of the building.
Come Mauro! It's a spy, or worse. My momma didn't raise me to believe in coincidences!
Double move, drawing his sword as he does.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25 + 2 more for aberrations
Quick peek around the corner as he makes the last turn.

Mauro Ocela |

Ok, I'm assuming the interior doors are open, because otherwise, how did Becky spot whatever it was out the window... My question for the GM is, how big is the window (and what kind of pane does it have if any)?

GM Ventiine |

Levin Farm
The doors are all open, and the window shutters are all open as well. Glass windows have not been installed yet, but the window frames look like they are intended to fit panes. The party knows from being aboard the Peregrine that there is a glassblower among the second wave of colonists.
The windows are the same size as the windows at the Smithy. A small or medium-sized creature could climb through with a DC 5 check.

Mauro Ocela |

Mauro rushes into the bedroom, directly at the window, and forces himself through the window!
Double move will take me 40', and I need 25 to get to the window. Climbing is normally at 1/4 spd, we'll see if I get through the window... Not sure if I have to drop my horsechopper to climb; if I do, I drop it, as a free action, in the bedroom.
Climb: 1d20 + 4 - 5 ⇒ (18) + 4 - 5 = 17 vs dc5
+4 str -5 acp
Edit: If there's something actually in the red square, I am actually in a position to strike at it with my Horsechopper after my first 20' move action... If there is something there, I will just stab it.
To Hit: 1d20 + 4 ⇒ (5) + 4 = 9
+4 str
Damage: 1d10 + 6 ⇒ (8) + 6 = 14
+6 Str*1.5

Brodigan Fallemar |

Brodigan and JeVeAnne move around the side of the building. Both are trying to catch some glimpse of what manner of being is lurking there.
Perception: 1d20 + 0 ⇒ (20) + 0 = 20

Becky Beys |

Becky hustles after Brodigan and JeVeAnne, her shortbow at the ready.

GM Ventiine |

Asher: 1d20 + 6 ⇒ (4) + 6 = 10
Bey: 1d20 + 3 ⇒ (20) + 3 = 23
Becky: 1d20 + 2 ⇒ (2) + 2 = 4
Brodigan: 1d20 + 4 ⇒ (7) + 4 = 11
Crispin: 1d20 + 2 ⇒ (16) + 2 = 18
Mauro: 1d20 + 2 ⇒ (18) + 2 = 20
Posh: 1d20 + 6 ⇒ (7) + 6 = 13
Drunk Choker: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge Dungeoneering Becky: 1d20 + 8 ⇒ (10) + 8 = 18
Levin Farm
Abeowin, mounted on his eidolon, comes around the left side of the building. Anne and Brodigan do the same on the right side, followed by Asher and Becky. Crispin may retroactively move before acting in combat.
Mauro takes the shortest route, heading straight for the window. But when he steps in front of the window, an ugly bald-headed creature is waiting, clinging to the outside of the building! It's a pathetic-looking wretch with long, pliable arms like tentacles capped with five wide, spiny claws. It sways a bit and hiccups, sloppily reaching out at Mauro in an attempt to strangle him!
CMB Grapple (Strangle): 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17
PC grappled in a strangle can't speak or cast spells with verbal components.
Rules Specific To This Combat: Any unfortunate PC at the window does not have cover from this first attack but does against subsequent attacks. The creature receives cover from all attacks the PCs make through the window, though this cover granted by the window does not impact the creature’s ability to maintain a grapple.
Round 1
Bey 23
Mauro 20
Crispin 18
Posh 13
Brodigan 11
Asher 10
Drunk Creature 9
Anne 7
Becky 4
Bold may act.

Mauro Ocela |

Mauro grapples back! Stomping his feet on the floor to make noise, he tries to get his own hold on the creature so it can't escape; he knows the cavalry is coming ...
Grapple, CMB Check: 1d20 + 4 ⇒ (10) + 4 = 14

Asher 'Cinnis' Regillenus |

Asher hears the scuffle and runs up the side of the building. As he comes level with the back of it, he sees the creature and runs wide, staying several feet away as he stops.
Double move.
Hold on Mauro! We have it surrounded!
Asher attempts to identify it.
Know (Dungeoneering): 1d20 + 4 ⇒ (10) + 4 = 14 + an additional 2 vs aberrations.

Abeowin N'thera |

Bey dismounts and grabs a bit of dirt from the ground using it to cast. As he completes the spell, a massive ethereal set of jaws close over Posh then melds into the eidolon leaving him looking more fierce and feral.
Magic fang Move to dismount, standard to cast
-------------------------------------------------------------------------
on his initiative
Posh charges the creature and bites at it.
attack: 1d20 + 6 ⇒ (5) + 6 = 11damage: 1d6 + 4 ⇒ (5) + 4 = 9

Crispin Xantrian |

Crispin had followed the others when they moved. Not trying to be in the lead!
Crispin has developed an impressive tan due to the time spent wandering the ships deck on the lengthy voyage. It fades as he goes very pale at what he sees happening to Mauro!
Raiding his hand he fires off Magic missile
damage: 1d4 + 1 ⇒ (1) + 1 = 2
"Release him!" He tries to demand.

