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Father Zastoran has a surprised expression at your request, but quickly regains his composure and lets out a loud, hearty laugh.

"You like pesh, eh? No need to be nervous about it. Alas, I don't carry any myself. I prefer to keep my mind free, especially when dealing with volatile potions. I'm afraid I can't help you."

The sun is sweltering as usual, though thankfully Mahdi provides magical comfort form the heat. From the high hilltop where the monastery rests, the desert sands and pesh field below seem calm, showing no visible patrols from Kelmarane outside the village.

1d100 ⇒ 70
1d100 ⇒ 68
2d4 ⇒ (3, 4) = 7

Passing through the vast field of cacti, you all hear a familiar, obnoxious buzzing sound as you nearly arrive at the scene of the dead gnolls and slain dust digger from the day before.

Amiamble: 1d20 + 9 ⇒ (9) + 9 = 18
Aldebert: 1d20 + 7 ⇒ (5) + 7 = 12
Mahdi: 1d20 + 3 ⇒ (17) + 3 = 20
Pent: 1d20 + 6 ⇒ (1) + 6 = 7
Kul: 1d20 + 1 ⇒ (19) + 1 = 20

Kul and Mahdi are able to spot the source of the buzzing; several stirges are feeding off of the corpses of the gnolls, while a few more buzz around the clearing looking for other sources of food. You feel confident that if you avoid the large clearing, the stirges will likely not be aware of your presence.

At this point, I need to know what the current plan is. Where are you guys headed, and how are you proceeding? I've updated the Roll20 map back to the Kelmarane village map, so you can plot out your next move.

Testing, testing... Is this thing on? :)

@Aldebert: As you head down the stairs to Zastoran's laboratory, you can hear him grumbling about having to wake up early to gather reagents and how civilized folk would wait until normal business hours to make requests. Rounding the corner, the halfling priest seems startled to see Aldebert and quickly smiles and gathers up the requested vials.

"Ah, here you go! Always happy to help," he says excitedly. "While you're here, give these to Mahdi, too. He hasn't come down here yet, but I know he requested some of these." He takes your gold and goes back to brewing his potions.


@Pent: Almah nods at Pent. "I feel redundant giving you all my thanks over and over. I have nothing in particular for you, you all seem to have the situation with Kelmarane under control at the moment. Keep it up."

Sorry that things have been so slow. The new work responsibilities are a lot more involving than my previous tasks, and I'm finding that I have little time to check the boards like I did before.

I'll keep you guys updated on things. I like to maintain honesty with my group, because you guys are investing your time in this as well. So, it's going to be a slow and bumpy next few weeks I think. By that point, I'll have a clear idea of how much time I'll have to devote to PbP.

I'd hate to have to withdraw from running the game, so I'm doing everything I can to make sure it doesn't come to that. But I'll keep you all posted on the status of things as we move forward.

Aldebert's mighty swing of his guisarme puts the bird down.

Pent runs back and slaps the wounded Ami on the back, healing many of his wounds.

Yeen's claws dig deep into the geier's flesh, wounding it further.

Reflex vs Flaming Sphere: 1d20 + 6 ⇒ (20) + 6 = 26

The geier is quick to react this time, completely avoiding the flames licking at its feathers.

Mahdi lets loose a jet of fire towards the bird.

Reflex vs Fire Jet: 1d20 + 6 ⇒ (5) + 6 = 11

The second batch of flames engulf the creature, igniting it on fire. It shrieks in pain, but only rage burns in its eyes.

Round 2, Init 4

The burning geier continues to bite at Amiamble, having a taste for blood just moments before.

Geier vs Amiamble
Bite: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 7 ⇒ (6) + 7 = 13

But the carrion bird is too distracted by the flames to strike the halfling.


Aldebert unfortunately misses his attack, and the geier still seems intent on feasting upon his brother's carcass!

