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"I think we should go pay that house a visit. We are not going to get any answers being overly polite and concerned with their rules."

miteke |

@Grilgoth
As a note, you are at that house, rummaging around in the box outside of it. I'm assuming most of you are blocking the view so that the contents can be rummaged through without calling attention to the fact that it is being done. Unless you are talking about a house other than the weaver's?

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I meant to go inside the weaver's house. There is only so much you can find in a box. ;)

miteke |

So what do you do? There are folks inside so you could knock and try to invite yourselves inside, though considering their wariness that probably won't go over well. You could try some subterfuge/sneaking to get more information. You could tie one up and question them at knife point. That CERTAINLY won't be received well. You could return back to your lodgings and thoroughly read the journal rather than just quickly page through it.

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Nistivo prefers the direct approach. As is written, In business, say what you want. And then make sure you get it. He walks up to the weaver's cottage and knocks on the door.

miteke |

A face appears at the window, which turns to surprise. You hear some scurrying and a long pause before the door is opened. Inside there are some toys scattered about, including a doll very similar to the ones you found in the cave. A half finished orange robe identical to the ones the villagers wear is on a weaver's loom.
"Yes, how may I help you?"

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"Well met. My name is Nistivo Cirek. My companions and I have come to town looking for a woman named Amenira. Do you know where she is?"
Sense Motive: 1d20 + 1 ⇒ (13) + 1 = 14

miteke |

He blinks a couple of times, stammers, and answers, "No. Last I heard she went to the city like usual but never came back."

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Grilgoth follows Nistivo but allows him to take the lead.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Sense Motive: 1d20 - 1 ⇒ (7) - 1 = 6
Grilgoth notices nothing unusual about the man's reply but the toys and doll are curious, as they have no other leads she thinks that they should find a way to explore the interior of this house.
"Maybe we can come inside and see some of the wonderful robes that you are weaving? They are for sale are they not?"

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We heard the sounds of children in here, and our friend was a doll-maker. We haven't seen many children in Mercy, and we were wondering if your child knew Amenira, I see you have one of her dolls here, we're just worried about her, and hopeful we can find clues about where she went. Ezekial takes the diplomatic approach.
Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
Sense Motive: 1d20 + 5 ⇒ (8) + 5 = 13

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Sense Motive: 1d20 + 0 ⇒ (19) + 0 = 19
Can't reach DC 25 Perception
A competent weaver can't blame someone looking for any thread of clues while seeking a friend.
Diplomacy aid: 1d20 - 1 ⇒ (9) - 1 = 8
Sometimes, children are more perceptive than their parents. Could your own child have heard Amenira talking about her goals and future?

miteke |

His shoulders stiffed when asked if they could see the child.
"I'm afraid that will not be possible. We mind our own. We provide free food and shelter to those that need it. We tend to our gardens and we raise our children right, away from the corrupting influences of the outside world."
Apparently that means you.
"I assure you she knows no more than I do. Perhaps you should ask the sheriff. He would know more than we do."

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Sense Motive: 1d20 + 3 ⇒ (11) + 3 = 14
I cannot tell if he's telling the truth about what he knows of Amenira...
Baldrum, also frustrated about not being able to make the craftsmen see the foolishness of their silly feud, keeps his mouth shut and lets his eyes wander.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
I wonder where his child went? Took him long enough to open the door. Hm... Ah, over there it must be, behind that curtain, as there is no other hiding place in this house...

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"That was kind of rude. It's fascinating that just mentioning blue clothing seems to upset them, though. Hm... I think I should probably go back to the guesthouse and read that journal thoroughly. Maybe there are more clues to be found inside."
If nobody objects, Baldrum will exactly do that.

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Grilgoth nods.
"Sure, I will help you with that."

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That last question came out of the blue, Ezekial.
The dwarf strokes his familiar, who was poking its head out of a small side bag
We played mostly by the rules so far. Maybe it's time to ignore a few more of them if we want to find what is happening at nighttime. Give me a few hours to check my spellbook, I got an idea.

miteke |

Speaking of spellbook, your perusal of the journal reveals that Amenira also noticed that the villagers were hiding something about their children. She created the dolls, which had her face on them, then planned to use the spell enter image to discover what the secret was. Unfortunately the journal entries ended before she could record the results.

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Back at the guesthouse, and after the contents of the journal are shared, I'm stumped. I do not know what is happening here, save that Amenira recognized something was funny with the children, and that the giant tree has some kind of blight - which may or may not be part of what's protecting this place, is it the tree or the blight?

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Grilgoth nods.
"Yes, I noticed that the tree was sick when we visited the temple."
"The tree has maybe a decade left unless a cure is found."

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"Well, as this is a small town, there's a limited number of places they could be keeping her. Perhaps a cellar. Or, they may have killed her, in which case I suppose the Venture-Captain will require us to retrieve the body. And I can assure you that will not be carried in my carriage!"

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Nistivo makes himself comfortable in the evening. The law is the law, after all, and the Society isn't paying him enough to be arrested by these rustic villagers!

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Eredur will send his familiar around, using a side door, to check the place, with instructions of being discreet and report as soon as she finds danger.
The dwarf asks her to look around for children especially
Lybna the weasel has +14 to Stealth

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Grilgoth nods at Erudur and winks at Lybna right before she departs on her scouting mission.
You have to break a few rules from time to time. :)

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Baldrum reads the journal front to back twice, trying to absorb all information that is written in it. Afterwards, he will go to bed.
"Good night."

miteke |

Screeches fill the air, accompanied by a thrumming sound. You open the door and hear the sound of thousands of wings crashing through leaves and branches, and the occasional “thud” of something hitting the ground from a great height. The people of Mercy are out in the square, slinging rocks into the trees to frighten away the mass of bats attacking the town. A swirling collection of shadows appears along the wall of the carriage house. As the people in the square cry out in surprise, the shadows collect themselves into distinct forms and the villagers flee at the sight.
Keep in mind your larger weapons were confiscated. There are some torches on the wall outside the gatehouse that the PCs may use against the bats which you can detach as a move action. You are on on slide 7 and the gatehouse is at the north (east of you).. North is to the right on the map.
DC 15 knowledge dungeoneering

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"Bolt the doors and barricade the windows!" shouts Nistivo.

