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Nothing has mentioned a kitchen but I simply took for granted it was an usual house with a living room (where we're in), bedroom (where the people were when the Maid was kidnapped), and a kitchen (where people prepare meals and are the dishes he wanted to have a look at to detect some poison. I thought it didn't took an action to ask where was the kitchen. Sorry if I was wrong.

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Here, you want to investigate, the Kitchen, I'll show you how it is done.
May I please go into the kitchen and get something to eat? diplomacy: -1 + 1d20 ⇒ -1 + (13) = 12 If yes, he walks into the kitchen to investigate, otherwise he investigates the room he is in. He will look for outdated food, or anything that looks/smells poisonous in the kitchen. For the room he is in, he will look for things that seem like they don't belong. Or unusual stains, like blood stains, etc.
edit: Yes, I was intending to be funny, go ahead and laugh, I doubt it will work, but hey, you never know.

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The couple seem a bit perturbed as the dwarf barges in for food. "Shouldn't you be looking for the Maid?" Pietr begins to get quite irate before Constable Doryn Fieru steps in to quell the situation. "Would you mind if they had a look around. They might find some leads on what may have happened to the Maid." Pietr grows quiet and nods. "Please just make it quick." He says taking a seat as he moves a bit sluggish.
Dran'Thil's Perception (E): 1d20 + 12 ⇒ (13) + 12 = 25
Johnny Sniper 2's Perception (E): 1d20 + 10 ⇒ (10) + 10 = 20
Dranald's Perception (E): 1d20 + 14 ⇒ (20) + 14 = 34
Johnny finds the kitchen and immediately begins to investigate the fridge for a slab of meat. The kitchen is very pristine and clean. Last night’s dishes have already been washed and put away.
Dranald heads out the back door of the kitchen and finds traces of the Tarsolu family’s dinner in the refuse pile behind the house, digging through the trash the pile lets off the scent of an excessive amount of saffron.
Another thing within the grounds catches Dran'Thil's eye. There is an obvious indentation outside the back window, about six feet long by two feet wide, where something heavy was placed in the soft earth.

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Well there a signs of a poisoning. Someone wanted to steal the Maid. So I repeat the question of Dran'Thil: who was here last night for the dinner, before and after, I mean during the night.

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And somebody opened the window from inside to set the Maid in the soft earth before to carry it away. So we come back to the question who was here last night?

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Who are you questioning? There is the parents (Pietr and Solace Tarsolu); The son (Evgeni Tarsolu); or the shy 5 year old daughter (Olena Tarsolu).

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Johnny will question the son Evgeni Tarsolu So how you doing? Hey, we will talk about other things if you want, girls, school, hobboies, but anything you can tell me about this investigation would be helpful.

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Dran'Thil's Perception (E): 1d20 + 12 ⇒ (16) + 12 = 28
Johnny Sniper 2's Perception (E): 1d20 + 10 ⇒ (11) + 10 = 21
Dranald's Perception (E): 1d20 + 14 ⇒ (2) + 14 = 16
Back out in the grounds where Dran'Thil noticed the indentation in the ground he also notices the tracks of two booted humanoids of Medium size lead from the back window away from the house.
Dranald and Dran'Thil immediately turn and head back out to find Pietr and Solace. They see quite shocked and confused at the repeated questioning. Pietr holds his woozy head. "We already told you, We were sound asleep all night. Evgeni was home most of the day, but was called away by a visiting friend just before dinner and didn’t return until later that evening. Other than that, he was home all night." Solace tsks, "You know I bet it was that Jahandreal," Solace looks at Pietr, "You remember when she asked if she could dissect the Maid to see what insects might be inside."
Pietr and Solace are both somewhat sluggish, and their hands and faces have a slight yellow cast.
=======================================================
A few rooms down Johnny finds Evgeni, who is quickly made uncomfortable as he doesn't wish to speak on girls with a stranger. He sticks to the Maid to change the subject, "Not much I can tell you I'm afraid. I was asleep all night." He leans in. "You know, I bet those Aspis Snakes stole it to sell it for a hefty profit. Either that or Jahandreal, an elf who lives just outside the village."

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Medicine:1d20 + 14 ⇒ (20) + 14 = 34
So you have been poisoned in your own house. And who was inside the house during the dinner's preparation? Because what I've found shows us that an excessive amount of saffron was put in the meal. To cover the poison's taste? Who would like to do this except the one who want to steal the Maid?