Round 2

20. . . Pent
13. . . Amiamble
8. . . Mahdi
4. . . Geier
2. . . Aldebert


Tomorrow morning begins my 25-hour gaming marathon with Extra Life, so I will likely be AWOL until sometime Sunday afternoon/evening after I've awoken from my coma.

Ami's sling stone hits the geier square in the head. It squawks loudly in rage, its eye honing in on the cat and halfling combo.

Reflex: 1d20 + 6 ⇒ (9) + 6 = 15

The carrion bird fails to react in time to the sudden ball of fire that appeared, burning the creature significantly.

Round 1, Init 4

The geier flaps its wings, getting out of the fire that suddenly appeared, and glides over the thick bramble towards Amiamble. The geier touches down right next to Yeen, who lashes out with a bite but is unable to connect. The geier brings its large beak down upon the halfling rider.

Geier vs Amiamble
Bite: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 7 ⇒ (7) + 7 = 14


I'm not sure where Pent left his crossbow. Would he leave it by his bed? If so, it will take you a full round next turn to get there.

I know Kul is off to Avalon Sacramento this weekend, so we'll move on without him for now.

The party convenes while running towards the cloister and the source of the scream. As you enter the archway into the cloister walk, a loud avian screech is heard from within. In the middle of the dried-up cloister's garden, a very large bird which Mahdi assumes is the Geier that the eggs belonged to is thrashing about, screaming violently. Hadrah and Hadrod cower in the corner near the large bird, afraid of being eaten by the mother looking for her eggs (which, unfortunately, served as a particularly delicious breakfast the day before.)

Mahdi: 1d20 + 6 ⇒ (2) + 6 = 8
Aldebert: 1d20 + 1 ⇒ (1) + 1 = 2
Amiamble: 1d20 + 5 ⇒ (8) + 5 = 13
Pent: 1d20 ⇒ 20
Geier: 1d20 + 2 ⇒ (1) + 2 = 3

Round 1

20. . . Pent
13. . . Amiamble
8. . . Mahdi
4. . . Geier
2. . . Aldebert

No combat map for this one, sorry. The large-sized bird is on the ground 30 feet away. Unfortunately, the last 10' around the bird are difficult terrain from the thick weeds and brush of the cloister garden. Kul is still asleep in bed.

That night, little of note happens during watch shifts. The gnolls of Kelmarane are obviously out and about in the village, their activity increased after the day's skirmishes. However, no torches or lights ever leave the confines of Kelmarane.

Oathday, 6 Sarenith, 4713 AR.

1d20 + 9 ⇒ (8) + 9 = 17

Near the very end of your watch, as the sun rises and people begin to stir and wake for their morning breakfast, a shadow looms in the sky above. As it circles the area, you see it quickly descend down towards the middle of the monastery.

As morning comes and the monastery's inhabitants rise from their sleep, a woman's scream suddenly echoes off the walls of the building's interior. It seems to have originated from the direction of the cloister walk. Almah rushes out of the dining hall, still swallowing her breakfast as she listens to what is happening.

Almah stares blankly at Pent, then over to Garavel who shrugs his shoulders. She then pulls her cloak tighter over her body and walks away back to her quarters with Garavel.


The book is in a wretched state, but Ami resolutely takes the pages and cleans them to the best of his ability. He feels a warmth in his heart as he does so, something obviously reacting to the deed performed by the halfling. After a few hours, the book is pieced back together as best as it possibly can. It still has some stains and odors, but much of its original beauty is visible once again.

You gain the benefit of Bless for the next 24 hours.

Garavel clenches his fists, but maintains his stoic expression. "Harpies are treacherous creatures and should be killed or driven out..."

Almah puts her hand up to cut off Garavel's rant. She closes her eyes and thinks for a moment. "Garavel's right," she says. "But, if you feel this harpy can be trusted, then it seems too good an opportunity to pass up. Personally, I would prefer to kill the monster as well. But if an alliance means the difference between success and failure in this mission..."

She looks at Pent with strong determination. "You all have continued to impress me with your judgment. I have no reason to doubt your motives now. I can feel success within our grasp, and it wouldn't be possible without you all," she says with a thankful smile.