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Grilgoth shrugs.
"It seems like a nice Fireball or two might solve the problem."

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Ezekial shakes his head in the negative, No Nistivo, this is time for big hero stuff... we want the townsfolk to trust us, we go fight against whatever is threatening them. Show them we're on their side - because ultimately, we are. he says, drawing his silver dagger and rushing out the door. Spotting the bats, he draws a flask of alchemist's fire from his gear, and gets ready for them to close...

miteke |

@Ezekial
Are you readying an action to throw a bomb when they come in range? I'm thinking I need to roll inits first!
Baldrum: 1d20 + 2 ⇒ (14) + 2 = 16
Patchouli: 1d20 + 1 ⇒ (20) + 1 = 21
Grilgoth: 1d20 + 5 ⇒ (1) + 5 = 6
Ekadan: 1d20 + 2 ⇒ (14) + 2 = 16
Nistivo: 1d20 + 1 ⇒ (15) + 1 = 16
Eredur: 1d20 + 2 ⇒ (10) + 2 = 12
bat swarm: 1d20 + 2 ⇒ (15) + 2 = 17
bat swarm: 1d20 + 2 ⇒ (5) + 2 = 7
that other guy: 1d20 + 7 ⇒ (18) + 7 = 25
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go. See slide 7.
Patchouli (-0 HP)
Bat Swarm 1 (-0 HP)
Eredur (-0 HP)
Ezekial (-0 HP)
Grilgoth (-0 HP)
Nistivo (-0 HP)
Baldrum (-0 HP)
Bat Swarm 2 (-0 HP)
??? (-0 HP)
Block initiative, so we will apply PC actions is the most favorable order possible.

miteke |

You all feel a warm glow as a holy nimbus envelops you.
@Ezekiel
I had to move you back inside because of init.
The irritated bats see Patchouli exit the building and immediately descend upon her doing 1d6 ⇒ 2 damage to her and opening numerous cuts.
Patchouli is bleeding and will lose 1 HP each round. She also needs to make a DC 11 save or suffer from the distraction affliction.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless) +1 morale bonus to hit and on saves vs. fear.
Block initiative, so we will apply PC actions is the most favorable order possible.
Bold may go. See slide 7.
Eredur (-0 HP)
Ezekial (-0 HP)
Grilgoth (-0 HP)
Nistivo (-0 HP)
Baldrum (-0 HP)
Bat Swarm 2 (-0 HP)
??? (-0 HP)
❖ Combat Card Round 2 ❖
Patchouli (-2 HP, 1 bleed, DC11 fort save or suffer from the distraction affliction)
Bat Swarm 1 (-0 HP)

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Baldrum draws an Alchemist's Fire and moves outside.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Sense Motive: 1d20 + 3 ⇒ (19) + 3 = 22
Knowledge: Nature: 1d20 + 0 ⇒ (2) + 0 = 2
"These shadows on the wall, that's some kind of 'performance' in an attempt to communicate. No idea what it is all about though - and the villagers seemingly don't like it much either."

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Get out of this cloud of bats, Miss Patchlouli, my spells would only harm you too, and I won't allow that!
Are bats totally blind or just having bad eyesight? Asking for a friend wanting to use Color spray...

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Grilgoth attempts to mount Shaggy in a hurry but is not any faster than normal.
Ride DC 20 to mount as a free action: 1d20 + 5 ⇒ (6) + 5 = 11
(Move action expended)
The alchemist rides Shaggy forward and is careful to avoid the swarm completely. Grilgoth ends up adjacent to Baldrum. She nods at the dwarf holding his liquid fire.
"Here, let me show you how it is done. You have to be careful not to hit your friends."
The wayang then tosses a fiery explosion at the swarm (Patchouli is excluded due to Precise Bombs).
Bomb, to hit touch,Bless: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Fire damage: 1d6 + 6 ⇒ (5) + 6 = 11
That damage should be increased by 50% as it is targeting a swarm.
The Mind Chemist examines the swarm.
Knowledge Nature: 1d20 + 14 ⇒ (9) + 14 = 23
I will take hit points, senses, special attacks and defensive abilities as my questions.
"Perhaps Fireball the other swarm then Erudur?"

miteke |

T@Patchouli
Under normal circumstances I would allow you to retcon your move, but frankly your group is almost tailor-made to beat this encounter and other than moving the damage from you to a different PC your moving out into the open first isn't going to matter a dang bit in the long run.
Grilgoth's bomb does the trick and the bats either die or dissipate, having had enough.
You find that the swarm has a measly 13 HP, blindsense 20 ft., low-light vision, and the wounding ability that causes bleed.

miteke |

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: bless) +1 morale bonus to hit and on saves vs. fear.
Block initiative, so we will apply PC actions is the most favorable order possible.
Bold may go. See slide 7.
Ezekial (-0 HP)
Nistivo (-0 HP)
Bat Swarm 2 (-0 HP)
??? (-0 HP)
❖ Combat Card Round 2 ❖
Patchouli (-2 HP, 1 bleed, DC11 fort save or suffer from the distraction affliction)
Eredur (-0 HP)
Baldrum (-0 HP)
Grilgoth (-0 HP)

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Sighing, Nistivo reluctantly comes outside, cradling his artfully-engraved crossbow carefully.
A move action and total defense.