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And we know that the robber was already inside the house before the stealing was done. The window wasn't crashed but opened. Of course that should also be someone who wouldn't have eaten the poisoned meal... Tell me, Evgeni, why everybody want to push us towards the Aspis? I don't like them especially but that's more marketing as you act than clue given. In fact you're the perfect suspect for me: you was here during the meal preparation, then outside during the meal itself and then back inside during the night. And you don't seem sluggish. Your hands and face don't have a slight yellow cast as your parents. So you can tell me now why you did it. We may show some comprehension you know.

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Evgeni begins to stammer in shock. Pietr shakily stands up hearing the commotion. "Now that there is quite enough!" He shakes his finger at Dran'Thil. "How dare you! You can't just go blaming my son because he missed a meal. I..I think it is time for you to leave right now." He angrily points towards the door.
The Constable grabs ahold of Dran'Thil's arm and begins pulling the dwarf back. Seeing him wanting to stay and argue it further she leans in. "Look, Pietr is right. We need hard evidence, plus why would he do it. Let's go speak to some other people or see if we can try to follow those footprints." Doryn Fieru stands beside the Pathfinders as she ushers them out the door. "Sorry about that Pietr, Thank you for your time and we will try to get to the bottom of this quickly."
As you leave the door is promptly slammed behind you.
[ooc]What now?"[/b]

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Well let's meet this Jahandreal. But that's Evgeni who has stolen the Maid anyway. We know who and how. The remaining question is why? Let's hope Jahandreal will be able to tell us.
The dwarf is irritated by these people who only want to send the Pathfinders in the Aspis arms.

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Yes, we can go to him or her to ask some questions as we can't count from participation of the people from here.

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Doryn Fieru explains where to find Jahandreal out in the Bog. "Her hut is right in this area, " She says pointing on the map. "Head there and I'll check in with Mother Belchescu. There is a Stagecoach coming from Caliphas later this evening, that I need to meet as well. Can't have the town trying to mob everyone coming in."
Constable Doryn Fieru splits off to head back into town to prepare while you head off into the Bog to find Jahandreal.
Sitting at a small porch attached to a shack you find a disheveled elfen woman hunched over a desk. She seems to be intently looking over jars full of fireflies. Hearing you sloshing through the muck she sighs deeply. "If it isn't enough to have your loud digging and bright fires at night, now you must bother me in the middle of my research? Go away Im busy." SHe waves her hand in a shooing manner.

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The dwarf replies to the elfen woman.
First of all hello. My name's Dran'Thil from the Dran'Thor's family and from the Torgin's clan. My companions and myself are sent by the Pathfinder Society to take care of the Maid. And it reveals that the Maid disappeared before we arrive. Someone told us the you may knew something. What is this loud digging and these bright fires at night you are talking about?

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We already have suspect for the Maid's disappearance. But we need more proofs as they people here don't believe us for now. So we need to go quickly not that the Maid would be conducted somewhere else and destroyed. So we need to know what you know about something special in the region. If you saw something last night it would be good for everybody to tell us.

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Give me a Diplomacy check as she is quite busy and you will need to catch her attention.

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Seoni tries to help: Diplomacy: 1d20 + 11 ⇒ (18) + 11 = 29

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Jahandreal looks back from her work as she sets a jar down. "The Maid has disappeared?" She looks a bit surprised. "Guess I hadn't heard until now. Been too focused on my research." She taps some of the jars of lightning bugs. "Some of these fireflies seem to communicate using their lights, so I have been spending most of my nights out here studying them."
She scowls and Dran'Thil brings up the fires and loud digging. "Scares away the insects, it does! Camp nearby with nearly a dozen of them Aspis Agents. They have been digging, measuring, drawing in the bogs and lighting these bright fires. Extremely annoying." She points of towards the west. "Just over there. Tell you what I'll show you where it is, then maybe they will stop so I can get bac to my research."

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@Johnny- You were kicked out of that manor a ways back and are now in the bogs speaking with Jahandreal.

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By the way, as someone who seems very interested in nature and plants, can you describe us the proprieties of saffron?