Father Zastoran seems flustered when yet another person comes to his lab requesting alchemist's fire, but he promises to have those for Mahdi in the morning as well. He walks off, grumbling something about burning off his eyebrows last time he made them.

@Aldebert: Father Zastoran shakes his head with disappointment. "Alchemist's fire, eh? Sadly, I don't have any here. If you wanna wait though, I can have some ready for you in the morning! It'll cost though, as though reagents are expensive! So, 20 gold pieces up front for each one, and I'll get started on them right away!"

@Pent: Felliped reaches his hand down his chain collar and produces a strange circular object that is currently tied around his neck. "Are you familiar with these? It's called a wayfinder, it helps me not get lost on my travels. It's also a sign of membership to the Pathfinder Society." Felliped stares deeply into his wayfinder. "When I heard an adventuring party would be traveling to lost Kelmarane, I knew it would be an opportunity to discover what had really happened to the old village. The Society is greatly interested in that sort of knowledge. Anyway, I never got the chance to explore the town's history since we were attacked so viciously."

A bit of frustration swells in his face, as he turns again to face Pent. "You and your companions have been quick to call me 'coward' and other names, but what would you have done in that situation? When all of your comrades are either slain or captured within seconds, and your only options are to flee or be killed... Would you have acted any differently, gnome? People are quick to judge, but when faced with the same circumstances, their actions tend to betray their words."

Felliped stands and leaves with Kul to go find Almah.


Almah is very pleased to see you all return once again, and smiles slyly at the sight of two new additions to the pack. "More new strangers? You all have a penchant for attracting people out here, it seems."

Once Kul and Felliped have introduced themselves, Almah's playful demeanor shifts towards concern. Kul is able to fill her in about the Lions of Senara, and the various members of the Kullid tribe currently in the village.

"So, the gnolls have more prisoners than I anticipated. And your confirmation that their leader is more man than gnoll is also troublesome." Almah sits on a nearby bench within the nave of the monastery. "We continue as planned. This does not change our current course. Continue to strike at Kelmarane from the shadows until you have cleared a path to the battle market. Understood?"

Ha! Thanks Mahdi, I'm glad somebody thought to acknowledge the new stranger all of a sudden. :P

Felliped has a very worn and weathered look to him. His face is gaunt and pale.

"Technically, I was never a prisoner, as I was never captured. I joined the Lions of Senara to find hidden treasures and secrets in Kelmarane. I'm part of an organization devoted to uncovering lost knowledge and secrets. We had no idea the entire village had been taken over by gnolls, and they easily laid us low."

The man is slow to eat initially, but once he takes his first bite, he ravenously shovels as much of it as he can into his maw.

"I'm not certain how many gnolls are in the village. A couple dozen at least. But I never saw a whole lot, as I hid among the ruins at the base of the hill when we were attacked. The savages looked all over, but were too scared to thoroughly investigate the lower ruins. I was too scared to try and escape..."

Now that you guys are (headed) back at the monastery safe-and-sound, you can level up now. We'll still roleplay out the remainder of the day's events, but you can start posting your character's advancement ahead of time if you wish.

The party ducks back into the pesh fields that they came from, running through the maze of cactii that covers nearly a mile of distance between Kelmarane and the monastery. As you run, the new stranger pants furiously, trying to catch his breath while at the same time looking his saviors up and down.

"*huff* Thanks for *huff* waiting for me! *huff* My name's *huff* Felliped. *huff* Kul... *huff* Good to see *huff* you still alive, friend. *huff*"

The barking from the hyenas continues to follow into the fields, but the large plants obstruct any sight of the dogs. When the sound of their pursuit sounds very close, a loud howl pierces the air again coming from Kelmarane. Immediately, the growling of the hyenas subdues as they return to their masters.

The coast is clear, and your path back to the monastery is no longer obstructed with danger.

