Ghostfoot
  LOST LANDS – GRIMMSGATE 
  
 Deep in the wooded wilderness, the village of Grimmsgate is an outpost town on a seldom-traveled trail, right at the edge of nowhere. The village’s half-ruined temple of Law, dilapidated inn, drunken blacksmith, exiled trader and a few fur-trappers are enough to keep the bloody-minded denizens of the dark forest at bay, but nobody really expects the village to still be there in another ten years. The woods have become too dangerous for the trappers who once caught animals for fur, and merchants no longer travel the poorly- maintained road.

What great evil and what fabulous treasures are to be found in these lands? A brave band of adventurers might make their fortunes here. Or perhaps they might never return . . . 
 
 Spoiler: Knowledge (Geography) - Riaghan, Elethielle, Philemon 
 

Scale: 1 hex = 50 miles

 King's Road 

The King’s Road is one of the old Hyperborean high roads paved with stone and set with milestones. It passes through a variety of different terrains and countrysides and stretches from the capital city of the Kingdom of Foere, Courghais, in the west through to Endhome at the eastern end.

 The Cretian Mountains 

The Cretians are the northernmost range of the March of Mountains, and also the largest. The peaks of the Cretians are unusually high, taller than any others of the highest mountains of the central Kal’Iugus range. The Cretians completely encircle the heavily wooded Yolbiac Vale. The heights of the Cretians are virtually unknown to geographers, scholars, and cartographers, with the exception of the outermost few miles around the periphery of the vast mountain range.

 The Rampart Mountains 

The Rampart Mountains are so named because the central peaks of the range are steep and uniform like a castle wall.

 The Yolbiac Vale 

The vale is a deep indentation in the middle of the Cretian Mountains that runs from Coelum to about a hundred miles south of the town of Elet. It has several wide river valleys extending to the west that curl into the deep heart of the mountains. The strange folk of the Yolbiac populate these remote areas. The territory comprises approximately 22,000 square miles. The majority of the region is heavily forested, but not with a single, contiguous growth of trees. Instead, the region has many primordial forests that run five to 10 miles across. Ridges of stone, or infertile ground, divide the forests, for this is high and broken terrain.

The vale may be reached either through the Coelum Pass in the Duchy of the Rampart or by the Ghostwind Pass near Elet in Aachen Province.

 Gaelon River Valley 

The Gaelon River Valley is a large area including the river’s tributaries as well as the valley of the main river.

The many streams and tributaries branching off from the Gaelon River carve a circuitous path through the rolling grassy hills and wide valleys between the uplifted land masses. The elevation along the Gaelon River steadily decreases from the waterway’s origins in the western mountains until the end of its journey in Endhome.
 

 
 Spoiler: Knowledge (Untrained History) - everyone except Artaith 
 GENERAL HISTORY (the last ~300 years) 

The reign of Graeltor, Overking of Foere, was not long. Shortly after his coronation, a delegation of religious leaders in the capital of Courghais approached him about the threat rising in the wastes north of Bard’s Gate where the temple city of Orcus known as Tsar was threatening trade between Foere and the Isthmus. Though the temple-city had been there for many years, Graeltor declared his own Great Crusade to destroy the city, which he dubbed the Army of Light. The siege of Tsar lasted for over a year and claimed tens of thousands on both sides.

Then in distant Libynos, swarms of invading Mguru tribesmen emerged from the Malagro Jungle and overran the holy city of Tircople and the Sacred Table, reducing it to a burning waste. News of this atrocity shocked the Army of Light and shook its morale. Yet shortly thereafter, the forces of Tsar suddenly retreated from the field and led the vengeful Army of Light on a long chase down the Gulf of Akados coast. The army of Tsar was driven into the Forest of Hope, and the Army of Light followed. Both disappeared under the forest canopy, and no sign of either has been seen since.

The shock of the loss of so much of the realm’s nobility and greatest warriors shook Foere to its core. Uprisings started to occur across the kingdom, with few knights or noblemen to put them down. Three years later, the broken Graeltor died in his bed, passing the crown to his largely unknown and untested grandson Oedwin. Shortly thereafter, Ramthion Island declared its independence from Foere, beginning what is known as the Foerdewaith Wars of Succession. Two years after that, the Grand Admiral of Pontus Tinigal withdrew from Foere and declared himself Emperor of the Oceans Blue, and established the Kingdom of Oceanus on Pontos Island. Efforts by the Foerdewaith to recover these lost provinces failed, and in short order other Foere lands followed suit, including Burgundy, Suilley, the Vast, North Heath and, in a devastating blow, Reme.

During the three centuries since, the power of Foere has continued to decline, and many areas on its periphery have fallen increasingly into chaos and disorder. Where once the legions of empire kept the peace, now bandits and monsters roam, and good folk bar their doors and keep fires burning through the perilous night.

Just three years ago, an event occurred that shook the kingdoms of Akados as a Huun army of the apparently immortal King of Kings Ossimandius appeared on the northern border of the Desolation of Tsar, past the ruins of Oxibbul. Never before had a Huun army set foot on the shores of the continent of Akados. It advanced southward until it reached the Lyre Valley, where it found its way blocked by Bard’s Gate and so laid siege to the city. King Ovar the Magnificent, the overking of Courghais, hastily called for a new Great Crusade against the age-old enemy and rallied the nobles and men-at-arms of Foere and its former provinces to the defence of their allies at Bard’s Gate. But first he unleashed a fleet of ships against the sambuks of Ossimandius’ navy in the Gulf of Akados. A combined Foerdewaith and Heldring armada delivered a crushing defeat to the Huun ships and forced them into a retreat back up to the coasts of the Sea of Spices.

With their supply lines disrupted by the loss of its naval support, the besieging Huun forces withdrew from the walls of Bard’s Gate and retreated back across the Desolation with the crusader army in pursuit. The last reports from the front were of the crusading army pursuing the Huun into the wastes of the Irkainian Desert to draw them into battle, but nothing further has been heard for two years. With no word from the king of Foere nor any of the lesser rulers who marched with him, the Lost Lands are once again on the verge of turmoil as the rule of law is stretched by the absence of so many lords and men-at-arms. And rumours that King Ovar has returned to his Throne Tower of the citadel Caene, arriving alone at night astride his trained black dragon, has only further sparked talk of rebellion and betrayal. The Lost Lands are in need of heroes now more than ever.
 

 
 Spoiler: Knowledge (Local) - Felix 

 The Duchy of the Rampart &amp; City of Troye 

The Duchy of the Rampart, on the eastern border of the Kingdom of Foere, is well-settled, although pockets of wilderness are everywhere in between settlements. The southern verge of the Cretians is a wild and rugged place, much more sparsely inhabited, and correspondingly more dangerous for those who venture close to these strange peaks. Fewer settlements are along the margins of the Rampart Mountains, but this is an area where mining towns and villages of hill dwarves can be found in the rugged foothills. Patrols are at least occasionally undertaken by actual troops rather than a lone knight or a few volunteer yeomen with billhooks and crossbows.

Settlements of note:
 
 The City of Troye - capital city of the Duchy of the Rampart 
 Town of Metzel - an iron smelting town with a bad reputation 
 City of Ristalt - a small city with a large dwarf population 
 Reliquary of Jamboor - high in the foothills of the Rampart Mountains, this is the most significant temple to Jamboor for thousands of miles 
 

In general, the folk of the Rampart are not traders or merchants, but the duchy makes efforts to foster trade and travel within its borders. The capital city of Troye benefits from an excellent strategic location for trade, although the city itself is not particularly mercantile. Caravans ascend the King’s Road from the Kingdom of Foere and enter Troye’s gates from the west. Southern trade arrives from Toullen, Keston, and Vourdon along the South Road, and the King’s Road brings cargo from Endhome’s seaport and the farms of the Gaelon River Valley. Many of these shipments change hands in Troye as the various different merchants buy each other’s goods to take back on the return journey.

 King's Road 

The King’s Road passes through a variety of different terrains and countrysides and stretches from the capital city of the Kingdom of Foere, Courghais, in the west through to Endhome at the eastern end. In general, travelers can find accommodation for the night in small coaching inns provided they do not press on too far in the evenings. For the most part it is well-patrolled and (relatively) safe, the exception being in the east where it passes through the Gundlock Hills.

 The Yolbiac Vale 

The Yolbiac Vale is a dark and forested realm, barely populated, ruled by independent barons and a scattering of local nobles claiming higher status than baronial. Villages are far apart, roads are dangerous, peasants are secretive, and dangers lurk in the omnipresent forests. The people of the Yolbiac Vale are considered to be strange and unpredictable.

The Yolbiac Vale is a land of dark alpine forests, independent villages, isolated abbeys, bizarre superstitions, and strange perils. Its people are widely varied in attitudes and customs, for few of them ever leave the environs of their home villages. Such wanderers are highly suspect, and even though they bring back fascinating news and tales of other villages, they might be doppelgangers or shape-changed faeries. It is best to always be careful; some returning travelers merely receive a sound thrashing before being sent back on their way.

The Yolbiac region produces many strange commodities such as a variety of dark-purple apples that induce strange dreams and a dark grape, almost black, from which they ferment a potent, bitter wine that stains the lips and teeth of those who indulge frequently. Fey items are often brought down from the vale and include twists of hair or painted sticks that have magical powers, or finely chased goblets of hypnotic beauty.

Settlements of note:
 
 Coelum - main town in the Vale 
 
 Gaelon River Valley 

The Gaelon River Valley is a large area including the river’s tributaries as well as the valley of the main river.  Many of the river valleys are inhabited, but the area also contains a considerable quantity of completely untamed wilderness. The great trading city of Endhome sits at the river mouth where it empties into the Sinnar Ocean.

The river and overland trade between the city of Endhome and the balance of the Gaelon River Valley defines this region. The coastal settlement’s economic influence reaches deep into the entire area, though its potency wanes in proportion to the settlement’s distance from the river or another well-traveled overland route. Travelers generally refer to these remote locales as the hinterlands.

Settlements of note:
 
 Beetlebridge - a small village that breeds giant beetles as draft animals 
 Deadfellows - a lawless frontier town 
 City of Endhome - port city and major trading hub 
 Gaelon River Bridge - town with famed tanneries built around an ancient dwarven bridge at intersection of barge &amp; caravan trade routes 
 Grimmsgate - an isolated thorp in the middle of nowhere 
 Free City of Mirquinoc - an independent city located on ley lines, with associated fey activity 
 
 Kingdom of Suilley 

Some 300 years ago, the Kingdom of Suilley declared itself an independent kingdom and seceded from the Kingdoms of Foere. Since this time, other large regions of the Borderland Provinces have declared themselves vassals of the Suilleyn king, which has increased the kingdom’s power by an order of magnitude but strained its resources to the utmost.

Selected settlements of note:
 
 Manas - sprawling metropolis and capital city of Suilley 
 
 District of Sunderland 

The District of Sunderland proper primarily encompasses the plains and hills between the Gaelon River to the north, Old Burgundia to the south, and the Matagost Peninsula to the east. Hundreds of villages and farmsteads are scattered across the district, most with no more than a few dozen inhabitants and many without even a name.

Selected settlements of note:
 
 Grollek's Grove - small town and trading post with vineyards 
 
 

 
 Spoiler: Knowledge (Local and/ or Nobility) - Felix &amp; Eponine 
 Duchy of the Rampart 

The current ruler of the Duchy is Claud VII, Duke of the Rampart, Battle-Duke of Foere, and Sword of the Foerdewaith. He has a long and bloody history in petty wars on the wild fringes of civilization fi ghting on behalf of Foere, with the duchy administered in his absence by the nobleman Traont, Baron Thulde under the title of Lord-Steward of the Rampart. In the recent campaign against the Huun in the lands of the Gulf of Akados and Irkaina, the overking decided to lead the armies personally rather than placing the duke in his traditional post of command, and Claud returned to his lands in the Rampart, clearly confused and insulted.

Having been established by decree, the duchy is not a wild patchwork of feudal divisions like the provinces to its east. It is segmented into a regular system of equally-sized counties. The counts appoint sheriffs and other officials and usually have at least four castled baronies in their lands, along with several knightly manors.

 The Yolbiac Vale 

Outsiders consider the Yolbiac Vale to be an annex of Foere, but it is strangely ignored and appears to have no ruling authority whatsoever. As such, the vale cannot be said to have any loyalties to, or diplomacy with, other nations.

The vale is considered a part of the Kingdom of Foere, but no one seems to rule it; there is no capital and no governor, just the occasionally tyrannical law of a few barons, some of whom pay fealty to one of the 13 so-called “ducal” families, more commonly referred to as the “Old Families.” Unruled lands separate the baronies and duchies, but the barons make no attempt whatsoever to expand their territories and stay strictly within their traditional landholdings. This is a general tendency in the vale: Strange traditions and odd customs are seemingly more binding upon the folk of the Yolbiac than any decree of authority.

 Gaelon River Valley 

The Gaelon River Valley is a free land unclaimed by foreigners, with no central government.  Although by far the most developed settlement in the region, the neutral commercial powerhouse of Endhome keeps its nose out of local politics and allows these communities to govern themselves without interference from Endhome.

 Kingdom of Suilley 

Suilley is a monarchy ruled by a hereditary king or queen who derive descent from Ghienvais I, the first king to bear the crown in rebellion against Foere. The realm has eight ducal houses, which makes the king relatively strong compared with many of his peer monarchs, since it is rare for the dukes to agree long enough with each other to unite against the king in any way.

The heraldry of the house of King Ulrich, and thus the device of Suilley, is a golden crown over two red lions rampant, back to back, on a green field.

 District of Sunderland 

These lands are under no sovereign in general, though mercantile interests from other lands have made forays in some strategic locations.
 

 
 Spoiler: Knowledge (Religion) - Macelan 
Selected religious establishments of note
 
  Reliquary of Jamboor  - high in the foothills of the Rampart Mountains, this is the most significant temple to Jamboor for thousands of miles 
  Temple of Narrah  - Mirquinoc holds one of the major temples to the goddess Narrah, the Lady of the Moon 
 
 COMMON RELIGIONS 
 Duchy of the Rampart: 
 
 Sefagreth, God of Commerce, Trade, and Cities 
 Vanitthu, God of the Steadfast Guard 
 Archeillus, God of Rightful Rule; Protector of the Nobility 
 Mithras, God of War, Battles, and Soldiers 
 Vergrimm Earthsblood, Dwarven God of Miners 
 Mick O’Delving, God of Halflings 
 Thyr (declining), God of Law and Justice 
 Mitra (rising), God of Law, Justice, and the Sun 
 Darach-Albith, High God of the Elves 
 Jamboor, God of Knowledge, Magic, and Death 
 Muir, Goddess of Virtue and Paladins 
 Solanus (declining), Goddess of the Sun and Healing 
 Quell, God of the Sea 
 
 Yolbiac Vale 
 
 Narrah, Goddess of the Moon, 
 Thyr, God of Law and Justice, 
 The Green Father, The Huntsman/Herne the Hunter, the Horned God, Cernunnos (Tuathe De), God of the Wilds, 
 Cybele, Goddess of Fertility and Witchcraft 
 druidism 
 Hecate, Goddess of Evil Magic 
 Bilis, Dwarf God of the Underworld 
 
 Gaelon River Valley 
 
 Kamien, Goddess of Rivers, Streams and Springs 
 Telophus, God of Crops and the Seasons 
 Tykee, Goddess of Luck and Good Fortune 
 Pekko, God of Ale and Spirits 
 Darach-Albith, High God of the Elves, 
 Solanus, Goddess of the Sun and Healing, 
 Vergrimm Earthsblood, Dwarven God of Miners, 
 Mick O’Delving, God of Halflings, 
 Jamboor, God of Knowledge, Magic, and Death, 
 Narrah, Goddess of the Moon, 
 The Green Father, The Huntsman/Herne the Hunter, the Horned God, God of the Wilds,  
 
 Kingdom of Suilley 
 
 Ceres, Goddess of the Home, Midwives, Healing, Mercy, Patience, and the Millstone 
 Sefagreth, God of Commerce, Trade, and Cities 
 Freya, Goddess of Love and Fertility 
 Vanitthu, God of the Steadfast Guard, 
 Mitra (rising), God of Law, Justice, and the Sun, 
 Thyr, God of Law and Justice, 
 Muir, Goddess of Virtue and Paladins, 
 Archeillus, God of Rightful Rule; Protector of the Nobility, 
 Mick O’Delving, God of Halflings, 
 Belon the Wise, God of Travel 
 Solanus, Goddess of the Sun and Healing, 
 Darach-Albith, High God of the Elves, 
 Yenomesh, God of Glyphs and Writing 
 Bowbe, God of War and Slaughter 
 The Father, God of Violence and Warfare 
 
 District of Sunderland 
 
 Kudrak, God of Guardians 
 Freya, Goddess of Love and Fertility 
 Mithras, God of War, Battles, and Soldiers, 
 Sefagreth, God of Commerce, Trade, and Cities 
 Stryme, God of Strength 
 Thyr, God of Law and Justice 
 
 

 
 Spoiler: Supplementary information - Elethielle, Artaith &amp; Philomen 
 
 Spoiler: Elethielle 
Many of the inhabitants of Yolbiac Vale practice druidism. The Drogas Mondu, an extremely old druid who dresses in white robes, oversees a grove and cromlech stone outside the walls of Coelum where he intones prayers to gods that sound strange to the ears of visitors: names like Bel, Myrddin, and Annawn, the gods of the Old Ways (The Green Father is one of these strange gods and is the local representation of Cernunnos (Tuathe De).

The Free City of Mirquinoc also houses a small druidic academy.

There is a certain historical antagonism between druidism and the god-centered religions. In the present day, the hostility is considerably less, and is mainly found in isolated communities. However, it is common to find clerics of the Hyperborean gods who disdain and distrust druids, and druids — particularly in the oldest of the druidic sects — who consider deity-centered worship to be sapping the strength of the world in favour of fat clerics and otherworldly gods.
 

 
 Spoiler: Artaith 
Dwarven clans of the region are many and varied, generally living in the foothills of the great ranges of the March of Mountains. Most clans are hill dwarves that live in underground halls, operating separate mines that follow the ore. A single dwarven community might have two or three working mines. Additionally, most clans have small herds of sheep or goats that provide the dwarves with food that need not be brought in from the lowlands. Periodically, the dwarves load up a wagon with their forged blades, intricate jewelry, and other metalwork, and head down to the towns and villages of the lowlands to trade their work for gold and town-produced products.

The western verge of the Rampart Mountains, entirely within the Duchy of the Rampart, has numerous mines that produce gold and iron. Many of these are dwarven excavations, but the mining towns serving them are predominantly human.
 

 
 Spoiler: Philomen 
 
 “Seems like things have been going downhill for years, in Grimmsgate. Ever since the barons lost a big patrol in the forest, they haven’t sent anyone else. Seems like we lost a fur trapper or a farmer every month for a while, and now there aren’t enough people to keep things going.” 
 “There is an old temple out there somewhere nearby. It’s called the Elder Temple because it was before we had a temple here in the village. Something bad happened there a long time ago.” 
 

Grimmsgate is a small hamlet of ~50 people on a now-unused trail that runs south to Mirquinoc. There is an inn, merchant, blacksmith &amp; a small temple to Solanus.
 

 


You gather together in the city of Troye, friendships both well established and/ or burgeoning, and consider your future in the weeks ahead...

 
 Spoiler: Next steps 
Greetings all! Time to get this adventure underway.

Having met &amp; determined to travel out into the hinterlands to the small village of Grimmsgate for various reasons, you now need to establish how you wish to travel. The logical route is to follow the King's Road to the city of Mirquinoc, and then shortly after passing the city follow a smaller road north to Grimmsgate.

The journey can be made on foot or by horse, and you can travel independently or as part of a merchant's caravan (either as paying passengers or as hired guards), although the caravan will only travel so far as Mirquinoc.

=&gt; time for introductions &amp; logistical decisions
 

 =&gt; Party 
DarkOne-Rob
" ...and that's why I don't eat meat or like it when people hunt animals. It's not a popular attitude, but that's life sometimes, " finishes Philemon as he tries - most likely unsuccessfully - to convince his new companions to consider not eating meat.

" Now, to getting to Grimmsgate - I came by foot, most of the way alone, but I'm pretty good at disappearing and leaving few signs that I'm there. Some of you look like your carrying cymbals on every possible limb. If we want to get to the village in one piece, we should go with a caravan. I think one is leaving today - we might be able to join if we go fast. Hardly anyone goes past Mirquinoc, but that's about halfway there... "

The young man seems excited to be around so many people and to have found a group of people willing to join him in Grimmsgate. The woods have been getting more dangerous of late, and he had been pretty worried about things. " Thanks again for coming, everyone. Grimmsgate is small, but it's my home and I'm worried. Having some new folks around who are interested in helping make the area safer will be really good! "
Farmerbink
Artaith glances down at her scale mail and frowns.  She shifts her weight slightly, sending the scales cascading noisily down her trunk and revealing a partial profile of the broad-bladed axe at her waist.    I hearda' worse.  Kinda    does  look like a cymbal, too...  
 
 Originally Posted by DarkOne7141981 
 " If we want to get to the village in one piece, we should go with a caravan. I think one is leaving today - we might be able to join if we go fast. Hardly anyone goes past Mirquinoc, but that's about halfway there... " 
 

" Aye 'at's most sensible, " the blonde-haired Dwarf grunts.  " Might 'ven make some coin outa' it. "

She shrugs, rolling impressively muscled shoulders, and looks around the table at the unlikely troupe.  " Prolly best I let you all do the negotiatin', " she begins.  " I'll be good for the fightin', if't comes to it, but've been getting...  Ah they ain't gonna  like  me, " she spits out.

Artaith actually favors Philemon with a smile as he expresses worries about his home town.  " Don'cha fret, young'n.  Ah'm not perfect, but we'll for sure make it  safer,  at least. "  She glances around the table, studying faces and inviting agreements and alternate options.
RCgothic
      
    Eponine   

"Sorry Phil, but if animals weren't meant to be eaten then the gods shouldn't have made them so tasty!" Eponine disagrees jokingly.

"Plus there's this whole  thing  with hawks taking my daddy's rabbits, so, y'know, it's kind of a needs of the many situation? Hey Felix! I didn't realise you were coming with!" she pivots to greet her noble friend, armour sparkling in the mid-morning sun.

"The caravan sounds good. My horse picked up a stone bruise last week and is still a little lame. Walking the whole way would be such a drag. And besides! With Felix and I on board nobody would dare give us any trouble!" she finishes, joshing Felix in the ribs playfully, her armoured elbow clanging harmlessly off his cuirass. 
 
  
DarkOne-Rob
Phil shrugs and replies, " Natural carnivores do what is in their nature, but we can rise above that. But I don't usually convince others, so I understand. Please understand that I won't help hunt, though, so if we are out and you get hungry, plan on veggies, fruit, and what you bring with you. "
DrK
      
     Elethielle    

Elethielle stood quietly nearby, her brown leathers and soft green cloak with bits of twig and leaf still stuck to it blending into the background. She smiles slightly at the suggestion from Philemon.  "Nature is red in tooth and claw. Eating prey is a natural thing. The waste of prey is the crime."  At the mention of the caravan she nods,  "I would agree, the road to Grimmsgate is long and even the Kings Road in the long shadows of the The Cretian Mountains is not always safe for a small group alone" 

She smiles at the interplay between some of her new companions. With normally only the beasts of the woods for company she wasn't used to such a protracted interplay with other travellers. She nods though.  "The road will be long and some terrifying armoured folk such as yourself will surely help us."  Nodding slightly she introduces herself,  "I am Elethielle, Ellie in your tongue is what most of the villagers call me. I was, I am, training to follow my mother as a druid of Cernunnos, or the Old Faith as I've it called."   She looks at the distant hills wistfully,  "It has been a while since I journeyed near the Yolbiac Vale and it has got worse I've heard and there will be many in danger there that may need help." 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
Cephor
 "Quite pleased to make your acquaintance, Elethielle. As well to everyone else,"  spoke up Riaghan, lifting his pint up a bit in tribute before taking another sip. He took in the banter of his new traveling companions with relief. He was glad to be surrounded with good company as much of his journey has been solo up until this point. With this last leg of travel doing a number on his coin purse, he thought through his best options before him.

  "I agree that moving in caravan would be the wisest. I will likely step up to that of a guard, or at least lookout for this venture. I enjoy being on my feet anyway, as aside from on the deck of a ship, that's how I've gotten here anyway,"   he said beaming.

Turning to Philemon,  "What can you tell us of Mirquinoc? I suspect that's a obvious stop for caravans on the way, especially for it's size? 
Mark_Elderfire
Felix glances around the room and the many faces before before settling his eyes on Eponine,  "Ah! What a wonderful surprise to see you as well Eponine! Damn Antonio won a property, gotta go check it out for him. Even brought little Able with me."  His attention is drawn back to this  Phil  person who seems to have some insider information,  "Felix Millaud, pleasured I'm sure. You know where to find this caravan that's leaving soon? Half way is definitely better than all on foot." 

The jab to his side from Eponine must have hit a funny bone, because he belts out a hearty laugh,  "Ha! Yes my friend, I'm sure nobody would challenge nobles such as us. No one out there would want our heads for ransom."  He winks at Eponine, the sarcasm heavy in his words.
Farmerbink
Artaith looks about clearly uncomfortable.    Odd folks, these....  Seems everyone but me    wants  to be shipped off to this backwater?    She frowns thoughtfully before turning to hear Phil's response, as she's curious about the future as well.

" Aye, you said you were worried.  Can ya tell us more 'bout  why?  "
DarkOne-Rob
 
 Spoiler: OoC 
@ Ghostfoot , please feel free to take Philemon and tell everyone about both Mirquinoc and the troubles in Grimmsgate for me. He would try to answer as best he could...
 

Phil smiles and blushes a little, as if he's a bit unused to being the center of attention. Then he does his best to answer the questions his new companions have about his home-village...
RCgothic
 
 Originally Posted by Mark_Elderfire 
 The jab to his side from Eponine must have hit a funny bone, because he belts out a hearty laugh,  "Ha! Yes my friend, I'm sure nobody would challenge nobles such as us. No one out there would want our heads for ransom."  He winks at Eponine, the sarcasm heavy in his words. 
 

"Exactly," Eponine agrees deadpan. "Our heads are far too pretty for that. Using them for anything other than their original purpose would be a crime against nature."
Ancient
  Macelan  

The big man observed the group carefully, they seemed honest enough, but newfound kinships were fragile things, easy to squander and quick to wither.

 "While you may enjoy the shield of nobility, Eponine, I'll sooner trust my targe. These roads are rumoured to be dangersome of late. Journey by foot may be slower, but we shall be more aware of our surroundings."  Macelan said, trying to sound sagely.  "Still, if you insist on speed, I shall try to hire a mule or somesuch, Mitra has not forseen to line my pockets so deeply as to afford a charger." 
Farmerbink
" Safety in numbers, " Artaith blurts out.  " No sense traveling even in a large party when you could be part of a caravan instead. "  She shrugs, before adding " unless we can't afford it, I guess.  My vote's still guard duty. "
DrK
      
     Elethielle    

Elethielle nods quietly,  "THere is much to said for the safety of herd. Many eyes to watch for dangers and only the most desperate predator or bandit would try such a brazen raid. And.."  she blushes lightly,  "I am also short of coin, there is little i need so have little possessions so no charger for me either I am afraid. Though I shall endavour to keep up as best I can." 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
Ghostfoot
After some discussion you resolve to hire on as guards on one of the many caravans that make their way east along the King's Road to Mirquinoc and beyond eventually to Endhome.

Eponine &amp; Felix lead your negotiations, and before too long you have canvassed the key taverns and noticeboards and have identified a likely group of merchants leaving on the morrow. You track down the caravan master as he is finalising the provisions for the journey, an experienced leader from Endhome by the name of Lucius Palejohn. With pushed back greying hair and fine armour the veteran trader certainly seems to know his stuff as he confidently orders his men and women about.

 "You're hired. We have cavalry who will do most of the heavy lifting. You're job is covering fire. I don't expect too much trouble on the King's Road, but a few well-placed arrows should see off any bandits or goblins that get too close. Failing that, you protect those wagons with your lives. Understood?

There are waystations and fortified inns all along the road. We must make good time each day to reach shelter. There can be no delays."
 
 
 Spoiler: The Caravan of Lucius Palejohn 
 Caravan makeup: 
 
 Caravan Master, Lucius Palejohn, resplendent in fine plate armour, sword and shield 
 5 wagons, 5 oxen, 2 great-oxen (yak-beasts) 
 3 dogs 
 10 cavalrymen/ women, heavily armoured in banded mail with lance, sword and crossbows 
 5 teamsters 
 5 merchants: Perault Vane, Gillaina Fenberry, Guraldo Silvercoin, Hugh Featherstock, Louis Ambrose 
 Guards: The 7 of you 
 
 Goods:  Wine, hazelnuts, tapestries, spices, leather shoes

 Travel time to Mirquinoc : 19 days

 Pay:  ~19gp each, paid in arrears


 @Ghostfoot, please feel free to take Philemon and tell everyone about both Mirquinoc and the troubles in Grimmsgate for me. He would try to answer as best he could... 

I haven't forgotten, just ran out of time with this post. Will pick it up next time.
 
RCgothic
 Eponine 

"Covering Fire I can do!" Eponine enthuses, patting her new bow. "Just give me a good vantage point and I'll send any bandits and goblins running!"
Farmerbink
" No delays, aye. " Artaith grunts sourly, eyeing Eponine with an expression that can most charitably be described as "annoyance."  A few moments later, more distant from their employer, she mutters.  " Ne'er did get good with a bow.  Might be past time. "  She frowns deeply.  " If I could afford one.  I'll keep you all patched up, and if anyone foul gets close, they'll see what Dwarf steel feels like. "
Cephor
Riaghan, feeling more confident that the party would not be the only ones protecting the caravan, breathed a sigh of relief.  "This a sound plan and a fair schedule to keep apace." 

 
 Originally Posted by Farmerbink 
 " Ne'er did get good with a bow.  Might be past time. "  She frowns deeply.  " If I could afford one.  I'll keep you all patched up, and if anyone foul gets close, they'll see what Dwarf steel feels like. " 
 

Riaghan nods and replies to Artaith's lament,  If any bandits make the unwise choice of impeding our progress, you may not be without one for long." 
DarkOne-Rob
 
 Originally Posted by Ghostfoot 
  "You're job is covering fire..."  
 

" Sir, if you lack scouts I can help - I'm from Grimmsgate and used to the outdoors, " says Philemon a bit shyly, nodding deferentially. " If you want me with the others, that's fine too, of course. "

Later, when overhearing Artaith and Riaghan speaking he smiles and gestures at the greatsword strapped across his back. Then he laughs and finds a place to put his gear on one of the wagons, preferring one near the front of the train.
Farmerbink
 
 Originally Posted by Cephor 
 Riaghan nods and replies to Artaith's lament,  If any bandits make the unwise choice of impeding our progress, you may not be without one for long."  
 

Artaith eyes the blue-skinned sorcerer with newfound appreciation.  After a few seconds (when she realizes what he means), she grins broadly.  " Heh, I suppose you might be right there.  Another man's loss, eh? "  She chuckles loudly, a grating and annoying noise, but full of genuine mirth.  " Makes me wonder if we'll be lucky to avoid conflict, or  find  it. "

Following Philemon's suit, Artaith asks about for instruction on where to stow her things so she won't have to carry them.  Of course, she keeps her armor and weapons on hand.
DrK
      
     Elethielle    

Elethielle strode alongside the caravans smiling happily as she padded on the grassy verge barefoot enjoying the grass and mud underfoot. At one point she vanishes into the woods and then a few minutes later returns with a grin - although now the observant can see a strange looking animal keeping pace with the caravan, a cross between a wolf and cat it features things of both.

Elethielle will glance at the first person who mentions it.  "He is my protector. One of the hunters of the horned god, woe betide any bandit that seeks to attack us."  Happily striding along she does keep her bow in hand a ready quiver, her soft eyes roaming the woods.


 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
Ghostfoot
Having made your preparations for the journey, the next morning you set off with the caravan. It is a miserably start to the journey, as a spring storm batters the region overnight, sweeping down from the mountains to the north. But the weather is no excuse for trade to be delayed, and the caravan master Lucius confirms the intent to press on.

You stow your gear and draw your travelling cloaks about you as best you can to keep the rain off. The loaded caravans rumble slowly out of the gates of Troye, the merchant/ owners and the drivers also trying their best to stay dry. The mounted guards ride just ahead, with outriders and scouts appointed to patrol the road.

Remarkably the decision to travel onward in spite of the inclement weather proves to be sound, as the rain eases after an hour or so and you begin to dry off, trudging alongside. The road itself is easy traverse, ancient paving stones still proving an easy path for the wagons and beasts with minimal danger of getting bogged down.

The first day for you passes with little in the way of direct action and you find yourselves counting the milestones that are set regularly along the road. You pass through countryside, fields for starters then copses of trees with occasional small clusters of houses forming thorps where the countryfolk live. Late in the morning your scouts report back that they have spotted a gang of goblins skulking about, and the horsemen set off to flush them out eventually driving them off into the woods to hide for their lives. Similarly a group of people, no doubt bandits, are spied beating a hasty retreat as you pass over a bridge in one of the thickets. Clearly the size of your group (25+ individuals) means that many of the miscreant opportunists that plague the region are happy to look elsewhere for easier victims to rob.

As the day draws to a close you approach your destination, a roadside inn by the name of The Robin's Shoe. A simple structure with stables and barns it is notable due to the large group of Duchy soldiers camped in the surrounding clearing. With great relief after your long day of marching, you are happy to finally unburden yourselves and put your feet up as everyone else also does in the crowded area. While the soldiers nearby have to feed themselves some of the officers have come to the in for a change of scene and the poor innkeep is busy making a stew of boiled lamb and cabbage last the distance as best he can. While simple fare, it is most heartening after your day and you gulp it down (sorry Philemon, no vegan platters here! You can probably pick out a few veges and scrounge a crust of bread).

Once everyone is settling down, Lucius Palejohn speaks to the officers and you are able to listen in on the conversation. The soldiers it seems are returning to Troye having recently visited a disruptive local Baron Ventador to remind him (through a show of strength) where his allegiances lie. With the baron suitably obedient once more the Duke's forces are looking forward to returning to the city.

The night at the inn passes without major incident, and for the next few days you continue along the King's Road passing a number of similar environs. You meet a few travellers namely a couple of goatherds taking their herd to sell to the innkeep you have recently patronised, and a group of a dozen ruffians that watch you warily from some distance while you keep an equally watchful eye on them finally scampering as the mounted guards approach. Some hours later you cross paths with a noble knight and his retinue of cavalry. Introducing himself as Sir Jean Heubit he announces his task at hand to clear the nearby lands of robbers and highwaymen, and you give him directions of the potential troublemakers encountered so far. With a smile and a salute he is off, eager to hunt down the lawless folk causing trouble for his liege-lord.

Also of note, the next day as you start to get much further from the city you cross paths with a group of a dozen or so elves. All armed with bows and swords these are clearly no traders and indeed you hardly even notice them until you have almost reached them, as they blend in to the trees in the woods through which you are passing. Nevertheless, they make no moves to actually hide or flee, and a quick curt conversation between their leader and your caravan master confirms that they are guarding the road making sure that no human brigands cause trouble for their village (presumably hidden in the woods not too far distant). They have no trouble with caravans or simple folk going about their business (as they have reasonable relations and trade actively with the local folk). They wave you through and wish you well on your journey, you suspect out of politeness rather than any real concern for your wellbeing.

