SanguinePenguin
 OOC thread 
 Recruitment thread 
SanguinePenguin
      NIGHTMARE IN KATAPESH      

The desert metropolis of Katapesh is one of the most splendid cities in all of Golarion.  Within its sandstone walls, anything one wishes can be bought, sold, or traded... for the right price. Katapesh is a manifestation of an organized chaos, where coin is the king and commerce is the greatest god, with Abadar a distant second.

The city itself is broken into four main districts: the Inner City, the oldest piece of the city, and home to the walled palace of the pactmasters, the Grand Coliseum, the Marble Sphinx, the Golden Oasis, the Glass Pyramids, and the Screaming Obelisk, among other wonders; the Lower City, the largest of the districts, the most densely populated, the only one along the coast - housing the docks, as well as a ubiquitous and constant sprawling bazaar; the Dawn Gate, northern portion of the city and home to most of the upper-middle class and the Immaculate Repository, the temple to Abadar; and, lastly, the Twilight Gate, once ruins south of the Inner City, now a blend of old and new architectures in a mostly residential layout.  Outside the sandstone walls, a handful of other districts have cropped up to glom onto the prosperity within the walls: the Daystalls to the west provide what seems a cheap imitation of the grandeur of the Lower City bazaar; the Sprawl to the south, housing cheaper residential areas endemic to any capitalist society run amok; and the infamous Dog Town to the north, home to the cheapest housing, shadiest businesses, and more hyena-headed gnolls than within all other major cities in the Inner Sea  combined .

This Starday morning started like most other Stardays in Katapesh - with the promise of the Grand Bazaar.  Already by dawn, trade has begun.  Entertainers of all sorts claim trafficked street corners to make a few coins and, hopefully, to secure some more lucrative opportunities.  The streets are flooded with enticing aromas from those catering to the hungry foot traffic, the city has even cracked down on any stands that produce more noxious odors as interfering with trade.  And, of course, merchant stands with varying degrees of permanence are erected in every viable area with their hawkers peddling their specific wares, some come from afar, but most are local staples.   While every day in Katapesh looks like a more sedate version, the Grand Bazaar is where every man, woman, and child with something to sell claims their patch of land.  Most of these have purchased rights with the city, but even if the full Zephyr Guard worked all day at it, they couldn’t possibly verify every license, to say nothing about forgeries.

Sadar looks for work as a guard with the rising of the sun and meets Galtho Thiranyi, a merchant moving a cart through the city who quickly hires him on to stand guard over his kiosk for the day, as well as help him set up, and close down.  Galtho is a curt Vudrani man in his early sixties, who sells paper, ink, quills, chalk, blank books, and other writing related tools.  He makes it clear in his gruff matter-of-fact way that Sadar’s mere presence is the deterrent.  With so many stands in the city, only those selling highly valuable objects like jewelry, or those unguarded, are in danger of thieves - after all it would be a strange individual to risk their hand for some scraps of paper.  His offer of eight silver is a fair rate, and a touch above what Sadar would have expected.  The man sets up shop in the Lower City’s Hearthstone Plaza, in front of the door to an alchemist’s shop, “Pulchritudinous Paggron’s Positively Potent Potions,” and between a luxury cartwright, “Craft Carriages,” and a sprawling stand, “Fine Artifacts of Ancient Osirion and More.”  Galtho converts his cart into the kiosk, “The Write Stuff,” where he can sell his wares.  Throughout the morning, his business seems to do well as there are customers seeking his supplies specifically.  The guard work is rather dull, as not a single thief is encountered, but honest.

Kharesh begins his search and is quickly told that a merchant in the Lower City’s Hearthstone Plaza is selling ancient Osirion artifacts some of which he believes are Pahmet in origin.  The dwarf heads there and enters the plaza to find the stand for “Fine Artifacts of Ancient Osirion and More.”  There, Zetath al Ustadh, a middle-aged black bearded man with seemingly a lot of energy, encourages passersby to purchase his items of somewhat grandiose origins, taken from this or that tomb, ruined city, necropolis, barrow, or even an altar high on a mountain.  After speaking with another customer, he notices your gaze and says,  “ah, my friend, how can I help you this day?” 

Gurmok, having recently arrived in Katapesh, thought his first grand bazaar would be a perfect time to solve one of his more persistent problems - his goblin dog’s dander.  Though he didn’t mind it himself, the rodent was a biohazard to any non-goblin he encountered.  Though the goblin dog receives a few curious glances as he moves through the city, Gurmok also sees a woman leading a tiger, an entertainer entwined with a half dozen venomous snakes, and a man with a collared creature composed entirely of dirt in tow, so he suspects the bizarre can be a bit mundane at the bazaar.  A helpful young halfling woman suggests he try Cintra’s Exotic Pets in the Lower City.  There, Cintra herself recommends a goblin alchemist several blocks away who has helped her with this issue when she has had goblin dogs in stock.  Pulchritudinous Paggron’s Positively Potent Potions is accessed through a narrow door in the Hearthstone Plaza of the Lower City.  Various herbs hang from the ceiling, and every surface is covered in flasks and vials, both full and empty, most stoppered, some not, some  alarmingly  not with a greenish smoke slowly leaking into the room.  Even by goblin standards, Paggron’s grin looks a bit deranged.  His clothing is a custom leather patchwork of pockets, littered with tools and vials.  When he sees your dog, he squeals with delight, hops over the counter - knocking a few vials to the ground which miraculously don’t shatter - and begins to gleefully pet the creature.  When asked about goblin dog dander, he says,  “oh yeah!  I perfected a simple unguent a few years back that will keep the dander on him pretty well.  Does nothing for the bite though.  It’s simple ingredients - mostly lard, goldenrod, and arnica - I can whip you up a pot of it for 1 silver.  If you apply it daily, that pot should last a week.  As a warning - it may make him less appetizing to some predators, and more appetizing to others.” 
 
 Spoiler 
1 sp for 7 doses on Goblin Dog Unguent that suppresses the dander.  Loses scratch ability for the day, less of an allergen hazard to others. Bite still transmits goblin pox.
 


Tired of living in fear - or dislike - of water, Gex sets about his task of finding a cure for his predicament in the city that sells everything.  Unsure where to start, he asks people at random.  The sanitarium sounds a little promising until one man describes it as where “mad dogs go to fester until they die.”  Several separate snarky individuals point out that this is a desert, and as long as you avoid the sea, finding water is the bigger issue.  One woman suggests weekly sessions talking to someone about your fear, processing the past trauma, and, after a year or so, growing into a healthier person as a result - the whole notion seemed both laughable and time-consuming.  One man suggested an alchemist who he thought  may be able to help.  The old man he recommended did not actually have a solution, but he suggests a different alchemist, who in turn suggests a third alchemist, who then suggests a wizard, who suggests a witch, who suggests yet another witch.  Finally, a third witch, a wizened old Kele****e woman, Belinda al Thrakow, in the Lower City asks a few questions and concludes,  “yes, I could cure your fear.  I know a spell that can… correct your memory of the event.   Your fear will disappear and you will be cured.  The price - well, the spell is rare, requires significant talent to cast, and I may be the only one in the city who knows the necessary art, and it will take several hours of my time - so you will need 10 platinum coins for me to do it.”  

Kali heads to Twilight Gate, where the Katapeshi chapter of the Pathfinder Society is headquartered.  The friendly halfling manning the front desk greets her.  As to joining, he informs her that due to some potentially exploitable loopholes in Katapeshi law, all prospective recruits to the society must have a letter of recommendation from a current member in good standing.  At this point, though he remains very friendly throughout, his help proves rather… unhelpful.   “Can I interview with someone in the society to get a recommendation?”   He laughs,  “they are all at the bazaar, of course.  The building is empty right now.  I just work the desk, and my shift is only two hours on Starday.”   “Can you tell me where someone is?”   “Not really sure.”   “Can you provide with names of chapter members?”   “No, it’s a safety concern.  If you were an Aspis agent or Mantis assassin, they could be targeted.”   After a few more unhelpful exchanges, he recommends coming back on Moonday.  Kali sets out sightseeing instead, while periodically asking about Pathfinders, finally a woman mentions that she thinks she heard a merchant selling Osirion artifacts a few plazas over say he was a Pathfinder.  Kali heads in that direction and sees a pale, slightly overweight man in front of a massive stand littered with… well, junk at first glance, a second look reveals that some of the items are bejeweled.  The man has just begun to speak to another dwarf, a Pahmet in fact, as Kali approaches.

Mauricio’s purely academic interest in a mobile hospital cart are initially met with confusion or occasionally suggestions that he go to a stationary apothecary for whatever ails him instead.  A young couple of apparent means overhears Mauricio ask someone, and the young woman interrupts,  “sir, I would bet Erthin at the Craft Carriage could build that for you.  He made a splendid carriage for my friend, and she spoke  very highly  of his work.”   Although she did not know where he was located, a few questions to others directed him to the right plaza.  Sure enough, the tall Vudrani man seems to know precisely what sort of mobile carriage Mauricio has in mind, and shows him some technical drawings for three similar carriages he hass designed.   “The price?  It would be  at least  50 gold for this.  If there are more features you want, it could run a bit higher, luxury features could drive the cost up a lot.  I would require half up front, half on delivery.  The construction would likely take about two weeks.” 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh Hammerfist stepped onto the main street, eyeing the expanse that lay ahead before continuing onward.  The solid dwarf walked through the marketplace slowly, his methodical pace allowing him to take in the sights, sounds and smells all around.  He had gotten up before dawn to greet the day with his centering fitness regime that he always did - calisthenics, katas, and meditation.  After cleaning up and gathering his meager belongings, he had taken to the streets to get to the Bazar early in order to enjoy as full an experience as he could.  His purposeful stride marked him as someone confident in who he was and where he was going, as the crowds seemed to part around him as he moved through the market.  He wasn't aggressive, confrontational or demonstrative - people simply  moved  out of his way.

After half an hour of walking, Kharesh paused at one stand selling 'beholder eyes,' curious what made the items so popular.  He had eaten some rations earlier, but a snack would be welcome.  When the merchant handed a small bag of them over in exchange for a silver, he bit cautiously into one, then nodded in approval and thanks to the woman.  It was a crisp, citrus-flavored cookie, with a single colored almond in the center - both tasty and filling.  He asked a quick question regarding directions, and found the Lower City might hold what he was looking for.

When he arrived in Hearthstone Plaza, a few vendors pointed him in the right direction, and he was soon standing before a stand with the sign "Fine Artifacts of Ancient Osirion and More."  He stood silently for a few moments, his gaze taking in the different wares displayed for would-be customers.  While he noted the gamut of trinkets, baubles and more, he was searching for items of a particular origin.   As he perused, an energetic middle-aged black bearded man approached him with a slight bow of his head.   “Ah, my friend, how can I help you this day?” 

Kharesh turned and nodded back to the man, thinking for a moment before speaking.   "Greetings, merchant.  I seek dwarven goods."
    His response was short and to the point, and suggested a person who was not a prolific speaker.

 
 OOC - Into the IC!  Glad to be here.  Kharesh is not a cagey customer, so he may show his cards more freely than a savvier individual might.  He will look for any dwarven made items as he checks the visible wares.    Perception  - (1d20+5)[ 17 ] 

For any sense motive requirements, my bonus is +5  
 
 Spoiler: Crunch 
 AC: 17 HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
Effects: Stance (see above); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)
 
BelGareth
Gex moves through the crowd with ease, well, with as much ease as a gnome used to the hustle and bustle of a large cosmopolitan city, and his size helped drastically. Moving like a shadow in and out of the stalls, and shops, he asked around quite literally asking anyone who cared to listen.

The lady who told him about the...what was it.... Therapy? ....he chuckled as he walked towards the Witch's shop,  "What a ridiculous notion!" . He finally gets there, and is dismayed at the cost. Patting his almost empty coin purse, he frowns.  "Might you do a trade for services? Or anything you are in need of in repayment?"  he asks wistfully.  "Unfortunately, my coffers are....not what they could be."  he says meekly.

 
 Spoiler 

  Diplomacy  - (1d20+7)[ 12 ] 
  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 
Prehysterical
For a sheltered (or rather, incarcerated) young man such as Mauricio, Katapesh is a riot of color, smells, and noise. Not necessarily good or bad either way, but just... so different from what he was used to. For once, the tiefling's appearance does not draw overmuch attention from the varied city-goers. Still, the hot sun beats down on Mauricio's head and he adjusts his hood to offer him a bit more protection. The burns from crossing such harsh land have been searing agony and Mauricio has been forced to adapt to the local style of dress to keep himself from getting cooked. Here, among members of every race and nation, he is nobody... and that is just how Mauricio prefers it.

Of course, there is plenty of grime to go with the glamor. Mauricio averts his gaze as a slaver walks past, leading an embarrassingly dressed Osiriani woman along behind him. It seems as though, as a foreigner, Mauricio better watch his step if he does not wish to become shackled himself.   After what I saw in Cheliax... No, never.  

Mauricio has come here seeking a fragment of a dream and it seems like the city would deliver on its reputation. It is an arduous process, explaining that he is looking to  commission  such a carriage instead of seeking one, but a woman finally realizes his intent. A few more directions and Mauricio finds himself at the right cart. He makes sure to keep a healthy distance from the surly-looking guard at the writing stand next door before making Erthin's acquaintance.

Erthin's designs  seem  reasonable... Mauricio has no background in any sort of carpentry or engineering to inform analysis. The thin-framed and ashen grey man pulls forth a sheet of paper and a quill before noting Erthin's quotes. Fingers that are too long, resembling more the legs of spiders than human digits, curl around the feather's shaft as Mauricio writes. Remembering his father's lessons, Mauricio opts for what he perceives to be politeness.

 "I shall not waste your time, serrah. I do not have the money required at present for such a commission. You have piqued my interest with your designs, however. How often do you come to the market here? Perhaps if I am able to procure sufficient funds at some point down the road, I might return here and we may conduct more lucrative business... and potentially speak of additional features."  Behind his words, Mauricio begins to question Erthin's offer. Not because the man has been offensive or done him wrong, but Erthin is a complete stranger and Katapesh has a reputation of bleeding gold from the unsavvy.
 
 Spoiler: OOC 
Lore (Mercantile):  (1d20+7)[ 24 ] 
Sense Motive:  (1d20+7)[ 16 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Kirjath
Today wasn't turning out to be much better than any of the previous days Kali had spent in Katapesh. The Pathfinder Society had been practically closed, much to Kali's surprise. Were they allowed to do that? It didn't seem like an organization that took weekends off, but perhaps the rumors she'd heard were exaggerated after all. Kali adjusted her breastplate into a more comfortable position as she took a step outside the headquarters. The sun was glaring down on the city today, and even though she was unfazed by the heat, sweat still trickled down her forehead and made her scalp itch. The shade offered by the Society headquarters had been a nice relief for a time, both from the bustling crowds in the streets and from the weather.

The halfling who greeted her had been nice enough, even if he had insinuated that she could be an assassin or spy of sorts. Kali glanced down at her calloused hands and dusty clothes before barking out a laugh. An assassin of delicious pastries and spirits maybe. Without giving it another thought, she set off about the marketplace and tried to find more information on her own. Spending more time in Katapesh was a mixed blessing of sorts. On the one hand, she got to visit the various food stalls the city of commerce had to offer and try some incredible delicacies. On the other hand, she was running lower and lower on funds and would need to find some sort of work to do soon. Add to that the increasing presence of Gnolls just wandering about, a sight which made her teeth grind together in a way that definitely wasn't healthy. No, the sooner she was out of there, the better it would be. Katapesh was a little too crowded, and it was tough fighting through the crowds when most of them had to look down to even notice you, and all of them were in too much of a hurry to look down. She'd bumped into countless people, and keeping a watchful eye out for pickpockets was becoming exhausting.

Kali soon found herself in the Hearthstone Plaza passing by a small cart guarded by a man with the most intense gaze she'd ever seen and stopping in front of the artifact merchant she'd heard about. There was an undeniably sweet smell hanging in the air, and it made her stomach growl in anticipation. Kali hoped it was from a vendor's stall nearby and not from the alchemist's shop; she didn't trust those potion makers and poison peddlers to brew anything she was interested in imbibing. The artifact merchant already had a customer though, another dwarf by the looks of him. His skin was darker than she'd expected, he must've been either a local or maybe from one of those Osirian clans she'd heard about, but more importantly the dwarf looked like he could crush iron with his bare hands. Kali had never met a sand dwarf before, though she'd definitely seen a few around the city, and none were quite so impressive looking as this one was.

The dwarf and the shopkeeper had exchanged few words so far, but Kali felt it was better to wait her turn. It'd be rude to cut in line, and Kali had a sneaking suspicion that the merchant wasn't even from the Pathfinder Society. It was just the latest in a long series of wild chases leading to nothing.

Well, perhaps looks were deceiving. Kali quietly reached into her pack and took out a small waterskin while she waited, taking a deep sip and a moment to gather her thoughts.

  What do I even do if he's no' a Pathfinder?   She wondered. It wasn't like she had much of an idea of what to do next. There had to be something she could do.   Ah, I forgot ta pick up a block o' wood.   She mused. It would've been nice to sit down and work on something while she waited.

 
 Spoiler: Current Status 

 HP:  22/22
 AC:  18
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7
 
DrK
Sadar had enjoyed the day and the bazaar. The merchant, griff though he may be was paying well and had a canny manner that seemed to do well in his business trading. No one seemed to have got the better of tye paper and scroll merchant and the stocks of papers and inks concealed under the  stall was severely diminished even half way through the door.

He relaxed in the sun, the heat of the day muted by the tents and awnings hanging above the thronged bazaar, his sword hung under at his waist, eyes roaming and he brought it out only twice to sit and sharpen it visibly as he spied a small group of thieves ghosting through the market. But they passed him by, one offering a nod and a smile to Sadar and heading towards a cluster of Osirani gold traders.

The bazaar was filled with oddities as he watched a tough looking dwarf heading to the ancient artifacts stall opposite and a bizarre looking goblin going to the potion maker. He watches them all, sipping tea occasionally and relaxing
Gwynfrid
Gurmok had been a little wary, as always, entering such a large city. He remembered the nasty looks he had gotten from the longshanks in Oppara. And a few other places hadn't been much better, to tell the truth. But Katapesh has quickly proved itself to be a different kind of city. After all, he does cut an unusual figure, this blueish-skinned goblin, smartly dressed in fitted leather pants, an impeccably pressed white shirt with large emerald-tinted glass buttons, finely embroidered with a goblin-size hand in a circle over the heart, and a round straw hat topping his oversized, squarish head. But he sees the locals have their share of weird looks. This burly gnoll with a shaven, tattooed skull and the rows upon rows of necklaces, all made from the teeth of varied, presumably very large creatures? People barely turn their heads at him, and Gurmok has to remind himself that staring is rude. Besides, it takes all his attention to make sure Zen isn't trying to grab a mouthful of this delicious-smelling spicy fish off the street merchant's stall, or scratching himself in the middle of this group of veiled Quadiran ladies, or any other shenanigans that would get him in trouble. The large, scrawny rodent has been his best friend as well a a very convenient mount in his travels around the Inner Sea, but one has to admit that he isn't always comfortable company for longshanks, or gnomes, or halflings, or anyone not a goblin.

On this glorious sunny day, the bustling Grand Bazaar looks like an excellent place to look for a job, but before that, Gurmok has some shopping ideas in mind. Cintra’s Exotic Pets is his first stop, and from there he gets good directions to the place where he might find a solution to this pesky dander issue. "Pulchritudinous Paggron’s Positively Potent Potions", the sign says. Reading such long words takes a bit of focus, but Gurmok appreciates the elegant pattern of the alliteration, once he manages to decipher it. Next to the shop, he notices the writing wares stall, and the tall guard in desert robes obviously checking out the street for thieves. He nods to him politely, a method that often works to placate longshanks. He dismounts, and leads Zen into the shop.

Inside, he frowns disapprovingly at the indescribable mess - this is a goblin shop, all right. But Paggron appears to be a nice character, and even better, it seems he does carry a remedy! Gurmok rewards him with a large smile -  "Friend, how delighted you find me, as it appears I am in the right place!"  - and decides to try this new concept he learnt as he traveled through Quadira - haggling.

 
 Spoiler 
This is probably a Diplomacy check, untrained  (1d20+3)[ 6 ] 
 
SanguinePenguin
The merchant nods at Kharash,  "please, call me Zetath! Ah, dwarven goods.  Pahmet?  Well,"  he asked the question rhetorically, then turns to the table and scans its contents,  "ah!  Yes, these two gold riveted saingham were found buried in the sand near an oasis about a three days trek south of Wati.  They lay next to the bleached bones of a dwarf - one would suspect, Pahmet.  I was not there when they were uncovered mind you, but I trust the finder's word absolutely.  Ten gold for one, fifteen for the set." 

Perhaps sensing that his customer lacks the requisite funds, he says,  "I have some more."   He bends down and digs up one of several crates from under the stand, and pulls it out.  Seeming to remember something else, he grabs a hefty dwarven waraxe from within another crate,  "the waraxe belonged to a caravan guard I once travelled with who had a bit too much of the life on that trip, and offered to sell the axe on our arrival in Katapesh.  I took the deal, even though I hadn't a clue what I would do with the axe... I hope he's well.  I would sell it for... 2 gold, 4 silver.  In the crate, there are... the names for them escape me, friend, so please forgive the uncouth 'beard jewelry.'  I would be happy to sell you any of the pieces at a good rate.  Please excuse me, take a look, and let me know what you'd like." 

He then moves over to a Kelesh man in a yellow turban who picked up a tea kettle,  "why, my friend, this brass kettle may be worn, but it was hauled from the ruins of Sephar-Taj in Vudra!  As it came from within the largest building there, it likely belonged to the mayor or a high priest. Eight gold and it is yours!" 
 
 Spoiler 
The dwarven waraxe appears to be a dwarven waraxe
If you would like any beard jewerly, you can buy it at a "good" rate, pay what you want, and it would be of appropriate quality.
 


Gex explains his plight to the crone, who looks back at him with a look of confusion.   "Have you never engaged in commerce before, boy?  I give you a price, and if you cannot pay for it, you go earn the money, then you come back with the money, you give it to me, and I give you what you wanted.  I’m sure a handsome devil like yourself could make some money quickly, there are over a dozen brothels in the city.  I'll be here when you have the coin,"  she motions him away.  Without warning, a loud   CAW   echoes though the small shop.  The sound came from a raven perched high in an alcove, who up until that moment had not made its presence known.   "Really?"  she asks the bird who responds,   CAW CAW CAW  .   "Very well.  I could give you a tarot reading, if you'd like.  Free of charge." 

Gurmok sets into haggling with enthusiasm, if no aptitude.  The fast talking merchant is clearly no stranger to the art of haggling, but after some back and forth Gurmok scores a clear victory in this circumlocutory sojourn, and manages to talk Paggron down to one silver for a pot that will last a week.

Erthin nods understandingly to Mauricio,  "far from being a waste of my time, your interest is the best investment so far today.  As you can imagine, foot traffic in the bazaar looking for a carriage isn't common, but every other week or so, I book a new order here.  Barring some crisis, I am here every Starday for Grand Bazaar.  My workshop is down in the Sprawl and you can usually catch me there other days of the week."  Mauricio is pretty confident that price is on the high side, but definitely reasonable.  The merchant does not appear to be trying to cheat him.
Prehysterical
Erthin's relaxed response prompts a small, pleasant smile from Mauricio... even if his sunken cheeks make it seem more tight-faced than he intends.  "I suppose I can see the difficulty,"  he concedes.  "If I might be so bold, perhaps I could offer a service to establish a line of credit? I have been studying the medical arts for years. I am sure that Katapesh has no shortage of clerics or alchemists... but sometimes it is more useful to diagnose the origins of a problem than merely treating the symptoms. Also, forgive me if this marks me as an impertinent stranger, but I do also have experiences in law and finances should there be need for you to focus your attention on an otherwise conflicting priority." 
 
 Spoiler: OOC 
I am guessing this is going to require Mauricio to either Make an Impression or Request, so here goes nothing:  (1d20+1)[ 8 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh nodded at the merchant, silently observing the items Master Zetath showed him.  For any of the weapons he is allowed to touch, requested with a simple look and raised eyebrow, he took them and tested their weight, balance and feel with a series of slashings, swings and thrusts.  As he spun the weapons across his wrists and peered down the handle to the blades, he nodded and handed them back.

Kharesh seemed deep in thought as he stared at the cart. When Zetath excused himself, the dwarf simply nodded in acknowledgement.  As the man attended another customer, Kharesh considered how the weapons felt, how they looked, and what he thought the relative value was.  The siingham were nice, and possibly tied to both his ancestral roots and his professional ones.  However, the price seemed steep at best, for accents that served little functional purpose.  The axe was more intriguing, although truth be told, Kharesh was not accustomed to fighting with weapons in the first place.  As for the jewelry, he had little desire or need for anything displayed.

If the merchant returned, he nodded and pulled forth his axe, brandishing it, then going through several rapid attack sequences to display it's balance and speed.
  “This plus one gold for waraxe.” 

Kharesh waited quietly for the man's response.

 
 OOC - Well, I suppose some sort of 'appraisal' is in order, but I'm not sure how to do it.  I think I saw references to recall knowledge and an appropriate knowledge skill.  So here goes nothing ...

  Warfare lore  - (1d20+3)[ 22 ] ,   Pahmet lore  - (1d20+3)[ 19 ]  ... not sure anything else applies.   
 
 Spoiler: Crunch&amp; Status 
 AC: 17 HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
Effects: Stance (see above); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)
 
Kirjath
Kali gave a start as the merchant turned away from the sand dwarf and addressed another customer nearby. She still wasn't used to how things worked in the crowded markets of Katapesh, as it seemed waiting wasn't going to get her anything useful. Kali quickly stowed her waterskin away and stepped forward to address the stall merchant when her heart nearly leapt out of her throat as the dwarf in front of the stall started swinging an axe around. His attacks were precise, not even close to her, but Kali fell back a half-step anyways at the sheer surprise of it all.

 "Are you mad!"  Kali grumbled loudly. There was heat rising to her face as she stepped around the larger dwarf,  "Who swings an axe around a market like that?" 

He seemed taciturn, even for a dwarf, and Kali couldn't help but wonder where he'd learned his manners. The streets seemed much too crowded to do such a dangerous thing like that. Even if he did seem well trained with such a weapon, there's no telling what could have happened.

Shaking her head, Kali decided it would be better to give the sand dwarf a wide berth. She stepped up to the stall and tried to call for the merchant's attention.

 "'Scuse me, excuse me, Master, ah...Zetac!"  She started, not quite recalling what he said his name was.  "Do you happen ta know a Pathfinder?" 
SanguinePenguin
Zetath permits examination of the items.  Kharesh can tell the saingham are well made, and either of Pahmet origin or an exceptional imitation.  Likely, the price asked is reasonable, perhaps low even.  Regardless, most of the cost is locked up in their gilding, despite being a pretty uncommon weapon.  The dwarven waraxe on the other hand is a very common weapon among dwarves, Pahmet included, although he doesn't  think  this one is Pahmet.  The axe can be used with one or two hands easily, sort of a hand-and-a-half axe.  He also knows that nearly every weaponsmith would charge at least 3 gold for a new one, and this one is barely used, Zetath is already offering it cheaply.

At Kharash's offer, Zetath shakes his head.   "I'm afraid not, my friend.  Goods I have, but coin is what I need.  I am not really a weapon seller, all these weapons are incidental.  It is unlikely another customer would come along to buy it, so I will have to go to another merchant to unload the axe.  This waraxe for two gold and your axe is my counter offer." 

At Kali's question, a forlorn grimace crosses Zetath's face, but he quickly composes himself.   "Yes, my wife is a member of the Pathfinder Society." 

A red-haired Varisian man picks up an ornamental silver rod inlaid with black and green stone rings.  Zetath's attention gets pulled away,  "a fine piece that is!  Taken from the tomb of the vizier to Pharaoh Gebessek the Seventh!  A unique artifact - priceless even, but I would sell it to you for twenty platinum!"   The man chuckles dismissively and sets the rod back down.  Zetath frowns sadly as the man walks away.

At Mauricio's proposition, Erthin shakes his head,  "half now, half on delivery is all the credit I can offer.  Maybe if you were buying a cart every month, and had been doing so for a bit, we'd have a different discussion."   He doesn't seem inclined to modify his whole business model for a stranger he just met.
Starbin
  Kharesh Hammerfist  , dwarven monk

When Kharesh started twirling the weapons, most in close proximity to his body and certainly not near anyone, he heard an exclamation behind him.   "Are you mad!  Who swings an axe around a market like that?"    He paused for a moment, turning to see who was complaining and took in the dwarf that was standing there.  He raised a single eyebrow at the obvious frustration coming off of her, and responded to her question.   “No.”   They stared at each one for a moment as she stepped around him, giving Kharesh a wide berth.  He watched as she went to speak to the merchant, wondering why his examination of the weapon had ilicited such a response; he thought he had been careful and he had ensured the immediate are was clear.  Perhaps her clan had different rules for such actions - some even thought a weapon could not be sheathed or put away unless it tasted blood first.

Not knowing what else to say, he put the weapon down and nodded to the merchant.  He held up a hand to the last offer, simply commenting  "No thank you."   If he changed his mind, he could always come back.  Instead, he turned to the bazaar and moved to the side, peering up and down the street, scanning for other opportunities to find something of interest.

 
 OOC - Hanging out for now, looking for another option.    Perception  - (1d20+5)[ 20 ]  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
Effects: Stance (see above); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)
 
DrK
 Sadar 

Crouched at peace on top of a barrel a whetstone keening the edge of his sword Sadar looks up and smiles lightly as he watches the dwarf and several market folk interact as the dwarf tests a weapon. Looking to the merchant he grins.  "Master Galtho, would you have excitement like from time to time? No danger of your customers swinging your wares around beheading people." 

Rising he stretches slowly and walks around the stall looking for any trouble, an eye on the slightly more "adventurer" types that are roaming the stall nearby.
BelGareth
Gex looks dismayed, he very much knew how money worked, but was hoping, maybe naively, that he could figure out a deal. Looking obviously dejected at the news, he turns to leave, but stops as the bird begins to make a sound. Turning around, he nods with a smile,  "I would very much like that!"  he exclaims.
SanguinePenguin
Despite her offer, the old woman seems rather annoyed to be doing this.  She curtly motions Gex over to a small wooden table and sits down.  She pulls out a weathered deck, shuffles seven times, gets Gex to cut, then lays out four cards in a diamond.  She flips the card closest to him and mutters in a bored tone,  “the inverted hermit - that probably means you are lost, directionless, or not where you think you are supposed to be.”   She then flips the card to her right,  “the ace of pentacles, upright - you are about to stumble into an opportunity, you should take it as it is likely to pay off, a lot.”   She flips the card furthest from Gex, stares at it for a long moment and now seems to grow slightly more interested in the reading by a change in her tone,  “the inverted moon - there is discord on the horizon, but this slot pertains to you and your well-being.  Confusion and fear will gnaw at you from many directions.  The confusion and fear are - in themselves - a genuine danger to you.”   She then flips the last card,  “an upright three of pentacles - teamwork is going to be paramount to your success, without it, you will certainly fail, which here probably means die.  Well, that should be all,”  she nods at the cards, but then the raven emits another loud   CAW  , so, with a frown, she picks up the deck, glares at the bird, and says,  “I usually don’t bother with this part, because it never says anything useful, at best it's just ominous.”   She then flips two final cards face up into the center of the other four.  She stares at them for a long moment,  “inverted temperance and upright justice - there is an extreme imbalance and a reckoning coming.  It is difficult to gauge, but I think either the reckoning of the imbalance is you, or the imbalance will be your reckoning.  Of the imbalance, I have no guess and the cards cannot tell me more…”   She sits back in the chair leaving the cards where they are,  “I am tired.  Leave me and return when you have the money for me to fix your fears.” 

---------------

Galtho chuckles to Sadar,  “oh I’ve had my share of paper cuts over the years.  That stand has been changing every week for months now, Professor al Ustadh there is just the freshest face - not a regular like Erthin and me,”  at the mention of his name, the young man behind the neighboring kiosk extends his fist, and the much older Galtho bumps his own against it.

Erthin joins the conversation,  “but, this is Katapesh, so weapons at market are pretty tame.  While last week had a woman selling grilled meat, the week before had a strange man selling vipers!  They kept escaping too!  About two months ago, there was an alchemist throwing bombs in the market, I’d think in some misguided attempt to drum up some business - Paggron drove that one away thankfully.” 

At those words, the door to the alchemist’s shop opens and the goblin with the giant rodent in tow emerge, the door closing behind him.

A finely dressed Garundi woman examining a silver bowl bejeweled with purple amethysts draws Zetath’s attention,  “a keen eye, madam!  For that bowl belonged to the nephew of Pharaoh Menedes the Eighth and was truly the highlight of his humble tomb - no curses!  I swear it! Worth easily thirty gold, but I am willing to part with it for twenty!”   The woman scoffs at the price, returns the bowl where she found it and moves away.   “I will be here all week!  Tell your friends!”   He calls after her.

Gex left the witch's shop, barely even remembering how he made his exit.  Somehow, the cards left him in a bit of daze.  When he realizes where he is, he has meandered into a nearby plaza, where a slightly overweight pale-skinned Kelesh merchant standing under a banner stating “Fine Artifacts of Ancient Osirion and More” catches his eye.  Seeing that the proximal clientele have begun to skew toward rough-around-the-edges types, the merchant proclaims,  “I have a lot of gear useful to an adventurous sort!  Not of so spectacular an origin, most gently used, but excellent condition.  I am willing to part with these,”  he grabs a large crate from under the stand, one of about two dozen, and pulls out several items,  “for a bit below market value.”   As the items emerge, Galtho gives Sadar a look and gesture clearly granting his guard leave to check it out.

 
 Spoiler 
The crates include (all sold at 80% market value):
2 adventurers packs
2 healers tools
Climbers kit
Repair kit
Thieves tools
2 daggers
1 shortsword
1 maul
1 heavy pick
1 dwarven waraxe
2 thunderstones
200 ft of rope
Grappling hook
2 Crowbars
Compass
Cookware
Hooded lantern
Bulls eye lantern
Mirror
Hourglass
20’ chain
Water purifier
Spyglass
Four person tent
 


The man in the yellow turban picks up a ceremonial dagger, a wickedly curved kris with emeralds in the hilt, Zetath proclaims with enthusiasm,  “ah!  Those emeralds are fine, but only a fraction of the blade’s worth!  That is none other than the Talavades Dagger!  The dagger was taken from a cave containing only it and an ominous obsidian altar on the steps of Mount Talavades in the Brazen Peaks.  Aside from the altar and the dagger, there was absolutely nothing in the cave.  No signs of any animals, plants, or fungi even - utterly devoid of life.  I could bid farewell to such a fantastic piece for forty platinum.” 
Kirjath
Kali's demeanor immediately brightened at the merchant's words. Though the way Zetath said it was concerning, the fact that he directly knew a Pathfinder was the closest she'd gotten to making headway on her journey for days now. It was possible that asking to meet the man's wife would be improper, but she didn't have a lot of other options at the moment. Besides, he hadn't given an indication that his wife was deceased, only the look on his face was giving her pause.

Kali pretended to peruse the wares he had available while the merchant continued hawking his merchandise to the gathering crowd. She didn't have enough money left from signing away the old lumber mill to purchase any of the more useful items he was selling, and some of the prices he had offered sounded truly outrageous. Who payed in platinum for a dagger? The crowd around the stall was also dividing his attention at an increasing rate.

 "Is she the one who helped you get these artifacts?"  Kali asked, wrinkling her nose as she caught the stench of the goblin dog exiting a store nearby.  "Do ya think I could meet her? I've been lookin' for a Pathfinder so I can join their Society." 
Gwynfrid
Faced with Paggron's impeccable if circuitous rhetoric, Gurmok's head spins for a moment. Mechanically, he takes a silver coin out of his purse and hands it over to the merchant alchemist. Then the realization dawns on him. He's been beaten at this strange game.   This is infuriating   - he nearly bares his teeth, but catches himself.   Wait! Remember! Irateness Reveals Overconfidence, Respond Impassibly!    He breathes deeply, his face calm again, before it splits into a wide smile.

 "You are absolutely correct, my friend! If it lasts seven days each worth one seventh of a silver, then it will last a week, making its worth one silver! I am glad that we were able to come to a mutually satisfactory understanding. Thank you, dear Paggron, and I pray Irori that you will have a prosperous day!"  Stowing his precious purchase into his backpack, he makes for the exit to emerge on the sun-drenched plaza.

There, he notices a number of interesting characters - two dwarves, different in clothing, skin tone and gender, but both seriously muscular. The guardsman, idly chatting with the merchant while he sharpens his weapon, but very watchful all the same. A gnome with an interesting tattoo and the look of someone who is lost in thought. And the hooded man, something unusual about him, but Gurmok isn't sure, at this distance.

But just then, the "fine artifacts" seller decides to stop quoting absurd prices, and instead to show wares that could be of interest. Gurmok approaches, and eyes a few items that could complement his gear. This product of longshank science, in particular, a fascinating device, helpful for finding directions...

 
 Spoiler 
Buy:
1 lesser thunderstone 3gp
1 climbing kit 5sp
1 dagger 2sp
1 compass 1gp
Total 3.7gp, with 20% discount = 2gp 9sp 6cp
 
DrK
 Sadar 

Sadar grins at the two merchants, admiring their relaxed demanours. At the nod from Galtho he slips off his barrel and approaches the antique seller and looks into the box. He eyes up the water purifier and the compass,  "Ho now. What are these ones and how much would they be?"  As he starts to offer polite barter and trading he senses a little pair of hands grabbing the compass to just buy it ad many other thing without th customary haggling,

Turning he looks at the culprit (GUrmok) with a shake of his head,  "Not so hasty outlander, who know who may offer this fine merchant a better price for his way finder or the stones of thundering..."  He looks to a nearby stall and gestures to Gurmok and the merchant.  "Now, shall we start the haggling with some tea? My gift of course"  he offers whistling to the small boy on the tea stall to bring a pot and some cups.
SanguinePenguin
When Sadar mentions haggling, Zetath shakes his head,  “although anathema to Katapeshi traditions, my friend, I have no desire to quibble over coppers.  If a poor merchant I seem, it is only since a merchant I am not.  I offer a price that is more than fair here - you know it, I know it.  I have a second lesser thunderstone here, for 2 gold - 4 silver, the water purifier is 4 gold with an unused filter in place, the compass was 8 silver.  If you would like to buy the compass from the master goblin, that is between you two.”   True to his word, he seems to have no desire to tolerate the customary argument to lower the price down, also unlike most merchants who slightly inflate expecting back and forth, he also is selling these clearly below market value.

To Kali, he seems to soften a bit at her entreaty,  “yes, these are items Sofh has collected over the years.  I would love for you to meet her and I'm sure she would endorse you, but for that I need money.” 
BelGareth
Gex was in a daze, and not one of the hashish good ones, he stumbled up from the table, barely managed to get out of the door, he felt like he was having an out of body experience, but he wasn't outside of his body.

Weird.

Somehow, his little legs moved, and he found himself at a stall for Osirion goods somehow, his mind reeled as the seller tried to pawn off some old discounted goods to some of the others nearby, he waved the seller off with a hand, but watched the others as the witches words rang through his head, each card, but specifically  "the inverted moon - there is discord on the horizon" , it had such.... weight  to it, and he struggled under the implications, feeling like the sky was pushing down upon him.  "...there is an extreme imbalance and a reckoning coming..."  he began to hyper ventilate, the stress of it all coming down upon him like an anvil upon his shoulders, the world began to blur, and the horizon skipped in his vision as he fell to the floor.
Kirjath
 "That's awful kind of ye."  Kali nodded at the merchant's reply.  "But I'm afraid all I can do is offer ta buy sumthin'."
 
As she glanced over his wares again, she tried to pick out something cheap enough to purchase and still leave her with enough funds to last another night or two in the city. Her options were limited, and Kali especially didn't want to pick up something that she'd only pawn off later.

 "I'm not sure-"  she started before she caught a small figure collapse out of the corner of her eyes. Kali let out a small exclamation as she looked back and forth between the gnome and the merchant in concern. Today was definitely a strange one. Her question momentarily forgotten, she stepped carefully over to the small figure lying in the street and considered the situation.