Sadly, no pay increase. However, it puts me in line for a promotion in the next year or two, so it's more of a long-term thing.

Amiamble Piddlespot wrote:

Can Yeen wear the ring?

He be yowlin' for some bling.

Refer to Animal Archive for what item slots are available to animal companions. That's what I'm using as my baseline.

No worries! Hope you have a good time.

I will also be posting less for the rest of this week, probably next week as well. I've been selected to head up a new permanent project at work, which pretty much changes everything that I'm currently doing. So once training is done and I settle into my new job duties, it'll be back to normal.

Mahdi, that's what I asking before, but I don't think my intention came through. Is the party opting to run through the open desert, or take cover in the pesh fields? It's one or the other. I just need to know which direction the party is fleeing.

Based on the descriptions of everyone's actions so far, it sounds like you're all running through the open desert back to the monastery. Don't forget that you also have the pesh fields to trek back through.

As the man draws near to the waiting Kul and Aldebert, he yells, "Don't stop fools! They're right behind us!"

Indeed, at the same moment, the loud yapping and barking of canine creatures can be heard from the village a short distance away, growing louder each moment. Some of the barks are accompanied by shrill, laughter-like sounds.

You recognize it as the "laugh" of hyenas. They are quite the deadly canines, and very fast as well. In a sheer sprint across the desert, they will surely catch up to you in no time at all.

All of the immediately-nearby buildings are burned-out and ruined, not providing any sort of actual shelter to hide anything.

As the party grabs their possessions and begins to flee Kelmarane, a voice suddenly calls out shortly after passing the main gates of the village.

"Please, don't leave me! Take me with you!"

A man, human in appearance and dirty and bruised, is running towards the party. He has a very panicked look on his face as he chases after the group.

It's Felliped!

He is making a line straight for the group.

Kul swings his falchion down hard upon the neck of the gnoll, splitting right through skin and bone in one motion. The beast falls limp in an instant, a spray of blood showering the warrior's face as he yanks his weapon free.

Yeenoghu bites and claws the remaining gnoll with savage ferocity. The creature is barely able to stand, but somehow manages to keep his strength.

Round 3, Init 20

The last gnoll, his head groggy and spinning from the loss of blood, reactively stabs his spear at the last thing that injured him.

Gnoll 4 vs Yeen
Spear: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Crit Confirmation: 1d20 + 3 ⇒ (3) + 3 = 6
Crit Damage: 2d8 + 6 ⇒ (5, 5) + 6 = 16 (x3)

The spear pierces the flesh of the great cat, but the strength needed to follow through with the thrust is too much for the weakened gnoll. Its paws release from the weapon and it collpases on the dirt.

The immediate danger is over. Barking and howling can be heard from the hilltop above, growing louder and louder each second. And then, a deafening roar cuts through everything else, sounding a bit like a goat yet far too deep and growling to be true. Nothing is present, but the sound also seems to be coming from somewhere along the road leading up the hill.

We are (currently) out of combat. What do you do?

Round 2, Init 20

Gnoll 4 continues his assault on Kul, barking and snarling and drool flinging all over the wounded warrior.

Gnoll 4 vs Kul
Spear: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

A particularly nasty stab of the gnoll's spear is thankfully dodged by Kul.


Gnoll 2 Reflex: 1d20 ⇒ 3
Gnoll 3 Reflex: 1d20 ⇒ 13
Gnoll 4 Reflex: 1d20 ⇒ 6

Mahdi lets loose a wave of flames that burns all of the gnolls, as they are too slow to react in time.

Ami's stone flies and cracks the skull of Gnoll 4, who finally drops. Unfortunately, Yeen's bite does not hit its target.


Round 2, Init 13

Gnoll 3 also continues to attack Kul, hoping to subdue the scarred fighter.

Gnoll 3 vs Kul
Spear: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

But Kul once again dodges the incoming attack!


Aldebert swings his guisarme with determination to strike down his enemies, but is discouraged to find his blow just misses.