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Jahandreal doesn't seem to miss a beat with the change in topic as she stomps through the bog towards the Aspis Camp. "Dizziness, nausea, vomiting, and diarrhea, whereas at higher doses there can be reduced platelet count and spontaneous bleeding." She doesn't offer much in the realm of even considering you mess up aiding her research.
"No clue why they are digging but it would be helpful if you could find out and make them cease that distracting noise."
Solid paths and even a rudimentary boardwalk lead through the center of the bog. Reaching the Aspis camp takes an hour following Jahandreal. Hundreds of fireflies forming eerie patterns in the darkness. An overwhelming scent of wet earth and the buzz and bite of mosquitoes is omnipresent.
The bogs are a wet, nasty, smelly place, full of biting insects and treacherous footing. A few dry pathways meander here and there, surrounded by a swampy fen of mud and water. Ahead, the remains of a camp are visible, with a few tents still standing among a litter of broken tables and scattered gear. Several bodies lie around the campsite, covered in swarms of incessant flies.
The camp appears to have been attacked, with tents torn down and gear scattered everywhere. The excavated pit in the northwest corner of the map is about one foot deep, and it is marked off with stakes and cords dividing it into regular sections. Scattered around the place are the remains of waterlogged notebooks, which detail what looks to have been a careful archaeological excavation by the Aspis agents over the course of several weeks. One table still has a gridded map pinned to its surface, and a few fragments of bone and ancient Kellid spear points are scattered nearby. There is also a complete human skeleton, ancient and wearing bits of once-opulent robes, sprawled in the excavated pit.
Jahandreal looks around "Well, looks like the noisy neighbors have been taken care of." You begin to hear the unmistakable sounds of something rummaging through one of the fallen tents.

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Ready to react if necessary, the dwarf says aloud: Hi there, is there anybody here?
If there is still someone, he doesn't want the people think he's here to kill them and if that's a beast he's ready to draws his axe.

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For the sake of Iomedae go out of the tent so we can speak. We are not here to kill you. But to talk.
The cleric stays quiet with his holy symbol on the chest.

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A bog fey juts up from one of the holes in the tent. It's bulbous eyes blink at different intervals as it looks around with a dumbfounded look. “More bigguns! And those other bigguns just left. They were so loud! Always talking, to each other, to the ground when it’s hard to dig, to the boss biggun when he wasn’t here. So much noise! And the stench! I’m so glad they’ve gone. They’ve been digging holes everywhere, looking for something they can’t find. They find all the things that I ever find in a hole: worms, mud, sometimes bugs. I don’t know what they wanted. But I know it wasn’t those bony bigguns! A whole bunch of them came from southeast, dressed like it was a big party, and started chasing the bigguns who were digging! They were fighting, and the bigguns ran all over while the bony bigguns chased them. Some of the bigguns fell down, but a few ran away. Some of the bony bigguns fell down, too. You can see them, over there, and some over there. I’ll show you!”

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The dwarf begins to look around more with more attention looking at the corpses.
Yes, show us please. How long have they been here and did they do?
He also tries to find out what the Aspis could be trying to investigate with what they left here. It seems for now that they were like archeologists. But perhaps is it a clue to find out which would tell another story.

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The cleric tries to see what kind of wounds are to be found on the corps here. He also has a look to the bony ones as he suspects something.
And of course these bigguns haven't come here with the Maid, did they?

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Yes, show us please. How long have they been here and did they do?
“Oh, many sunsets. They work all day, then talk until late at night. Sometimes a few of leave them and come back the next morning with food. But they never leave any for me!”
“The biggun boss, Hawk, is making them look for more of the bog people. You know, the bigguns that are in the bog, from long ago. They are all leathery and withered and stinky! I don’t know why they want them. When we find them, we throw them back in the bog—they’re creepy!"
And of course these bigguns haven't come here with the Maid, did they?
Rusylflick tilts his head to the side, “The what now?” Explaining what the Maid is, he replies, “One of those bog people? They have NAMES? Creepy. No, I didn’t see them bring anything like that here. Some of the bigguns kept asking why they couldn’t just go steal the Maid instead of digging in this filth—imagine, calling my bog filthy— and the Hawk man told them they weren’t allowed to, because of trouble with someone called… Wispy Treant, I think it was? Didn’t sound too scary to me, but they seemed scared to get into too much trouble.”
True to his word, Rusylflick leads you to the bodies of nine Aspis agents, as well as four more skeletons wearing scraps of ancient finery. The Aspis agents have little of value, having been attacked while working. The skeletons appear to be ancient, not armed with any weapons but wearing aristocratic clothing reminiscent of the last century.

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The dwarf listens to the explanations of Rusylflick.
Religion:1d20 + 12 ⇒ (1) + 12 = 13
Further he inspects the corpses. Ancients skeletons. Strange.
Medicine:1d20 + 11 ⇒ (9) + 11 = 20
What are these blobs of metal into the bones?