GM Ventiine |

Levin Farm
Abeowin casts a spell that gives his eidolon more power. Mauro attempts to grapple the creature back but can't get a good grip. Crispin summons some raw magic damage to sends it at the creature! Abeowin's eidolon charges forward to bite the creature but its teeth chomp down on air. Brodigan acts. Asher double moves, arriving within sight of the creature. He realizes what the party is fighting!
The creature looks over at Asher when he shouts and tightens its grip on Mauro's neck. The creature sways slightly.
Maintain Grapple: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30
Constrict: 1d4 + 3 ⇒ (4) + 3 = 7
Round 1
Bey 23
Mauro 20 (-7 damage)
Crispin 18
Posh 13
Brodigan 11
Asher 10
Drunk Creature 9 (-2 damage)
Anne 7
Becky 4
Round 2
Bey 23
Mauro 20
Crispin 18
Posh 13
Brodigan 11
Asher 10
Bold may act.

Brodigan Fallemar |

Knowledge Dungeoneering: 1d20 + 8 ⇒ (7) + 8 = 15
Sense Motive: 1d20 + 0 ⇒ (5) + 0 = 5
Brodigan sees the creature and recognizes that it is an aptly named choker, but he also recognizes that it seems drunk. Thinking quickly, he calls out to Anne, "The bottle! Pull it out and try to entice him with it!"
And just in case that ploy doesn't work, he prepares himself to fire a force missile at the beast.
Readied action to cast force missile if the beast does not release Mauro to go for the alcohol. Force Missile: 1d4 + 1 ⇒ (3) + 1 = 4

JeVeAnne Brumbleburr |

Responding to her master's call, JeVeAnne pulls out the bottle and holds it up for the creature to see calling out, "Are you thirsty, fella?"
Sense Motive: 1d20 + 0 ⇒ (8) + 0 = 8

Abeowin N'thera |
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may not have chance to post til monday but will try
Posh will continue to bit the creature if it remains in his reach.
attack: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d6 + 4 ⇒ (4) + 4 = 8
Bey will cast acid splash with his wispy viper thingy at the creature as long as it remains threatening a party member.
attack: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
damage: 1d3 ⇒ 2--ranged touch attack
If creature is eliminated as a threat, Bey will remount Posh and follow party. This will be standard procedure until I can get back to posting hopefully atleast by monday.

Becky Beys |

Becky rounds the corner and sees the struggle between Mauro and....
"...a choker! They're quick and can strangle you! Kill it quick!"
Bardic Performance (Naturalist): Round #5 of 6. +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities.

Mauro Ocela |

Mauro's face is turning purple, as he makes struggles to break the choker's hold...
Grapple Check: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
+4 str +1 naturalist
Also, with Naturalist, effective CMD is 17

Asher 'Cinnis' Regillenus |

Asher looks at Annie, shakes his head, and charges headlong into the choker.
If it knows it's outnumbered and still attacking, I doubt a bottle will coax it off Mauro!
Full round action - Charge
Attack Roll: 1d20 + 10 ⇒ (18) + 10 = 28
+1 BAB, +2 Str, +2 Charge, +2 Favored Enemy, +1 Naturalist, +1 Seasoned Hunter, +2 Flanking, -1 Buckler while two-handing
Damage: 1d8 + 9 ⇒ (7) + 9 = 16
+4 Str(2H), +3 Power Attack(2H), +2 Favored Enemy
Finally, a good attack and damage roll in the same pair!

GM Ventiine |

Levin Farm
In Round 1, Brodigan casts force missile at the creature and suggests offering the creature more alcohol. Anne pulls out the bottle of whiskey in an attempt to lure the creature. Becky inspires her companions to fight on, identifying the creature as a choker!
In Round 2, Abeowin sends out his signature viper to deliver an acid splash! Mauro is successful in his grapple and grabs the choker back! Crispin acts! Abeowin's eidolon attempts to bite the choker again but misses! Brodigan acts! Asher delivers a devastating blow to the choker, killing it!
The choker releases its grip from Mauro's neck, and falls to the dirt, dead. We are out of combat.
The Levin Farm (area 18) is quiet once more. The party can easily piece together this choker must have rolled the barrels of alcohol from Father Felton's home inside the palisade to this farmhouse. One of the barrels is empty, but the other is full and tightly sealed.
There doesn't seem to be much else of note in this area, but Ramona will probably be pleased to hear that there is not one, but two wells in Talmandor's Bounty. (One in the town square and one here at the farm.)
There is only one area left unexplored...

Mauro Ocela |

"Grrralk...", heavy breathing, "Good shot Asher... Thanks" Mauro sits on the bed and rests for a minute...
Becky, can you please bring that wand over here...

Becky Beys |

Becky hustles over and casts a cure light wounds spell from her own repertoire on Mauro's bruised throat! The brainy bard then announces she's out of spells for the day but in the same breath announces that she's only used one charge from the wand and that Ramona will be proud!
Becky cure light wounds (Mauro): 1d8 + 1 ⇒ (6) + 1 = 7

Mauro Ocela |

"Thank you again Becky"
Mauro stands up and heads back to the main room. "Does anyone else want the sword? I can put it to good use."

Brodigan Fallemar |

"I think the sword would serve you well," Brodigan says, smiling at the much stronger caster. He then adds with a shrug and a smile, "It certainly wouldn't get much use in my hands."

Crispin Xantrian |

I was just about to crush the Choker but Asher got there first.
Crispin calms down after the latest excitement, looking around thoughtfully. "It's closing in on the evening. Perhaps now would be the time to look for a safe camping site? Rather than stumbling about in the dark I mean."