Seeing none of his allies take any damage again (so far), Pent fires his crossbow into the thick of things. It strikes Gnoll 2 directly in the head, and the creature slumps to the dirt.


Round 3

22. . . Amiamble
21. . . Kul
20. . . Gnoll 4 (wounded)
18. . . Mahdi
13. . . Gnoll 3 (more wounded)
11. . . Aldebert
4. . . Pent

Gnoll 3: 4/11
Gnoll 4: 7/11

Thanks for the clarification, Kul. I overlooked the charge.

Pent sends waves of healing over the party, mending some of Kul's injuries.

Several howls from on top of Kelmarane's hill return the call from the gnoll in battle.

Round 2

22. . . Amiamble
21. . . Kul
20. . . Gnoll 4
18. . . Mahdi
13. . . Gnoll 3
11. . . Aldebert
4. . . Pent
3. . . Gnoll 2 (wounded)

Round 1, Init 3

Gnoll #2 steps forward and retalliates against the armored halfling that just sliced him open!

Gnoll #2 vs Aldebert
Spear: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

As the battle begins, the gnolls' expressions are filled with surprise and anger. After the combined attack of Ami and Kul drop one of their number, their jaws practically hit the dirt.

"It's the burnt one! How did he get here!? I thought he was supposed to be fed to the sand beast!?"

Round 1, Init 20

Gnoll #4 runs towards Kul, attempting to (re)apphrehend their former prisoner.

Gnoll #4 vs Kul
Spear: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Kul easily parries the incoming spear.


Mahdi readies a fire blast if any come too close.


Round 1, Init 13

Gnoll #3 lets out a loud howl that echoes off the nearby buildings and hill. He then takes a step forward and attempts to stab Kul with his spear.

Gnoll #1 vs Kul
Spear: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

However, Kul is too fast for them. Unfortunately, they all seem focused on their former prisoner and none get close enough for Mahdi's fire jet.

Aldebert charges forward into combat, striking Gnoll #2 with a solid blow!

Amiamble: 1d20 + 8 ⇒ (17) + 8 = 25
Aldebert: 1d20 + 7 ⇒ (3) + 7 = 10
Mahdi: 1d20 + 2 ⇒ (12) + 2 = 14
Pent: 1d20 + 6 ⇒ (6) + 6 = 12
Kul: 1d20 + 1 ⇒ (14) + 1 = 15

As the party crosses back over the bridge and through Kelmarane's lower village, Amiamble hears noises from around one of the buildings up ahead. A moment later, four gnolls come walking from the south, spotting the party! They are all equipped with spears, just like the others that you slew earlier in the morning.

Mahdi: 1d20 + 6 ⇒ (12) + 6 = 18
Aldebert: 1d20 + 1 ⇒ (10) + 1 = 11
Amiamble: 1d20 + 5 ⇒ (17) + 5 = 22
Pent: 1d20 ⇒ 4
Kul: 1d20 + 4 ⇒ (17) + 4 = 21
Gnoll 1: 1d20 ⇒ 13
Gnoll 2: 1d20 ⇒ 2
Gnoll 3: 1d20 ⇒ 13
Gnoll 4: 1d20 ⇒ 20

Round 1

22. . . Amiamble
21. . . Kul
20. . . Gnoll 4
18. . . Mahdi
13. . . Gnoll 1
13. . . Gnoll 3
11. . . Aldebert
4. . . Pent
3. . . Gnoll 2

Roll20 map is updated.

Undrella takes Pent's hand and shakes it. Her talon is dry and stiff, but she makes sure not to scratch him.

"I have faith that you'll convince your 'superiors' of the right thing in this situation. In the mean time, I'll go convince some of th' smugglers that have come into town recently to... opt out of supportin' Kardswann, when the conflict comes. If ya'll are movin' in, you'll want some people here to do business with, right?"

Undrella winks again at Mahdi, not forgetting about her new toy.

"And if you need a place to live, I've got plenty of room in my nest for ya."

With that, she walks away from the conversation towards the back of the tannery, looking occupied with varioud alchemical devices.