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Suddenly, a shout of alarm rings out from the south. Lurching out of the bog are several humanoids, bleached white bone showing through the tears in their gowns and waistcoats. In the distance, a trio of humans stand back-to-back, with torches and blades, besieged by skeletal figures.
Another band of undead has wandered into the area and discovered the surviving Aspis agents. These skeletons show signs that their flesh was burned from their bones by immersion in molten metal, and some of the skeletons are completely encased in lead. The encased skeletons carry lead-coated hammers, the handles of which have melted and fused with their bones.
As you battle your attackers, the Aspis agents fight their own battle. They are about three hundred feet away across the deep bog to the south.
Dran'Thil, Search: 1d20 + 12 ⇒ (4) + 12 = 16
Johnny Sniper 2, Search: 1d20 + 10 ⇒ (13) + 10 = 23
Dranald, Search: 1d20 + 14 ⇒ (6) + 14 = 20
Seoni, Search: 1d20 + 9 ⇒ (5) + 9 = 14
Skeletal: 1d20 + 6 ⇒ (16) + 6 = 22
Leaded Skeleton: 1d20 + 15 ⇒ (6) + 15 = 21
Round 1
Johnny
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Skeletal Reveler
Leaded Skeleton
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Dranald
Dran'Thil
Seoni

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Johnny pulls out longbow and fires at yellow twice hit: 1d20 + 13 ⇒ (1) + 13 = 14 dmg: 1d8 + 1 ⇒ (1) + 1 = 2 Not sure how much cover he has, but I'm pretty sure I just missed.
hit: 1d20 + 8 ⇒ (16) + 8 = 24 dmg: 1d8 + 1 ⇒ (3) + 1 = 4

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Johnny pulls out his longbow and fires off a pair of arrows to the south. One of the arrows manages to hit but doesn't seem to damage the skeleton at all. Resistance.
The skeleton revelers all shamble through the thick brush and toss broken glass bottles back at Johnny.
Yellow Broken Bottle vs Johnny AC 21: 1d20 + 9 ⇒ (5) + 9 = 14
Orange Broken Bottle vs Johnny AC 21: 1d20 + 9 ⇒ (1) + 9 = 10
Pink Broken Bottle vs Johnny AC 21: 1d20 + 9 ⇒ (10) + 9 = 19
each of the broken bottles miss as the lead encased skeleton slogs through the much at a much slower pace due to the weight.
Round 2
Johnny
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Skeletal Reveler
Leaded Skeleton
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Round 1
Dranald
Dran'Thil
Seoni

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The cleric casts a first spell in the area where are the skeleton revelers.
Sound burst, height +1:3d10 ⇒ (8, 7, 2) = 17
Fort DC 22
And he draws his longsword.

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Seoni casts an acid splash towards the orange one.
Acid splash:1d20 + 11 ⇒ (2) + 11 = 13
Acid damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13 +1 splash
Then she casts Shield (+1 AC).
_________
The dwarf enters in rage seeing that they are ambushed without having found any evidence. +8 temp HP, -1 AC, +3 damage and damage are now positive
Then he rushes forward and strikes the orange one. He arrives after the sound burst
+1 striking dwarven war axe:1d20 + 14 ⇒ (9) + 14 = 23
Damage, rage, positive: 2d12 + 4 + 3 ⇒ (5, 9) + 4 + 3 = 21

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Yellow Fort Save DC 22: 1d20 + 6 ⇒ (17) + 6 = 23
Orange Fort Save DC 22: 1d20 + 6 ⇒ (16) + 6 = 22
Pink Fort Save DC 22: 1d20 + 6 ⇒ (16) + 6 = 22
The sonic burst rattles the skeletal bones as Dran'Thil's waraxe crashes through the skeleton's ribcage. It wobbles but remains standing. Seoni's acidic splash spatters into the mud as she misses the skeletons.
Round 2
Johnny
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Skeletal Reveler (Yellow -8)(Orange -29)(Pink-8)
Leaded Skeleton
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Round 1
Dranald
Dran'Thil (8 temp HP)
Seoni

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Fire three times at yellow hoping to crit hit: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31 dmg: 1d8 + 1 ⇒ (2) + 1 = 3
hit: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22 dmg: 1d8 + 1 ⇒ (8) + 1 = 9
hit: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16 dmg: 1d8 + 1 ⇒ (6) + 1 = 7
If yellow dies, it goes on orange.