You continue your travels with the caravan through the lands of the Duchy for the next four days. The roadside inns are all serviceable and with Lucius guidance you are able to make sure that you reach the next stop before dark each night. One evening you are even served up a vegetarian fare of huge steamed mushrooms!

On the fourth day one of the riders returns from scouting the road ahead  "A wizard! A wizard is coming"  she states in rushed voice. Around the bend ahead appears a couple of exotic covered wagons. Trinkets cover them and arcane symbols adorn the cloth. Seven mounted horsemen in lurid orange livery and heavy armour accompany the arcane wagons.

 =&gt; Party 
DarkOne-Rob
Philemon seems happy to leave the city and smiles broadly in spite of the heavy rain. " It will be good to get back out into the open again...all these buildings and walls make me a bit uncomfortable, if I'm being honest, " he comments to the others briefly on the way out of town. The young man seems glad that the goblins and bandits stay clear of the caravan. " Never much cared for goblins...I've heard some are alright, but most like lighting things on fire too much...it can cause real problems during the drier parts of the year. Most of the animals know to avoid a wildfire, but it's not always easy for some of them to stay ahead of a fast moving one. When it happens from a lightning strike it's not too bad...there's usually rain shortly behind, so it just clears out some of the dry brush and keeps the forest floor clean, but goblins will light stuff on fire and not realize the damage they do. "

When the caravan encounters the elven patrol Philemon greets them happily, asking if any of them worship Arialee and sharing a joyful prayer and brief conversation with them if they do. If any of them have good fruits/veggies for trade, he takes advantage of the opportunity, given the mixed fair they find in the inns. " I always try to be prepared, since I know so many other people don't prepare their meals cruelty-free. It's not even really that hard to separate the meat and veggies early enough to allow people to have what they want without upsetting each other, " he sulks after eating his own trail rations one evening as the rest of the party enjoy something hearty and meaty. When they have the steamed mushrooms he  overflows with compliments for the innkeeper and their establishment, thanking them over and over again for their generous and considerate meal.

" Wow...you could see those riders on a moonless night, " mutters Philemon at the sight of the gaudy riders and their covered wagons. " I thought wizards were supposed to be smart...why would you travel like that if not to attract attention? That doesn't seem very smart to me... "
Farmerbink
Artaith is grateful to be on the road, it feels like  something  that matters, at least.  She trudges along stoically, taking quick steps throughout the day just to keep up, but making no complaints over it.  When the caravan passes by the Goblins, she actually looks eager for a fight, and ultimately makes no show of her disappointment when the vile little critters prove to understand some scraps of self-preservation.  " Only good Goblin's a dead one, " she spits, as Philemon voices his more measured concerns.

Between stone walls, making a meal of lamb stew, she gladly devours at least an extra half portion to restore her weary limbs from the day's hard march.  Unlike most of the merchants who stay up late sharing tales and drinking ales, Artaith makes an early departure to sleep, having been noticeably unused to the long days of hard marching.

A few days later, she's begun to acclimate to the hard march, and her shifts are hanging a little looser than before.  Certainly, she's still stocky, and has plenty of muscle to go around, but the near-constant aerobics have nonetheless had an obvious and predictable result on her physique.  She squints suspiciously at the oncoming caravan and snorts at Philemon's comment.  " Hell, I could  hear  'em on a moonless night.  They definitely aren't trying to pass unnoticed. "

She sniffs disdainfully, eying them as they approach.  " Either way, we're hired as guards.  Best be ready for excitement. "  Her hands drift to the haft of her axe, almost of their own accord, and she brings the shield around over her shoulder.  A moment later, she calls down the blessing of Yngret Yellow-Hair, and her blade begins to flicker with a ruddy glow.

 
 Spoiler: OOC 
Mechanically, she's going to draw both weapon and shield and use one of her daily uses of the fire blessing to enhance her axe with a little kick of heat.
 
DrK
      
     Elethielle    

The few days of travel had been reassuring and pleasing to the druidess. She had walked in the long grasses by the wagons and been happy with the grass under her feet and the light filtering between the leaves and the branches. The night at the Inn she more or less kept herself mainly to herself, avoiding the human soldiers and it was some relief that she watched them depart.

The next day she walks by he wagons seeking to know her companions better, lots of  "WHat brings you to Grimmsgate,"  or " "Have you travelled widely before?"  before the excitement of the elves. She greeted them politely and enjoys the lembas bread delicate frost wine. A brief,  "We have a duty to these caravans. We must keep them south, beware of he woods West of here. There are some goblins in the woods a day to the West." 

As the excitement of a wizard approaches she whistles softly making sure that her eidolon is close by as she watches he wizard carefullly. A mutter under her breath as she speaks a sole word of power to summon her witch sight and cast an eye over this wizard and his wagons seeking to  detect magic  present.



 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
RCgothic
Eponine rides on top of one of the wagons alongside Felix, keeping a watchful eye out. As the riders set off to flush out the goblins on the first day Eponine clearly wishes she was riding with them. "How come they get to have all the fun? Is it because they've got horses? I wish I'd been able to bring Misty. I guess I'll have to buy a new horse when I've got the pieces. Is this poverty? Is this what poverty is like? Having to earn money suuuucks," she laments.

The next day she's nowhere near as alert, having found the food unpalatable and the common bunk room at the inn too noisy and uncomfortable to get a proper night's sleep, and she barely manages to realise a knight is passing by in time to smarten her hair and smile back!  When Elethielle stops by, she admits this is her first long journey. "Is it always this uncomfortable?"

By the third day Eponine perks up a bit, hunger and fatigue having forced her to eat and sleep despite the meager surroundings. And so it continues for four more days until the caravan catches sight of of the wizard's group. "Daddy always says not to meddle with the affairs of wizards," Eponine comments to Felix. "Because they're, like, totally weird. Or something like that," she continues, craning her neck for a better look.
Farmerbink
 
 Originally Posted by RCgothic 
 "Because they're, like, totally weird. Or something like that," 
 

Artaith chortles quietly.  " Not  quite  how I heard it, but they certainly don't much like it when you do... "
Cephor
Riaghan, in due part of distant marid ancestry and his particular affinity, saw no issue with the first day's rain. He relished in the droplets. With having been a few days from exposure with the nearest river since his arrival in Troye, he barely noticed the weariness in his legs or the aches in his soles. The chatter with his new party were welcome company. Sharing stories even over the meager offerings at the inn almost felt like he was back home with his guild.

Upon hearing the comments of the approaching alleged wizards, Riaghan felt obliged to mention,  "When you wield strange powers as they, or even I do... it's easy to puff yourself up. It also has it's advantages in certain courts when, shall we say... appealing to the weaker-willed." 

He noted a few of the others taking stances to defend and mentally prepared as such, gripping his staff just a little tighter as he waited on the path with his companions.
DarkOne-Rob
 
 Originally Posted by Farmerbink 
 " Only good Goblin's a dead one, " 
 

" That seems a bit harsh, " replies Phil with a shocked expression. " I mean, surely not all goblins are so bad that you'd want to kill them all? Some are even a little funny, as long as you keep them away from anything delicate...right? "


 
 Originally Posted by DrK 
 " "Have you travelled widely before?"  
 

" Well, I spend most of my time outdoors - honestly, the fresh air and open skies just feels right to me. That said, I've spent most of my time around Grimmsgate -
it may not make it on many maps, but it's where I was born and grew up. Troye wasn't all bad, but it's the furthest I've ever been that was an actual city. I wouldn't mind traveling more though - the walking is nice and I like seeing new places and things... "


 
 Originally Posted by RCgothic 
 "Is it always this uncomfortable?" 
 

Philemon looks sadly at the struggling noblewoman before looking like he has an idea. Running over to his pack he pulls out his waterskin and returns to her. " You're probably having a bad time cause you're not drinking enough water - if you get dehydrated it makes everything worse. And if you're thirsty, it's already too late. Here, take some of mine for now and see if that helps... " he says, offering it to her with a genuine smile.


 
 Originally Posted by Farmerbink 
 " Hell, I could  hear  'em on a moonless night.  They definitely aren't trying to pass unnoticed. " 
 

With a snort Philemon nods, laughing quietly at the dwarf woman's quip. He follows her lead, though, drawing his bow and readying an arrow, just in case...
Ghostfoot
The wizardly wagons approach, trinkets jangling and glittering in the sunlight. Several of the riders canter ahead until they are well within earshot of you and your caravan  "Make way! Make way! Move aside and clear the way for the great Vaeleus, the Veiled Mistress"  shouts one of the resplendent riders.

 "Aye, move it over"  grumbles Lucius Palejohn, casting his eyes back to his charges, the merchants and their wagons.  "No sense picking a fight with a wizard. The cargo won't be happy with us if we get them killed." 

"I  said  stand down" he urges Artaith and Philemon as they strike threatening poses causing the opposing riders the similarly become agitated and focus their attention. "Let the wizard pass. Whoever they are they're none of our business."

Shifting over, begrudgingly or otherwise, you allow the wagons to pass alongside. The latter wagon, draped in arcane cloth, can be seen to hold a supply of travelling trunks, sorcerous-looking paraphernalia and a number of birdcages with brightly-coloured small birds inside. However it's the first wagon that really catches your eye.

The gaudy cloth is drawn back by a delicate hand and a waft of perfume assaults you from within. Peering out is a scantily-clad elven woman, true to her title wearing a gauze veil across her face but little else. She reclines among many plush cushions and you see, perhaps alarmingly, a large snake writhing slowly about her limbs as she raises herself to observe you.

 "You there. Is it much farther to the University of Subtleties? This journey irks me so." 

Your caravan master looks visibly uncomfortable that you have managed to attract the attention of the strange sorceress, and that she is addressing you directly rather than he.

 
 Spoiler: Info 
The University of Subtleties is in Troye, so ~5 days away.

 
 Spoiler: Elethielle 
Yes, plenty of magic lighting up in there/ on her person.
 

 
DarkOne-Rob
Phil readily returns his arrow to its quiver and looks abashed when the enchantress addresses the party. With a gulp he quietly says, "  Um...back that way about five days, milady...  " as he jerks a thumb back in the direction from which the caravan has come.
DrK
      
     Elethielle    

Elethielle looks at the gaudy veiled woman with a faint blush. Before switching to soft elven   "Your appearance and traveling companions surprise me so elder one. What have you to learn from the human mages? Their "school" lies 5 days down the road in the town of Troye."   Then switching back to common she asks,  "Have you seen much danger further up the road? We heard rumours of bandits?" 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
RCgothic
Eponine hangs back. It's not just that her father's warnings not to meddle with wizards, or Lucius's distinct discomfort about the enquiries not being directed to him, but also she's been raised that it's not polite to crowd round when answering questions.
Farmerbink
Artaith lowers her arms, but makes no effort to put away either axe or shield.  She puts on her very best (not very good) polite face, and stands silently a pace or two behind Elethielle.

Her eyes register the scantily-clad woman as undoubtedly a figure of power- or perhaps a distraction on the behalf of one and dismiss her as somewhere between unimportant and certainly the focus of everyone else.  As the rest of the caravan ogles the apparent wizard, Artaith turns her gaze to the rest of the unreasonably glamorous wagons.

 
 Spoiler: OOC 
I'll need to find a way to get perception in class or something....  In the meantime:  (1d20+3)[ 17 ]  😩
 
Cephor
At first taken aback by Vaeleous' particularchoice in attire, Riaghan too decides to not add to the crowd in this moment, eager to hear her response to Elethielle's question.
Ghostfoot
The elven sorceress smirks somewhat haughtily at Elethielle's comments regarding her and her companions appearance.   "Sweet child, it suits my purposes"   she says in elven, a sly look on her face she reaches out and caresses Elle's cheek strangely as she speaks,   "I seek an ancient relic of great power. Many ages ago a forgotten god of the eastern humans sacrificed himself to halt the hordes of the demon frog Tsathogga. Elements of his divine being yet persist in physical form, I believe, and I intend to be the one to obtain them. The record rooms of this university are my next stop in my quest."  

She relaxes back down into her pillows, serpent coiling slowly about her, and switches back to the common tongue to answer the next question  "Danger?"  she ponders  "No nothing too dangerous. There might have been bandits I suppose. I don't think that there are bandits any more." 
DarkOne-Rob
Philemon gulps audibly at the idea that there  were  bandits but that now they're gone. With a tip of his head he excuses himself from the enchantress' presence and returns to his guard duties, deliberately avoiding looking at the lovely elven woman.
DrK
      
     Elethielle    

Elethielle blushes at the touch from the sorceress. A sense of trepidation as she realises that her powers are dwarfed by this woman.   "What do these relics look like? Or what powers do they have? We are heading into the deep wilderness and if fates are cruel or kind we may encounter such things?"   After getting her answer she offers a respectful curtsy,   "I hope your research goes well elder Sister, may the Gods keep you safe,"   

And then she backs away heads back to the edge of the convoy, reaching out to the comforting presence of her eidolon to calm her after the unsettling meeting
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
Farmerbink
Artaith snorts in amusement at the wizardess' cavalier response to bandits.  For better or worse, she breaks her peace.  " Heh.  I like your style, Elf-woman.  Braid in that pretty hair of yours and you'd be the sweetest-looking slayer of bandits I ever laid eyes on!  Your hunting back towards Troye might be a tad more sparse, though. "
Cephor
Riaghan heard the sorceress recount her goal and after hearing the others' questions, he couldn't help but glean one himself.

 "I am no stranger to drawing power from a particular, ancient source. That yearning for understanding its mysteries are always a chase to know more. For the sake of holding back evils on the horizon, I will pray that Quell can lend aid when that time comes,"  he stated with a slight head bow while shifting his weight forward against the staff in his hands, taking in the momentary rest from their travel.
Ghostfoot
The sorceress nods to herself as if pondering something beyond you all.  "Yes..."  she mutters to herself,  "Now that would be telling".  She looks vaguely across at Elethielle and Riaghan as they comment and then deliberately snubs Artaith's attempt to socialize. With a wave of her hand her wagon and guardsmen depart, heading back along the road towards the university at Troye. Everyone stands and watches them go, somewhat transfixed until she is long gone and you all look about, each wondering if perhaps you might have been ensorcelled or bewitched by the unusual elf, the other mounted guardsmen accompanying you looking similarly uncomfortable.

Snapping back into the now, your caravan heads off once more, everyone else clearly glad to be done with the strange sorceress. The rest of the day passes uneventfully and your caravan makes good time, arriving at a well fortified inn whose hanging sign names as The Horse &amp; Tinker. A stone curtain-wall encompasses a large compound with an inn, a small guard tower, and several service buildings. The smell of roast mutton wafts from the inn and entices you in even as Palejohn starts the process of re-equipping everyone, taking advantage of the blacksmith, leatherworker and stables to ensure all are fit to continue.

The inn itself is very quiet, a reddish haired halfling behind the bar starting to take order from your caravan companions. Already you can hear him grumbling away.

 
 Spoiler: next steps 
Up to you the extent that you with to engage with 'inn activities'
 
DarkOne-Rob
Philemon shakes himself free of the enchanting elf woman a bit earlier than most  (+1 Wisdom modifier)  and sighs audibly. " The natural world is a lovely place. I'm not sure elves exactly count, but they're close and some - like her - are really quite beautiful, " he says happily. While many of the caravan are glad the sorceress is gone, Phil clearly feels some regret for her parting.

At the inn Phil excuses himself to eat his vegetarian meal. Seeing the grumpy bartender muttering to himself, the outdoorsman deliberately makes himself scarce and largely disappears for the night. He's nearby, if anyone needs him, but otherwise fades into the background, avoiding attention.
Farmerbink
Artaith snorts at the woman's impolite dismissal.  " Pretty typical, that. "  She finds herself wandering later in the afternoon, in an annoying sort of mental fog.  Still, in due time the caravan arrives at their evening's destination.

" Smells  fabulous!  " Artaith commends, all-but openly drooling at the overwhelming aroma of cooking meat.  She offers Philemon only a wan shrug of apology as the man pointedly stays outside with an utterly different expression.

After a time, she finds herself wandering past/through the blacksmith's stall, enjoying the familiar sounds and sensations of heat and rhythmic hammering.  She pauses long enough to take stock of her own gear, appreciate some of the pieces on display, and (at least) nod politely to any workers present.
Cephor
Approaching  The Horse &amp; Tinker , Riaghan's desire to fill his stomach hit a fever pitch. From the uplifted looks of his fellow party members' expressions at the smells emanating from the kitchen, Philemon notwithstanding, Riaghan was eager to utilize some of his day's wages to partake in some well-cooked mutton and a brim-fill tankard full of mead. In fact he approached the bar and ordered just that from the bartender. Seeing the halfling seemingly having a rough go, he took it upon himself to find a lull in the orders to inquire if there was something to it.

 "Thanks for serving us, good sir. Business keeping you on your toes these days?" 
Ghostfoot
The stay at the  Horse and Tinker  is pleasant enough, if a little unsettling at the lack of other patrons. The bartender mutters about bandits on the roads preying on lone travelers, and few enough knights and guardsmen to keep them in check.

Nevertheless the next few days prove remarkably uneventful. There is a common story of roving bandits and robber knights harassing vulnerable travelers but whether by luck or due to the size of your group you are not accosted by any ne'er-do-wells. The occasional famer or herder with pigs on their way to a local market, one or two armed caravans of merchants (none as large or well-guarded as yours), a small group of travelling dwarven crafters, and periodically the howling of wolves in the forests reminding you that nature encroaches on civilization (or vice versa) and that the lands out here remain only partly tamed.

About the most alarming situation is when, one day, several large winged shapes can be seen circling in the distance several miles ahead. Your mounted guards ride cautiously ahead, and return to tell of signs of battle ahead. By the time that you get near the flying shapes are long gone, and you come across a scene of recent violence. A log barricade lies smashed to one side of the old paved road and a couple of broken swords lie among splashes of blood on the stones. A makeshift campsite on a small rise overlooking the road similarly destroyed with great gouges in the earth and several arrows peppering the area. Whatever happened you missed it, and very possibly it was to your benefit! In any case there are no signs of anyone or anything remaining in the vicinity.

It is only much later that day, when you encounter a group of elves traveling from village to hidden village, that you learn a flight of wyverns had been sighted in the area. Dragon-like beasts but with the aggressive temperament of a cave bear and limited intellectual capacity of an ogre, the creatures are known to often come down from the northern Cretian Mountains in groups this time of year to hunt for easy prey in the lowlands. In this instance the elves inform you a group of brigands had been waylaying passers-by but seem to have had the unfortunate situation of choosing an elevated place to base themselves to observe the road. And so it seems the ambushers found themselves horribly exposed to attack from the air!

Counting yourselves lucky to have avoided both brigands and wyverns, your caravan continues onward towards its destination, and several days later reaches the small city of Mirquinoc, known as an odd, fey-infested place as it cohabits the site of an ancient crossroad where the borders to the fey realm are weak and permeable.

The Free City of Mirquinoc stands at the tip of a range of hills that mark the geographical edge of the Gaelon watershed, locally known as the Keelstones, which run 15 miles wide and roughly 50 miles in length. The King’s Road skirts around the edge of the hill line to the south, at a mile’s distance.

The walled city comes upon travelers unexpectedly since it is not marked by any of the milestones along the road. The walls are uneven and the towers are crooked, but it is obviously quite a busy place, with peasants bustling about.

 
 Spoiler: Map - Free City of Mirquinoc 
 

Map Key:
1. City Gate.
2. Druidic Enclosure.
3. Druid Spire. A 100-foot-tall sharp, conical tower grown from the living bedrock of the city. Precipitous stairs spiral up around it to the top, where there is a small academy of druids. The academy hauls supplies up to the top using cranes and winches.
4. Old Crossroad Market
5. Great Fane of Narrah
6. Grimalkin Square
7. Mummer’s Meade
8. Fortnight Square
9. Citadel (the “Freehold”)
10. Temple of Telophus
11. Temple of Oghma
12. King’s Road Inn
13. Tower of Iolphezar
14. Thieves’ Guild
15. Greentwine Inn
16. Ryhan’s Jewelry
17. Armorers and Smiths
 


The uneven walls and crooked towers of the town bewitched with unearthly and uninvited guests grows steadily larger until its gate appears ahead. A guardsman stands on either side, leaning enough on their pikes to almost conceal their apathy, but their bored eyes giving them away completely. A momentary glance at the travel-weary wagons and guards was all that duty required before the guards quickly looked away — nothing to see here.

You spy the telltale flicker of a sprite between the men, a creature fancying herself the gate’s true guard. The fey were always just beyond sight. Whether it was some spell they cast on themselves or if the winged mites could leap so fast a man’s eye just couldn’t follow, like a fly darting about.

Nearby, two wooden signs dangle on thin iron chains so the fey won’t knock them down (as you've heard they did with just about anything from time to time). One sign read,  “Drawing steel or iron weapons in the city is forbidden.”  The other advised,  “Ignore the Sprites.” 

A female watch captain stands just beyond the gate. Her stance firm, her hand on her sword hilt and her head held high as she watches the morning stream of wagons roll into town loaded down with local produce or trade goods brought up by horses weary from their journey on the King’s Road. Her gaze danced from one wagon to the next.

 

Your caravan makes its way inside the gates of the small city and pulls up at the  King's Road Inn . Here your duties end. The merchants set about with their wagons preparing to ascend to Old Crossroad Market to trade their wares. Lucius Palejohn gathers yourselves and the other guards about to distribute the payroll, everyone happy to be well remunerated for a thankfully incident-free journey. The other guards quickly disperse to the taverns and markets of the town to relax and spend their pay before no doubt looking for their next gig on the roads of the region.

With your own pouches bulging with coin you consider your next move. Your ultimate destination, the backwater village of Grimmsgate, still lies some 3 weeks travel to the northeast, in the wilderness well off the main thoroughfare of the King's Road.

The markets of Mirquinoc are here should you wish to equip yourselves with anything for the next stage of your journey, Old Crossroad Market being located on the rise in the center of the city with the defensive citadel rising to the east. Bordering to the west of the market are the Temple of Telophus (Lord of Crops) and the Great Fane of Narrah, The Lady of the Moon.

 
 Spoiler: payroll 
Everyone gets +19gp pay for playing at being caravan guards.

If you want to do anything specific, please do, otherwise next post I'll move us on again as you travel alone for the next part of your journey.
 
RCgothic
"How prole!" Eponine giggles as she collects her wages.

She's fascinated by the flickering fey, trying hard to follow them with her eyes, ultimately without much success. Seeing the signs, she has a question. "Does this mean you can draw weapons that aren't steel or iron? Like, wooden ones? Or mithral ones? Or, I dunno, ones made from lead?"

She turns thoughtful at the thought of the path ahead.

"Three weeks more... The journey here was long enough, and that wasn't even in the wilderness. We'll each need, like, at least twenty one days' rations, possibly more like thirty in case something goes wrong," she ponders, counting on her fingers. "We should probably take more than just trail rations as well, because a month on nothing but... yeah... wow. Even the food at the inns was better than that! I'd like at least a little fresh food and preserved meat while it lasts. And two waterskins a day each... thats... uh... more than I can carry. And... um... all of my money," she tails off, dismayed.
DarkOne-Rob
Phil nods as he learns about the wyverns and their bandit-victims. " We aren't the top-predators around here - it's wise to be hidden from all sides when camping out in the wilderness, " he says as he remembers some of his times camping in the woods. " And wyverns are nasty business - probably serves the bandits right, but it was certainly an unpleasant way to go... "

At Eponine's questions Philemon speaks up. " Most folks prefer you don't draw  any  weapons in town. Not much reason for it unless you mean violence or are defending yourself. As for iron...well the fey don't like it, so probably best to just keep it out of sight. "

When she starts making plans for food and water as they travel the outdoorsman smiles broadly. " You could break your back and the bank if you like, but unless you're traveling with a bigger group than ours, most people have to do some living-off-the-land to get to Grimmsgate from here. I will help you with that, though I won't help you hunt, as I've mentioned before. We will be alright for water as long as you don't mind filling up your skins at the streams we find. "

 
 Spoiler: Mechanics 
Philemon's Survival modifier is +5. He should easily be able to keep us going with DC 10 checks:


 
 Originally Posted by SRD 
 DC 10 - Get along in the wild. Move up to half your overland speed while hunting and foraging  (no food or water supplies needed) . You can provide food and water for one other person for every 2 points by which your check result exceeds 10. 
 

If anyone else can pass similar checks or assist, I think we will be alright.
 
Farmerbink
Approaching the gates, Artaith grunts unhappily at the signage.  She takes a moment to ensure her weapons are stowed (as if she could possibly have shirked their care before), and won't come loose unintentionally.  She then all-but gapes at the watch captain, her low-key annoyance leaning dangerously close to outright irritation.  " Funny, ya look awful ready to draw that steel here in town, " she grumbles, eyeing the woman with what many would consider uncomfortable straight-forwardness.  " Is this a 'do as I say' kinda place, or is ya hand just resting there for looks? "  She stops and waits with Eponine, likewise curious about the watch captain's explanation.

 
 Spoiler: OOC 
In this case, Artaith  isn't  trying to be rude or start a fight, but you know.  She's good at being rude.  Perhaps a soldier would take her straight-forwardness well.  In either case, I'm gonna roll  diplomacy , as Artaith is legitimately trying to get information, not irritate.   (1d20-2)[ 4 ] 
 


A few moments later, she finds herself scowling again, gaping at Eponine.  " How wot? " she mutters, clearly utterly confused.  She watches the back-and-forth as Eponine calculates their needs and Philemon mentions his own ability to live off the land with a growing sense of amusement.

" Neither o' ya ever traveled with a cleric before? " she asks, brusquely.  " And guess ya never watched my morning preparations, either. "  Artaith sniffs, betraying her own odd brand of elitism.  " Sweetheart, " she places a rough, broad hand on Eponine's gleaming armor. " By the grace o' the Mother of Accord, I can conjure pure, clean water any old time ya like. "

She smiles, the expression seeming horribly out of place and more than a little unnerving.  " I'll carry a good bit o' gear if ya need it, but ain't gonna waste my effort on  water.   Sheesh. "
DarkOne-Rob
Philemon nods in agreement. " I hadn't thought of that - you're right, I never have traveled with a cleric before. That makes things even simpler! No worries - we will be fine, " the young man says, perhaps dooming the party with his naivete, but smiling as he does so...
Cephor
 "Quite an interesting town here,"  Riaghan remarks, observing the sprites darting here and there and taking in the surroundings. He nodded to Artaith's solution regarding her water conjuration.  "I too can assist in a pinch,"  he said, implying his own water affinity.  "I am also thankful we have the expertise in subsistence in this venture. It certainly keeps our costs down." 
 
 Spoiler: Shopping 
Aside from gathering the necessary rations, I'll be on the lookout for a  waterproof lantern  in the market or in one of the shops.
 
DrK
      
     Elethielle    


The inn had been unsavoury when they had stayed there and the appearance of the camp ripped apart from wyvrens had amused her. The sense of profound natural justice something that she had enjoyed the irony of. As they approach the fey town she watches with interest,  "Its a strange place this, the barrier with the feywild runs thin here"   her sharp eyes try and track the sprites as she see's if she can recognise their type.

Taking her pay with a grateful nod and a smile to the wagon team she bids them a farewell and looks to her new companions, blowing hair out of her eyes her gaze drifts up the druidic spire before listening to the others,  "As you say, I'm sure we can get by, I have grown used to foraging for myself and my companion can aid me in the hunt of we want more than roots and berries."  At the smell of the town she glances back to the gate.  I can think if nothing I require here, shall we rest a night or begin the long walk to Grimmsgate? We are still many days travel."  
 
 
  
 
 Spoiler: OOC 


Know [natue)  (1d20+6)[ 23 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
DarkOne-Rob
" I am probably more comfortable sleeping outside than in a town, even one with so much nature as the fey bring into town here. But if anyone wants one last night in a bed, this will be it for several days at least, probably a week or more. It's up to you all, " Philemon responds with a smile, looking to the more pampered members of the party expectantly.
Ghostfoot
 "You choose to draw a weapon in here, you'll have me to contend with,"  responds the watch captain,  "draw an iron weapon and you'll have both me  and  the fae folk after you. And I don't police their actions. Let's just say we'd prefer our visitors had a peaceful and uncomplicated time in our city." 

Her expression darkens somewhat as Artaith presses the matter  "I'm watching you, dwarf. Keep out of trouble. And by the gods don't come grumbling to me if the pixies turn all your mead to mudwater. I'll know you brought it on yourself." 

...................

Having collected your pay and fare welling the other members of Palejohn's caravan you hit the markets to prepare yourselves for the next leg of your journey. You have no problem sourcing travelers rations for the road, and Riaghan purchases a sturdily crafted wind- and water-proof lantern from an equipment store.

Elethielle keeps alert her eyes open for signs of the local fey. Every so often she spies tell-tale flickerings of movement at the corner of her vision, and occasionally sees two or three slight elfin  sprites  with gossamer wings hiding behind chimneys or sitting on rooftops and windowsills.  The wee fey seem content enough in their own activities and as neither yourselves nor any others bother them you don't run afoul of any strange retributions for perceived slights.

In fact the small city seems to operate around and alongside the fey but not integrate at all, both separate groups of inhabitants deliberately ignoring the other in a very strange sort of communal willful denial (except perhaps the mysterious druids atop their spire who you gather act as go-betweens with the fey court). The markets are remarkably relaxed with only a few guards present and merchants seemingly little concerned by thievery with many wares on open display.

Once your provisioning is completed you find yourselves a meal at a travelers tavern named the  Hart's Head  and rooms at the serviceable  Noble Hound . The timing proves fortunate as a thunderstorm hits that eve with high winds and torrential rain lashing against the windowpanes as you slumber. You are thankful to not be caught out in this weather, and equally thankful the storm eases by morning leaving you free to travel on.

.............

Gathering yourselves and your travelling gear you set off once more along the King's Road highway. Three day's walk, foraging as you go, broken only by occasional encounters with mounted guard patrols, brings you to a signposted intersection where the Watershed Road branches north towards Old Lawson Town and beyond, Grimmsgate.

Turning onto this northbound road you quickly find the 'road' is really no more than a muddy trail that constantly fords small streams as it soon plunges into heavily forested wilderness. With no inns or homesteads on this trail you camp under the stars, again thankful that the rains hold and that all you have to deal with from nature is muddy boots from the frequent fords.

You pass several old campsites no doubt used by the infrequent travelers along this trail, and find them useful to assist as you prepare each evening. The fauna of the forests seems relatively benign, the wild animals more afraid and wary of a group of humanoid travelers that you are of them. In fact the worst that you come across is on several nights having to drive off small flocks (swarms?) of disgusting mosquito-like bat-winged stirges attracted to your warm bodies. This is more a hindrance than a real danger, and while you lose a few hours sleep staying vigilant you soon pass through the area they seem to inhabit.

As you travel further north the great boles of ancient trees give the strange impression that the relative safety of the trail is maintained only at their sufferance, that this little strip of road could be blotted out in moments, if the trees ever so chose — crushed between their trunks to vanish forever, as if the trail and all who travel upon it had never been.

After two weeks of travel through the old growth forests you eventually come to the village of Old Lawson Town, jarringly normal and civilized after so many days in the wilderness. Here you are able to re-provision, hearing from the superstitious folk that Grimmsgate lies only three days hence. Despite the locals constant fretting over every perceived omen imaginable, you find the place welcoming enough and certainly note the well-established brewing industry that it supports, the delicious Black Wizard Stout being relatively notable and packing quite a kick.

The locals seem happy enough to talk about nearby Grimmsgate,  "Seems like things have been going downhill for years, over there in Grimmsgate. There is an old temple out there somewhere nearby. It’s called the Elder Temple because it was before they had a temple in the village. Something bad happened there a long time ago.” 

None of this is new news to Philemon of course, who extends the conversation a little with his own views  "Seems like we lost a fur trapper or a farmer every month for a while, and now there aren’t hardly enough people to keep things going. I mean, no one would tell me anything but we've gotta get there to help somehow!” 
 
 Spoiler: info 
Please deduct 2gp each for two night's accommodation &amp; purchased food (5sp lodging, 3 sp meal, 2 sp drinks - 1 night in Mirquinoc, 1 in Old Lawson Town).

Total rations used = 17 days each, less any foraging done along the way.

Much as I would normally like to run some encounters 'on the road', for the sake of all our sanity I do want to get you to your destination so am skipping through these for now as scene-setting only.

 "I mean, no one would tell me anything but we gotta get there to help somehow!”  - working on the basis that Philemon has (less than) zero social skills and so hasn't been entrusted with any special knowledge by any other inhabitants of Grimmsgate.

Next stop - Grimmsgate!
 
DarkOne-Rob
Philemon stay out of any arguments that might develop over the rules in Mirquinoc, instead enjoying the occasional pixie-siting and trying to not show his excitement too much at getting back out into the wilds. " See, even here it can be a bit noisy for me...you wouldn't believe how quiet it is a couple of days out from a town. It's really nice...let's a person think their thoughts and not be interrupted by all the chatter. "

 

The rain doesn't bother Phil any, and he spends much of the evening in quiet contemplation of the storm's furies. " Man, if I didn't love the Morninglight so much, I could totally get onboard with worship of storms...someone like Oon or even Lusph. It's so wild and powerful... "

 
 Spoiler: Mechanics 

 
 Originally Posted by SRD 
 Survival DC 10 - Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10. 
 

Is there any reason Philemon cannot take 10 (for a  15 ) on this, providing food for himself and two others? If there is no problem here, then that is what he will do while traveling.
 

Philemon doesn't seem to be in much of a hurry, happily foraging as the party travels and gathering enough food for himself and two others (all of it veggies/fruits). At night he happily points out constellations and during the day landmarks and "interesting" plants or animals they encounter. " Those stirges are really much more dangerous if you don't see them and they get to draining you. A whole swarm can terrorize an area if you don't know what to watch for or get caught unawares...hey, look at this! You don't see too many of these around anymore... "

In the old woods he shows more deference, quietly traveling and doing what he can to guide the others' steps. Pointing out pitfalls, tripping roots, and other minor hazards, he also tries to minimize the party's impact as they travel, as if to soften any negative response from the deep forest to their presence. "  I haven't ever met one, but I've heard of some of the oldest trees around here pulling up their roots and actively protecting the younger trees from woodcutters and such. Best to be safe and just keep moving through - they've been here longer than all of us and will be here long after we're all worm-food.  "

While in Old Lawson Town Philemon seems nervous again, as if he's anxious to be home. " See what I mean? That's why we need you folks there in Grimmsgate. THe word of our troubles has even reached here! We're only three days away...hope everyone is alright since I've been gone... "
Farmerbink
Artaith smirks, offering reassurance in her own brusque way.  " Just sayin'.  Seems odd ta have yer hand on the blade is all. "  Having made no  actionable  offense, she moves on her business, confused at the watch captain's apparent rudeness.  She stops by the market to buy a few weeks' rations, not quite content to rely upon Philemon's aid.  Her purchases are notably heavy on the "salted mutton" side of things, but there's a few handfuls of dry-packed cheese, nuts, and fresh bread (to be re-packed for longevity later) among her pack.