Pent's Diplomancy Efforts: 1d20 + 8 ⇒ (11) + 8 = 19

Undrella seems very pleases with Pent's... compliments?

She turns to acknowledge Kul's statement, but just stares at him with a blank expression before turning back to the gnome.

"Ooh, you are a fiesty little one! Okay okay, I think I remember Kardswann saying just yesterday that there were 29 in his tribe, countin' himself. Some of them are usually out patroling in the hinterlands though."

The harpy smiles at Pent with the same seductive eyes that were previously locked on to Mahdi.

"If you're goin' up the hill to take down Kardswann, how about we make a deal? If you promise to let me live here in peace after you've driven out the gnolls, I won't warn him you're comin'. I'll even stay out of the fight." She rummages through her pocket and produces two brass keys. "I'll also give you these. They'll open the door to the battle market, as well as all the locks inside. Kardswann's got a few prisoners left if I remember, so these'll open their cells."

She extends her crusty, razor-sharp claw forward towards Pent.

"Do we have a deal?"

Undrella's eyes begin to narrow on Pent and the others. Except for Mahdi, of course.

"I'm startin' to think you're asking me a whole lot of questions, but aren't gonna come through on your part. I can tell you what you need to know, but first... Little gnome, tell me something I need to hear."

She begins to turn her body in a full circle before adding, "Which part of me is clearly my best asset?"

At this point, it will require moving her attitude up to friendly to get anymore information out of her.

Sense Motive: 1d20 + 1 ⇒ (15) + 1 = 16

Undrella smiles at Mahdi, her crooked and sharp teeth showing. "My my, for being so handsome, you sure have a hard time hearing. I said he was a man, not a gnoll, silly. More than a man, really. He came about two months ago, calling himself Kardswann, and he killed the leader of the Kuldis gnolls at the time. Lopped his head off with one swing of that big 'ole axe that he carries around. Don't know why, but he then took over as their leader. Maybe it was because they were all 'fraid of him and he felt sorry for them."

As she continues, she begins to circle around Mahdi, getting within inches of the Keleshite's face. Undrella inhales deep through her nostrils, taking in Mahdi's scent. She leans in close to his ear and whispers,

Mahdi, or Perception DC 15:
"I can see that you're scared, or maybe you're just putting on a show in front of your friends. Do I intimidate you that much? I promise I won't use my claws... too much."

She leans back and laughs before continuing. "Anyway, after killing their leader, Kardswann went over to the ruined church up the hill and walked right through that magically-sealed door. No man that I know of can do that... I think he's a genie or somethin', perhaps. He sure makes wishes come true in the bedchamber... Anyway, after he came back out of the church, he was different. Lot meaner than before. I think something got in his head or somethin'."

The sense of distress you sense from Yeen... doesn't seem to be actually coming from Yeen.

You hear the familiar voice of Vardishal in your head again. "K... Kardswann? Why does that name sound so familiar?"

Entering the tannery, some oddly familiar smells fill the air of the building. It seems the tannery has been converted to some sort of make-shift alcehemy lab, with various liquids brewing in a half-dozen cauldrons and all sorts of unsavory reagents scattered about. Loose human-looking body parts, oils (that Kul would recognize as being used in the creation of narcotics), vials of blood, dead rodents, and so forth.

Undrella squeals at the sight of the massive snake head being carried in. "Oh my, you are big and strong. You might just be able to take down Kardswann after all." She bats her crusty eyelids at Mahdi and in her best cutesy-romantic voice that she can muster, says, "He is cruel to me. I want you to kill him. For me?"

You see the fur on Yeen stand straight up at the mention of that name.

Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6

The harpy seems very flattered by Mahdi's words. "Name's Undrella. I'll be waitin' for you right over there," she points to the other building on this side of the river (B7). "Don't keep me waiting too long... My feathers are in dire need of some rufflin'." Undrella struts across the way into the building she pointed to, presumably her home, and disappears from sight as she enters.