Likely heat had gotten to the little guy and he hadn't been drinking enough water. Kali reached back and grabbed her waterskin again as she knelt down next to him. She was about to give him a small shake when another thought occurred to her: it could be a trick. Pickpockets were rampant in the city and a wounded gambit like this could give the gnome or a nearby accomplice a perfect opportunity to snatch her coin purse as she tended to him.

Kali shook her head to banish the thought, she would rather not be wrong about this sort of thing. Also, collapsing in the middle of the street was a surefire way to get trampled, so he wouldn't be a very intelligent thief if that was his plan.

 "You alright?"  She asked, giving the gnome a gentle prod.  "Can ye hear me? I'm going ta give ye some water." 
 
 Spoiler: OOC 

Medicine check to see if there's anything Kali can figure out about Gex's condition. Recall Knowledge, I guess? I'm not entirely sure what this is, but I think Medicine is the appropriate roll here.
 (1d20+5)[ 20 ] 
 
Prehysterical
Having reached the brick wall in the negotiations, Mauricio is about to excuse himself when a tattooed gnome stumbles out into the street. When the gnome drops into the street, Mauricio acts immediately. His conversation with the merchant is forgotten as he leans forward, edging his way past anyone obstructing his path. Mauricio's long fingers dart this way and that.   Check his pulse, his pupils, his breathing, his complexion...   All while Mauricio goes about his business, he tries to maintain calm as he questions the sprawled gnome in a deep, refined voice at odds with his lanky appearance.

 "Sir, are you all right? Can you hear my voice? If you can, please say something." 
 
 Spoiler: OOC 
Medicine:  (1d20+5)[ 23 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
Having just concluded his transaction with Sadar, Zetath gasps when Gex faints in front of him. Unsure how to react, he rushes over, fumbles for a moment, and Kali and Mauricio dash to the gnome’s aid. Their combined medical prowess quickly gets the unfortunate gnome conscious and back onto his feet.

Meanwhile, the man in the yellow turban, who callously ignored the fainting gnome, shakes the silver rod with the stone dials, he spins a few of the dials seemingly at random and presses into the top of the rod.  Suddenly, the whole area is bathed in a blinding, but momentary violet light.  A faint lavender-colored mist that smells of sewage and rotting onions lingers as your vision returns, but before you can process the scene, urgent screams drown your other senses as the area descends into pandemonium.

The man in the yellow turban fiddling with the rod is now covered in dozens of writhing creatures.  The fist-sized things are a revolting sight.  There is little uniformity to the creatures, each is a pallid fleshy blob with one to three lamprey-like mouths, a black appendage resembling a giant spider leg with a barbed tip, most have a few black wiry tendrils, most have one or two bulbous purple tentacles, some have an orange eye or two, some have a protusion or two that somewhat resembles a humanoid finger, but with far too many joints.  The things perpetually emit a cacophonous din of screeches, yelps, clinks, chirps, and wails - but the unnerving cadence removes every vestige of familiarity from the sounds.  They roll, flop, and twitch about, using their assorted appendages to approximate some form of locomotion.  They crawl and writhe over each other and everything in the vicinity.  Where they find exposed flesh, either of the man or one another, they bite, climb, and plant their throbbing, barbed spider-like leg deep.  You witness one of the creatures split open in a burst of violet goo, and another similar creature crawls from the husk - the newcomer slowly ratcheting the corpse it emerged from into one of its three lamprey-like mouths.  The creatures are a fundamental offense to the senses, their presence makes thought difficult.  While Gurmok's years with Irori help him keep a calm center, Kharesh, despite his similar background, is driven to the brink of madness.

Joining the horde are two larger creatures, each about the height of a toddler, that stand on almost a dozen uneven and randomly arranged spiny legs that fall somewhere between crab and spider in design, however the body it hosts is a fleshy mass that appears partially melted and hosting black eyes with yellow centers and mouths arrayed with jagged shark-like teeth all haphazardously arranged around the creatures with no discernible pattern or symmetry at play.  A black mucus drips continuously from the eyes and mouths, running over the creatures to drip a slime trail in their wake.  They scuttle about on the legs, and the flesh near the various mouths stretch outward from the body to bite at whatever living thing they can.  One charges into the midst of Gurmok and Sadar, the other into Zetath and Kali.  While Zetath and Kali both manage to back away from the gnashing mucous laden teeth, Gurmok and Sadar are not so lucky.

 
 Spoiler: Actions 
X1
1: Move to N11
 2: attack Kali:  (1d20+9)[ 17 ]   Damage:  (1d6+2)[ 7 ] 
3: attack Zetath:  (1d20+4)[ 8 ]   Damage:  (1d6+2)[ 8 ]  

X2
1: Move to J11
2: attack Sadar:  (1d20+9)[ 20 ]   Damage:  (1d6+2)[ 5 ] 
3: attack Gurmok:  (1d20+4)[ 19 ]   Damage:  (1d6+2)[ 8 ] 

Swarm
1: Damage [roll]1d6[roll] Reflex (Y)  (1d20+4)[ 12 ] 
2: Damage [roll]1d6[roll] Reflex (Y)  (1d20+4)[ 23 ] 
3: Maddening Display See OOC

Welcome to combat! All PCs go now
 

 
 Spoiler: Map 
 
Pink - the swarm
X - the two spidery thing
Y - yellow turban
Z - Zetath
Green (red, gray, blue) are merchant stalls, can stride through require a DC 12 Acrobatics check:  crit success: pass through as normal; success: to pass through them as difficult terrain; failure: end stride; crit fail: as failure, but fall prone.
P and E,G are all fleeing in terror.
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh was busy scanning the stalls while others turned to treat a fainting bystander.  At the commotion, he turned towards the prostrate gnome and the gathering crowd.  However, before he could move forward to help, a flash of light blinded him.  Immediately afterwards, a cacophany of horrifying sounds erupted to his left, the unnatural cadence of noise sending chills down the spine of the normally calm and collected monk.  Blinking rapidly, Kharesh spun on his heels, desperately trying to clear his vision as he sought out the source of the flash.  Through his blurred vision, something skittered past him, bumping his leg as it went.  Planting his feet and assuming a solid combat stance, the dwarf lashed out rapidly - once, twice, thrice.  As he swung, he growled,  "Stay back!" 

Words, especially in combat, for one typically as taciturn as Kharesh spoke volumes about how rattled the dwarf was.


 
  Round 1    Random  - (2d2)[ 2 ][ 1 ](3) 
Action 1: adopt Mountain Stance
Action 2: Flurry of blows, non-lethal if possible.    Att 1  - (1d20+7)[ 20 ] ,   Damage  - (1d8+4)[ 7 ]  (vs Zateth),   Att 2  - (1d20+2)[ 20 ] ,   Damage  - (1d8+4)[ 11 ] +1 extra (vs Zetath)
Action 3: Third attack.    Att  - (1d20-3)[ 7 ] ,   Damage  - (1d8+4)[ 5 ]  (vs spider thing)

 Effects / Status / Conditions:  Confused (1 round); Stupified 2 (10 rounds); Stance (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  (19)  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
BelGareth
Gex woke up to several faces helping him stand, he meekly muttered a  "thank you"  and then the world turned upside down.

The blinding violet flash wasn't even the worst of it, it was the  creatures  that appeared, they moved, and turned, and shouldn't have been, but where, and everywhere he looked, he saw one of them, their twisting and babbling stupefied him, and he found himself in a mindfog. Seeing a monstrosity before him, he tries to summon the power to daze the thing, but felt weaker than normal.

 
 Spoiler 

2 actions: Will cast  Daze Cantrip 
4 mental damage and a basic Will save or be stunned for 1 round with a critical failure. DC 16 (including the -1 from stupefied)

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  Stupefied 1 (1/3)
 
Kirjath
Kali had just finished helping the gnome onto his feet with the aid of another stranger nearby when her vision exploded with a blinding light and her senses were filled with an even worse smell than the goblin dog from earlier. Her hands flew up to shield her eyes, but nothing prepared Kali for the horrific sound that came next. A vile, cacophonous shrieking noise that defied her comprehension and gnawed at her mind. She stumbled back in a daze as she looked around, taking the sheer carnage of the formerly peaceful market square. People everywhere were running away from the vicious looking creatures that had appeared from nowhere, and Kali almost lost her footing trying to scramble away from one of the larger monstrosities that charged her.

Its jaws snapped shut where her leg had been only a moment ago, and Kali swore loudly as she yanked a large axe from her pack and placed it between the creature and herself. She could barely make out the gnome chanting something next to her, and she could feel the breeze from a flurry of motion near the merchant, but Kali's eyes were focused entirely on the monster currently trying to get the taste of some of her extremities.

What  was  that thing? Its body made no natural sense, and the horrid sound was keeping her from focusing. It was like there was a fog in Kali's mind, and she couldn't quite make sense of the situation unfolding around her. Another toothy snap from the monster caused Kali to reel back and ready a swing.

Whatever it was, she was sure being eaten by it would be a remarkably unpleasant experience. With a roar, Kali brought her axe crashing down towards the creature's hide.

 
 Spoiler: Actions 
Action 1:Draw Weapon
Action 2: Hunt Prey (X1 creature)
Free Action: Recall Knowledge  (1d20)[ 10 ]  (Add either a +6 if it's covered by Nature, or a +1 if it's Occultism or Arcana; this includes the -1)
Action 3: Strike ( (1d20+6)[ 19 ]  to hit,  (1d12+3)[ 10 ]  damage)
 

 
 Spoiler: Current Status 

 HP:  22/22
 AC:  18 (19 vs X1 creature)
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs: Stupefied 1 (1/5 rounds)
 
Prehysterical
It seems no sooner than the gnome is back up before complete chaos erupts. Mauricio only catches a glimpse of the customer experimenting with the relic before indescribable horrors erupt with a smell as cacophonous as their noise. His mind reels as the world turns on its ear in the streets of Katapesh.  "What in the  world ?!"  Even with his senses dulled by overstimulation and horror, the analytical portion of Mauricio's mind tries to evaluate the strange creatures for clues to their identity. When one rushes forward and attacks the merchant guard, Mauricio pulls forth his dagger and tries to sink its point into the abomination.

 
 Spoiler: OOC 
Actions: Recall Knowledge (Religion):  (1d20+4)[ 7 ] 
Interact to draw his dagger
Attack X1:  (1d20+4)[ 13 ]  (Mauricio is flanking because of Kharesh, so the creature is flat-footed)
Damage:  (1d4)[ 3 ]  piercing

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7 (+6 currently)
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
Status: Stupefied 1, 1 round remaining
 
DrK
 Sadar 

Sadr is confused ad bewildered, the tiny alien things horrific beyond imagining although as one stabs a spiny leg into into his flesh he snaps out of it. With a cry and a warning of  "Get back you fools"  to the nearby shoppers he swings his sword down on the one by his leg the blade spinning easily in his hand as he swings and slices at it with a second fast attack


 
Power Attack  (1d20+9)[ 22 ]  dam  (2d10+4)[ 14 ] 
Attack  (1d20+1)[ 10 ]  dam  (1d10+6)[ 14 ] 
 


Sadar
HPs 14/19
Saves +6/7/4 Per +6
AC 18
Gwynfrid
Gurmok's astonishment at the sudden turn of events doesn't last.   Being threatened by a multi-legged, hungry-mouthed horror will do wonders' to one's reflexes,   his brain idly reflects while his body jumps into action. With amazing alacrity, he mounts Zen, who was just behind him, busy trying to grab and eat some crawling insect in the street.

Once on top of his loyal friend, he considers his situation. Having expected just a day of shopping, he has no armor, and no weapon in hand.   This big guardsman here, he looks quite able. Logically, it would be a good idea to keep him alive as long as possible.   In his own language, the goblin begins to chant a plea for Irori's help.

 "Devant ce monstre aberrant
Se trouve un commode garde
Mais Irori le défend
Pour qu'il me sauvegarde!" 
 
 Spoiler 

Action #1 Mount Zen, who is located in H12.
Action #2/3 cast Forbidding Ward. Sadar gains a +1 status bonus to Armor Class and saving throws against X2's attacks, spells, and other effects.

Gurmok, level 1 cloistered cleric of Irori
Perception +6; darkvision
AC 12; Fort +4, Refl +5, Will +8
HP 7/15

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
 
SanguinePenguin
Zetath narrowly evades the spidery monstrosity, only for Kharesh to punch him in the face.  The first strike brings a look of confusion and pain, the second a look of terror,  “he’s gone mad!”  The merchant screams before he flees.  His path follows the boy who was serving tea psat Sadar and Gurmok.  Some distance away though, he stops, drinks a red potion and turns back to face the battle.

Gex tries to connect mentally with the creature, but it is unlike anything he’s ever experienced.  It is as if whatever intelligence is there is so utterly alien that its mind works in a different plane than his.  Still, he thinks he  could  affect the creature slightly, just not this time.  Kali has more luck, her axe lands hard into the body of the creature, drawing back mucus and a violet viscera.  Maurico has no luck, however.  Both dwarf and grimspawn are dismayed to note that they haven’t the faintest idea what these monstrosities before them are.

Sadar’s falchion completely severs one the legs of the other creature, and Gurmok mounts Zen, and augments Sadar’s defenses.   The man in the yellow turban runs past them.  He still has dozens of those things on him, slowly falling off as he moves.  The creatures follow, but then settle around Sadar, Gurmok, and Zen.  Their cacophony continues as they grasp, bite, and stab at Sadar, Gurmok and Zen with their legs.

The two spiders each rise up on a few of their legs, wave the others in the air, throwing gray mucus about.  The mucus is either the source of the noxious rotting garbage smell, or has fully absorbed it.  The two then proceed to to attack the warriors that wounded them the most, Kali and Sadar.   While Kali avoids injury, Sadar is not so lucky.  Although were it not for Gurmok's blessing, it could have been even worse.

 
 Spoiler: Actions 
X1
1-2:  Revolting Display (OOC)
3:   Attack (Kali)  (1d20+9)[ 17 ]   (1d6+2)[ 3 ]  

X2
1-2:  Revolting Display (OOC)
3:  Attack (Sadar)  (1d20+9)[ 28 ]   (1d6+2)[ 6 ] 

Swarm:
1: Maddening display (all immune)
2: Move
3: Bites (basic reflex save DC 18) for 1d6 damage vs Zen, Gurmok and Sadar
 

 
 Spoiler: Conditions 
 Stupified 
 Sickened 
 Stunned 
 

 
 Spoiler: Map 
 
Pink - the swarm
X - the two spidery things
Y - yellow turban
Z - Zetath
Green (red, gray, blue) are merchant stalls, can stride through require a DC 12 Acrobatics check:  crit success: pass through as normal; success: to pass through them as difficult terrain; failure: end stride; crit fail: as failure, but fall prone.
P and E,G are all fleeing in terror.
 
BelGareth
Gex is spattered with the sewage smelling mucous from these....things, he feels the need to vomit, and indeed, a small amount comes up into his mouth, which he spits out contemptuously, struggling to move, he can't recall the last time he felt like this, but he knew  something  had to be done, he moves around the abberation, and then casts another spell, this time, one of his favorites.

 Let them avoid this  he thinks to himself.

 
 Spoiler 

1 action: step to O11
2 actions: cast  Grim Tendrils 
30ft line starting at N11 and through I11
  Negative Energy  - (2d4)[ 3 ]  &amp; 1 persistent bleed damage to living creatures
Fort save DC 15 (including both sickened and stupefied)
 
 Critical Success The creature is unaffected. 
 Success The creature takes half the negative damage and no persistent bleed damage. 
 Failure The creature takes full damage. 
 Critical Failure The creature takes double negative damage and double persistent bleed damage. 
 
  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  Stupefied 1 (2/3), sickened 1
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh felt the resounding thud associated with pushing someone.  In the chaos and swirling images, there was no way to be positive what (or who) he had struck, but it was moot - some of the fog in his brain was lifting, and he could see again.  While he still felt fuzzy, at least he could see a clear target in front of him.  Prepared to get back into the conflict, a wave of foul stench washed over him, and his stomach roiled in protest, almost emptying the meager contents from his earlier snack.  He considered for a moment, then turned his head and tried to clear the sick with a giant heave.

Once his attempt was complete, Kharesh leaned in and struck out with three rapid strikes from his stance.   He normally would have spent more time trying to understand what was going in, but given the horror of the situation, there wasn't much time for chatting through the problem.  These things not only looked evil, they  felt  wrong.

 
  Round 2  Confusion is gone, but Sickened is active for a round, and stupefied will continue for just under a minute
Action 1: Retch and try to clear sickened for this round:   Fort vs DC17  - (1d20+6)[ 23 ] 
Action 2: Flurry of blows vs X1   Attack 1  - (1d20+6)[ 14 ] ,   Damage  - (1d8+4)[ 12 ] ;   Attack 2  - (1d20+1)[ 3 ] ,   Damage  - (1d8+4)[ 8 ] 
Action 3: Take cover, using the stall in N10 (+4 AC?).

EDIT: If the sickened condition is gone, add +1 to both attack rolls.

 Effects / Status / Conditions:  Sickened 1 (-1 to all checks/DCs, 1 round); Stupefied 2 (-2 on Int/Wis/Cha checks/DCs, 10 rnds); Stance (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  (19)  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 ( +5 ) Per +5 / Move 20’ ( 15' )
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Kirjath
Kali had barely wrenched her axe free of the creature's hide when it lunged at her again. Sharp teeth and spindly legs tried to tear at her while she did her level best to fend it off with the haft of her axe. She could hear the sharp sound of claws tearing at the metal on her breastplate and punching holes in her cloak, but the vile mucus dripping from the creature itself was the worst part. It flung itself about, and Kali barely managed to push the creature off of her again. Briefly thwarted, it reared back and flung a glob of mucus that struck her square in the face.

The stench was truly overwhelming. Kali fought to stay on her feet as the bile rose in her throat and the waves of nausea overpowered her. She placed a hand on her knee to steady herself, but it was too late. Kali gagged before succumbing to a fit of coughing and heaving as her stomach tried to expel that morning's breakfasts.

 
 Spoiler: Actions 
Action 1: Stunned
Action 2: Retch  (1d20+7)[ 12 ] 
Action 3: Retch  (1d20+7)[ 19 ] 
 

 
 Spoiler: Current Status 

 HP:  22/22
 AC:  18 (19 vs X1 creature)
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs: Stupefied 1 (2/5 rounds), Sickened 2
 
Prehysterical
Confronted by such alien physiology, Mauricio hesitates and misses. His concentration is further tested by the horrible grey mucus.  "Oh, by Lady Death,"  he swears. Still, Mauricio is heartened by the sight of one of the creatures being felled. Turning around, Mauricio sees the guard being savaged by the other creature. Moving up directly behind the foul creature, Mauricio looks for an opening...

  There. Right  there .  
 
 Spoiler: OOC 
Actions: Stride to get behind X2, providing flanking for Sadar
Devise a Stratagem (See OOC)
Dagger attack is bumped up to a critical hit
Dagger damage:  (1d4)[ 3 ]  x 2 for a total of  6  Piercing damage
Precision damage:  (1d6)[ 2 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17 (16)
 Speed:  25
 Fort:  +4 (+3)
 Ref:  +6 (+5)
 Will:  +7 (+5 currently)
 Perception:  +7 (+6)
 Feats:  Forensic Acumen, That's Odd
Status: Stupefied 1, Sickened 1, last round for both
 
SanguinePenguin
As Kali gags, Gex lashes the two creatures and Sadar with his magical necrotic tendrils.  Then Kharesh lands a powerful fist into one of their backs.  After the loud crunch that follows, the thing collapses to the dirt and ceases all movement.

Mauricio takes a moment to study the other creature, then, with a calculated attack, thrusts his dagger into a clear weakness in its amorphous form.  After the blow, three of its legs fall out with a gush of violet goo, and it too collapses motionless.

 
 Spoiler 
 X1 and X2 are down
Sadar can use his reaction to AoO the swarm when it moved through squares he threatened.

Waiting on Sadar and Gurmok
 
DrK
 Sadar 

Sadar grimaces as h clawed by a barbed leg again and then the swarm of worms and other wretched things is atop of him. he swings the falchion ins great sweeps trying to remove the vile beasts and and then as the tendrils of weird magic obliterate the dog sized creature he stumbles east towards the other strangers fighting these weird monsters. A trail of blood behind him as he seeks to push through the pain of dozens of minor wounds


AoO  (1d20+9)[ 12 ]  dam  (1d10+4)[ 7 ] 
Attack 1  (1d20+9)[ 19 ]  dam  (1d10+4)[ 9 ] 
Attack 2  (1d20+4)[ 18 ]  dam  (1d10+5)[ 9 ] 
Stride to M11

Sadar
HPs 5/19
Saves +6/7/4 Per +6
AC 18
Gwynfrid
The crawling army of tiny horrors is terrifying enough, but their bites are the worst, both for Zen and his rider. Still, Gurmok has to thank Irori for his good fortune: Today's marketplace customers just happen to have remarkable reflexes and skill at arms! The two largest threats fall, and the robed guard wisely moves away from the worst of the swarm. The obvious course of action is to get away as well - Zen doesn't need to be asked twice. From his slightly safer position, Gurmok takes stock of the situation.   Looks like this really hurts, the blessing of Irori is well warranted in this case...  
 "Irori, bénis ce camarade
Certes, je ne le connais nullement
Mais contre ces horreurs il me garde,
Donc je le veux conserver vivant..." 

From his pointed finger, a ray of greenish light strikes the bleeding guard, easing the pain and closing many of his wounds.

 
 Spoiler 
 EDIT I forgot to add the effect of sickened. This doesn't change the outcome.

Damage from swarm:
Gurmok: Refl DC18  (1d20+5)[ 8 ]  damage  (1d6)[ 4 ]  - ouch, crit fail
Zen: Refl DC18  (1d20+8)[ 20 ]  damage  (1d6)[ 6 ]   (was in fact rolled in OOC)

Action #1 Command Zen, who uses his Juke reaction to Step to G11, then Strides 40ft to M9.
Action #2/3 Cast Heal on Sadar  (1d8+8)[ 12 ] 

Gurmok, level 1 cloistered cleric of Irori
Speed 25
Perception +6; darkvision
AC 11; Fort +3, Refl +4, Will +7 (includes sickened 1 condition)
HP 4/15

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
Speed 40
AC 17; Fort +8, Ref +8, Will +5
HP 14/17
 
SanguinePenguin
With the two larger creatures down, Sadar chops into the horde.  While his first swing is ineffective at best, his next two connect and prove rather successful.  His falchion is able to slice through the bulbous bodies and writhing limbs with relative ease, and he sprays a smattering of violet goo all over the stalls, plaza, and nearby people.  He then retreats to a safer area.  Gurmok and Zen also retreat behind the stalls before healing the warrior.  Zetath rushes after him and hovers nearby.

Meanwhile, the man in the yellow turban starts to shriek as one of the horrifying creature from the horde bursts from out of his thigh, tendrils and bulbous body abruptly leaping from a gap in his flesh it had carved out.  The nascent blobby mass scrambles over to rejoin the horde as the man in the yellow turban collapses to the street bleeding.  After his own encounter with the horde, Gurmok can feel something starting to wriggle under his own skin on his abdomen.  He sees a spot on Zen's side where a lot of unnatural movement is starting to happen, but a violet fleshy egg pops out of the wound and starts to shrivel on the nearby ground.

As the highest nearby concertation of warm bodies is in the packed corridor where people are still pushing to flee from the plaza and into the overcrowded street, the horde moves there.  Screams come from the crowd as the creatures begin to attack the market goers.

 
 Spoiler: Actions 
First, some accounting for Gurmok/Zen.  After our Discord discussion, I had rolled the reflex / damage OOC.  He took 3, Zen took 3.  However, in the first round, Gurmok took 8 damage from X2.  This should have him at 4/15.

Yellow hat damage:  (1d6)[ 5 ] 

Gurmok Fort (DC18)  (1d20+4)[ 12 ] 
Zen Fort (DC18)  (1d20+8)[ 27 ] 
 Action 1 Remove egg : a DC 13 medicine check can remove the implanted egg which will otherwise hatch next round (dealing 1d6 damage).

Swarm:
1: Move 20' to F-G13-14
2: Bites (basic reflex save DC 18) for 1d6 damage vs B, P1, P2
3: Bites (basic reflex save DC 18) for 1d6 damage vs B, P1, P2

Reflex DC 18  (1d6)[ 4 ] 
  B  - (1d20+7)[ 14 ]  4
  P1  - (1d20+3)[ 18 ]  2
  P2  - (1d20+3)[ 10 ]  4

Reflex DC 18  (1d6)[ 3 ] 
  B  - (1d20+7)[ 25 ]  1
  P1  - (1d20+3)[ 15 ]  3
  P2  - (1d20+3)[ 16 ]  3
 

 
 Spoiler: Conditions 
 Stupified 
 Sickened 
 

 
 Spoiler: Map 
 
Pink - the swarm
B - the tea service boy
Y - yellow turban (dying)
Z - Zetath
G - Galtho
E - Erthin
P - are people from the market
Green (red, gray, blue) are merchant stalls, can stride through require a DC 12 Acrobatics check:  crit success: pass through as normal; success: to pass through them as difficult terrain; failure: end stride; crit fail: as failure, but fall prone.
P, B, E,G are all fleeing in terror.
 
BelGareth
Seeing the monsters fall, he frowns, and then smiles and laughs as he realizes they actually managed to get through this living hell.

Still feeling terrible, he vomits, once, and then twice, the noodles he ate earlier coming out like small worms, not making things any better...

Wiping his face of vomit, he kooks around  "Should we....go deal with that swarm?"  he says meekly, as if he wasn't actually sure.

 
 Spoiler 

1st action: (1d20+4)[ 6 ] vs dc 17
2nd action: (1d20+4)[ 23 ] vs dc 17
3rd action: Talk


  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  Stupefied 1 (3/3)
 
Prehysterical
It's almost as if the creature's death soothes both Mauricio's gut and his mind. He stands there for a moment, his thin lips pursed tightly over his teeth and his dagger dripping with foul ichor. There is still so much going on with the yellow-turbaned man screaming in agony and the swarm assaulting the other market-goers. In response to Gex's question, Mauricio's voice is firm but worried.  "If we don't kill them here, and they spread through those people, they will become a plague upon all of Katapesh!"  He hurries over toward the fallen man, fumbling for his tools.
 
 Spoiler: OOC 
Actions: Double Stride to end up next to Yellow Turban. Will attempt to Administer First Aid next turn.

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Gwynfrid
Gurmok's mind reels, the effect of both the blood loss and the terror he just witnessed. On top of his disgusting giant rodent (Zen, currently stomping furiously to squish one last purple tentacle and licking the resulting juice), he feels queasy, puts a hand on his belly. It's there, the writhing egg about to erupt into the open! He nearly loses it, both physically and mentally... On the point of breaking, he remembers Garrogar.   When you're about to give up, to let everything go, that's exactly when to pray for Irori's courage. The moment of truth is now!   The old master's lessons never seemed as relevant as they do now.

The blue-skinned goblin closes his eyes.   Inner Restful Orison Repairs Ineptitude!  

And begins to cast.

 "À la perfection j'aspire
À apaiser mon esprit
Avec le maître je respire
Pour oublier mes ennuis." 

He opens his eyes, and the rising madness in them seems to have abated, a little. One hand on his heart and on the symbol of his god, the other spread out horizontally, pefectly still, at eye level, he calls out:

 "Être parfait, c'est bien joli
Mais j'en ai pris plein la tête
Irori, c'est toi qui me guéris
Sinon c'est la fin de ton prêtre!" 

... And the greenish light washes over his wounds, closing them.

 
 Spoiler 

Action #1 Cast  Perfected Mind  to try and remove the Revolting Display effect. New Will save DC17  (1d20+7)[ 12 ] 
Action #2/3 cast Heal on self  (1d8+8)[ 16 ] 

Status (will edit depending on outcome)

Gurmok, level 1 cloistered cleric of Irori
Condition: sickened 1
Speed 25
Perception +6; darkvision
AC 11; Fort +3, Refl +4, Will +7 (includes sickened 1 condition)
HP 15/15

Zen, goblin dog (trained animal)
Condition: none
Perception +6; low-light vision, scent (imprecise) 30 feet
Speed 40
AC 17; Fort +8, Ref +8, Will +5
HP 14/17
 
Kirjath
Kali spat on the ground one last time as the waves of nausea lessened. She could see the nearest monster fall mercifully still after that last blow, and Kali could only muster a weak nod of gratitude to the dwarf she had previously thought of as an ax-crazed miscreant. The gnome standing next to her looked to have taken the monster's vile secretions just about as well as she had, which lessened her embarrassment somewhat, but everyone else nearby seemed to be ok. Even more surprising, the goblin riding a smelly rodent was going around healing people. Katepesh was a truly strange place.

There was no time to gather herself though, as the thin man from across the street jumped into action. Her stomach churned again as she saw eggs begin to emerge from the victims of the swarming creatures. This was all unlike anything Kali had ever seen before.

 "He's right, call the guards!"  Kali responded to the weary gnome next to her as she took off down the street. She wasn't sure how any of them could deal with the swarm, but maybe they could at least save some people before the city guards got there.

Her stomach still felt the sharp pangs of sickness and her throat was still burning from the coughing fit, but Kali could hear fresh screams erupting from down the street. It was a horrible wailing sound, difficult to hear over the ringing in her ears from the screeching monsters, but it was there. With a grunt, Kali ran as fast as her short legs could carry her and rounded the corner to yet another scene of horror.
 
"Oh gods!"  was the only thing Kali could exclaim as she witnessed the carnage that unfolded before her. Men, women, and children were all being savagely bitten by the tiny creatures. No doubt many had new eggs being planted in them as she stood momentarily stunned. The nausea she felt earlier threatened to overpower her again, but Kali had no time to waste anymore. The only person she could reach without jumping into the swarm itself seemed to be a boy she'd seen near some of the market stalls she'd passed earlier that day.

 "It'll be ok lad,"  Kali tried to say as calmly as she could manage. Whether it was more to calm the boy or herself down was unclear.  "I'll get you out of there!"
 
She reached out a hand to swat desperately at the aberrations crawling all over him, images of the egg erupting from the man in the colorful turban swimming through her head.

 "What the devil are these things!"  Kali cursed loudly.  "I don't see an end ta them!"
 
 
 Spoiler: Actions 
Action 1: Stride
Action 2: Stride (This should allow Kali to reach a square next to B, though maybe not if she can't move through Sadar's space)
Free Action: Release (Not holding the great axe with two hands anymore, leaving one hand free)
Action 3: Medicine check to remove any eggs on B  (1d20+4)[ 10 ]  vs DC 13 (this includes the -1 from Sickened, I assume the -1 from Stupefied doesn't stack since they're both status penalties. If this isn't true, this number should be an additional -1)
 

 
 Spoiler: Current Status 

  Kali Ashmane  
 HP:  22/22
 AC:  18 (19 vs X1 creature)
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs: Stupefied 1 (3/5 rounds), Sickened 1
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Wiping his mouth with a massive arm, Kharesh turned to follow the swarm of creatures rolling towards the main section of the market.  A glance at several people nearby showed the evolving threat - eggs that these horrid creature seemed to be laying in the victims.  To the exchanges, Kharesh grunted aloud,  "Safeguard the bystanders!"   Then he rushed to the other side of the line of stalls, one hand resting on a small cart to vault over the sickness to the side.  As he landed and hustled along the line of stalls, the monk felt his limbs free from the Stance of the Rooted Mountain.  Running parallel to the wall, he pulled free a stoppered vial fill with a volatile liquid.  Rounding the end of the row, Kharesh held up the vial and called out,  "Move those people!" 

 
  Round 3 
Action 1: Stride 20' around the 'back' of the stalls (N9-M9-L9-K9)
Action 2: Stride 20' to the corner of the row (J9-I9-H9-G9)
Action 3: Draw the alchemist vial out

Setting up to attack the swarm with an aoe fire bomb

 Effects / Status / Conditions:  Stupefied 2 (-2 on Int/Wis/Cha checks/DCs, 9 rnds); Falling Stone are only Strikes useable in stance); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
DrK
 Sadar 

Sadar comes staggering back into the fray. A grumbled,  "My thanks my small friend"  to Gurmock as the goblin touches him healing wounds from the dozens of small bites. He chases down the swarm swinging hard seeking to hack down as many as possible. A bellowed  "Clear the streets you fools;" 
 Stride to H12
Power attack  (1d20+9)[ 13 ]  dam  (2d10+4)[ 21 ] 

Sadar
HPs 17/19
Saves +6/7/4 Per +6
AC 18 +1 conditional
 
SanguinePenguin
While Gex vomits and Gurmok heals himself, Mauricio rushes to the side of the unconscious man in the yellow turban.  Kali and Sadar rush forward to the swarm, as does Kharesh, drawing a bomb as he goes.  Sadar levels a powerful blow, but aside from severing a few stray tendrils, he fails to connect with the swing.  Kali tries to remove the egg from the boy, but she can't reason with him through his panic to stop flailing wildly.

Bodies pack more forcefully into the street, as the screams intensivefy, while the boy and the two others covered in the creatures flee as fast as they can back into the plaza and away from the horde.  The swarm of creatures begins to move deeper into the street, screaming and wailing in their eerie cadence.  Sadar seizes the opportunity, and swings his falchion low and through the bulk of the remaining creatures.  Purple goo splatters everywhere and the horde is reduced to about a dozen moving creatures, most of which are trampled underfoot as they attempt to work their way into the frenzied crowd.  While the battle began in a abrupt and terrifying blast of confusion, its end is a slow and melancholy ebb of confusion.  What was moments before a true threat is quickly reduced to a few horrifying, but rather small creatures, some eggs, which hatch into more small creatures that are quickly killed, some truly horrendous odors from the foul spidery corpses, and some wounded people.

With the threat gone, people stop crushing each other to get out of the plaza in terror and start to help one another.  Mauricio stabilizes the man in the yellow turban, and the other injured people receive some first aid from others. Though not as dangerous as they were en masse, the scattered remaining vile creatures and their purple leathery eggs represent smaller dangers, certainly unfit for the market.  The application of weapons or medical talents make short work of these issues though.  Only a few moments after these dangers are removed, a squadron of the Zephyr Guard finally pushes their way through the crowded street and into the plaza with a daunting 14 ft tall Aluum golem in tow.

Their leader surveys the scene, deems you and Zetath, who stays close by, persons of interest, likely due to the thick coating of purple goo draping most of you, then sends her underlings to question other members of the crowd.  The Vudrani woman who approaches you is tall, very broad-shouldered, and powerfully built, with her weapons sheathed and helmet in one hand.  Around her neck, she wears one of the famed items, a pendant with a block of faintly glowing amber, that controls the massive golem acting as her shadow.  She has long black hair, thick eyebrows, a rigid jawline, and an aquiline nose.  She also bears the irate and despondent expression of a woman just realizing that her day is about to devolve into more paperwork than she thought possible.   "Sergeant Tuthani,"  she curtly introduces herself,  "now, what in the nine hells am I looking at here?" 
BelGareth
Suddenly, Gex felt better, however, he was still covered in vile....goop, of weird colors, he didn't even look at it too closely, he instantly began casting a simple spell to remove it from his body. As his clothes and body are being cleaned by...invisible threads of magic, he listens to the sergeant.

 "Well, the yellow turbaned man over there"  he points in the general direction  "activated a staff of some kind, and BOOM! These twice damned abominations appeared and assaulted people, I would suggest you inspect that vendors crafts for other unknown devices, or perhaps where that staff came from? But we"  he says pointing the goop covered group  "managed to fend them off, the real hero's are they"  he says

After thinking for a moment, a light bulb goes off.

 "I believe, these things could be qlippoth, the primordial denizens of the abyss. I also think they were not summoned, but actually brought here, since their corpses are sticking around." 
 
 Spoiler 

Cast's Prestidigitation to clean his garments and body. (but no one else, unless asked)
  Diplomacy  - (1d20+7)[ 23 ] 

to ID or know anything about what happened?
  Arcana  - (1d20+1)[ 17 ] 
  Occultism  - (1d20+4)[ 20 ] 
  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh put away the vial when it became apparent there was no good way to only burn the swarm.  However, it was simple enough to assist in destroying the straggling creatures, while assisting any hosts that were victims of egg implants.  After several minutes of disgusting work, it seemed they finally ended the threat.
 Walking over, he joined the others, wiping any ooze or ichor off his arms and chest as he approached.  Before he could ask anything, the guards finally showed up, with the leader of the contingent approaching the small group of strangers that had jumped into action at the sign of danger.   "Sergeant Tuthani.
 Now, what in the nine hells am I looking at here?" 

Kharesh glanced around and said simply,  "Chaos."   The fainting gnome went on to describe what had happened, to which Kharesh simply nodded.  As discussions turned to extra-dimensional beings, he stood and listened, having no expertise to offer an informed opinion.  However, one thing did bother the dwarf elicited a direct comment.   "Check all the patrons.  One missed egg could be disastrous." 

 
 Nothing much at this point ...

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Sergeant Tuthani listens to Kharesh and Gex, withdraws a parchment and quill from a scroll case and begins to jot down some notes using her helmet as a writing surface.   "Thank you all for your aid to the city in dispatching these things.  Brought here?  That's interesting.  I have no idea what a clip-off is though.  Thank you for the suggestion about the eggs.  We'll be thorough." 

Zetath interjects,  "that can't be.  The rod is  not  magic.  It has been in my possession for over a decade.  Most of my items are not, barring some fairly mundane things.  The man must have done something.  He had been hanging around my stand for a long time before this happened.  He didn't buy anything or move on." 

Tuthani's brow furrows at this.  She holds up a finger implying for you to wait, and steps toward one her underlings.  Her path to the man takes her past one of the fetid spidery corpses.  Whether the breeze shifts or something else, she suddenly flails as the stench hits her nostrils, then keels over, retching.  After a moment of collecting herself, she continues her path to other man, who nods at her words and does some thing near Zetath's stand.  After a little while, says some things to her, she points emphatically at the rod still laying where the man in the yellow turban dropped it.  He nods and says something back.  She jots a few more notes.
 
 Spoiler 
Any who can cast or are trained in arcana would recognize the guard as having detected magic
 


Sergeant Tuthani returns - the long way around this time.   "What you say checks out and the rod is apparently not magic."   She looks nearby to where the man in the yellow turban still lies, unconscious.  She shakes her head,  "we'll bring him in for questioning, I guess.  Is there anything more you can tell us?" 
BelGareth
Gex frowns,  "there are ways to mask a magical aura, I would treat that staff with the utmost care and have it inspected a little more through than a simple cantrip."  he looks to everyone else, finally realizing they were still covered in the gruesome goop  "Does anyone else need help cleaning?"  he asks earnestly.

If the sergeant isn't interested:  "Well, I'll take the staff then, how much?"  he asks the seller.

 
 Spoiler 

Offering Prestidigation, if not, he'll clean up any remaining in the area.

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh glanced around the market, peering at the man, then to the others.  After a moment, something else tickled at his memory and he added his comments.
 "Two things.  First, this gnome fainted before the chaos.  Second, the man did something with the rod and called the chaos.  But it covered him as well." 

Ending abruptly, Kharesh stood there silently, if a little awkwardly for everyone else, staring at the sergeant.

 
 So maybe it sounds bad when you say it like that ... but it was kind of weird, and none of us really knows the other.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
DrK
 Sadar 

Sadar had offered the guards and in particular the golem controlling sergeant and low and repsectful bow before he slowly cleaned the goop off his blade and sheathed it carefully (and very much non threateningly) in the log sheath at his waist. As the Sergeant asks about he lets the other would be heroes answer and adds only  "I know not of where these things came from, only that they appeared from thin air and immediately went to attack all here. We are lucky to have survived" 

As the rod is collected and inspected he looks at the small goblin and offers a bow.  "My thanks for the salve on my wounds. I would buy a dinner and drinks, a way of saying "my thanks" if you will permit it?" 
 Sadar
HPs 17/19
Saves +6/7/4 Per +6
AC 18 +1 conditional 
Prehysterical
Mauricio only lets out a sigh of relief when he knows that the yellow-turbaned shopper is stable. By this point, his fingers are covered in blood and ichor from treating the man's wounds. Thankfully, it seems like others are helping the survivors of the attack. He frowns as the Zephyr Guard show up.   Wonderful... Too late to help, but just early enough to suspect us.   Contrary to Mauricio's expectations, the sergeant seems inclined to give them the benefit of the doubt. Since he hadn't been paying much attention to the other stalls, Mauricio hears Gex's testimony with curiosity.   How could such a devise transplant these creatures and not merely summon them?   Since the others seem to have everything under control, Mauricio leaves behind his patient and picks the rod up off the ground to examine it... carefully. Perhaps the eye could reveal what magic could not.
 