 

The next morning, Artaith rises in a good mood, having partaken some moderate amount of the local brews the night before.  Like some kind of inverse hangover, the gentle ales seem to have bolstered her body as well as spirits.  She has to hurry to maintain the taller folks' pace, as they set off down the King's Road, but she makes no complaints and if it's more than nominal effort, she hides it well.  The sight of occasional mounted patrols only leaves her more comfortable, confident that only an absolute fool would molest a party such as theirs on an often-surveilled road.

 

Which makes her attitude as their journey takes them into the wilds a stark contrast.  After the first fire, the stout woman begins to grumble over the hassles of wet and muddy mail and greaves.  When it quickly becomes apparent that the fords are more the rule than exception, she amazes her companions by demonstrating a notably fouler attitude.  Though it mostly remains under her breath, the air becomes abuzz with both the wings of insects and a steady stream of ever-more-colorful curses.  The encroaching woods seem to threaten her into silence, but the tension continues to mount further and further, leaving everyone wondering if the stout woman is going make it to Grimmsgate before she snaps.

Finally, they seem to stumble upon a village (at least it seems that way to her, having long since lost any sense of distance or time), and the pervasive pressure of irritation and frustration evaporates like a bubble on the surface of a pond.  Artaith quickly makes her way to the tavern and is 3 tankards deep on the local brew before she comes up for air long enough to complain about the name.  " In a world with Dwarves and Gnomes, who names a stout on a stodgy, skinny old miser like a wizard? "  She snorts, chuckles, and takes another long draught before ordering a fourth.  She smiles widely- a bizarre and discomfiting sight.  " Well, whoever he is, he makes a fine brew!  Can't name it worth horses' p**s, but nobody's perfect. "
Ghostfoot
The stopover in Old Lawson Town is a welcome respite for most of you, most notably the indulgence in the local brew which proves to be extraordinarily potent. This plays out about you over the evening as Artaith stoically demolishes all drinks placed in front of her even as the bouncers periodically are forced to restrain many other patrons as they lose complete control of their faculties.

 
 Spoiler: Black Wiz drunkeness? 
Black Wizard Stout vs Artaith

Fort save DC13 or very mild  confused  state (1d20+5)[15]
After the primary effects pass, the drinker continues to be affected in a much milder version (no mechanical effect — roleplay only) for 1d6 days
 


After the unexpectedly boisterous evening you gather your belongings the next morning and prepare to set out again, spirits high in the knowledge that your destination is but a couple of days away.

After three more days of traveling, you and your companions are at last approaching the small village of Grimmsgate. The narrow road that leads for miles through this forest is overgrown with weeds, beginning to blend and disappear entirely back into the wilderness. Indeed, everything you have seen since the last real signs of civilization has had the same feeling of slow retreat and disintegration. More than once, you have passed by strange signs and indications — bones arranged in a circle around a human skull; a small, red-stained wicker basket by the side of the road, an unmarked grave in the dappled shade of the trees.

Through occasional gaps in the trees you spy a small hill not far to the east of the trail. Your path meanders about some distance from the base of the hill and on the distant crest you can just make out several large obelisks or columns jutting through the foliage.

 
 Spoiler: Map - environs 
 
 


Finally, though, you see ahead of you the distinctive hill upon which the village of Grimmsgate is built. At the top, there is a small cluster of buildings — you can just barely see the half-collapsed roof of the old Temple of Law that was once said to be the pride of the village. Even at this distance, the place looks run down. Although the village is not fortified, the hill is very steep and only one path leads up to the top.

The village sits atop a steep hill, with a single pathway leading around the hill’s natural curve and up to a gatehouse that protects the buildings at the summit. There are three farmhouse-type buildings along the path, but the rest of the village appears to be located behind the gatehouse, so that any attackers would have to take the gates before they could reach the regular buildings.

Three stone farmhouses were once built beside the pathway that leads up to the top of Grimmsgate Hill, but they appear to be abandoned now. One of them has a wooden shutter that bangs open and closed in the wind. A cat sits in one of the dark windows, watching you as you pass by.

The trail up to the hilltop is blocked by a half-ruined gatehouse. The gates have fallen off and have been pushed to the side to keep them from blocking the entrance. However, the rusting iron portcullis has been lowered, and there is a guard standing atop the building with his crossbow leveled at you.  "Halt! Who goes there?!"  squeaks the young lad guarding the way.  "Philemon? Is that you?" .

 
 Spoiler: Map - Grimmsgate Village 
 
 
DarkOne-Rob
" Ho, there! Yeah, it's me, Philemon! I'm back with some folks willing to help out around, push back against the baddies, you know? What's happened since I've been gone? And why is the portcullis down? Afraid of an attack? Has it gotten that bad? " responds Philemon, his voice betraying some worry even as he tries to be cheerful.
Farmerbink
At first glance of their destination, Artaith blinks several times.  " Hells, are there still  people  out here?  Looks like ol' Mother Nature already reclaimed her ground, if you ask me. "  Of course, no one had asked her.  That didn't much matter to Artaith.  Her expression remains thoroughly skeptical as they climb the winding pathway up the hill, passing a trio of clearly uninhabited farmhouses.

By the time the gatehouse is in view, its gates cast aside like trash, Artaith is beginning to understand the depths of her political exile.  " Stars and stones, lad, " she mutters, turning to Philemon.  " At this point, isn't it easier to move down the road Old Lawson?  I'd bet both arms at the elbow nobody here brews like that 'Dark Wizard' stuff. "

As introductions are made, Artaith dutifully (and perhaps wisely) waits for Philemon to announce her and the others.  It wouldn't do to offend them before they even know your name.
Cephor
That night in the Noble Hound after Riaghan had found his lantern sold as having special properties, he noticed the winds picking up as the evening drew the curtain of light ever further away and rainclouds filled the skies.  "Looks like this is a perfect chance,"  he said, once inside his room.

Lighting the oiled wick inside the lantern, he brought it to the oak table by the small window overlooking the now quiet street below. Carefully unlatching the shutter so as not to swing wildly open, he definitely felt the winds pushing hard as the rain now began to hammer against the outer walls. Watching the fire dance yet not extinguish, Riaghan was quite impressed. The lantern was now soaking and the wind slapping its one side hard as it rattled atop the table. The candle should of blown out after a mere second of exposure, but there it was.

 "Money well spent. This'll do nicely." 

 

While on the road to Grimmsgate, Riaghan appreciated Philemon's foreknowledge of the terrain and obstacles they encountered. This past month had proven quite helpful building comradery, getting to know each other's expertise, strengths and weaknesses.


 

As they finally came to the hill of which their destination sat upon, he thought that the trust they had built would finally face its test. They may of had a native with them, but even his uneasiness of what lay ahead them was not so reassuring. And from the look on the young crossbowman's face, the uncertainty was  not  unfounded.

Cordially, he too would wait to introduce himself until warranted.
RCgothic
"I can't believe we still own property round here," Eponine comments, looking around with a distinct look of aversion. "I can see immediately the problem with daddy's rabbit farm. It's trying to farm rabbits  here !"

Pouting, she turns to Philemon. "Hey, Phil! You're from around here. Which way's the Caron Rabbit Ranch? I should check in at least, and perhaps pen a letter home to let daddy know I've arrived."
DrK
      
     Elethielle    


The travel had kept Elethielle and her semi-spectral companion busy as she ranged to and fro hunting and foraging and making sure the fires at night were well supplied with small game birds, rabbit and squirrel and even a young deer on one  occasion. She had enjoyed the travels, the group was full of interesting characters and travelling in a larger group

---

As the small village hoves into view she glances at the others  "A charming place, a bustling metropolis"  she jests gently as she starts to advance towards the village, a wave of her hand that brings the odd wolf/cat hybrid that pads along beside her, a hand resting on its muscular flanks

As the guard challenges them and recognises Philemon, she glances at both  "Good day, we are travellers, we have come a long way and need a warm bed and food. As you can see, we are travelling with someone you know. What has you so wary?"  
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
Ghostfoot
 "Stay right there before I put this quarrel ​in ye. You been gone a long while there, Phil. How do I know it's really you? Ain't nobody comes back again once they's gone. Unless that is you was always one of  them ."
 
The young guard fingers his crossbow agitatedly, his false bravado failing to mask his nervousness as he tries to cover each of you with the weapon. " I said stay still"  he snaps at Elethielle as she tries to engage him in conversation.
RCgothic
"Wait. What?" Eponine asks, momentarily taken aback. "Who's  them ?"

"Put the crossbow down please, we're all just here to help," she says, raising her hands placatingly and stepping forward without fear (or sense of self preservation). Despite the weeks of travel her armour still shines under her travelling cloak and her friendly smile is still radiant despite a few muddy smudges. Does this pretty girl really look like a bad sort?

 
 Spoiler 
Diplomacy  (1d20+6)[ 16 ] 
 
DarkOne-Rob
" How do you know it's me? I don't even know what you're asking...One of what? You're not making sense - put the crossbow down and talk to us...what has happened? " replies Phil, showing no aggression and standing still as he watches the guard and tries to figure out who it is...
Farmerbink
Artaith snorts grimly.  " Hoo boy, " she mutters, chuckling.  " I was already startin' to regret this.  'Spose you gotta be at least a little nuts to be out here in the sticks. "

" Oy, guards boy . " she speaks up deliberately to the youngster, perhaps more cocky than reckless.  " If ain't nobody ever comes back, why don't you all leave together?  You know there's another town a few days atta way? "  She points with a gauntleted hand, making no effort to retrieve shield nor axe.
Cephor
Riaghan eyes widen and his mouth agape as the tension of the situation escalates. He grips his staff a little tighter, but keeps his other hand down, avoiding sudden movements so as not to spook the guard. Mentally, Riaghan begins sifting through the spells he'd learned up to this point, deciding what made sense to cast first if the situation did not get deescalated by his friends' questions. Regardless, it was now clear to him that the problems facing Grimmsgate now bore it's namesake well.
DrK
      
     Elethielle    


Elethielle pauses, looking taken aback by the harsh words of the young guard. She drops a friendly facade and stares daggers at him, the massive eidolon growling loudly and snarling as it picks up on her annoyance. She glances at the others,  "Charming place this, can't think of why you would leave Phil...."  She waits patiently to see if the guard explains more of whom "them" may be.
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
Ghostfoot
The young guard's eyes almost pop out of his head as the shiny fancy lady addresses him. He stutters, mouth agape as he tries to respond to Eponine.  "Um..ah...sorry milady. So sorry. It's just, things ain't so good round here...oops"  The poor bashful young hustles to accommodate this pleasant woman who accompanies Philemon. He reaches for the portcullis winch but as he does drops his crossbow with a  "twang...thunk....miaow"  as the quarrel shoots off randomly narrowly missing a stray cat lounging nearby.

The rusty portcullis slowly rises and you quickly duck under, not waiting for the gate guard to fumble it too. Stepping through you find yourselves in the midst of the rundown hilltop village. To your left a well-maintained stone building with a roof of wooden shingles. A sign over the door reads "The Hilltop Emporium" and marks it as a trading post.

To your right an inn, a long stone stables building and a blacksmith's with a forge out front. The inn is a two-story building a wooden sign hanging out front representing a silver dagger. It is an old building, recently painted although the job quite shabby. Even as you look a wooden roof shingle comes loose in the breeze and slides down, falling to the ground in the overgrown grass.

Opposite the gatehouse is a large building obviously a religious temple of sorts although in terrible disrepair. Parts of the roof have collapsed into the building and the garden out front is choked with weeds.

The rest of the village is made up of houses and farmhouses, some obviously abandoned others in better shape with a couple of cows visible in walled enclosures attached. A couple of elderly people are visible tending to the vegetables in their garden. They both stop what they are doing and watch.

The door to the trading post bursts open and a tall curly-haired man waves you over a broad smile on his face,  "Welcome, welcome strangers step this way. Please, welcome to the Hilltop Emporium finest store in Grimmsgate!".  The farmers shake their heads and go back to their hoeing, ignoring the man and his welcome to you.

 
 Spoiler: Map 
 
 
DarkOne-Rob
 
 Spoiler: OoC 
Does Philemon recognize anyone? Can I get a rough idea of who he knows, and maybe have their names in the DM posts? Once we are really adventuring and everyone knows the significant NPCs it won't be a big deal, but I wrote Phil to try and make these introductions easier, since presumably Philemon and the NPCs would at least know each other somewhat vaguely. He's a bit of a loner and and outdoorsman, so they're probably not close friends, but he would at least know faces in a tiny village like this, right?
 
DrK
      
     Elethielle    


Elethielle grins at the guard's flustered state, wincing as the bolt careens across the green. As the winch creaks open she looks with a lack of enthusiasm at the scene beyond.  "Hmm, a charming place...."  she murmurs before heading into the green square. She nods in a friendly way to the farmers and folk in the village and as the bearded man greets them she offers a greeting,  "The Green Lady bless you, I'm sure we will need some ofyour wares, although we are here to help with problems that aid the village rather than here for trading"  
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
DarkOne-Rob
As the gate comes up Philemon darts underneath to help the young guard with the winch. " You've got to keep your finger off the trigger - if you remember nothing else, remember the four safety rules - finger off the trigger unless you mean to shoot, keep it aimed away from anything you  don't  want to shoot, never crank it unless you need to shoot - that one's important, it will wear out the bowstring - and mind what's behind your target. That poor cat nearly lost one of it's nine lives, buddy! " he says encouragingly, without a hint of embarrassment or hostility. " Guard duty is tough, don't let it rattle you. "

Once inside Philemon nods and waves at the Trakes with a brief smile before rolling his eyes at the storekeeper. " Yours is the  only  store in Grimmsgate, Mr. Panga. We'll be back soon enough, I'm sure, but for now, we should probably go talk to Ralmar Prath at the inn, see what's up and where we should start looking to make things right again. "

The woodsman leads the party towards the modest inn, knocking politely before entering the common room and looking for the innkeeper in the dimmer light...
Cephor
 
 Spoiler: Wisdom for the ages. lol nicely done! 

 
 Originally Posted by DarkOne7141981 
 As the gate comes up Philemon darts underneath to help the young guard with the winch. " You've got to keep your finger off the trigger - if you remember nothing else, remember the four safety rules - finger off the trigger unless you mean to shoot, keep it aimed away from anything you  don't  want to shoot, never crank it unless you need to shoot - that one's important, it will wear out the bowstring - and mind what's behind your target. That poor cat nearly lost one of it's nine lives, buddy! " he says encouragingly, without a hint of embarrassment or hostility. " Guard duty is tough, don't let it rattle you. " 
 
 

Riaghan followed Philemon's lead as they were lead to the innkeeper. Once out of earshot of Mr. Panga, the young sorcerer asked,   "Philemon, what is your summation for engagement with your storekeeper? Avoid only when necessary? It appears your fellow visitors have a  possible  derision towards him,"   he said, craning his neck back behind them as they walked.   "Or perhaps I misread?"  
Farmerbink
Artaith grunts acknowledgement of the young guard's sort-of-apology.  She jumps a bit when the bolt goes flying, with a short bark of surprise and concern.  Stepping forward, she places a broad hand on the bottom of the portcullis, as if to hold it up in the event of further misfortune.  Fortunately, the need doesn't come.  Wide-eyed and cautious, she watches warily as Philemon lines him out.

The Dwarf woman's eyes widen at the shopkeeper's obvious boast.  A quick glance around reinforces Philemon's polite objection, and somewhat masks her incredulous snickering.  " Oy, that temple's seen better days, " she grunts.  After a moment, following the local towards the inn, she mutters, " Whole place looks like it can't possibly have seen any  worse  ones.... "
Ghostfoot
You push open the door and step inside the inn. The light in here  is  dimmer, as you expect, and as your eyes adjust you see the few groups of very provincial and ordinary-looking village folk inside. The scene is as you might expect in a run-down tiny village like this in the middle of nowhere, although the delicious scent of the meat pies served up around the room do get you thinking that perhaps it can't be all bad.

Everyone in the common room stops what they're doing and stares at your group, gazes lingering on those with more 'exotic' features and on the strange eidolon creature at Ellie's side. The man behind the bar, a tall thin fellow with a shiny bald head that Phil recognises as Ralmar Prath, calls out back without taking his eyes off you  "Miralda.  Miralda!  We have visitors!"  A middle-aged woman enters from the back room, smoothing her aprons and fixing her hair back. As her eyes fix on you she stops in place, turning and yelling out back   "Ullin. Jark! Get out here! Visitors!"  

Two shifty-looking youths slope out too, shuffling their feet on the floor. They have a strong family resemblance to the innkeeper and wife, lanky with plump faces and wild hair.

Ralmar steps forward, rail-thin, nodding to Phil as he sort of recognises him obviously trying hard to place his face after so long away,  "Welcome strangers, to Grimmsgate. Please, can I get you a table - here, mi'lady please have a seat. You will be staying? Ullin.  Ullin!  Don't just stand there help the ladies. Take their packs. Offer now, don't grab. Jark, you see to the animals. Do you have horses? Jark get a bone or something for the dog or....whatever it is....the ladies pet it looks hungry."  He fusses about you, awkwardly trying to please you while barking orders at his fumbling sons.

 "Now, you must be starved if you've just arrived. Ready to settle down with an ale, and my Miralda's just this afternoon baked a fine batch of pies. Delicious if I do say so myself!"  the skinny innkeepers wife smiles and blushes at the compliment to her baking.

 "There, that's it. Everyone sit down and relax. Take your time, enjoy a nice warm meal and everything will be just fine."
 
He smiles widely the smile looking more than a little forced as it stretches across his gaunt face as he nods clearly hoping for compliments or at least acceptance of his offer as the rest of the farmers and trappers stare at the spectacle.
DarkOne-Rob
Philemon steps forward to shake hands with the innkeeper. " I'm Philemon Cooper - we've met before, Mr. Prath, but it's been a bit since I needed lodging in town. These are my companions - Artaith, Riaghan, Eponine, and Elethielle. We've come to town to try and help with the troubles of late. Maybe you know something about it all and can help us get started, after we take an evening to recover from the road? " he says by way of introduction.

When meals start coming, Phil makes it a point to request vegetarian fare, but otherwise enjoys the relative comfort and luxury offered by the innkeeper and his family.
Farmerbink
Even as she walks through the door, the smell of pies begins to stir a friendlier side of Artaith.  She grunts acceptance as one of the youngsters scrambles to relieve her over-burdened shoulders.  When he proves no match for the (easily two-people's worth) provisions, she smirks and snorts in amusement.  " Take two trips, lad.  Don't hurt yerself. "  She lays her shield to the side and takes a seat weightily, the wooden chair groaning beneath the stocky woman and her armor.

" An ale sounds apt to start things off, " she calls.  She grins widely as she favors Miralda with a polite nod.  " My ma' always warned me about skinny chefs, though!  Wouldn't trust it but for the smell.  I suppose I'll give it a fair shake. "  She winks to the woman, hoping to make a friendly impression.

" Come on now, Phil.  They obviously don't want to jump right into it. "  She rolls her eyes and shrugs.  " Aye.  Idea is we're here ta help.  Don't rightly know what  with,  but the church o' the Mother of Accord sends their wishes.  Or  me,  instead, anyway.  Bawhaha! "  Artaith chuckles in apparently genuine mirth as ales are provided, and quickly takes to the mug with gusto.
Ghostfoot
 "Aye, the troubles..."  the innkeeper hunches down in a conspiratorial manner his voice dropping and his eyes flitting about the room.  "Forgive me Master Cooper, I didn't recognise you there" . Although you're still not certain he recognises you now,

 "Aye there's something out there. The woodsmen and the farmers been grumblin' fer years. This that n' the other - bandits or beasts or some such. A group of knights came by some years ago to clear the woods. Well, that was the last that they were seen. We ain't had any other lawfolk round here for some years now.

These days folk don't venture far out - you won't find them residing at their farmhouses the smart ones all stay in the village now. Might head out to tend their flocks or what's left of 'em. I mean it seems like every few weeks someone disappears or absconds. Just three days ago those farmers Albraith and Etarra disappeared. Gone, just like that. Too stubborn for their own good.

And there's no game left just ask the trappers. Nothing to hunt. Not even those rabbits used to be everywhere. Pantro - he's the trader - well he's been waiting on delivery of goods &amp; supplies he'll be waiting a long time if you ask me. As for travellers, we get the occasional folk in from Old Lawson Town but no one comes from up Harkin's Ford way anymore.

Nope, won't be long now till we'll all be gone. One way or the other it don't seem like there's much of a future around here.

Anyways, there's rooms up top. 1 gold piece a room you can have one each or share 2 to a room. you can have your pick you're the only ones staying." 
DarkOne-Rob
Phil listens as the innkeeper explains the situation, nodding along until he mentions the missing farmers. "  Albraith and Etarra? Gone? Those two were tough as nails...and they're gone? Three days, you say? There might be tracks still...We should probably start there...  " he says quietly as the man continues his tale of woe. At the mention of renting a room he weighs his pouch in his hand, thinking carefully.

" Maybe one night for me - then I think the thing to do is go to the nearest sit and look for clues about what might have gotten the farmers. Does anyone in town have any ideas? Is it worth talking to anyone else? "
RCgothic
"No... rabbits?" Eponine repeats uncertainly. "Father is going to be furious..."

"I'll take a room to myse- no! Wait, I'll share" she replies to the innkeeper, suddenly remembering her more limited means. "Elethielle, would you like to...?" she offers, still pondering the situation.

She perks up when Philemon suggests direct action. "Hey, yeah! We're all resourceful types! Why don't we find out what's been going on?" she suggests, inadvertently volunteering her travelling companions.
Cephor
  "I certainly don't mind sharing a room,"   Riaghan confided with the rest of the party.   "It's certainly a shame to hear about this couple. Perhaps given they were the last to disappear, we can work backward and hopefully trace their steps? It may clue us in to the whereabouts... or final fate of those who've disappeared."  
Farmerbink
Artaith nods at Eponine's comment, after quietly chuckling over the loss of the rabbits.  " Well Hells, I didn't walk all tha way out here ta sit on me hands once I got here.  O'course I'll go with ya an' see if we can't find the missin' folks. "  She takes another pull from the mug and burps quietly.  " Hopefully they ain't all  gone , gone.  Either way, where there's a hearthstone to warm, there's somethin' ta fight for.  I'll be with ya. "
DrK
      
     Elethielle    


Elethielle listens and nods her head sadly a the familiar tale of the savage of the wilds reclaiming these villages she nods to Eponine with a smile.  I would appreciate the company fair Eponine and I'm sure we can hunt and look for some rabbits for your farm."  At the poor villager she nods and looks to men.  "We can indeed help. We can search for tracks and try and see what we can see." 

She looks to the others,  "Shall we eat and then start looking and investigating the surrounding woods." 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
Ghostfoot
You spend the night at the  Silver Dagger , the rest of the evening passing uneventfully as the rest of the locals in the common room keep to themselves, grumbling away and casting suspicious looks in your direction periodically.

The rooms upstairs are clean, although the sheets threadbare and the furniture evidently in a state of constant, barely-sufficient, repair. The next morning you rise and have a quick breakfast of porridge before preparing for the investigations of the days ahead. The innkeep, Ralmar Prath, gives you directions to the farm where the missing couple resided, "Follow the trail north-east for a couple of miles until you reach the forest. Don't continue on the trail, that'd take you through the woods to Harkin's Ford and no-one goes up that way any more. Look for the track to their farm down near the river. Make sure you young folk get back 'fore dark though. Don't be poking around out there after nightfall."

With Ralmar's directions fresh in your mind you head off. The gatehouse guard Giles gives a shy wave to Eponine as you pass by  "Hey, s'cuse me milady - I reckons I saw something out there last night. In the shadows. I thought it was a wild beast snuffling about sure sounded like one. I took a shot and as it run'd off I got a glimpse I could'a sworn it was a man - it even looked like a bit like old Botho the tramp! But he's been gone for months now so it couldn't have been. Guess my eyes playing tricks on me again. I'll try and watch better next time." 

..............

You follow the dirty track down from the small hillock on which Grimmsgate is situated and out into the largely neglected fields surrounding the village. The forest looms close by to your right and also a mile or so away to your left. Occasionally there is a discarded implement, a broken plough or wagon wheel among the weeds, and insects buzz and flit in the spring sunlight.

Ellie, half an hour out of the village you catch sight of some movement across a field, near a crumbling low stone wall some ~180 feet away. A small tree grows near the wall casting a shadow across the area. It looked to you like a person, or a humanoid at least, had ducked down behind the wall...

 =&gt; Party 
DarkOne-Rob
Phil takes the lead, carefully picking the way through the rough ground. At the glimpse of someone hiding beyond them he stops, holding his hand up with a fist to indicate they should stop. Silently he points in the direction of the figure and then places a finger to his lips to indicate they should be quiet. Then he begins sneaking in that direction, eyes peeled for any sign of human(oid) life.

 
 Spoiler: Mechanics 
Perception +5, Stealth +2, Survival +5. Philemon would be using all three to try and approach, eyes open for any immediate movement, looking at trail signs for indications that someone(thing) has been this way, and trying to do it all quietly. If you want dice rolls: Perception  (1d20+5)[ 13 ] , Stealth  (1d20+2)[ 6 ] , and Survival  (1d20+5)[ 23 ] 
 
Farmerbink
On their way out of town, Artaith stops to listen.  She makes no effort to hide that she's paying attention to the young guard and indeed quickly begins to frown deeply.  Probably not far enough to prevent being overheard herself, she strikes up conversation.  " Sounds like somethin' making normal folks turn feral?  Or maybe were-folk of some sort.  Either way, it's a lead and a serious problem, but one we can maybe solve.  Here's hoping there's  people  left under all the skin. "

She draws shield and axe as she stomps along, several paces behind Phil (to afford  some  possibility of a furtive approach).  Her eyes scan the woods on either side of the road sporadically, though even she would admit she doesn't rightly know what she's looking for.

 
 Spoiler: OOC 
Artaith is utterly untrained at most things, really, but especially outdoorsy stuff.  Still, decent wisdom, right?

 (1d20+3)[ 20 ]  perception, survival
 
DrK
      
     Elethielle    

Walking in the woods Elethielle comes alive, hands running along the leaves and branches as she walks barefoot, enjoying the mud and life all around her. Staying to the shadows on the edge of the party she moves low, trying to blend into the dappled sunlight in the trees. As the others freeze she gazes across the clearing, a hand resting on the eidolon's scruff. A whispered,  "Come my friend, we hunt again..."  As its sniffs the air and they start to creep around the clearing to outflank what the others saw


 
 
  
 
 Spoiler: OOC 


Elethiell perception  (1d20+6)[ 22 ]  and stealth  (1d20+6)[ 20 ] 
Eidolon perception  (1d20+4)[ 10 ]  and stealth  (1d20+6)[ 16 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells
 
Cephor
Riaghan notices his allies ducking down to get a better look. He does the same and get a good look of their surroundings to spot any potential issues should they get into a tussle with this  creature .

  "stealth"  - (1d20+1)[ 14 ] 
  "Knowledge: Geography"  - (1d20+5)[ 23 ] 
Ghostfoot
Your group sneaks forward, Artaith bringing up the rear as she stomps along in her 'no-nonsense' way. Definitely there's something up ahead, even at this distance you can hear snuffling animalistic sounds and a scuffling, and crumpled weeds where someone or something has recently passed.

Rounding the low wall some 60ft from the source you spot the cause of the disturbance...hunched over the corpse of a dog-sized rat are two feral-looking people with the ragged remains of clothing barely clinging to their bodies. Even as you watch they grab and tussle over the meat, grabbing great gobbets of organs and flesh with clawed fingers and stuffing what they can into their mouths - disgusting!

A loose rock shifts under Phil's foot and as he regains his footing the two 'humans' snap heir heads around, a hungry look in their eyes as they spy fresh prey interrupting their meals...

 
 Spoiler: initiative rolls &amp; info 
Initiative
Rhiaghan (1d20+5)[11]
Ellie (1d20+2)[17]
Phil (1d20+2)[16]
Artaith (1d20+1)[2]
Eponine (1d20+3)[14]
Evil (1d20)[14]

Foes are currently flat-footed, none of you are.
Foes are 60ft distant (100ft for Artaith, who is slowly and clumsily following behind ☹️)
 

 =&gt; Ellie, Phil &amp; Eponine 
DarkOne-Rob
 
 Spoiler: Round 1, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Shortbow (20 Arrows)   +3 (1d6, 20/x3)
 Scale Mail (50 GP)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None
 

" That's new - and bad! " says Phil simply as he whips out his shortbow and fires off an arrow at one of the frightening, feral humans. " Once they get close I'll use my sword - don't let them get close! "

 
 Spoiler: Mechanics 
Draw shortbow and fire an arrow at the nearest of the two feral humans.
Shortbow:  (1d20+3)[ 13 ]  to hit,  (1d20+3)[ 4 ]  (20/x3),  (1d6)[ 2 ]  piercing damage,  (2d6)[ 9 ]  critical strike damage

Knowledge (Local) (untrained) to recognize either of them:  (1d20)[ 17 ] 
 
RCgothic
"Wait! What if they're some of the missing villagers?" Eponine cries, hesitating, uncertain about shooting humanoids. "Shouldn't we try and incapacitate them?"

 
 Spoiler 
Delaying
 
DarkOne-Rob
" They look hungry to me - try triage after they're down if you like, but I'm not going to be on the menu! " responds Philemon seriously, his expression a bit bleak for the previously carefree young man...
Ghostfoot
Phil fires an arrow, catching one of the feral 'humans' on the arm for  2  damage as he rushes at you claws extended...whoever they once might have been, it's clear that these creatures are no longer recognizable as human beings but some twisted and feral degenerate beings devoid of sanity and humanity...

 =&gt; Ellie  to go (&amp; Eponine if you want to)
RCgothic
With the fight begun Eponine had no choice but to shoot. She draws an arrow and aims it at the wounded one, hoping to at least fell it before they both get too close.

 
 Spoiler 

Longbow  (1d20+4)[ 22 ] 
Damage  (1d8)[ 4 ] 
 
Farmerbink
Artaith steps forward, axe and shield at the ready and her game face firmly affixed.  " Oy! " She barks, easily loud enough to be heard over the scrambling.  She lets the axe-hand fall behind her, clear to any practiced warriors as preparation to strike. " You ain't gon' like how this plays out! "

As the creature closes, and it becomes apparent her warning has fallen upon deaf ears, she raises her shield to take its first charge.  In a smooth, practiced motion, her right hand swings upwards to bring the axe crashing down just on the other side of her shield- typically where the enemy would be trying to regain his footing.  She follows it quickly with a spin and a savage slam of her shield.

 
 Spoiler: Artaith, round 1 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  14/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3) (cleave bonus)
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 3/3

Seems probable at least one target will close to melee before Artaith acts.  If this is totally out of line, tell me and I'll delete it.

 (1d20+1)[ 10 ]  War axe attack
 (1d10+3)[ 10 ]  damage

 (1d20+1)[ 13 ]  CC? (21, x3)
 (2d10+3)[ 12 ]  crit bonus


2nd half of TWF:
 (1d20+1)[ 18 ]  spiked shield attack
 (1d6+1)[ 6 ]  damage

 (1d20+1)[ 17 ]  CC? (21, x3)
 (1d6+1)[ 4 ]  crit bonus
 
DrK
      
     Elethielle    

Elethielle see's the deformed creatures and shakes her head and calls to Eponine,  "Whoever they once were they are gone now. They are lost and need only the sweet release of death" . With a whistle and a shake of the hand she motions and the eidolon swells with power as a sphere of power envelopes it with a protective coat before it accelerates at the nearest one, Elethielle follows more sedately her bow in hand



 
 
  
 
 Spoiler: OOC 


Cast mage armour on Eidolon
advance 30ft

Eidolon charge the nearest w/PA
bite  (1d20+4)[ 19 ]  dam  (1d6+5)[ 8 ] 
claw (1d20+4)[ 10 ]  dam  (1d6+5)[ 10 ]  +  (1d6)[ 5 ]  bleed
claw (1d20+4)[ 23 ]  dam  (1d6+5)[ 10 ]  +  (1d6)[ 2 ]  bleed


   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions: mage armour
 
Ghostfoot
Eponine quickly takes aim and shoots at one of the things loping towards you. The clearly twisted &amp; deformed man is an easy target charging head-on and she tags him with an arrow in the chest for  4  damage putting him down.

The other hurtles forward recklessly and is countered by Ellie's carnivorous-looking eidolon. The eidolon pounces on the man jaws crunching for  8  damage leaving the man a broken wreck.

The skirmish over, you can more closely observe that these two beings certainly look like feral humans upon which some sort of twisted mutation has occurred... dangerously clawed hands, features twisting into a more bestial appearance. The ragged remains of clothing hangs off them randomly as if they have no thought for their own appearance or welfare.

 
 Spoiler: Artaith heal check 
Heal check (1d20+7)[22]

Artaith doesn't recall any natural disease or condition that might cause such a change.
 
DarkOne-Rob
Philemon looks closely at the figures, trying to recognize them in spite of their mutations and disheveled clothing. " That's new around here - nothing like that before I left that I remember ever seeing. Not good at all...let me get a closer look... " he says as he inspects the bodies and clothing carefully, looking for any sign of what has happened to them...

 
 Spoiler: Mechanics 
Perception is at +5, I would like to take 20 for a  25 .
Heal is untrained at +1:  (1d20+1)[ 21 ]  to identify something wrong with the two feral humans (besides the arrows sticking out from them...), especially anything that looks like a weird infection or something.
Knowledge (Local) is also untrained, at +0:  (1d20)[ 19 ] 
 
RCgothic
"Archeillus! I killed him!" Eponine swears to her god, putting her hands to her mouth and refusing to approach. " I killed him... " she repeats over and over, somewhat in shock.
DarkOne-Rob
Phil glances at Eponine sympathetically as he continues his inspection of the bodies. "  There's always a first...another reason I don't like to eat meat...  " he says quietly as he buries his own feelings on the death of these two people and looks to see why they stopped being people and became monsters.
DrK
      
     Elethielle    

As the two creatures fall Elethielle approaches the nearer of the two beasts, happy to leave the eidolon chewing on the further away one. Crouching she looks at the dead body,  "What has happened here? What has happened to this poor man"  she wonders, kneeling by the bloody heedless of the blood and gore around the dead body.

She looks at the others and waves them forward before she scans the perimeter again to make sure there are no more of these strange fallen mutated creatures.
 
 
  
 
 Spoiler: OOC 


Know (Nature)  (1d20+6)[ 9 ] 
Perception  (1d20+6)[ 9 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions: mage armour
 
Farmerbink
Artaith looks up from her inspection.  " Ain't nothin' normal 'bout any of this, " she grunts.  " Never seen disease nor illness that does  this.   Philemon, you know these folks?  Maybe ' did  you' is the better question. "

Her gaze shifts to Eponine at the young woman's outburst.  Something like a stern matronly glare comes from the broad-shouldered woman.  " 'Ey, don't even think like that.  If there was anyone home 'fore you loosed that arrow, he made his own choice.  And if there wasn't, what you did was just put down a dangerous animal. "  If Eponine lets her, Artaith will approach and put a hand on her arm.  " It won't ever be fun, but you did what had to be done.  For the safety of every living soul left in that village, I hope you'll do it again when the time comes.  For the sake of every soul out here, I pray we can figure out what happened an' fix 'em. "

 
 Spoiler: magic 
Artaith will also cast detect magic to see if that reveals any clues.
 