As the party heads back across the bridge towards the abandoned market...

1d100 ⇒ 66

Everything seems clear. No patrols or gnolls walking about.

Does the party return the viper's head, or do they take this opportunity to get out of Kelmarane and back to the monastery?

She smiles a crooked-toothed grin at Pent. "It's already dead, eh? Then it shouldn't be trouble to prove it! Bring me the head, and maybe I'll tell you everything you want to know."

She winks at Mahdi and licks her lips. "Everything."

You may have other things preventing you from resting, you know. :)

Aldebert: She definitely radiates evil, though only a faint aura.

She smiles a bit before responding. "Well, if you're not here to offer yourselves into slavery, then why else would you be here? He rules the gnolls, so if you're here to slay them, I'm afraid he won't take too kindly to that."

She turns to Pent. "Hmm. I guess I haven't considered it, seeing that no one in this village so far is remotely capable of challenging him. How about a challenge?" She begins to seductively walk towards Mahdi, one of her talon-like fingers extended to run it over the wizard's cheek (if he doesn't pull away.)

"If you kill that damned snake that lives in the building across the river... Yes, bring me it's head for my stew, and I'll betray my lover for you!"

Knowledge Dungeoneering DC 14:
This woman is a harpy, a humanoid with hawk-like features, notably her wings and talons. Harpies are known for ambushing their prey with their captivating song that attracts those that fall under its spell.

As the party gathers their possessions (and Grigory) and prepares to leave, the source of Pent's paranoia moments before reveals itself. A female humanoid with large bird-like wings steps into the doorway of the mill. She has a barbed club in one hand and the other rests on her hip.

"Where ya'll going so fast? That was awful impressive what you did to that nasty critter. Are you here to kill my lover, that big, muscular brute of a man that rules these mongrels?"

Aldebert & Pent:
As you finish poking through the peryton's nest and looking through the ruined mill, something else catches your eyes. For a brief moment, you think you see some sort of humanoid-looking silhouette observing from the mill's entrance, but when you stop to focus on it, it moves away quickly.

At the back of the building, where the peryton emerged from, is a nest of sorts created from loose debris and wood. Next to it lies the body of a man, very certainly dead, with a gaping hole in his chest. The body has likely only been dead for a day or so, judging from the current state of decomposition.

Based on Mahdi's explanation, the wound in his chest seems to have been caused from sharp fangs ripping through his flesh and tearing out his heart, which is missing.

You recognize this man as one of your fellow Lions of Senara companions named Grigory. He never talked much, but he was certainly a fine warrior in battle. The last you saw of him, Grigory was still alive and being escorted out of the battle market by a pack of gnolls. It seems this was his destination.

Amiamble: 1d20 + 8 ⇒ (5) + 8 = 13
Aldebert: 1d20 + 7 ⇒ (18) + 7 = 25
Mahdi: 1d20 + 2 ⇒ (11) + 2 = 13
Pent: 1d20 + 6 ⇒ (20) + 6 = 26
Kul: 1d20 + 1 ⇒ (17) + 1 = 18

Buried in the nest are very mundane trinkets and objects that look generally useless and worthless. However, a fine longsword rests among the debris, a finely crafted weapon bearing the mark of the Sun on its hilt. The blade radiates magic when Mahdi casts his spell.

Spellcraft DC 16:
This is a +1 longsword.

Additionally, Pent and Aldebert's keen eyes spot something else buried in the mud around the nest. A ring was long discarded, but bears no blemishes. It also radiates with a magical aura.

Spellcraft DC 16:
This ring is a ring of jumping.

Aldebert's opportunity attack strikes and injures the beast, but not as much as the halfling would've hoped.

Round 4

26. . . Mahdi
24+. . . Amiamble
24. . . Aldebert
24-. . . Kul
19. . . Peryton
15-. . . Pent

The savage peryton looks wounded, but the dried blood from its fangs are still bared at Aldebert.