 Spoiler: OOC 
Actions: Pursuing a Lead on the rod.
Perception:  (1d20+8)[ 12 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Kirjath
Kali leaned heavily on a nearby stall to steady herself. That the fight was over was such a relief that she couldn't even muster up the effort to try and defend herself against the sergeant's suspicions. Even if she'd wanted to, the stench of the mucus still coating her was almost enough to make her throw up again. Kali tried retching as quietly as possible while the others explained the ordeal to the city guards. It was a truly horrible ichor, but she was loathe to use what was left of her water to try and wash it off.

She needed to do something though. Kali noted with some jealousy the ease with which the gnome cleaned himself off, but he was at least generous enough to offer this service openly. With a grunt, she shuffled over to the gnome and gave him a weak smile.
 
"D'you mind using that fancy magic on me?"  She asked, stifling another gag. If she talked too much, Kali was afraid she'd give the gnome another mess to clean up.  "This stinks worse than a gnoll's fart."

 
 
 Spoiler: OOC 
 (1d20+7)[ 27 ]  Fort vs 17 DC save to clear the Sickened condition
 

 
 Spoiler: Current Status 

  Kali Ashmane  
 HP:  22/22
 AC:  18
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs: Sickened 1
 
SanguinePenguin
 "Fainted?  Was this related to the incident?"   The prospect clearly seemed a stretch to the sergeant, but she wanted to be thorough.

The sergeant confers with her subordinates, who have concluded their own questionings.  Once she notices Mauricio examining the item, she shouts at him,  "hey!  Put that down!  The gnome is right - we'll be taking that until it's deemed safe!"   After the outburst though, she says to Zetath,  "this was a significant market disruption, but after the accounts of those nearby, I don’t believe it was intentional, malicious, or egregiously negligent on your part.  I'll say as much in my report, and I see no reason to hold you.  As for the rest of you, from what I understand your presence was vital to keeping this situation from ballooning out of control.  No one died and even injuries were relatively minor, so thank you again.  I'll put in a request for a commendation,"  she holds up a hand and tips her head indicated to pause,  "now, before you get too excited, it won't be much at all, probably just a few coins and maybe a terse letter, if it gets approved.  It helps encourage people to act beneficiently when they can though.  Please give me your names, and you can check in at the Lower City barracks in a day or two,"  she awaits your introductions, quill at the ready.

 
 Spoiler: OOC 
Mauricio was able to examine it long enough to activate Pursue a Lead.

Might also be a good moment to introduce yourselves to each other.
 
Prehysterical
When the sergeant begins barking orders at him, Mauricio frowns but complies. He makes sure to set the rod down gently so as not to cause another incident. At least he has had a decent look at the artifact to commit its details to his memory. Despite the sergeant's temperance of expectations, the commendation would come as a pleasant surprise. More than anything, a budding medical professional needs solid referrals to advocate for his skills.

Taking out a handkerchief, Mauricio does what he can to wipe the filth from his hands.  "Mauricio Averni, layman doctor,"  he informs Tuthani with back straight and chin held high.

 
 Spoiler: OOC 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
DrK
 Sadar Al'Hamar 

Sadar offers another low bow to the guards and then gives his name.  "I am Sadar Al'Hamar, a lowly merchant guard"  he adds. As the Sergeant grabs the rod he shrugs and looks at the ichor splattered fellow warriors.  "I suspect this corner of the market will be closed for the day. Can I give my fellow warriors some date wine and we can speaks of the day?"  he offers looking towards the book stand to see if his merchant is still there.
Kirjath
Kali wiped some of the ichor off with a grimace.  "Kali of clan Ashmane."  was her terse reply to the sergeant. The nausea was finally starting to dissipate, though the mention of a monetary reward gave her ideas of finding a nice inn and taking a long bath once the day was over. A nice ale wouldn't go amiss either, though the wine Sadar offered was an acceptable substitute.

 
 Spoiler: Current Status 

  Kali Ashmane  
 HP:  22/22
 AC:  18
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs:
 
BelGareth
 "Er no..."  he responds to the sergeant slightly embarrassed,  "...that was not related." 

Gex nods and smiles at Kali  "Of course!"  he says cheerfully and begins his ministrations. Once done, he bows to everyone  "I am Gex Daelfagnim and some wine would be an excellent distraction." 
 
 Spoiler 

Offering Prestidigitation, if not, he'll clean up any remaining in the area.

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 
Starbin
  Kharesh Hammerfist  , dwarven monk

To the Sergeant's question about the relevancy of the gnome's fainting, Kharesh shrugged.  The woman had asked if there were other factors and he shared them ... he was not a detective, nor expert on what was required to bring creatures from another dimension into this reality.  He was a simple wanderer seeking to harden himself against the anvil of the world; the events of today simply demonstrated several areas for improvement or work.

When asked for his name, he replied simply  "Kharesh Hammerfist."   When the others suggested gathering for a drink and the gnome offered to clean them up, he accepted the invitation and offer with a curt nod.

 
 Ready to move on ...

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
Gurmok dismounts, and goes to help with stamping out the rest of the little horrors. Relieved at the arrival of the authorities, he responds to all questions diligently and precisely, and introduces himself:
 
"My name is Gurmok, humble disciple of the Master of Masters and a traveler from distant lands. I was here for shopping purposes, and looking for possible employment in the Bazaar. I am grateful to Irori that I was in a position to provide some help." 

As Sadar offers him an invitation to dinner, he bows stiffly, and answers in a very formal tone.  "Sir, you are most welcome. Please, do not consider yourself in my debt. Your sword saved a number of lives today, including possibly my own. If the power of Irori was able to help you in that regard, my application of it was only my duty.

That being said, I am honored by your invitation, and I will gladly accept it. I am Gurmok, and delighted to make your acquaintance." 

He introduces himself to the other heroes of the day in the same polite fashion, and happily accepts Gex's offer of cleaning magics.  "Sir, I am most grateful. Cleanliness and orderliness of clothes is a most precious thing to preserve, and your power brings much appreciated efficiency to the task!"  Even after the cantrip's effect has dealt with the goop and blood on him with apparent thoroughness, he takes time to verify every piece of clothing with great diligence, brushing off near-invisible smears here and there.
SanguinePenguin
Tuthani diligently records the names, but laughs a bit at Sadar’s suggestion this area of the market will be closed for the day,  "this is Katapesh!  The street sweepers guild has already been contacted and this plaza should be cleaned up within the hour,"  glancing over at the noxious spidery carcass, she adds,  "...hopefully.  That said, it is likely many of the merchants will go home for the day, after their ordeal. You do not need my permission to celebrate, and I suspect if any merchant were to complain, the others would run them out of town."   She removes two pieces of parchment and a quill from a small scroll case in her belt and begins to write something.

Galtho approaches Sadar, and shakes his hand, placing the promised eight silver in them.   "You’ve my gratitude and my coin for the day’s work.  I’m going home for the rest of the day, but you saved my life today - so do go celebrate.  And thank you."   The merchant begins to pack away his cart, discarding anything smeared with violet goo.

Tuthani returns and hands Zetath one of the papers and says bluntly,  "this is your lot number.  All of your goods will be at that repository.  After they have been deemed safe, you can pick them up.  Should take a week or so."   Her guards begin to grab the items on his stand and the crates and load them up onto the Aluum golem.

Even when attacked by the foul spider horror, and even when Kharesh punched him hard in the face - twice, Zetath seemed more calm than he does in this moment.  He screams frantically in a wide-eyed mad panic,  "NO!!! No, not my goods?  No!  You must let me sell! I HAVE TO SELL!!!  I own nothing else to sell!"  He grasps pleadingly at the sergeant, who smacks away his hands.   "Please!  Don’t take my goods!  Don’t take them!!!" 

Tuthani bellows with a fierce tone,  "I will reconsider arresting you if you don’t stop this nonsense!"   The reproach seems sufficient to shunt Zetath into the throes of silent despair.  The sergeant curtly thanks you for your time and departs with her squadron, the golem, the unconscious man in the yellow turban, and Zetath’s goods.

Zetath clutches his parchment, drops to his knees, and sobs.
Starbin
  Kharesh Hammerfist  , dwarven monk

The response from the merchant is interesting to Kharesh, but perhaps he would be similarly distraught if someone said he could no longer pursue a life of martial perfection.  However, he was fairly certain he would not exhibit such an emotional outburst.  That being said, he wasn't sure how to engage with the man, having little by frame of reference to commiserate.  As he looked at Zetath, he noticed the bruising on the man, and he glanced down at his own fists, suddenly uncertain.

After a few moments of reflection, he walked over to place a hand on the man's shoulder, leaning close.   "I am sorry."  After waiting a moment, he rose and followed the others to wherever they departed to.

 
 Not sure if Kharesh would know in the moment he had struck the man, but figure he might piece it together in the afermath.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
At the mention of wine, Mauricio perks up a little.  "I have not had a chance to sample the wines of this area... so I will hardly turn such an offer down."  He greets Gurmok's personal introduction with a polite shaking of hands, his fingers almost enveloping the goblin's hand in the process. Mauricio likewise nods toward Gex. Before he can ask the gnome for a spot-clean, Mauricio notices the merchant's breakdown. It is one thing for a vendor to begrudge losing a day's business, but... Zetath is behaving more like his firstborn son is being taken away. Mauricio waits for Kharesh to apologize for assaulting the man before making his own approach.

 "Are your current finances so tight that you cannot survive a week?"  Rather than being judgmental, Mauricio's question cuts to the heart of the matter like a verbal scalpel.
 
 Spoiler: OOC 
Sense Motive:  (1d20+7)[ 8 ] , +1 if Pursue a Lead applies.
Ouch, Nat 1

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
Though Kharesh’s apology didn’t seem to crack through the man’s misery.  Zetath looks up at Mauricio’s question.  Though obviously still distressed, he seems to have composed himself a bit.  While there had been a part of him that was keeping his troubles private, the previous half hour dissolved those walls, and he speaks openly.   “Well, in a manner of speaking, yes.  It is my wife, Sofh!  She was off in Solku for research, but her caravan never arrived when scheduled.  Slavers must have raided it, as I went to the night stalls and found her name up for an auction in five days.  This has happened twice before, and I’ve simply bought her back.  In the past she’s used an alias, but this time they figured out  who she is !  An ancient Osirion scholar of her renown - well, I’ve looked at the records and the last one sold for 70 platinum!” 

Zetath shakes his head,  “I live comfortably enough off what I earn as a professor, but I do not have access to anything approaching that kind of funds!  Her father is a very wealthy merchant, but he is off in Jalmeray on business.  Selling the curios we’ve collected over the years seemed my only hope of raising enough funds in time to have a shot at buying her back in the auction.” 
Kirjath
The gnome's magic worked better than she'd anticipated. Kali wasn't sure she would ever get the stench off of her clothes, but the moment Gex uttered some words and wiggled his fingers, she looked cleaner than she had at the start of the day. She made sure to thank the gnome before turning to see the guards make off with all of the merchant Zetath's wares. She couldn't help but feel bad for the miserable-looking man, but listening to him spill his troubles out incensed her deeply.
 
"And th' guards don't care if a citizen gets sold by slavers?"  Kali asked indignantly.

She knew slavery was legal in the city, but allowing a citizen (especially if she was from the Pathfinder Society) to be auctioned at the market was lawless behavior. Kali didn't know any of the particulars behind his wife's bizarre repeat incidents with slavers, but her mind immediately conjured images of the horrid laughing gnolls scattered about the city. If it meant avoiding another tragedy like her own, then it seemed aiding this merchant would be a worthwhile pursuit.

 "Is there no other way ta get her back besides paying those mongrels?" 
 
 Spoiler: Current Status 

  Kali Ashmane  
 HP:  22/22
 AC:  18
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs:
 
SanguinePenguin
Zetath nods,  “within Katapesh, you cannot just grab someone and make them into a slave. Outside of Katapesh though, if a caravan is raided, the people in it are often taken as slaves.  It’s basically a business:  raids happen close to the city, the people are then generally sold back to their loved ones.  Usually Sofh would be on a caravan that is too heavily guarded for that to happen though.” 

He shakes his head,  “paying them is the only way.” .  A small measure of hope returns to him, as the implications of the fact that he is speaking with one of the heroes that just saved the market dawn on him,  “although, if one could find her, and take her back, as long as the slaver hadn’t done any legal legwork - most gnolls wouldn’t bother - then she would be free!”   As an afterthought, he adds,  “killing the slavers and not getting caught would work too even if they left a paper trail.” 

He then faces all of you, steeling himself for disappointment as he makes his entreaty.   “I have no right to ask and only a little to give.  You saved my body this day, could you save my heart too?   If you ever have any issues of mathematics or numerology, I will aid you for as long as I live.  Sofh could certainty reward you with knowledge.  And her father surely would reward you financially when he returns.  Would you try to save her?” 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh was silent as the man told his story.  One did not grow up in Osirion and not have an appreciation for the concepts of slavery.  Fortunately, his home nation had long ago departed from the use of slavery as a major financial endeavor; most slaves now were there as penance for transgressions or crimes.  However, one did not simply impart one's ideals upon the nation one was a guest in.  At least not overtly and without the will and voice of the people.

In this circumstance, Zetath's plight was moving, and seemed genuine.  The more enticing element was a chance to test his skills, body and mind against a worthy challenge.  He waited for a long moment before he curtly nodded and muttered,   "Aye."  

 
 Kharesh would like to recall anything he can about slavery here, and make sure this sounds like it's on the up and up.  He'd hate to kidnap some other woman for Zetath's pravity ... or find out this is a long con to steal something from someone who thought he/she was buying a slave!
  General check  - (1d20)[ 16 ]   (+2 if a Wis check, +0 if Int)
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
Zetath's story initially has Mauricio horrified, but as the man goes on, Mauricio starts to grit his teeth and his cheeks tighten like the skin of a drum. Fortunately, Kali expresses her own distaste and saves Mauricio from losing his composure right in the middle of the street. He has trouble believing that a single slave could sell for that much money... Either Zetath is running a scam or the slavers are. Either way, Mauricio would spare the man his tongue-lashing until his wife was recovered. Why do the city's Masters ignore such an obvious scheme? Is the local slave extortion racket making too much money to deny? Or is the city making so much money anyway that the Masters view this side operation as not worth the trouble of investigating?

This whole thing was none of his business, really. After all that he saw in his own home, though, can Mauricio truly stand by and do nothing? Begrudgingly, Mauricio answers,  "I will assist you, if only to spare your wife the indignity of a life of ignominious servitude."  Looking down at his soiled traveling clothes, he asks Gex with a sigh,  "Could you please spare a moment?" 
 
 Spoiler: OOC 
 Lore (Mercantile) to see if such a price is reasonable for a slave:  (1d20+7)[ 25 ] , +1 if Pursue a Lead applies
Lore (Legal) to think of any alternative solutions to the problem:  (1d20+7)[ 23 ] , +1 if Pursue a Lead applies

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Kirjath
Kali can't help but wince at the flowery language Zetath used in his plea to save his wife. Not only was it somewhat embarrassing to hear, it reminded her of a much sweeter time that she had left behind not too long ago. She started to wonder if her husband Agnar would've opened up a shop selling overpriced junk for her before dismissing the idea. That dwarf was foolhardy enough to take an axe and charge after the slavers himself the moment he heard one of his family had been taken.

But Agnar was gone, and Kali shook her head to rid herself of the nostalgia. That was then, this was now. She felt sorry for the poor man who had lost his wife in such an unfortunate way (again), and a cold resolve steadily wormed its way into her heart at the thought of taking an axe to some wretched slavers. She was even more emboldened when the powerfully built Karesh and the thin Mauricio agreed to help as well. Kali did a double take at the latter of the two; now that she was close enough to him, she couldn't help but notice there was something off about his appearance. She had thought he was a human, but his features were much too...odd for that to be entirely true.

Well, it didn't matter for now, he was offering his help and he had seemed more than competent during the horrible scuffle earlier.
 
"I asked ta meet yer wife earlier, didn't I?"  Kali grinned at the pleading merchant.  "Count me in." 
 
 Spoiler: Current Status 

  Kali Ashmane  
 HP:  22/22
 AC:  18
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs:
 
DrK
 sadar 

Sadar listening to the others in a distracted manner spins at mention of the slavers.  "What manner of slavers? Human or the filthy hyena-folk?"  He taps his his sword hil and offers a low bow.  "Either way I will help, slavers killed many in my clan and drove us from the sand seas to the city here and the indentured slavery that we endure."  he spits onto the ground showig his opinio.  "You have my blade..." 
Gwynfrid
Gurmok listens to the unfortunate longshank's story. His overly dramatic retelling confuses him for a moment - himself would certainly have never reacted in this way - but he isnt't one to judge. If Zetath were to ask him for help to learn the way of Irori, he would start by explaining the basics of self-control, but that seems an unlikely prospect. Anyway, the help the man needs is not philosophical or educational, but physical in nature. Gurmok has seen a few examples of slavery in action in his travels, and never found a case of it being a good thing for all involved. Also, helping a longshank is also an opportunity to earn goodwill, and rehabilitate some of the reputational burden all goblins suffer from.

 "I shall join this esteemed company, if they will have me, and contribute what I can, Sir."
 
SanguinePenguin
Zetath is both surprised and delighted when Kharesh agrees to search for his wife.  As Mauricio, Kali, Sadar, Gurmok, and finally Gex follow, he gets increasingly joyous as despondency shifts into hope.   "O my friends - you heroes, thank you!  Words cannot convey my gratitude!  I will be ever in your debt." 
 "I do not know whether the slavers are gnolls, but it is likely. Her caravan from Solku was scheduled to arrive in the evening three days ago.  They typically arrive within a day of the scheduled time."   He frowns,  "ahh, I don’t have much more to go off of.  You could try the night stalls, but they will almost certainly give you no information and may even try to have you arrested.  You could try to ask experienced drivers or guards near the caravan port in the day stalls, they may know a bit about the raiders." 

The cart crafter Erthin, who had been cleaning his stall nearby, interjects,  "I overheard... in case it is helpful, I’ve met an exiled gnoll who I've heard was once a raider a long time ago.  He’s a spice merchant now.  He could have a lead for you... but please don’t tell him I sent you...  and thank you all for killing those things." 
Prehysterical
At first, Mauricio wonders why Sadar bothers to differentiate between human and gnoll slavers. His own experience in Cheliax had shown that, at their worst, the only differences were in the amount of fur and the material worth of their attire. Fortunately, Erthin jumps into the conversation with his own contribution. Mauricio nods his understanding.  "I shall inquire with this spice trader. As for you, Zetath... If you want to see your wife again, or at least without chains around her ankles, I suggest that you hand over what cash funds you have in reserve. I only have five silver on my person and I suspect that a few well-placed bribes with the Zephyr Guard will be in order before this is all over."  He holds up all five of the fingers on one hand in grotesque emphasis, their lengths curling like the  rigor mortis  of a corpse.
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Kirjath
Kali's nose wrinkled in displeasure at Mauricio's bold lack of tact. Asking the merchant for money in this situation felt wrong. It was like watching a man try to kick a puppy.

 "Now hold on,"  Kali growled as she turned to the thin man,  "You offer ta help and then turn the man o'er and try ta empty out his pockets?"
 
A part of her could reason that Mauricio might have a point, there was no telling what the guards allowed in this city. She'd never had to bribe a guard before,  or anyone for that matter. It all seemed so underhanded and not at all how she imagined the rescue would start off.

 "I may not be itchin' ta see a gnoll for anything; there's no amount of spice that can cover that stench. But if he's got a better idea than footing the bill fer some guards who already aren't doin' their job, then I'd at least hear him out first." 

Unless the spice merchant also wanted money for the information. Pretty much everything in this city was for sale only, it was distasteful.

 
 Spoiler: Current Status 

  Kali Ashmane  
 HP:  22/22
 AC:  18
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs:
 
SanguinePenguin
Zetath pales slightly at Mauricio’s claims.   "Oh no!  I must..."  he starts pawing through the pockets in his robes, when Kali jumps to his defense.   "No, Kali, he's right.  Guards often will look the other way for a few coins,"  he then pulls out a small brass key.  After staring at it for a moment, he says,  "...my... lockbox was... in one of those crates... I have only what Gurmok traded me and a few other coins."   He collects them all from his other pockets, and hands them over to Mauricio.   "Please bring her back!" 
 
 Spoiler 
Mauricio gets 2 gold, 14 silver, and 11copper.
 


As an afterthought, he adds,  "the alias she uses when traveling is Foshal al Tanakur, if it helps." 
 
 Spoiler: OOC 
I'll move to the gnoll merchant tomorrow unless anyone wants to add anything.
 
SanguinePenguin
Zetath thanks you again as you head toward the spice merchant.  Following Erthin’s directions, the group travels through crowded streets and busy plazas with merchants offering their wares at every turn.  Finally, they flow from a street into a plaza dominated by a staggeringly large gray tent decorated with sky-blue stars with a daunting wooden structure built underneath providing a second floor to the establishment.  The Azure Star is known to provide the finest dining in the city, serving distinctly Katapeshi cuisine.  A little after midday, it is packed and men and women are standing about waiting for a table to open.  The melange of varied pleasant aromas provide you with immediate empathy toward those willing to await a table.

Instead of joining them, the group heads to a humble wooden door at the side of the plaza, bearing a wooden sign stating, “The Spice Emporium.”  The interior is perhaps more modest than the name implies, especially so flagrantly contrasted to the sprawling grandeur of the Azure Star.  Again the group is beset by another bouquet of pleasant odors, but this time free from grilled meats and vegetables.  Hundreds of clay, ceramic, pewter, and glass jars line the walls of the shop, and two people are already within - a halfling having just collected his purchase passes you to exit, and a garundi woman just requesting some cumin and ras el hanout as you pass through the doors.

The merchant, who Erthin named as Hlaspak al Varr, is short for a gnoll, standing a bit under six and half feet.  He is dressed in the long flowy robes with accents of color typical for Katapeshi citizens, with a large holy symbol to Abadar hanging from a chain about his neck.  He has mostly gray fur tinted only slightly blonde, and speckled with black spots.  Past his black muzzle on the right side of his face run three long massive parallel scars, guarding a small hole that is clearly all that remains of an ear based on symmetry.  Above his light brown eyes sits a purple fez.  He weighs the two spices on two of several scales in the establishment, loads them into a slip of parchment, trades them for the woman’s coin, and thanks her.  Finally, he turns to the six of you, and says in a raspy, yet courteous voice,  "my vanilla bean shipment arrived this morning - you will never find fresher unless you pick them yourself.  How can I help you?" 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh was silent during the conversation with Zetath, and moreso on the trip to the Spice Emporium.  When they entered the shop and engaged the shopkeeper, the monk stood nearby, eying both the door and the gnoll while he let the others speak.

 
 Not sure what to roll, but I figure there's a perception check and sense motive equivalent?    Perception  - (1d20+5)[ 25 ]  and [roll=Sense motive?]1d20[/roll]

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
Kali is spared a lecture about the nature of government and corruption when Zetath sees the cold logic in Mauricio's words. He accepts the man's money graciously.  "Rest assured that any remaining funds will be returned when this is all over,"  Mauricio as he tries to comfort the man.

 "...Assuming that we survive all this, that is." 

 

The Azure Star proves to be an interesting curiosity, but Mauricio doesn't need to look at the menu to know that it is out of his league. He ignores the gurgling in his own stomach as they head to the small spice shop on the edge of the plaza. The inside proves to be a plethora of aromas. If Mauricio was not pressed for time, he might have spent all afternoon in here just learning about the various spices offered here.

Of course, Hlaspak's height dwarfs even the tallest person in the group. Exile or no, this is a gnoll who could voice his moral outrage in a very physical fashion. Something to keep in mind...

Mauricio bows his head respectfully toward the merchant.  "Good afternoon, Keybearer. Do you happen to have any violet salt in stock?" 

 

 
 Spoiler: OOC 
Actions: Make an Impression roll:  (1d20+1)[ 2 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
Mauricio's question seems to irk him for some reason, and he tries, not so successful, to conceal his lips slight curl into a frown.   "Yes, I have some of the precious violet salt mined from the Rimethirst Mountains.  Each crystal,"  he squeezes a thumb and forefinger together stressing their modest size,  "will cost about 5 silvers.  And, please, I'm not going to trouble one of the priests to recalibrate the feather scale unless you intend to buy at least 5 gold worth." 

Kharesh notes a few things about the man and the situation.  He can tell that the gnoll is a man who values his time.  He is also almost certain that one or more past dealings concerning this violet salt have wasted a tremendous amount of his time, and for little to no return.  In his dealings with the previous customer, he was very direct and blunt, polite enough, but to the point.  He doesn't seem to have the patience for typical sales tactics of Katapesh, flowery language and flattery; rather it seems he values comparitively direct communication.  There is a lot of attention to detail as well - he clearly makes an effort to keep the shop tidy, immediately having cleaning the small dusting of cumin that got on his counter.  He is also clearly a little wary of the six strangers who look nothing like his typical clientele, may not even have any money to spend, and are likely going to waste his time - a concern Mauricio more or less confirmed.  Kharesh also spots that at the base of his massive scar, there are two thinner scars that appear to be old burns.

 
 Spoiler 
Sense Motive is just perception now

 Sense Motive 
 
DrK
 Sadar 

The guardsman follows the others, keeping back as they stand in the shop looking about, face twisted in distaste as he views the merchant's rich wares, a benefit from their slaving past. Watching the others he keeps a hand gently resting on the blade of his sword. He looks to the merchant and is equally blunt  "we know of you slaving ways in your past. We seek information to help free a prisoner of one of the bands of jackals that still steal people in the desert." 
 
 Spoiler: Perception 

 (1d20+6)[ 15 ] 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh could appreciate the manner in which the gnoll merchant seemed accustomed to dealing with customers.  He himself was not one for fancy words or wasted time when there was something to be done.  However, as he considered asking a more pressing question to their task at hand than the availability of salt, the other human interceded with an question that mirrored his own intent.  Kharesh turned back to the gnoll, curious as to the response.

 
 DrK beat me to it 🙂
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Though clearly a little incensed by Sadar’s attitude, you get the impression he is used to dealing with comparable hostilities.  With no small irritation, he rants,  “would it surprise you to learn I was born into a gnoll tribe?  I’ve been exiled since I was six years old.  I take no slaves; I own no slaves; I have nothing to do with the slave trade.  I am a full member of the Guild of Merchants, so you’d be wise to keep your weapons sheathed.  Now, I assume you are not planning to buy anything, so please leave.”   Sadar can infer that he doesn’t seem particularly phased by being loathed for being a gnoll.  On the other hand, he has a lot of pride toward his business, and any talk that disparages it will likely be met with hostility.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh frowned and cleared his throat.   "Pardon us, but you looked annoyed at small talk.  We have heard you know something about the slave trade; we have questions.  You are a merchant.  Let us purchase some of your time to answer our questions, yes?" 

 
 He's no smooth operator, but Kharesh will give diplomacy a shot ...
  Diplomacy  - (1d20-1)[ 0 ] 

EDIT: Wow.  That's not good.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
 “No.  Leave.”  At that moment, a half-elven woman dressed in the Azure Star livery enters.  Hlaspak ignores you for a moment while he quickly prepares the pound each of cinnamon, kesp, and paprika that she requests.  Interestingly, he does not take any money, simply records the information with a quill.  She leaves with the bags of spices, then he turns his gaze back on you, and with a sigh says,  “how about a deal then.  You also seem disinclined to leave my shop and me in peace.   Though you have done nothing so far to persuade me to help you, I believe strongly in redeeming oneself and having the opportunity to succeed.  If you do not interfere or impede my sales with paying customers in any way, then I will grant you the opportunity to change my mind.”  He with draws an hour glass from under his counter and flips it,  “half an hour.  Afterwards, you leave.  Fair?  Otherwise, I get the Zephyrs.”  
 
 Spoiler 
I’m going to try one of the pf2e social subsystems - influence.  I’m honestly not sure how it will work over pbp.  From here there are two “rounds” of social interactions.  You can use ANY skill to try to influence him into giving you information - if you think walking on your hands is going to remind him of his love of the circus and make him like you, then you can use acrobatics.  Very off-base skills are going to have higher DCs and potentially auto fail, but you can try it.  You will accumulate or lose hidden points based on your role play and roll play.  At the end of the 2 rounds, the result of the encounter will be determined by how many successes you have.

General rules about this mechanic:
- you have two possible actions: influence and discover
- influence: make an argument or do a thing to try to win favor - crit success: +2 points; success: +1 point; failure: nothing; crit fail: -1 point
- discover (secret): study the target - success: learn a useful skill to apply, a weakness of the person, a resistance to certain tactics, or things that would really anger them (specify with your roll, or it will default to learning a skill); crit success: learn two things; crit fail: learn a false thing.
- repeated use of the same skill has diminishing returns (DC increases with each use)
- you can assume that what one pc learns is passed onto the rest, eg when interacting with other customers
- in addition to rolling the skill, make an argument and explain your justification, these choices can raise or lower the DC

The clock starts now, you got a bit of info from the rolls before that you can use (and start in the hole for points a bit).  No skill has been used yet in terms of DC increases.  Everyone can post a round 1 action, the everyone gets a round 2, like combat.  Order is as you post, so if you wish to discover, try to go earlier.
 
Kirjath
Much to her surprise, Kali was impressed with Hlaspak's shop. It was clean, fragrant, and orderly; not at all what she had pictured in her head. Even more, she felt a begrudging sort of respect for the shopkeeper when he refused to back down from all the badgering he had received from the ragtag group before him now. It seemed that the others were better at killing than they were at shopping, though she wasn't one to talk. Kali wasn't the greatest diplomat either, her straightforward nature had gotten her into trouble more than a few times before. And since they needed information from this particular gnoll, she felt a more gentle approach would probably work out better; even if her first instinct was to meet his dismissive attitude with her own bullheaded persistence. She couldn't quite wipe the frown from her face, but Kali was starting to think Hlaspak was respectable.

She took a moment to study Hlaspak and his shop. There was likely to be something she had overlooked when first entering, or something he had said that she could use to maybe appeal to his better nature. Hopefully he had one of those. Kali didn't want to think of how much of a setback it would be to have to track the slavers on their own.

 
 Spoiler: Action 

Kali will use Hunt Prey on Hlaspak if that's allowed, followed by a Perception roll to "study the target" and discover anything useful about Hlaspak's shop that could come in handy for an influence roll, specifically to try and appeal to his dislike of slavers or of trying to rescue a slave. If Hunt Prey isn't allowed, then just the Perception roll.
 (1d20+7)[ 22 ] 
 

 
 Spoiler: Current Status 

  Kali Ashmane  
 HP:  22/22
 AC:  18
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs:
 
Prehysterical
While Mauricio may have accidentally irked the merchant, that might have been recoverable... had Sadar not opened his mouth. Mauricio's eyes press shut for a moment in a slow wince as Kharesh tries a less hostile, albeit blunt, approach. He notes the arrival and departure of what could only be part of the restaurant staff. That explains the location of Hlaspak's business.

When there is a moment with no customers, Mauricio approaches the gnoll again and fishes out his own personal coin pouch. As Mauricio begins counting out the five silver onto the counter, Hlaspak could see that the doctor's coin pouch is left painfully bare with a handful of copper coins remaining.

 "I did not mean to cause offense, serrah. My father was a merchant, like you... well, in the ways that count. He taught me that harassing a man during his work is the height of rudeness. I never intended to leave this shop without compensating you for our presence here. I would like one of those violet salt crystals, please. Even if it is only for a day, I would like some reprieve from the sun's robbery of every drop of moisture from my body. As someone who is obviously an outsider, any suggestion on recipes to go with it?"  As Mauricio asks his question, his eyes are drawn to Hlaspak's scars. Kharesh's observation was intriguing... What could have caused such a wound?

 

 
 Spoiler: OOC 
Actions:
Discover: Medicine roll to gain clues about the source of the scars:  (1d20+5)[ 7 ] 
Discover: Lore (Mercantile) for any potential professional and constructive advice that Mauricio could give Hlaspak about his operations:  (1d20+7)[ 10 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
Kali studies him as he interacts with the next customer, a Vudrani woman with a thick Vudrani accent, likely an ex-pat from Vudra unlike the bulk of the Vudrani around here.  She is trying to find dried leaves of the ganno bush. and she mentioned how everywhere else she only has found the seeds.  Hlaspak is generally curt, but one thing does get him talking - his business.  About how to use the spice or where it comes from, he’s given simple answers.  About how he  acquired  the spice, he talks with enthusiasm.  Since the plant only will grow in Vudra, he relates to her how he had to harass the supplier multiple times to harvest and dry some of the less commony used leaves as well.  It took three whole trips until they followed his instructions properly.
 
 Spoiler 
Kali is sure that lore(mercantilism) or similar skills and talking to him about his business would probably get him talking rather than just waiting out the clock.
 


Perhaps seeing the contents of his pouch, the merchant pushes the silver back,  "frankly - it's salt, with at most a faint metallic taste.  The wealthy love it because violet represents power, and the price conveys status.  It's mostly used as decoration - I think topping breads is most common.  Unless you have more money than sense, sea salt or the pink salt from the barrier wall are both better, cheaper, and I won't need to bring in a priest to calibrate the feather scale to legally sell it."   Unfortunately, aside from suspecting that the slash was cause by a claw, weapon with parallel blades or something similar, Mauricio couldn't guess.

In watching the man's business, Mauricio is impressed.  He clearly knows his trade, is in a prime location - especially with the Azure Star right outside, has good stock and storage, and has a significant fow of patrons.  In fact, the only recommendation Mauricio has, and he's pretty sure its a good one, is that he coiuld use an assistant.
 
 Spoiler 
Examining the scars will not be a discovery action.  That just takes an instant to examine.
 
Gwynfrid
Gurmok's sense of smell is a good as the next goblin's, so the aromas flowing out of this impressive Azure Star place do make him hungry. But, his back straight as an iron rod, he passes in front of it without as much as a twitch of his nose. Not for nothing were these years of learning to control one's base desires. Proud of this worthy, if minor, achievement, he dismounts Zen and ties his harness up to a post before entering the Spice Emporium.

Once inside, he takes it all in, noting the unfamiliar smells as well as the cleanliness and order in which Hlaspak al Varr runs his business. Followers of Abadar and Irori have this in common, if little else.

The conversation in front of him makes it clear he's out of his depth, so he makes no attempt at an entreaty. Even buying something would likely not be enough to entice the hard-nosed gnoll...   Another kind of longshank, just longer-shanked than others but not any kinder.   Instead, Gurmok observes the businessman, trying to guess what kind of creature might have caused such wounds.

 
 Spoiler: Action: Discover 
Nature  (1d20+6)[ 8 ] 
 
DrK
 Sadar 

Sadar looks at the gnoll and deliberately moves his hands away from his sword in a gesture of peace. He may despise the savage hyena scum but he still values the manners that dominate the lands and city around Katapesh to keep the squabbling tribes in check.  "I apologise for my rudeness Master Merchant."  he offers,  "But even what little you remember of the tribes may help us"   he offers trying to placate the gnoll.

 Lore (gnolls)  (1d20+4)[ 24 ]   
SanguinePenguin
Gurmok isn’t sure what to make of the wound.  He doesn’t think it was caused by animal, but more than that he couldn’t say.
 
 Spoiler 
@Gwynfrid: to study something like that doesn’t use your action, on the scale of this encounter glancing at his wound is instantaneous.  Gurmok can take another action, or if it works better with your schedule, make two next round.
 


Sadar’s efforts seem to go a long way toward removing the edge from Hlaspak.  Something about Sadar’s tone and conciliatory gesture calm the merchant, and he gestured the sign for forgiveness and says,  “I should be more used to it.  On some level, I understand too.  Honestly, other gnolls probably put me on edge more than they do for you.” 

Sadar is also familiar with the particular banishment scar on Hlaspak.  It is from the Spotted Hide tribe, which is one of the gnoll tribes dwelling closest to the city.  Additionally, the burn marks on the bottom are the mark shaming him for trying to make another gnoll work - one of the greatest sins a gnoll can commit.
Starbin
  Kharesh Hammerfist  , dwarven monk

At the curt and decisive response Kharesh nodded.  It was for such interactions that the dwarf had long ago given up being a social animal.  He turned to walk away, but the rest of the group seemed inclined to stay.  Frowning for a moment, he glanced back and forth between the gnoll and the others.  When Hlaspak seemingly relented on his insistence they leave, the dwarven monk moved to the side.  He watched carefully, eyeing the shop and those that entered, quiet as the group still attempted to coerce the man, to little avail.  However, as he listened, he noticed the change in volume and speed when the gnoll spoke about spices.  He was not an academic, but he was fairly observant.  He waited for a lull, then asked the man quietly,   "Pardon.  Do you have Tiger Clove?  In Tar Kuata, my mudarris drank tea with it.  What is it?"  

 
 Well, another opportunity to swing wildly.  Trying to influence, using his interest in spices, trying to draw upon the lore of Pahmet to get him talking.
  Lore  - (1d20+3)[ 4 ] 

... After that I'm giving up.  I can't take another critical failure.  And this isn't Kharesh's strong suit.
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
BelGareth
Gex was silent throughout the whole conversation with Zetath, he was still shocked from their previous experience, he came out if his stupor while walking to the spice trader, entering he watched and learned, the interaction between everyone was interesting, some blunt as a hammer, others with a little more finesse, either way, they were all idiots.

  "I am Gex Daelfagnim a pleasure to meet you, I apologize for my friends here, we just came from a rather interesting ordeal and I think we are still recovering to be honest."   he says simply with a simple smile   "You seem to want to get to the point, well here it is, we were told by someone to look for you, that you may indeed be able to assist us. And that is what we are looking for, assistance, so we can help a tradesman recover his wife, who was taken as a slave in the last 3 days or so. Her caravan from Solku was scheduled to arrive in the evening three days ago, she traveled with a pseudonym, Foshal al Tanakur. And her real name is Sofh, wife to the merchant Zetath. It seems to have happened before, several times, and the merchant would just buy her back. Zetath is rather good with Mathematics and numerology, I wonder if he could be of use to you perhaps? Additionally so, this group will be in your debt, one we are happy to oblige, maybe we can get you some rare herbs or spices? or maybe we can espouse your shop during this event?"  
 
 Spoiler 

  Perception  - (1d20+3)[ 12 ] 
  Diplomacy  - (1d20+7)[ 13 ] 
  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 
SanguinePenguin
Hlaspak’s eyes narrow when Kharesh brings up Tiger Clove.  His response is cold at best,  “that is a  spice  that I no longer carry.  Tiger cloves are simply Thuvian cloves that have been first eaten by the striped Thuvian civets.  After their dung dries, the remnants of the cloves are collected and ground.  After dealing with an irate customer who learned the origin, I simply don’t carry them anymore.  Even if you had a civet, they only eat them fresh.” 

To Gex, his response is a bit warmer at least.  After all, someone finally articulated  why  you were here in a bit of detail.  After helping two other customers who enter, he turns back to Gex.   “Even if I knew something, none of my information would be current.  I have no connection to that life any more.  Sympathetic?  I am.  But if I were to send you to someone and they figured out it was me… well, that is trouble I definitely don’t want.  The plight of one stranger among many is not worth risking my own welfare.” 

Hlaspak points to the draining hourglass, which is half empty.
DrK
 Sadar 

After learning which tribe the gnoll was in and realising there is little esle the merchant seems to be able to tell them the guard looks to the others, particularly the dwarf Kahresh and murmurs a quiet  "Maybe we should head out and meet the caravan and liberate the slaves ourselves?" 
Prehysterical
Mauricio accepts the silver back with surprise. He had been under the impression that violet salt offered water-retaining properties when consumed with a meal... Seems like the term 'snake oil' applies here.