Stony-faced, she turns back to face the way they had been heading.  " Don't think we'll find any answers here, " she mutters.  " Just more questions. "
Cephor
 
 Originally Posted by Farmerbink 
 Stony-faced, she turns back to face the way they had been heading.  " Don't think we'll find any answers here, " she mutters.  " Just more questions. " 
 

Riaghan nodded in agreement, taking in the melancholy of the scene.

  "They deserve a proper and final rest. The town shouldn't see them like this. Should we bring them back with us?"   the somewhat aloof undine replied. He'd never dealt with such a responsibility in his travels, but felt a sense of duty and responsibility overcome him.
Ghostfoot
Philemon &amp; Ellie take a moment to check over the bodies of the two attackers. Neither of them have any familiarity of what might affect a human like this - and it's evident that these two were once human, although now barely so, looking and smelling more of the beast world than that of man. Phil doesn't recognise any distinctive marks or clothing on the two.

Artaith checks them over for signs of magic but finds nothing of note, the ferals seemingly heedless of their ragged clothing let alone any actual items.

 
 Spoiler: next actions 
Continue onward to the farm site or do you want to take the bodies back to the village? Or other?
 
DarkOne-Rob
Philemon looks around for someway to protect the bodies from scavengers. " Someone in town might recognize them, but it might make things worse there. If we could knock enough stones loose from that fence there, " he points at a stone fence nearby, " we could at least cover the bodies until a better time to fully bury them. Can I get some help? "

He then moves to the wall and removes his heavy flail, striking at the stone to break of some large chunks to carry over and put them on top of the corpses. " It won't be enough for a formal grave or anything, but better than letting them rot and attract more trouble. "
Cephor
Without hesitation, Riaghan follows Philemon's lead in preparing a makeshift butual mound.
Ghostfoot
You take some time to loosen and gather a selection of stones from the crumbling wall. Dragging the two bodies together you pile the stones up to create a makeshift burial mound. At least the crows won't get at them.

Once ready you press on towards the outlying farm. Following the innkeepers instructions you continue along the trail until it turns into the gloomy northern woods. Remembering his words that no-one travels that forest trail anymore you keep your eyes open and easily find the narrow track that he indicated leads to Albraith &amp; Etarra's farmstead.

The trail tracks the river, a full body of water some 20ft across that has cut a path through the stones and soil of the land as is flows north. There are a few spots where the cut-bank has given way to a slip-off slope where larger farm animals no doubt access the water. The river itself looks too deep and swift to ford without effort.

After half a mile or so you see the buildings of the farm ahead - truly not much more than a dilapidated small shack of one or two rooms with an outhouse and a couple of rickety outbuildings for the animals. From where you are, the whole place seems deserted...

 
 
 Spoiler: Some skill checks 
Knowledge Nature DC15
Elethielle (1d20+6)[19]
Philemon (1d20+4)[19]

There is a healthy abundance of normal animal life along the riverbank - flying insects, frogs etc.

Knowledge Geography DC15
Elethielle (1d20+6)[14]
Philemon (1d20+4)[19]
Rhiaghan (1d20+5)[11]

The river is no doubt one of the many small tributaries that arise in the hills and feed in to the massive Gaelon River Valley to the north.

Survival DC15
Elethielle (1d20+4)[23]
Philemon (1d20+5)[12]

The river looks deceptively placid but is not likely safe to cross with ease.
 

 
 Spoiler: Map 
 

You are currently at the farm at point   X   on the map.

1 square = 1/2 a mile
Travel speed (@ base 20ft) = 2 miles per hour (4 squares per hour)

You have currently used  2  hours of your 8 hour day
 
DarkOne-Rob
"  ...And this is where things get really dangerous,  " mutters Philemon, his eyes darting every direction as he quietly scans the area for signs of danger. He sniffs the wind, gestures for quiet, and listens as well, taking his time to really get a feel for what threats might be around the farmhouse. "  Please wait here, but keep me in sight and come if I call. I'm going to search the outskirts and see if I can find any tracks of what might be in there...  " Then the outdoorsman draws his bow and an arrow before slowly and cautiously making a circuit of the farm, looking for signs of any creatures passing back and forth. He won't go so far that he cannot look back and see the party, but he's comfortable taking his time and seeing the whole area otherwise.

 
 Spoiler: Mechanics 
Perception - take 20 if allowed for a  25 . If not possible,  (1d20+5)[ 14 ] .
Same thing with Survival, taking as long as necessary and supported by the other PCs -  25  or  (1d20+5)[ 18 ] .
 
Farmerbink
Artiath assists with the burial mound with a surprisingly graceful attitude.  Obviously pleased to be doing work of which her Goddess approves, she easily hefts even the largest of the stones that Philemon can break loose, and almost lovingly piles them  around  the corpses, before building a simple roof of large branches over the top.  She then helps to pile small(er) stones atop the branches, such that the deceased within can go to their final rest with faces largely intact.  She voices a simple prayer of supplication for the lost before taking up her position in the rear of the marching order.

As the party travels along the river, she eyes the water warily.  Keenly aware of the risk of water to a heavily-armored combatant, she watches where her allies walk and makes absolutely certain that each of her steps is placed firmly on solid ground.  " Aye, " she mutters to Philemon with a nod.  " I'm not fast, so don't go too far. "
Cephor
Riaghan notices Artiath's reluctant steps and reassures her as he passes by intentionally stepping in some of the soggier bank, feeling some of the water splash onto his ankles.   "Don't fret. If you fall in, I'll happily help you out. I grew up by waterways much like this one. Despite the gloom,  no offense  Philemon... I feel right at home."  
DrK
      
     Elethielle    


Having buried the hapless men Elethiell shakes her heads sadly and hisses slightly as she pats the eidolon's fluffy head.  "Nasty thing, whatever happened to them. THere is something not natural here and I am not a fan."  As the cairns are buried she pauses to kneel by the bodies and leans down, cupper her hand as  presdigitation  leaves a glittering light and petals over the cairn.
--

At the farm and the tranquil river she skips forward,  "It seems peaceful now, a farm returned to nature."  As the others investigate the farm house she approaches the river.  "Lets see what fish you have now..." 
 
 
  
 
 Spoiler: OOC 


Perception  (1d20+7)[ 25 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions: mage armour
 
RCgothic
Eponine helps with gathering rocks for the small cairns, quieter than usual. As they journey on and as they reach the farmhouse she remains quiet and withdrawn, staying with the weaker members of the party. She draws her bow to provide cover as the others investigate.
Ghostfoot
Elethielle and Riaghan investigate the steadily-flowing river while Philemon slinks ahead to the farmhouse, skirting around the outside first. Artaith and Eponine wait alertly in the middle with weapons drawn, ready to rush to the assistance of anyone that may need it.

Over at the river, the scene seems utterly idyllic. Small frogs  plip  into the water amidst the reeds at your arrival. Insects buzz across the water and a mother ducks hustles her ducklings away from you seeking safety in the slower part of the current.

Meanwhile Philemon cautiously moves along the fenceline taking cover where he can behind the occasional trees and bushes that grow about the place. He finds...nothing. Well, hardly a living thing. A mouse skitters off into the long grass and birds happily chirp in the branches of the trees. But in the fields about him there is no sign of any farm animals.

Here and there, the dried remnants of old cattle and sheep droppings. A water trough with dusty hoof prints about it some days old. Some areas of upturned earth. A rope is affixed to a post where something (a goat, by the look of the prints and old droppings) might once have been tethered. Some hutches where chickens nested, doors hanging wide. A kennel for a dog (are those bloodstains?). But no farm animals.

The door to the farmhouse hangs open. Philemon sneaks up, waving the others up behind him. He peeks inside. The small dwelling bears the trappings and implements of a simple life....but also signs of struggle. Tangled bedlinen across the floor as if someone got up carelessly or in a hurry, a pot of porridge knocked and spattered to dry on the floorboards where it fell, a chair fallen to one side. Marks in the mess where it seems to Philemon's keen eye that someone was dragged out the read door (towards the south).

All is silent save the occasional (and quite normal) chirping of birds.
DarkOne-Rob
" There might be several signs of violence, but it's difficult to tell what happened here. There aren't any corpses of either men or beast, but there are signs of a struggle inside. Wherever anyone is now, it isn't here. I want to look for a trail to the south and see if the struggle I read in the signs continued that way... " Philemon explains to the party after walking back. He then shows anyone interested what he found and begins looking for a new trail to follow.

 
 Spoiler: Mechanics 
More Survival, I think:  (1d20+5)[ 17 ]  or Taking 20 until he finds the trail or exhausts his abilities to find one.
 
Farmerbink
Artaith joins quickly at Philmon's beckoning.  She clanks up to the outside of the door a few seconds after he disappears inside.  Wasting no time, she pushes through the mostly open door and glances around.  " Oy, that ain't right. "  She watches quietly as Philemon explains his findings.  " Aye, we're right behind ya. "

She trudges along dutifully as Philemon picks about for a trail.
Cephor
Riaghan notices Philemon and the others moving away from the house. Motioning to Elethielle, he says,   "It appears our scouts are onto something. Perhaps we join them?"  
DrK
      
     Elethielle    


Elethielle pauses taking in the scene of rural peace and tranquility before looking back round as Riaghan grabs her. Blushing she nods,  "Sorry, I was lost in my thoughts. So many farms lost to the wilderness now in these areas. I strive to help find a balance between the wilds and the city but here it has gone too far."   Chasing up to the others she looks around the room and the drag marks and nods in agreement.

 "Well it seems clear which direction we must go, although from the age of the place I have little hopes that we will find someone to rescue,"  she doesn't add anymore but glances back from the direction they had come and the strange corrupted villagers they had put to rest

 
 
  
 
 Spoiler: OOC 

Survival for tracking  (1d20+4)[ 15 ]  Elethielle,  (1d20+6)[ 17 ]  eidolon
Perception  (1d20+6)[ 14 ]  if needed

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions: mage armour
 
Cephor
  "No apology needed. Despite the bleak circumstances, perhaps we may still uncover the source of it and quell this town's trouble before more find the same fate?  

Once they caught up, he listened to the exhange between his friends and remained vigilant in hope that his words down at the bank were not empty sentiment.
Farmerbink
Watching curiously as Philemon continues picking about for tracks, Artaith grunts her own disagreement.  " Each soul in Grimmsgate who avoids this fate is another we saved, " she comments, sounding very much like a religious recitation.  " We may yet bring peace to those already taken, if their lives are beyond us.  Keep heart, Ellie.  Our work is Good, and good will come of it. "
Ghostfoot
Philemon searches about carefully for a trail to follow, his expert eye seeking clues as to the farmers whereabouts. With the aid of Elethielle and her bound creature you have no trouble following the tracks south across the fields. The signs indicate a group of three bipedal creatures dragged/ carried the two farmers away. The assailants wore no shoes and had animal-like, pawed feet that curiously display signs of an extra digit ("radial polydactyly").

The trail meanders south, a few other abandoned farmhouses evident out here but the tracks ignoring their presence. At one point there is a mess of dried blood, feathers and cracked bones where it looks like a chicken has been torn apart and eaten, the remnants tossed about carelessly.

The tracks of the group continue south toward the treeline and you've travelled for about half and hour, not far away from the forest when you sense, too late, the hint of movement nearby. There is a worrying  twang  of bowfire as hooded ambushers shoot at you from cover - two behind an old shed 40ft away and another two opposite behind a dead, bone-dry tree 60ft away catch you in the crossfire. The arrows strike Eponine, one thankfully stopped by her armour but the other a nasty shot hitting her for  5  damage.


 
 Spoiler: environs map 
 

You are currently near the edge of the forest at point   X   on the map.

1 square = 1/2 a mile
Travel speed (@ base 20ft) = 2 miles per hour (4 squares per hour)

You have currently used  2.5  hours of your 8 hour day
 

 
 Spoiler: info &amp; rolls 
hidden archer vs Eponine
bow (1d20+4)[13] damage (1d8+1)[5]

hidden archer vs Eponine
bow (1d20+4)[12] damage (1d8+1)[3]

Initiative
Ellie (1d20+2)[18]
Riaghan (1d20+5)[14]
Phil (1d20+2)[9]
Artaith (1d20+1)[6]
Eponine (1d20+3)[17]
archer group 1 (1d20+2)[20]
archer group 2 (1d20+2)[16]

No map for this
2 archers 40ft to the left
2 archers 60ft to the right
 

 =&gt; Ellie &amp; Eponine 
DarkOne-Rob
As they follow the trail, Philemon quietly puts to words what he finds, pointing out signs and explaining their meanings. He swallows unhappily at the place where the chicken was killed and eaten before continuing towards the treeline. "  We should be careful...  " he mutters before the sudden ambush interrupts him! " To arms! Ambush! " he cries, though he reacts slower than his allies since he's been looking to the ground instead of watching for threats...
DrK
      
     Elethielle    


Elethielle pauses looking at the tracks,  "Strange feet, extra toes. "  she mutters before continuing down the tracks. the sudden twang surprises her before she looks at where the arrows have come from. She nods and motions towards the trees, the eidolon howling and racing towards the distant archer. Elethielle for her part draws her bow and launches an arrow back

 
 
  
 
 Spoiler: OOC 

Draw bow and fire  (1d20+2)[ 21 ]  dam  (1d6)[ 5 ] 

Eidolon charge and pounce
- Bite  (1d20+5)[ 20 ]  dam  (1d6+3)[ 8 ] 
- claw  (1d20+5)[ 17 ]  dam  (1d4+3)[ 7 ]  +  (1d6)[ 2 ]  bleed
- claw  (1d20+5)[ 24 ]  dam  (1d4+3)[ 4 ]  +  (1d6)[ 4 ]  bleed


   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions: mage armour
 
Ghostfoot
Reacting to the ambush, Elethielle quickly draws her bow and returns fire hitting a skulking archer for  5  damage. Even as the ambusher cries out in pain the eidolon pounces on them jaws latching around the throat for  8  damage as it takes him down.

Seeing his companion taken down so messily the other bandit draws a rapier and starts stabbing frantically at the eidolon, hitting for  4  damage. From the spot behind the tree the remaining two fire again, one going wide the other hitting Artaith for  7  damage.

 
 Spoiler: info &amp; rolls 
Yikes a particularly bloody ambush for level 1 characters! 😦

RCgothic is out for a bit so I'm going to assume that the ambush incapacitated Eponine.

bandit vs Artaith
bow (1d20+4)[23] damage (1d8+1)[7]

bandit vs Philemon
bow (1d20+4)[7] damage (1d8+1)[7]

bandit vs eidolon
rapier (1d20+3)[18] damage (1d6+1)[4]
 

 =&gt; Party 
DarkOne-Rob
 
 Spoiler: Round 1, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Shortbow (20 Arrows)   +3 (1d6, 20/x3)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None
 

With his bow already out, Philemon nocks an arrow and lets it fly at one of the attackers who aren't in melee. As he does he walks steadily forward, trying to get into charging range of the enemies so he can lash out with his greatsword soon...

 
 Spoiler: Mechanics 
Shortbow attack (does not count cover or other penalties):  (1d20+3)[ 15 ]  to hit,  (1d20+3)[ 18 ]  (20/x3),  (1d6)[ 6 ]  piercing damage,  (2d6)[ 10 ]  critical strike damage.

Then move his maximum amount of movement to get close enough to charge next round.
 
Cephor
 
 Spoiler: Round 1, Riaghan's Stats 
  Riaghan Meadowbrook   Male NG Undine Seaborn Sorcerer (Evoker, Hydromancer),  CL 1,  Init  5 (Improved),  HP  8/8,  Land/Swim  30 ft.
 AC  11,  Touch  11,  Flat-footed  10,  CMD  11,  Fort  1,  Ref  1,  Will  3,  CMB  +4,  BAB  1
 Quarterstaff  +0 Close (1d6 x2 B),  Dagger  +0 10ft (1d4 19–20/×2 P or S),  Sling  +1 50ft (1d4 x2 B)
 Abilities  Str 10, Dex 12, Con 13, Int 13, Wis 12, Cha 15
 Languages  Westerling, Aquan, High Boros
 Traits  Native Outsider, No Swim rolls needed (class skill), Darkvision 60ft, Spell-like Hydraulic Push 1/d (caster level=CL, Marid's Fury), Water Sense, Hydrated Vitality (submergence gains fast heal 2 for 1 rnd; 2 pts/level/d), Planar Historian (Plane of Water) +2 planes check to identify H2O outsiders; caster +1 summon H2O outsiders, Helpful/Meticulous: -2 on untrained skill checks (+1 on trained)
 Feats/Special Abilities  Eschew Materials (bonus feat: Sorcerer): materials schmerials! Up to 1gp; Improved Initiative (1st level): +4 to initiative; Marid’s Fury (Undine racial trait): allows hydraulic push to extinguish magical fires; Hydraulic Push spell-like ability (1/d per level): h2O blast CMB bull rush (caster+CHA); rng 25ft + 5 ft / 2 levels; Water Sense (undine): blindsense 30ft vs. creatures sharing same water; Water Blast (Su, Seaborn):  https://aonprd.com/WildbloodedDispla...dName=Seaborn;  Concentration check:  https://www.d20pfsrd.com/Magic/#TOC-Concentration 
 Spells  daze, detect magic, drench, mage hand, marid's mastery (0/2), wave shield (0/2)
 Conditions  None
 


Riaghan followed Philemon's lead in pursuit of the group behind the shed stepping up fifteen feet, passing his free hand past the stone affixed atop his staff as if receiving it's  blessing  and directed his hand forward unleashing a high speed bolt of condensed water at the same bandit (unless Philemon downed him and then he'd fire it at the other) in an attempt to knock him down.

 
 Spoiler: Combat stats 

 Water Blast 
Concentration:  (1d20+3)[ 10 ] 
Ranged Touch:  (1d20)[ 15 ]  (if needed... and not sure if it needs any other modifiers? Sorry, new to sorcs.)
Knocked prone. Pushed five feet away unless negated by reflex DC 13.
 
Farmerbink
Artaith grunts as an arrow slams forcefully into her armor.  " 'At's more'n enough o' that! " she barks, charging towards the hidden assailant.

 
 Spoiler: Artaith, round 1 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  7/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 cleave bonus Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3)
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 3/3

If I need to, I'll use Iron Within to make sure I can close to melee- ideally in a way that doesn't give this archer an easy 5-foot step and fire.  Hoping to back him up to difficult terrain or some other obstruction.

Also, if possible, I'll mechanically charge, not just literarily.
 (1d20+3)[ 4 ]  war axe (does not include charge +2)
 (1d20+3)[ 18 ]  CC (23, x3)
 (1d10+3)[ 6 ]  damage
 (2d10+6)[ 22 ]  crit bonus
 
DrK
      
     Elethielle    

Elethielle looks forwards at the tree's glancing at the other archers then hears her eidolon yelping in pain so she darts forward towards it to help it. The eidolon itself roars a deep low guttural sound before leaping on top of the rapier wielding bandit seeking to rip him limb from limb.

 
 
  
 
 Spoiler: OOC 


Elethiell move 60ft towards the eidolon but staying outside of melee

Eidolon full attack
- Bite  (1d20+3)[ 6 ]  dam  (1d6+3)[ 5 ] 
- claw  (1d20+3)[ 5 ]  dam  (1d4+3)[ 6 ]  +  (1d6)[ 5 ]  bleed
- claw  (1d20+3)[ 11 ]  dam  (1d4+3)[ 6 ] +  (1d6)[ 1 ]  bleed



   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+3), 2 x Claws +3 (1d4+3) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions: mage armour
 
RCgothic
"Aaaah! Ah!" Eponine cries, caught by surprise and struck in a chink in her armour and by another that glances off. For a moment she's stunned into inaction by the pain, but eventually she shakes it off and, slowly at first, starts firing back.

 
 Spoiler 

Attack  (1d20+4)[ 21 ]  +1 if within 30ft.
Damage  (1d8)[ 2 ] 
 
Ghostfoot
Philemon shoots at an archer, just barely missing as the man sways aside. Following Philemon's shot, Artaith charges forward axe raised high. She swings, somewhat surprised as her opponent is suddenly blasted with an explosive surge of water sending the man sprawling at her feet even as her axe whistles harmlessly over him  thunking  into the nearby tree truck. Eponine fires an arrow at the other one, the arrow striking a glancing blow for  2  damage.

Ellie's eidolon faces off against it's opponent, unable to land a hit as the man fends it off. He strikes back, equally unable to find an opening for his blade.

Back on the other side, at the tree, the assailant at Artaith's feet wriggles around drawing a blade trying to guard against any impending axe blow. Even as he does, the other steps back and fires - a lucky, nasty shot that flies straight and true at Artaith, hitting the dwarf for  10  damage.

 
 Spoiler: rolls &amp; info 
Bandit Ref DC13 vs water blast (1d20+2)[5]

prone bandit total defence (+4 dodge AC)

bandit vs Artaith
5ft step back
bow (1d20+5)[23] damage (1d8+2)[10] (Artaith dying? 😦)

bandit vs eidolon
rapier (1d20+3)[11] damage (1d6+1)[3]
 

 =&gt; Party 
DarkOne-Rob
 
 Spoiler: Round 2, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  15,  Touch  10,  Flat-footed  13,  CMD  14,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +3 (2d6+7, 19-20/x2)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  Charge
Power Attack
 

Philemon drops his shortbow, now that he's close enough, and as he charges at the nearest archer draws his greatsword for a sweeping slash! " Artaith! Hold on! "

 
 Spoiler: Mechanics 
Charge, draw greatsword as part of his movement, activate Power Attack, and attack!  (1d20+5)[ 8 ]  to hit,  (1d20+5)[ 20 ]  (19-20/x2),  (2d6+7)[ 13 ]  slashing damage,  (2d6+7)[ 18 ]  critical strike damage.
 
Cephor
 
 Spoiler: Round 1, Riaghan's Stats 
  Riaghan Meadowbrook   Male NG Undine Seaborn Sorcerer (Evoker, Hydromancer),  CL 1,  Init  5 (Improved),  HP  8/8,  Land/Swim  30 ft.
 AC  11,  Touch  11,  Flat-footed  10,  CMD  11,  Fort  1,  Ref  1,  Will  3,  CMB  +4,  BAB  1
 Quarterstaff  +0 Close (1d6 x2 B),  Dagger  +0 10ft (1d4 19–20/×2 P or S),  Sling  +1 50ft (1d4 x2 B)
 Abilities  Str 10, Dex 12, Con 13, Int 13, Wis 12, Cha 15
 Languages  Westerling, Aquan, High Boros
 Traits  Native Outsider, No Swim rolls needed (class skill), Darkvision 60ft, Spell-like Hydraulic Push 1/d (caster level=CL, Marid's Fury), Water Sense, Hydrated Vitality (submergence gains fast heal 2 for 1 rnd; 2 pts/level/d), Planar Historian (Plane of Water) +2 planes check to identify H2O outsiders; caster +1 summon H2O outsiders, Helpful/Meticulous: -2 on untrained skill checks (+1 on trained)
 Feats/Special Abilities  Eschew Materials (bonus feat: Sorcerer): materials schmerials! Up to 1gp; Improved Initiative (1st level): +4 to initiative; Marid’s Fury (Undine racial trait): allows hydraulic push to extinguish magical fires; Hydraulic Push spell-like ability (1/d per level): h2O blast CMB bull rush (caster+CHA); rng 25ft + 5 ft / 2 levels; Water Sense (undine): blindsense 30ft vs. creatures sharing same water; Water Blast [1/5] (Su,  Seaborn ):  Concentration check :
 Spells  daze, detect magic, drench, mage hand, marid's mastery (0/2), wave shield (0/2)
 Conditions  None
 


Seeing Artaith being thrown off by his water blast and then get hit by the arrow made Riaghan wince with regret. He would have to ask forgiveness later. For now, that archer was trouble. He twirled the index finger of his free hand in the air while declaring,   "Daze."   and pointed directly at the offending archer.

 
 Spoiler: Combat stats 

 Daze 
Concentration:  (1d20+3)[ 22 ] 
Dazed for one round.
 
RCgothic
The bandit stepping back from Artaith made himself a target, and Eponine shoots at him.

 
 Spoiler 

Longbow Attack  (1d20+3)[ 14 ]  Damage  (1d8)[ 7 ] 
 
DrK
[QUOTE=DrK;25213969]      
     Elethielle    

Elethielle looks across at the other two archers but knows she can do nothing. Instead she runs towards the bandit and moves to attack his back whilst the eidolon savages him from the other side.  "Why, why draw blood, there was no need" 
 
 
  
 
 Spoiler: OOC 


Elethielle - move and flank the rapier bandit and stab him with the longspear  (1d20+3)[ 12 ]  dam  (1d8+1)[ 2 ] 

Eidolon full attack
- Bite  (1d20+5)[ 10 ]  dam  (1d6+2)[ 8 ] 
- claw  (1d20+5)[ 15 ]  dam  (1d4+2)[ 6 ]  +  (1d6)[ 4 ]  bleed
- claw  (1d20+5)[ 9 ]  dam  (1d4+2)[ 6 ]  +  (1d6)[ 1 ]  bleed



   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions: mage armour
 
Ghostfoot
Philemon charges forward, blade arcing through the air but the man steps to one side evading the blow as he draws his own blade. Riaghan utters his incantation but the man shrugs it off even as he also ducks the arrow shot by Eponine. He retaliates against Philemon, stabbing out but can't land a hit.

Nearby the drenched bandit clambers to his feet. He raises his bow and fires as Riaghan the arrow striking a glancing blow for  3  damage.

Further away, Elethielle and her strange eidolon surround the remaining attacker. She tries to get him with her spear, a clumsy shot but enough to distract him as the eidolon pounces, clawing for  6  damage and blood pulsing from the wound an extra  4  bleed damage.

 
 Spoiler: info &amp; rolls 
Bandit Will save DC12 vs daze (1d20-1)[17] Save

Bandit stand up shoot vs Riaghan
bow (1d20+4)[15] damage (1d8+1)[3]

bandit vs Philemon
rapier (1d20+3)[9] damage (1d6+1)[4]

bandit vs eidolon
rapier (1d20+3)[6] damage (1d6+1)[7]
 

 =&gt; Party 
DarkOne-Rob
 
 Spoiler: Round 3, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +3 (2d6+7, 19-20/x2)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition 
Power Attack
 

" Cut them down! We've got to save Artaith! " grunts Philemon as he slashes at the attackers with his greatsword.

 
 Spoiler: Mechanics 
Activate Power Attack and continue the attack!  (1d20+3)[ 20 ]  to hit,  (1d20+3)[ 15 ]  (19-20/x2),  (2d6+7)[ 15 ]  slashing damage,  (2d6+7)[ 16 ]  critical strike damage.

If both enemies are adjacent to each other and with a 5-ft step or less he can get both in reach, Phil will activate Cleave (earning a -2 to AC) as part of his attack. If he hits he will get a second attack:  (1d20+3)[ 12 ]  to hit,  (1d20+3)[ 6 ]  (19-20/x2),  (2d6+7)[ 11 ]  slashing damage,  (2d6+7)[ 16 ]  critical strike damage.
 
Ghostfoot
The assailant's luck cannot hold out, and as he presses his attack his overconfidence sends him into the sweep of Philemon's heavy blade. He tries to parry but doesn't have a hope, the greatsword cutting deeply for  15  damage sending him sprawling to the ground in a welter of blood.

 =&gt; Party  (excl. Philemon)
Farmerbink
A small puddle of dark red begins to form around the fallen priestess.

 
 Spoiler: Artaith, rounds 2 and 3? 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  -3/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 cleave bonus Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3)
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 3/3

Round 2 check:  (1d20-1)[ 14 ]  vs DC 10  If successful, she stabilized in round 2.

Edit: well that's handy, but not as handy as a nat 15 on an attack roll might have been in the first place....

 If failed, she ticks to -4, and rolls  (1d20-2)[ 6 ]  vs the same DC. 
 
RCgothic
Eponine returns fire at the bandit with the bow:

 
 Spoiler 
Attack  (1d20+5)[ 7 ]  Damage  (1d6)[ 1 ] 
 
Cephor
 
 Spoiler: Round 3, Riaghan's Stats 
  Riaghan Meadowbrook   Male NG Undine Seaborn Sorcerer (Evoker, Hydromancer),  CL 1,  Init  5 (Improved),  HP  5/8,  Land/Swim  30 ft.
 AC  11,  Touch  11,  Flat-footed  10,  CMD  11,  Fort  1,  Ref  1,  Will  3,  CMB  +4,  BAB  1
 Quarterstaff  +0 Close (1d6 x2 B),  Dagger  +0 10ft (1d4 19–20/×2 P or S),  Sling  +1 50ft (1d4 x2 B)
 Abilities  Str 10, Dex 12, Con 13, Int 13, Wis 12, Cha 15
 Languages  Westerling, Aquan, High Boros
 Traits  Native Outsider, No Swim rolls needed (class skill), Darkvision 60ft, Spell-like Hydraulic Push 1/d (caster level=CL, Marid's Fury), Water Sense, Hydrated Vitality (submergence gains fast heal 2 for 1 rnd; 2 pts/level/d), Planar Historian (Plane of Water) +2 planes check to identify H2O outsiders; caster +1 summon H2O outsiders, Helpful/Meticulous: -2 on untrained skill checks (+1 on trained)
 Feats/Special Abilities  Eschew Materials (bonus feat: Sorcerer): materials schmerials! Up to 1gp; Improved Initiative (1st level): +4 to initiative; Marid’s Fury (Undine racial trait): allows hydraulic push to extinguish magical fires; Hydraulic Push spell-like ability (1/d per level): h2O blast CMB bull rush (caster+CHA); rng 25ft + 5 ft / 2 levels; Water Sense (undine): blindsense 30ft vs. creatures sharing same water; Water Blast (Su, Seaborn):  https://aonprd.com/WildbloodedDispla...dName=Seaborn;  Concentration check (+3):  https://www.d20pfsrd.com/Magic/#TOC-Concentration 
 Spells  daze, detect magic, drench, mage hand, marid's mastery (0/2), wave shield (0/2)
 Conditions  None
 


The sting of the arrow graze makes the young hydromancer wince, but with determination he refuses to allow the brigand stay on his feet long enough to hurt him or his friends, launching another blast from hand.

 
 Spoiler: Combat stats 

 Water Blast  (use 2 of 5)
Concentration: [roll]1d20+3[/roll]   add a +1 if applicable, dependent on the PM I sent you over Discord 
Knocked prone. Pushed five feet away unless negated by reflex DC 13.
 
DrK
      
     Elethielle    

Elethielle seeing the eidolon getting the better of the bandit thrusts at him for a second or two to distract him allowing the eidolon to attack before hitching her skirt up to her knees she darts across to the fallen priestess and ties to stem the bleeding.  "Please, help her, I have no healing magics..."  she calls out to the others

 
 
  
 
 Spoiler: OOC 



Eidolon full attack
Eidolon full attack
- Bite  (1d20+5)[ 20 ]  dam  (1d6+2)[ 4 ] 
- claw   (1d20+5)[ 8 ]  dam  (1d4+2)[ 4 ]  +  (1d6)[ 2 ]  bleed
- claw   (1d20+5)[ 19 ]  dam  (1d4+2)[ 3 ]  +  (1d6)[ 3 ]  bleed

Elethielle
Move to Artiath and heal check  (1d20)[ 1 ]  to stabilise her vs DC 10

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions: mage armour
 
Ghostfoot
On one side Elethielle's eidolon pounces on its opponent, jaws clamping around his throat for  4  damage bearing him down the strangled cries quickly cut off with a sickening crunch.

Elethielle rushes to check on Artiath, the tough dwarven warrior badly injured but not about to expire.

Nearby both Eponine and Riaghan target the final assailant, missing as the man ducks back behind the tree trunk. He shoots at Philemon but the arrow  pings  off Phil's heavy armour.

 
 Spoiler: OOC Rolls 
Artaith is stable.

Bandit Ref DC13 vs water blast (1d20+2)[14] Save

bandit vs Philemon
bow (1d20+5)[14] damage (1d8+2)[6]
 

 =&gt; Party 
One left - end it!
DarkOne-Rob
 
 Spoiler: Round 4, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +3 (2d6+7, 19-20/x2)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition 
Power Attack
 

" Healing magic? I thought she was the priest! " cries Philemon as he charges after the last enemy...

 
 Spoiler: Mechanics 
Charge if possible, if not move 20 ft to get into position and attack the last remaining enemy. Attack rolls do not include the +2 to hit, nor does the stat-block include the -2 penalty to AC if charging is allowed.

Activate Power Attack and continue the attack!  (1d20+3)[ 15 ]  to hit,  (1d20+3)[ 17 ]  (19-20/x2),  (2d6+7)[ 15 ]  slashing damage,  (2d6+7)[ 16 ]  critical strike damage.

If the enemy incurs an AoO:  (1d20+3)[ 21 ]  to hit,  (1d20+3)[ 17 ]  (19-20/x2),  (2d6+7)[ 14 ]  slashing damage,  (2d6+7)[ 15 ]  critical strike damage.
 
RCgothic
 "What do I do? Artaith, stay with us!"  Eponine worries as she drops down next to Artaith's body, fussing over the wound as she tries to help. Surely the others can take care of the one remaining bandit? Eponine half-remembers something about applying cloth and pressure to the wound, not noticing that there's already less blood spilling out than there could be.

 
 Spoiler 
Heal  (1d20-1)[ 17 ] 

Edit: I guess she failed her spot-check to notice Artaith already stabilised. 😦
 
Ghostfoot
Philemon closes with the last attacker, massive sword  thunking  into the tree-trunk as the man fortunately (for him) ducks back just in time from from the lethal weapon.

 =&gt; Riaghan &amp; Elethielle 
DrK
      
     Elethielle    

Joined by Eponine the young elf maiden pauses looking Artiath, noting the steady breaths and the slowing blood.  "I think she may be stable for the moment. I hope someone else can help bind her wounds. I can manage the eidolon but I do not know how to fix people beyond kind words and a listening ear." 

Whistling she gestures at the last of the bandist and the eidolon growls a throaty growl and streaks across the grass and scrub leaping upon the man in a savage display of bestial fury.
 
 
  
 
 Spoiler: OOC 



Eidolon Charge and Pounce w/power attack
- Bite  (1d20+4)[ 5 ]  dam  (1d6+5)[ 11 ] 
- Claw  (1d20+4)[ 9 ]  dam  (1d4+5)[ 6 ]  +  (1d6)[ 2 ]  bleed
- Claw  (1d20+4)[ 15 ]  dam  (1d4+5)[ 7 ]  +  (1d6)[ 3 ]  bleed

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions: mage armour
 
Cephor
Riaghan, hearing Elethielle's cries for assistance, casts Daze in hopes of thwarting any further attempts on his friends' lives, then runs to Artaith's side to begin seeing what we can do for her. Healing was simply not something he put focus on, but now seeing Artaith in the shape she was in... worry grew as he began to slip his backpack off to see if something could help.

 
 Spoiler: ooc 
I know that description of action is encroaching on more than what's available to me so taking his pack off isn't quite happening until next turn.
 
