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Annie The area around the meeting place seems to just be some unremarkable place in the woods. Your scouting reveals that it seems like a place people would meet up at and leave from. Android and Were-Leopard. The farmer nods to you as you leave still grateful that you helped him out. You head back into town around noon and find the place fairly busy.
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Tavern The man nods slowly. "I can help you meet him, but it will be outside the city of course. One can never be too careful. Meet me in the forest to the east of town tomorrow night." The man then gets up and pays for his drinks, and Annie's food before leaving through the front door.
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Farmer The farmer sighs in visible relief. "I will have your reward here just wait a few moments." The farmer heads back inside and when he returns he hands over a large sack containing two hundred platinum pieces. "This is quite a bit of my money, but to know that I won't be troubled by those things ever again it is well worth the cost."
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Tavern Sense motive: 1d20 + 8 ⇒ (14) + 8 = 22 The man considers what Annie has said. "I would need you to tell me more about all this. Who did you speak to, and why are you telling me all of this?" Cave Your travels back through the cave are met with no resistance as the bats seem to be sacred to come down at this moment. Making your way back to the farm the owner approaches you nervously. "Did you find any more of those creatures that have been killing my cows?"
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Cave Leo recognizes the warhammer as a +2 warhammer, and Schwartz determines that the bats while large enough to threaten the farmer's stock probably won't try and take on an entire herd of cows. Tavern The man nods, and motions for Annie to follow. He goes back into the tavern and takes a seat in a dark corner of the tavern. Even though the tavern is loud you can still make out his voice clearly. "There, we shouldn't need to worry about anyone overhearing us. Now, what information do you seek?"
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Tavern The man considers Annie. "Maybe, I can promise some gold if the information is good, but you won't get any gold until after I confirm the info." Cave The cave seems to have been the abode of only the one gug and several dire bats. Schwartz looking through some of the dead bodies finds some broken bits of armor and weapons, though he does find a warhammer clutched in the hands of a dead dwarf that is faintly glowing.
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Cave Schwartz can't think of anything connecting with the shrine, and after Leo strikes it it loses any distinguishing features. Tavern Probably a +5 because he would like to believe you. Sense motive: 1d20 + 10 ⇒ (16) + 10 = 26 The man suddenly seems suspicious of Annie. "Wait a second. How were you able to find all of this out?"
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Cave The back of the cave is filled with even more corpses not only of cows now, but also of some humanoid creatures as well. A small crude shrine to some dark power sits at the back with several offerings piled up around it. Tavern The man seems to think for a few moments before he follows Annie outside. "Excuse me small child, but who took away your family? I might know someone who can help."
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Cave Schwartz sees that it is several large bats that are feeding upon a number of corpses in here. When you charge in they screech and fly to the ceiling. Tavern The man smiles at Annie. "No problem little girl. Just make sure to stay in a safe place at night. These streets can get dangerous."
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Forest to Cave Traveling into the cave Schwartz can see that most of the cavern is covered in strange paintings that hurt his eyes to look at. Further down the cave beyond his field of Vision Schwartz can hear the sounds of something eating. Tavern As the day continues on Annie is able to scrap together a small amount of money of a few coppers, but when a cloaked man enters the tavern he looks down with pity at Annie and gives a gold coin to her before heading up to the bar.
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Farm to Forst. Leo is easily able to follow the creatures foul scent to it's lair. The entrance to the lair is dark and miserable looking. Outside of the front of the cave are several corpses of cows that have been eaten from and then just left lying around. Merchant to Town. Annie is able to discover that the bandit seems to enjoy going to the Mucky Duckling tavern as a hangout, but only at night.
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Farm The farmhand who sees the corpse goes pale and quickly brings over the farmer. The man seems disgusted, and afraid by the creature, but he does a good job of hiding it. "Thank-you brave adventurers for dealing with this thing for us. I have a reward of 1,000 gold ready for you, but if you're willing to go and check and make sure that there are no more creatures then I would be willing to double that." Merchant Annie is sure that the merchant isn't planning anything. Where are you going to look for the bandit.
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Merchnat The merchant begins bargaining for your services. "300 gold each. My servant is the one who will be taking him down after all."
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Farm No more creatures trouble you during the night, and day finally breaks after your fight.