Gex's directness proves to be a blessing. At least Hlaspak is actually sympathetic, if hesitant. Mauricio steeples his fingers together as he tries a different angle.  "Why does anyone have to know that it was  you  who informed us? If we walked out of here with an exchange of coins for goods such as tea or spice, that would alleviate some suspicion rather than knowing we left empty-handed. I cannot imagine that there are no underground movements here in Katapesh that strike from the shadows to break the chains of slavery. There are doubtless several bogeymen at whose feet the blame could be laid.

Perhaps if I offered a bit of friendly business advice... Why do you not have an assistant here in the shop? Someone who can help keep inventory, field customers, and manage deliveries? Someone who could watch your shop if you had to step out for any reason? Per chance, say... to fetch the Zephyr Guard while a troublesome group of perceived vagabonds loitering in your shop?"  The last question is offered with wry self-awareness.  "Yes, it would be additional cost in terms of salary, but operating at a higher efficiency would more than compensate for the investment... especially when higher value items are concerned." 

 

 
 Spoiler: OOC 
Actions:
Influence: Persuade Hlaspak that getting an assistant is a good idea. Diplomacy  (1d20+1)[ 6 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Twice he tried; twice he was rebuffed.  Kharesh knew a losing prospect when he saw one, so he nodded once and stepped back.  When Sadar leaned over and whispered an alternative course, he waited for a moment to listen to Mauricio's comments before nodding and heading to the door.    "Leave these talkers to talk.  I am no value here.""  

 
 Funny enough, it may help reduce the likelihood that we are in league with the merchant if a few of us leave in a 'huff.'  Besides, Kharesh can seemingly only hamper our efforts here :)

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
As Kharesh begins to leave the shop, Hlaspak replies to Mauricio.   “Fair points.  I… have considered an assistant.  I worry about perceptions though.” 
 “I was born in the Spotted Hide.  They are by far the most like to raid any caravans from Solku taken near the city.  Typically the raiders would then give the captured to Spotted Hide slavers in Dog town who sell them or occasionally send them on to Okeno.  Many could tell you this.” 
Kirjath
It sounded like they had gotten as much information from this Hlaspak as they were going to. Though she felt somewhat annoyed at the gnoll's cowardice, Kali couldn't fault him for keeping his own interests in the forefront. It was a common occurrence in this city, and one she had grown to expect. As Kharesh turned to leave after Sadar whispered something, Kali moved to follow him outside.

There didn't seem to be anything else to gain by wasting more time at the shop, and maybe she could track these slavers down easier once outside.

 
 Spoiler: Current Status 

  Kali Ashmane  
 HP:  22/22
 AC:  18
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs:
 
Gwynfrid
Gurmok listens to the conversation, feeling way out of his element. Some of his companions are rude, others try to be nice, to avoid the subject in a number of ways, until the gnome, bless his heart, decides to ask a straight question. One of the reasons for the gnoll's reluctance, at least, becomes clear. Still, he decides to give some information to the tiefling...

The little blue-skinned goblin steps forward, politely taking his straw hat off, and places his hand solemnly on his chest, where his white shirt prominently features the embroidered symbol of Irori.

 "Sir, my friend here is correct. We need this information to rescue someone from the slavers. We understand that this may carry danger for you if we were to tell anyone about our source, but I assure you most solemnly that we have no such intention."  His voice is high-pitched, with a little of artificiality in it as he makes his best effort to eradicate the screechy intonations typical of his heritage - he knows how longshanks find them irritating to their delicate ears, and who's to know whether a gnoll would react similarly?

 "You, Sir, are someone who has suffered from violence in the past. This is unfortunate. I fully respect that you would not want this to happen again. I hereby swear, in the name of the Master of Masters, that I will do everything in my power to make sure your name is not mentioned in our quest."  He looks around at the others, hoping for a sign of approbation, or at least neutrality.

 
 Spoiler 
Attempt to make an impression, Diplomacy (untrained)  (1d20+3)[ 4 ] 
 
SanguinePenguin
A series of customers distracts Hlaspak while half the group gives up.  Finally, Gurmok makes his entreaty, which seems to be going well until Hlaspak’s eyes go wide.   “WHAT IS IT DOING?!  NO!  BAD… THING!”   He shouts at Zen as the goblin dog pees on the floor. The gnoll hastily cleans up the mess, but is clearly irritated by the turn of events.

He finally looks over to the hour glass and says with a sigh to the three that remain,  “time is up. I’ll be blunt - you have done little to persuade me I should help you.  Still, for the missing woman’s sake, I could tell you someone who used to raid the Solku caravans for many years.  He is retired now in Dogtown.  He is unlikely to be helpful.  But I’ll point you to him if you buy an ounce of my ras al hanout - finest in the city.  It’s on sale - 4 gold for an ounce.”    He points to the labeled jar which clearly says “ras al hanout, 1 sp / oz.”
Prehysterical
Mauricio's long fingers nearly cover his entire face as it enters his palm at the sight of the goblin's pet relieving itself on the floor of the establishment. Despite half an hour of collaborative effort, all they have managed to do is antagonize their one lead. He is almost ready to offer what bribe money he has when his eyes fall on the clearly labeled price. The tiefling's eye twitches. After all their work, Mauricio is finally done in by the gnoll's mocking phrasing. He turns to the merchant and offers the shallowest of bows.  "I shall trouble you no further."  The ice in his voice makes it clear that Hlaspak's mental welfare is the very last thing on his mind. Mauricio exits to reconvene with the others.

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Gwynfrid
 "ZEN! NO!"  Gurmok, his face purple with embarrassment, rushes forward to grab the goblin dog's harness and physically drag him out.  "I said stay here! It lasted longer than I thought but you were to stay anyway! No sweet pies for you tonight!"  He gets out, re-attaches the harness to the same post, with a double knot to replace the one the giant rodent obviously managed to chew through.  "There, now you stay, seriously!" 

The looks on his face, still a deep purple, don't belong to a happy goblin. The fact is that he's deeply ashamed by his best friend's repellent behavior.   Just as I was meeting new people and trying to make a good impression!   There's nothing for it, he has to own up to the mistake and make penance for this loss of control. He goes straight to Hlaspak, checks that nothing more can be done to help clean up. That's a relief, because he suspects the merchant wouldn't let him touch anything anymore.

 "Sir... Today is a day of shame for me. My companion is loyal, but my efforts at training him have proven lacking. This is entirely my fault, and I deeply apologize for this awful sullying of your establishment's floor.

I wish to make reparations..."  He listens to the gnoll's price statement. He can't miss the label on this jar of some substance he has never heard of before. But this doesn't matter. Clearly, the gnoll is either mocking him, or testing him.   Master of Masters, you teach us to accept every event as a test of mettle. Let me not disappoint a second time this day.   He faces the merchant, over twice as tall as him, looking straight up into the gnoll's furious eyes.

 "Sir, I see that you are an honest businessman. I, as a follower of Irori, respect this. Myself, I strive to be an honest traveler and customer. As such, I wish to purchase an ounce of your ras al hanout. For it, I shall pay you full price as listed by its honest label."  He takes a silver coin from his pouch, and places it on the counter.  "I also wish to compensate you for the disgusting damage my animal caused."  A gold coin joins the silver.  "Finally, and that will be subject to your final judgment, I request that you give us the name that might help us in our quest."  He produces another gold coin, but doesn't put it down yet.  "If you accept this as an honest payment, I believe you will have done a good deed, and a good deal as well. If you don't, then I shall trouble you no more." 
 
 Spoiler 
Diplomacy  (1d20+3)[ 13 ] 
 
SanguinePenguin
Hlaspak frowns, but takes the silver and measures out an ounce of the spice blend, which he hands to Gurmok in a slip of parchment.   “Clearly, I’ve failed to communicate.  Four gold is the price I’ve placed on the  information .  If any of your compatriots wish to contribute, I will provide the information;  otherwise, have a good day.”   He does not take the gold on the table.
Starbin
  Kharesh Hammerfist  , dwarven monk

Outside, Kharesh glanced around the area, looking for signs of trouble, perhaps understandable given the recent chaos.  He turned to Sadar, giving a curt nod to the exiting Kali before he spoke.   "The merchant mentioned Spotted Hide slavers in town.  Do you know where to find them?"  Before the conversation could continue much further, there was an exclamation from inside, and shortly after the other human exited, a look that did not speak of good tidings upon his face.  Kharesh waited expectantly as Mauricio joined them.

 
 Going back, it feels like Kharesh was to the point ... but them 1s and 2s, tho ...

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
 “If you change your mind, you know my price,”  Hlaspak says as the last one leaves his spice shop.  Outside, in the plaza of the Azure Star, the group discusses Hlaspak, and with mixed emotions decide to head to the Daystalls district and check with the caravan companies.

As the Daystalls are on the other side of the city, it is a long journey, made worse on account of the throngs of people roaming the streets for the Grand Bazaar.  Over two hours of shoving through crowds finally puts you on the other side of the wall and into the Daystalls.

The Daystalls are a ramshackle mockery of the heart of Katapesh.  The Grand Bazaar continues here, but as a mere shadow of the world inside the walls.  Nearly everything here is cheaper and chintzier, yet hawked with the same gusto as in the Lower City.  Any merchant with a product in the upper echelon would have moved their business inside the walls, so the dregs are what you’ll tend to find out here.  Not the dregs of the dregs - those are reserved for Dogtown, still subpar services, shady charlatans, and shoddy merchandise plague the Daystalls.  There are some diamonds in this rough though - businesses either that have yet to ascend, that, here and there, have chosen to stay - usually for want of larger workshops, or that simply make more sense to be in the Daystalls.

The caravans are of the latter breed.  As the main roads out of Katapesh - south to Quantium, north to Wati, Tephu, and An, west to Solku - all leave from the Daystalls, it is here that the caravans can be found.  Past the stables, at the edge of the city with just roads and scrublands beyond, the various caravan companies are nestled.  Among them only three go to Solku - the Savanna Rangers, Wolthan’s Wagons, and Safe Travels. It does not take long to ascertain that a Savanna Ranger’s caravan is the one that didn’t arrive from Solku three nights ago.
DrK
 Sadar 

Sadar had left with the others, unhappy with the attitude from the merchant and happier now as he headed into the shadier Daystalls. Somewhere where has spent much time seeking work and other boons for himself.  "If we ask around the stalls here we may find some help, or at least a nod in the right direction."  He looks about for the nearest slave caravans and will head there to see of he can get some information
Prehysterical
As potentially dangerous as it is to leave the gnoll with so much information and yet not likewise ensnare him in the conspiracy, Mauricio's self-righteous indignation does not even consider going back in to pay the merchant's fee. Although squeezing through the street crowds is wearisome, it does give Mauricio time to consider their situation and their next move. It also helps to distract him from the subpar goods and services being hawked around him...

Being on the fringe of the city is a bit nerve-racking. Fights in Katapesh could simply rage in the street, let alone on the outskirts. Still, this is where they need to be. The clock is always ticking.

At least they are quick to find which company it was that suffered the raid. Mauricio keeps his eyes open for whoever looks to be in charge... or perhaps a ragged survivor of the attack.

 

 
 Spoiler: OOC 
Perception:  (1d20+7)[ 21 ] , +1 if Pursue a Lead applies.
Society:  (1d20+7)[ 19 ] , +1 if Pursue a Lead applies.
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
There are several proximal, shaded kiosks selling space on the various caravans.  There is no substantive slave trade in the Daystalls - the slave markets in the Lower City, colloquially called the Nightstalls, are the main place where that trade flourishes.  There and Okeno, of course.

Safe Travels is preparing a caravan to Wati that leaves within the hour, and the brusque raven-haired Nidalese woman orchestrating the operation clearly has her hands full, directing passengers, freight, and crew to their proper tasks.  A marked slate reveals they have a caravan leaving for Solku and another for Quantium tomorrow, then one for Wati and another for Quantium the next day.  A caravan from Quantium and Wati are expected to arrive this evening and one from Solku tomorrow.

Wolthan’s Wagons is manned by a tall long-faced Ulfen man with straw-brown hair and a long full beard wearing a broad straw hat.  At the moment, the stall is empty, and the man observes his surroundings whilst bearing the expression plastered on the face of any employee with nothing to do.  A slate indicates that their next caravan leaves in two days for Solku, and the next three days after that - one arrives in two days as well.

The Savanna Rangers kiosk, that for the company responsible for Sofh’s caravan, is manned by a Kelesh beauty in her early twenties.  She has shoulder length hair, stylish robes, and wears a golden circlet set with a tiger eye.  She is finishing booking passage to Quantium later today for a young halfling couple.  There is a caravan to Solku tomorrow, and one to Wati the day after.  A caravan arrives from Wati tonight, and one rack from Quantium and Solku in two days.  The fact that they were raided just days before does not seem to have impacted their business too much.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh followed the group, uncertain what the specific plan was to gather information.  The caravans might be a good place to start, but only if someone had seen something, or knew who had
 attacked the caravan during its journey.  Once they were in the thick of things, however, Kharesh leaned towards the others and commented in a low voice,   "No caravans and no tears.  Why?"    It seemed curious that losing a caravan, which equated to money, was barely acknowledged around here.  That meant that it happened so often, no one batted an eye.

Or they knew about the attacks prior, and were already compensated for the 'loss.'  He glanced at the others, wonder who would step up to negotiate this time ...

 
 Look around for anyone who looks suspicious   Perception  - (1d20+5)[ 12 ] 
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
DrK
 Sadar 

Sadar looked down at the the dwarf and shrugged,  "Working in the caravans is a hard business. Losses are accepted.. up to a point and after a while you get inured to the loss and suffering."  Then he spies the kelish beauty and Savanna Rangers Sigil and heads towards her. Approaching slowly he offers a low and polite bow before asking directly  "We lost friends on the caravan that was attacked some few days hence. Do you know if survivors reached the city or were all lost? How far from the city was the aid site if we want to try and find a memory of those we have lost?" 
SanguinePenguin
The woman takes on a sympathetic expression and replies,  “I am so sorry some people you know have gone missing.  My name is Alanna, and I can help you find out what happened, and hopefully where they are now.  If they were passengers, then they were likely captured by a gnoll raiding party about twelve miles west of here.  Your best bet is unfortunately to buy them back from the gnolls.  One passenger sadly died from a scorpion sting, but his family has already seen to his remains.  If they were guards - well, it was a rough trip.  Halfway through the trip, a desert drake attacked and killed six of the guards.  Then some Sandstalkers raided in the night, and four more guards were taken.  Usually, the caravans are well enough guarded to fend off the attack near the city, but under protected as it was, unfortunately the gnolls took everyone prisoner.  Most of the cargo from the caravan was recovered.”

“Now who are you looking for?” 
Kirjath
 "We're looking fer a woman by the name o' Sofh."  Kali responded, stepping up to the kiosk. Thankfully, she was tall enough to see over the counter of this one without having to stand on her toes like a child. It was discouraging to see just how unaffected Alanna was by the incident given her casual reporting on just how many people had died on that trip, but perhaps Sadar was right. Even so, for such trips to be that dangerous that often, it was surprising anyone risked these ventures at all.

Not that staying put in a small shack in the forest had kept her safe anyways.
 
"If there's anythin' else you could tell us about these slavers, or the location the caravan was raided, it'd be a mighty kindness." 

It was possible they now had the faintest lead, but going off without more information could very well lead them into being the next batch of slaves up for sale.

 
 Spoiler: Current Status 

  Kali Ashmane  
 HP:  22/22
 AC:  18
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs:
 
Gwynfrid
Gurmok finds this matter-of-fact description of what happened to the caravan astounding. He's encountered some exotic people and customs in his travels around the Inner Sea, but this...  "Pardon me, Msitress Alanna. But this strikes me as a very disorderly and wasteful fashion of doing business. Many die, money is exchanged for the freedom of survivors. Only the criminals profit. Can't the city's authorities correct this state of affairs?" 
SanguinePenguin
Alanna looks over a piece of parchment, and then says,  “I’m sorry, we don’t have anyone by that name as having been on the caravan.”   When someone provides the alias, she says,  “ah here, Foshal al Tanakur… still unaccounted for.  Well, we know she didn’t die at the scene - no one did actually.  But she also isn’t being auctioned under this moniker.  If she is being sold under the other name, then you’d have to check at the flesh markets.” 

To Gurmok’s point she says,  “the drake attack was certainly abnormal.  That has never happened in my three years working here.  Sandstalkers are often a problem, and usually those they capture wind up the Okeno flesh fairs.  We will try to buy the guards back when they show up there.  As for the attack nearby, the Spotted Hide attempts are usually thwarted, but they do succeed when we have such issues on the journey.” 

The large ulfen man nearby then speaks up,  “you call them criminals, but they are breaking no laws.  Taxes are paid in the transactions, so - surprise - the city does profit.  A drake attack is very unusual.  I’ve been doing this for over twenty years and unless the rare complete loss of a caravan can be explained by a drake, I’ve never seen that happen before.  Usually, the gnolls don’t  kill  anyone.  It is unfortunate, but it is a better situation than it used to be.  They aren’t as rough with the captured as they used to be, and they no longer burn or destroy the wagons and goods.”   He shrugs and adds,  “it’s far from ideal, but it is an improvement.” 
 “The gnolls who took her are surely Spotted Hide beyond that, I don’t have any information to give,”  Alanna says politely.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh listened as the group asked questions, realizing the lack of emotional outbursts was driven by a simple factor - money.  The goods had already been recovered, new guards could be hired later, and any travelers who were lost had likely already paid a portion in advance for the transportation ... meaning the caravans were only out half a promised fee if the passengers were kidnapped and it was more than they would have gotten with no passengers.  Looking it around, for all the issues, it was obvious it still was a lucrative venture.  Besides, the selling and buying of prisoners likely made up for any true losses sustained.  It wouldn't surprise him if the caravan companies made some profit based off of slave sails.

Once it became apparent there were no more details to be had, Kharesh joined the group away from the woman and murmured,   "We have limited options, and no leverage.  I wonder if offering our services would garner more aid.

Do we engage the Spotted Hide?"  

 
 I wonder if taking out a drake is a) within our capabilities, b) an opportunity for some good will with the caravan folks

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
Mauricio is shocked by how casually the caravans seem to accept this. It seems that most of the others share his feelings, but Sadar points out the harsh nature of caravan work. At the very least, Alanna seems willing to provide what little information that she has. Why would their missing woman not be on the books, however? Is she such a high profile prospect that the slavers are concerned about someone confiscating their prize? Mauricio struggles to imagine that the current state of affairs is "better", but he knows better than to ask how the gnolls previously treated their captives...

Once the well of information has run dry, Mauricio joins Kharesh away from the stalls. He sees that the dwarf is just as displeased with the situation as he is. Mauricio scowls and rubs at his chin with a bony knuckle.  "Normally, I do not advocate seeking violence, but... I cannot imagine the flesh stalls ending in anything other than tragedy. I very much doubt that we could offer anything to trade... anything acceptable, at any rate. My real concern is that if an entire caravan of armed guards were insufficient, will we fare much better? I don't mean to disrespect the skill that was obviously shown earlier in the market, and I defer to Sadar's judgment in these circumstances, but offering ourselves as live bait for ambush sounds like a fine way to end up in shackles ourselves." 

He heaves a deep sigh.  "But I do not see any other choice..." 

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
When the group moves away from Alanna’s stall, the ulfen man motions you over.  He says quietly,  “if you want to try to negotiate with the gnolls directly, I can point you to them.  If they think you are offering a better price than they’d get at auction and without the taxes, they are happy to sell off the books.  Kathalra al Rath in Dogtown has handled this with us in the past.  She is… unpleasant, might not talk to you at all, but you may get your friend before auction that way.  She can usually be found at the Rabid Dog.  Good luck and be careful.”   He tips his broad brimmed hat at you.
DrK
 Sadar 

Sadar pauses, a thinking expression on his face as he brushes at his bearded chin.  "It is a tall order to take on a Drake, sandstalkers and a gnoll tribe."  Then he nods to Alanna,  "My thanks for the advice,"  then glancing at the others,  "We can discuss the sands outside the city shortly but we can head to the Flesh Markets and speak with this Kathalra al Rath. The Rabid Dog sounds a lovely place for a drink this fine evening."  
SanguinePenguin
From the Daystalls, it is faster to head north outside of the walls, rather than push your way through the crowds of the Grand Bazaar again.  A moderate footpath with only a small amount of traffic passes through small hovels, shacks, guarded warehouses, pesh dens, and a handful of other uninteresting buildings that don’t fit cleanly with one of those descriptors.  The journey is a little more than a mile, until the sudden appearance of gnolls moving about indicates you’ve arrived in Dogtown.  This region is the dirtiest and most dangerous part of the city.  The humans and halfling street rats make furtive glances to gauge whether you have anything worth stealing.  The gnolls mostly ignore you.  Patrols of the Azure Guard are more frequent here as well.  It is several blocks of squalor until you arrive at your destination.

If the Azure Star is a testament to the opulent elements of Katapesh, then the Rabid Dog - a tall ramshackle tavern sandwiched between mining offices and warehouses north of the city’s Dawn Gate - is a testament to its seedier dispositions.  The tavern caters primarily to gnolls and a rough assortment of ne’er-do-wells, most of whom probably should have been born as gnolls.  It has a well-earned reputation for being one of the more dangerous places in the city.  While one wrong word might see you beaten by a large angry gnoll, one wrong word too many might see you bound on a ship to Okeno - after all, abducting Katapeshi citizens may be illegal, but who can vouch for strangers brought by boat onto the slavers’ isle?

The massive wooden door to the establishment sits ajar, and both sides display a large sign in gnollish scrawl and underneath in common, “Only one slave per patron.”  Once near the doorway, you are beset by the cacophony within.  The animalistic odor of gnoll is blended with cooked meats and the musty, sweet aroma of pesh smoke.  Mostly gnollish is being spoken - barks, yips, growls, interspersed with a few other harsh phonemes.  The large, high-ceilinged common room is occupied by about two dozen gnolls - more than half have a large chained man in tow, and only two humans in the room are unchained, though they seem comfortable.  Some gnolls (and both humans) are playing cards or dice, others converse loudly, some just eat or drink in silence.  Almost all are drinking some rust-colored liquor, several hookahs are in use, and a few gnolls have a rack, shoulder, or leg of rather rare grilled meat. Stairs lead to both a lower level and one above. The enslaved all stand around with heads bowed and do nothing.

Though most don’t seem to notice your entrance, a few of the hyena-headed men and women eye you with some suspicion before returning to what they are doing.  The hierarchical society of gnolls seems to involve a lot of sycophancy, which makes it easy to identify the important individuals with minimal study.  First, there is a visibly aged gnoll, whose fur is a bit greenish, but nearly bleached on his sallow face.  He talks with several gnolls who clearly show him deference.  He also isn’t dragging a chained man behind him.  Second, a gnoll female, who must be encroaching on eight feet given how tall she seems relative to the other gnolls seated at her table, is playing dice with five others and clearly commands respect.  Her fur is brown with dark spots with a nearly black mohawk atop her head.  Perhaps the clearest sign of her station is that the slave behind her is not a human, but an ogre.  Third, at another gaming table which includes the two human males, a large shaggy looking gnoll with spotted straw-colored fur and a crutch talks boisterously in common.  The three other gnolls clearly follow his lead, and his large slave appears to be a Chelish man with a vacant stare.  Lastly, there is a gnoll of average height with black fur mottled with silver.  He sits alone eating and drinking with no slave.  What is significant about him is how, even more so than with your party, periodic nervous glances are cast in his direction.  While he clearly isn’t a social nexus in this group, he is also definitely either respected or - more likely - feared.
Prehysterical
If the Daystalls were uncomfortable, Dogtown is downright threatening. Mauricio has never seen such filth and poverty in one place. The presence of the Azure Guard is a comfort, small as it is.

Mauricio eyes the interior of the Rabid Dog in the same way that he would appraise a caged animal. He notes the two unchained humans with a mixture of contempt and curiosity. Just who are they? Conspirators?

The groups sticks out like a piglet in a crib, but walking up to each group of gnolls and asking the same question over and over sounds like a good way to end up bitten. Mauricio tries to find the barkeep. He has no doubt that whatever liquor they're drinking is probably foul, but at least they might be at least tolerated if the owner profits from their arrival.

 

 
 Spoiler: OOC 
Society roll to recall gnoll manners:  (1d20+7)[ 17 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
The bar appears to be unmanned, then a human woman comes down the stairs carrying dishes.  She sets them down behind the bar and starts to wash them in a tub.  While not as ostentatiously chained, you have no illusions about her role and circumstances for being here.
DrK
 Sadar 

Sadar’s face recoils at the raw animal stench and he had murmured to the group,  “Don’t show weakness, they are curs and dogs and respect only strength.” . As he enters the bar he heads straight up to the bar waiting for the woman to appear and orders whatever ale they have on tap and lets the conversation flow over him, the yips and barks familiar as he listens to the various gnollish groups for anything relevant

 Sadar speaks Gnoll
Perception of anything interesting is being said  (1d20+6)[ 22 ]  
Kirjath
If the random sightings of gnolls in Katapesh had bothered Kali earlier during her trips to the market, visiting Dogtown was far worse. Their gathered leads may have led them to this, but the small dwarf was still unprepared for how unsettled she felt by the barks, laughs, and the stench of the place. Even worse, seeing slaves with sunken and hopeless gazes pricked her conscience, but against this many gnolls and in a city like Katapesh, there was simply nothing she could do about any of it.

It was miserable, and Kali couldn't keep a hand from straying towards her hatchet any time one of the towering gnolls moved too close to her. At least Sadar seemed just as irritated by their surroundings.
 
"I don' think they'd appreciate the show o' strength I'd have in mind."  Kali growled, more to herself than anyone in particular.

  Nor do I suspect I'd survive showin' it. 
 
 "So who should we ask, and why should we trust any o' them?"  Kali muttered, trying to be heard over the din. Her stomach grumbled at the smells of meat, but she would rather be dead than look for a bite to eat in this sort of establishment.  "I'd wager the answers we'd get would only serve ta land us in a mite too much trouble." 
 
 Spoiler: Current Status 

  Kali Ashmane  
 HP:  22/22
 AC:  18
 Class DC:  16
 Speed:  20ft
 Fort:  +7
 Ref:  +6
 Will: +5
 Perception:  +7

Buffs:
Debuffs:
 
SanguinePenguin
For two coppers, Sadar is given a warm ale possessing a bit of a swampy flavor, but it is better than he expected.  He spends a minute with Kali at the bar taking in the conversations.  The enormous female gnoll with an enslaved ogre is Kathalra al Rath, or more accurately Kathal-raa, with the final phoneme a growl.  The other gnoll’s address her as ‘Kath’ mostly.  Their conversation is entirely centered on their dice game.

The gnoll with the greenish fur is called &lt;yip&gt;-ka-tar fe-&lt;growl&gt;, or Moss Pelt.  His conversation with the gnolls he speaks to at first seems odd, he is asking if they are enjoying themselves, if they like their food, if they like their ka-&lt;yip&gt;-ka, which Sadar infers is their liquor, then it occurs to him that he is probably the owner.

The other gnoll is speaking common, and seems entirely absorbed in his card game.  He is addressed as Jaghun.  Some business with the two humans is mentioned, but no details are given.

The final gnoll simply eats his seared leg of lamb, drinks his ka-&lt;yip&gt;-ka, and says nothing to anyone and nothing is said to him.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh placed himself where he had a wall to his back and clear lines of observation around the room.  He let the other engage for now - his attempts to influence anyone earlier had been disastrous and he'd rather not repeat the lesson here in a more dangerous location.  He let his gaze keep moving, never lingering on one person, least it force an unwanted confrontation for no reason.

 
 Kharesh isn't a social creature, so he'll maintain watch over the tavern and let the others work their magic.   Perception  - (1d20+5)[ 13 ] 
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
Sadar seems to have a better idea of what he is doing, so Mauricio lets the man take the lead in ordering drinks from the bar. The liquor must not be  too  offensive, judging from his reaction.

In response to Kali's question, Mauricio responds in a low voice,  "Well, since the gnoll that we came to speak with is right there, we had best be direct. I shall be more direct from this point forward. Besides, the more gnolls that we speak to, the more likely we are to offend... Hazardous to our health." 

Mauricio pays four coppers to the slave woman barkeep and holds a serving of ka-yip-ka in either hand as he approaches the large female gnoll. He frantically tries to push down on the feeling of dread should this conversation not go well.

 "Good day to you, madam. May I perhaps interest you in a drink... and a business proposition?" 

 

 
 Spoiler: OOC 
Diplomacy to Make an Impression:  (1d20+1)[ 12 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
The enormous gnoll woman eyes Mauricio critically, there is a long pause, but she seems to deem the offering acceptable for at least a few moments of her attention.  She grabs one of the drinks from the man’s slender fingers, and says in common with low growls to all ‘r’s and a bit of a yip on the ‘i’s,  “I’ll take the drink.  Make your case quickly stranger.” 
DrK
 Sadar 

Sadar follows his fellows towards the massive hulking female gnoll. Holding himself carefully he makes sure not to appear too aggressive as he allows his new found friend to speak with the gnoll slaver. He watches the other gnolls carefully, a hand near his weapon  at all times.
Prehysterical
 "To the point, then,"  Mauricio responds graciously.  "I am here on behalf of a client who has... misplaced merchandise."  He fights to keep the disgusted grimace off of his face at the euphemism.  "A caravan was due from Solku three days ago, but never arrived. There is a particular item that my client seeks to recover. He would, of course, prefer discretion in this matter. There is no need for an auction. I understand that you are a woman who has experience with such matters?" 

 

 
 Spoiler: OOC 
Diplomacy, Make a Request (I guess):  (1d20+1)[ 16 ] , +1 if Pursue a Lead applies
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
She eyes Mauricio, still clearly wary of the thin man, but apparently interested in the proposal.   “You want one of our chattel, yes?  To save on food and care, I could probably sell them to you.  Which one?“ 
Prehysterical
 "The woman named Sofh,"  Mauricio answers. Zetath had said that the slave auctioneers had figured out the scholar's true identity, so there was no point in bothering with the alias.

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh watched with interest, gauging the reactions between the two negotiating people.  He glanced around the bar from time to time, looking for anyone who might be paying more attention to events than might be warranted.

 
 Nothing much to add, general   Perception  - (1d20+5)[ 13 ]  vs the area and a Sense motive against the gnoll

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Kathalra drinks her new ka-&lt;yip&gt;-ka as Mauricio asks about Sofh.  In response, the gnoll looks confused, turns to the gnoll next to her and asks,  “Sofh?”   The smaller male responds with a frown and a shake of his head.   “We have no chattel by that name.  You waste my time.” 

At that moment, the dark haired gnoll drinks the last gulp of his ka-&lt;yip&gt;-ka, tosses a few coins on the table, stands up, and heads toward the door.  As he moves, the gnolls in the room go eerily silent, and when he finally disappears out the door, there is a simultaneous release of held breath that collectively forms an audible gasp.  Afterwards, the room returns to its noisy state as if nothing ever happened.

 
 Spoiler: Kharesh 
The gnoll named Jaghun reacts a bit to the name Sofh.  Though he returns focus to his game as soon as the dark haired gnoll leaves.
 
DrK
 Sadar 

Sadar listens to the gnoll, then takes out his belt pouch and throws it in the palm of his hand.  "Maybe some silver will help jog your memory"  he barks and yips in poor Gnollish. He glances at the gnoll rising to leave but doesn't do more as he watches the large she-gnoll.
SanguinePenguin
Sadar’s continued line of questioning turns things ugly quickly.  The gnoll woman jumps to standing with a slam of her fists on the table.  Having almost two feet and two hundred pounds on Sadar, her brutish posture instills a very primal terror.  She growls in fury,  “I said I don’t have your stupid woman!  You waste more of my time and I will eat you!” 

From the other table, Jaghun shouts,  “Kath, I know where this Sofh is, bring your coin here!” 

Kathalra glares at Jaghun, then back at Sadar, and seems to calm a bit from what she perceived as a slight.  She sits back down and mutters  “go,”  and returns to her game.
Prehysterical
Mauricio isn't sure whether the gnoll is lying or telling the truth, but she certainly seems offended. Fortunately for all present, another gnoll has both the knowledge and the cooperation. The tiefling fights a sigh of relief as Kath begrudgingly sits back down to her game. Before leaving for the other table, Mauricio leaves the other glass of ka-yip-ka on the table before Kath as a parting peace offering. What else is he going to do with such slop?  Drink  it?

He approaches the table with their seeming informant.  "You have my ears, sir." 
SanguinePenguin
Kathalra seems to accept the ka-&lt;yip&gt;-ka as a peace offering.

Jaghun says in common much cleaner than Kathalra’s, with more of a Katapesh accent than a gnollish one,  “I know who has this Sofh, I know where she is, and I know exactly what happened.  This information is yours for one gold.”   Jaghun says this with his attention still half focused on his card game.
Prehysterical
Well, time to finally tap into Zetath's coffers... Mauricio places the gold coin on the table and slides it over beneath his fingers.  "Delivered in full. Your turn." 

 

 
 Spoiler: OOC 
Just gonna throw in a Perception check here to see if he's lying:  (1d20+7)[ 25 ] , +1 with Pursue a Lead
Mauricio will only let go of the coin if he feels that Jaghun is being honest.
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
Kathalra seems to accept the ka-&lt;yip&gt;-ka as a peace offering.

Jaghun reaches for the coin, but when Mauricio pulls it back, he seems to accept this.  He continues to play his game, throwing a card into the center of the table.  He leans in toward Mauricio and speaks very softly - even Mauricio and Sadar can barely hear him -  “I wouldn’t give up one of my kind on this, but Kath screwed up, though she doesn’t know it.  She sold this Sofh under the alias the woman gave to some nearby vermin.  They somehow recognized her, realized she’d be worth a lot, scrounged up enough money to purchase her with some added sob story about being family, and now will auction her off under her real name.  I overheard one of them boasting about it.  This gang holes up in a decrepit warehouse a few blocks from here.  It’s a sure thing that is where they’d have her.  I can give you the specific location.”  Jaghun holds out his hand for the coin, with his attention still mostly on his card game.

 
 Spoiler: Sense motives 
Though Sadar and Mauricio don’t trust the gnoll inherently, neither of them think he is lying to them.
 
Prehysterical
Mauricio's hairless brow lifts in interest at this information.   And just which people would recognize her,   he wonders. He places the gold coin in Jaghun's hand with all the precision of a surgeon.

 

 
 Spoiler: OOC 
Just for fun, Mauricio is going to perform a Perception check to see if the humans might be cheating while Jaghun is distracted.  (1d20+7)[ 12 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
Mauricio doesn’t think anyone is cheating in the game.  Jaghun provides clear directions to the warehouse and the party takes their leave of the intimidating gnoll tavern.

It is about a ten minute walk, and by this time it is well into the late afternoon.  The dingy streets replete with refuse continue to showcase their urchins, gnolls, and toughs, while also admitting a new element - handfuls of oblivious men and women slumped against the side of decrepit hovels and boarded up warehouses with with vapid looks of extreme ecstasy plastered on their gaunt faces.  You catch the tail end of an urchin rifling through one of their pockets before fleeing - the euphoric man indifferent to or more likely unaware of the exchange.

Finally you arrive at the small warehouse with no remaining signage to betray what (if any) legitimate purpose it once served.  The building stands almost twelve feet in height and forming a roughly 30’x30’ square.  The windows are all well boarded up and no activity is apparent from a distance.  A large door, nearly 15’ wide and 10’ high could potentially be slid open, although whether such a flamboyant ingress is both unsecured and functional in light of the overall state of the building seems unlikely.  To the right of this is a more standard sized door.  A rickety ladder leads to the roof.  A small 3’x3’ square hatch in the back of the building is about 7’ high off the ground.  No other obvious entrances can be detected from a distance.
DrK
 Sadar 

Walking through the filthy streets Sadar shakes his head sadly at the filth and depravation. A muttered  "Little better than the gnolls"   he says to no-one in particular. As he gazes at the building his eyes look at the ladder and nods,  "Shall we look at the roof and see if there an alternative way in that may be less well guarded?  he suggests before slowly moving to the ladder and giving it a gentle shake to see if its still sound and solid
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh didn't notice much, but one did not need to be a scout to see the female gnoll lose her temper.  When she slammed the table and threatened Sadar, Kharesh moved within arms length with a fluid, step, eyes locked on a potential foe.  However, when another bystander broke the tension, he relaxed a margin, waiting to release his full attention until Kathalra sat back down.

The dwarf waited a moment, then moved to support his companions at the new table, all the while watching the room for signs of violence.  Fortunately, this discussion was much more civilized and earned information that would hopefully pan out.  Unless it was a trap, and the potential for more slaves on the market.

After a few minutes of travel, the team arrived near what appeared to be an abandoned warehouse.  Peering at the facility, Kharesh leaned in and whispered,   "Trusting the tip, yes?  I'll check the back."    With that, he slipped into the shadows and moved to where the hatch was, eyeing it and gauging if he could climb any portion of the building without it coming down on him.

 
 Sneak over and check out the back ... can Kharesh climb up to the hatch?  And lights on in the place?  As we approach, any sounds to indicate numbers / types of people?
  Stealth  - (1d20+5)[ 11 ] ,   Perception  - (1d20+5)[ 24 ] ,   Athletics  - (1d20+7)[ 12 ]  to climb
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Gex looks at the ladder and offers to take a look.  He quietly climbs up and then about half a minute later climbs back down.   “Roof is rotted through.  Has a sun roof because of that, probably couldn’t support much weight up there.  There is a higher level that the hatch leads to with bedrolls - I saw four, could be more. That level is over a separate room with its own door, probably taking up about a quarter of the space.  I couldn’t see them, but I could hear at least two voices, but I also couldn’t make out what they said.” 
DrK
 Sadar 

Sadar squints up at the roof again and then nods.  "Well, if we can go up there and drop in the sun roof I reckon that will give us the element of surprise. They won't be expecting us from that direction."  If the others agree he'll haulmself up carefully ad then try and lower himself down quietly through the rotted timber into the room above

 
Perception  (1d20+6)[ 12 ] 
Stealth  (1d20+2)[ 3 ] 
Athletics  (1d20+7)[ 24 ] 
 
Prehysterical
Only when they have left the tavern does Mauricio let out a sigh of relief.  That  could have gone very poorly. As they walk to the safehouse, Mauricio notes the presence of the drug addicts with pity. Far too much work for him to do alone...

When they finally arrive at their destination, Mauricio regards the building like a puzzle box. He joins Kharesh in examining the hatch. After some mental arithmetic, Mauricio looks to the dwarf with some mild discomfort.  "I do not mean to offend, master dwarf, but... do you think you could give me a boost?"  The tiefling's head tilts toward the hatch.

 

 
 Spoiler: OOC 
Guess I better roll Athletics:  (1d20)[ 4 ] 
Stealth:  (1d20+4)[ 14 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Gwynfrid
That the Rabid Dog tavern isn't a place for Gurmok is made clear to him a first glance, and he's relieved that the group's longshanks manage to extract both information and themselves from the visit without triggering a hopeless fight. He contends himself with observing the locals, memorizing their features, while keeping Zen in check - now would be a very bad time for the beast's antics. Trusting Jarghun's tip is the best bet, if not a safe one, so he follows his companions through the streets. He was sent around the Inner Sea to discover and learn, and here there's some learning to do, mostly about abject poverty, extreme misery and depravation. The Katapesh that appeared so splendid for the first few hours turns out to have a side darker than even the worst parts of the Forked Teeth's caverns. At least his brethren, even the nastier ones, have some degree of community sense.

Leaving this sorry sight behind, he joins the group in examining the building, looking for the best entrance.  "If the roof is unsafe for our weight, then maybe we split? Half of us to the hatch maybe?",  he suggests.

 
 Spoiler 
Depending on what's needed:
Acrobatics  (1d20+5)[ 24 ] 
Athletics  (1d20+3)[ 8 ] 
 
SanguinePenguin
Sadar, Gex, and Kali take the ladder to the roof, as Kharesh, Mauricio, and Gurmok open the hatch.  The three of them scurry quietly through the small hatch and onto a small second level of the warehouse with four bed rolls and a ladder.   The roof team creeps along, the roof slightly creaking under their combined weight.

 
 Spoiler: Gurmok, Kharesh &amp; Sadar 
You hear voices arguing softly.