Ghostfoot
Elethielle and Riaghan join with Eponine, converging on the fallen Artaith. Thankfully the stoic dwarven cleric, although badly injured, is alive and in no immediate danger of succumbing to her wounds.

Elethielle's eidolon bounds across the scrub, circling around to harry the remaining assailant, assisting Philemon. Claws slash against the trunk of the tree as the man ducks back, now trying to dodge Philemon on one side and the strange eidolon on his other. Riaghan casts a minor cantrip to try and distract him but he shrugs it off, it has no effect.

He drops his bow and pulls a rapier, slashing wildly about to try and fend off his attackers.

 
 Spoiler: OOC 
Bandit Will DC12 vs daze (1d20-1)[17]

bandit vs eidolon
rapier (1d20+3)[7] damage (1d6+1)[7]

Bandit has back to tree but is still flanked by Philemon &amp; eidolon.
 

 =&gt; Party 
DarkOne-Rob
 
 Spoiler: Round 5, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +3 (2d6+7, 19-20/x2)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition 
Power Attack
 

" Is she going to be alright? " Philemon calls back as he swings his sword at the stubbornly resistant attacker.

 
 Spoiler: Mechanics 
Activate Power Attack and attack!  (1d20+5)[ 8 ]  to hit,  (1d20+5)[ 9 ]  (19-20/x2),  (2d6+7)[ 13 ]  slashing damage,  (2d6+7)[ 17 ]  critical strike damage.

If the enemy incurs an AoO:  (1d20+5)[ 18 ]  to hit,  (1d20+5)[ 10 ]  (19-20/x2),  (2d6+7)[ 18 ]  slashing damage,  (2d6+7)[ 19 ]  critical strike damage.
 
RCgothic
"I think so!" Eponine calls back. As the gruff dwarf doesn't appear to be in immediate danger Eponine rises to her feet, drawing her hammer as she does so. Anger at the bandits who attacked them surges forth and she springs forward to help finish off the last of them with a cry of rage!

 
 Spoiler 

Charge:  (1d20+5)[ 16 ]  +2 STR +1BaB +2 Charge
Damage:  (1d12+3)[ 14 ]  +3 STR
 
DrK
      
     Elethielle    

Ignoring the doomed bandit Elethielle stays wgere she is tending her wounded friend and watches the surrounding area carefully for more bandits, a wondering  "Why, what was the point...." 
 
 
  
 
 Spoiler: OOC 


Eidolon full attack
- Bite  (1d20+5)[ 13 ]  dam  (1d6+2)[ 3 ] 
- claw  (1d20+5)[ 15 ]  dam  (1d4+2)[ 5 ]  +  (1d6)[ 6 ]  bleed
- claw  (1d20+5)[ 22 ]  dam  (1d4+2)[ 3 ]  +  (1d6)[ 1 ]  bleed



   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions: mage armour
 
Cephor
Rummaging through his pack, Riaghan finds his potion sponge. Oh how he wished he had bought something before he left town! Taking a breath, he called out to his surrounding teammates.   "Do any of you have a potion of healing on them? This could help her,"   he states, looking in the archer's direction in case of further treachery.
Ghostfoot
Eponine rushes forward with her hammer raised high as Philemon and Elethielle's strange eidolon surround the lone attacker. He braces himself, back to the tree but there's little he can do to defend against three determined attackers. The eidolon strikes, wicked claws slashing for  5  &amp;  3  damage, the man gasping in shock as blood flows freely. Before he can even raise his blade again he collapses, bleeding out for an additional  6  damage.

You are left to gather yourselves, near the edge of the forest where the tracks entered the woods.

 
 Spoiler: OOC 
 A reminder of where you are. 
 
DarkOne-Rob
Philemon kneels down and in the sudden calm ensure neither attacker will rise again. Then, his grisly work done, the outdoorsman approaches the fallen dwarf priestess. " I've got nothing that can help bring her back to consciousness - I think  she  can heal, if we can wake her... " He then waits to see if anyone can volunteer some healing magic for Artaith.

If no one has any, he begins scavenging to make a litter to carry her back to the little village, using anything found in the nearby abandoned house as well as any saplings nearby.
RCgothic
"I don't think we should go back to the village," Eponine objects uncertainly. "Will any of them even be able to help? And moving her might not be a great idea. As you say, Artaith will be able to heal herself once she comes round. I think we should set up camp here, keep her comfortable, and tend her wounds as best be can. I don't think it will exactly inspire the village's trust in us if we return beaten up and looking for aid so soon."
DarkOne-Rob
Philemon nods and adjusts his efforts, turning the pallet he was making into the start of a rough tent to keep the elements off Artaith. " If someone can help me wrap this up, I will start scouting around and maybe setting up a couple of trip wires or something to warn us of approaching threats...? " he says, in a mix of a question and statement.

Once done the young woodsman begins ranging about, keeping the campsite in view as he looks for signs of animals or semi-people who might be in the area...

 
 Spoiler: Mechanics 
Take 10 (if allowed) on Survival (+5), Perception (+5), and Stealth (+2). The tripwires and such would be with Survival checks, I suppose:  (1d20+5)[ 24 ] ,  (1d20+5)[ 20 ] ,  (1d20+5)[ 16 ] ,  (1d20+5)[ 14 ] ,  (1d20+5)[ 17 ] ,  (1d20+5)[ 21 ] 
 
DrK
      
     Elethielle    

Elethielle looks at the downed bandits and frowns before rifling through their bodies and fallen possessions looking for a clue as to who they were ad why they attacked before rejoining the others. Squatting down she arranges some clothes from Artaith's bags around her to keep her warm and slowly gathers some twigs and the like to make a small fire to keep the dwarf warm.
 "Not the best start to our explorations..."  she says wryly as she offers aroud a water skin.  "Where do we think we should go next?" 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Farmerbink
It is several hours later when Artaith finally stirs.  With a heavy groan she turns over, and starts suddenly to consciousness.  Finding nothing immediately threatening her life, it's only a few moments after that that her breathing begins to normalize, and another groan- this one distinctly of pain utters forth.  " I suppose the Clanhold wasn't quite ready for me.   Ugh.  "  She takes another forced breath to steady herself before casting a restorative spell.  Intentionally or otherwise, she reverts to the consonant-heavy language of the Dwarves as she raises her voice in divine supplication.  " אלוהים מספק בריאות! "

 
 Spoiler: OOC 
converting bless into cure light wounds:  (1d8+1)[ 4 ]  HP

Edit: Lol, just enough for positive.
 
 
 Spoiler: Artaith, post combat 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  10/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 cleave bonus Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3)
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 3/3

Rolled a second heal in OOC for  9  more.
 


After a moment, her breathing seems to normalize, but the groans don't go away.  With something like anger in her voice, she calls out the same phrase, imploring the gods for grace once more, " מספק בריאות  אלוהים!  "  Suddenly, the color floods back into her features, and she raises to a seated position.  " I see you all managed to take care o' things.  We need a potion... or  something.  "  She stretches roughly as she rises to her feet, apparently unaware that the decision has largely been made to camp here.  Or how late in the day it is.

" So what's next? "
DarkOne-Rob
" Well, now that you're conscious we should talk about this, " says Philemon soberly. " Things weren't this bad when I left - at least, not that I remember anyway. I have no idea how they could have gotten like this, but we're out here on our own and we need a way to pick  you  up if you go down, " he continues, nodding at Artaith. " I'm going to try and catch these things before the ambush next time, but I can't guarantee they won't surprise us, especially as most of you aren't as quiet as me. No offense, of course.

So, a potion? Scroll? Can you make one? Who could use one? "
Farmerbink
Artaith frowns.  " Never was as good with books and mixing as I am with my hands.  I could... probably learn, but it'd take some doing. "
Cephor
Relieved to see Artaith conscious and even speaking again, Riaghan confesses   "I am sorry friend, for potentially throwing you off in the fight earlier. Had my blast of water not hit that guy, your swing at him may of not been thrown off... and you may of not got as hurt as you are now... I will... I must do my best to be more cognizant if we find ourselves in another battle."  

Riaghan will continue to assist in helping in her recovery, at least as much as to not annoy her. in addition to setting up camp with the others.
Ghostfoot
Elethielle checks the bodies of the fallen attackers for anything of note. The men look like they've been living rough, probably some sort of miscreant bandits that live off waylaid travelers. They don't have too much on them, aside from minor personal effects and of course their combat gear.

 
 Spoiler: Loot x4 
studded leather,
buckler,
composite longbow (+1 Str) with 20 arrows,
rapier,
sap

plus see below
 


Of more interest is what Philemon stumbles across not too far away as he searches the surrounding area...in the shade of the trees just inside the woods he finds the bandits horses tethered loosely, all happily grazing and looking healthy if in need of a good grooming. There are no saddlebags or anything but they do have basic riding gear.
DarkOne-Rob
Philemon returns to the party leading the four horses with a matter-of-fact attitude and a satisfied expression. " These may not look like a big deal to all of you from the city, but they're certainly worth it out here, " he says as he tethers the animals and ensures they have feed. Then he begins brushing them and working to care for each of them one at a time to ensure they receive better care under him than their late-owners. " Once they're all in better shape I think several of us should enjoy riding them instead of walking about the wilds here... "
Farmerbink
Artaith endures Riaghan's attention more than enjoying or appreciating it, but she can recognize effort when she sees it.  " I'll be fine, really, " she grumbles.

When Philemon returns with horses, she's more than grateful for the diversion.  " Aye, it'll make travel much more steady, if not precisely  faster.   Auspicious find, Phil. "  She gazes skyward, judging the time of day carefully.  " I'm as fit to travel as I was before, but we'll need to be considering camping arrangements soon.  Could be worth going back to that hut we found abandoned.  Walls and a ceiling are hard to beat. "
DarkOne-Rob
"  Auspicious...I'd have said good...  " says Philemon to himself as he continues to brush. At the recommendation of using the abandoned farmhouse he pauses. " It might be more comfortable, but it also might be more easily targeted. I'm game, but we should stand a double watch - we've been attacked twice already...I'd like to wake up tomorrow... "
Cephor
  "I will happily take a watch,"   Riaghan volunteers.
RCgothic
"A roof would be nice though..." Eponine agrees with Artaith, missing her creature comforts after weeks of camping. "I don't mind joining the first watch if you all would like to sleep. I'm not really tired yet."
DrK
      
     Elethielle    

ELethielle looks atthe horses and smiles, patting the nearest one.  "THey seem well cared for. If we are planning to rest then will one of you help me lay these hapless fools to the ground."  she asks. Hoping there is a volunteer to help her dig the graves for the dead bandits so she doesnt have to do it all herself.
On the topic of a watch she nods,  "I can take and early or a late one, my pet here has excellent vision in the dark." 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Farmerbink
Artaith grunts, but dutifully assists Elethielle in digging a simple grave.  As it becomes apparent that the group is at least willing to rest in the abandoned farmhouse, her mood improves somewhat.  Even so, she isn't  quite  smiling as they begin the trek back to their temporary shelter.
Ghostfoot
Once you've gathered yourselves and buried the bodies you mount up on your new horses, one of you taking a turn to walk alongside. Turning back from the forest edge you retrace your tracks back through the overgrown fields towards the abandoned farmhouse. The trip is quick and uneventful, you arrive there within half an hour.

Wondering what the night may bring you look around confirming that the rickety gate to the yard can be drawn to in order to corral the horses, or you can secure them in an outbuilding. The hut itself is quite basic but has a small fireplace which should keep you warm and aid in a warm meal.

As you dismount and observe the area, Artaith Philemon &amp; Riaghan your attention is drawn by a scuffle and a loud thump from the kennel followed by silence...there's definitely something hiding in there.
DarkOne-Rob
Philemon walks back, helping the less capable members of the party manage their horses and keeping an eye open for tracks and other signs he may have missed on the way back. He closes the gate  and  secures the horses, stating simply, " No point letting someone sneak up and open the gate to let the horses out overnight... " The vegetarian gets out some some mushrooms and onions for dinner, offering to share freely with anyone who asks.

When the noise from the kennel is heard he holds up a single finger to his lips, looking intently at everyone and obviously hinting at them being silent and quiet. Then he creeps over to try and listen to see what is there...

 
 Spoiler: Mechanics 
Stealth  (1d20+2)[ 15 ] , Perception  (1d20+5)[ 8 ] 
 
Farmerbink
Artaith marches along stoically, not eager to either trust the horses nor burden them with her weight.  She begins to unpack her gear as Philemon tethers the horses in the unkept yard.  She jumps when the creature in the stables makes a sudden sound, and immediately readies her axe and shield.

As Philemon prowls forward, she snorts brusquely.   " Pretty sure it already saw us- at least heard us, "  she grumbles- fairly quietly.  Quite contrary to Philemon's desires, she suddenly raises her voice.   " Oy!  You in the kennel, there!  We ain't here to hurt anybody.  Come on out, so we can talk face to face, eh? "   Her blade and shield remain in hand, but both are lowered-  fairly  unthreateningly.
DarkOne-Rob
Phil makes an exasperated sound and turns briefly to look at Artaith in annoyance. "   Can't hear them at all with you being so loud!   " he hisses in a stage-whisper, making clear that he was hoping to hear the potential-threat as much as surprise them...
Cephor
At Philemon's request, Riaghan stops his stride, gripping his staff, listening intently for further movement. To be on the safe side, he closes his eyes briefly and whispers,  'Detect magic' , focusing on the kennel in the approximate area they heard the noise.
DrK
      
     Elethielle    

At the nod to the kettle ELethielle scans the area and moves slowly following Philemon at a safe distance. Her hand pets the eidolon's bloodied fur and she waits patiently. A whispered  "A minute little one, you can hunt if its dangerous"  as she watches the kennel cautiously.
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
Philemon &amp; Artaith approach the suspicious hiding spot, each with their own diverging tactical preference. Elethielle stands back with her eidolon and with Eponine, ready for whatever may eventuate. Next to them Riaghan casts a spell, searching for magical sources and finding none.

You all share a glance and a nod, not quite sure what might come next. There's another thud, a scuffle, and then finally having given up on whatever they trying, a couple of wretched folk burst forth clumsily from the small shed, mad eyes blinking in the setting sunlight as almost tripping over each other as they grasp forward with their twisted clawed hands...

...their ferocity and recklessness catching all off-guard as Philemon is clawed for  3  damage the other facing off against Artaith, the insane once-were-humans like feral beasts spitting and clawing in a ravenous frenzy.

 
 Spoiler: rolls 
no surprise round
initiative
Riaghan (1d20+5)[9]
Elle (1d20+2)[14]
Phil (1d20+2)[18]
Artaith (1d20+1)[13]
Eponine (1d20+3)[18]
Cursed folk (1d20)[19]

cursed folk vs Philemon (flat-footed)
claw (1d20+1)[16] damage (1d6+2)[3]

cursed folk vs Artaith
intimidate/ demoralise (1d20-4)[10] fail
 

 =&gt; Party 
DarkOne-Rob
 
 Spoiler: Round 1, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +3 (2d6+7, 19-20/x2)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition 
Power Attack
 

Phil grunts as the claws hit but wastes no time whipping out his greatsword and responding to the attack in kind. " Get them! Quickly! "

 
 Spoiler: Mechanics 
Draw his sword, activate Power Attack and attack!  (1d20+3)[ 7 ]  to hit,  (1d20+3)[ 8 ]  (19-20/x2),  (2d6+7)[ 16 ]  slashing damage,  (2d6+7)[ 14 ]  critical strike damage.

If an enemy incurs an AoO:  (1d20+3)[ 14 ]  to hit,  (1d20+3)[ 11 ]  (19-20/x2),  (2d6+7)[ 13 ]  slashing damage,  (2d6+7)[ 17 ]  critical strike damage.
 
Farmerbink
Artaith only grunts at the display.  " You ain't nearly so scary as you think, fella. "  With an expression equal parts resignation and duty, she lumbers to the fore, axe and shield gleaming in the deepening dusk light.

 
 Spoiler: Artaith, round 1 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  10/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 cleave bonus Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3)
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 3/3

I'll mechanically charge, assuming I'm able:

 (1d20+5)[ 8 ]  war axe
 (1d20+5)[ 11 ]  CC (x3)
 (1d10+3)[ 4 ]  damage
 (2d10+6)[ 13 ]  crit bonus
 
RCgothic
Eponine quickly raises her bow, an arrow at the nearest mad thing!
 
 Spoiler 

Attack  (1d20+5)[ 19 ]   (1d6)[ 4 ] 
 
Ghostfoot
Philemon and Artaith raise their weapons, although unable to land solid hits as the frenzied things flail at them.

Eponine has a clearer shot, quickly taking aim and loosing an arrow into the fray catching one of the cursed folk square in the side for  4  damage.

 =&gt; Elethielle &amp; Riaghan 
DrK
      
     Elethielle    

Elethielle looks on in horror as the two mad feral creatures, once people, burst out and attack them. She releases the Eidolon into its attack and for her part steps in a little  jabbing with her spear trying to trip it up and help her eidolon
 
 
  
 
 Spoiler: OOC 


Elethielle move forward and "aid another" from a distance to give eidolon +2 to hit  (1d20+1)[ 6 ]  vs DC 10

Eidolon - charge the nearest one (An additional +2 to hit if Elethielle can assist)
bite  (1d20+5)[ 6 ]  dam  (1d6+2)[ 5 ] 
claws  (1d20+5)[ 22 ]  dam  (1d4+2)[ 4 ]  +  (1d6)[ 1 ]  bleed
claws  (1d20+5)[ 12 ]  dam  (1d4+2)[ 6 ]  +  (1d6)[ 4 ]  bleed


   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Cephor
Riaghan waves his hand over the stone atop his staff and stretches his hand out, launching a blast of water towards the other bestial figure in hopes of slowing them down for the others to attack.

 
 Spoiler: combat stats 


TL;DR cast water blast 3 of 5 for the day. DC 13

  Riaghan Meadowbrook   Male NG Undine Seaborn Sorcerer (Evoker, Hydromancer),  CL 1,  Init  5 (Improved),  HP  8/8,  Land/Swim  30 ft.
 AC  11,  Touch  11,  Flat-footed  10,  CMD  11,  Fort  1,  Ref  1,  Will  3,  CMB  +4,  BAB  1
 Quarterstaff  +0 Close (1d6 x2 B),  Dagger  +0 10ft (1d4 19–20/×2 P or S),  Sling  +1 50ft (1d4 x2 B)
 Abilities  Str 10, Dex 12, Con 13, Int 13, Wis 12, Cha 15
 Languages  Westerling, Aquan, High Boros
 Traits  Native Outsider, No Swim rolls needed (class skill), Darkvision 60ft, Spell-like Hydraulic Push 1/d (caster level=CL, Marid's Fury), Water Sense, Hydrated Vitality (submergence gains fast heal 2 for 1 rnd; 2 pts/level/d), Planar Historian (Plane of Water) +2 planes check to identify H2O outsiders; caster +1 summon H2O outsiders, Helpful/Meticulous: -2 on untrained skill checks (+1 on trained)
 Feats/Special Abilities  Eschew Materials (bonus feat: Sorcerer): materials schmerials! Up to 1gp; Improved Initiative (1st level): +4 to initiative; Marid’s Fury (Undine racial trait): allows hydraulic push to extinguish magical fires; Hydraulic Push spell-like ability (1/d per level): h2O blast CMB bull rush (caster+CHA); rng 25ft + 5 ft / 2 levels; Water Sense (undine): blindsense 30ft vs. creatures sharing same water; Water Blast (Su, Seaborn):  https://aonprd.com/WildbloodedDispla...dName=Seaborn;  Concentration check:  https://www.d20pfsrd.com/Magic/#TOC-Concentration 
 Spells  daze, detect magic, drench, mage hand, marid's mastery (0/2), wave shield (0/2)
 
Ghostfoot
Elethielle's eidolon bounds forward easily bearing one of the things to the ground its lethal claws slashing for  4  &amp;  6  damage tearing it to ribbons.

Meanwhile Riaghan conjures a great blast of water, the tidal drenching sending the other sprawling in the dirt. Floundering about it tries to roll to one side and regain its feet as Philemon &amp; Artaith menace it...

 
 Spoiler: rolls &amp; info 
Riaghan vs cursed human
Ref DC13 vs water blast (1d20+2)[3]

Feral human takes Total Defense action (+4 AC) &amp; tries to stand up
=&gt; Philemon &amp; Artaith get an AoO
 

 =&gt; Party 
DarkOne-Rob
 
 Originally Posted by DarkOne7141981 
  
 Spoiler: Mechanics 
If an enemy incurs an AoO: (1d20+3)[ 14 ] to hit,  (1d20+3)[11] (19-20/x2) , (2d6+7)[ 13 ] slashing damage,  (2d6+7)[17] critical strike damage .
 
 
 

 
 Spoiler: Round 2, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +3 (2d6+7, 19-20/x2)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition 
Power Attack
 

Philemon wastes no effort with speaking, striking at the man as he tries to rise and again with a backswing a moment later.

 
 Spoiler: Mechanics 
Power Attack:  (1d20+3)[ 16 ]  to hit,  (1d20+3)[ 15 ]  (19-20/x2),  (2d6+7)[ 14 ]  slashing damage,  (2d6+7)[ 15 ]  critical strike damage.

If an enemy incurs an AoO:  (1d20+3)[ 11 ]  to hit,  (1d20+3)[ 8 ]  (19-20/x2),  (2d6+7)[ 16 ]  slashing damage,  (2d6+7)[ 12 ]  critical strike damage.
 
DrK
      
     Elethielle    

As her eidolon savages the first of the strange bestial humans she whistles sharply bringing it to heel.  "The poor creatures know not what they do"  she cries out to the others, but its too late she worries as Philemon swings out with his blade. She watches and waits to see what happens, hoping that this second one could still be saved
 
 
  
 
 Spoiler: OOC 



delay

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
[/QUOTE]
Farmerbink
As the once-human tries to rise, Artaith swings her axe in an awkward, backhanded stroke near its feet.  Trying to trip it more than injure, the thick butt-end of the blade sweeps low by its ankles.

 
 Spoiler: Artaith, AoO, round 2 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  10/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 cleave bonus Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3)
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 3/3

AoO is a trip attempt:
 (1d20+3)[ 20 ]   If the attempt is so poor she gets tripped, it's not a special weapon so sucks to suck?  Hopefully doesn't apply, but if it does, she'll stand up next round.

Assuming she's still on her feet, if the enemy remains prone, she'll initiate a grapple:  (1d20+3)[ 16 ] 

If she's on her feet and the enemy also is, she'll attack old-fashioned, with both axe and shield:
[roll]1d20+1[/roll]  whoops. axe
 (1d10+3)[ 11 ]  damage

 (1d20+1)[ 3 ]  shield
 (1d6+3)[ 6 ]  damage

in event of critical threat:  (1d20+1)[ 4 ]  confirmation.  I'll roll damage OOC if it matters
 
Ghostfoot
As the crazed mutant tries to rise Philemon swings his massive sword, cutting off all other ideas of capturing or overpowering the thing/ person with a sickening and bloody  &lt;splunk!&gt;  as he strikes for  16  damage ending its pitiful existence.
DrK
      
     Elethielle    

The sound of the blade hitting is sickening and she turns away, hair falling like a curtain in front of her eyes as she averts her view. With the two "people" now dead and in pieces upon the ground she approaches the one lying under the clawed feet of her eidolon.  "Hush now.."  she murmurs to the unnaturally silent creature and kneels down beside the remains, a pained,  "What did happen to you?"  she wonders as she ties to work out what has caused them to become like beasts

 
 
  
 
 Spoiler: OOC 


Know (Nature)  (1d20+6)[ 23 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
DarkOne-Rob
With a grim expression Philemon wipes his blade clean and begins to remove the two bodies, waiting for Elethielle to finish her inspection but otherwise wasting no time with the grisly task. " We don't want them attracting more or scavengers. This may take me several minutes - will anyone else help? "

He then takes the bodies far enough away from the dilapidated shed to avoid drawing more to the party. If there is a good place to dump the bodies with respect he will. If not, he will at least lay them down with grace and dignity. Phil won't stay out long, though, as his concern for more attacks in the dark requires haste.
Farmerbink
Artaith joins Elethielle in inspecting the fallen.  Her efforts lie in a different field, however- more focused on the divergences from healthy humans.

 
 Spoiler: OOC 
Don't know if it'll help, but  (1d20+7)[ 20 ]  heal- theory crafting that she might be able to determine injuries or diseases prior to death?
 
Cephor
Having never bore witness to such a grisly sight, Riaghan nods and follows Philemon's lead in helping to move the departed from the area.
RCgothic
Eponine remains withdrawn after the brief engagement. She doesn't like to look at the corrupted people or dwell on how they came to be so, lest it turn out there be no defense against that grisly fate. Instead she visits herself setting up a poorly constructed fire in the cottage's crumbling grate, and when she *finally* gets that lit and a canteen of water boiling, she starts to brew an amateurish tea for the party based on how she's observed the others doing it in the past. Is really not a good tea, but she offers it around any way.
Ghostfoot
Elle and Artaith take a few moments to check over the bodies. Like the ones you fought previously, they appear to have once been humans but have undergone some sort of transformation with a much more bestial influence. In particular overly large rodent-like teeth and as you have experienced dangerously large and sharp claws. The tatters of clothing (if any) left clinging to their bodies and generally filthy state suggests a complete absence of hygiene or civility.

Philemon and Riaghan drag the bodies away. Thinking better of dumping them in the river, you drag them a hundred yards or so and dump them behind a small copse of scrappy trees. Meanwhile Eponine focuses on getting the cabin habitable and stokes a fire, preparing beverages and getting it ready for the night ahead.

 
 Spoiler: making camp 
It's about 7:30 at night (dusk/ evening).
Presumably you are going to 'make camp' in the cabin.
Taking watches? If so let me know the order (I'll assume that this is standard order and use in future too)
Any other actions prior to settling down?
 
DarkOne-Rob
" I'm beat - if someone else can take the first watch, I'll take the graveyard shift, but I need to lay down for now. Hopefully we won't have any overnight interruptions... " says Philemon without confidence. " Wake me at the slightest sign of trouble - don't wait, " he directs solemnly to whoever plans to take the first shift.
RCgothic
"I don't think I'm going to find it easy to sleep tonight," Eponine replies. "I'll take the first watch."
DrK
      
     Elethielle    

Elethiele sits with the others, a look of sadness as the bodies are dragged away.  "It is a horrid curse that has befallen them. They did not deserve that. Some evil stalks this land I fear and we must be the ones to stop it."  she adds. Tucking into the dinner of rations and heated mugs of warm tea she will gladly let some of the others take the early watches as she nods to Eponine,  "Awake me before the dawn. I can do the last watch, well me and my friend here."  she adds the latter patting the strange feline/hound cross and snuggles down beside the animal drawing a blanket around her.
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Farmerbink
Artaith grunts at her companion's apparent sensitivity.  " Ah'm pretty sure mah matron'd cut me off if I  didn'  make'n effort ta' help, " she mutters.  In the dim interior of the abandoned farmstead, it's hard to be sure if she's complaining or not.  " Nature's cruel, 'n Ah worry for anything that kin take yer mind like that.  Weren't people no more inside those bodies. "  She frowns deeply, perhaps more disturbed than she's letting on, the gaze quickly becoming a scowl.

" I'll put the hurt on whoever done it, given' half a chance. "
Cephor
Riaghan, grateful for the volunteers for nightwatch, will make the best use of the night's sleep he can while keeping his staff close as he prepares his bed roll by the fire.
Ghostfoot
You make the most of the comforts afforded by the rickety farmhouse, tethering the horses outside, arranging bedrolls and preparing a warm brew in the fireplace. You gather in and allocate watches, preparing for the night ahead. Outside as dusk falls the birds are chirruping, noisily settling in to their nests for the evening after a day of hunting grubs in the overgrown fields and hedges.

As Eponine is about to take her first watch, and the rest of you are thinking about settling down, you experience an odd sensation. Each of you, in your minds, hears words forming - an inhuman voice repeating distinct yet unfamiliar sounds in a strange tongue.

 
 Spoiler: Linguistics checks 
Riaghan DC20 (1d20+1)[18]
Elle DC20 (1d20+1)[10]
Philemon DC20 (1d20)[13]
Artaith DC10 (1d20-2)[13]
Eponine DC20 (1d20)[1]

Artaith recognises the language of the one-way telepathic babble as Abyssal
 
DarkOne-Rob
" Ugh...what is that? " grunts Philemon irritably. " I can't tell which way it is, but it's very ugly... "
Cephor
  "...and it sounds it is though it's repeating? Can anyone understand it?"   Riaghan inquires, sitting up from his bedroll.
Farmerbink
Artaith blinks several times, scowling thoughtfully.  She looks around the room, quickly coming to the conclusion that they all 'heard' the same strange whispering.  " I can't understand what he's saying, but it's devilish in nature.  Nothin'  Good , that's for sure. "
DrK
      
     Elethielle    

Elethielle rolls to her knees, the eidolon nuzzling her and crooning loudly in her ear, the deep guttural growling of the eidolon drowning out the noise in her head. Shaking her head she summons a small orb of light into the space before her, the light emanating from her necklace illuminating her and her nearby companion  "Strange, a voice in my head, an unsettling one."  Shaking her head she looks at the others  "I am glad you all heard it as well, I would have been worried had it just been me." 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
DarkOne-Rob
" Honestly, that worries me  more ! I don't  hear  it with my ears - it's in my head, though. What does that mean? Could it be related to all these...used-to-be people? We're not going to go feral out here, are we? " replies Philemon unhappily.
RCgothic
"There must be something out there," Eponine says, climbing up the side of the broken-down cottage for a better vantage point. She doesn't want to think too hard about what Philemon has just said.
Farmerbink
Artaith frowns, struggling to make sense of it.  " I'm not rightly superstitious, " she grunts.  " But too much o' this might change that.  I certainly don't like the idea of listenin' to this for a lullaby for the next... however-long we're out here. "

" Stranger things've happened than wicked words driving people mad- or worse. "
Ghostfoot
Unsettling confusion reigns as you each look at each other, it becoming clear that you each hear the disagreeable words. Eponine clambers up a fencepost, leaning against the rickety shack for balance as she surveys the area. It's hard for her though, the darkness having blanketed the area only the torchlight illuminating the immediate area  - the yard and horses visible but the rest just a black silhouette against the evening sky.

 
 Spoiler: a perception roll 
Eponine perception (1d20-1)[0]
 
Cephor
  "My inclination is to leave this place and head back the way we came,"   Riaghan stated, concerned.   "Could this same experience befallen the people who attacked us?"  

To thoroughly research it, he'll begin to cast  detect magic  towards the ground in an attempt to ascertain a sense of any aura in the area itself.
DarkOne-Rob
" I'm worried too, but surely those people didn't become like that overnight...if we can get in a good night's sleep, it will be safer to travel in the light. If not, or you think that any of us will change into monsters before the dawn, then I can lead the way back to what's left of the village... " Philemon looks irritable and unhappy, but willing as he looks from face to face. " I mean, I asked you all to come here to help - it'd be a horrible thing for us to turn into more of the problem on our first time out of the town walls... "
DrK
      
     Elethielle    

Elethielle looks at the others as they are disturbed and also looks around with the others. Then she looks at the Eponine  "I would agree that we should wait for light to move on. If you wish I can have my pet sit with you and keep you company. they are agreeable if well fed and they have eaten well of late."  As she speaks she pats the dog/cat creature that pads softly towards the centre of the room and site, eyes glittering with dark blue energy.

 "If you would wake me in a couple of hours I can take over the watch and will be rested well enough for the morning " 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Farmerbink
" Nah, no sense traipsin' about in the dark, " Artaith interjects.  " Plenty o' things ain't mystical or evil that'll be right happy to eat you anyway goes about huntin' at night. "  She shrugs, though she's obviously a bit shaken by the experience.

" Best bet is we all stay together.  Look for signs in the mornin'. "
RCgothic
"I can't see a thing in this gloom anyway," Eponine agrees with the others, descending from her perch. It hadn't helped at all anyway. "I'd appreciate some company for the rest of my watch," she replies agreeably to Elethielle's offer of her own companion.

"We can press on in the morning."
Farmerbink
It's not much surprise when the gruff cleric turns out to snore like an absolute chainsaw.  Easily filling the space with her raucous distraction, Artaith clearly has no difficulty at all remaining comfortable.

Perhaps it's her faith in Yngrit Fire-Hair that sustains her.  Or maybe the inexorable march of time towards a grisly fate.  Regardless, the Dwarf sleeps on, dreaming of bizarre feral anomalies and days to come.
Ghostfoot
As everyone discusses the unsettling situation Riaghan casts his magical senses towards the ground, and the area at large. He doesn't detect anything magical in nature in the immediate vicinity.

Even as you discuss your plans to bed down and continue searching for clues with the dawn, you note the horses starting to stamp the ground and whinny in distress. They jostle against each other, agitated. Still, there is nothing clearly visible out in the darkness.
DarkOne-Rob
" Ugh...there's something more out there, " groans Philemon with a yawn and a scowl directed out into the darkness. " I don't like it, but when things get bad enough you don't stick around. Let's wake up everyone, get the torches lit, and lead the horses back to Grimmsgate. They might not want to let us inside, but we can't keep trying this while everyone is hurt and distracted... "

The outdoorsman doesn't wait long, expecting either a counter-suggestion or the party's cooperation with his plan nearly immediately...
Farmerbink
Artaith starts suddenly.  " Aye, wot? " she mutters, trying to rub consciousness into her eyes. She blinks repeatedly as Philemon is forced to repeat himself.

" Oi, we can't leave already!  Let's just head out there and settle 'em down.  Ah never met nothin' spooked horses that couldn't be fixed... sometimes with an axe. "  She hefts her blade and shield and stomps out the door, eager to settle the mounts and get back to sleep.
DrK
      
     Elethielle    

Woken by the others by the strange atmosphere spooking the horses Elethielle rises silently and places herself beside Philemon, summoning a cool glowing orb of light that offers to place gently on Artiath before the dwarf stomps outside the door.  A whispered  "To help the rest of those not born in a dwarven mine with our vision"  she suggests

 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
RCgothic
"I don't much like the idea of giving up already. I'll make sure she's ok," Eponine says, following Artaith out the door.
Ghostfoot
Artaith stomps outside, joined by Eponine. In the magical light you spy the horses, by now eyes wide and clearly distressed pulling at their tethers stamping their hooves and jostling one another. You hear squeals of pain and see flashes of bright red, and are alarmed to see repetitive crude markings have been sliced into the bleeding flanks of some of the poor animals.

 
 Spoiler: Artaith 
Artaith recognises the markings as Abyssal, although can't decipher them
 


The horses buck and a form leaps out at you from atop one of them, a pale bloated goblin-sized demonic creature fresh horse-blood dripping from it's claws. The babbling in your minds intensifies as it slams against Artaith's shield scrabbling at her snapping its fangs trying savagely to bite at her...