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Farm Imperius once again tries top cast a fireball that doesn't harm his allies. damage: 7d6 ⇒ (2, 2, 6, 1, 5, 1, 3) = 20
The creature cries out in agony as its flesh is burnt away and it collapses on the ground. Merchant "I shall simply claim that I am transporting trade goods, but several of my trusted men will spread the rumor that I am actually transporting illegal drugs and other items along a different route so that I won't be searched. Another caravan transporting some actual goods will be leaving several days after the first, and will travel on the main roads."
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Farm As Leo pounces once again the creature's arms seem to sense him and attack. AoO 1: 1d20 + 17 ⇒ (5) + 17 = 22
The creature fails to hit Leo, and Schwartz's arrow strikes it. It is barley left standing. The creature truly angry now attacks Leo with all of its rage. Bite: 1d20 + 14 ⇒ (1) + 14 = 15
Claw 1: 1d20 + 14 ⇒ (18) + 14 = 32
Claw 2: 1d20 + 14 ⇒ (19) + 14 = 33
Claw 3: 1d20 + 14 ⇒ (17) + 14 = 31
Claw 4: 1d20 + 14 ⇒ (16) + 14 = 30
rend: 1d6 + 10 ⇒ (5) + 10 = 15 The creature tears into Leo for daring to strike it with his claws. 65 damage over 4 hits. Merchant The merchant cruelly smiles as he explains his plan. "Like I said before. If you get that bandit to come close enough this fine creation will turn him into mincemeat before he can even think of running away."
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Farm
The cows still fail to notice any combat going on and remain where they are. Imperius seeing that his allies aren't near the creature cast fireball at it. Damage: 7d6 ⇒ (6, 1, 3, 1, 1, 4, 6) = 22 Reflex save: 1d20 + 6 ⇒ (14) + 6 = 20 The creature manages to avoid some of the damage but the fireball hurt it. The creature angry that everything is running away from it picks up the cows corpse and moves off into the darkness. The creature is currently moving away and will continue to move awya unless you do anything. Actions? Merchant The merchant now looks at the two of you. "Now do we have a deal?"
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Farm The creature is only slightly wounded by one of Schwartz's attacks and it strikes out at both him and Leo as they move towards him. AoO S: 1d20 + 14 ⇒ (15) + 14 = 29
AoO L: 1d20 + 14 ⇒ (14) + 14 = 28
It is able to land one blow on Schwartz, but it's claw cannot harm Leo as he moves forward. The creature angry that it's claw hasn't harmed Leo strikes out without as much ferocity, but with more precision. bite: 1d20 + 17 ⇒ (20) + 17 = 37
claw 1: 1d20 + 17 ⇒ (18) + 17 = 35
claw 2: 1d20 + 17 ⇒ (14) + 17 = 31
claw 3: 1d20 + 17 ⇒ (9) + 17 = 26
claw 4: 1d20 + 17 ⇒ (10) + 17 = 27
Rend: 1d6 + 10 ⇒ (4) + 10 = 14 The creature lands three strikes with it's bite and two claws and the two claws together cause even more damage. 44 damage over 4 damages on Leo. Farm Annie determines that the creature is some sort of flesh golem though it appears to have been heavily altered.
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Farm The creature moves forward, and attacks Schwartz since he is the closest target. Claw 1: 1d20 + 14 ⇒ (15) + 14 = 29
Merchant The merchant leads you and his men further into the woods into an area you haven't seen before. It is a small grove that has the bodies of dead animals everywhere. The merchant pulls out a small whistle and blows it, but you cannot hear a sound from it. A few minutes later you see and hear something big move into the light. It is a giant man made out of flesh. The merchant looks at the two of you happily. "See what awesome power I can bring down upon this bandit's head? I just need you to bring him close enough and my monster will finish the rest."
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Farm Imperius backs away from the monster to try and keep it from biting him again. He will move back behind Leo with a withdraw action. Leo; Monster; Schwartz; Imperius Town Do you have any further questions or will you just be following the merchant now?
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Farm The creature moves forward and attacks the next nearest person Imperius. Bite attack: 1d20 + 14 ⇒ (14) + 14 = 28
Town The guards seem uneasy, but finally one speaks. "We haven't been able to see the creature itself, but we have seen what it leaves behind and it isn't pretty."