 “Look, Sapha doesn’t want to abandon this hideout for nothing.” 
 “I know, but what is the plan?  We can’t keep her here forever.” 
 “The plan is solid, I mean it worked, right?  We try again then …” 
 


As he strains to better hear, Sadar shifts his weight which causes a piece of the roof to give way.  The warrior is narrowly able to avoid following the debris onto the dirt floor below.

 “Crap!  Was she followed?!” 
 “Saph!  We got company!”   The voice shouts loudly, as its owner, a young man in leather armor comes into view from the area unseen from the gap in the roof and hurls a dart at Sadar, which strikes him in the shoulder.

 
 Spoiler: Actions 
R moved, drew a dart and threw it
Attack:   (1d20+7)[ 25 ]  Damage:  (1d4+2)[ 4 ] 

Everyone but Kali can act now
 

 
 Spoiler: Map 
Three levels:  ground (including a room behind a closed door), above the room (7 ft up), and the roof (12ft up)
Gray on roof is a hole, you can see most of the room.
Gray on ground is a room behind a closed door (only Dalnu and Saph are in there).
Dark red walls are doors (all but hatch is closed)
Orange walls are ladders

 
 
Prehysterical
So, they have stumbled into the serpent's nest... Mauricio winces when the ceiling cracks, but none of their party follows the debris down. Fortunately, it seems the alarmed slavers are too distracted by the half of the party on the roof. Time for violence, unfortunately.

Using the element of surprise and the elevation advantage, Mauricio readies his crossbow. After briefly considering the targets, he decides to go after the unarmored one first. He fires.

 

 
 Spoiler: OOC 
Interact to draw the crossbow, Devise a Stratagem (result of 8), Strike with crossbow for an attack roll total of  15  at target T
Damage:  (1d8)[ 2 ]  piercing
Strategic Strike:  (1d6)[ 1 ]  precision damage
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
farothel
Dalnu had spend some time trying to explain that she was just here to visit some old friends and do some shopping, nothing more, but she wasn't really getting through to the woman.  She had already felt that whoever had bound her wasn't all that good at it (and they had even let her keep her armour), but she hadn't done anything yet.  There were four of them as far as she had been able to determine and that was too much to take on without a plan and at least knowing where she was.  So with typical elven patience she had bided her time, learning as much as she could from the people who had captured her.  She hadn't done a spell yet, so they might not be aware that she could cast spells, at least beyond the utility spells a lot of people learned.  So she had spend a couple of hours trying without success to talk them into releasing her and also gaining some information.

Then she suddenly heard a ruckus outside of the room she was in and as her captor was distracted, she tried to get out of her bonds and if she was successful, throw a spell at her to teach her some manners.

 
 Spoiler: OOC round 1 

action 1: try to get out: unarmed attack vs bound DC:  (1d20+5)[ 9 ] 

if action 1 is not successful:
action 2: try to get out: unarmed attack vs bound DC:  (1d20+1)[ 18 ] 
action 3: cast shield spell (AC +2, gold dragon scales visible)

if action 1 was successful:
action 2-3: cast electric arc: damage  (1d4+4)[ 8 ]  (basic reflex save DC17)

wounds: 12/12
AC: 18 (20 with shield spell)
 
Gwynfrid
  Ouch... Well, this is it,   Gumrok reflects philosophically as the fight begins and Sadar is already struck. But there is no time to reflect on the safety of life choices, and anyways, he was sent on a mission. Without lingering further, he prays for his deity's help in this instance.

 "Déjà volent les projectiles
De me garder, je me dépêche
Un bouclier me sera utile
Contre tout type de flèche."

"Ton esprit est-il si fragile
Que tes crimes le troublent?
De tes pensées tu perds le fil
Et ta confusion redouble." 

Downstairs, one of the slavers suddenly feels a splitting headache...

 
 Spoiler 
Action #1 Cast Shield
Actions #2-3 Cast Daze on opponent T, I assume I have line of sight to him. Basic Will save DC16 for 3 damage, stunned 1 if crit fail.


Gurmok, level 1 cloistered cleric of Irori
Perception +6; darkvision
AC 16 including Shield effect; Fort +4, Refl +5, Will +8
HP 15/15
 
DrK
Sadar grunts as the dart hit him, and with his blood fired up he drops into the room below, sword in hand as he strides towards the nearest of the slavers and swings hard!

 Sadar drops down (presmumably  Q5 --&gt; C5)
Attacks  O with power attack  (1d20+9)[ 25 ]  dam  (2d10+4)[ 20 ] 


HPs 15/19
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh was listening closely to the people below, thinking about how they might best get the drop on them.  Unfortunately, someone upstairs beat them to it by dropping a portion of the roof down to the floor below.  Suddenly, the voices below raised in alarm and the fight was on!

Kharesh saw or heard his companions rush into motion, attacks coming rapidly from multiple angles.  Sighing internally, the monk slipped forward and leapt down to attack one of their adversaries.  Landing with surprising delicacy for such a stout dwarf, Kharesh entered into a stance and launched two rapid punches, hard like the stone he emulated.

The dwarf waited a moment, then moved to support his companions at the new table, all the while watching the room for signs of violence.  Fortunately, this discussion was much more civilized and earned information that would hopefully pan out.  Unless it was a trap, and the potential for more slaves on the market.

 
  Round 1  - Action 1: move/jump to F4
Action 2: Enter Mountain Stance
Action 3: Flurry of blows w/Falling stones vs R
  Attack 1  - (1d20+7)[ 18 ] ,   Damage  - (1d8+4)[ 7 ] 
  Attack 2  - (1d20+2)[ 21 ] ,   Damage  - (1d8+5)[ 11 ] 
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (14’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
As the conflict begins, you can assess the features of the opponents.  The tall man in the corner of the warehouse is dressed in colorful orange Katapeshi robes, but he looks strange.  He is bald and lacks eyebrows, but has small nodules protruding from his jawline.  Mauricio’s bolt grazes his shoulder, clearly hurting, but not a substantial blow.  Gurmok’s spell causes the strange man to clutch his temple and grunt in pain, but it does not appreciably slow him down.

A young half-orc woman with tightly braided black hair in hide armor encounters Sadar’s blade.  His powerful chop strikes her shoulder and cuts deep.  Somehow the woman keeps her footing, grunting in fury, and drawing a bastard sword.

Kharesh moves into range of the man in leather.  Underneath his scars, and slightly misshapen face, he looks young.  His dark hair is cropped very short, as if shaved, just not recently.  Kharesh felt that his first blow should have connected, except the man seems to summon some preternatural quickness to jerk his head back at the last instant, narrowly evading the strike.  His luck or skill fails him when the second blow connects, and Kharesh can hear a rib crack in the strike.  Gex takes notes from Gurmok and uses a similar magic to influence the mind of the rogue, but aside from a wince and a grimace, there is little sign it had much effect.

In the office, Sapha hears the shout and turns,  “wait here!”   She sprints toward the door, glancing back as Dalnu slips a wrist from her poorly tied restraints.   “Ugh!”  the woman grunts in frustration, clearly choosing to prioritize the unknown assailants, as she passes through the door, a termite riddled slab of free of handle or latch.  This newcomer entering the warehouse floor from the small room is a beautiful young woman with wavy black hair and hazel eyes.  She wears studded leather armor visible under more stylish Katapeshi garb.  She places a small flute to her lips and trills a few notes.  As she does so, a chunk of debris on the ground launches toward Kharesh.  Perhaps it was the unexpectedness of the move, but the debris connects hard before richocheting into the far wall

The half-orc woman, left shoulder drenched in blood, swings her blade twice in succession at Sadar.  Her left arm swings out to catch his clothing, and she pulls him off balance for the the return swing to connect.

The rogue draws his shortsword and slashes twice at Kharesh.  The first blow connects, but the second is clumsy and uncontrolled.

The tall man breathes deeply, raises his left hand, and commands three glowing projectiles into existence that launch at Kharesh striking him with a forceful punch.

 
 Spoiler: Actions 
S telekinetic strike vs Kharesh:  (1d20+7)[ 20 ]  Damage:  (1d6+4)[ 5 ] 

O snagging strike vs Sadar:  (1d20+9)[ 25 ]  Damage:  (1d8+4)[ 9 ] 
O snagging strike vs Sadar:  (1d20+4)[ 20 ]  Damage:  (1d8+4)[ 6 ] 

R attack vs Kharesh:  (1d20+7)[ 23 ]  Damage:  (1d6+2)[ 6 ]   +  (1d6)[ 6 ] 
R attack vs Sadar (or Kharesh):  (1d20+2)[ 3 ]  Damage:  (1d6+2)[ 3 ]  +  (1d6)[ 1 ]  

T magic missile x3 at Kharesh:  (3d4+3)[ 10 ] 
 15  damage to Sadar (should be at 0)
 21  to Kharesh (should be at 1 - he has a lot of HP!)

All PCs can go
Sadar should be unconscious
Dalnu is free (door blocks line of sight, but does not slow movement)
 

 
 Spoiler: Map 
Three levels:  ground (including a room behind a closed door), above the room (7 ft up), and the roof (12ft up)
Gray on roof is a hole, you can see most of the room.
Gray on ground is a room behind a closed door (only Dalnu and Saph are in there).
Dark red walls are doors (all but hatch is closed)
Orange walls are ladders

 
 
Gwynfrid
Gurmok winces at the violent spectacle below. These opponents appear to be really tough, and Sadar is cut down! That won't do. He starts channelling Irori's power towards the unfortunate warrior.

 "Point n'est question que tu chutes
Car nous avons besoin de toi
Même pour juste une minute
Pour la bagarre autour de toi." 

Reflecting on his own security now, he decides to renew his protection, with additional words of prayer coming out of his lips.

 "Je vois ici qu'ils ont un mage
Avec eux, qui projette sa force
Donc il me faut un blindage
Car je vois que les choses se corsent!" 
 
 Spoiler 
Actions #1-2 Cast Heal on Sadar  (1d8+8)[ 12 ] 
Action #3 Cast Shield

Gurmok, level 1 cloistered cleric of Irori
Perception +6; darkvision
AC 16 including Shield effect; Fort +4, Refl +5, Will +8
HP 15/15
 
farothel
Seeing the woman leave, Dalnu stood up and after putting her shield up, she went after her captor.  There she noticed some other people trying to fight others she recognised as her captors.

The others see an elven woman come out of the small office, quite good looking and with her long black hair in a single braid.  She's not visibly armed, but she has some golden scales on her face and she's wearing scale mail armour.  She also has a shimmering force field in front of her.

 
 Spoiler: OOC round 2 

action 1: get up
action 2: cast shield
action 3: move to F8

wounds: 12/12
AC: 18 (20 with shield spell)
 
Prehysterical
And just like, what looks to be a promising ambush has been reversed on their heads. Mauricio watches in alarm as Sadar goes down under the swing, but healing magic from their strange goblin acquaintance has the man back on his feet. Kharesh, meanwhile, staggers under the barrage of his opponents. Realizing that the chances of survival would drop proportionately to their numbers, Mauricio makes a quick jump down and does what he can with some poultices for the dwarf's wounds. He then draws his dagger, knowing in his gut that reloading the crossbow would take time that they don't have.

 

 
 Spoiler: OOC 
Drop down/step to G4
Treat Wounds (against DC 15) on Kharesh:  (1d20+5)[ 12 ] 
Unfortunately, can't try again if this fails.
Interact to draw the dagger.
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Starbin
[QUOTE=Starbin;25532958]  Kharesh Hammerfist  , dwarven monk

Kharesh grunted as several attacks all impacted him from different directions in rapid succession.  The chunk of rock distracted him, leaving his guard open for the blade strike.  But the three missiles were going to hit him no matter what.  Staggered, he saw Sadar drop to a knee for a moment, and knew he should retreat.  However, could he leave a downed man to the predations of these foes?  Stay and fall, or run and survive?

The logic of retreat was clear, but he realized it was moot - how could he hone himself if he ran from the opportunity?  It was times like these that tried the hardest, and to flee from such a challenge would make him less than he wanted to be.  Instead, he straightened up, spat a glob of blood on the floor and smiled at the man in front of him.  Squatting down, he stepped forward with both hands some up swiftly to catch the man in the chest and push him back ... hard.  Even as he did, he followed him steadily, swinging one elbow at his opponents rib cage as he moved.  When they came to a stop, he used the combat to help shield him from the other attacks, bobbing and weaving behind his fleshy shield.

 
  Round 2  - Gonna try some other things this go.
Action 1: Shove R back (following him along).  He will attempt to push R towards D3 and T   Shove  - (1d20+9)[ 26 ]  vs Target's Fort DC
Action 2: Strike with Falling Stone   Attack  - (1d20+2)[ 18 ] ,   Damage  - (1d8+4)[ 12 ] 
Action 3: Take Cover, using R for cover against T if possible.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less), Mountain Stance  (in spoiler below)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
DrK
 Sadar 

Sadar drops down into their midst and flickering blades bite into his flesh, even as the blades bite he counterattacks before falling unconscious and toppling to the dusty floor 


So I guess my understanding is I get this round and then get hit and go KO
Power attack  (1d20+9)[ 21 ]  dam  (2d10+5)[ 24 ] 
Attack 3  (1d20)[ 16 ]  dam  (1d10+4)[ 6 ] 
 
SanguinePenguin
After Mauricio fails to heal the injured monk, Kharesh lands a palm squarely on the rogue’s chest and pushes him back.  He follows quickly with another fist, but, again, the rogue is able to deftly avoid the attack.

As Dalnu strides into the room and shields herself, Kali looks at the scene below and shakes her head,  “gods!  They are practically children!” 

Gex hops down off the roof.  He raises a hand and fires a sickly green ray of light at the rogue, but the man dodges the beam with ease.

Almost as soon as the half-orc takes Sadar out of the battle, Gurmok brings him back in.  The warrior launches a powerful swing while on the ground, mangling the half-orc’s left leg.  This time, she drops hard.  Sadar then rises to his feet.

Surveying the carnage, Sapha cries out,  “Palla!  No!”   She raises her hands, still clutching the flute, and says,  “if you let us heal our friend, and do not harm us further, we will surrender.  Gallwa, Phinn?”   The rogue and tall man glance over to her and nod, but maintain postures ready to act.

 
 Spoiler: Actions 
@DrK: slightly modified Sadar’s action to have him stand after the power attack

Gex ray of enfeeblement vs R:  (1d20+7)[ 11 ]  Fort:  (1d20+5)[ 21 ] 

No map
 
farothel
Dalnu looks at the scene and the others who had attacked her capturs.
 "Tell me who you are and what you want and why you abducted me,"  she asks to Sapha.
SanguinePenguin
The rogue slowly, and making sure there is no confusion, removes a kit from a pouch at his side, as he says,  “bandages for her wounds… please.”   He then goes to administer first aid to the downed half-orc.

Sapha looks pretty nervous and holds up her hands beseechingly, but answers,  “I am Sapha, these are my friends.  And we didn’t abduct you!  We tried to… uh, unencumber you of any excess wealth… which I thought you were going to have since you were looking to buy fancy jewelry, but you didn’t.  I thought you might have had a stash or know where valuables could be found, but you haven’t been forthcoming about that.  We weren’t going to hurt you!  We’re desperate for some coin is all.” 
 
 Spoiler: Dalnu 
 Everything she is saying checks out pretty well with what you’ve seen.  Aside from the bracelet she originally showed you to lure you here, none of them has displayed much of value other than weapons and armor.  They postured and threatened, but aside from tying you up, have done nothing to hurt you.  She has been asking you mostly questions about stashes and where valuables are stored.  You’ve also overheard the others trying to figure out what they would do with you.
 
Prehysterical
Unfortunately, the poultice that Mauricio applies sloughs right off of Kharesh. The whole skirmish dances on a knife's edge... Thankfully, Gurmok's healing brings Sadar back into the fight and enables the warrior to rise and strike again. Things come to an abrupt halt when the half-orc is felled and her apparent friends call for mercy. At first, Mauricio is shocked at the audacity of such a request from a group of slavers, but... the youth of their adversaries finally sinks in. His confusion only grows when the woman who was obviously the captive emerges, obviously an elf and not a human.

Eyes darting back and forth, Mauricio finally comes to a most unsatisfactory conclusion. His face twists into a fierce scowl as if he had swallowed something foul. Mauricio poses an icy cold question.

 "Sadar... Might we be in the market for a  gnoll-skin cloak ?" 

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
DrK
 Sadar 

Sadar scowls, a hand pressed to his flank where the blood wells out from underneath his fingers.  “you scum, a cloak sounds good right about now.”  Struggling upright he gestures with the sword.  “wher is the woman? We want her back” 
SanguinePenguin
Sapha motions to the clearly visible Dalnu, with a note of confusion in her voice,  “she is right here.  We haven’t harmed her.”  Then to Dalnu,  “please tell your friends we didn’t hurt you!” 
Prehysterical
As Sadar interrogates the group, Mauricio facepalms... which means that his fingers end up brushing over his bald scalp. His fingers curl away and Mauricio's voice becomes heated.

 "We have been  duped , Sadar! The gnoll lied to us! This woman, whoever she is,"  Mauricio pointed to Dalnu,  "is clearly  not  Sofh the researcher, wife of Zetath al Ustadh! And Jaghun, the flea-bitten mongrel, he  knew  that! He's probably laughing with his female cohort at the Rabid Dog right now!" 

Mauricio leans against the office wall, stroking his temple to soothe a growing headache.  "We are back to square one... May he choke on that gold coin,"  he mutters.

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
 “Jaghun!?  Again!”  Sapha cries out in evident rage.

The tall strange-looking man gazes at you with a dumbfounded look,  “wait… you lot believed  Jaghun ?  The  gnoll ?  Who spends most of the day playing bluffing card games!?  Are you daft?” 
 “Ugh!  He’s been trying to get us killed for months.” 
 “Always in indirect ways like this.”   The tall man interjects for clarification.

 “It had been almost a month since the last one - that Ulfen berserker.  I thought he might have forgotten about us.” 

The rogue looks up from his tending to the fallen warriors wounds and says,  “you lot ever do try to kill him, let me know - enemy of my enemy and all.” 
Prehysterical
 "No more or less daft than a pack of would-be muggers who miss their mark,"  Mauricio snaps back in temper. Pinching his nose and taking a breath to calm down, Mauricio explains,  "We were short on leads... and time.

Now..." 

The doctor's tiefling heritage becomes fully apparent as his sunken cheeks grow taut in an unpleasant smile, his bared teeth showing sharp tips. His next words, despite their dark mirth, are as cold as the grave.

 "How would you like that moment to be  sooner  rather than later?" 

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
farothel
 
 Originally Posted by SanguinePenguin 
 Sapha motions to the clearly visible Dalnu, with a note of confusion in her voice,  “she is right here.  We haven’t harmed her.”  Then to Dalnu,  “please tell your friends we didn’t hurt you!”  
 

 "You didn't kick me if that's what you mean,"  Dalnu said,  "but you did bring me here against my will.  and what's this about Sofh.  I know here and only an idiot would mix up us two.  She's a human from Kataphesh and I'm an elf from Kyonin.  How much different can two people be, really." 

She looked at the 'invaders'.
 "So you're looking for Sofh, right?  Anything wrong with her?  It's been a while since I saw her, but I had hoped to visit her while I was here?  And any idea on what to do with these idiots?" 
BelGareth
Gex was still shaking somewhat, and clung to the closest shadow he could find, the gnolls where enough, but an all out  ambush ? he shook his head, he was definitely getting new experiences, just not ones he was hoping for!

As the woman spoke, it dawned on him she knew Sofh.

Stepping out of his shadow without thinking   "Wait, you know Sofh?"   he says, not meekly at all, and only his hands shaking.

 
 Spoiler 

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 
farothel
 "Well, knowing is perhaps too strong a word,"  Dalnu said,  "but I've spoken with her once or twice, yes." 
BelGareth
Gex tilted his head to the side, was this newcomer being obtuse on purpose? he couldn't tell.

  "We're looking for her, have you seen her recently, tell us what you know, if it pleases you?"  
 
 Spoiler 

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 
farothel
 "No, I haven't seen her recently,"  Dalnu said,  "that's why I'm in Katapesh.  I've last seen her about a decade ago or so.  But where are my manners.  My name is Dalnu." 

It's clear that time has a different meaning for her, and you get the feeling that's she quite a bit older than you would expect.
DrK
 Sadar 

Sadar snarls a curse under his breath as they again foiled but then as he looks at his wounds and winces he staggers back to the others and listens more closely.  "You knew her, that is good. May have you an idea asto where she is?"  After speaking politely to Dalnu he looks back at the gnoll,  "You, where is she. Tell us everything." 
farothel
 "I don't,"  Dalnu said,  "I didn't even knew where she lived around here.  While I was checking out the jewelry that had these so riled up, I was also asking around for her, but no luck so far.  But if you're looking for her, I'm willing to help out." 
SanguinePenguin
The rogue thinks for moment on Mauricio’s proposal and says,  “you would need a good plan.  A great plan, actually.  Jaghun… he’s an old, retired gnoll.  Only way a gnoll gets to be old and retired is if they are tough, but most importantly  smart .  I hate him, but he’s rarely alone, and dangerous on his own.  He’s got a bad leg, but otherwise he is tough.  He lives right near here, part of why he hates us, and there are always other gnolls staying with him.” 
 
 Spoiler: Sadar 
Sadar knows that the rogue’s assessment of old gnolls is accurate, but perhaps even understating the situation.  Retirement to a gnoll is basically no longer having to follow the edicts of the clan leader, but not being exiled.  For a gnoll to retire, they would have to be tough enough and wily enough to survive to old age, have enough clout within their clan that their retirement is permitted, and be smart enough to navigate the rules of whatever place they retire to so that no one else kills them.  A clan leader would only permit this if the other gnoll is sufficiently dangerous enough personally or politically.  This also explains why Kathalra, by all accounts a leader in this area, was even a bit deferential to Jaghun.  Sadar expects Jaghun would be a rather formidable adversary.  A direct attack would likely be suicide.
 


Kali finally climbs down off the roof.  She looks a little upset, but says to Dalnu,  “we ‘ave been asked by Zetath to find Sofh.  Her caravan from Solku was raided by slavers west o’ the city.  She was travelin’ under a false name, but they found it out somehow.  We tried talkin’ to the gnolls, but the big one, Kathalra, either dinnae know or feigned ign’ance.  That awful Jaghun said these kids had her, and sent us here.” 

After Kali delivers an account of events, the rogue scratches his chin and says,  “it turns out, I might have overheard something related to this Sofh-“ 

Sapha interjects,  “and we can surely part with that information, if Dalnu here can forgive our transgressions, we’ll forgive you the assault on our home, the Zephyr’s can remain oblivious to the whole incident, and we’ll part ways in peace.  Is that acceptable?” 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh was quiet as the group entered an uneasy truce that quickly revealed several things.  First, the people they were assaulting appeared to have nothing to do with the woman they were seeking.  Second, they were very young, but quite adept.  Third, the group had likely been deceived by the gnoll in an effort to remove competition?

He didn't say much as the others spoke, one hand pressed against his bruised ribs, possibly broken.  As the others unraveled the mystery, and slowly reached a common ground, he finally spoke.   "I have questions.  First, why does Jaghun seek your death?  Second, what is his ... profession?  Third, do you know which slavers he associates with?

He knew the name Sofh ..." 

 
  OOC  - so how long does a medicine check take?  I read it as 10 min normally ... and that if someone fails it, the 'patient' is immune to further attempt for an hour?

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (14’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
The tall, strange-looking one is the first to start on answering Kharesh’s questions, though seems to amble into a lot of loosely relevant setup.  “When we moved in here about a year ago, I had thought we lucked out with our gnoll neighbor, Jaghun.  We actually own this place.  Real estate in Dogtown is dirt cheap, if you can even find the owner.  He was calm, and honestly, he was actually kind of nice, for a gnoll, I mean.  Most gnolls are as likely to try and rip your arms off as talk with you, but not him - he’s downright chatty.” 

Sapha gets more to the point,  “Jaghun keeps trying to kill us because some of his possessions went missing about six months back - a pittance compared to all his wealth, but he thinks we did it.  We didn’t, but he still keeps doing this.  We don’t know why he does it in this weird way, and he pretends like he knows nothing about it when we’ve tried to get him to stop.” 
 “It’s never been his people, though.  It’s always just some odd folks who came to him for something, and he manages to dupe into trying to kill us instead - no offense.  He was a Spotted Hide raider, and an important one I gather.  Now he gambles most of the day, and basically has a harem next door.  But I don’t know much about his history beyond that.” 

The rogue answers Kharesh’s final question with a non-answer,  “and I think I know why he knows of this Sofh.”   He looks to Dalnu expectantly.
farothel
Dalnu looks at her capturs.
 "Okay, as long as I get all my stuff back, I'll let it go,"  she said,  "I don't have much time for revenge right now anyway and by the time I do get around to it, you're probably dead from old age anyway." 
SanguinePenguin
With Dalnu in agreement, Sapha goes to return her possessions. The rogue then explains,  “I was laying on the roof last night, when Purheegee and Jaghun started having an animated conversation.  Purheegee is Jaghun’s son, and a black sheep or just a screw up maybe.  He was boasting about how he bought what would be a big score off Kathalra, because he knew the woman was a famous scholar somehow, and I think the name he said was Sofh al Ustadh or something very similar.  Jaghun said something akin to leave him out of it, share the wealth with the tribe, and heal his reputation, which all just pissed Purheegee off.  He yelled and left.”

“I think Purheegee has her, and since he always smells like dung, he probably lives in the sewers.  You could ask one of the muckrakers where, they would likely know.” 
Gwynfrid
The sudden resolution of the conflict leaves Gurmok alternatively confused and relieved. The group had been close to defeat for a moment... But remembering all the stories of the wars involving his tribe, there had never been a surrender and truce reached this fast, at least not until considerable bloodshed had occured.   Does this mean longshanks are kinder to others overall, or just kinder to each other only, or rather that they hate goblins more than anyone else?   Reflecting on how light his education has been on societal matters, he decides to postpone judgment until he the end of his learning tour.

His heads pops out from the platform, calling out:  "Nice! From the sound of it, both groups were able to resolve this conflict without further violence. Congratulations!"  He listens to the young rogue.  "Turns out we were right to come inquiring over here! We just started on the wrong foot with you."  He jumps down, and goes to the elf woman first, offering a solemn hand for her to shake.  "I am Gurmok, humble apprentice to the Master of Masters. Honored to make your acquaintance."  He then proceeds to introduce himself to each member of Sapha's group in the same somewhat stiff manner.
Prehysterical
Mauricio carefully considers Sapha's words, dissecting them like a cadaver.  "Hmmm... Perhaps whatever items Jaghun is missing would either be embarrassing to his fellow gnolls... or something that they would kill him for having. Either way, we can use that to our advantage." 

He stops as a thought occurs to him.  "So, this son is estranged and Jaghun is missing valuable items... Could they be connected in some way? Perhaps Purheegee lost the items for his father, or even stole them for  himself ...." 

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
 “Phinnaeus, but I go by Phinn,”  the tall strange-looking man replies.

His bandaging done, the rogue replies curtly,  “Gallwu.”   Nodding toward the unconscious woman,  “Palla.” 
 “Well met, Master Gurmok.  I am Sapha.  As to your idea, I haven’t the faintest idea who robbed him.  If it was his son, I don’t know how that would help you.” 
BelGareth
Gex nods to each as they introduce themselves

  "Well met, I am Gex"   he then turns to everyone   "Might I suggest we rest up, and perhaps, we can rest here? and discuss how we can get back at these gnolls together?"  
 
 Spoiler 

  Diplomacy  - (1d20+7)[ 23 ] 
  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh let the others talk, since it seemed they were all so good at it.  He listened, nodding occasionally at one comment or another.  He gave his name to Dalnu when she introduced herself, seemingly more open with the woman than with the people who had attempted to kill him mere moments ago.  The monk wasn't one to hold a grudge, but that did not mean he forgave quickly or easily.  However, given the unfolding situation, he was willing to admit his eagerness to test himself in combat had likely added to the chaos of the situation.

When discussions arose about what was next, he finally spoke.   "We were sent to kill this lot ... the gnoll will likely try to confirm our success.  If he hears of us wondering about, he'll know we are coming for him - success or no, we will have found out he betrayed us.  If he thinks his son has the woman we seek, he may warn him.  I suggest we either rest here, or find a hidden spot to rest.  Let these young ones walk about town bragging how they defeated old adventurers ... and maybe find out where the son is.

What say you?" 

 
  OOC  - Just an alternative approach ...

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (14’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
 "I am Mauricio Averni, Miss Dalnu. A pleasure to make your acquaintance." 

Gex and Kharesh's suggestions prompt a nod from Mauricio.  "Perhaps our remaining here will be best for all parties concerned... Your suggestion is a cunning one, master dwarf,"  Mauricio complimented.  "Besides, it will give me a chance to mollify some of the damage we have inflicted on each other. Now, Kharesh, please come here so that I might doctor you properly this time..." 

 

 
 Spoiler: OOC 
Just assume that Mauricio waits until the 10 minutes have expired for this Treat Wounds:  (1d20+5)[ 25 ] 
If the thieves allow it, Mauricio will also tend to their friend. Treat this as Treat Wounds or Administer First Aid as necessary:  (1d20+5)[ 20 ] 
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
farothel
 "You can, but I'm going to a more decent place to stay,"  Dalnu said,  "somewhere I can get some wine and decent food." 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh took on a pensive look, wondering if the woman didn't understand.   "Assuming the gnoll knows you were captured ... if he sees you, that will speak volumes as well.
 Perhaps you can stay out of sight for a bit and enjoy your wine and decent food another time?" 

 
  OOC  - Might be overthinking it, but we've already underestimated the gnoll info broker once ...

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (14’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
 "Maybe, but then we go somewhere else,"  Dalnu said,  "I'm not staying in this location." 
She wasn't going to stay in the location where she was held and with the people who had been doing the holding.
SanguinePenguin
At the PCs desire to stay here, the young criminals bristle initially, but Gex’s words and Mauricio’s healing seems to soften their stance.  “Bragging about this could probably help with our clout,”  suggests Phinn.

 When Dalnu refuses to stay, Sapha jumps to the defense of the woman,  “Jaghun wouldn’t know about her and even if he somehow knew she entered here, she had done so freely.  Nothing would look odd about her being free.” 
SanguinePenguin
Dalnu leaves after agreeing to meet up at the Dawn Gate at, well, dawn.  It isn’t long before Palla regains consciousness.  While initially hesitant about the arrangement, her friends persuade her to get on board.  Two at a time, the young criminals head out to boast about killing some old ruffians who raided their home. When it comes time to sleep, the dirt floor is made available and a small watch is formed just in case their hosts decide to try something.  On the cool ground, the vestiges of a roof permit a lovely view of the stars overhead as you drift off to sleep…

The next morning, the party leaves to reach the gate by dawn.  Outside the home of Sapha’s crew, Kali, who has been a little distraught all night, clears her throat,  “this wasnae what I expected.  I knew that there would be dangers, and mistakes, but we a’most killed those kids. We a’most killed those kids, because a  gnoll  told us to.  I… dunnae think this is da right move for me now.  I thought about stickin through for Sofh, but I amnae sure I’d make the right choices.  I am sorry, but I am gonna leave and think.  I hope you find Sofh safe and well.”   With that, Kali departs.

Dalnu arrives to the Dawn gate only a little after the rest of you.  Following Gallwu’s suggestion, you look for a member of the muckraker’s guild.  It doesn’t take long to find a dirty man with a wagon full of tools shoveling some refuse into a sluice of ocean water at the base of the wall.  A mention of gnolls in the sewer has him reply,  “aye, aye.  Know where they are, I think the rightuns anyway.  Tell you all about it for three silver.” 
 
 Spoiler 
If you want to perform additional healing, there was plenty of time in the night.  Kharesh and Sadar are the only ones with lingering injuries I believe.
 
DrK
 Sadar 

Sadar has sought some healing from his learned friends the night before and had then happily stood his turn on watch during the night in the slums to avoid getting attacked or mugged whilst they slept. In the morning he is happy to toss the old man 3 sp.  "Less dung today wise elder. Soak your bones in a bath and seek solace in the arms of a woman. But first tell us of the sewer gnolls and we can remove them to make your days safer." 
SanguinePenguin
The white-haired muckraker happily takes the coin, perhaps with a hint of surprise.   “Thank ya kindly, Sir.  There be three or four gnolls living in one of the nearby chambers. It’s a big room with sewage coming in from three directions, joining together, then out to sea.  They’ve been there about two months.  There are four paths in:  the one from the south is probably still mostly impassable unless you want to crawl through sewage; the one from the west we’ve stopped using since people go missing in that corridor; coming in from the north is probably easiest, the grate about a block that way - pretty straight shot from there, first chamber it hits; last from the east, the one headed out to sea, is accessible from within the city behind the bakery in Horrth Plaza, you follow along the water until it meets up with a different canal, head uphill against the current, pass straight through the first chamber, they’ll be in the second.” 
farothel
Dalnu had a nice night and a reasonably good meal.  She couldn't stay in the most fancy inns due to her financial situation, but she did find one that was clean and that was the important bit.

The following morning she went to meet up the others.
 "I suggests the Eastern one,"  she said,  "they probably guard the most direct route the most." 
Gwynfrid
As the group gathers to confer on what the best route could be, Gurmok ask Sadar:  "It felt like this man was surprised. Did he perhaps expect you to haggle for the price? It is how everything is done in this city, am I correct?" 

No matter how educational they may be for him, the goblin realizes the cultural considerations have to give way to more immediately practical ones. At Dalnu's suggestion, he replies:  "I agree with you, Miss Dalnu. I have no taste for crawling through sewers  - the look of disgust on his face is eloquent about this, as are his freshly cleaned clothing even after spending a night on a floor -   and as you, say, the easiest route is guarded. I suppose we could also venture the dangerous way, but I am loath to waste Irori's blessings. So, East, yes, seems best." 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh thanked his companion for the ministrations that eased his bruises.  By morning, even the tenderness was gone - a good omen for the day.  It didn’t take long to find their newest companion and get information regarding the sewers.  He listened to the old man speak, but something else as bothering him.  It seemed everyone in this city was a merchant of sorts, and anything could be had for a price.  Unfortunately few things could be accepted at face value - as their last bout in information brokering had shown them.

Kharesh listened closely, but watched the old man even closer for any signs of deceit.  He also held up a hand when the others started to discuss which direction to take.   "Let’s talk over a meal." 

Once they were along, he murmured,  ”We have less friends in this city than we would hope.  As for directions, I cote for the path less traveled.  Even the one to the East sounds like an escape path … or access to a safe house.” 

 
  OOC  - Not sure Kharesh has started trusting so easily just yet.
Perception mod is +5

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (14’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
DrK
 Sadar 

Sadar looks at the others and nods,  “I agree. From the description the east seems wise. Like you I have no wish to crawl through anymore of the city’s filth.”  The last said with a distasteful look around their current location.

After that he turns to Gurmok with a shrug.  “my brother was the merchant, me, I will pay for what I think the information is worth. If I he had lied and had nothing I would have  asked  for my silvers back.” 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh rubbed his head thoughtfully, commenting,  "How do you tell the difference between nothing and a lie?  And if he sells information of our asking to the gnolls, that's just as bad." 

Sighing, he waved to the others.   ”I talk too much.  Action over indecision ... east it is.  Perhaps we can beat any news of our coming.” 

 
  OOC  - not going to rock the boat over perceived issues.  Moving on out!  Kharesh is an okay scout (decent perception/stealth and darkvision), so he can go first if folks like.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (14’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
BelGareth
Gex watches everyone and as he does he almost starts to hyperventilate, it wasn't getting anywhere, and he had to put out a small hand to steady himself.

He was about to stammer out something when Kharesh finished his statement   "Y...Yes, let's move...instead of talking, or perhaps move  while  we talk? But I agree, the road least traveled, let us go."  
 
 Spoiler 

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 
SanguinePenguin
After some discussion over breakfast, the group settles on taking the path from the East.  Following the old muckraker’s directions leads the party behind the Bakery at Horrth Plaza.  The rusted wrought iron grate is lifted with only a little difficulty allowing for descent into the sewers below.  A sturdy ladder makes the movement to nearly 20’ below possible.

The first thing you notice is the smell.  While outside of the grate it was subtle, at the bottom the olfactory barrage is relentless. The fetid air below is cold and damp.  There is a slight grade to the stone floor, which permits the flowing central canal of sewage to descend rather than stagnate.  The acoustics from the hard stone walls cause sounds to echo and effuse everything you can hear the distant sounds of waterfalls, metal clanging, objects splashing into water, animals screeching, rhythmic thumping, and countless other noises pervading the atmosphere.  The ceilings are fairly low, only about 7’ high.  Lastly, it is very dark.

 
 Spoiler: Lowlight vision (Dalnu, Gex, Mauricio) 
You can see that the stone path is 5 ft wide and descends into darkness. On one side of the path is a stone wall, the other side descends about two feet into the foul sewage.  This river of filth stretches for about five feet and then a second pathway on the other bank runs parallel to where you stand.
 

 
 Spoiler: Darkvision (Gurmok, Kharesh) 
You can see that the stone path is 5 ft wide, on one side of the path is a stone wall, the other side descends about two feet into the foul sewage.  This river of filth stretches for about five feet and then a second pathway on the other bank runs parallel to where you stand.  At several points in view, wooden planks are laid across the gap allows for crossing from one side to the other.  Scattered along the stone are the occasional pieces of wood, either covering damage, or covering smaller chutes of waste from different sources.  Uphill about 20 ft back is a wall that only the sewage flows under.  The descent down leads into a perpendicular corridor and another river of sewage about 50’ away.
 

 
 Spoiler: All 
This is our first foray into  exploration mode .  Describe what your character is doing, and I can roll the relevant checks.  Also, please construct a marching order.

Lastly, what do you do with Zen?  Do you try to bring him down the ladder?
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh pulled out a piece of bread he had kept from earlier and pulled off two small pieces that he rolled into balls and pressed into his nose to help mitigate the odor.  Turning to the others, he leaned close and whispered,   "Path is only a couple paces wide, stay close.  The section we need is up ahead.  If you use light, let me know ... I'll scout ahead."  

 
  OOC  - Figure Kharesh can lead, or scout ahead if the others call upon light.  Depending on the gasses down here, might want to be cautious with an open flame.
Not sure how this translates into specific checks in exploration mode, but sneak and search ...

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (14’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
BelGareth
Gex has no problems climbing down the ladder, but once down, he crinkles his nose, there was nothing to do about it, so he just set a frown upon his face and wiggled his fingers, his eyes lighting up with a blue glow as he examined their surroundings.

 
 Spoiler 

His action will be 'Detect Magic'

Marching order: in the middle

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 
Prehysterical
Mauricio shares Kharesh's misgivings about the information. His pride still stings after being made a fool by Jaghun. While Mauricio has had some experience skulking about, however, it was always under someone else's direction. In this case, he defers his judgment to the others.

This proves to be a  horrible  idea as the full reek of the canal hits him. If it was this bad here, how bad was the south entrance?! Mauricio pulls out a ragged handkerchief and coughs into it, practically smothering himself with the fabric to keep the noise down. With little more than a foot of clearance, it feels claustrophobic.

 "Into this den of disease we go,"  Mauricio grumbles quietly.

 

 
 Spoiler: OOC 
Mauricio will try to stick to the middle of the formation. If there are too many people clambering for that, stick him second to last. For exploration, he will be primarily investigating the area around them for any sign of clues.
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
farothel
 "Anybody bring a torch,"  Dalnu asked while binding a scarf in front of her face to avoid the worst of the smell,  "I can carry it if you need both hands, but I didn't bring any and I don't have magical means to make light either." 
Gwynfrid
Gurmok realizes one drawback of adventuring with longshanks.   Oh. They can't see in the dark. Er...  

He hesitates, then admits sheepishly:  "I prayed Irori to grant me his boons today, but, er, light isn't one of those. In fact... Well, it never is, because, er, I can see in the dark. And I don't have any torches either. I'm so sorry. I shall correct this as soon as I can."
 
Another concern comes to his mind.  "Also, I will need to bring my companion. I know that few people like him, but... I do. And I don't want him left in this less than safe area of the city, with the gnolls and all. He can sense things we can't, too, so he may be useful."  Attaching his rope to the top of the ladder, he proceeds to haul Zen down.