 
 Spoiler: info &amp; rolls 
demonic thing vs Artaith
charge! bite (1d20+3)[14] damage (1d4-1)[0] (minimum 1)

knowledge checks
Riaghan (1d20+1)[19]
Ellie (1d20+1)[17]
Phil (1d20)[10]
Artaith (1d20-2)[10]
Eponine (1d20)[14]
=&gt; you all recognize it as some sort of  outsider , but beyond that you are not certain what it is

Initiative
Riaghan (1d20+5)[14]
Ellie (1d20+2)[15]
Phil (1d20+2)[15]
Artaith (1d20+1)[13]
Eponine (1d20+3)[13]
demonic thing (1d20)[6]
 

 =&gt; Party 
RCgothic
"Everyone come quick! A demon's attacking!" Eponine calls or to those still inside, raising her hammer to smite the thing whilst manoeuvring for an advantageous position.

 
 Spoiler 

Smite Evil  (1d20+7)[ 12 ] (+1BaB, +2STR, +2CHA, +2flanking)
Damage  (1d12+4)[ 6 ] (+2STR, +2lvlx2) bludgeoning
 
Ghostfoot
The things reckless attack provides a perfect opening and Eponine smacks hit heartily with her polearm for  6  damage vile ichor spattering and leaving it reeling and screeching as it turns to face her.
DarkOne-Rob
 
 Spoiler: Round 1, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Conditions 
 

Philemon scrambles to draw his bow and an arrow, firing at the creature attacking from the relative safety of the light...

 
 Spoiler: Mechanics 
Not sure the penalties on this, suspect there is one for concealment...

Short bow:  (1d20+3)[ 22 ]  to hit,   (1d20+3)[ 10 ]  (20/x3) ,  (1d100)[ 11 ]  vs concealment,  (1d6)[ 3 ]  piercing damage,   (2d6)[ 12 ]  critical strike damage .
 
Farmerbink
" Devils upon us! " Artaith yells, as she takes the creature's blow on her shield.  " Hah! " she crows cheerfully at the simple thrill of main combat.

Immediately she falls into a defensive stance, hoping to keep the thing distracted while her allies cut it down.  When it turns to pursue Eponine, she barks, " Oh, no ya don't! " and dives back in recklessly.

 
 Spoiler: Artaith, round 1 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  14/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3) cleave bonus
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 3/3

Full-attack with axe and shield
 (1d20+1)[ 3 ]  axe
 (1d20+1)[ 15 ]  CC (21, x3)
 (1d10+3)[ 9 ]  damage
 (2d10+6)[ 19 ]  crit bonus

 (1d20+1)[ 2 ]  spiked shield
 (1d20+1)[ 17 ]  CC (21, x2)
 (1d6+1)[ 2 ]  damage
 (1d6+1)[ 3 ]  crit bonus damage
 
DrK
      
     Elethielle    

At the sight of the horses ritually scarred and the beast approaching Etheielle snarls a curse in elven, then nods to the others as she snatches up her spear and starts to circle the beast.  "Surround it and we can take it together"  she shouts to the others as she moves into a flanking position, her eidolon at her heels.
 
 
  
 
 Spoiler: OOC 


Draw spear
Move 30ft to go around it and flank with the others

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
Philemon shoots into the fray, timing his shot and catching the demon square in the chest. It doesn't seem to care though, seemingly uninjured as the arrow juts grotesquely as it snarls and seethes. Artaith tries to batter a tit but the thing ducks easily evading her clumsy blows. Seeing the half-elven woman circling around it launches itself towards her, leaping forward seeking to sink its wicked fangs into her throat...

 
 Spoiler: rolls &amp; info 
-4 for shooting into combat, but Philemon hits
No concealment as Artaith has  light  cast on her
But 0 damage as it has DR ☹️

demon charge! vs Elethielle
bite (1d20+3)[23] damage (1d4-1)[2]
crit? (1d20+3)[17] damage (1d4-1)[2]

Everyone nearby gets an AoO to stop the critical charge. 1 hp damage will drop it...no pressure! 😦
 

 =&gt; Party 
Farmerbink
Artaith lashes out angrily as the creature recklessly dives away.

 
 Spoiler: Artaith, AoO 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  14/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3) cleave bonus
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 3/3

 (1d20+3)[ 22 ]  attack
 (1d20+3)[ 10 ]  CC (23, x3)
 (1d10+3)[ 11 ]  damage
 (2d10+6)[ 14 ]  crit bonus
 
Ghostfoot
As it leaps towards Elethielle, Artaith's axe sings out, arcing around and ' thwack' -ing into the vicious monster for  6  damage.

The thing collapses to the ground in a bloody heap, vile ichor gushing from the deep wound as it feebly spasms and dies.
RCgothic
As it dies, Eponine crushes its head with her hammer to make sure.

”I hope that's the last of that for now. Can someone tend the horses? This thing left them badly scratched."
DarkOne-Rob
Philemon doesn't hesitate, immediately looking to the mounts and doing his best to calm them down and look them over for wounds.

 
 Spoiler: Mechanics 
Handle Animal [roll0]
 

As he works, he "listens" for the demonic voice, hoping it is really and truly gone. " What was that thing? Is it good and dead? "
Ghostfoot
Eponine deals a final sickening blow to the thing. It's body starts to pulsate, images of tortured faces shifting under the skin pressing and subsiding for a few moments until the corpse falls still. The foul babbling in your minds is now thankfully silenced.

Philemon immediately moves to the horses and works to calm them down. The beasts are distressed and some of them do bear cruel but superficial cuts and claws marks. He's nevertheless able to ease them back from their agitated state now that the demon is slain.
Cephor
Cephor runs over behind Philemon with all the pots and containers from his mess kit he could find. Laying them on the ground near Philemon he'll bend down, and cast  drench , immediately a cascade of pure water falls from his hands, filling the vessels to the brim.

  "Use as much as they need for their wounds or drink. We will not run out."  
Farmerbink
Artaith cautiously approaches the horses, not trusting them and suspecting the feeling is mutual.  " Aye, lemme help yeah? "  She picks the one that seems most hurt and conjures a simple curative spell to ease the animal's pain.

 
 Spoiler: OOC 
Spontaneous CLW:  (1d8+1)[ 4 ] 
 
DarkOne-Rob
Philemon continues to sooth the animals while the others inspect, heal, and ensure they are tied down. " Well, that voice in my head stopped - was that thing doing it? I guess we can actually rest now, no need to go back to town, " he rambles, as the fatigue and stress leave him tired. As things seem to settle he looks at the others for an answer, trying to determine if he's laying down for his turn to sleep now. (Philemon offered to take the graveyard shift as long as another PC stands watch first.)
Cephor
Overhearing Philemon's mutterings, Riaghan reflected on the conversations prior to the voices filing them with dread.

  "Eponine, I believe you had volunteered to take first watch originally. Do you still want it? Otherwise I could."  
Ghostfoot
You tend to the horses and calm them down, the injuries being distressing but thankfully minor. With that, the rest of you settle down in the rickety farmhouse to get some rest. A watch is set and you are on high alert knowing that warped twisted humans and strange demonic creatures haunt the night in this accursed area.

For the most part the night passes quietly enough. At one point, a couple of hours before dawn, Elethielle does hear a scuffling and scratching farther out in the night, like an animal pawing at the ground. But other than that there's just the occasional owl, the snorting of the horses and the rustle of the gentle wind through the trees.

 
 Spoiler: choice 
Up to you if you want to investigate the sound, otherwise we'll fast-forward to morning wake-up.
 
DrK
      
     Elethielle    

Elethielle for her part in the watch had kept her eidolon near her, the warmth and comfort of the savage clawed beast doing much to lift her spirits. At the faint rustling sond she'll stand by the door of the rickety hovel and gaze out into the night, her elven blood letting and sharp eyes meaning the faint starlight was okay, the eidolon was at her side, its otherworldly eyes starting out.

If nothing appears she will stand ready, clutching her spear but let the others sleep, if she see's something approaching she'll shout and raise the alarm.

 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
Elethielle stays vigilant. Wary of the sounds of the night she is unwilling to rouse her companions without good cause. The scuffling sounds passes soon enough and before too long her watch is over, the sky stating to lighten with the coming dawn.

Later, having woken and eaten you gather your belongings and talk through your plans for the days investigations - return to the village, retrace the trail of the abducted farmers back to the forestline, search for more signs of bandits or beasts, or perhaps something else? It's only later as you prepare to depart that you discover the bodies of the two corrupted people are no longer where you left them behind the trees. A couple of mounded patches of freshly turned soil nearby seem to indicate that something/s man-sized had burrowed up near them and presumably snatched the corpses.
DarkOne-Rob
Philemon rises with the sun, yawning but seeming to grapple with waking well. After a moment of deep breathing and a sip of water from his waterskin he rises and begins looking about to see what has happened overnight.

When he finds the overturned earth and follows the signs he looks concerned, returning to the others to report his find. " Something out there came up from the earth and took the corpses. I don't like it, but they didn't bother us - yet. I'd like to look at it closer and see what I can learn. Will someone else watch to make sure my head isn't down when something else comes to mess with us? " he asks, obviously expecting someone to help. Then he returns to the sites and starts a thorough search of the area to try and see if anything else can be discovered...

 
 Spoiler: Mechanics 
Survival (+5) - taking 20 nets a  25 . Perception (if applicable) has the same modifier. Phil wants to try to figure out what it was, if possible, and where it took the bodies.
 
Cephor
Riaghan takes up the assist, surveying the terrain for clues as to where the bodies could have been taken.

 
 Spoiler: Knowledge: Geography 
 (1d20+5)[ 18 ] 
 
Farmerbink
" Aye, do your work, " Artaith grunts.  She dutifully stands guard while her companions flex their outdoorsy muscles.

Glancing down in curiosity for a moment, she scowls.  " Nasty work, that.  Without knowing more, we can't rule out that we'll see 'em again.  Plenty o' nasties out there like makin' you kill 'em more 'n once. "  As she turns her focus back to their surroundings, she huffs, unhappy about the prospect.
Ghostfoot
Phil carefully inspects the area with Riaghan as Atraith stands guard. The signs indicate a burrowing creature came up from below and snatched each corpse - either one creature or two separate occurrences of the same creature. The prints around the site are familiar, and Philemon recognises them as similar to the tracks that you had been following south yesterday (the tracks of whatever had snatched the farmers).

Riaghan surveys the wider area and finds a section some 80 feet away where the burrowing creature came to the surface and seems to have then carried/ dragged its prize further. Sure enough the signs of passage converge with those from yesterday, leading south towards the forested hills over which rain clouds are starting to gather.

Artaith stands guard, keenly watching the surrounding fields and copses for any danger. Nothing flashes danger while her companions are investigating, but no sooner have they finished she hears a loud splashing and bellowing from back by the river...

...the curious among you approach the sounds, and from behind a thicket you observe a large, violently ugly humanoid splashing about in the water. It wipes lank hair and pond weed from it's face, clearly having stumbled and fallen into the muck while fishing. Bellowing angrily the armoured brute stabs down with its spear, flicking a large eel to the bank before raising a heavy boot and brining it down heavily on the writhing snack, chuckling and muttering to itself.

 
 Spoiler: knowledge &amp; info 
It's an ogre, but I don't believe any of you have the skills to ID it

It has not seen you. You have a surprise action if you wish.
 
DrK
      
     Elethielle    

Elethielle freezes as they catch sight of hulking beast. Gesturing the others to be silent she looks at Artaith and Philemon, a whispered  “Shall we try and speak with it? It looks like it may understand language. It may know of the issues here.? 

Giving the others time to prepare an ambush she waits to see if people agree and if they do she’ll rise up to her full height and call out  “Ho stranger. Do you need for anything,” 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex)
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
DarkOne-Rob
With a gulp Philemon looks at Elethielle wide-eyed. "  That is  huge !  If it isn't friendly I'd rather not try to talk to it... " he whispers as he draws his bow and gets ready to loose arrows at the massive humanoid...

 
 Spoiler: Mechanics 
Draw shortbow and ready an action to fire at the ogre during a surprise round.

Initiative  (1d20+2)[ 17 ] 
Readied attack with Shortbow:  (1d20+3)[ 11 ]  to hit,  (1d20+3)[ 21 ]  (20/x3),  (1d6)[ 1 ]  piercing damage,  (2d6)[ 4 ]  critical strike damage.

If Philemon beats the ogre's initiative he will continue to shoot at it as long as it isn't in melee range...

(Possibly) round 1 attack with Shortbow:  (1d20+3)[ 6 ]  to hit,  (1d20+3)[ 5 ]  (20/x3),  (1d6)[ 6 ]  piercing damage,  (2d6)[ 6 ]  critical strike damage.
 
RCgothic
Eponine's eyes likewise widen at Elethiel's decision to talk to the creature! She also draws her bow and a couple of arrows, though she doesn't aim it yet. It'd only take a fraction of a second for her casual guard to turn into a draw, so whilst there's not much difference she prefers not to be overly threatening.
Farmerbink
Artaith stays a bit further back, only reasonably called careless and brash by the usually-ponderous Dwarves. She catches enough of Philemon's wide-eyed concern and whispered warnings to lock eyes.    " Don't take any chances! "   she calls, in a hushed voice from well further behind them.
DarkOne-Rob
As he sees the other PCs look concerned Philemon takes a hand and gently - but firmly - pulls Elethielle back before she can hail the giant. " Careful - let's get to max range. If it's not friendly we don't want to be close to those fists... " he says as he backs away from the threat. Once about sixty feet away from the massive brute he nods  un confidently to her.
Cephor
  "I... I'm inclined to agree,"   Riaghan replies a bit sheepish. But snapping to, he inquires,   "Has anyone seen anything like it before? Does that seem to be like the burrower we're tracking? Perhaps we should observe a little longer."   Riaghan too backs away and looks for any safer positions with cover nearby.
Ghostfoot
Cautiously you creep back sixty feet or so from the stinking giant. All the while you hear it splashing about stomping at smaller creatures causing a general ruckus and you are confident that it hasn't noticed you.

Once at a safe(r) distance near a patch of bramble you ready yourselves and Elethielle calls out to the creature. It scratches it's head, looking around and wiping muck from it's eyes. Eventually it squints in your direction and glowers, seeing you. It grunts out a few simple, unintelligible words sweeping the reed near it with it's massive spear and then yelling loudly. It clambers up the bank and starts lumbering towards you, shaking it's spear and sporadically yelling incoherently and slapping itself across the chest and face advancing threateningly...

 
 Spoiler: rolls &amp; info 
You may take a single action/ surprise round action
There is a large tree providing cover or brambles provides partial concealment.

After that we will roll for initiative and see what happens! (Edit: You get another  full  round of actions, before it even starts to close the distance)

Initiative
Riaghan (1d20+5)[7]
Ellie (1d20+2)[14]
Phil (1d20+2)[20]
Artaith (1d20+1)[10]
Eponine (1d20+3)[12]
ogre (1d20-1)[1]
 
DarkOne-Rob
 
 Spoiler: Surprise half-round and Round 1, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Shortbow (w/ 20 Arrows)  +3 (1d6, 20/x3)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None
 

" He's not friendly - poke him through with holes! " cries Philemon as he tries to do just that...

 
 Spoiler: Mechanics 
Phil will attack once during the half-round and once again in the full round 1. After that he's not inclined to give the ogre a good opportunity to  Cleave  the PCs, so he will move to the side at least 10-ft away from the next nearest ally (further is acceptable, as long as everyone is within about 50 ft of him).

Two attacks - Shortbow:  (1d20+3)[ 22 ]  to hit,  (1d20+3)[ 23 ]  (20/x3),  (1d6)[ 5 ]  piercing damage,  (1d6)[ 5 ]  critical strike damage.
 (1d20+3)[ 19 ]  to hit,  (1d20+3)[ 14 ]  (20/x3),  (1d6)[ 5 ]  piercing damage,  (1d6)[ 5 ]  critical strike damage.
 
Cephor
Riaghan says,   "If that creature gets within thirty feet of us, I will try slowing him down with a spell."  
 
 Spoiler: Note 
I do not believe this warrants a readied action given my spot in the initiative order, but happy to call it if need be. It'll either be a  Daze  or a  Water Blast .
 
Farmerbink
Artaith readies her shield and axe.  " Get back and stay back! "  She takes just enough steps forward to make sure she's the closest person to the Ogre.  " Yngret Yellowhair, lady of accord, protect us! "  In a sudden flash, Artaith's axe glows red.  Wreathed in flame, she takes a bold stance between the Ogre and her allies.

She begins muttering, chanting under her breath.   " Warm our hearth and embolden our arms.  Be the shield that protects us from harm. " 
 
 Spoiler: Artaith, surprise and round 1 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  14/14,  Speed  20
 AC  21,  Touch  13,  Flat-footed  18,  CMD  14,  Fort  5  6 ,  Ref  2  3 ,  Will  5  6 ,  CMB  +3,  Base Attack Bonus  0
 cleave bonus Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3)
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex, +1 Sacred, +2 Dodge)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 0/1
Cleric spells
Blessings: 1/3

Surprise round: use blessing of fire +1d4 fire damage to the axe for 1 minute.

Round 1: use blessing of protection for +1 AC and +1 saves for 1 minute.
Swift action iron within for +2 dodge to AC for 1 round
Move as needed to be decisively between the Ogre and friends. 😦

If it somehow provokes an AoO:
 (1d20+3)[ 22 ]  axe
 (1d20+3)[ 12 ]  crit bonus
 (1d10+3)[ 10 ]  damage
 (1d10+3)[ 7 ]  crit bonus
 
DrK
      
     Elethielle    

Elethielle pauses with the others as she looks at its massive form and then nods in slow agreement,  "Maybe I was being rash" , retreating she tries callig to it and then sighs once more as it raors and starts running towards them.  "You idiotic creature..."  she whispers at the giant as launches a pair of arrows at it before her eidolon streaks towards it in a blaze of savage claws and fury!

 
 
  
 
 Spoiler: OOC 


Surprise: Shoot arrow  (1d20+2)[ 10 ]  dam  (1d6)[ 1 ] 
Round 1: Shoot arrow  (1d20+2)[ 16 ]  dam  (1d6)[ 3 ] , move 10ft from anyone esle

Eidolon: Round 1, when it gets 30ft away - charge w/PA
bite  (1d20+4)[ 11 ]  dam  (1d6+4)[ 5 ] 
claw  (1d20+4)[ 24 ]  dam  (1d4+4)[ 6 ]  +  (1d6)[ 1 ]  bleed
claw  (1d20+4)[ 22 ]  dam  (1d4+4)[ 7 ]  +  (1d6)[ 1 ]  bleed



   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 7/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
DrK
 
 Spoiler: Claw threat 

claw  (1d20+4)[ 12 ]  dam  (1d4+4)[ 6 ] 
 
Ghostfoot
As it clambers up Philemon lets fly with a couple of arrows, punching through its heavy armour for  5  &amp;  5  damage as it bellows in rage. Elethielle too sends arrows raining down, hers skittering off the plating. Nearby her eidolon coils ready to unleash as Artaith steps staunchly forward divine blessing wreathing her in hearthflames as she stands ready to meet the threat...

 =&gt; Eponine 
RCgothic
Eponine adds her bow to the weight of fire, calling down a curse of Archelius to smite the troll before it can harm her or her companions!

 Smite Evil Attack  (1d20+6)[ 19 ]  damage  (1d8+1)[ 4 ]  
RCgothic
 And the main round:

Smite Evil  (1d20+6)[ 7 ]  damage  (1d8+1)[ 8 ]  
Ghostfoot
Eponine lets loose her arrows, one snagging the ogre's arm for  4  damage the other deflecting harmlessly off its armour.

Bellowing angrily the arrow-studded brute lopes towards you all, spear flailing about. As it nears Riaghan begins his spellcasting and tries to impede its cognitive functions, but it is unaffected. At a word, Elethielle's bunched eidolon hurtles toward it to meet it head on. As it pounces the ogre's spear swings around striking the eidolon for  18  damage sending it flying.

The massive ogre continues to lumber forward, surprisingly quickly for such and awkward misshapen thing. It smashes straight into Artaith with its mighty spear for  23 (😦!) damage, impaling the doughty dwarven warrior lifting her up and flinging her body down as it giggles inanely at the carnage...

 
 Spoiler: the rolls 
Ogre will save vs Daze DC12
(1d20+3)[12]

Reach AoO vs eidolon
spear (1d20+8)[27] damage (2d6+7)[18]

charge! vs Artaith
spear (1d20+10)[30] damage (2d6+7)[11]
crit? (1d20+10)[28] damage (2d6+7)[12]
 

 =&gt; Party 
DarkOne-Rob
 
 Spoiler: Round 2, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Shortbow (w/ 20 Arrows)  +3 (1d6, 20/x3)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None
 

Philemon cries out in horror as the dwarven cleric is thrown away like a rag. "  Artaith!  Take it down - we've got to save her! " he yells as he continues to let arrows fly...

 
 Spoiler: Mechanics 
Continue moving away so that the ogre cannot reach him and any of the other PCs in the same round.

Attack - Shortbow:  (1d20+3)[ 7 ]  to hit,  (1d20+3)[ 23 ]  (20/x3),  (1d6)[ 6 ]  piercing damage,  (2d6)[ 5 ]  critical strike damage.
 
Farmerbink
 bleed 
 
 Spoiler: Artaith, surprise and round 2 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  -9/14,  Speed  20
 AC  21,  Touch  13,  Flat-footed  18,  CMD  14,  Fort  5  6 ,  Ref  2  3 ,  Will  5  6 ,  CMB  +3,  Base Attack Bonus  0
 cleave bonus Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3)
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex, +1 Sacred, +2 Dodge)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 0/1
Cleric spells
Blessings: 1/3

 (1d20-7)[ 12 ]  vs DC 10 to stabilize 😦
Not sure how I feel on the timing of that nat 19 🫤
 
DrK
      
     Elethielle    

Elethielle hisses in pain as her eidolon is smashed to pieces, the strange beast turning into mist like vapours as it discorporates. Swearing she gathers herself,  "You feel nature's fury"  she screams realising how badly wrong she was about talking with the monster as it impales poor Artaith like a piece of meat on a skewer. Throwing back her arms and throwing them forward a rush of fey energy forms beside the beast as a massive eagle forms around its face clawing at its eyes and mouth.
 
 
  
 
 Spoiler: OOC 


Summon nature ally for an eagle that attacks
Bite  (1d20+3)[ 18 ]  dam  (1d3)[ 3 ] 
claw  (1d20+3)[ 17 ]  dam  (1d3)[ 3 ] 
claw  (1d20+3)[ 16 ]  dam  (1d3)[ 1 ] 

Move to 30ft away from it


   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 5/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 0/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
RCgothic
Eponine winces, realising that only Artaith has any ability to cure their wounds. She says a quick prayer for the dwarf's survival before dropping her bow and stepping forward to confront the troll with her hammer.

 
 Spoiler 
Smite Evil (1d20+5)[ 9 ]  (+2 if flanking) damage  (1d12+4)[ 7 ] 
 
Ghostfoot
Philemon continues to shoot at the monster as he shifts back, the arrow unfortunately flying well wide of it's mark. Eponine steps up over the fallen Atraith, stabbing courageously with her weapon. Elethielle also backs up, beginning to invoke the power of druidic magic as she does.

 =&gt; Riaghan 
Cephor
Riaghan waves his hand over the crystal atop the crystalline form on his staff, as floating water motes and streams follow his hand movements. He then thrusts his palm forward, releasing a geyser from his palm towards the rampaging beast's legs in hopes of knocking him back off his feet.

 
 Spoiler 

  Hydraulic Push  
Bull Rush (caster level + CHA)
 (1d20+3)[ 9 ] 
 
Ghostfoot
Riaghan sends a geyser of water blasting into the brutish creature. Drenched, but otherwise unaffected, it looks around in anger at the affront. Finally dimwit eyes settling on Philemon as the perceived perpetrator it draws a crudely weighted combat dart from a sheaf and hurls it at him, which he is able to evade.

 
 Spoiler: rolls &amp; info 
ranged attack vs Philemon
dart (1d20-1)[12] damage (1d6+5)[6]

Eponine gets an AoO
 

 =&gt; Party 
DarkOne-Rob
 
 Spoiler: Round 3, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Shortbow (w/ 20 Arrows)  +3 (1d6, 20/x3)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None
 

The ranger gulps at the size of the massive dart, quivering in the ground near him. " We need to start hitting this thing! "

 
 Spoiler: Mechanics 
Continue moving away so that the ogre cannot reach him and any of the other PCs in the same round.

Attack - Shortbow:  (1d20+3)[ 16 ]  to hit,  (1d20+3)[ 11 ]  (20/x3),  (1d6)[ 2 ]  piercing damage,  (2d6)[ 10 ]  critical strike damage.
 
RCgothic
Eponine takes advantage of the troll's distraction to get another swing in, following it up with another attempt.

"That's easier said than done!" she complains as both of her attacks fail to connect.
 
 Spoiler 
AoO smite  (1d20+5)[ 7 ]  damage  (1d12+4)[ 12 ] 

Attack smite  (1d20+5)[ 7 ]  damage  (1d12+4)[ 11 ] 
 
DrK
      
     Elethielle    

Eliethielle looks in horror at the beast causing mayhem.  "Why you dumb brute? Why would you do that?"  she cries... before letting the eagle carry on flapping around its face and clawing and pecking at the massive dumb beast's eyes and loosing an arrow of her own.

 
 
  
 
 Spoiler: OOC 


Eagle AoO for the javelin attack
 (1d20+3)[ 8 ]  dam  (1d3)[ 1 ] 

Eagle
Bite  (1d20+3)[ 21 ]  dam  (1d3)[ 1 ] 
claw  (1d20+3)[ 6 ]  dam  (1d3)[ 2 ] 
claw  (1d20+3)[ 14 ]  dam  (1d3)[ 3 ] 

Elethielle uses shortbow  (1d20+2)[ 20 ]  dam  (1d6)[ 1 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 5/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 0/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
Philemon's arrow snags ineffectively while Eponine struggles bravely to land a solid hit on the lumbering brute. Elethielle's mystical eagle flaps and claws about the monster, scratching at it for  1  damage. Enraged, it grasps at the flapping animal trying to grab it and bite its head off! Ellie takes advantage of the distraction and shoots at the stupid thing for another  1  damage.

 
 Spoiler: rolls + info 
ogre vs eagle
unarmed strike (1d20+8)[21] damage (1d4+5)[7]

eagle gets one final AoO...
 

 =&gt; Party  (+ extra catchup round for Riaghan)
DrK
      
     Elethielle    

The eagle explodes in a puff of blood, gore and feathers. Ethielle, swearing under her breath shakes her head,  "Lets shed some more blood from you"  she mutters as a flapping buzzing beetlike creature with flapping wings appears and drives in the huge ogre with needle like probiscis.
 
 
  
 
 Spoiler: OOC 


Eagle AoO before it dies  (1d20+3)[ 6 ]  dam  (1d4)[ 3 ] 

Summon a Stirge
- Attack  (1d20+7)[ 21 ]  vs Touch.
 -- If hit then attach and drain blood = 1 CON damage

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 5/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 0/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
DarkOne-Rob
 
 Spoiler: Round 4, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Shortbow (w/ 20 Arrows)  +3 (1d6, 20/x3)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None
 

" Come on! We've got to get him! " encourages Phil as he glances nervously at the unconscious dwarf behind the ogre. It looks like she was breathing steadily, but it's hard to tell from here...

With a sigh he draws another arrow and lets it fly at the attacker!

 
 Spoiler: Mechanics 
Continue moving away so that the ogre cannot reach him and any of the other PCs in the same round.

Attack - Shortbow:  (1d20+3)[ 17 ]  to hit,  (1d20+3)[ 18 ]  (20/x3),  (1d6)[ 3 ]  piercing damage,  (1d6)[ 4 ]  critical strike damage.
 
Cephor
  "You bring us no choice, foul thing... tides come to our aid!"   Riaghan cries out, hurling two bolts of water from his outstretched hand in hopes of knocking it to ground.

 
 Spoiler 
DC13 for both  Water Blasts 
 
RCgothic
With the ogre made vulnerable by Righan's water blasts, Eponine tries her best to crush the ogre to the floor with her hammer.

 
 Spoiler 
Attack with flanking  (1d20+5)[ 15 ]  Damage  (1d12+3)[ 9 ] 
 
Ghostfoot
Ellie works her magic, summoning a weird stirge - part bat, part mosquito, mostly blood-bag. It latches onto the back of the ogres neck sucking greedily as the ogre tries to grasp at the thing. Distracted, Riaghan blasts it with a powerful jet of water knocking it flat. Eponine sees her chance and swings her hammer overhead bringing it down crunching armour plates a mighty blow hitting the ogre for  9  damage.

Groaning, the monster grabs at the stirge attached to it, rolling about grabbing it and squeezing for  6  damage the stirge bursting vile blood all over it. Rolling over it pushes itself up wiping the arterial mess from it's eyes only to be blasted with water again howling as it's bowled over falling flat.

 
 Spoiler: info &amp; rolls 
ogre vs stirge
unarmed strike (1d20+8)[21] damage (1d4+5)[6]

ogre stands up
=&gt; Eponine gets an AoO

Riaghan waterblast
=&gt; unlucky ogre prone again
 

 =&gt; Party  (excl. Riaghan)
RCgothic
 Eponine 

" Why. Won't. You. Stay. Down! " Eponine complains as she attempts to pummel the Ogre some more.

 
 Spoiler 

AoO  (1d20+5)[ 25 ]  (1d12+3)[ 6 ]  (Vs AC reduced by prone)

Attack AoO  (1d20+5)[ 19 ]  (1d12+3)[ 4 ]  (Vs AC reduced by prone)
 
DarkOne-Rob
 
 Spoiler: Round 5, Philemon's Statistics 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Scale Mail  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  Charging (-2 AC)
 

" Keep him down if you can! "  calls Phil as he drops his bow and charges at the fallen ogre, drawing his greatsword and bringing it down at the monster for what he hopes is a killing blow..

 
 Spoiler: Mechanics 
Free action to drop the bow, then full round action to charge (while drawing his weapon for free due to having a +1 BAB) and attack the ogre: Greatsword  (1d20+6)[ 22 ]  to hit,  (1d20+6)[ 25 ]  (19-20/x2),  (2d6+4)[ 12 ]  slashing damage,  (2d6+4)[ 11 ]  critical strike damage.

If it tries to stand, AoO: Greatsword  (1d20+6)[ 10 ]  to hit,  (1d20+6)[ 22 ]  (19-20/x2),  (2d6+4)[ 6 ]  slashing damage,  (2d6+4)[ 9 ]  critical strike damage.
 
DrK
      
     Elethielle    

Ellethielle grins as the stirge explodes and her face grows grim at the death of her summons. She watches the others surround the beast and reaches down into the ground bringing forth more animals from the feywilds and other primal lands. THe ground shudders behind it, flanking with with Eponine as a massive centipede some 3ft long wriggles forth onto the ogre seeking to sink its pincers into the thing

 
 
  
 
 Spoiler: OOC 


Summon a giant centipede flanking with Eponine
 (1d20+4)[ 7 ]  dam  (1d6-1)[ 3 ]  and DC 13 Fort or  (1d3)[ 2 ]  Dex damage


   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 4/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 0/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
With a great sickening crunch Eponine swings her hammer straight into the rising ogre's armoured chest for  10  damage. The breastplate buckles and the ogre grunts coughing blood as it topples to the ground and lies still, a broken stinky mess.
DarkOne-Rob
Philemon continues to strike the ogre until all signs of life disappear. Then he turns and runs to Artaith and begins checking for signs of life. " She's still alive! Someone help me make a liter - we've got to get her to safety so she can recover. We can't stay out here! " he directs as he begins looking around for saplings long enough to make the frame by which they can carry the armored dwarven cleric back to town...

 
 Spoiler: Mechanics 
Survival  (1d20+5)[ 11 ]  to make the liter and then Knowledge (Geography)  (1d20+4)[ 8 ]  (if necessary) to get the party headed the right way. Since Phil is from this area I assume that second roll won't be necessary, but just in case...
 
DrK
[QUOTE=DrK;25737069]      
     Elethielle    

As it lands Elethielle is content to leave the angry beasts she has summoned to savage the massive monster before running forwards to help Artaith and the others. Although she doesn't have much ability with healing she does her best to assist under the orders of the others.  "She will head back to the farm house where we slept last night? it may be closer to get to and allow us some time to recuperate?" 

She looks at the others, a flush of shame.  "I am sorry, I thought it could be reasoned with. I was clearly wrong and we have paid a heavy price." 
 
 
  
 
 Spoiler: OOC 


Assist with healing vs DC 10  (1d20)[ 9 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 4/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 0/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
RCgothic
"I think the farmhouse would be the safest option," Eponine agrees. "I don't think Artaith would be up to going further. I think her best hope is for us to provide care until she can heal herself."
DarkOne-Rob
" I think she's stable - her breathing seems steady - but this looks  bad . I can't help her, but back in the walls we'll be safer. We might be able to find a healing potion or something...otherwise it could be days before Artaith even wakes up, "  argues Philemon as he works.
RCgothic
"But think of the obstacles we've encountered even getting this far!" Eponine counters. "I'm not sure we even  can  make it back to the village without our healer..."
DarkOne-Rob
" We're about an hour away, we can go slow, scout ahead, avoid anything dangerous, " insists Philemon. " I'll take the lead scouting - I know the area best, and if anything seems dangerous we go around it. But staying out here until Artaith wakes up...that's worse. We'd be sitting ducks... "
Cephor
  "Agreed. We should go."  

Riaghan assists in ensuring Artaith is well tended for as the party begins the arduous task of transporting her wounded body.
Ghostfoot
Grimly you focus on the task at hand...some tending to Artaith while other make a litter from nearby saplings and other branches to hand. It's still only early morning and you have no trouble lashing together a makeshift litter to drag the badly-injured dwarf.

However by the time you redistribute her items, secure her and prepare to move out a low cloud has set in across the area and a steady rain begins to fall. You slog back the way you came, briefly through wet fields and then along the muddy trail.

It is with some relief that your disheveled and dispirited band reaches the 'gates' of Grimmsgate village, the inexperienced youth manning the gate simply standing slack-jawed, eyes wide as you wind &amp; splash your way slowly up the path to the inhabited area of the hillock...

 Reminder of Grimmsgate village layout etc 
Cephor
The rain bothers Riaghan not at all. As they approach Grimmsgate once again, he slips his hood up to shield his features to not startle any onlookers, but truly... his main focus is ensuring his friend gets the help she needs, taking his turn in pulling the litter along the rain-soaked earth.

  "Thoughts on where to stop? The inn or chance one of those abandoned shanties?"   he asks the party.
DarkOne-Rob
" Oh no, we try the temple. It's ruined, but the old priest might be around. If we can't get Artaith some healing there then we have to see if the 'Emporium' has anything that can help... " replies Phil, his face expressing doubt in spite of his clear plans. " Can someone better at talking to folks come with me to the temple? We should leave Artaith here with the litter and someone to watch her... "
DrK
[QUOTE=DrK;25737069]      
     Elethielle    

As they reach the village bearing the injured Elethielle breathes a sigh of relief, despite the sad and dismal looking village. She looks round,  "I think the Inn, we should be able to wash and eat at least whilst we get our wounded tended." 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 4/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 0/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
RCgothic
"I can come and help negotiate," Eponine suggests, feeling intense shame at any looks the party attract in their defeated state and trying to hide it.
Cephor
Riaghan sighs some relief at Eponine's volunteering.   "As much as I would come without so much as a thought, I really do not know the temperament or response of the people here to my kind. I would prefer we have the best success of helping Artaith. No need to unnecessarily frighten them."  
DarkOne-Rob
Phil nods at Eponine and gestures for her to follow him to the ruined temple. " Come on, then. Let's find the priest... " he says as he leads the way and begins looking for the old hermit...
Farmerbink
Artaith breathes- roughly but steadily, otherwise limp on the makeshift litter.