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Farm Leo is up. Town You wait in a tavern until it is near the appointed time. Heading out to meet with the merchant you find that he is already there at the north gate with two of his guards that you saw at the mansion beforehand. He nods when he sees you. "Very good I like it that you are punctual. Now if you would follow me we can go to see the beast." Sense Motive DC 15: When the merchant mentions the beast the guards on either side of him seem to be afraid of whatever it is.
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Farm Schwartz recognizes the creature as a gug. Such creatures normally live out in cave or other dark dank areas and they come out to hunt for food or just for sport. Mansion What are you guys going to do now?
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Farm The creature is only hit by one of leo's attacks and it howls before attacking him back. Bite 1: 1d20 + 14 ⇒ (15) + 14 = 29
claw 1: 1d20 + 14 ⇒ (2) + 14 = 16
claw 2: 1d20 + 14 ⇒ (13) + 14 = 27
claw 3: 1d20 + 14 ⇒ (1) + 14 = 15
claw 4: 1d20 + 14 ⇒ (14) + 14 = 28
Rend: 1d6 + 10 ⇒ (6) + 10 = 16 Leo is hit by several of the creatures claws and the head amanages to chomp down on Leo. 72 points of damage over 4 hits. Leo; monster; Schwartz; Imperius
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Farm As Leo charges at the creature two of its arms bend around unnaturally and attack the snow leopard. AoO 1: 1d20 + 17 ⇒ (13) + 17 = 30
AoO 2: 1d20 + 17 ⇒ (10) + 17 = 27
Rend: 1d6 + 10 ⇒ (1) + 10 = 11 Both of the creature's arms hit Leo and they tear off some extra flesh as they leave. 30 damage to Leo. Creature's initiative: 1d20 + 1 ⇒ (11) + 1 = 12 Leo initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Leo; Creature; Schwartz; Imperius.
Mansion The merchant nods. "Meet me at the north gate of town two hours after sundown."
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Farm Chance: 1d100 ⇒ 69
Stealth: 1d20 + 15 ⇒ (8) + 15 = 23
Perception: 1d20 + 1 ⇒ (11) + 1 = 12 Schwartz is unable to notice as a large creature begins moving towards the cow herd. Leo can see the creature has four arms and it's head splits open in the middle. The creature makes sure to keep Schwartz and Imperius on the opposite side of the herd as it quickly moves down and kills an outlying cow with all four of its arms. The other cows don't notice that one of the herd is now dead.
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Farm Are you staying for another night or are you going to do something else? Mansion David also seems interested in this beast the merchant mentioned. the merchant just smiles. "I can't talk about it in here. The walls might have ears. If you wish to see it then join me just outside the town tonight. It will be around there."
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Farm Encounter chance: 1d100 ⇒ 78 This night remains silent as the creature(s) don't strike at the cows. Mansion. The merchant glances down at the map and points out two different roads. One travels right next a marshland, and the other remains on stable road for the entire trip. "He would expect me to keep trying to get through, but he would never expect me to catch onto his little game. I was planning something similar with a certain 'beast' I have. That will travel with the marshland caravan, and when he strikes he will only find death."
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Farm There are multiple fields of cows and when you suggest placing them all in the same spot the farm seems okay with it. "If you think it will help catch this creature then go for it. I want to see this things head on a pike." Mansion Sense motive: 1d20 + 4 ⇒ (17) + 4 = 21 "I have several routes where there are perfect spots to ambush my caravans and that's why I have extra guards hiding in those areas. The bandit never strikes from where it would be best. In fact he always seems to pick the worst spot which is why these attacks are even more humiliating!" The merchant goes over and pulls out a map of the area that shows his main caravan routes. "I normally take roads that the guard protect, but even they cannot do anything about this bandit. The bandit normally strikes from bogs that are next to the road or other areas where ambushing a caravan would be foolish." You can see several areas that the merchant has marked down on the map as attacked caravans and all of them are in areas where the ground would be filled with muck and other debris.