 
 Spoiler: OOC 
Goblins live in caverns with their goblin dogs, so, even though Zen doesn't have a climb speed, I take it he's familiar with underground movement and the occasional manhandling. If necessary, Gurmok can use his Survival or Nature skills?

Exploration: Gurmok will be in the back of the group and use Search to check for anything the others may have missed.

Gurmok, level 1 cloistered cleric of Irori
Perception +6; darkvision
AC 12; Fort +4, Refl +5, Will +8
HP 15/15

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
 
SanguinePenguin
Zen tolerates being lowered into the sewer by rope, if only because of how delightful it smells to his rodent senses.  Once at the bottom, Sadar can’t see anything and lights a torch, which he hands off to Dalnu.  While nothing explodes, the gases in the air cause the torch to burn rather brightly.  After deciding on tasks, Kharesh takes the lead and scouts ahead a bit.  Sadar follows with his weapon drawn and eyes watchful.  Next are Dalnu and Gex, both scanning for magic, followed by Mauricio, Zen, and Gurmok, who watch for danger and this of interest.

The group descends down the shallow grade with the stream of waste slowly moving to their right.  Frequent narrow inlets join into the main flow as you descend.  After a short trip, you come to a point where the flow joins into a perpendicular one.  Rather than following the flow down, you turn upward to match the old muckraker’s directions. After the turn, dim patch of light can be seen ahead, where the narrow tunnel expands briefly.

 
 Spoiler: Kharesh 
Kharesh sees several gigantic rats ahead, seemingly aligned in eating a piece of carrion.  The don’t seem to have seen you yet.
 

 
 Spoiler: Initiative 
I am rolling initiative now, but they haven't actually spotted you yet, so as long as you are quiet, you may be able to act.  If you attack, combat will begin.

  Kharesh  - (1d20+5)[ 22 ] 
  Sadar  - (1d20+6)[ 26 ] 
  Dalnu  - (1d20+3)[ 13 ] 
  Gex  - (1d20+3)[ 21 ] 
  Mauricio  - (1d20+7)[ 10 ] 
  Gurmok  - (1d20+6)[ 22 ] 
  Zen  - (1d20+6)[ 11 ] 
  R  - (1d20+5)[ 9 ] 
 

 
 Spoiler: Map 
 
Yellow are planks that allow you to cross
Brown is the sewage stream
The red is the ladder you descended down
The cavern AB13-AF17 is dim light
 
DrK
 Sadar 

Sadar had copied the others in pulling his scarf across his face to try and mask some of the god awful stench. Then as the dark enevloped them he lit the torch and held it arms length before cautiously handing it to Dalnu, a grin and a wry  "Well we didn't explode yet" . As they advance and he see's the writhing pile of rats he gags slightly before swishing the falchion.  "Well, it won't be the first time I've disposed of vermin"  and striding forwards to chop at the nearest rat

 
1. Stride to AE17
2+3.Power Attack  (1d20+9)[ 10 ]  dam  (2d10+4)[ 16 ] 
 
farothel
As Sadar moved forward, Dalnu let fly a ball of acid on the middle rat, splashing the others with the acid as well.  Then she cast a shield spell for additional protection, which caused gold scales to appear on her face and the back of her hands.

 
 Spoiler: OOC round 1 

actions 1-2: acid splash on R2: to hit  (1d20+7)[ 19 ]  for  (1d6)[ 3 ]  acid damage +1 splash to it and all around (on a miss, only splash to main target, on a crit miss, nothing, on a crit success, 1 persistent acid damage to main target)
action 3: raise shield (including bloodline bonus, AC20 for one round)
 
SanguinePenguin
Sadar strides forward and slashes at the closest rat.  However, his foot slides in a pile of slime during the motion, and the strike goes wide as the rat rears in surprise.  Nearly simultaneously, Dalnu fires off a ball of acid, which does connect with the central rat and splashes all about spraying the other nearby rats.

In addition to the large rats, there are many smaller rats appearing in this chamber.

——————————
 All other PCs can go now in any order 
BelGareth
Gex was scanning the tunnel as they moved, and his nose began to twitch, something was  off , his subterranean senses were tingling. He frowed and scanned the area, what in the name of Desna? he thought, but then his questions were answered as they rounded the corner, and Sadar slips talking aobut 'vermin' scowling he runs up, all thought of being afraid lost, and wiggles his fingers at the giant rats.

 
 Spoiler 

1 action: move to AF16
2 actions: cast  Grim Tendrils 
Should hit R1, R2, and R4. Fort DC 17   Negative Damage  - (2d4)[ 2 ]  + 1 Persistent bleed

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 Spells: 
 
 1st level - 2/3 
 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh slipped back to warn the others of the rats ahead.  As he paused to let the others consider the next move, some of them took his silence as an indicator to act quickly.  Sadar stood and pulled out his sword, rushing ahead to attack, while Dalnu and Gex added spells to the fray.   Frowning, he glanced at the others with confusion.    "I thought we were going to discuss options ... we could have snuck past them ..."    Now they group would have to deal with the possibility of the gnolls just ahead hearing the sounds of combat.  Of course, there wasn't any way to undo his companions' actions, so he made his way across the ramp and tried to circle around the rats to the other side, hoping to remain quiet enough to not draw any attention.

 
  OOC  - Kharesh didn't want to engage, but them's the breaks in a PBB game 😛
Action 1, 2, 3: Sneak to AE13 (will defend if seen and attacked along the way).
  Stealth  - (1d20+5)[ 11 ]  ... not sure if I need three of those
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
At the very least, the smoke put off by the torch takes the edge off of the foul smell in this place. As they turn away from the main flow, Mauricio's nostrils flare slightly in relief. The feeling is short-lived. Things explode into chaos as the others begin casting magic and laying into screaming giant vermin. Caught off-guard, Mauricio is unable to properly line up a shot. He pulls out his crossbow and makes a risky move crossing a plank that he wouldn't otherwise do. Mauricio stops and turns, trying to get a sightline into the flank of the melee.

 

 
 Spoiler: OOC 
Mauricio fails to Devise a proper Stratagem. He Interacts to draw his crossbow and moves to AF14 to line up a better shot.
 Mauricio Averni 
 HP:  17/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Gwynfrid
Even Gurmok has to admit the stench in these sewers is worse than in the most poorly kept quarters of his home cavern.  But these musings are interrupted as a group of animals stands in the way, and his twitchy companions decide to go on the attack. Nonetheless, he's agreed to stand with them, so he sets out to help as much as he can, with a string of prayers to his deity.
 
"Irori, Maître parmi les Maîtres
Guide la main de mes associés
Même si d'attaquer, peut-être
Ils sont parfois un peu pressés..." 

He repeats this mantra three times, pointing his short finger at his allies in turn.

 
 Spoiler 
Casting Guidance 3 times, for Sadar, Kharesh, and Mauricio. +1 status bonus to one roll before Gurmok's next turn.
 
SanguinePenguin
Black and violet tendrils launch from Gex’s fingers, striking the three rats.  The middle one takes the worst of it, but the other two don't seem happy either.  Kharesh attempts to sneak around the rats, but they seem to notice, his presence easily.  Mauricio repositions to line up a future attack.  Gurmok lays a boon on his allies.

The rat Sadar startled with his attack gnashes it’s teeth at the warrior repeatedly, but misses every time.

The rat on top of the carrion, turns and leaps across the gap with a squeal.  In lands next to Kharesh and Mauricio, gnashing at each of them in turn and successfully connecting with its yellowed teeth against both men, tearing out small chunks of flesh.

Another rat scurries around the planks toward Kharesh, arriving and delivering another bite.

The final rat chooses to leap across the gap - right at Sadar!  It tries to grapple with the warrior fails and falls to the side, snapping back at him, but again failing to connect.

Smaller rats continue to pour out of the walls, ceilings, grates, and even a few up from the sewage.  In a few moments, this collection builds from a mere alarming nuisance into an actual swarm!

 
 Spoiler: Mauricio 
 That’s Odd :  Mauricio thinks there is something different about the NW corner of the room.
 

 
 Spoiler: Actions 
Grim tendrils:
R4 Reflex -  (1d20+6)[ 25 ]  vs DC 17 - save
R2 Reflex -  (1d20+6)[ 13 ]  vs DC 17 - fail
R1 Reflex -  (1d20+6)[ 20 ]  vs DC 17 - save

R1 vs Kharesh:  (1d20+7)[ 19 ]  Damage:  (1d6+1)[ 5 ]   Fort save:   (1d20+7)[ 24 ]  vs DC 14 

R2 vs Kharesh:  (1d20+7)[ 27 ]  Damage:  (1d6+1)[ 3 ]  - crit (6 damage) Fort save:   (1d20+7)[ 8 ]  vs DC 14 - crit fail, jump to filth fever stage 2
R2 vs Mauricio:  (1d20+3)[ 15 ]  Damage:  (1d6+1)[ 7 ]   Fort save:   (1d20+4)[ 5 ]  vs DC 14 - crit fail, jump to filth fever stage 2   Hero Point:  17  success!

R3 provokes an AoO from Sadar (if he wants to use his reaction)
 R3 grapple vs Sadar:  (1d20+2)[ 8 ]  vs DC 16
R3 vs Sadar:  (1d20+3)[ 7 ]  Damage:  (1d6+1)[ 4 ]  Fort save:   (1d20+6)[ 21 ]  vs DC 14

R4 vs Sadar:  (1d20+7)[ 16 ]  Damage:  (1d6+1)[ 5 ]  Fort save:   (1d20+6)[ 11 ]  vs DC 14
R4 vs Sadar:  (1d20+3)[ 5 ]  Damage:  (1d6+1)[ 3 ]  Fort save:   (1d20+6)[ 22 ]  vs DC 14
R4 vs Sadar:  (1d20-1)[ 14 ]  Damage:  (1d6+1)[ 7 ]  Fort save:   (1d20+6)[ 26 ]  vs DC 14 

Rat swarm has arrived and will act starting next round

Damage summary:
R1: 2
R2: 6 + bleed
R3: 1
R4: 2
RS: 0
Sadar: 0
Kharesh: 11
Mauricio: 7
 Sickened 
 

 
 Spoiler: Map 
 
Yellow are planks that allow you to cross
Brown is the sewage stream
The red wall is the ladder you descended down
The cavern AB13-AF17 is dim light
The nascent rat swarm is in AE16-AF-17
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh accidently kicked a rock as he slipped through the darkness, sending it into the sewage with a disgusting ploop.  Several rats glanced up and two scurried forward, leaping and biting at him.  Both struck deep, draw significant streaks of blood.  For a moment, he considered getting angry, but pushed the emotions away.  This was simply the universe challenging him, and forcing him to prove himself once more.  Nodding inwardly, Kharesh stepped forward, slide into his mountain stance and attack with two rapid kicks.

 
  OOC  - Well, apparently the rats DID want to engage ... so it's on like Donkey Kong!
Action 1: Enter Mountain Stance
Action 2: 5' step to AE12
Action 3: Flurry w/Falling stone
  Attack 1  - (1d20+7)[ 12 ] ,   Damage  - (1d8+4)[ 12 ] 
  Attack 2  - (1d20+2)[ 9 ] ,   Damage  - (1d8+4)[ 11 ] 
  Attack 1  - (1d20+7)[ 12 ]  ... not sure if I need three of those
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17  HP 22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
BelGareth
Gex squeels as the rats come out of the walls,  literally .

He quickly steps backwards, and lets loose another blast, hopefully this one will be better!

 
 Spoiler 

lets try that again!
2 actions: cast  Grim Tendrils 
Should hit swarm and R4. Fort DC 17   Negative damage  - (2d4)[ 4 ]  + 1 Persistent bleed

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 Spells: 
 
 1st level - 1/3 
 
 
Prehysterical
Oh dear... The giant rats are neither frightened easily nor afraid of pain. Furthermore, the congregation of smaller vermin is even more alarming, somehow! Mauricio lets out a cry of pain as the giant rat bites deep with its horrid fangs. Luckily, it seems that his body is not growing hot from the flush of filth fever.

Somehow, in the midst of the chaos, Mauricio's peripheral vision catches something... indistinct. One hand slips from his crossbow and to his medicine pouch, pulling forth a clean-smelling powder that Mauricio rubs on Kharesh's wounds. The dwarf's injuries don't seem to be slowing him down that much, but can't be too sure...  "That corner, master dwarf,"  Mauricio points out over Kharesh's shoulder to the northwest.  "I suspect that stonework's veracity."  Reaching quickly for his knife, Mauricio stabs at his gnawing assailant.

 

 
 Spoiler: OOC 
Mauricio lets go of the crossbow with one hand as a free action to attempt Battle Medicine on Kharesh:  (1d20+5)[ 8 ]  DC 15 to Heal
He then Interacts to draw his dagger and stabs at R2.
Attack roll:  (1d20+4)[ 18 ] 
Damage:  (1d4)[ 2 ]  Piercing
 Mauricio Averni 
 HP:  10/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
DrK
 Sadar 

Sadar grimaces as rats claw and pull at him with their tiny little paws. Spinning the sword he grunts a  "Get them off me"  as he lashes out left and right with his sword.


 Attack R3  (1d20+9)[ 15 ]  dam  (1d10+4)[ 6 ] 
Attack R4  (1d20+5)[ 10 ]  dam  (1d10+5)[ 8 ] 
Attack R4  (1d20)[ 16 ]  dam  (1d10+6)[ 15 ]  
Gwynfrid
Gurmok nods in appreciation of his comrades' battle prowess as most rats fall. He moves forward for a better sight, and calls on more of Irori's help against the last one.

 "Que cet esprit animal
Parmi les moins solides
Prenne un coup au moral
Si Irori le décide!" 
 
 Spoiler 
#1 Stride to AH16
#2-3 Cast Daze at the remaining rat. 3 mental damage, basic Will save DC16. Stunned 1 if crit fail.

Gurmok, level 1 cloistered cleric of Irori
Perception +6; darkvision
AC 12; Fort +4, Refl +5, Will +8
HP 15/15

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
 
farothel
With the others taking care of most of the rats and the swarm as well, Dalnu switches tactics and takes the one remaining giant rat, throwing some electricity at it.  Then she added a shield for good measure, just in case.

 
 Spoiler: OOC round 2 

actions 1-2: electric arc on R1 (damage  (1d4+4)[ 6 ] , basic reflex save DC17)
action 3: shield (AC +2 for 20)
 
SanguinePenguin
Kharesh’s mountain stance seems poorly matched to the rats defenses and he fails to connect with either blow.  Mauricio has more luck, and his dagger connects solidly with the rat’s torso - it squeaks, squirms and collapses. Gex launches another set of deadly tendrils through the rats, the giant rat shudders and yelps in pain, while dozens of rats in the swarm collapse in death.  Sadar cleaves the leaping in half, severs a limb from the one on the bridge, then chops twice at the swarm, killing dozens in a powerful swing.  The smaller number of rats remaining scatter, losing whatever lure caused them to swarm.  Gurmok wounds the mind, as Dalnu fries the body of the final rat, who dies squealing under this barrage.

The threat abates in a few short seconds.  The chamber is noisy and smells even fouler due to the merging of three sewage streams here.  The muckraker’s instructions would have you continue west to where Purheegee, and hopefully Sofh can be found.

 
 Spoiler 
Will:  (1d20+3)[ 15 ] 
Reflex:  (1d20+7)[ 9 ] 
 
Prehysterical
Mauricio grimaces in discomfort as the rat wriggles its death throes after he pulls his blade free. It is pleasing to note that the rest of the rats have been cleared out in short order, but Mauricio knows that time is of the essence. Who knows if their quarry had heard the sounds of the scuffle? Skirting around the filthy bodies, Mauricio makes for the northwest corner to perform an inspection.

 

 
 Spoiler: OOC 
 Mauricio Pursues a Lead to investigate the corner.
Perception:  (1d20+8)[ 11 ] 
 Mauricio Averni 
 HP:  10/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
farothel
 "Everybody okay,"  Dalnu asked, more out of concern than for any ability to help.  She didn't know much about medicine, except the obvious like that blood should be inside the body and not out.  But they had to move on and she hoped that at least some people in this group knew how to heal.
BelGareth
Gex sighs audibly,   "That was close!"   he exclaimed, then, frowning, he looks around and sees some of his companions inspecting a  corner . Now, he knew dwarves were a special breed, but seriously.

  "Whatcha got there?"   
 
 Spoiler 

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 Spells: 
 
 1st level - 2/3 
 
 
Gwynfrid
 "That was an impressive display of fighting prowess indeed... But it seems you uncovered something of interest, Master Mauricio?"  Gurmok approaches, eyeing the corner with curiosity.  "Let me see..." 

Squinting, he calls again on his patron's support:
 "Il y a là quelque mystère
Si j'en crois mon camarade
Avec l'aide de ma prière
C'est ici que je regarde."
 
 
 Spoiler 
Cast Guidance for a +1 status bonus on this roll. I also assume a +1 circumstance bonus from Mauricio's Clue In help.
 (1d20+8)[ 24 ] 

Gurmok, level 1 cloistered cleric of Irori
Perception +6; darkvision
AC 12; Fort +4, Refl +5, Will +8
HP 15/15

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
 
SanguinePenguin
Gurmok approaches the wall that Mauricio indicates.  After a few moments of examination, he realizes something is a little odd.  One of the stones composing the wall is a bit different than the others - a little rougher, a very slightly different color, and packed into the wall with what looks like clay rather than mortar.  The difference is subtle, especially in the torch light with the algae and detritus coating the whole wall, but Mauricio is almost certain that’s what seemed off on the edge of his perception.

Digging around it with a blade for a moment breaks up the clay, and the stone can be easily removed.  Behind the stone in a head-sized alcove sits a leather pouch.  The leather has gotten very brittle and a bit moldy on the bottom, and is clearly quite old.  Inside the bag are two three-inch long claws each set in an iron clasp with a chain, a lime-green gemstone emitting a soft phosphorescent light, a small, cut purple gemstone, a polished opaque green oval speckled with flecks of crimson, a polished bright red opaque sphere about two inches in diameter, and two large flat stones that look nearly identical, along with a third that looks very similar, except it possesses an ornate etching on its surface.
farothel
Dalnu came over and quickly cast detect magic on the objects they had found.  If they had been hidden away like that, they were either very valuable or magical (and therefore valuable).  She did know a bit about such things, having grown up in a jewelry store.

 
 Spoiler: OOC 

detect magic to see if any are magic
otherwise: lore(art) to value them:  (1d20+4)[ 21 ] 
 
SanguinePenguin
After collecting the hidden treasure, and determining that some of it is magic, the party heads down the corridor toward the chamber where gnolls are supposed to be.  The torchlight, absolutely necessary for Sadar to see, and very helpful for most of the party, makes stealth a bit challenging.  There is light ahead in the chamber. Despite the best efforts to be quiet, one of the gnolls jumps to his feet, mutters something to the small gnoll next to him, who rises and sprints north.

The chamber appears to be the same size as the one the held the rats, but wooden planks are spread across the junction of the sewage streams. In the middle of the chamber burns a small fire.  In addition to the gnoll, who ran off and the one who jumped to his feet, a third gnoll is rising as well.  All three wear leather armor, and carry axes - the larger two also carry bows.  Two large hyenas, both interrupted from crunching on bones, rise and turn to face you.  The gnoll who jumped to his feet draws a short bow and fires an arrow at Sadar.   "LEAVE!  MY TURF! ... that, uh... was a ...WARNING SHOT!!!"  he bellows.

 
 Spoiler: Actions 
 Attack:  (1d20+12)[ 13 ] 
Damage:  (1d6+2)[ 8 ]  
 

 
 Spoiler: Map 
 
 
farothel
Dalnu didn't waste any time and started casting, throwing what looked like little gold dragons made of fire towards the guy who fired the bow.

 
 Spoiler: OOC round 1 

3 action magic missile on the guy who fired the bow (rang 120ft, so I should be able to hit everybody):  (3d4+3)[ 14 ]  damage
 
Gwynfrid
 "Maybe we could..."  Oh well.    Any impression that the gnoll might be susceptible to negotiation is moot, once Dalnu's magic strikes him in a flash of spectacular fire. Gurmok therefore switches to battle mode, seeking to bolster his allies.

 "Par ma bénédiction
Que vos traits frappent droit
Et qu'à la perfection
Vos coups ici s'emploient!" 

He thinks for a second, and casts again, this time to protect himself.

 "Un petit bouclier
Ne peut faire de mal
Dans cette échauffourée
Cela est bien normal..." 
 
 Spoiler 
#1-2 cast Bless. +1 status bonus to allies' attack rolls while within the 5-ft emanation.
#3 cast Shield.

Note: Gurmok is mounted on Zen.

Gurmok, level 1 cloistered cleric of Irori
Perception +6; darkvision
AC 12; Fort +4, Refl +5, Will +8
HP 15/15

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
 
BelGareth
Gex was focusing on the new shiny toys they just found in the  middle of the wall , he couldn't believe the others were not so excited, it was like....god leaned down and left them a little basket of goodies!

He barley saw anything until the arrows were flying, at which point Gex looked up and wiggled his fingers at the nearest Gnoll he could see!

 
 Spoiler 

Cast  Daze  on H2
Basic will save DC 17 : Critical fail stunned 1

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 Spells: 
 
 1st level - 1/3 
 
 
DrK
 Sadar 

Having left the others investigate the strange stones Sadar had been cleaning the blade free of blood and gore and bits of rat. Seeing the hyena's he recalls the laughing howls from his now long dead families camp and growls back,  "THe beasts are mine"  he shouts as he advance towards the nearest one and slices heavily at the hyena

 
1. Stride 20ft forward
2+3. Power attack  (1d20+9)[ 25 ]  dam  (2d10+4)[ 8 ] 
 
Prehysterical
 "Impressive work,"  Mauricio commends as Gurmok's eyes discern what his cannot. The gems are a nice bonus for the group, but Mauricio doubts that they relate at all to their gnoll quarry or their missing scholar. Haste spurs them onward toward their target and foils any attempt at identifying the trinkets.

While their advantage of surprise is negated, Mauricio plans ahead this time and has his crossbow ready. He briefly wonders if the shouting gnoll is Purheegee.  "Remember, we need him alive,"  Mauricio reminds the others in a surprisingly conversational tone. As he aims down his crossbow, Mauricio's voice drops to a mutter.  "I'll show  you  a warning shot, braggart..."  The shaft flies straight and true, whistling over the dwarf and hyena.

 

 
 Spoiler: OOC 
 Mauricio Devises a Stratagem and rolls a 15.
He Strikes at P with the crossbow, automatically rolling a 23 with Gurmok's blessing.
 (1d8)[ 2 ]  piercing damage
Mauricio spends his final action reloading.
 Mauricio Averni 
 HP:  10/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh learned more lessons in humility as the rats managed to defeat his best efforts to hit them.  Fortunately his companions were better skilled and finished the larger rodents while scattering the smaller ones.  In the aftermath, the group turned to Mauricio’s find and discovered an interesting treasure cache.  Kharesh was no expert on determining value, so he left the assesssments to his companions.  Instead he focused on checking the path ahead.

Taking the lead, Kharesh thought he was quiet, but for a second time something splashed and the gnolls were alerted.  Within moments, combat was upon them, despite the small window of opportunity to find a diplomatic solution.  Seeing his companions rush in, Kharesh sighed inwardly and joined the rush.  Advancing on the second hyena, Kharesh entered his stance and launched two rapid strikes at the dog.  He was hurt but could only hope to survive long enough to be victorious.

 
  OOC  - Sorry for the delay.  Guess Kharesh will advance and attack.
Action 1: Move 20’ to  H14 
Action 2: enter Mountain Stance
Action 3: Flurry w/Falling stone
  Attack 1  - (1d20+7)[ 20 ] ,   Damage  - (1d8+4)[ 6 ] 
  Attack 2  - (1d20+2)[ 3 ] ,   Damage  - (1d8+4)[ 9 ] 
 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 11/22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
After the gnoll fires ineffectually, Dalnu launches a battery of magical missiles into the aggressive male gnoll.  Gurmok blesses and shields.  Mauricio’s bolt grazes the gnoll’s shoulder.  Gex tries to stun the gnoll, who shakes his head in pain, but continues unfettered.

Sadar strides forward and is surprised when he hears a click after a few steps and a spear launches up from a contraption concealed in the floor and strikes him below the ribs.  Sadar continues and strikes the hyena, who yelps in pain. Simultaneously, Kharesh strikes the other hyena with a hard blow to its snout.

Now with a view of the chamber, Kharesh and Sadar can see a metal cage to the south with several unconscious, or possibly dead, bodies stacked like cordwood.

The hyena bites at Sadar, viciously grabbing his leg and knocking him to the ground.

The other hyena bites at Kharesh and knocjs him to the ground as well. Both fail to connect with the downed combatants.

The male gnoll backs up a few steps and fires two arrows at Dalnu, the first of which deflects off her armor, but the second strikes the elf.  The female gnoll draws a bow gets to her feet and fires an ineffectual shot at Mauricio.

 
 Spoiler: Actions 

Will be daze:  (1d20+9)[ 15 ] 

Vs Sadar
Spear trap:  (1d20+12)[ 26 ]  Damage:  (2d6+4)[ 7 ] 

Vs Kharesh
H1 jaws:  (1d20+8)[ 19 ]  Damage:  (1d8+3)[ 5 ]  Knockdown:  (1d20+7)[ 20 ] 
H1 jaws:  (1d20-2)[ 1 ]  Damage:  (1d8+3)[ 8 ] 

Vs Sadar
H2 jaws:  (1d20+8)[ 18 ]  Damage:  (1d8+3)[ 11 ]  Knockdown:  (1d20+7)[ 17 ] 
H2 drag:  (1d20-2)[ 5 ]  Damage:  (1d8+3)[ 11 ] 

Vs Dalnu (with light cover)
Back up to D16
Purheegee arrow:  (1d20+12)[ 17 ]  Damage:  (1d6+2)[ 7 ] 
Purheegee arrow:  (1d20+7)[ 20 ]  Damage:  (1d6+2)[ 3 ] 

Vs Mauricio (with light cover)
Draw weapon
Stand up
Gnoll arrow:  (1d20+10)[ 11 ]  Damage:  (1d6)[ 3 ] 

Net Damage:
Sadar 18
Kharesh 16
Mauricio 7
Dalnu 3
Purheegee 20
H1 6
H2 8
 
farothel
Dalnu was surprised when one arrow did hit her, although it didn't penetrate far beyond her armour.  But to stay on the safe side, she did cast her shield spell, causing her dragon scales to manifest as well, and then threw a ray of frost towards the gnoll that shot her.

 
 Spoiler: OOC round 2 

action 1: shield spell (+2 AC for 20)
action 2-3: ray of frost on P: attack  (1d20+7)[ 22 ]  for damage:  (1d4+4)[ 7 ] 

wounds: 9/12
AC: 20
 
DrK
 Sadar 

Sadar grunts in pain and then screams out in shock as the hyena and the spear tear and pierce him. Blood sprays from his leg, soaking his long robes and sandals as the beast stands over him. Staggering to his feet he prays to the gods and the Dawnflower and slices down at the hyena chewing on his leg, a muttered,  2Gods help me, I am mortally struck"  to the others

 
Reduced to 1 HP! ouch 😁
1. Stand up
2+3: Power attack:  (1d20+9)[ 24 ]  dam  (2d10+4)[ 12 ] 
 
Gwynfrid
  Irori, grant us your strength...   Gurmok winces at all the violence, and he's mighty impressed when he sees Sadar standing back up after taking all that punishment. Some divine help, assuredly, is warranted.

 "Irori, Maître des Maîtres
Par ta faveur, ce fier guerrier
Repart tout droit pour la riflette
Et reste sur ses deux pieds!" 

He points at the warrior, and a flow of healing power washes over his battered body.

 
 Spoiler 
#1 Sustain Bless to make it a 10' radius
#2-3 cast Heal on Sadar,  (1d8+8)[ 10 ]  healing.

Note: Gurmok is mounted on Zen.

Gurmok, level 1 cloistered cleric of Irori
Perception +6; darkvision
AC 12; Fort +4, Refl +5, Will +8
HP 15/15
Spells used for the day: Bless (8 rounds left), Heal (1/4)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
 
BelGareth
Gex frowns, the gnolls were much hardier than he thought they would be, he followed a few steps after Sadar, grimacing as he was speared in the chest! But then someone else healed him, Gex had truly fallen in with the right crowd!

He wiggles his fingers again, focusing on the same gnoll, hoping to help a little.

 
 Spoiler 

repeat!
Cast  Daze  on H1
4 mental damage, Basic will save DC 17 : Critical fail stunned 1

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 Spells: 
 
 1st level - 1/3 
 
 
Prehysterical
Forced to acknowledge that his own return shot was lacking in true effect, Mauricio resolves to help their mangled caravan guard. Thankfully, their archery skills seem to be somewhat lacking. While Gurmok's healing does help, this encounter could flip on its head should their best fighter go down. He hurries over and does what he can to stem the awful bleeding on Sadar's leg. Despite his best efforts, the wound is too grevious. Cursing his own incompetence, Mauricio fires his crossbow at the hyena menacing Kharesh and scores a hit.

 

 
 Spoiler: OOC 
 Mauricio has to double move, unfortunately, to reach Sadar at I16. 25 foot speed sad.
Battle Medicine on Sadar:  (1d20+5)[ 9 ] 
Strike roll of 23 in OOC for 3 piercing damage
 Mauricio Averni 
 HP:  10/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh was successful in one of his strikes, but the dog quickly recovered and pulled him from his feet with a vicious bite on his calf.  Grunting in pain, the dwarf stood and struck again, two rapid blows aimed at the hyena's head.

 
  OOC  - Running low on hp ... better knock this doggy down quick!
Action 1: Stand up
Action 2: Flurry w/Falling stone
Action 3: Use the nearby wall for cover if possible/necessary
  Attack 1  - (1d20+7)[ 16 ] ,   Damage  - (1d8+4)[ 7 ] 
  Attack 2  - (1d20+2)[ 11 ] ,   Damage  - (1d8+4)[ 6 ] 
 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 6/22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Gumok heals Sadar.  Dalnu blasts Purheegee with a ray of frost and makes a scowl, but Sadar’s powerful blow dropping the hyena forces him to emit a wail.  Gex assaults the other hyena’s mind, Maurico fires a crossbow bolt into its leg, and Kharesh delivers a hammer blow to its body.  Under this combined onslaught, the creature loses consciousness.

Purheegee barks in anger,  "Take down the healer!  Then the warriors!  Then the wizards!"   Both he and the female gnoll continue unleashing a volley of arrows in rapid succession.  Whether blessed by Irori or by Desna, not one of Purheegee's arrows connect.  The female gnoll has better luck both arrows are mere glancing blows and do very little damage.

 
 Spoiler: Actions 
Vs Gurmok (with light cover)  (then Kharesh, then Sadar) 
 Purheegee arrow:  (1d20+12)[ 13 ]  Damage:  (1d6+2)[ 6 ] 
Purheegee arrow:  (1d20+7)[ 11 ]  Damage:  (1d6+2)[ 5 ] 
Purheegee arrow:  (1d20+2)[ 5 ]  Damage:  (1d6+2)[ 6 ]  
Gnoll arrow:  (1d20+10)[ 21 ]  Damage:  (1d6)[ 2 ] 
Gnoll arrow:  (1d20+5)[ 22 ]  Damage:  (1d6)[ 1 ] 
 Gnoll arrow:  (1d20)[ 4 ]  Damage:  (1d6)[ 2 ]  

Net Damage:
Sadar 8
Kharesh 16
Mauricio 7
Dalnu 3
Gurmok 3
Purheegee 27
 H1 20
H2 20 
 

 
 Spoiler: Map 
 
 
BelGareth
Gex was almost squeeling in delight, but then theings turned for the worse, or he thought they had,  there was no way anyone could have survived that volley  he thought to himself, almost screaming, the combat around him roaring with sounds.

He frowned, and being the better part of virtue, or what have you, he ran forward, and wiggled his fingers at the lead gnoll, attempting to take him out of the fight.

 
 Spoiler 

Move it I16
Cast  Phantom Pain  on Purheegee
  Mental Damage  - (2d4)[ 3 ]  &amp;   Persistent Damage  - (1d4)[ 2 ] 
Will DC 17

Critical Success The target is unaffected.
Success The target takes full initial damage but no persistent damage, and the spell ends immediately.
Failure The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
Critical Failure As failure, but the target is sickened 2.

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 Spells: 
 
 1st level - 0/3 
 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh gave a faint nod to the hyena as it fell to his last blow.  But before he could spend much more time in respect of his opponent, arrows flew across as the gnolls continued to attack from afar.  He peered at the path ahead towards the right most gnoll, checking for traps, then marched ahead to engage and strike the archer.

 
  OOC  - Guess we'll press on!
Not sure if I have to take an action, but here's a Perception check for traps:  (1d20+5)[ 6 ] 
Action 1/2: Advance 20' to D14
Action 3: Flurry w/Falling stone vs female gnoll

  Attack 1  - (1d20+7)[ 19 ] ,   Damage  - (1d8+4)[ 9 ] 
  Attack 2  - (1d20+2)[ 12 ] ,   Damage  - (1d8+4)[ 10 ] 
 Effects / Status / Conditions:   13hp back! ; Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 6+13/22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
As he's singled out, albeit with a pathetic lack of effectiveness, by the gnoll leader, Gurmok hesitates for a second.   I might not be this lucky for long .  But he sees how the dwarf, as wounded as he was by the rats, rushes forward nevertheless. Irori teaches to never let an ally down. With a frown, the blue-skinned goblin remains in place, and calls on the god's healing power again.

 "Crois-tu, mon courageux ami
Que je vais te laisser tomber?
Aller me planquer? Que nenni!
Puissent tes plaies se refermer!" 

The heroic monk feels his strength renewed just as he strikes the enemy!

 
 Spoiler 
#1 Sustain Bless to make it a 15' radius
#2-3 cast Heal on Kharesh,  (1d8+8)[ 13 ]  healing.

Gurmok, level 1 cloistered cleric of Irori
Perception +6; darkvision
AC 12; Fort +4, Refl +5, Will +8
HP 15/15
Spells used for the day: Bless (7 rounds left), Heal (2/4)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
 
Prehysterical
Any sort of resentment that Mauricio feels from not being referred to as "the healer" vanishes as he sees the gnolls loose a volley of arrows at Gurmok. Thankfully, the goblin doesn't have anything to show for it but a few cuts.   Now, focus on how you can help.   By now, the motion is practiced: reload, line up the shot, and fire.

 

 
 Spoiler: OOC 
 Mauricio reloads and Devises a Stratagem
Strike roll of 24 in OOC for  (1d6)[ 6 ]  piercing damage on P
 Mauricio Averni 
 HP:  10/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
DrK
 Sadar 

Sadar feels some healing flowing over his body, wounds closing up. As the hyena drops to the floor he spits on the dog and nods, face pale, at Kharesh and strides froward onto the low bridge, blade swinging at the stinking mangy gnoll.

 
HPs 11/24

1. Stride to E14
2. power attack "P" [roll]1d20+10p[/roll] dam  (2d10+4)[ 19 ] 
EDIT: 15 to hit on OOC (sad times)





 
SanguinePenguin
Dalnu launches another salvo of golden fire dragons at the gnoll facing Sadar.

 
 Spoiler: Actions 
3 action Magic Missile:   (3d4+3)[ 12 ] 

Will save from Gex:  (1d20+9)[ 19 ] 
 
SanguinePenguin
Gumok heals Kharesh, who delivers a powerful blow to the ribs of the gnoll before him, but misses with the second.  Sadar has less luck, and fails to connect with Purheegee.  Gex wracks the gnoll's mind with pain, Mauricio scores a solid blow with his crossbow, and Dalnu blasts him again with magic missiles.  Under this combined onslaught, the gnoll collapses from his wounds as he tries to draw his axe.

The other gnoll screams,  “PURHEEGEE!”   She draws her battle axe, and chops violently at Kharesh, biting hard into his arm with the blow.

 
 Spoiler: Actions 
Vs Kharesh
Gnoll axe:  (1d20+10)[ 19 ]  Damage:  (1d8+4)[ 9 ] 
 Gnoll axe:  (1d20+5)[ 8 ]  Damage:  (1d8+4)[ 5 ]  

Net Damage:
Sadar 8
Kharesh 12
Mauricio 7
Dalnu 3
Gnoll 9
 Purheegee 49
H1 20
H2 20 
 

 
 Spoiler: Map 
 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh knew the fight was over, but that didn’t mean he couldn’t still be a casualty.  Glancing briefly at the fallen gnoll to his left, Kharesh held his blows for a moment, calling out loudly,  ”Hold girl!  If you want your love to survive, throw down the axe and we’ll see to him.  Keep attacking and you’ll be joining the city’s sewerage.  Your choice…” .

 
  OOC  - Trying to end this without more bloodshed, but ready to fight if necessary.
Not sure if I have to take an action, but here's a Perception check for traps:   Charisma  - (1d20-1)[ 4 ] 
Action 1: Influence check?
Action 2: Hold/delay?
Action 3: Flurry w/Falling stone vs female gnoll if she doesn’t surrender.

  Charisma  - (1d20-1)[ 4 ] 
  Attack 1  - (1d20+7)[ 20 ] ,   Damage  - (1d8+4)[ 9 ] 
  Attack 2  - (1d20+2)[ 5 ] ,   Damage  - (1d8+4)[ 5 ] 
 Effects / Status / Conditions:   13hp back! ; Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 10/22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
BelGareth
Gex watched in amazement as the group gangs up on the boss, who, falls to the concerted effort! A big grin spreads over his face, which promptly vanishes as one of his new friends, Kuresh was being attacked! Gex wiggled his nose, and then his fingers this time, causing scree to fall upon the remaining gnoll form the ceiling, spreading all over the floor.

 
 Spoiler 

Move to F16
Cast  Scatter Scree  on remaining gnoll. Squares B/C-14 (difficult terrain for 1 minute)
  Damage  - (1d4+4)[ 5 ] 
Basic Ref DC 17

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 Spells: 
 
 1st level - 0/3 
 
 
DrK
 Sadar 

Wounds freshly knitted start to bleed again as Sadar is hit but as the gnolls fall Sadar feels the battle is going well. Vaulting over the dying Purghee in front of him he leaps towards Kahresh to battle alongside him swinging with a terrifically powerful blow at the beast's furry head.

 
Hps 3/24
Stride to the gnoll
Power attack  (1d20+9)[ 22 ]  dam  (2d10+4)[ 12 ] 
 
SanguinePenguin
Kharesh, Sadar, and Gex pummel the remaining gnoll, who collapses from wounds.  The immediate danger is abated as the two gnolls bleed out on the sewer floor.

From the large confinement cage erected along the southern wall, a badly bruised woman cries out weakly,  "help us..."   She is prone in the cage along with ten other bodies, at a glance they all look to be human females.  Aside from the barely conscious woman who cried out, the other ten are unconscious.  While some are shivering from fever, it is likely their injuries are the reason they are passed out.  Dalnu does recognize one of them as the woman she met a decade ago, Sofh al Ustadh, only bruised and aged a decade.

 
 Spoiler: OOC 
Sadar did not take that hit, Kharesh did.  Sadar should still be at 11.
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh shook his head as the female continued to fight.  Some people just didn't know when to call it.  Several punches later, the female gnoll lay at their feet with soft cries coming from the cage towards the southern wall.  Walking over as he held a hand to his ribs, Kharesh called out,  ”Hold on, we're comin'.” .

To the others, he murmured softly,   "Hurry ... I don't know what's legal, but we saw a gnoll ran off for something, maybe reinforcements.  Plus, we just attacked the information broker's kin.  Save or toss him, either way we need to leave.  Soon."    

 
  OOC  - heading over to check on the women and free them if possible.  He'll check pockets of the two main gnolls if necessary.

 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 10/22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
Mauricio winces as the female gnoll sinks her fangs into Kharesh's arm. He would simply have to check that to make sure there are no signs of infection... Thankfully, their combined efforts bring down their remaining opponent.