 
 Spoiler: OOC 
😁
 
Ghostfoot
Philemon and Eponine splash across the muddy village 'green' to the temple on the far side. Or rather the half-temple.

An overgrown garden of weeds partially obscures the dilapidated building, a track leading through but only marked by the occasional dirty paver. The building itself has clearly seen better days, with a large door resting ajar and looking like it hasn't swung on its rusted hinges in years. The building must be in use though as a thin trail of smoke rises from the chimney.

Peering in through the doorway half of the interior is abandoned, rain dripping through a large hole in the roof on to the abandoned furniture and detritus below. At the other end a collection of aged religious statuary and iconography clutters the area, the shrine depicting various sun-motifs. The hearth smolders casting a warm light about this part of the room, illuminating an elderly man concentrating on his prayers before a statue of his goddess.
DarkOne-Rob
" Thank goodness you're here! " cries Philemon as he spies the aged man. " I'm sorry to interrupt your prayers, sir, but we need your help! One of our companions was nearly killed by an ogre - can you heal her? I don't have much to offer, but they came back with me to help the village...I went and found them in the cities! "

 
 Spoiler: OoC 
Does Phil know the priest? I wrote him as a native of the little hamlet, but also a bit of a loner and outdoorsman, so I imagine either answer is far.

What sort of help and cost would Phil be expecting? Maybe we can repair some of the church or clean up the grounds...
 
RCgothic
"Artaith is our healer - I'm sure if you could just wake her she'd be able to take it from there. None of the rest of us have any healing ability," Eponine informs. "On the bright side there's now one fewer ogre near the village, so there's that."
Ghostfoot
The old priest fairly jumps out of his skin as the agitated outdoorsman Philemon blunders forward. Clutching at his chest he wheezes and takes a moment to regain his breath, steadying himself. At this point you see the man is missing his right arm, seemingly a long-healed old wound or injury judging by the way he handles himself.

 "Cityfolk?! Here to help?! Come in, come closer"  he says in a surprised, friendly manner particularly as the more presentable Eponine makes herself known.

 "Bring your companion in. Lay them over here. Oh, a dwarf! By the blazing rays of Solanus, I've not seen a dwarf in these parts for some years. Let's see if I can patch her up" 

With his gilt-wooden sun-disc holy symbol clutched in his hand he utters a prayer to his goddess and a soft radiance briefly cocoons Artaith as the healing takes effect.

 
 Spoiler: healing 
cure light wounds (1d8+4)[12]
 

 "My name is Rhall. Thank the Lady's light that help has finally been sent. This place has been slowly giving up on itself and no-one around here seems minded to take any action. Especially not out there in the woods." 
 
 Spoiler: Philemon the local 

 Does Phil know the priest? I wrote him as a native of the little hamlet, but also a bit of a loner and outdoorsman, so I imagine either answer is far. 

I've been running it such that Phil is 'familiar but not familiar' with the town. ie knows the very high level stuff but in order to preserve the 'exploration' feel doesn't really know the detail. Mechanically perhaps a +2 Knowledge (Local) for some checks.

So, he knows of broadly who is around. But he doesn't have any relationship with any named NPC's. In this instance let's say he knows that there  is  a priest but hasn't had cause to meet before.

Maybe he lived as a loner a mile or so south out of town? Knew some (nameless) farmers who disappeared a while back. Came to the village once a month or so to trade pickled eggs but never really made any contacts or friends (looking at you, 7 Charisma).
 
DarkOne-Rob
Philemon immediately looks embarrassed at how he startled the old priest, but relieved when he doesn't argue or ask for payment. As healing magic flows into the dwarf the young man calms down a little as he whispers a silent prayer of thanks to the Morninglight. " Thank you, sir. The 'Lady' you worship, which goddess is that? I'll say a prayer of thanks to her as well as to Arialee for our safe return to town... " he says, still looking a bit shy after his uncultured entrance. " Artaith and Eponine here came with me to help - we certainly need it... "
Ghostfoot
 "Why young lad, that's Solanus."  he gestures to a small gilt idol.  "Goddess of the sun, Sol, and of healing. A blessed light upon our farms and our homes. One of the older gods, not quite as popular as she once was. Mind you, it's not like I've seen any priests of Mitra or anyone else come round here come to help out. I guess they've got other tasks to keep them busy, rather than helping a dwindling bunch of dispirited villagers who've given up." 

Here, take this. He hands a simple wooden holy symbol on a leather thong - a blazing sun inscribed with an open palm.

 "Now, an ogre you say? Can't say that's a surprise. I bet there's all sorts of miscreants and creatures skulking about now that the fields are half-abandoned and there's no-one to stop them. Taking their chances when they see no-one will fight back. If only  someone  could bring an end to the ill-fortune round here, might be we could re-kindle some motivation and get things more productive like it used to be way back when..." 
DarkOne-Rob
" Is Solanus a friend, or ally of Arialee? It seems like they might get along... " asks Philemon as he considers the old man's gift in his hand. " Thank you for the symbol, sir. I will keep it handy to remember the goddess' kindness today.

But yeah, one less ogre and we're here to try and make it all better. It's rough out there... "
DrK
[QUOTE=DrK;25737069]      
     Elethielle    

As their friend is healed Elethielle breathes a sigh of relief.  "I am glad you are well now, or at least on the mend."  Drinking water and nibbling on some rations she'll look at the old priest. " What else has been happening here to bring trouble to the village?"  she asks looking curiously at the old man who has clearly been here for many years.

She looks around going to reach out to rub where the strange toothed wolf may be, then looks glum knowing she'll have to wait longer be summoning the creature back.
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 4/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 0/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
RCgothic
Like Elethielle Eponine breathes a sigh of relief as their dwarven cleric is healed.

  "I wish Archeillus would grant me the power to heal.   she murmurs quietly, keenly aware that all her friends remain vulnerable to anything happening to the stolid dwarf again in future.
Ghostfoot
 "If I recall correctly, Arialee is a fey goddess more distant to mankind, unlike Solanus or Archellius. A goddess of the Old Ways she finds favour among wild elves and druids of far lands." 

He turns to Elethielle and the rest of you,

 "This place has been fading away for years now. Travelers &amp; merchants stopped coming. People disappearing from time to time, more frequently now it seems. I think they gave up on us after a patrol of the barons knights and soldiers never came back from the woods.

If you ask me it's something to do with the Elder Temple. I once heard that a fiend was loosed there ages ago. The ruins are up on a hill, southwest of here up near where the river starts. Nothing much left anymore but a few old catacombs. Still, who knows what might be lurking up there..." 
DarkOne-Rob
Philemon nods solemnly, unsure what it means that the two deities might not be close, but also not wanting to be rude. He tucks the holy symbol away, internally debating what he should do with it...

" Well, we're not giving up, " he says seriously. " I hadn't thought about the ruins on the hill - we might have better luck finding something there, huh? Thank you again, sir... "

After dipping his head respectfully the outdoorsman turns to his dwarven companion, who thankfully will live after the ordeals, and says, " Artaith, wake up! We got you back safe, got the ogre, and got a lead! "
Farmerbink
Artaith sputters to consciousness, immediately reaching for an axe and shield that aren't especially close at hand.  She gasps, taking in the distinctly-not-riverbank, and slowly lets herself calm again.  For several seconds, she just lays on the litter, listening to her companions talk with the old one-armed cleric.

" Ah'm awake.  Quitcher hollerin', " she grunts, raising herself to an elbow.  " Blasted thing moved  fast...  " she wonders, as her hands gingerly trace where the spear threatened to end her life.  " Guess I need ta git better with this shield, " she scowls, rising to her feet with a grunt.

" These ruins, you say?  Seems better than wandering about in the woods, " she adds.  " We goin' now?? "
DrK
      
     Elethielle    

As Artaith comes too she rests a hand on the dwarf's shoulder.  "Maybe best to rest the night. I know I am sorely pressed after that battle with that monster. As I'm sure you all are as well?"  She'll look to the Inn and suggest they sleep there.  At mention of the ruins, she nods,  "That may be a good idea, although given the dangers in these woods we had best proceed very carefully tomorrow." 
 OOC: Suggestion of rest overnight, eat then had to the fiend infested temple in the morning  
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 4/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 0/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
DarkOne-Rob
Phil nods in agreement with Elethielle. " It's been rough the last several hours - we thought we'd lost you, Artaith, and you're the only healer we had out there! Let's rest in safety tonight and check out the ruins tomorrow, " says the outdoorsman as he helps the dwarf to her feet and nods his head in thanks to the priest. They excuse themselves to find the rest of the party and a place to rest for the night.

" I'm not really used to paying to sleep somewhere, but it might be worth it if we can really rest. What do you all think? "
Ghostfoot
 "You have good hearts,"  says the old priest.  "Be sure to seek me out here should you suffer again at the hands of evil. My fighting days may be behind me but I can do my best to help those valiant souls who spill their own blood to help those less fortunate." 
Farmerbink
" Rest? " Artaith sputters.  " 'Spose next time I need to be awake for the litter, eh?  You're all tuckered out after draggin' little old me? "  She chuckles, leaving you unsure if it's a joke or not, before shrugging.

" No such luck, Phil, " she murmurs as they make their way from the priest's presence.  Almost an afterthought, she turns and offers a quick, half-hearted word of thanks before stepping back into what passes for a street.

" I ain't goin' by myself, so I guess tomorro'll do, " she grunts, glaring into the afternoon sky.
DarkOne-Rob
" I only have a little coin, but I'd like to buy something to patch  you  up if you fall again, " Philemon says as he leads Artaith and Elethielle back outside and to the little shop within the walled village. " I've never really bought more than basic supplies that I couldn't make for myself here...not sure if they will have anything to help us... " he explains awkwardly.
RCgothic
"We got it though, after you fell," Eponine reassures Artaith. "Eventually. So that's one less dangerous creature to worry about."

"Thanks for the tip about the temple," she says to the priest. "I think we'll try there next. It sounds like we should have come to you first before blindly stumbling out into the forest!"
DarkOne-Rob
Philemon looks a bit embarrassed as he thinks through Eponine's words. With a nod he keeps his mouth shut but readily guides the party to the general store.

Once there he asks the shopkeeper, " What do you have in the way of emergency healing? We'd like to pool our funds a bit and see if we can buy it from you... "
Ghostfoot
The tall curly-haired welcomes you into his store, the ambitiously-named Hilltop Emporium.  "Pantro Panga at your service. Here, let me show you our wares. We have a fine selection of....emergency healing, you say? Um..." . Flustered he starts shuffling through boxes and shelves.

 "Ah, truth be told we don't have magical elixirs at the moment, if that's what you're after. Not been any merchants come through this way in some time. The last fellow to come through some months ago said bandits waylaid him. Beat him, took his wares, and left him for dead. Took their spoils with them and rode back up the northeastern road to wherever they came from. Oh wait, I've got a few of these..." 

He pulls out a few bundles and unrolls them, revealing collection of bandages and medicinal herbs.

 
 Spoiler: For sale 
Healer's kits for sale, standard 50gp price.
 
DarkOne-Rob
Philemon looks a bit crestfallen, as if embarrassed of the little town that is closest to a home for him. " Thanks, but I think we need something with more oomph. I'm not even really sure how best to use that... " he says as he steps back to let others shop for a moment.

Once everyone is done he steps back outside to look for a sheltered place within the walls to sleep for the night. " We should all be able to rest up and be fresh in the morning - less need for a watch overnight within the walls... " he explains.
RCgothic
"Ah, that's a shame. I guess we should head out to the temple then?" Eponine suggests. "And maybe try and avoid any more ogres along the way."
DrK
      
     Elethielle    

Elethielle nods to the others  "A little more rest won't do any harm and we can find out where all these people have gone missing."  Looking at her side where her missing hound is she smiles sdaly.  "And my hound should be be back by then as well." 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 4/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 0/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Farmerbink
Artaith nods grimly.  " Figure if they waited this long they'll still be there tomorrow. "
Cephor
When the others return to him outside, and Riaghan is satisfied with the new information they gleaned, he'll nod in agreement that shelter for the night within the  protection  of the village walls would be the best course of action.
Ghostfoot
You head back to the  Silver Dagger  and check in with the innkeeper Ralmar and his wife Miralda, confirming that your rooms are still available. She bustles off to get them readied as you settle in for lunch, observing that the rain seems to be clearing outside. A few disheveled locals still slouch about the room grumbling about anything and everything.

 
 Spoiler: Next steps 
Do you want to fast forward to tomorrow morning, or do you have anything that you would like to do in the afternoon or evening?

What are your intentions tomorrow morning?
 
RCgothic
After a pretty awful day in the wilds, Eponine is happy just to fall into a bed, meagre as it is. But she's going to have to start earning some coin quickly if she doesn't want to go back to her family in disgrace.
DarkOne-Rob
Philemon tries to look cheerful, but he's uncomfortable both with the meager hospitality of the town and his presence inside even this bit of civilization. Perhaps if things had gone better he'd be more chipper, but instead he smiles and eats his dinner quietly, hoping someone else will strike up some conversation.
Farmerbink
Artaith, for perhaps the first time, demonstrates something much like awareness and keeps largely to herself in the unhappy tavern's common room.  For the moment satisfied to be alive, and deeply concerned for the fate of her companions and this little slice of civilization, she finds herself genuinely broody, rather than just seemingly so.

With many sighs, grunts, and shrugs, she conveys her general disinterest in serious conversation but likewise supports any talk of heading to the temple the next day.  Discontent with their inaction, she stirs restlessly, but makes no apparent effort to immediately try to make any changes.

Before the next day dawns, Artaith can be found in the common room, or the street just outside.  Eager to not end up quite so squarely on the business-end of another Ogre's spear, she slowly and deliberately paces through a series of preliminary martial forms.  Trained observers would note her steps as clumsy, half-learned things, but no one would deny her intentions.  As soon as anyone else joins her (even if only in location), she gruffly barks.  " Aye, let's be to it?  The others still sawn' logs? "
Ghostfoot
The night passes relatively uneventfully, your group happy for the hospitality and comfort of the common room despite the dour local company. In the early hours of morning the winds pick up and strong gusts smash the region, the violent weather making it challenging to rest. Come dawn the weather has not improved - very windy which will prohibit archery but otherwise you think you can travel on through it okay.
DrK
      
     Elethielle    

In the morning after she has rested Elethielle braves the weather to step outside and then summons her dog once more. The hound looking more sheepish this time after its rough treatment last time. Heading back inside, brushing long strands of wind blow hair off the face she shakes her head.  "Nasty out there, but we can head out to explore and try and help this area today."  She looks at her comrades,  "Is everyone ready?" 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 4/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 0/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
DarkOne-Rob
Philemon goes to sleep unhappy and wakes up only slightly better. It seems the wind doesn't bother him much, though the sounds of low-key civilization around him doesn't make it easy for him to rest. When he greets Artaith and she asks about the others he shrugs. " Probably - too much people-noise here for me. It's better than those big cities, but I'm used to sleeping outdoors most of the time. You feeling good to go? See that temple? "
Farmerbink
Artaith snorts at Philemon's gentle complaints.  " How'd you ever survive even a day in Troye? " she jests with a chuckle.  " Let's make sure Eponine and Riaghan are still with us and be on with it, eh? "

Looking outside, she frowns.  " I swear, worst part o' surface living, that.  Water can't just leave well enough alone and come outa the ground like it's 'sposed ta. "
DarkOne-Rob
Philemon looks a bit bashful as he answers. " It wasn't easy and I didn't sleep much - there was so much happening, and so much noise! Heh... " he explains as he turns back and heads towards the common area to look for the rest of the party to join them.
Ghostfoot
Gathering yourselves together after a simple breakfast of porridge you make your way back out into the surrounding wilderness. The wind whips through the abandoned fields flattening the long grasses and ripping leaves from the scraggly few trees.

Following the directions of the cleric Rhall you head back towards the farmhouse and the scene where you fought the ogre, observing that the ground around the scene is quite disturbed with mounds of fresh earth and that the body is nowhere to be found.

Continuing on you follow the stream towards the woods and by midmorning you are making your way through the forest, slowly ascending towards the hills ahead. Through an occasional gap in the trees you see a hilltop nearby that seems to have several humanoid statues upon it's crest. However the stream leads away from that particular hill and you continue on.

Early afternoon the rise of another hill looms nearby, this one seeming to fit the description given. A rocky hill rises steeply near the stream, a few massive blocks of dark stone at the crown making it clear that this is the site of an ancient construction.

No buildings remain, although several blocks of masonry are scattered here and there on the hillside as if they had been tossed around by an unthinkably powerful force. Two small groves of trees have taken hold near the bottom of the slope, and you can see three cave entrances into the hill itself. The lower two entrances are doorways crafted from carved stone. The highest entrance, near the top of the hill, is quite different. It is very large, wide enough for several people to enter side by side, and it is closed by what appears to be a metal door.

From where you are, still down in the woods near the stream, you spy movement and observe a skinny deformed person similar to the ones you've encountered previously. It scrambles carelessly about the hillside occasionally tearing at the earth with it's clawed hands seemingly looking for bugs, vermin or who-knows what to eat. It is completely oblivious to your presence, so far.

 
 Spoiler: Map 
 

Question: Are you on the horses (x4)?
 
RCgothic
"Do you think there's only one?" Eponine asks quietly, dismounting from her horse and aiming her bow at the creature.
DarkOne-Rob
Phil takes the lead, leaving the horses behind and following the trails when he can as they head towards the ruined temple grounds. He looks at the ground and plants with an expression that seems sad for their sorry state. " I hope what we're doing here will help the land heal too... " he says as they walk. The scene near the farmhouse shows obvious signs of scavengers, leaving the woodsman a bit paler once he considers what probably did the eating. He doesn't say much except to point out the spot to Artaith briefly. " We almost lost you there - glad you made it! "

The woodsman points out the statues to those curious, mostly to be sure they see them, but doesn't say anything about them. Instead he keeps his attention on their surroundings and watches for signs of threats as they approach the rocky hill with the ancient ruins atop it. He sees the feral human and looses his bow, just in case. " There were never that many of us around here, but it seems most of them have gone bad. If the old temple ruins are the source of this sickness...well, there will probably be more around here. We should keep our eyes and ear open and stay quiet as we approach, " he says, answering Eponine in a low voice.

Then Phil creeps forward, slowly, to try and get the party closer without alerting any threats to their presence.

 
 Spoiler: Mechanics 
Moving at half-speed, trying to take the time to be cautious and not get surprised (again). Perception and Survival are at +5, with Stealth at +2, so not high numbers, but hopefully with multiple checks (due to the slow speed) and distance the party can spy anything dangerous before it gets too close and/or sees them.
 
Farmerbink
Artaith steps into the windy village with a sour look.  " Not even a halfway decent stew? " she grumbles, stunned and disappointed by the poor (to her tastes) breakfast fare.  She scowls into the wind defiantly, before turning to follow Phil into the wilderness proper.  She only grunts at his comment, not especially eager to dwell on the topic.

By their midmorning view of the strange, statued hilltop, the cleric is in an unusually foul mood, even for her.  " Be too simple for that to just be a pretty monument, eh? " she asks of Philemon, though she doesn't honestly seem all that interested in his answer.

When they finally approach the second hill, Artaith's attitude softens somewhat.  " Finally, good old fashioned caves.  Wouldn'a thought some stuffy old druids would be the voice of reason, but miracles never cease I guess! "  She chortles a bit until Eponine points out the scavenging... thing.

" Slim odds o' that, lass, " she grunts, drawing her axe and shield.  She scowls at the creature with undisguised distaste.  " Best just buck up and get ready for a brawl. "
DrK
      
     Elethielle    

Elethielle walks alongside the others if they are riding, her lithe feet jogging or pacing through the woods as she rest a hand on the wolf like eidolon's neck. As they pause she draws her bow, a cautious look on her face.  "I shall defer to the rest of you. I made in error in treating with that ogre and it nearly cost Artiath their life. I do not wish to make that error again."  
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
You tether the horses and, led by Philemon, begin to sneak forward. The broken, uneven, hillside has many large rocks and blocks of masonry with plenty of opportunity to find cover. You hustle forward through the grass and dirt, scampering from stone to stone, until you are quite close to the scavenging thing. Even Artaith manages to stay quiet and avoid drawing it's attention.

Keeping a close eye out for other threats, you don't observe any more of the creatures.

 
 Spoiler: sneakiness 
Artaith Stealth DC? (1d20-5)[8]

You manage to get to 15ft distance from the cursed thing, 50ft south of 'B'...what to do now??

 
 
DarkOne-Rob
Phil looks sadly at the cursed, mutated figure as he draws out his bow and an arrow. Sighting down and taking aim he whispers, "  Help me kill it fast, before it can cry out and give us away...  " Then he waits for the others to be ready before pulling the bowstring taut.
Farmerbink
Artaith only barely nods, silently thanking the stars and gods above that she's managed to stay hidden thus far.   " On three. "   A nearly imperceptible creak accompanies her tightening her grip on the axe haft as she checks the terrain for her steps in between.

  "One...  Two...  Three!" 

She bursts from hiding, and charges the last several steps to bring her axe to bear.

 
 Spoiler: Artaith, surprise round? 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  14/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3) cleave bonus
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 3/3

Charge the thing!
 (1d20+5)[ 18 ]  axe
 (1d20+5)[ 25 ]  CC
 (1d10+3)[ 4 ]  damage
 (2d10+6)[ 15 ]  crit bonus?
 
DrK
      
     Elethielle    

Elethielle steels herself as she nocks an arrow, then like releasing the bolt she nods to the eidlon that streaks forward and leaps upon the unfortunate creature in a flurry of teeth and claws. Elethille takes a breath and lets fly as well.
 
 
  
 
 Spoiler: OOC 


Elethielle: Shoot bow at strange creature  (1d20+2)[ 12 ]  dam  (1d6)[ 4 ] 
Eidolon: Charge and pounce
bite  (1d20+5)[ 15 ]  dam  (1d6+3)[ 7 ] 
claw  (1d20+5)[ 9 ]  dam  (1d4+3)[ 4 ]  bleed  (1d6)[ 2 ] 
claw  (1d20+5)[ 10 ]  dam  (1d4+3)[ 5 ]  bleed  (1d6)[ 5 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
Elethielle lets fly an arrow which catches the creature in the thigh for  4  damage. Snarling savagely it spins, only to be cut down by the hurtling dwarf's axe for another  4  damage.

There's no immediate sign of any other activity....the three entrances still beckon among the few copses of trees on the masonry- &amp; rock-strewn hillside.
DarkOne-Rob
With the mutated man silently dying, Philemon nods resolutely and begins leading the party towards the nearest entrance, eyes scanning to try and ensure they aren't surprised by any other creatures nearby.
Farmerbink
Artaith looks down at the fallen creature grimly.  " I suppose that went well, " she murmurs, seemingly strangely unhappy about it.

She nods as Philemon quietly creeps past, staying as still as she's able until he's some 20 feet further up the hill.
Ghostfoot
Philemon takes the lead, headed towards the nearest entrance into the hillside. Peering into the darkness he observes a short tunnel leading to a landing area. A broad staircase goes up to the left, and down to the right. In front of you on the wall of the landing, there is a bas-relief carving in the wall, the face of a bearded man.
DarkOne-Rob
Philemon notes the carving briefly, only to see if he immediately recognizes it, before stepping up to the staircase. There he listens and looks, first up and then down, for signs of life or threats.

 
 Spoiler: Mechanics 
Phil only has Knowledge (Geography and Nature) available, so he probably doesn't recognize the face. Both skills are at +4:  (1d20+4)[ 24 ] , if it matters.

Perception rolls: up  (1d20+5)[ 17 ] , down  (1d20+5)[ 24 ] .
 
Cephor
Witnessing his friends make quick work of the poor humanoid, Riaghan keeps pace about five feet behind Philemon into the selected entrance and also observes the image upon the wall to see if the bearded face contextually jogs any memories from his past wanderings or studies in the arcane.

 
 Spoiler 

Hey, still here! :)
Wild shot with my Knowledge: Arcana, but might as well give it a go.
 (1d20+5)[ 12 ] 

I presume as we progress onwards, our vision is decreasing or are there other light sources within the tunnel?
 
DrK
      
     Elethielle    

Elethielle looks at the dead creature sadly and offers a prayer to the Wild Gods before following the others towards the caves bow still in hand and eyes and ears alert, a tap on the leg bringing her Eidolon back to her side.

 
 
  
 
 Spoiler: OOC 



Perception  (1d20+6)[ 12 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Farmerbink
Bringing up the rear, Artaith only huffs at the strange artistic choices.  " Prolly thought much too highly of his'self, ta put it  in  the wall, 'steada just  on  it. "  She peers curiously at Philemon and the others' inspection of it.

" You guys do alright in the dark?  Want me to take point?  It'll be a darn sight noisier, but I can  see.  "
Cephor
"I can see well enough, more considering the others," Riaghan replies to Artaith, observing what lies ahead.

 
 Spoiler 
I completely overlooked in my previous post undines had Darkvision. Been a few since I read that part of the sheet!
Perception if needed  (1d20+1)[ 4 ] 
 
RCgothic
"I can't see in the dark," Eponine replies. "Does anyone have a light source?"
DarkOne-Rob
" I'm better than most humans, but still need a little light, " Philemon says. " When it gets too dark I'll have to light something, unless someone else can produce some light another way... "
DrK
      
     Elethielle    

Elethielle smiles,  "I also cannot see i the dark, but I can bring some light"  she adds. Rubbing a hand over the tip of her spear it flashes into life with a diffuse green glow.
 "Shall we head in?"  se suggests.

 
 
  
 
 Spoiler: OOC 



Cast "light" on the tip of my spear

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
Philemon &amp; Riaghan inspect the bas-relief carving but can't draw any conclusions from their observations.

The steps lead up to the left and down to the right. Both directions are dark and silent, illuminated only by sunlight from the entrance, and from Elethielle's bright spear. The two corridors turn into the hillside immediately the steps cease in each direction.

Philemon does note marks in the flagstones and steps leading down to the right (east). The clawed feet of humanoid creatures have scratched the stones as this creature(s) has ascended and descended the steps. It seems the tracks lead most commonly to the tunnel exit, although very occasionally ascend to the left (west).

 
 Spoiler: Map 
 

Only light source is Elethielle light spell 20ft/ 20ft normal/dim.
 
DarkOne-Rob
Philemon looks gratefully at the light provided by Elethielle's spell and then takes several moments to consider the claw marks on the floor. After thinking for a moment he points at the larger number of scratches and begins to follow them downward in the direction that they appear to be most commonly used (east). He goes first, slowly, listening and watching for a potential ambush or trap.

 
 Spoiler: Mechanics 
Moving at half speed, taking 10 (if allowed) on Perception checks for a  15  of a  (1d20+5)[ 8 ]  when it matters if not allowed.
 
RCgothic
Eleanor sticks close to Elethielle and her light source, bow slung in the confines of the tunnel, hammer grasped tightly instead.
Farmerbink
" Don't suppose I'd be likely to catch them unawares either, " Artaith complains.  " I'll watch your backs. "  Quite deliberately, she pauses at the landing long enough for her companions to reach the floor for a few seconds before following in the dark, a few paces before the light from Elethielle's spear dies out completely.
DrK
      
     Elethielle    

Elethielle grins at Eleanor beside her and pats the eidolon.  "Don't worry he can keep you safe as well. he see's keenly in the dark, better than outside sometimes"  she adds with a smile. Although the levity seems forced slightly as her knuckles around the spear have gone white from gripping it that hard.
 
 
  
 
 Spoiler: OOC 



follow Philemon


   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
Philemon creeps down the stairs, wary of what he may find. Elethielle follows shortly behind illuminating the way. The corridor leads northwest and opens into a room. From the stairway you can see a couple of suspiciously human-looking bones discarded in the corners.

Without warning, and despite his caution, as Philemon steps off the staircase into the corridor there is a creak and a lurch as a trapdoor swings open underfoot!

 
 Spoiler: classic trap 
Philemon DC20 Reflex save or  (2d6)[ 10 ]  falling damage
 
DarkOne-Rob
Totally surprised by the pit trap, Phil falls head first into the hole, landing  hard . " Oof, " he grunts as he sits up and tries rubbing his head. Then he looks around to see if he has to climb back up or if there is another way out...

 
 Spoiler: Mechanics 
Reflex Save vs DC 20:  (1d20+4)[ 7 ] 
 
Ghostfoot
Phil finds himself sprawled at the bottom of a 20ft deep pit. The camouflaged trap door hangs open above him letting Elethielle's magical light illuminate the area. There is little of note - a dirty, dank hole with masonry walls (DC20 to climb unaided). There is no obvious way out other then the way he got in...
DarkOne-Rob
"  Can someone toss me down a rope to climb? This will be tough otherwise...I've got a rope here if no one else does...  " he stage-whispers up out of the hole as he starts looking for handholds and a way to wedge himself up...

 
 Spoiler: Mechanics 
Philemon can toss the rope up for someone to hold or secure. Then he will climb up: Climb check(s): Take 10?  13  or  (1d20+3)[ 23 ] ,   (1d20+3)[ 15 ] ,  (1d20+3)[ 19 ] ,  (1d20+3)[ 20 ] ,  (1d20+3)[ 5 ]   until he's out safely.
 
RCgothic
 Eponine 

"Unfortunately I seem to have neglected to bring rope. If you toss yours up we can let down an end and pull you up."
DarkOne-Rob
Philemon wastes not time, tossing his rope up for the others to use to help him out of the hole.
RCgothic
Eponine duly catches the rope and lets down an end for Philemon to climb whilst she holds the other end fast. With assistance she may even may even be able to pull him up.
DarkOne-Rob
Phil recovers his rope, coiling it and stowing it back in his back quietly. "  Not my finest moment...Artaith, can you heal me a bit?  " he asks in a whisper.

 See a previous post for the Climb check(s). Natural 20 to  23  on the first rolled one, so I suspect he's up safely. However, he is at 3/13 HPs, so he could use some magical healing, please, @ FarmerBink . 
Ghostfoot
With a bit of help Philemon braces his feet against the wall of the pit and climbs up his rope, rejoining the party.
Farmerbink
" Aye, but don't get used to it, " Artiath grunts.  " Really, I can't do much of this. "

 
 Spoiler: OOC 
Spontaneously convert bless into CLW:  (1d8+1)[ 5 ]   Good luck!
 
RCgothic
 Eponine 

"Elethielle, maybe your eidolon should take the lead? I'm not sure we can sustain another trap like that."
Cephor
  "That's certainly a sound idea, considering,"   Riaghan reasoned. He continued while motioning to his backpack,   "I am happy to light  my lantern  to provide some extra illumination for us if you all welcome it."  
DarkOne-Rob
Philemon looks a bit crestfallen, as he realizes his failure to find the pit trap has had such significant consequences. However, he takes a deep breath and steps back to let the eidolon and summoner take the lead.
DrK
      
     Elethielle    

Ethielle had let out a brief squeak as their poor comrade had plunged out of view. Listening to the others she stroked the eidolon on the head and motioned it forwards, drawing her spear and following it carefully about 10ft behind the four legged hunter she keeps her eyes peeled a joking,  "Lets hope we don't find anymore pits eh?" 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
Regrouping, you press forward, this time Elethielle's eidolon taking point.

The hallway continues forward her magically illuminated spear revealing a larger chamber. There is little of note in the room, only the occasional suspicious-looking bone at the edges. A single old wooden door is in the opposite side of the dank chamber.

 
 Spoiler: Map 
 
 
DrK
      
     Elethielle    

Elethielle pauses looking at the door and motions the others forward with a wave,  "A door, not much else but we can see what lies beyond."  She looks at the door and advances towards it and carefully listens at it


 
 
  
 
 Spoiler: OOC 


Perception  (1d20+6)[ 18 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
As Elethielle moves towards the doorway there is a great crash! The door is hurled open and a hulking scar-covered brute creature over 6ft tall steps into the room, roaring threateningly! Another steps alongside it only a touch smaller, this one tattooed with multiple crude bone piercings. It gestures forward at the party, squinting beady eyes at the hated light and urging yet more forward in a high-pitched tongue.

A third pushes past, hurtling into the room to confront the party, dirty blood-stained claws flexing. In appearance the creatures resemble burrowing humanoids, some sort of bestial mole/man hybrid...

 
 
 Spoiler: Initiative 
Initiative
Eponine (1d20+3)[22]
Elethielle (1d20+2)[17]
Big Moleman (1d20+2)[12]
Philemon (1d20+2)[12]
Tattooed Moleman (1d20+2)[12]
Riaghan (1d20+5)[11]
Moleman (1d20+1)[11]
Artaith (1d20+1)[10]
 

 
 Spoiler: Map 
 
 

 =&gt; Eponine &amp; Elethielle 
RCgothic
 Eponine 

Eponine regrets having stowed her bow, but she can't very well let the molemen threaten Elethielle unsupported, so she moves forward to stab the closest moleman with her lucerne hammer.

 
 Spoiler 

Move to AR49
Attack  (1d20+3)[ 16 ] 
Damage  (1d12+3)[ 13 ]  piercing
 
Ghostfoot
Even as the bestial brood of burrowers threaten her companion Eponine dashes forward and  &lt;thwack!&gt;  with her polearm smacks the most rash of them for  13  damage sending it sprawling and unmoving!
DrK
      
     Elethielle    

As the molecreature is felled with a solid hammer blow she smiles a grin of thanks even as the eidolon surges forward pouncing on the nearest one in a flurry of teeth and fangs and claws. Ethielle sighs as sh steps behind it and lunges forward with the longspear trying to maintain her distance from them both.

 
 
  
 
 Spoiler: OOC 


Eidolon charge AN52
bite  (1d20+4)[ 12 ]  dam  (1d6+4)[ 8 ] 
claw  (1d20+4)[ 14 ]  dam  (1d6+4)[ 8 ]  bleed  (1d6)[ 1 ] 
claw  (1d20+4)[ 16 ]  dam  (1d6+4)[ 8 ]  bleed  (1d6)[ 3 ] 


Ethielle move to AO50 and stab using longspear Reach over her eidolon's head  (1d20+1)[ 18 ]  dam  (1d8+1)[ 7 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
Elethielle's eidolon darts forward razorsharp claws shredding into the mole man for  8  &amp;  8  damage. Elethielle too steps forward, stabbing for  7  damage.

Stumbling, it tries to roar but gurgles blood, slumping to the dirty floor as it's bleeding wounds overcome it.

 =&gt; Philemon 
DarkOne-Rob
 
 Spoiler: Philemon's Status, Round 1 
   Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
  Shortbow (20 Arrows)  +3 (1d6, 20/x3) 
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None
 

Philemon whips out his shortbow and takes aim at the remaining creature before letting an arrow fly!

 
 Spoiler: Mechanics 
Phil would have had the bow out already, but I didn't say anything about that, so draw the bow and shoot.
Shortbow:  (1d20+3)[ 15 ]  to hit (Phil does  not  have Precise Shot, so if possible he'd shoot at a mole-creature that wasn't in melee),   (1d20+3)[ 4 ]  (20/x3) ,  (1d6)[ 5 ]  piercing damage,   (2d6)[ 10 ]  critical strike damage .
 