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Johnny manages to send cracks into one of the skulls as most of his arrows are greatly resisted. The mindless revelers close in around Johnny and Dran'Thil, tightly gripping metallic serving trays as they swing them at the dwarves.
Yellow Serving Tray vs Johnny AC 21: 1d20 + 9 ⇒ (4) + 9 = 13
Orange Serving Tray vs Dran'thil AC 23: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d12 + 3 ⇒ (2) + 3 = 5
Orange Claw vs Dran'thil AC 23: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Pink Serving Tray vs Dran'thil AC 23: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d12 + 3 ⇒ (2) + 3 = 5
The trays dent in around Dran'Thil's head and shoulder as they batter into his body.
The lead covered skeleton drags it's body through the camp to Johnny and swings it's leaded bone-fused hammer into the dwarf.
leaded bone-fused hammer vs Johnny AC 21: 1d20 + 13 ⇒ (1) + 13 = 14
But it is much too slow and can barely pick up the hammer.
Round 3
Johnny
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Skeletal Reveler (Yellow -13)(Orange -29)(Pink-8)
Leaded Skeleton
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Round 2
Dranald
Dran'Thil (81/90)
Seoni

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The cleric casts a terrible spell towards the leaded skeleton.
Searing light:1d20 + 12 ⇒ (7) + 12 = 19
Searing light, reroll:1d20 + 12 ⇒ (18) + 12 = 30
Damage, fire + good:5d6 + 5d6 ⇒ (2, 3, 6, 6, 6) + (3, 2, 3, 3, 2) = 36
Then he casts Guidance upon Dran'Thil.

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The dwarf continues to swing but this time tries to destroy both orange and pink with one strike.
+1 striking Dwarden war axe, Swipe (two actions), Guidance: 1d20 + 14 + 1 + 1 ⇒ (7) + 14 + 1 + 1 = 23 Against orange and pink
Damage, positive: 2d12 + 7 ⇒ (12, 6) + 7 = 25
Then he strikes the yellow one.
+1 striking Dwarden war axe: 1d20 + 14 - 10 ⇒ (11) + 14 - 10 = 15
Damage, positive: 2d12 + 7 ⇒ (10, 6) + 7 = 23
____________
Seoni casts a new acid splash towards the yellow one.
Acid splash: 1d20 + 11 ⇒ (11) + 11 = 22
Acid damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10 +1 splash
Then she casts Shield (+1 AC).

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The searing light burns into the lead skeleton, only slightly resisted by the metallic exterior as the flames melt the lead a bit further. Resist Fire.
Dran'Thil's axe swipes in a wide arc across two of the skeletons. The positive energy cleaves both in half as bones fling into the air. Off-balance a little his axe misses the third but Seoni throws him a quick wink as she sprays a bit of acid across the skeleton. The acid splashes the lead covered skeleton as well as Dran'Thil and Johnny.
Round 3
Johnny (57/58)
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Skeletal Reveler (Yellow -24)
Leaded Skeleton (-32)
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Round 2
Dranald
Dran'Thil (80/90)
Seoni

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Getting closed in on Johnny quickly backs away, firing arrows at the yellow skeleton to try and break it apart before they can corner him.
hit: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27 dmg: 1d8 + 1 ⇒ (5) + 1 = 6
hit: 1d20 + 13 - 2 - 5 ⇒ (15) + 13 - 2 - 5 = 21 dmg: 1d8 + 1 ⇒ (4) + 1 = 5
Though his weapon isn't of much use as it only breaks one of the bony fingers off. The reveler continues to beat Dran'Thil with its serving tray while the lead skeleton stomps in and swings it's lead hammer at Dranald.
Yellow Serving Tray vs Dran'Thil AC 23: 1d20 + 9 ⇒ (6) + 9 = 15
Yellow Claw vs Dran'Thil AC 23: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22
Yellow Claw vs Dran'Thil AC 23: 1d20 + 11 - 8 ⇒ (16) + 11 - 8 = 19
Red leaded bone-fused hammer vs Dranald AC 24: 1d20 + 13 ⇒ (5) + 13 = 18
Red Claw vs Dranald AC 24: 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11
The skeletons are too slow and encumbered to catch you off guard.
Round 4
Johnny (57/58)
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Skeletal Reveler (Yellow -25)
Leaded Skeleton (-32)
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Round 3
Dranald
Dran'Thil (80/90)
Seoni

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The dwarf continues to swing trying to destroy both skeleton as he did before.
+1 striking Dwarden war axe, Swipe (two actions): 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27 Against both remaining skeleton leaded FF
Damage, positive: 2d12 + 7 ⇒ (4, 9) + 7 = 20
Then he strikes the leaded one once again.
+1 striking Dwarden war axe: 1d20 + 14 - 10 ⇒ (16) + 14 - 10 = 20 vs FF
Damage, positive: 2d12 + 7 ⇒ (8, 4) + 7 = 19
____________
Seoni moves and casts a new spell towards the leaded one.
Ray of frost: 1d20 + 11 ⇒ (5) + 11 = 16
Cold damage: 3d4 + 4 ⇒ (3, 3, 1) + 4 = 11