He readies to move toward the fallen gnolls, but one look at the cage and its pathetic occupants reminds him that this pair would not appreciate any gesture of kindness or mercy. For just a moment, Mauricio glares toward the fallen slavers as his sunken cheeks tighten. In the end, Mauricio moves toward the cage and the abducted women. It is not benevolence that spares the gnolls, but practicality. Kharesh is right. With one gnoll unaccounted for, their time is now a precious resource. There is literally no time to even cut throats.

  Only women... Ye gods, I don't want to imagine...."   Mauricio inspects the conscious woman's eyes, looking over her and the others. If any of them are critical at the moment, better to know now rather than when they are being moved.  "Madam, can you walk?" 

 

 
 Spoiler: OOC 
Medicine check to evaluate the condition of the women:  (1d20+5)[ 19 ] 
Unfortunately, Forensic Acumen would probably take too much time.
 Mauricio Averni 
 HP:  10/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
Purheegee has a runed battle axe, a short bow and 15 arrows, gnoll sized leather armor, a fine bracelet of silver, onyx, and jade, a small vial containing a red liquid, 2 gold, 12 silver, 8 copper, a large canine tooth, and a large wrought iron key.  The gnoll woman has a battle axe, a short bow and 23 arrows, gnoll sized leather armor, small vial containing a red liquid identical to the one in Purheegee’s possession, 25 silver, 7 copper.

Mauricio examines the women, and though all are in pretty bad shape, none are in imminent danger of death.  The wounds are all non-lethal, but severe and seemingly routinely given.  A few wounds are infected, but nothing too severe.  More concerning, several have filth fever or perhaps some other illness.  For three, the fever has progressed to the point where it might become life threatening if efforts to treat don’t begin within a day or so.

At Mauricio’s question, the woman says,  "I think so…"   with some effort she is able to pull herself to stand, but the unconscious forms at her feet make balancing challenging.
Gwynfrid
Gurmok grins manically when the two gnolls fall, but it is more an expression of sheer relief than of true joy at seeing them fall. He drives Zen forward, giving a wide berth to the vanquished enemies - one can't be too cautious, even thought they don't seem to have any aggression left in them.

He eyes the unfortunate women with pity.  "Yes, by the powers of the Master of Masters, I shall at least give you some relief. We are looking for a particular person, but I would be proud of freeing all of you from these disgusting slavers." 
 
"Can we all gather round, please?"  He waits patiently until all are close enough to him. But, just as he's about to cast, a thought crosses his mind.  "This is this Purheegee, I presume. Son of Jaghun. Dangerous individual, if I read the signs correctly, at least. So... If he still lives, it might be wise to take him prisoner rather than let him to die on this floor, don't you think? To spare us retaliation, possibly?" 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh grabbed the key and left the rest of the items for now.  Walking gingerly over to the cage, Kharesh handed the key over to whoever was trying to get into the cage.   ”Found this on our boy.
 The two of them had some coins, a few vials, weapons and knick-knacks.  And I don't think they'll be long for this world.” .

 
  OOC  - Kharesh will help herd cats to get moving as necessary, since he feels like the hourglass is ticking.  Probably some good loot (maybe even some magic items) but Kharesh tends to be goal focused and freeing the women was his primary effort.  Let's make a decision - save the gnolls, kill and dump them, or leave 'em be?

 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 10/22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
DrK
 Sadar 

Sadar kneels beside the gnoll and wipes the blade clean before heading to the fallen prisoners. A quiet,  "Are you well? Hear, drink."  he adds offering some water to the injured. Even as he does so he moves very slowly, blood still leaking from his flanks.
Gwynfrid
None of the others seem particularly keen to consider the option of taking prisoners.   Understandable.    He exchanges a glance with Kharesh, confirming their enemies aren't about to be revived. He begins his appeal to divine power.

 "En voilà plusieurs en triste état,
Que ce soient des victimes,
Ou des vainqueurs au combat!
Aide-nous, Maître magnanime..." 

He raises his hands high, and extends them in a wide gesture around him. A soft aura of light emanates from them, extends, and covers all present in a healing wave.

 
 Spoiler 
3-action Heal  (1d8)[ 3 ]  for everyone.
 
SanguinePenguin
The gnolls’ ragged breathing ceases before long and they expire.  With the exception of the armor, their valuables are quickly collected.  Kharesh unlocks the cage.   Sadar helps the barely conscious woman drink some water.  Gurmok heals everyone still alive.  Most of the women begin to stir.  When asked, they confirm they can walk and struggle out of the cage.  A lot seem confused, but fairly sure whatever is happening now seems an improvement of their situation.  Though mostly they just follow your instructions, a gray-eyed Taldan woman works up the courage to ask,  “are you rescuing us?” 

Illness drags about half of them and they have trouble holding down fluids.  Three of the women do not rise, though.  They are still unconscious, and a cursory examination by Mauricio convinces him their filth fever has progressed significantly.  They will need care (outside of a sewer) soon.

Sofh is a kelesh woman in her late thirties with wavy (and currently filthy) dark hair down to her shoulders, brown eyes, low cheekbones, a long neck, and in quite better physical shape than her spouse.  Even here, while ill and feverish, she carries herself with poise.  When she spots a woman she hasn’t seen in a decade, she says with complete shock,  “by Desna!  Dalnu?  Is that you?  It’s me, Sofh - we met on that expedition almost… ten years ago?  How are you here?  Who are these people?” 
Prehysterical
When Mauricio hears the deathrattle of the gnolls, there is a part of him that takes sadistic glee in the sound. His more professional side is horrified and feels a pang of guilt, but practicality maintains a firm hold. The gnolls would have thanked them for their mercy by killing them at best and a living hell of chains and torture at worst.

 "I know that there are many questions, but we have  no time ,"  Mauricio interjects.  "The gnolls will be back at any moment and in greater numbers! Will someone help me with carrying the sick? If they don't receive proper medical attention within the next twenty-four hours, they will be dead!" 

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  13/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
All and all, the slaying of the gnolls and stripping them of their valuables takes considerably less time than the bedlam that is herding the women.  Though clearly eager to leave, they are in bad shape and mostly need clear instructions, but aside from “leaving” none are provided.  Several keep asking for more water, a few are moving very slowly and stopping every other pace to catch their breath, one has been devoting all of her energy to stomping on the throat of Purheegee’s corpse continuously and barely acknowledges your presence, one of the women is vomiting into the sewage sluice, and another of the more lucid ones keeps informing you that she is angry to be walking in bare feet down here and seems to be expecting you to do something about it.

 
 Spoiler: Gex and Mauricio 
Although the churning sewer sounds make it hard to hear, the sizable fire hard to see down the paths, and the commotion of releasing and helping the women make it hard to focus attention elsewhere, you spot a dim torch coming down the path from the north.  At first you assume gnolls, but a more thorough study reveals the coming figures wear the garb of the Zephyr Guard.
 
DrK
 Sadar 

As the woman flap and moan and wander about Sadar looks at them sternly, rapping an armoured fist loudly on the stone wall./  "Ladies,"  he says in a stern voice,  "If you wish to leave organise yourself. Get a friend, help each other and line up."  he pauses, a note of menace in his voice,  "Be quick lest the gnolls return and then you will be prisoners once more."  The fact that he is pale, sweating and covered in his own blood should help highlight that he has been sorely wounded.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh pushes the bodies into the sewage along with any items no one claims, completing the promise he had made to the female.  A slight nod of his head gave a modicum of respect to the fallen foes, but he showed no other emotions with regard to the deaths.

Once they’ve gathered the ‘loot’ he joins Sadar in herding cats.  Where the warrior offers sage advice, Kharesh simply guides ladies physically towards the entrance they had used.  For any that cannot walk, he will help carry as necessary, but he is implacable in his silent urging to follow Samar’s directions and heed the warnings given.

 
  OOC  - Kharesh is herding cats …

 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 10/22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
 "Yes, it's me,"  Dalnu said,  "it's a long story which I'll tell you after we get out of here, but we're indeed here to rescue you people." 

Although they hadn't known that all these people were here, it would be evil to leave them here, so Dalnu also started giving out water and helping to carry the ones who couldn't walk on their own.  For a magic user she had quite some strength.
BelGareth
Gex was holding onto his stomach contents, or at least, was attempting to do so, mouth on hand, cheeks inflated, he was breathing heavily, though, with their current locale, the air wasn't much help, if at all. Recalling that he could actually do something about it, he wiggled his fingers, and cleaned the air around him, if only for a moment he had relief. Frowning, he was about to speak up about the gnolls, but then the stench of the place came roiling back, and he choked on his words again.

 we wouldn't kill them, would we?  he thought,  No, we're better than that...  he continued, as no one did anything, or replied, letting the gnolls pass away. Gex's eyes went wide and he looked about in despair, had he truly fallen in line with a group of thugs who wantonly killed people? Gex stifled his fear, but his face looked drained, white as a ghost as the others pilfered the freshly killed bodies, steam rising from them as they did, he turned away, he could not be party to this.

He mumbled out a 'thank you' as the wave of energy rolled over him, but upon hearing something...one of the women complaining about shoes? He takes his off and offers them to her  "Would....these work?"  he asks timidly, the whole situation dangerously close to overwhelming him.

If she accepts, he will take them off, clean them, clean her feet, and then put them on her feet.

As he is helping, he looks up sharply   "A torch is coming!"   he frowns and stares,   "It's the Zephyr Guard!"  
 
 Spoiler 

prestidigitation to clean things

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 Spells: 
 
 1st level - 0/3 
 
 
Gwynfrid
Seeing the plight of some of the women, Gumork suggests:  "Perhaps my companion here could carry those who cannot walk?"  Then he remembers how irritating contact with a goblin dog can be for humans.  "Unfortunately, this comes with some drawbacks, I'm afraid..."  he adds sheepishly. He does his best to help with the painful convoy, patiently keeping his best calm even though some of the victims make rather irrational requests.

When Gex warns about the guards, he asks the more knowledgeable folks in the group:  "Guards... that's a good thing, right? They're going to help us?" 
SanguinePenguin
When Kharesh shoves the corpses into the sewage, the woman kicking Purheegee’s corpse screams in a raw, undirected rage, but then seems to calm considerably.  The corpses themselves slowly drift down this river of foulness.  Sadar’s blunt organizational efforts make a bit of progress happen, and a few of the woman slowly venture a few feet down the path you came in along.  At Gex’s offer, the woman takes one look at Gex’s shoes and haughtily decries them as “too small.”  The unconscious bodies are carried fireman style by the strongest in the group.

Given the nature of this parade, very little progress is made before the Zephyr Guard arrive.  Six armed and armored individuals follow a brown-eyed armored woman of average height, with a bit of straw blond hair visible under the helmet, and an Aluum golem command torc around her neck.  The guard’s weapons are drawn, but things do not seem terribly aggressive, still the woman bellows,  “we are taking all of you in!  Do not resist!  If I need to bring the golem down here, I will see you regret it!”   The sunlight coming through the grate in the very high ceiling is suddenly blotted out, and you can see an Aluum golem backlit there.  The soldiers begin to redirect the women, back to the north passage.  Manacles are drawn…

 
 Spoiler: All 
If anyone wants to resist, flee, or try to talk your way out of this situation, you are welcome to try.  All of you would be well aware of the Zephyr Guard’s reputation for competence and martial skill.  If I don’t hear from anyone, I’ll advance the game.
 
farothel
 "Now hold on a second,"  Dalnu said,  "I don't mind coming with you, as we have some things to tell you, but not in manacles.
 We came here to rescue these women from those who abducted them.  And we best make haste, as some of these people need medical attention quickly." 
 
 Spoiler: OOC rolls 

diplomacy:  (1d20+7)[ 15 ] 
 
SanguinePenguin
The guard woman glares at Dalnu,  “we will treat them quickly, but perhaps you underestimate the gravity of the charges leveled against you.  You entered a merchant’s,”  she trails off for an instant and glances around the sewer, before clearly forcing herself to utter,  “ home .  This merchant is now missing and you appear to be fleeing with his alleged chattel in tow.  Until we investigate, we do not know your level of guilt.  It will bode poorly if you add resisting arrest to your charges.  You are leaving this sewer manacled, your only choice is whether they are put on you now or when you are unconscious.” 
BelGareth
Gex frowns.   "And what proof do you have of any of this?"   he asks, putting his hands on his hips.    "We are merely recovering  Stolen  property, they didn't like what we suggested, and attacked us, this was all self defense."   he pauses,   "Unless someone  else  is saying otherwise?"   he asks, with a raised eyebrow as if he were a parent talking to his child.

 
 Spoiler 

  Diplomacy  - (1d20+7)[ 12 ] 
  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 Spells: 
 
 1st level - 0/3 
 
 
SanguinePenguin
Gex clearly angered her a bit,  “you are talking to the Zephyr Guard!  Show some respect!  Determining proof is  precisely  what we will investigate.  Right now, you will be  held , but we will not  charge  you with anything unless the case against you is strong.” 

Her tone softens a bit and she says,  “coming quietly is your best hope of a happy outcome here.”   She then spares a sympathetic glance to the women, before adding quietly,  “we aren’t monsters.” 
BelGareth
Gex frowns, and then begins to panic.   "But.."   he points to the women, the sewer, everything   "but we...."   he looks to the others with pleading eyes and then sighs, holding up his wrists, but refusing to look any guard in the eye.

This was  not  what he had hoped to experience on this city, the laws here were giving him a migraine.

 
 Spoiler 

  Gex  
 HP's:  24/24
 AC:  17
 Class DC:  18
 Speed:  25ft
 Fort:  +6
 Ref:  +7
 Will: +6
 Perception:  +4
 Feats:  Hobnobber, Unexpected Shift
 Effects:  none
 Spells: 
 
 1st level - 1/4 
 
 Bosco  Badger (tiny)
 HP's:  10/10
 AC:  17
 Fort:  +6
 Will:  +6
 Ref:  +7
 Perception:  +6
 Speed:  25 ft, 5ft burrow, 25ft fly
 Senses:  Low-Light Vision
 Abilities:  Flier, Burrower
 
Gwynfrid
Gurmok recoils in shock as he understands the local law is in favor of... the gnoll slavers! The sound of his master's voice echoes in his mind:   "Go into the world. Learn. Come back when you have seen all the lands around the sea. Then show me what you have learned."   He wonders if the old dwarf anticipated that learning would entail a stint in jail.   He probably did.   

Clearly, resisting arrest makes little sense, and it would jeopardize the women, too. He decides to at least try and ingratiate himself with law enforcement.

 "Good morning, Officer. My name is Gurmok. All we are doing here is rescuing persons who are in danger of their lives. I beg you to let us take these dying persons and carry them to a safer place. I acknowledge that I am a foreigner in this city, and I may have failed to understand the law in full. But if this is a merchant's home, then surely that business must be in breach of some safety regulations... No one in their right mind would keep animals in such an unsafe and unhealthy environment.

That said, you are doing your duty, and as such you have my full respect. I am prepared to answer for my actions." 

He submits to manacles without resistance.

 
 Spoiler 
This conversation, I guess, will last at least a minute, so, roll to Make an impression:  (1d20+3)[ 23 ] 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh adopted a defensive stance when the guards approached, but even with his desire to push himself to the limit, he knew a losing cause.  He let the others attempt to talk themselves out of incarceration, but he had no tongue for such things.  He simply waited silently, uncertain anything he said would make a difference.

 
  OOC  - Kharesh has nothing 😛
 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 10/22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
Mauricio feels the fragile hope of escape wither and die as the women are in no shape to make a speedy escape. They're simply too out of their element to think beyond the most basic needs. The glint of a distant torch against armor causes Mauricio's heart to squeeze in his withered chest. There's simply no way they can hope to outrun their pursuers. And yet, Mauricio cannot even consider leaving the women behind. His pride simply won't let him. Mauricio carries one with an arm draped over his shoulder.

Before Mauricio can deliver a scathing retort to Gurmok's naivete, the inevitable happens. Now  they  are the ones trapped like rats in a maze. Mauricio says nothing, knowing that the thrice-damned gnoll still has more legal virtue with the Zephyr Guard than any of them. Gods, why did he ever want to come to this city?! Unfortunately, the guard captain is correct. Surrender is the only real option at that point... even if that potentially leads to the slaver's block. As he puts out his hands for the shackles, Mauricio only says,  "To add onto what the lady said, some of these women are in late stage filth fever. If they do not receive proper treatment within the day, they will be dead by tomorrow night." 

 

 
 Spoiler: OOC 

Will update stats after incarceration
 Mauricio Averni 
 HP:  13/17
 AC:  14
 Class DC:  17
 Speed:  25
 Fort:  +4
 Ref:  +6
 Will:  +7
 Perception:  +7
 Feats:  Forensic Acumen, That's Odd
 
SanguinePenguin
Gurmok’s penitent submission definitely takes a certain edge off the guardswoman.   “Gurmok, I am Lieutenant Haviksoog.”    She personally clasps that manacles on the goblin, and says softly as she does so,  “as a Zephyr Guard, I say you are breaking the law, but that doesn’t mean I think you are in the wrong.  These women will be treated,”  she adds the last sentence more loudly.  After clasping all of you in manacles, one guard stays behind to look around, while the rest lead you out of the sewer through the north.  Mood is morose and conversation discouraged.  This ladder to the surface is a bit shorter.  The guards readily consent to hauling Zen up as well.

It takes some time for your eyes to adjust to the light again.  Once on the surface, it is a short march to the Dogtown barracks.  This is a substantial structure, probably the largest in Dogtown.  Before entry, a young guardsmen supplies you with copious applications of prestidigitation until you no longer stink.  You are then led through a series of gates to a block of cells, mostly full of gnolls, though many humans as well, and one cell contains two halflings.  Finally, you are placed two to a cell.  Zen is taken to another area and they assure Gurmok that no harm will come to him.  You are searched, your possessions are collected, and placed into separate bags.  Though a bit demeaning, the process proceeded mechanically and without any added humiliation.

There you spend much of the day awaiting some news.  The first comes after a few hours with the delivery of seedy bread, a pat of butter, and brothy soup, the guard tells you that the women are being treated and should all recover.

The sun is once again low in the sky when Lieutenant Haviksoog approaches with three other guards.  She is no longer wearing a helmet and her blonde hair is put up behind her head in a ball.  She unlocks your cells.   “Come this way.  Captain al Hisan wants to speak with you.”   Still in manacles, you are led down a few corridors and, after a knock, into a room.

A handsome Nidalese man with delicate features and messy jet black hair over gray eyes sits behind a large desk.  He is young - very young - probably only in his late twenties, which given his high rank suggests he’s either exceptionally talented or comes from a powerful family - probably both.   “Zira, remove their bindings, please.”   Haviksoog unlocks the manacles and takes them aside.  She then sets them on a chair and stands quietly by the door.

 “My name is Captain Ryaa al Hisan.  I am responsible for seeing to the enforcement of the law in Dogtown.  Among some minor infractions, I have you on murdering a non-guild affiliated merchant and his bodyguard and attempting to abscond with his chattel that he obtained through quasi-legal means.  Now, there are three plausible explanations for this,”  he raises a finger,  “you are diehard abolitionists who are part of a concerted effort to free all the enslaved and upend the Katapeshi economy,”  the second finger rises,  “you thought to kill this gnoll merchant and sell his property as your own,”  he raises a final finger,  “you were trying to free one woman at the request of her husband, this gnoll would not have let you, attacked you and died. Now the evidence points strongly to this third option, but this is still all illegal in Katapesh, mind you.  There isn’t a judge in this city who wouldn’t throw the book at you, here a minimum of two year sentence, likely with the possibility of purchase - and, if we are honest, depending on who the purchaser has cooking their books could result in lifelong service.” 

He pauses for a long moment, then says,  “I am a man tasked with upholding the law, but there are times when the law is imperfect, wouldn’t you agree?  This woman, Sofh, would have been sold as a scholarly resource, but those other woman you liberated would have been condemned to a truly awful fate…  Here is my offer:  I have a problem that I need fixed - the law can’t help with it, but a bunch of do gooders like yourselves are perfect for.  You take care of this, your murder and obstruction of capitalism charges will disappear and never go before a judge, and we all go home happy.  What say you?” 
farothel
Dalnu wasn't all that happy in the jail, although without her weapons and armour she's still deadly if she wants to be.  But she's also smart enough not to try and fight her way out of jail.  Besides, where would she go.  When the captain gives them his deal, her mood doesn't improve.

 "Some would call that extortion,"  she said, not really liking the fact that she has no other choice but to do the captain's dirty work for him,  "as we don't really have a choice.  So okay for me, but I can't speak for the others.  And I would like to see Soth if I can.  We know each other from before." 
BelGareth
Scowling at the guards, but proffering his own wrists in submission Gex submits himself to being arrested. He is silent, and sullen as they are marched out into the blinding sun, which makes his mood even more sour.

As they are separated, he tries to shooshle the line so he and Gurmok share a cell, two small'uns in a cell wouldn't look strange, and perhaps they can escape together?

Once alone, he looks to Gurmok  "I'm sorry they took your dog, maybe we can sneak out and get her?"  he says in a whisper as they come to get them to talk to the captain.

Listening to the Captain, Gex sighs, it seems he would become a rapscallion after all, even after everything his mother said.   "It seems we have lost our agency, so, what is this task you need done Captain?"  
 
 Spoiler 

  Gex  
 HP's:  24/24
 AC:  17
 Class DC:  18
 Speed:  25ft
 Fort:  +6
 Ref:  +7
 Will: +6
 Perception:  +4
 Feats:  Hobnobber, No cause for Alarm
 Effects:  none
 Spells: 
 
 1st level - 1/4 
 
 Bosco  Squirrel (tiny)
 HP's:  10/10
 AC:  17
 Fort:  +6
 Will:  +6
 Ref:  +7
 Perception:  +6
 Speed:  25 ft, 25ft climb, 25ft fly
 Senses:  Low-Light Vision
 Abilities:  Flier, Climber
 
SanguinePenguin
Captain al Hisan frowns,  “look… the primary evidence tying you to the events are the testimony of a gnoll child and a bunch of circumstantial matters.  This Purheegee was not in any guild, was apparently extremely unpopular among his kind, and kept literally no record of sales.  On the other hand, the judiciary loves to skewer abolitionists, so there is considerable risk.  Off the record, what you allegedly did in the sewer was not exactly wrong.  I have a rare opportunity where I can make this problem disappear for you.  There is risk for me in doing so.  There is also a humanitarian disaster growing in my streets that I lack the authority to do a damn thing about.”

“As you surely know, there is no such thing as an illicit drug in Katapesh.  Pesh itself is essential to the economy - our city and nation are literally named after it.  In the past few weeks, some highly addictive new drug called Bliss has shown up.  What we know is it causes intense euphoria, then after continued use what seems to be irreparable insanity.  You may have seen some of these people sitting around without a care in the world.  The ones that have gone insane are violent and destructive, they fly into an unending fit of rage.  Those we’ve managed to subdue never really come out of it; others have killed or been killed when we try to stop them.  People are dying, but in my official capacity, I can’t do anything directly about the source, only damage control on the consequences.  I don’t care how you fix it - destroy the maker, the operations, the supply - whatever - just get it off the streets.  You do that, your problem disappears.” 
 
 Spoiler: Mauricio legal lore 
The process of turning a temporarily indentured individual into a permanent slave is something Mauricio is unsure is possible.  Most everything else he said checks out with your legal understanding.  As to whether the local judiciary is really out to get abolitionists, you are not sure (more in the domain of lore: Katapesh).  You suspect that if that is not the case, the low volume of actual evidence plus some well placed bends of the truth from all of you could get you released, but it would take time and have no guarantee of success.

You can see how what he asks of you now is something he can’t do much about, but depending on what you end up doing, it wouldn’t have to be illegal even.
 
BelGareth
Gex was sullen, but his frown and scowl quickly lifted as the captain detailed his plight, and then Gex had a hard time  not  jumping up and asking to help!

  "Very well Captain, i think I may have misjudged you, but in the current circumstances I think that may be excusable?"   he pauses, rubbing both wrists   "My apologies, and I think I can talk for the majority here, in saying we would be happy to help."   he folds his wrists, one hand grasping the other at his stomach   "We most definitely saw those poor people, do you have a place for us to start in our investigation?"   he asks earnestly,   "Oh, and perhaps...you could answer a question for us? How is the investigation into the market outbreak the other day? that poor mans wares were confiscated and he....well...I hope everything is ok."  
 
 Spoiler 

  Diplomacy  - (1d20+8)[ 11 ] 
  Gex  
 HP's:  24/24
 AC:  17
 Class DC:  18
 Speed:  25ft
 Fort:  +6
 Ref:  +7
 Will: +6
 Perception:  +4
 Feats:  Hobnobber, No cause for Alarm
 Effects:  none
 Spells: 
 
 1st level - 1/4 
 
 Bosco  Squirrel (tiny)
 HP's:  10/10
 AC:  17
 Fort:  +6
 Will:  +6
 Ref:  +7
 Perception:  +6
 Speed:  25 ft, 25ft climb, 25ft fly
 Senses:  Low-Light Vision
 Abilities:  Flier, Climber
 
Gwynfrid
 
 Originally Posted by BelGareth 
 As they are separated, he tries to shooshle the line so he and Gurmok share a cell, two small'uns in a cell wouldn't look strange, and perhaps they can escape together?

Once alone, he looks to Gurmok  "I'm sorry they took your dog, maybe we can sneak out and get her?"  he says in a whisper as they come to get them to talk to the captain. 
 

Gurmok looks at the friendly gnome quizzically. Since the beginning of his travels, it's about the first time someone has used the word "sorry" while addressing him. Maybe being prisoners together makes friends of strangers. He starts to reply,  "I am a little worried, I have to say... Zen is lovely, he really is! But he can be a little messy sometimes..."  But the whispered conversation is stopped by the arrival of the guards, and soon the group is ushered in the presence of Captain al Hisan.

As he listens to the man's explanation, Gurmok's mouth is half open in incomprehending astonishment. He doesn't know what's more confusing: That the law considers freeing slaves a worse crime than murdering their owner, or that the people tasked with enforcing the law are openly offering to break it! Because, let's face it, Purheegee deserved to die, but in the eyes of any reasonable law, his killing has to be a crime... And this captain is suggesting they can all get scot-free if they help him with some problem.

  So, maybe not so much of a stint in jail, then.   He has no qualms with taking advantage of the chance that is so liberally given. And it's probably wise not to ask too pointed a question about how exactly the regulations work in this stange city.

 "Yes, Captain, Sir. I am relieved that you confirm our efforts only broke the law, er... just a little bit. And I am grateful that you allow us this opportunity to redeem ourselves. I will gadly help, as best I can." 
Prehysterical
As much as Mauricio has grown to hate the desert sun, he welcomes it with (metaphorical) open arms as they emerge from the sewers. The shackles chafe at his dignity more than at his wrists, but Mauricio is keenly aware of an itchy spot between his shoulder blades that would become home to blades of a different kind should he try to escape. Only the comfort of the women being treated allows Mauricio to maintain his composure as they are marched away.

He shares the cell with Dalnu during their forced wait, resorting to physiological diagrams drawn on the walls when the level of boredom becomes sufficient. It comes as a surprise, but really shouldn't be, when their captor informs them of their impending meeting. After the captain hands out his discretionary assignment, Mauricio hears some of his own concerns echoed by Dalnu. In all fairness, this assignment isn't nearly as shady as Mauricio had been expecting. If they were to be cat's paws, at least this way they might do some good here in the city.

 "Do you know who these people are that become addicts, captain? Are they the poor, or is Bliss being targeted toward the rich or moderately successful? Knowing the target demographic is very important. If this is being used to ensnare the poor, the ingredients have to be cheap enough to justify it. Otherwise, a considerable amount of infrastructure would be necessary for mass production." 

 

 
 Spoiler: OOC 

Medicine check to Recall Knowledge about pesh and possible competing narcotics:  (1d20+8)[ 26 ] 
 Mauricio Averni 
 HP:  26/26
 AC:  15
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
The Captain thinks for a moment and then says,  “there does not seem to be a major demographic trend here.  The men and women skew poorer, but I wouldn’t exactly call this a pattern.  I do not believe there is a huge volume of the drug in circulation.  It’s a liquid, dabbed into the nose.  Highly addictive and quick to drive users insane.  It is not prevalent outside of Dogtown, I don’t know why.  Where to start?  I will say the users themselves are pretty useless - they are either non-responsive or trying to kill you.  The distributors are probably your best starting point - apothecaries, pesh dens, some shops that dabble in the trade.”

“Although I heard about an incident in the market yesterday, it is outside of my jurisdiction and I know only a little of what transpired.  Most of the women have been released into the care of friends or family, with the exception of those who were too ill, but they should be released tomorrow.” 
DrK
 Sadar 

Sadar had been mostly quiet in the march back, the shame of being manacled for saving the woman combined with the blood loss and heavy wounds leaving him semi-stupified. When they are taken into the Captain's office he nods sadly at the words, expecting and accepting that its likley that they would be bought by slavers and sold into mines or fighting pits for a likley squalid existence.

At mention of helping the captain he looks up, a glimmer of hope in his eyes.  "So Captain, I know I would favour helping you rid your district, if not the City of this  bliss . To help speed things up would you be bale to suggest a contact, either helpful or one you believe underhanded that we could start with in our efforts to curtail the supply of Bliss?" 

Looking at the others he grins a little.  "I assume we are all in agreement, that helping the Captain is preferable to a rigged trial and an auction block?" 
Gwynfrid
 "Yes, Master Sadar. I believe that you are likely speaking for all of us",  Gurmok answers solemnly.
BelGareth
Gex raises one eye brow as Sadar says almost  exactly what he had just said 

He looks around silently, and then to Gurmok and says with his eyes ‘did that really just happen?’
SanguinePenguin
The Captain thinks for a moment and then looks to Lieutenant Haviksoog.  The woman interprets his glance, clears her throat, and says,  “in addition to general apothecaries and chemists, there is a specific pesh den owner in Dogtown, Kamil al Shiysha, who could know something about this and is quite talkative.  Depending on his view of the situation, he could be quite eager to send you in the right direction.  You could start there.  You could also ask Moss Pelt at the Rabid Dog.  He’s not always the most forthcoming, but if he knows something, which he generally does, and it isn’t gnoll business, he will divulge it for a price. I also have dealt with a halfling petty thief who goes by Rat Bone, who will sometimes sell information to us, but she can be difficult to locate and generally charges far more than the information is worth.  Only when she grossly underestimates the value is what she sells worth it.” 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh had sat silently in the cage, meditating as others might chaff against the incarceration.  When the time came to answer to the constabulary, he rose without comment and followed the guards to the office.
 There, he listened as the man laid out their fate in no uncertain terms and then proceeded to use their situation to strongarm them into aiding him.  The task itself seemed straight forward enough, even noble to some, but there were still dangers for those who did not ask questions or look past the slippery words and into the heart of the matter.  He cleared his throat and asked quietly,   "We are at the whim of laws we don't fully understand.  We freed stolen women, but you say that is legal and we are wrong.  We defended ourselves from gnoll attacks, but you say we are in the wrong.  Now you say to stop the drugs ... but you have said they are legal here.  What is to stop you from saying we are wrong tomorrow and throwing us back in prison?  How can we trust anything not written down or witnessed only by those here?  This city is filled with lies and we have fallen for them too many times ..."  

 
  OOC  - Kharesh will help, but isn't keen on getting screwed again for doing a good deed.
 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 10/22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
Mauricio blinks, as if having difficulty understanding Kharesh's point.  "...Master dwarf, would you prefer to go back to your cell  right now ? The captain here is clearly utilizing us as a bit of extra-legal assistance in dealing with a public menace. You are correct in that he  could  throw us back into our cells, but even if he  did , it's only the exact same result we would receive if we declined. If nothing else, I am happy to get one less addictive substance off of the streets. Wounds heal, but addiction cripples for life." 

Looking to the others, Mauricio recommends,  "I recommend we start with this Kamil. One must imagine that a pesh dealer would be happy to undercut any competition." 

 

 
 Spoiler: OOC 

Sense Motive on the captain just in case:  (1d20+8)[ 9 ] 
 Mauricio Averni 
 HP:  26/26
 AC:  15
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
 “I understand your concern, Mister Hammerfist.  Let me amend your statement though.  You freed those women, an act in violation of the city laws, yet one I must concede was not wrong, but rather  right .  That is precisely why we are having this conversation at all.  On the other hand, upholding the law, not a fantasy of what the law should be, is my job.  You have my word that I will get rid of your problem if you complete this task.  Assuming you don’t burn down an orphanage or anything.  If my word is not enough, know that I will be releasing you in a few minutes.  The truth is that I do not have the resources to pursue you outside of the city, so if you board a ship to another destination, there is little I could do to stop you.  So I am putting my trust in you to complete this task, rather than just fleeing the city.” 

After general ascent and a few moments of silence, Captain al Hisan declares,  “then it’s settled!  I am glad to know you will be on this task.  I’m not going to set a hard deadline, because I have no idea how long it will take.  But consider this your job for the moment.  If a week goes by, and you aren’t working on it, I’ll bring you back in and send this sewer matter to trial.  If you have minor legal problems in Dogtown as you pursue this, then we can probably brush them aside.  Other districts will take time if you are arrested, so try not to be.  Lieutenant Haviksoog, who you’ve met, will be your contact.  Keep her apprised of the investigation, let her know if you have to leave the city, and so on.”   He motions to the side of the room where several large bags sit,  “here are your possessions.  You are free to go.  I look forward to your report.” 

You collect your supplies.  Haviksoog leads you out of the room, gives you time to don armor if you so choose, and then brings you outside.  There, an ecstatic looking goblin guard is rubbing Zen’s belly.

 
 Spoiler: All 
While not downtime exactly, you aren’t in a huge rush now, so IDing items, selling supplies, purchasing new things, socializing, etc, can all happen now.
 
DrK
 Sadar 

Sadal looks at the Captain and after a moment of consideration gives the man a respectful bow.  "My thanks Captain. I understand the dilemma"  then at the others as they are released he nods to the others.  "Do we need to time to rest and prepare or shall we seek out this Moss Pelt and Pesh Den immediately?"  Looking at his own battered frame and still pale hands from all the blood loss he does admit,  "I admit, a nights rest to and a hearty meal would see me better prepared for tomorrow" 
farothel
 "I think a good night rest would be a good thing,"  Dalnu said,  "and we can also make some plans tonight instead of just rushing in." 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh turned to look at Mauricio with an even gaze.   "Last time we blindly trusted someone, they used us.  Deceit seems to be currency in this city.  Clearly you have decided, but let the Captain answer and I will judge the value of this 'opportunity' for myself."   Turning back to the Captain, Kharesh listened to the man's clarifications.  After a moment, he nodded in agreement with the others, saying  "With your trust, you have my trust." 

As the group discussed who to contact first, Kharesh was quiet for a moment, letting the others offer suggestions.  He nodded in agreement to developing a plan, but other than that said nothing.

 
  OOC  - I think resting probably works, since we're all down on healing.  Do we just roll a few medicine checks for everyone proficient?
 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 17 (19) HP 10/22 Initiative +5
Saves: Fort +7 Ref +7 Will +7 Per +5 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8
Skills: Acrobatics +5, Athletics +7, Warfare Lore +3, Religion +5, Stealth +5, Pahmet Lore +3
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+7 / 1d8S+4 / sweep); Clan Dagger (+7 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed (+7 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone (+7 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
 "Isn't he a cutie, right?"  Gurmok takes an immediate liking to the guard taking care of Zen. Having politely taken his leave from Captain al Hisan and Lieutenant Haviksoog, he feels relieved to be out of jail, and takes the time to thank the guard for taking such good care of his trusty companion.

He then confers with his comrades, and quickly concurs.  "Yes, rest will be beneficial. I need time for my meditation and exercises, and food is a necessity for best health and strength - for animals as well",  he hastes to add, noting Zen's hungry eye as the group passes a hotcake stall.
SanguinePenguin
The goblin guard seems equal grateful to Gurmok for having provided him a chance to play with such a majestic beast.  Lieutenant Haviksoog reminds you to keep her updated on your mission, but encourages you to get some good rest first.  Dalnu suggests finding Sofh, however, none of you actually know where she lives.  With the sun close to setting, you doubt you could find out before dark.

You head to a nearby inn, and get a private room that can house all of you, including Zen, for 2 gold a night.  A lot of efforts are made to patch wounds, Mauricio educating his companions on the basics.

The next day, with your wounds treated, you sell off many of the supplies you collected in the sewer.  In Katapesh it is easy to find merchants willing to purchase the wares. Fortunately, Dalnu has assessed the worth of the jewels and jewelry, and thwarts the attempts to swindle you.  After two hours of finding interested merchants and haggling with them, the items are gone in exchange for 49 gold, and 1 silver.

A few items are purchased as well, new armor for Mauricio, healers tools for Sadar, an everburning torch for Dalnu,and wraps for Kharesh.  Then efforts to transfer the runes are enacted - Mauricio and Dalnu both work to improve the aim of Kharesh’s fists via the new hand wraps and Sadar’s falchion.  Purchasing a few essential supplies to complete the transfer, both endeavors are successful, but consume much of the day.  You stay in the same location for the night.

 
 Spoiler: Accounting 
Coins from sewer: 5.85 gp
Sales: 49.1 gp
Purchases: 26.55 gp (3 armor, 3.5 transfer, 5 healers tools, 15 everburning torch, wraps 5 cp)
Room and board: 4 gp total for the two nights

Total after:  24.4 gp remaining
 


The next morning, after breakfast, you head to the pesh den, the Hookah Lounge.  The establishment is fairly large, two floors with likely around two dozen private rooms and a sizable common room.  Five men can be seen sitting around a hookah in the common area, all seem barely awake.

The man who greets you appears considerably more alert.  Kamil al Shiysha is a tall man well past middle age, a nearly bald cap sits over stringy white hair down to almost his shoulders.  He is rugose and wears colorful robes.   “Welcome to the Hookah Lounge!  A private room?”   His voice has an unexpectedly inviting dulcet quality to it.
DrK
 Sadar 

After resting Sadar had run through his morning practices with the falchion, the magical runs enchanting it adding to the weight and the balance in a positive way as he swing it to the left and right easily flowing from stance to stance and strike to strike. With his new blade, armour talisman and bag full of bandages he is soon ready to join the others. Reaching them he nods and offers a low bow of respect.  "Let us see what we can find in this Pesh den" 

In the pesh den Sadar pauses and gazes around curiously, looking for any trouble or suspiciously heavily armed people there

 OOC
Perception  (1d20+6)[ 7 ] 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

During the down-time, Kharesh found hand wraps; for most, they would protect one's knuckles, but for the monk it enabled his companions to affix a magical rune to improve his striking.  He gave his thanks to all involved, finding the improvements satisfactory during his daily katas.  He also found time to practice some of his skills in medicine, learning how to rapidly bandage a wound when time was of the essence.  All in all, the two days of rest were well worth it, and left the team better prepared to start their new mission.

The first steps were made by going to the Hookah Lounge, the periphery of the drug heart of darkness.  Greeted at the entrance by a tall man, Kharesh waited patiently for those better suited to engage the man.
 He could not think of a better way to broach the subject then to say, "We seek the source of Bliss."  Which might not be the best way to approach the situation.  For now, he'd listen to see if anyone was talking about the new drug ... or currently on it.

 
  OOC  - Perception check to see if anyone is talking about Bliss or under the influence, from what Kharesh can see.   Perception - 15  (from  OOC )
 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round)Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
Dalnu followed the others, but as she was quite new to the group, she wasn't sure about the dynamics.  But as no-one seemed to speak, she did.
 "No thanks on the room,"  she said,  "but maybe something to... well... make us forget things for a while.  And maybe see some pretty colours?" 
SanguinePenguin
The man nods sagely,  “then you should take a room, friend.  Pesh will grant you sights of many splendors!  Though you won’t forget, most come to… understand the past with through a different - better - vantage point, if that makes sense.  The varieties we serve here usually don’t cause some of the more negative effects.” 
 