Ami flicks a stone from his sling again, and this time, it finds its target! The peryton reels in pain from the impact, startled by how much the blow hurt. The beast looks as if it's barely standing at this point.

With one mighty swing, Aldebert's hammer cracks the skull of the peryton open before it collapses to the ground.

Whew! Good job party!

Round 3, Init 19

1d2 ⇒ 1

Seeing Kul flee in terror, the peryton flashes its fangs, almost resembling a wicked, bloody smile, before taking flight again. As it rises up, it passes right over Aldebert's head and lands next to the halfling.

1d20 + 7 ⇒ (6) + 7 = 13

As the peryton's humanoid shadow washes over Aldebert, the monster's shadow changes form once again, this time in the form of an armored halfling wielding a guisarme.

Aldebert gets an AoO.

As it lands, the peryton howls and rams its head forward, attempting to impale Aldebert.

Peryton vs Aldebert
Gore: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

EDIT: Forgot to roll a Reflex save again!

Reflex: 1d20 + 7 ⇒ (20) + 7 = 27


Pent walks over and imparts Sarenrae's healing to the wounded Kul.

Round 3

26. . . Mahdi
24+. . . Amiamble
24. . . Aldebert
24-. . . Kul
19. . . Peryton
15-. . . Pent

Aldebert swings again at the peryton, but this time he misses entirely.

Aldebert, you already went for Round 2. You readied for Kul to move, which delayed your attack into the second round of combat. You can use that post for Round 3.

Pent gives Aldebert a bit of divine guidance, while the paladin steps into position and awaits Kul to meet him on the other side.

Round 2

26. . . Mahdi
24+. . . Amiamble
24. . . Aldebert
24-. . . Kul
19. . . Peryton
15-. . . Pent

You have no idea what it did to Kul, besides "marking" him in some way.

Mahdi releases another stream of fire towards the peryton.

Reflex: 1d20 + 7 ⇒ (5) + 7 = 12

This time, the peryton is slow to react, seemingly fixated on Kul, and takes the full impact of the blast.

Ami fires another stone at the beast, but misses yet again.

Once Kul enters into the flank, Aldebert takes a swing of his guisarme and connects! However, the blade fails to actually penetrate the hide of the peryton.

Kul swings his falchion hard and also connects, inflicting injury to the monster. It looks hurt but not out.

Round 2, Init 19

The peryton takes a step to the side, out of the flank it finds itself in. The beast savagely barks and unleashes its fury upon Kul!

Peryton vs Kul
Gore: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Hoof 1: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Hoof 2: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6

The antlers just miss stabbing Kul, but two hooves come flying as the peryton arches back on its hind legs, smashing Kul in the chest.

When the peryton hits you, you feel a strange sensation, as if your own shadow is trying to abandon you. You feel a creeping fear begin to take you over.

You need to make two separate DC 13 Will saves, one for each hit. If you fail one of them, you are frightened for the next round.


Reflex: 1d20 + 7 ⇒ (14) + 7 = 21

Round 1, Init 19

The peryton quickly ducks aside, letting most of the flames wash past it. It unfurls it's large hawk-like wings and takes flight.

Kul gets an AoO.

1d20 + 8 ⇒ (20) + 8 = 28

As the peryton flies right over Kul's head, a strange thing occurs. As the Keleshite warrior is briefly enveloped in the creature's shadow, the peryton's own shadow sudden transforms into the image of a man. The creature remains the same, but its shadow now resembles a tall humanoid, with long, mangy hair...

The peryton lands directly on the other side of Kul. As it snarls, it lunges forward and attempts to impale the fighter with its sharp antlers.

Peryton vs Kul
Gore: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

However, Kul is able to block the sharp horns with his blade.

Ami lets loose a stone from his sling, but fails to strike the beast.

Kul runs forward and swings his mighty blade, landing a solid blow but failing to follow-through with a devasting hit. The hide of the snarling creature seems to strongly resist Kul's weapon, shrugging off a bit of the injury.

Mahdi is up.


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