Ghostfoot
Philemon shoots at the remaining foe but misses. Blinking and sucking at it's thin lips in anger the blood-spattered creature raises a bone fetish speaking strange words of fearful power before scampering back through the darkened doorway from whence it came.

 
 Spoiler: spellcasting 
Everyone Will DC13 or Bane: -1 attack, -1 save vs fear.
 

 =&gt; Riaghan 
Cephor
 
 Spoiler 
Will vs. fear  (1d20+3)[ 7 ] 

Note for below: At the start of the fight, Riaghan is holding his staff and lantern.
 


Riaghan hears the retreating creature's words being spoken and with concern reacts to stop it by running up around the corner [ [AS-50] , by dropping his staff to the ground, giving him a free hand to release   a blast of water   at the foe in a desperate attempt to throw it off balance.
Ghostfoot
Riaghan dashes forward hoping to knock the molecaster to the ground but it has already scurried away. Even as it disappears two more of its kin come bursting past it to confront you. Without hesitation they throw themselves at the nearest intruder, the eidolon, claws swinging wildly.

 
 Spoiler: attacks 
moleman vs eidolon
claw (1d20+2)[4] damage (1d6+1)[6]

moleman vs eidolon
claw (1d20+2)[13] damage (1d6+1)[4]
 

 
 Spoiler: Map 
 
 

 =&gt; Party  (excl. Riaghan)
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  13/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
  Greatsword  +4 (2d6+4, 19-20/x2) 
  Shortbow (20 Arrows)  +3 (1d6, 20/x3) 
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
With the creatures in melee Phil drops his bow, striding forward and drawing his greatsword to attack them in melee! " Try to get on the other side, flank them! " he says as he enters the fray.

 
 Spoiler: Mechanics, Round 2 
Drop shortbow, move to  AP53 , draw greatsword, activate Power Attack, and attack.

Greatsword:  (1d20+3)[ 17 ]  to hit (does not include possible flanking),   (1d20+3)[ 19 ]  (19-20/x2) ,  (2d6+7)[ 14 ]  slashing damage,   (2d6+7)[ 16 ]  critical strike damage .
 
Ghostfoot
Philemon strides forward and his huge sword arcs down, cutting down one of the savage mole-men for  14  damage.
Farmerbink
Artaith charges forward, axe and shield at the ready- as always.  As she clanks past her allies, she stops over the moleman Philemon just dropped.

 
 Spoiler: Artaith, round 1 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  14/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3) cleave bonus
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 3/3

Stupid stumpy Dwarf legs means double move to AO/52, or AP if that's not available.
 
DrK
      
     Elethielle    

The eidolon roars, moleman claws bouncing off its otherworldy hide, its snarls biting clawing at the moleman as Ethielle, shouts a cry of mixed excitmet and fear and jabs as it with her longspear somewhat clumsily.
 
 
  
 
 Spoiler: OOC 


Eidolon attack the moleman
Bite  (1d20+3)[ 6 ]  dam  (1d6+2)[ 8 ] 
claw (1d20+3)[ 12 ]  dam  (1d4+2)[ 4 ]  +  (1d6)[ 4 ]  bleed
claw (1d20+3)[ 18 ]  dam  (1d4+2)[ 3 ]  +  (1d6)[ 6 ]  bleed

Ethielle stab over the eidolon's head

Longspear  (1d20+1)[ 16 ]  dam  (1d8+1)[ 8 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
[/QUOTE]
RCgothic
Eponine switches back to her longbow and looses an arrow at the remaining moleman.

 
 Spoiler 

Attack  (1d20+5)[ 22 ]  (+3Dex, +1BaB, +1PBS) Damage  (1d8)[ 3 ] 
 
Ghostfoot
Even as the molemen confronting you fall to your blows the tattooed shaman comes shambling back into the room. Clutching its crude bone symbol high it speaks words of unholy power and a pulse of negative energy washes over you all.

 
 Spoiler: Channel Negative 

Moleman moves to AN52. Channel catches everyone.

All:  (1d6)[ 3 ]  negative energy damage. Will DC10 for half.
 

 
 Spoiler: Map 
 
 
Cephor
 
 Spoiler: Will save 
 (1d20+3)[ 20 ] 
 


With a feeling of dread trying to overcome him, Riaghan strikes out again when the moleman reappears, casting his own  water blast  back at him.
DrK
      
     Elethielle    

Wincing at the wave of dark power that washes over him she and the eidolon leap forward slashing at the creature with claws and jabbing with the spear.

 
 
  
 
 Spoiler: OOC 


Elethielle Will save  (1d20+3)[ 11 ]  DC 10
Eidolon Will save  (1d20)[ 16 ]  DC 10


Eidolon attack the moleman
claw  (1d20+3)[ 9 ]  dam  (1d4+2)[ 6 ]  +  (1d6)[ 2 ]  bleed

Ethielle stab over the eidolon's head

Longspear  (1d20+1)[ 18 ]  dam  (1d8+1)[ 3 ] 
   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Farmerbink
" Nuff o' that! " Artaith barks, shouldering past Philemon.  She brings axe and shield to bear against the ugly channeler.

 
 Spoiler: Artaith, round 2 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  13/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3) cleave bonus
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 3/3

5-foot step to AO/53

Full attack action:
 (1d20+1)[ 11 ]  axe
for  (1d10+3)[ 5 ]  damage

and
 (1d20+1)[ 9 ]  spiked shield
for  (1d6+3)[ 6 ]  damage
 
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
  Greatsword  +3 (2d6+7, 19-20/x2) 
  Shortbow (20 Arrows)  +3 (1d6, 20/x3) 
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition   Power Attack  
 
  
" Oh...that hurt my  soul , " complains Philemon as he moves and swings his sword with lethal intent.

 
 Spoiler: Mechanics, Round 3 
5-ft step to get flanking somewhere. Activate Power Attack. Greatsword:  (1d20+5)[ 24 ]  to hit,  (1d20+4)[ 11 ]  (19-20/x2),  (2d6+7)[ 12 ]  slashing damage,  (2d6+7)[ 13 ]  critical strike damage.  Critical threat, but probably not confirmed... 
 
Ghostfoot
Riaghan blasts the thing with a surge of water knocking it down. Seeing an advantage, Elethielle and Philemon lash out quickly hitting for  3  &amp;  12  damage respectively as the others attacks are turned by its crude armour.

 =&gt; Eponine 
RCgothic
 Eponine 

Eponine steps forward to bludgeon the fallen creature with her hammer.

 
 Spoiler 


Attack  (1d20+3)[ 10 ]  damage  (1d12+3)[ 15 ] 
 
Ghostfoot
Eponine misses but as the creature tries to regain its feet Artaith smashes into it, axe chopping down for  8  damage putting it down.

Quickly searching over the bodies you find a few coins in pouches and pockets and two of the creatures wear poorly-tanned armour from horse/ ox or similar. The lead warrior wears a leather thong stringing several nuggets of glittering gold about its neck, while the shaman-type has a satchel of suspiciously human-looking skin containing an collection of foul shamanistic items clearly used for ritual purposes. Of note among them a purple amethyst gemstone cut to resemble a demon-head.

 
 Spoiler: loot 
 
 necklace of gold nuggets worth 100gp 
 24gp 
 23sp 
 bag of vile implements 
 demon's head gem worth 400gp 
 bone unholy symbol 
 hide armour x2 
 
 
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
Philemon breathes heavily as the battle ends and the quiet returns, a stillness that is now feels ominous and evil. " What are those things? " he asks, as he recovers his shortbow and tries to remember anything he's ever heard about such monsters...

 
 Spoiler: Mechanics 
Knowledge (Nature):  (1d20+4)[ 7 ] 
 

Obviously uninterested in the loot, Philemon begins to look around again, listening intently for sounds that might suggest other monsters heard them fighting.

 
 Spoiler: Mechanics 
Perception:  (1d20+5)[ 18 ] , Stealth:  (1d20+2)[ 12 ] 
 
RCgothic
 Eponine 

Eponine looks relieved at the haul of loot. "At least we may make a little profit from this expedition yet. Vile creatures! I haven't even had a chance to visit father's rabbit farm yet, I suspect it's in as poor shape as everything else round these parts. It'd be good to return with at least something to show for our efforts!"
Farmerbink
Artaith nods at Eponine's comments.  " Aye.  Looks like enough to stir up some interest from the townsfolk.  At least a bit. "

She stashes the decent-smelling loot in her backpack, utterly unconcerned for the weight.  " Unless you want to count it out now, I'll haul it all back to Grimmsgate. "  Turning over her shoulder, the war priest nods to Ellie.  " You still keen to take point? "
Cephor
  "That is a sound suggestion,"   Riaghan replied to Artaith's offer to carry the spoils. He walks back over to his dropped staff and picks it up, then looks to his lantern to ensure the candle within looks stationary enough for them to continue further in.
DrK
      
     Elethielle    

Ethielle kneels down beside the strange creatures ignoring most of the loot althogh she does look with curiosity at the carved demon head.  "Strange and hostile. What manner of creatures were these?"   she wonders aloud as she looks at them. If no-one else knows she'll straighten up, cleaning her spear on the clothes of the dead and nod,  "Yes, lets continue deeper" 
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
Philemon stays alert as Artaith gathers the items of interest and the others of your group confer. With the benefit of a few uninterrupted moments he notes the room appears relatively unused, with a few signs of habitation such as discarded heavily-gnawed bones (some suspiciously human-looking) knocked into the corners.

Elethielle meanwhile looks over the slain anthropomorphic mole-creatures:

 
 Spoiler: Elethielle knowledge 
Elethielle knowledge (1d20+6)[21]

While not common, these creatures are known as mogura-jin, a race of cannibalistic "mole-men", descended and
degenerated from human beings. Drawing together what you've seen so far, it seems a reasonable conclusion that the mutated humans you have encountered are unfortunates that have partially transformed into these mogura-jin.
 


Investigating beyond, the doorway leads through to a room clearly used as a lair by these mole-men. Evidently the room was used for storage at some time in the past, for there are several large alcoves in the room, each one large enough for a person to stand in, each of them carved with stone shelves. More detritus, meat scraps and crude sleeping spaces indicate it's current usage. There are no further exits from the room.

 
 Spoiler: Map 
 
 
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
" Dead end...oh, sorry...I didn't mean that, " says Philemon soberly before turning back and quietly lurking back to the most recent fork in the path.
Cephor
  "Not to worry. Better thorough exploration, than not,"   Riaghan assured.   "Shall we take the next route?"   He holds out his lantern and waits for the rest of his company to pass before putting himself back in the order they were before.
Farmerbink
Artaith looks around, visibly confused.  " That's it?  Seems... Can't be! "  She drops her axe into a loop at her waist and begins running her rough hands over the walls.  " See if anyone can find any hidden passageways, this don't make sense. "

 
 Spoiler: OOC 
Following her own advice:  (1d20+3)[ 20 ]  searching for hidden doors
 
Ghostfoot
The group turns about, headed back towards the junction at the entrance and the only other way forward. Artaith meanwhile lingers, confused that the ancient architects might have gone to the effort of such an excavation with no obvious purpose nor connection to other areas...

...her suspicions prove well-founded as she notes an angular geometric section of the masonry wall has a notable and distinct difference in dampness patterning...a hidden passage lies beyond! Unfortunately her perceptiveness does not extend to determining how to access the hidden area.

 
 Spoiler: Secret door success! 
Secret door success! Dwarven stereotypes FTW!

Sadly a Disable Device roll is needed to activate the door mechanism and I believe the party has a total of 0 skill ranks ☹️
 
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
" Oh wow! " exclaims the outdoorsman as Philemon turns around to discover Artaith finding the secret door. " Um...how do we get inside? Is there a handle or keyhole? "

 
 Spoiler: Mechanics 
Disable Device (untrained):  (1d20-2)[ 8 ]  (lol!)
 
Cephor
Riaghan grins with curiosity, joining the others at the wall. Inspecting it he aims the end of his staff, closes his eyes, and quietly states,   "Detect magic,"   holding it there whilst the others investigate, hoping to glean another clue to unlock it it.
Farmerbink
Artaith's usually-dour face lights up at her discovery, only to quickly succumb to her usual humor.  " Hmmm, there's sure somethin' here, all right! "  She pores over the subtly awkward stone surface.  " Can't rightly say I can figure what, though.... "  Frowning thoughtfully, she lapses into silence while her companions speak up.


 
 Originally Posted by DarkOne-Rob 
 " Um...how do we get inside? Is there a handle or keyhole? " 
 

" No... " she murmurs.  Then she suddenly steps back and pulls out her warhammer.  Gripping it with two hands, she smirks.  " Well, not yet anyway! "


 
 Originally Posted by Cephor 
   "Detect magic,"   
 

Stopping short of striking the wall, Artaith waits impatiently while her colleague pursues more fantastic measures.  " If you got anything, speak up quick! " she grunts, visibly eager to begin smashing the wall down.

 
 Spoiler: OOC 
Dunno the precise math on this, but metal is usually harder than stone.  Artaith is perfectly happy to smash  enough of the door  to operate any newly-revealed mechanisms, or smash it down entirely if said mechanisms are ruined in the smashing.  😁
 
Cephor
In a kind of reverse blink towards Artaith, Riaghan opens his eye nearest to her, beaming with a retort,   "Gladly. Just a few more moments go be sure..."  
DrK
      
     Elethielle    

Eliethielle looks at the now revealed doorway and nods,  "Veyr cunning and well hidden. A great find. Sadly I cannot help open it. I am not great with mechanical deices and have no great strength to smash through walls"  
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
RCgothic
Eponine looks between the hidden door and her hammer and back again, not overly enthusiastic about using it for masonwork.

"I don't suppose anyone has a chisel?" she suggests. If not, she'll pull out an arrow and pull the head off to proffer a crude tool.
Farmerbink
As Riaghan works, Artaith smirks at Eliethielle.  " Ain't gotta be that strong, just more determined than the wall is, " she chuckles.
Ghostfoot
Riaghan scans the stonework of the hidden doorway but cannot detect any magical auras. With the right tools &amp; enough patience you could probably break your way through.
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
With the noise and (very) slow progress, Philemon looks back the way the party has come with concern. " Maybe we should clear out any remaining defenders and come back? This may draw an ambush if they hear it... "

 
 Spoiler: OoC 
I'm not sure how close we are to leveling, or if the suspension of disbelief from mechanics matters, but if we're close to leveling I can try to invest in some Disable Device next level. As a Ranger I have the skill points to manage...
 
DrK
      
     Elethielle    

The young summoner nods,   "Yes I agree, we can come back to this once we've explored the other fork and have time and a secure escape route."   She lats her dog,   "He can lead the way again if you'd like?"  
 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
[/QUOTE]
RCgothic
 Eponine 

Eponine appears to make her mind up.

"Yes, let's see what else there is to explore here," she agrees with Elethielle.
Ghostfoot
Frustrated at the time potentially required to work on the hidden door, your group discussed matters and then decides to head back to the other branch at this entrance to these temple catacombs. Climbing back to the entranceway, you cautiously ascend the left stairs with Elethielle's eidolon padding a few steps ahead.

The passageway leads ~60ft northwest into the gloom, the final section only visible to those able to see in the dark. Three old wooden doors are set into the right-hand side of the passage.

 
DrK
      
     Elethielle    

Pausing  with the gloom visible Ethielle kisses the tip of her spear lightly and a green pulsing vibrant  light  springs forth to help them find their way. With a nod she sends the eidolon ahead of her some 10ft and advances confidently down the corridor.

 
 
  
 
 Spoiler: OOC 

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Cephor
Steeling himself for the gloom ahead, Riaghan follows a few steps behind Elethielle.
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
"  Check each door - don't want surprises,  " whispers Phil. He takes the first door and listens closely while the others wait...

 
 Spoiler: OoC 
Perception +5 -  (1d20+5)[ 19 ] 
 
Ghostfoot
Philemon doesn't hear anything beyond the first door...
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
With an effort, Philemon tries to crack open the door quietly to see what might be on the other side...

 
 Spoiler: OoC 
Stealth +2 -  (1d20+2)[ 18 ] 
 
Ghostfoot
Philemon eases open the old door revealing a large darkened room beyond. Several (human) skeletal remains lay about the room among collapsed &amp; rotted wood and old cloth - evidently what once was furniture and bedding.

There are no exits from this room.

 
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
" Only the dead in there - if they're not un-dead. Let's leave them be and block the door, if we can, " he suggests, looking for heavy stones or something else to block the door...or at least ensure they hear it if something from the other side opens the door after they've passed.

 
 Spoiler: OoC 
Do we have any wedges, perhaps from our previous efforts, or anything that we can use?
 
DrK
      
     Elethielle    

Stepping to the entrance of the room she'll hold aloft her spear with the light emitting from the tip and look about the room, allowing her witch sight to spread slightly as she seeks any magic.
 
 
  
 
 Spoiler: OOC 

Pop head into the room with light spell on the spear
Sweep the room with detect magic.

   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
Elethielle casts her attention about the room, seeking signs of magic but finding none. Philemon searches for something to wedge the door. He finds a few old animal bones but nothing reliable.
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
" Well, damn, " says Philemon in disappointment. Realizing the futility of his efforts at the first door he moves to the next, listens, and cracks it open to look inside...

 
 Spoiler: OoC 
Perception  (1d20+5)[ 13 ]  and Stealth  (1d20+2)[ 18 ] .
 
Ghostfoot
Cracking open the door Philemon observes another darkened room. This room has several wooden shelves around the walls, but they are badly rotted and most have collapsed. The room shows signs of looting, for there is nothing on the shelves and the floor littered with broken glass and pieces of pottery strewn about. A human skull rests in one corner of the room.

There are no exits from this room.
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
" More of the same - keep going... " Philemon reports. " Let's try the next one. " He then slinks up to the third door and gets ready to open it.

 
 Spoiler: OoC 
Perception  (1d20+5)[ 7 ]  and Stealth  (1d20+2)[ 21 ] .
 
RCgothic
 Eponine 

Eponine grimaces at the human skull, eagerly following Philemon to the next room.
Ghostfoot
Philemon moves up to the final door, Eponine just behind him. As the light shines into the darkened room he observes an old kitchen, with a large fireplace, several wooden counters along the walls, and a table in the middle of the room. Iron cooking pots and other implements still hang by hooks from the ceiling. Six of the deformed human-like mutants are hunched around the table, rending and eating what looks like a giant dead raw rat.

They turn scowling towards the illumination, blinking and shielding their gore-smeared faces with their blood-stained claws...

 
 Spoiler: initiative 
Riaghan (1d20+5)[10]
Elethielle (1d20+2)[14]
Philemon (1d20+2)[7]
Artaith (1d20+1)[4]
Eponine (1d20+3)[17]
Cursed Mutants (1d20)[19]
 

 
 =&gt; Party 
Party has surprise.
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  Charge (-2 AC, not included above) 
 
  
As he draws his greatsword Phil announces, " They've seen us - to arms! " He then moves forward to start with the bloodletting...

 
 Spoiler: OoC 
Initiative:  (1d20+2)[ 7 ] 
Charge (legal during a surprise round but only for the distance of a regular move action), drawing his weapon as he goes and striking the nearest mutant.
Greatsword:  (1d20+6)[ 22 ]  to hit,   (1d20+6)[ 14 ]  (19-20/x2) ,  (2d6+4)[ 11 ]  slashing damage,   (2d6+4)[ 12 ]  critical strike damage .
 
DrK
      
     Elethielle    

Elethielle see's how many there and feels a pang of worry.  "Make ready!"  she barks to her friends before summoning a protective field for her eidolon

 
 
  
 
 Spoiler: OOC 


Initi:  (1d20+2)[ 14 ] 
Standard: Cast mage armour on the eidolon

Eidolon: move to AO41





   Elethielle (Ellie)   
M LG Half Elf Summoner (Wild caller) [VMC Druid],  Level  1,  Init  2,  HP  8/8,  Speed 
 AC  15,  Touch  12,  Flat-footed  13,  CMD  13,  Fort  1,  Ref  2,  Will  3,  CMB  +1,  Base Attack Bonus  0
   Shortbow (20)   +2 (1d6, x3)
 Reach Longspear (-)   +1 (1d8+1, x3)
   Longsword (Cold Iron)   +1 (1d8+1, 19-20)
   Studded Leather  (+3 Armor, +2 Dex)
 Abilities  Str 12, Dex 14, Con 13, Int 13, Wis 12, Cha 16
 Condition  Half Elf: Immune sleep, +2 vs Mind Affecting
Trait: +1 saves vs Fey

Summon Animal I: 6/6 remaining

Biped Eidolon - Looks like cross between a wolf and a large cat
HD 1d10 HPs 11/11  BAB +1  Saves 3/4/0  Init +2  Speed 40ft
AC 16 ( +4 natural, +2 dex) + 4 Mage armour =20
Bite  +3 (1d6+2), 2 x Claws +3 (1d4+2) +1d6 bleed
Str 14  Dex 14 Con 13 Int 7 Wis 10 Cha 11
Skills (4): Perception (1) +4, Stealth (1) +6, Survival (1) +4, Acrobatics (1) +6
Feats (1): Power attack
Evol Pool (4): Limbs, Bite, Claws (1), Bleed (claws) (1), Imp Natural armour (1), Pounce (1)
SQ: Darkvision, link, Share spells

Conditions:
 
Ghostfoot
As the feral mutants look up in surprise from their 'feast', Philemon springs into action. The closest foe barely has time to raise it's arm protectively as the greatsword arcs around cleaving it for  11  damage.

Meanwhile Elethielle casts a few words of protective magic on her eidolon before it too pounces into the fray...

 =&gt; Riaghan, Artaith, Eponine 
(surprise round, single action)
Cephor
Riaghan sees the Phil and the eidolon charge into the door and he moves towards the door [AP39] to face what the others see, preparing to cast a spell to aid his friends.
Farmerbink
      
     Artaith Forgeheart     
 Spoiler: Current stats &amp; mechanics 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  14/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3) cleave bonus
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 2/3

Activate blessing of fire on self.
If it's applicable, initiative?  (1d20+1)[ 4 ] 
 


Artaith had fallen into a surprisingly sullen (for her) silence after the party largely rebuffed her discovery of the secret door.  She plodded along dutifully near the rear, but hadn't offered much help exploring (as quietness and perception are not among her strengths).  Still eager to prove her worth, she shrugs her shoulders under her mail, drawing a quick series of  clinks  as it cascades back into place.  Lifting her axe, she calls upon the Matron of the Hearth, and the blade glows orange, suddenly wreathed in fire!  " Right behind ya, Phil! " she calls, as she follows her companion into the room. 
 
  
RCgothic
Spurred into action by her companions, an arrow with a mind of its own looses from Eponine's bow towards the mutants, narrowly missing Philemon on its flight!

A look of horror briefly crosses Eponine's face at the suddenness of the violence and the narrowly avoided misstep, quickly suppressed as she steals herself for further combat.

 
 Spoiler 

Ranged attack  (1d20+5)[ 17 ] 
Damage  (1d8+1)[ 7 ] 
 
Ghostfoot
Riaghan moves forward to get a better look at Artaith casts a battle blessing. Eponine lets fly with an arrow, striking one squarely in the chest for  7  damage sending it sprawling backwards.

The remaining four creatures snarl and surge forwards grasping with their claws as they cast their meat meal aside. Two brush heedlessly past Philemon heading to confront those in the doorway while the other two move to surround him Phil, slashing their claws...

 
 Spoiler: attack rolls 
cursed mutants
vs Eponine claw (1d20+2)[12] damage (1d6+2)[5] (note: has to avoid AoO from Philemon &amp; eidolon first)
vs eidolon claw (1d20+2)[14] damage (1d6+2)[4] (also has to avoid AoO from Philemon &amp; eidolon first)
vs Philemon claw (1d20+2)[10] damage (1d6+2)[4]
vs Philemon claw (w flank) (1d20+4)[8] damage (1d6+2)[8]
 

 
 Spoiler: Map 
 
 

 =&gt; Party 
Farmerbink
      
     Artaith Forgeheart     
 Spoiler: Current stats &amp; mechanics 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  14/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3) cleave bonus
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 2/3

Charge to attack AP/40
 (1d20+5)[ 8 ]  axe charge
 (1d20+5)[ 6 ]  CC (25, x3)
 (1d10+3)[ 13 ]  damage
 (1d4)[ 3 ]  fire damage
 (2d10+6)[ 13 ]  crit bonus
 


As she stomps forward, one of the ferocious mutants appears in the doorway, lashing out at Eponine.  With a bellow, Artaith brings her flaming axe to bear, slicing at the creature!  " Behind me, lass! " she calls, trying to shoulder her way between the creature and her companion.
 
 
  
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  + 3  (2d6+ 7 , 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition   Power Attack  
 
  
" They're smart - watch the sides! " warns Phil as he dodges two attacks from flanking mutants. He then steps back towards the otherworldly eidolon to prevent them both from being flanked (again) and strikes at one of the two creatures that attacked him last round.

 
 Spoiler: OoC 
5-ft step to  AO42 , activate Power Attack, and strike at the enemy in  AN42 .
Greatsword:  (1d20+3)[ 8 ]  to hit,   (1d20+3)[ 18 ]  (19-20/x2) ,  (2d6+7)[ 17 ]  slashing damage,   (2d6+7)[ 10 ]  critical strike damage .

AoO, if incurred:  (1d20+3)[ 18 ]  to hit,   (1d20+3)[ 13 ]  (19-20/x2) ,  (2d6+7)[ 16 ]  slashing damage,   (2d6+7)[ 11 ]  critical strike damage .
 
Ghostfoot
Artaith charges in, swinging wildly and missing.

Philemon slashes out as one of the things dashes past recklessly, hacking it down for  16  damage in a mighty blow. He steps in towards Elethielle's eidolon, swinging again but missing.

 =&gt; Riaghan, Elethielle, Eponine 
Cephor
With the creatures encroaching upon them at the doorway fast, a  water blast  looses from Riaghan's palm at the creature directly in front of him as he takes a step aside (five foot step south to AR40) to allow his companions ample room to work.
RCgothic
 Eponine 

Eponine dodges out of the way of the creature's swipe, steps back, and lets fly an arrow at the creature that attacked her!

 
 Spoiler 

Point blank shot:  (1d20+5)[ 11 ] 
Damage:  (1d8+1)[ 9 ] 
 
Ghostfoot
Eponine steps back and let's fly an arrow, catching the advancing frenzied mutant in the torso for  9  damage sending it sprawling. As the next comes rushing forward Riaghan blasts in with a powerful jet of water sending it crashing down too, where it feebly tries to right itself. Elethielle stabs at it, hitting for  5  damage. Her eidolon makes short work of the remaining two, jaws clamping down on the prone humanoid for  6  damage, before claws scything out and slashing down the other for  6  damage.

 
 Spoiler: rolls 
Reflex vs water blast (1d20+2)[9]  FAIL 

Elethielle vs prone opponent
longspear (1d20+1)[12] damage (1d8+1)[5]

eidolon
bite (1d20+3)[10] damage (1d6+3)[6]
claw (1d20+3)[17] damage (1d4+3)[6]
claw (1d20+3)[19] damage (1d4+3)[4]
 

 =&gt; All  
(combat is over)
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
Philemon takes a moment to wipe off his blade and collect himself. " Aggressive brutes - don't fancy we should expect them to be reasonable. Well done, everyone, " he says with a shrug before looking about the room for anything noteworthy.

 
 Spoiler: OoC 
Perception +5
 
Ghostfoot
Philemon spends some time looking about the room. A bundle of burlap under the table proves to hold several bones with flesh still clinging to them. The bones are obviously those of a human.

One of the old iron cooking pots that hangs from the ceiling rack contains a leather bag, inside which are three yellow-flecked translucent azure blue stones (value 12gp each) and 41 gold coins.

Checking the long-disused fireplace he observes a dark concealed passageway. Elevated just high enough up the shaft to be obscured from vision it leads to the west. While quite low (~6ft clearance) the passage is comfortably wide and could fit two abreast.
RCgothic
Eponine's eyes flash at the sight of the gems and coins. At last, some sort of recompense for this ill-fated venture! It'll take a fair bit more than this though to justify the trip to her father. With an effort she feigns disinterest, moving to investigate the passage Philemon found instead with her bow at the ready.

"So I presume we're going into the secret tunnel this time?" she comments, still a little annoyed at their failure to gain entry to the last hidden doorway they'd found.
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
Without ceremony Philemon passes the bag of meager loot off to someone in the back for them to consider. When he spots the secret passage he directs the others to it and says, " I'll go first. " Then he mantles up to the passageway to get a better look.

 
 Spoiler: OoC 
Is a Climb check needed?
 
Ghostfoot
Philemon edges up into the hidden passageway. It's easy enough to lift himself up and, once a light source is brought to bear, he sees the tunnel leading southwest, veering south at the far edge of the torchlight. The tunnel is dirty and old cobwebs hand from the ceiling. It appears long disused.
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
" These monsters haven't been using this passage - it's full of cobwebs and stuff. I'm going to see where it goes, but be ready to get out of my way if I come rushing back... " Philemon says as he secures his gear except for a lit torch and starts to clear cobwebs as he goes, sweeping it back and forth in front of him as he creeps slowly forward.

 
 Spoiler: OoC 
Perception Modifier is +5, and Philemon has low-light vision from a trait. He's looking and listening for threats and moving slowly forward.
 
RCgothic
"I'm right behind you", Eponine assures, stowing her bow in preference for her hammer. Despite the close confines for the longarm, she isn't certain she'll be able to see far enough to make projectiles count.

"This place could really do with a visit from housekeeping," she mutters a moment before realising a comment like that might not be appreciated in her current company.
Cephor
Riaghan takes the bag from Philemon to stow it in his pack for the time being. He'll nod to the others that he's ready to proceed.
Ghostfoot
You move along the musty passageway for some distance, Philemon taking the lead. After following the winding corridor for over 100ft it ends in a rudimentary portal, evidently the reverse side of a door hidden or concealed from the other side.

 
Farmerbink
      
     Artaith Forgeheart     
 Spoiler: Current stats &amp; mechanics 
   Artaith Forgeheart   
F NG Dwarf Warpriest (Shield bearer),  Level  1,  Init  1,  HP  14/14,  Speed  20
 AC  18,  Touch  11,  Flat-footed  17,  CMD  14,  Fort  5,  Ref  2,  Will  5,  CMB  +3,  Base Attack Bonus  0
 Dwarven double war axe   +3 (or +1 TWF) (1d10+3, x3) cleave bonus
 Spiked steel shield   +3 (or +1 TWF) (1d6+3 (+1 TWF), x2)
 Scale mail ,    Heavy steel shield with spike  (+5 Armor, +2 Shield, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 7, Wis 17, Cha 6
 Condition  Iron Within: 1/1
Cleric spells
Blessings: 2/3
 


Keenly aware of her limitations when it comes to subterfuge, Artaith stays distantly in the rear.  " I'll keep eyes back 'ere, " she grunts, as her companions trek into the dusty tunnel.  Only as his torchlight fades around the next corner does she advance, listening for signs of concern (and personally unimpeded by a 6' ceiling).  Unfazed by the darkness, she peers backwards in the tunnel as she slowly follows her companions at a fair distance.
 
 
  
RCgothic
"Can you get it open?" Eponine asks Philemon, hanging back a little to avoid crowding in the tight confines of the corridor.
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
" Hopefully from this side - if its like the last I doubt it... " replies the scout. Phil holds his torch close to the secret door, looking for a handle or latch...

 
 Spoiler: OoC 
Perception Modifier is +5, and Philemon has low-light vision from a trait. He's looking for a way to open the door as well as any traps it might have.
 
Ghostfoot
Philemon finds a catch and the door pops open, creaking slightly. A musty smell wafts through the door as you observe a large darkened room. There are several rotted wooden beds in this room, a line of wooden boxes against the wall in the northernmost part of the chamber, and empty racks for long weapons on the walls.

A corridor exits this room to the south.

 
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
" Quiet now... " Philemon says as he climbs down and draws his sword in his other hand. Holding the torch before him he tries to sneak quietly towards the southern exit to see if there are more monsters that way...

 
 Spoiler: OoC 
Perception Modifier is +5, and Philemon has low-light vision from a trait. Stealth is +2. He's looking for threats (traps or monsters).
 
RCgothic
Eponine attempts to follow along quietly, but she bangs the haft of her hammer several times moving through the doorway.

 
 Spoiler 
 stealth (1d20+2)[ 3 ] 
 
Cephor
The young sorcerer quietly sits his lantern down at the entrance to the room, then proceeds to follow behind Eponine, doing his best not to crowd those ahead of him, staff in one hand, and another hand at the ready to cast.
Ghostfoot
Philemon moves towards the exit to the room, followed by the rest of the group. A passageway leads south some short distance before ending in what appears to be the reverse side of yet another hidden door. This time you can't discern any obvious way to open the door...

 
 Spoiler: Map 
 
 
DarkOne-Rob
      
    Philemon Cooper   
Male Neutral Good Human Ranger (Skirmisher/Guide),  Level  1,  Init  2,  HP  10/13,  Speed  30 ft.
 AC  17,  Touch  12,  Flat-footed  15,  CMD  16,  Fort  4,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  1
 Greatsword  +4 (2d6+4, 19-20/x2)
 Shortbow (20 Arrows)  +3 (1d6, 20/x3)
 Heavy Flail   +4 (1d10+4, 19-20/x2)
 Scale Mail)  (+5 Armor, +2 Dex)
 Abilities  Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 7
 Condition  None 
 
  
Phil looks at the secret door unhappily. " Back, I think... " he says simply before leading the party quite a ways back to the last unexplored portion of the complex.

 
 Spoiler: OoC 
I don't remember how far back that is, but we haven't found anything actionable and cannot open the secret doors, so.../shrugs...
 
RCgothic
 Eponine 

Eponine frowns at that suggestion, facing yet another dead end. She'd hesitated before to use her hammer against stone doors for fear of damaging it, but she's getting fed up.

"We can't keep giving up at every door that won't open. Give me some space," she requests. "This won't be quiet!"

As soon as she's clear, she'll strike the door again and again until it either yields to her assault or it becomes clear she isn't getting anywhere.

 
 Spoiler 

 (10d12)[ 7 ][ 8 ][ 4 ][ 6 ][ 3 ][ 10 ][ 11 ][ 5 ][ 8 ][ 2 ](64)  add 3 to each roll for strength, subtract hardness.
 
Ghostfoot
Eponine steps forward, frustratedly swinging her hammer again and again at the offending door. While strong, it does begin to show signs of weakening under the blows as dust and stone chips fly. After a minute or two she has smashed away enough to access the area beyond...

Your light shines through the broken doorway to reveal a largely empty room. A reasonable amount of dried leaves are scattered about the floor of the room, and you spy opposite a short corridor that twists and is illuminated by dim daylight...it seems the leaves may have blown or fallen into this room through the short passage to the outdoors.

Other than that, an old wooden door leads from this room to the north.

 
 Spoiler: Map 
 
 
RCgothic
 Eponine 

Eponine allows herself some satisfaction as the door yields. She steps through into the chamber behind, glad if the fresher air.

"Through there next?" she asks, pointing at the next door with her hammer, the thought of searching this chamber first not having occurred to her.