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Farm The farmhand rubs his head. "Why are you speaking so funny? I can't understand more than two words that come out of your mouth." Mansion Probably a +5 for a believable story. Sense motive: 1d20 + 4 ⇒ (13) + 4 = 17 The merchant looks down at Annie. "What information do you have, and what would you want little gnome?"
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Farm You can't think of any places that would be close enough and be a graveyard. The farm hand looks at Schwartz funny. "What?" Mansion You aren't able to see much of the layout of the place. The merchant looks down at you from across his desk. "Yes, would you have any information about the bandit?"
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Farm Whatever has been killing these cows seems to drain the blood from the creature entirely. It is very had to pinpoint anything else besides that it smells like a grave. Mansion sense motive: 1d20 - 2 ⇒ (8) - 2 = 6 the men seem uneasy but they have their orders and they send you up to the merchants room. The place is very opulent but they usher you into the room. The man seems very fat and wealthy.
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If you want to rejoin then create a character with 28 point buy, and any class or race but run third party stuff by me first.
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Farm "The bodies of the cows are in the field. I haven't seen a man or beast that could do that." The old man glares at Inmperius. "And maybe you need to prove you can actually see it before you make any claims about my boys." Bandit It takes you a while but you finally find the home of the man offering a reward for the bandit's capture. The place is fairly large and nice with several guards standing outside. When they notice you they just shoo you along thinking you are a child.
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"Something has been coming here almost at random and it kills my cows. We can never seem to discover what is doing it even if me or one of my boys stays up all night to watch. I have lost seven cows already."
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Annie is able to go around and hear a few things about this bandit. It appears that he only robs merchants who are suspected of doing shady business practices and whenever he robs a caravan a large new donation to a temple is usually found. Those of you heading out to the farm. There is a middle aged man standing there with two younger men who appear to be his sons. As you approach the older man looks you over and nods to himself. "You here about the trouble we've been having with our cows?"
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Sorry, lots of things going on and I lost track of this for a bit. Most of the jobs that were being offered before have been solved one way or another. You have a friend in the nearby ruins who you can check up on or there are three jobs being talked about right now. 1: Some strange creatures have been causing some trouble for a nearby farmer. His cows have been getting killed in a strange manner. 2: A man is offering a bounty on a bandit that apparently caused some trouble on his last caravan trip. He's offering a large reward for whoever can bring in this bandit alive. 3: Several people have begun hearing strange noises in the nearby forests and strange lights can be seen moving around at night. They would like some people to investigate.
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The mayor seems troubled by the news of ankhegs getting away, and even more troubled by the news of an ankheg spellcaster. Mayor "That is bad. I can reward you for the ankhegs you have killed, but I would like you to keep an eye out for this spellcasting ankheg. We have enough to deal with just killing intelligent ankhegs. Ankhegs that can cast spells will cause no end of trouble!" The mayor seems to be thinking on other ways to deal with this ankheg when he suddenly remembers your reward and hands you a bag of gold. Inside is 5,400 gold pieces.
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Sorry, ny internet has been down for a while due to storms and I am posting this from my phone. You travel through town without any trouble. The mayor greets you all as you walk in. "Ah, so nice to see you all again. Have you delt with the trouble in the tunnels?"
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The guardsmen shake their heads at Leo's question. "This is the only entrance we have found so far. They might have who knows how many more out there. Luckily you did get some of them and they might just die out on their own. If you want your reward take the bodies to the sheriff's office and then head to the mayor's office."
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Actually not that I look at animate dead lesser you will be unable to create an ankheg undead since ankhegs are large sized creatures and animate dead can only create a small or medium sized skeleton or zombie. As you drag the bodies out to the surface you see several guardsmen have gathered around. Seeing you all their faces light up.
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With the help of the bag of holding and several strong people you are able to easily carry all of the ankhegs back to the surface.
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Hunting the ankhegs who escaped down the tunnel and then closed it would be next to impossible since you have to hope you find their scent. That being said some ankhegs did escape down other tunnels and you could follow those ones if you wished.
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Okay those who want to follow the ankhegs I will need a survival check from one of you. Also I will need to know what speed you are traveling at; half, normal, or twice your regular speed.
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Man "Okay, well good luck on your ankheg hunting. Remember to write." He waves as Schwartz begins to leave. Are you all going to try to follow the ankhegs trail or just leave?
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