 Spoiler: Perception 
Kharesh is not an expert, but the people in here seem to be under the effects of pesh.  Bliss, from what you’ve seen and heard, would not have them conversing at all.  They also don’t look happy enough.
 
farothel
 "We have a room,"  Dalnu said,  "we just came here to get some better stuff.  We've heard that you also have something that gives a bit more... bliss." 
the pause before she said 'bliss' was only hearable to those who knew here.
SanguinePenguin
 “Euphoria is the most common attribute ascribed to the pesh experience!  We have…”   he suddenly makes the connection.    “Wait… are you referring to that Bliss substance?  We do not sell that here.  Only pesh and some traditional Katapeshi libations.  The distributor keeps coming by, and I keep telling him we are a pesh lounge, not a drug den, but he keeps offering.  My advice?  Steer clear of that stuff.  From what I hear the users are never the same, and in a bad way - unlike pesh!” 
farothel
 "Oooh, you know who happens to be the bliss distributor,"  Dalnu asked innocently,  "great... I thought we would have to search this whole city." 
SanguinePenguin
Kamil frowns,  “please madam, if you don’t believe me, check Sirocco Asylum before you put any of that filth in you. I certainly don’t know the man, he has just dropped in a few times trying to sell me this Bliss.” 
DrK
 Sadar 

Sadar listens and watches carefully. He looks around at mention of the asylum,  "Why do you say that about the asylum? Is there bliss takers in there?" . then he glances at the others,  "Do we wait here for the bliss distribution to return
 or do we see if there are any leads amongst the insane."  He stands uncomfortably in the pesh den, a look of distaste on his face.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh nodded towards the door before stepping out himself.  Once there, he waiting for the others, scanning around the area for anyone watching the place.  When the others joined, he spoke softly.    "I think the Asylum has victims, not sellers.  So as Sadar suggests, we either wait nearby until the seller returns, or seek information from the Asylum.  If we decide to divide and conquer, we could do both ... but we are weaker apart than together.

I prefer doing vice waiting, but there is a time, place and value to every option."  

 
  OOC  - It's a repeat of what Sadar said, but asking for opinions, I suppose.

  Perception  - (1d20+6)[ 12 ] 
 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round)Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Kamil looks confused.  Up until now he thought you were trying to buy some of this drug to use, but now he only seems sure that he doesn’t understand your motives.   “Leads?  What is going on here?  What do you really want?”   He then gestures and says with a little anger in his voice,  “why are you deceiving me?!” 
farothel
 "Well, sorry about that,"  Dalnu quickly said,  "but we're in fact just like you, not liking this Bliss thing and we want to do something about it.  But as we didn't know your stance on this, it was prudent to be a bit less forthcoming with information, don't you think.  But if you don't like that Bliss seller coming here, why don't you tell us who he is, and we will try to make him go away." 
SanguinePenguin
Kamil seems to accept this explanation,  “oh, if that’s the case, let me think… he comes by about every two or three days, been by maybe… six times?  He says he has some Bliss to sell me, I say I don’t want it.  He then always tells me that he is so confident it will sell well, that he will let me pay later if I sell some.  He also says that if people want it who can’t afford it, I can sell it to them for less, and he’ll reimburse me for the loss on the next visit.  I reiterate that I don’t want any, and he finally leaves, but returns in a few days. Very strange business practices…” 
 “The man himself dresses strangely, a foreigner, maybe?  No robes, wears armor, dark colors.  He is human, maybe Taldan?  Mid length dark brown hair, maybe a little oily. A bit of a patchy beard and a long scar on his left cheek under his eye.  Other than his not accepting that I don’t want any, he is polite.” 

He addresses Sadar,  “regarding the asylum, I have heard rumors that some of the users become completely mad, and Sirocco Asylum is where they’d end up.” 
Prehysterical
Mauricio frowns slightly.  "I fear that visiting the asylum may prove fruitless. Any and all testimony the addicts might provide would be suspect. Loathe as I am to wait around, that might be the best option. That being said, we will need to be discreet. If this stranger suspects anything, he will be out the door immediately."  He asks Kamil,  "This man, does he always arrive at the same time, or are his visits random? Does he only appear during the day, or have you received any nighttime visits from him?" 
 
 Spoiler: OOC 
Mauricio Pursues a Lead on the described man
Society check to Recall Knowledge about the man's armor and his described ethnicity:  (1d20+9)[ 24 ] 
Just gonna say that I already have a sneaking suspicion that Mauricio might be better qualified than most to identify this guy, just based on the description...
 Mauricio Averni 
 HP:  26/26
 AC:  15
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
 “Well, I haven’t noticed much of a pattern to the visits.  Comes by during the day, morning or afternoon.  He stopped by during the morning of the Grand Bazaar.  Then he was by yesterday afternoon.  Could be back tomorrow or the next day.  Said his name was something like Gregorix?”   With some back and forth, Mauricio thinks the man is probably actually Chelaxian (commonly mistaken for Taldan) and his armor is scale mail.  Assuming his description is accurate, Mauricio thinks he might be able to identify the man if he spotted him in an expectable situation.
farothel
 "Thank you, you have been most helpful,"  Dalnu said.  Now they had a possible name and a description, they could get started.  With a slight bow to Kamil, she heads outside as well.
 "We have a name and a description,"  she said,  "so what now?  Checking around for this Gregorix guy or check out this Moss Pelt guy?  We might also see if our little gang of misfits we've taken down would be interested in looking around for us while they are out and about.  Gives us more eyes." 
Prehysterical
 "Yes, most helpful,"  Mauricio agrees. Excusing himself and stepping outside, Mauricio proposes,  "You wish to speak with Sofh, yes? I need to return the investigation money to her husband. We can damn two souls with one contract."  The words are out of Mauricio's mouth before he realizes that he's not in Chelish company. His lips purse tightly shut in embarrassment.  "If this Bliss dealer won't be back until tomorrow, that gives us some time to work with." 

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  26/26
 AC:  15
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh listened to the recap, nodding to himself somewhat.  When two of the group suggested finding Sofh, he stroked his beard for a moment before repeating his previous comment.    "Split, we can search for the dealer, seek informants and find the shopkeeper ... but we are weaker apart than together.  Two things give me pause - first, the events at the bazaar.  Second, the chance someone seeks revenge for our deeds.  This Bliss does not seem temporary ... I think we stay together for strength in numbers.

At the least, let's investigate in the same area.  Aren't there other pesh dens this peddler likely solicits?"  

 
  OOC  - Offering up a thought or two ...

 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round)Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
 "So far those Bliss dealer or dealers don't know we're after them,"  Dalnu said,  "so I think it's better to split up to cover more ground.  But maybe have a magic user and a melee fighter in one group for added security." 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh frowned at Dalnu's comments.    "I am not worried about the dealers yet; I speak of the man who's son we killed.  Or anyone that feels we robbed them of profit."    The dwarf was unconvinced the group would enjoy much success separated, but each person must decide for themselves.

 
  OOC  - responding ...

 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round)Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
DrK
 Sadar 

As they discuss the situation Sadar looks at Kharesh and nods,  "Its been a dangerous city so far. We have come close to death in these streets and sewers. Sticking together would be wise, safety in numbers and the safety of a number of witnesses should the City Guard get involved again."  He nods to Kharesh, a wry grin as he pats the fresh scars on his hip and side from the recent fights.
SanguinePenguin
After some discussion, the group decides to go find Sofh and Zetath.  A bit unsure where to start they head for the University of Katapesh, where Dalnu thinks Sofh is a professor of Ancient Osirion Studies. The University is in the Inner City near the Daystalls and covers many topics, most famously housing the renowned College of Dimensional Studies.

This information pans out and you do find Sofh’s office after some searching.  Unfortunately, no one you speak to seems eager to divulge any personal information to you about her.  Mauricio recalls Zetath mentioning that he too was a professor, but of mathematics and numerology.  After some time, you locate his office as well, and asking there has more luck.  You manage to convince a woman, rather eccentric even by gnome standards, that you are not students and you just rescued his wife from slavers, and would like to visit them.  She divulges his address.

It is a half hour walk to the humble abode of the two professors in the Inner City.  A narrow three-story adobe building in a long row of them packed together with no space in between save the occasional narrow alley.  All in total, the excursion took about three hours.

A minute after you knock, Zetath answers with a broad grin.  The jolly man is clearly tired, but a certain edge he possessed during your encounter has clearly subsided.  Still, he greets you with sincere gratitude and enthusiasm,  “My friends!  You heroes!  I owe you more than I could ever repay!  Sofh told me you were arrested.  I have been working to secure a lawyer for you, but it seems you are no longer imprisoned.  You must tell me what transpired!  We would love to entertain you in a few days, but our home is threadbare at the moment, for I still have not been able to recover our possessions.  She is also still recovering from her ordeal both the fever and the cruelty of it.” 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh tilted his head in acknowledgment, but kept quiet and to the side.  He knew others in the group had specific business with the two professors, so he was more than willing to let them lead any interactions.  For now, he'd listen politely, or step away if the conversation turned personal.  Perhaps before they left, Zetath might be able to offer some insight into their current investigations.  Then again, he might not be privy to those sorts of activities.

 
  OOC  - Just checking in.

 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round)Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
 "We made a deal with the guards,"  Dalnu explained, without going into details, hoping he would understand that as 'bribing the guards' which might serve them later if that rumour got out,  "but I wanted to see how Sofh is doing.  We met a few years ago on a dig and I too was held by some criminals in this town, who actually thought I was Sofh.  Could I just see her a few minutes?  I'll promise to keep it short." 
Prehysterical
  Indeed, you do,   Mauricio thinks uncharitably after their ordeal. Aloud, Mauricio explains,  "I am simply here to return the money that you gave me."  His long fingers count out each and every coin: one gold, fourteen silver, and eleven copper.  "I would love to give you back the other gold coin, but I suspect that I would have to kill half of Dogtown to get it,"  Mauricio explains with a slight sigh.

 "Zetath, while Dalnu speaks with Sofh, might I have a word in private?" 

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  26/26
 AC:  15
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
Zetath is rather stunned at the return of the coins, he is clearly unsure how he should react, and awkwardly thanks Mauricio for the return.  He initially resists Dalnu’s request,  “I cannot wake her!  She needs rest!”  However, she finally persuades him.  He says he will get her, and vanishes for about five minutes.

When the door opens again Zetath stands beside his smaller wife.  She is bundled in a thick blanket, and still looks a bit pale and her skin clammy, though definitely in a much better state than when you last saw her.  Her shoulder length wavy jet black hair is now clean, although a bit of a mess since she clearly just woke.  Though still a bit sallow, her skin is no longer covered in sewage.  She smiles warmly and immediately moves to clasp Dalnu’s hands.   “Thank you, Dalnu.  Until this moment, I wasn’t sure seeing you in the sewer after all these years was not a fever dream.  Thank you all, from the bottom of my heart.  You restored my freedom, and while they do put a price on it in Katapesh,”  she pressed her hand over her heart,  “in here, it is priceless.  We would have you come in, but most of our home was gutted.  Though securing your aid was what freed me, my husband tried countless other plans, everything he could think of, and some of these plans left us without chairs,”  she smiles affectionately to Zetath.

Zetath steps over to Mauricio away from others,  “my friend, what is it you wish?” 
 
 Spoiler: farothel 
One point in your account above, the criminals who held Dalnu did not think she was Sofh.  They simply thought Dalnu would have money or jewelry.  Jaghun told the party that the criminals would have Sofh, but he was lying.
 
farothel
 "No problem,"  Dalnu said,  "I just wanted to see if you were doing okay.  And we'll be in town for a while I guess, so we can speak again when you're feeling better." 
Prehysterical
While Mauricio gives Sofh a well-meaning smile, that look sours when he is alone with Zetath. He makes sure to keep his voice low so as not to disturb the conversing women.

 "How many times are you going to allow your wife to be enslaved before you make a change, Zetath? This is, what, the  third  time? How can you stand to live with that possibility lurking in the back of your mind? What if there is no one to help the next time and you once again lack the funds to buy her freedom?" 

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  26/26
 AC:  15
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
Sofh replies,  “I am okay.  This ordeal was… unpleasant, for sure.  I definitely hate being caged, even more than most I think.  But, believe it or not, I have been in worse situations.  There is much to catch up on.  And we will welcome you soon - once we have chairs again.” 
 
 Spoiler: Mauricio 
Zetath looks at Mauricio strangely for a moment, as if he were studying some mysterious creature.  After a long, uncomfortable moment, he says,  “and what would you have me change?  Her profession?  Her travels?  Her wanderlust?  I would not force Sofh to be someone different even if I could.  Perhaps living in Katapesh?  That I have tried, but it is our home and she will not leave here.  Perhaps you mean I should have the power to eradicate all dangers - all bandits, monsters, and slavers - wherever my wife decides to roam?  Or maybe that I should have the finances to always be secure against any situation that could possibly arise?  If you mean either of those, then you are easily the most fanciful man I have ever met.  While it is foolish to assume another can fix your problems, it is also foolish to assume they cannot.  So what change are you suggesting?” 
 
farothel
 "No worries, I understand,"  Dalnu said, taking Sofh's hands in hers,  "like I said, we'll here for some time yet I think, so no problem.  And should you need something, please send word." 
Prehysterical
 
 Spoiler: Zetath 
Mauricio inhales with sharp indignation.  "Fanciful?  Fanciful?!  I am not the one living in a fairy tale where everything magically works out! Once is an unfortunate circumstance, twice is coincidence, but how many more times will you both go through this before you make a change? As the son of a ruined nobleman, I can tell you from  great personal experience  that both money and luck run out for us all. If we had not risked our own lives and freedom to rescue Sofh, she would have been sold at auction and you might never have seen her again! Does that not even slightly bother you? The possibility that it might happen  again  with less happy results?" 

Looking down, Mauricio notices that his spindly fingers have curled tightly into fists like dying spiders. He stretches his digits out before suggesting,  "There is an entire world beyond Katapesh. If she truly is a scholar of ruins, there is Absalom, Old Taldor, Varisia, Mwangi... and those are just the ones off the top of my head. I understand the pursuit of a passion, committing oneself to a trade. And that is why,  as a doctor , I am concerned about both of your well-being. There were other women in that cage who were in the late stage of filth fever infection, less than a day from dying from it. Perhaps Sofh envisions the romance and thrills of strange magics and creatures, but death cares not for dramatic tension. It is often unglamorous and, by our mortal perspectives, unfair. If you treasure your wife, if her safety truly matters to you, then talk to her again. Reason with her that your feelings matter, too... unless you are truly laissez-faire about the whole arrangement, in which case..." 

Mauricio pauses, his lips pursing before taking a deep, steadying breath. Sickly yellow eyes burn holes into the merchant. His jaw is firm as he finishes,  "I have said my piece. Do with it what you will." 
 

Mauricio walks briskly out of the household, leaning against the exterior wall. His face is flushed, which by his standards turns his pale skin into peach. He crosses his arms and snorts, but his hands will not clasp onto his arms. They wriggle with a mind of their own and Mauricio throws them up in frustration as he paces around the house. It's like the man is so unused to strong emotion that he doesn't know how to handle it.

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  26/26
 AC:  15
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
Sofh nods appreciatively,  “and if you need anything, now or ever, please ask.  Zetath and I will always do what we can.” 
 
 Spoiler: Mauricio 
Zetath responds to Mauricio calmly, even as he marches away,  “of course I care for her safety.  You’re arguing with the wrong al Ustadh.  Though it would be easier to coax Zon-Kuthon back to the light, than convince Sofh to stay in safety.” 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh stood unobtrusively to the side, letting the others chat.  He noted Mauricio and Zetath wander off for a moment, and while he could not hear the two talking, it seemed animated.  The taller man walked out in seeming agitation, drawing a raised eyebrow from the dwarf.  Meanwhile, the talk between the ladies seem to be a war of who could be more polite and accommodating.  Once the others seemed finished with the discussion, Kharesh bowed low to their hosts and joined his companions outside.

There, he inhaled deeply as he looked around before speaking quietly.    "What next?  If we hunt for the halfling, she may assume anything we ask is worth more than we want to pay.  If we ask Moss Pelt, our actions may come under scrutiny.  I say we wait for this peddler ... either at the Hookah Lounge or another local pesh den."   

 
  OOC  - Capturing my vote ...

 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round)Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
 "Sure, will do,"  Dalnu said to Sofh,  "now I'll have to go and you have to rest I think." 

As soon as they were outside and planning, she suggested to go to Moss Pelt.
 "He probably has the most reliable information,"  she said,  "insofar as any criminal information is reliable.  And the faster we're done with this, the better it is I think." 
SanguinePenguin
With pleasantries exchanged and pieces said, Sofh gets the name of the lodging where you are staying and promises to send an invite to you for a meal when she is feeling better and they have possessions again.

After some discussion of what to do next, the heroes decide to seek out this “Rat Bone,” a halfling thief, information broker, and sometimes informant who Lieutenant Haviksoog stressed charges high rates, but generally provides solid information.  Unsure precisely where to start, you simply ask Dogtown strangers on street corners, in pubs, outside of pesh dens - the process seems woefully inefficient.  The best you get are a few responses in line with, “I’ve heard of her, but no idea where she is.”  After about two hours of this and almost no progress, you are considering a different tactic, when a sharp whistle draws your attention.  On the roof of a short building, a small, scrawny halfling woman in leather armor and a drab gray cloak stands, blue eyes assessing you suspiciously.  Her face is pocked-marked, likely from some long past bout with pox, and her dirty blond hair is only about two inches long, with the “dirty” part ambiguously either natural or environmental.  In a high-pitched voice, she says,  “I hear you been looking for me.  Whatcha need?” 
farothel
Dalnu was not happy in this part of town.  It reminded her too much of the place where she had been kept captive.  When the halfling whistled, she had almost thrown a bunch of magic missiles at her before she realized that this was the person they were looking for.

 "That's correct,"  she said,  "we have been told that you know who's who in these parts and we're looking for someone.  We're hoping you might know the whereabouts of this person by the name of Gregorix.
 Probably not his real name, but it's the one he seems to be using in this city." 
SanguinePenguin
She relaxes a bit and replies,  “oh, I know of Gregorix.  Chelish guy with a scar?  Yeah I can tell ya more about him including where he’ll be in,”  she glances over to the sun,  “in, ehh, a little less than an hour.  Information is yours for eight gold.” 
Gwynfrid
Having kept silent since leaving the jail that morning, Gurmok has had time to reflect on the complexity of his situation. Here he is, in the middle of a city where taking slaves is normal and freeing them a crime; where police arrest you and then offer you a policing job, having admitted that they can't do it on their own; where any and all personal interactions are seen as strange if they don't somehow involve gold. He's so far out of his depth, he's sorely tempted to shut up and leave all the talking to his more streetwise companions. But then, his prayers last night have borne fruit: The Master of Masters blessed him with the power to read a social situation better. Could this be useful in talking to this strange halfling? Softly, he starts incanting the orison.

 "Quelle est ici l'atmosphère
Où se mène la discussion?
Il faut qu'ainsi je repère
Les voies de la négociation." 

He then approaches the halfling, nothing the pockmarked face.  "May your day be favorable, Madam."  He takes a polite bow.  "We have heard that your information might be of interest for us. Can we talk?" 
 
 Spoiler 
Casting a  Read the Air  cantrip. This gives him a Society check (his modifier is a 0) to Recall Knowledge to understand the social situation better, and then a +1 Diplomacy bonus to Make and Impression on this Rat Bone.
Diplomacy  (1d20+4)[ 12 ] 
 
SanguinePenguin
 “We’re talkin now, Gobbo.  My info is good as gold - eight gold.  You don’t want to pay?  We don’t got much to talk about then,”  the woman does not seem to have been terribly moved.

 
 Spoiler: Gurmok 
Gurmok is pretty sure that Rat Bone is not a very good person.  However, her reputation for providing reliable information is vital to her business.  You are confident that if you pay her, she will give you the information you need.  Though you may be able to haggle, you are pretty sure that trying to appeal to any conscience or civic duty will not over well.
 
BelGareth
Gex had been woefully quiet recently, the string of unfortunate events had inured him to this city. He was having a hard time coming to terms with the way this place was run, it was so...foreign, and he was wrestling with it in his mind. The Pesh den didn't shake him out, nor did visiting someone, but once they were haggling with the halfling, he shook out of his stupor.

  "2 gold pieces now, and 2 when we're done, and verify the information"   he says simply, looking the halfling in the eye.

 
 Spoiler 

  Diplomacy  - (1d20+8)[ 14 ] 
  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, No Cause for Alarm
 Effects:  none
 Spells: 
 
 1st level - 0/3 
 
 
SanguinePenguin
She snorts derisively,  “you insult me!  Eight gold, and if you find the information is not mostly accurate at least up to common wisdom, I will refund you.” 
BelGareth
Gex eyed the halfling with a raised brow, 8 gold seemed pretty steep, but this thief seemed confident.

Getting annoyed, he fished out 8 gold coins, more annoyed at not being able to haggle the thief down, than the actual ludicrous cost of the information.

  "You drive a hard deal, fine, here's your gold."  
 
 Spoiler 

Pay the stupid theif (out of my sheet)

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, No Cause for Alarm
 Effects:  none
 Spells: 
 
 1st level - 0/3 
 
 
SanguinePenguin
She smiles as she receives the coin, then promptly begins reciting information even as she pockets the coin,  “Gregorix Damasio is a Chelish ex-pat mercenary.  He got to Katapesh ‘bout three years ago.  He takes odd jobs, most under Saqr al Izarin’s organization.  I don’t know for sure who he works for right now, but al Izarin is likely - also possible he is his own boss now, but not likely.  He currently transports and sells the drug Bliss.  He seems more interested people use it than he turns a profit, so either he or whoever he works for is a terrible businessman or there is a long game at play.  Every morning he comes to the city from the north with a full cart by the small Coast Road, and leaves by the same road a little over an hour before dusk.  I don’t know where he goes - it’s mostly farms and fisheries up that way.  He should be starting up that road in a little less than an hour.”   Having produced the information, the halfling nods seemingly at the completion of the transaction.
farothel
Dalnu was just about to say something, when Gex paid up.  She would have to instruct him on the finer points of haggling when they had some time, but now she let it go as there was little she could do.
 "Thank you,"  she said when the halfling was done.

When they were a bit out of the way and especially out of hearing, she looked at the others.
 "Ambush on the road,"  she asked,  "If I understand the law correct, if we take him outside of the town, we can sell him here, right.  That should be enough incentive for him to start talking once we do have him." 
Prehysterical
 "You are correct, but I believe we may benefit from following him,"  Mauricio proposes.  "If we capture him, we may end up in a familiar situation: walking into a trap with bad intelligence. It's not enough to snatch him. We need to find out where the Bliss is being manufactured and destroy their facilities. It is better, I feel, that we follow him as random travelers. Even if we cannot follow him all the way to their hideout, it will give us a much better idea of where their base of operations are. I refuse to believe that he is the only person that uses that road." 

 

 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  26/26
 AC:  15
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh remained silent with the social challenged members of the group as they engaged with the halfling.  While everyone seemed somewhat happy with the way the situation turned out, Kharesh knew they had simply become another opportunity for the halfling; another bit of information to broker to the highest bidder.  Shaking his head, he waited until she was gone and the group could speak alone.  The others mentioned ambushing the man, or possibly following him.  He considered both options, offering his thoughts on the matter after a moment or two.

  "No meeting is safe from chaos, but I agree  we should follow the man.  We should also ask someone else about this Izarin, and what his organization does.  Finally, I am troubled by this man's business.  Drugs are sold for profit, yes?  This one does not.

Why?"   

 
  OOC  - chatting

 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round)Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
The coast road leaves north out of Dogtown near the coastline.  It is not one of the major roads as it does not carry people and goods to a major city like Solku or Wati.  Instead, the road is utilized by farmers and fishermen, miners and brick makers, and guards and slavers.  For a couple hours on the road, everything you would pass falls under city protection, which makes gnoll raids almost nonexistent.  Although a little further out than that, the same practice that captured Sofh resumes.

With dusk less than two hours away, the road is experiencing peak traffic.  Though not crowded by any means, there is a fairly steady stream of people.  About 1-3 groups of people are getting on the road every minute.  While most on the road have a draft horse pulling a cart, with a few minutes of observation, you don’t think you would be terribly out of place - at least no more than the parade of a human, an elf, a dwarf, a gnome, a tiefling, and a goblin and his dog would be out of place in any environment.

The party secures some desert kaftans with headscarves from a nearby tailor.  Despite the woman’s desire to make alterations, time was of the essence, and purchases were made quickly.  In the pale beige lightweight garments, the party finds a cafe overlooking the entrance and orders a carafe of spiced coffee to drink while they wait.

After almost half an hour of waiting, Kharesh spots the mark.  It would seem at a glance that Rat Bone’s intel was reliable.  The man you believe to be Gregorix is Chelaxian and of average height, average girth, and a bit above average musculature.  He has a flat face with a long ragged scar on his cheek.  A fair amount of straight oily dark brown hair in a bowl cut, a coarsely maintained beard just past stubble, pale skin, and green eyes.  He wears scale mail and has a flail at his side.  His mouth seems contorted in a scowl as he leads a draft horse pulling a cart up the road.  He passes you with no apparent notice.

After about two minutes, the party follows Gregorix north on the coast road along with many others.  When you set out, several dozen people are in your view.  Many small farm houses can be seen not far off the road, probably many more are far off the road.  Every minute or so, a horse, mule, donkey, or camel pulled wagon turns off the road to head to a farm.  About fifteen minutes north, a large coastal fishing village takes in half the roads traffic, fifteen minutes beyond that, only the six of you, Gregorix, and two other groups of two people, one with a cart remain.  After fifteen more minutes, the last pair leaves to road to a farm, and only Gregorix can be seen ahead.  In ten more minutes, he too turns off the road and heads towards a walled compound on the water, a fishery of some sort.  The party continues on the road, but watches Gregorix as they go.

Ten foot adobe walls surround a compound running about one hundred feet along the coast, and sticking inland about forty to fifty feet.  Near the shore, the walls have long been lost and one could likely wade into the water to access something nominally inside the walls, but from your vantage point, it is hard to say what that would be.  There are two guards in front of a stout wooden double door built into the adobe.  Gregorix approaches and they guards open the doors for him to enter.  The guards then sit back down.

 
 Spoiler: ooc 
Cost = 0.41 gp.
 
Prehysterical
Dalnu's suggestions turn out to be greatly to Mauricio's liking. Now, he has some proper clothing to stop the sun from burning his skin so much. The coffee turns out to be delightful, as well. Mauricio has to restrain himself from drinking it too fast. It would look suspicious if he was sipping on an empty cup while waiting for their target.

Gregorix turns out to be every bit the Chelish brute he has been described to be. Mauricio is thankful for the traffic on the road, although he questions their luck as they continue following behind Gregorix when they are the last people on the road. Only Mauricio's inner discipline stops from looking at the compound more than absolutely necessary. He does not want to give the impression of professional interest. Despite the distance from the gate, Mauricio asks,  "A gambling man, I am not, but how much are we willing to bet that there aren't any nasty surprises waiting for us should we try to wade in along the shore? Do we wait for nightfall before making our move?" 

 

 
 Spoiler: OOC 
Throw in a Nature check, I guess:  (1d20+6)[ 24 ] 
 Mauricio Averni 
 HP:  26/26
 AC:  15
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
farothel
Dalnu was talking to the others as if they were just a tribal family going back home.  She was happy the cloak she had bought covered her armour.  Her obvious weapon was a staff and that wasn't all that uncommon when walking through the desert.  When the guy they were following turned off, she gave just a quick look before looking around for a good spot from where they could observe the farm.

 
 Spoiler 

Perception:  (1d20+4)[ 24 ] 
 Dalnu Tuvasseh 
HP: 18/18
AC: 19
Class DC: 18
Speed: 30
Fort: +4
Ref: +6
Will: +6
Perception: +4
 
farothel
 "Nobody around at the moment except those guards,"  Dalnu said, sharing what she had seen,  "but it will be tricky to stay hidden here.  I think we best move on a bit and then come back when it's dark.  We can stand behind the wall and they won't be able to see us from the inside.  I'd rather not wade out in the water if possible, but if it's the only way, sure." 
BelGareth
Gex is enjoying wearing the new clothing, and the cofee! oh, it was delightful, he was  finally  becoming a part of the culture!, and he only had to get arrested for it!

Taking a final sip, he joined the others as they embarked on the road to follow the drug dealer. He was taking everything in as they went, and enjoyed the scenery, the coastline was wonderful, he could imagine a life her one day, a small warren of Gex children!

He was prodded awake from his daydream when they found the location the man was headed, somewhat disappointed to be back in reality Gex sighed a little as he eyed the walls.

  "Well, we have several options really, we could wait it out, and ambush the man on his way back tomorrow, and try to get in with him. Or we can sneak in, not knowing anything of what is in there. Perhaps we can manipulate the guards into letting us in? Oh, maybe some of us can make a distraction to the guards while the others sneak in?"   His eyes glitter as ideas rush from his mouth.

 
 Spoiler 

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, No Cause for Alarm
 Effects:  none
 Spells: 
 
 1st level - 0/3 
 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh sat and sipped his coffee, letting the others idly chat as he found his center in the evening air.  It was a simply thing to sit with a view of the road which allowed him to spot their target easily.  He murmured softly,   "Approaching .."   as he raised the cup to his lips.  Once he had marked the man, he was less concerned about watching him intently - he was confident he could find the man in the sparse crowds once more.

Soon they were walking again, but this time Kharesh let the group spread out a bit, walking with anyone who wanted to split the group a bit.  He noticed the walled compound Gregorix turned into, wondering about what lay beyond, and how best they should approach the situation.  The waterfront seemed the least secured, but good security would ensure no approach was completely unguarded. Once the group had a chance to discuss their approach, he listened carefully to what the others said, nodding in acknowledgment as each person spoke.    "Waiting until dark is prudent.  Those that can see should scout - look for changes to the guarding.  I will wade if it makes sense - but someone check for any mystic alarms ... or magical guardians."  

 
  OOC  - Kharesh's thoughts ... go figure the guy with darkvision is fine with going in at night ...

 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round)Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
After about twenty minutes, with the sun very low in the sky, a single traveler in gray robes carrying no pack or supplies approaches the gate.  Sadar frowns at this and says,  “that person looks sick, very thin.”   Although no one sees it happen, a brief check suggests they were let in.

The sun soon sets, and since the moon has not yet risen, the world darkens over the next half hour.  An orange glow from fires and torches illuminates the visible building and tops of the walls of the compound.  A check indicates that the guards are still there, and they look like the same ones.
SanguinePenguin
A bit of internal discussion leads to wading through the shallows of the Inner Sea, along the northern wall.  The argument for this path is mostly that Mauricio doesn’t expect danger from natural creatures, and no one has seen any guards in that direction.

Keeping a wide approach, the party steers in toward the northern wall.  As you push-up against the wall, none of the party sees anyone, which bodes well for stealth.  The lapping surf would drown out all but the loudest noises from the other side of the wall.  The wall extends a little over five feet into the water.  Although Sadar would normally volunteer to take the lead, with only starlight to guide him, he motions Kharesh forward.  The dwarf leads, and at its deepest on this path the water is only two feet down, so all can wade, but it is a struggle for Gex and Gurmok, Zen simply paddles after.

Kharesh’s darkvision grants him a clear view.  The area is not illuminated, except for where torchlight extends through the portal.  He can see a pier extend into the water about forty feet.  Two boats, a small row boat and a slightly larger fishing vessel.  Against the western wall, there are six barrels placed.    Noise can be heard, and Kharesh creeps forward, outside of the torchlight to see.

Toward the edge of his dark vision, through a narrow bap between the wall and the building, Kharesh can see three people standing, looking up at the second story of the building.   “HARIQ’ASWAD!  HARIQ’ASWAD!  HARIQ’ASWAD!   HARIQ’ASWAD!”  The three chant, though not loudly.  Though Kharesh can’t see more, the noise he hears strongly suggests there are more - possibly many more.

Abruptly the crowd falls silent, moments later a euphonious voice that carries with ease, proclaims,  “please, none of that!  I am merely the voice, the flesh in which the words have been housed, the bridge between what is and what  will  be.  I deserve not your praise.  You have  all  seen beyond the veil.”   The voice clearly has more to say, and it is clear the party’s presence has not been noticed.

 
 Spoiler: Map 
 
Brown is the pier
Red are the boats
Light blue is shallow water, difficult terrain for small
Darker blue is deep water, (greater) difficult terrain for (small) medium
Dark gray is the two story building seen outside the walls
P1-3 are people standing, looking up at the building
G1 and G2 are the guard you saw by the doors

Light grey is area you haven;t seen, so you don't know what is there at all
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh held up a hand, motioning for both silence and directing his companions into the areas of shadow.  He slipped forward quietly to the edge, using his vantage to try and spy more of those gathered within, without putting his face in view of whoever was talking from above.  His focus was staying out of sight as much as possible, since he was more interested in what the voice had to say, rather than chancing their discovery through his impatience.

 
  OOC  - Kharesh will remain on the edge of the light, using the fact that everyone is looking up to help peer around a bit.  However, given there is one person looking in our direction, Kharesh doesn't want to jeopardize their presence before hearing what the voice has to say.  let me know if you need more rolls ...

 Effects / Status / Conditions:  Mountain Stance; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
After the horrid stench and clinging filth of the sewers, the smell of saltwater and rotting vegetation is positively divine in comparison. Thankfully, it seems that the shallows have not made a liar of his book learning. It almost seems a little  too  easy, enough to tickle a flash of paranoia. The starlight provides enough light for Mauricio's eyes to see, even if Kharesh's are better still. He cannot make heads or tails of the chanting, which surprises and worries him. It is swiftly followed by dogmatic cult drivel, something that Mauricio is all too familiar with. Sharing a look and a nod with Kharesh, Mauricio creeps down the dock toward the two boats. While there is no one watching the vessels, he might be able to gain some insight into this little gathering.

 

 
 Spoiler: OOC 
Perception:  (1d20+8)[ 25 ] 
 Mauricio Averni 
 HP:  26/26
 AC:  15
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
farothel
Dalnu moves a bit so she can look more into the courtyard, but staying away from the hole, looking in from a distance.  That way any sound she might make can't be heard (especially when they are chanting) while she can look in from a distance, trusting her superior elven sight.

 
 Spoiler: OOC rolls 

moving so she can sweep the courtyard with a glance
perception to look inside and get some details:  (1d20+4)[ 12 ] 
if needed: stealth:  (1d20+2)[ 10 ] 
 
SanguinePenguin
Mauricio heads over to the boats while Dalnu and Kharesh stealthily move to get a better look at the crowd.

The man continues,  “this gift has shown you what can be - what will be - what  must  be.  We must bide our time though.  When the blessings from the avatar grant others visions beyond the veil… well,  you have seen …” 

As Mauricio moves closer to the boats, he notes that they appear empty - no one and almost nothing inside.  They are tied to the dock, but the sea water has rusted some of the metal parts, and these haven’t been cleaned, only one oar sits in the smaller boat.  Both boats actually contain about a half inch of dust that has blown in.  Unless there was a very recent and unusually voluminous haboob, these boats have been untouched for a long time.  He also notes that there is another, shorter pier to his right.

The man continues,  “of Leng… the Crawling Chaos, to whom all things must be told… maybe one or - for the most blessed among us - a few of his thousands of forms.  Irrefutable, he haunts us all, horrible and wonderful beyond all you can imagine.  When they  understand , how could they not join our cause?” 

Kharesh and Dalnu both peer into the crowd, the light is dim, so while Kharesh can see a few of them very clearly, the crowd extends beyond his darkvision, but Dalnu emits an audible gasp as she realizes the extent of the crowd.  Many of the people do look frail and sick as Sadar had noted earlier.  Gaunt in figure with sunken eyes, but others look more hale.  She can see two halflings among the mostly human crowd.  Their attention is mostly focused on above, but she can see over a dozen people, and there are likely more out of view.

The man continues,  “so do your part around here, do what is asked, even when it seems absurd.  These mundane chores may not make sense after your visions of Leng or of the words of the Black Pharaoh, but this is all to serve his end and bring us to there… or to bring there to us!” 

Mauricio turns around on the pier and realizes that he can actually see the speaker, standing high on a balcony of the building, addressing the crowd.  He appears to be a silver-haired elf.  Despite the generally ageless look to his people, this elf looks old.  He addresses the crowd with the grace of an orator, a politician or clergyman.

Suddenly, a frail half-elf in the crowd wails and points, meeting Dalnu’s eyes.  An animalistic growl comes as a communal noise from the crowd, with all heads at once turning in your direction.  The elf spins around and spots Mauricio on the pier, and screams,  “INTRUDERS?!  TEAR THEM APART!!!  NO!  ALIVE!  TAKE THEM ALIVE!!!” 
 
 Spoiler: Actions 
PCs can go!
 

 
 Spoiler: Map 
 
Brown is the pier
Red are the boats
Light blue is shallow water, difficult terrain for small
Darker blue is deep water, (greater) difficult terrain for (small) medium
Dark gray is the two story building seen outside the walls

E is the elf on the balcony, he is 10 ft up (balcony is accessible from inside the building.
F1-7 are frail-looking
P1-4 are more hale people
S1-2 are halflings standing
G1 and G2 are the guard you saw by the doors

Light grey is area you haven't seen, so you don't know what is there at all
 
farothel
Clearly the man wanted them to be taken alive, which would hinder those people.  Dalnu, on the other hand, didn't have such problems with throwing some stuff.  As she couldn't see the guy on the balcony at the moment (and he couldn't see her, which might be the better option), she decided to throw a few spells in the hope to make the crowd scatter.  She first did a little exercise to extend the reach of the spell and then threw an acid ball in the crowd.  She did try to avoid the worst people though.

 
 Spoiler: OOC round 1 

action 1: reach spell feat
action 2-3: acid splash on P3, splash on that square and all squares around.  attack:  (1d20+8)[ 18 ]  for acid damage:  (1d6)[ 4 ]  +1 splash.  If crit, 1 persistent acid
 
Prehysterical
Strange... Why would they have a seaside hideout and not use the boats? Unfortunately, it sounds like they have stumbled right into a full cult, likely using the drug to lure in and indoctrinate new members. Mauricio swears silently to himself as the elven cult leader turns and spots him. He doesn't see just how many people are inside the walls, so Mauricio focuses on the one thing he can: the elf who has locked eyes with him. Fortunately, the same line of sight gives Mauricio a clear firing line. A few mental calculations, a pull to bring forth the crossbow, and a bolt flies through the night straight at the cult leader.

 

 
 Spoiler: OOC 
Mauricio Devises a Stratagem to Strike the elf on the balcony. He Interacts to draw his crossbow and fires.
Using roll of 19 in OOC, total attack roll is 27. Crit, maybe?
Damage:  (1d8)[ 8 ]  piercing
Let me know if I need to do crit damage.
 Mauricio Averni 
 HP:  26/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Gwynfrid
Gurmok feels well out of his depth, but doesn't let anything show to his friends as he listens to the crazed speech from what appears to be a cult leader. From his vantage point atop Zen, he spies some of the crowd, and their aspect does nothing to reassure him. Anyone hearing such rantings without immediately putting as much distance as possible between themselves and the speaker can't be in their right mind, anyway.

 "I suppose I couldn't be avoided",  he  says calmly when one of the cultists notices Mauricio and calls to arms.  "Let me call for divine assistance".  He invokes the power of Irori, twice.
 
"Par l'esprit du Maître
Soyez ici inspirés!
Afin de pouvoir mettre
À ces fous une raclée!"

"Plaies et bosses il y aura
De préférence pas pour moi
Puisse le Maître me protéger
Et ma peau sauvegarder!" 


Instantly, those next to him feel a sharp energy course through their veins, while an invisible protective aura covers the young goblin.

 
 Spoiler 
#1-2 Cast  Bless 
#3 Cast  Shield 

Gurmok, level 2 cloistered cleric of Irori
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 24/24
Spells used for the day: Bless (9 rounds left)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
 
BelGareth
After having to hold his mouth from the deepest part of the walk, gex is soaked, but thankful to be alive. Then the shouting started!

He looked at the entrance, and prepared to wriggle his fingers.

 
 Spoiler 

Ready action to cast  Scatter Scree  on squares J6 &amp; K6
  Damage  - (1d4+4)[ 7 ]  bludgeoning

  Gex  
 HP's:  16/16
 AC:  16
 Class DC:  17
 Speed:  25ft
 Fort:  +5
 Ref:  +6
 Will: +5
 Perception:  +3
 Feats:  Hobnobber, No Cause for Alarm
 Effects:  none
 Spells: 
 
 1st level - 0/3 
 
 
SanguinePenguin
Dalnu splashes acid into the distance.  The crowd, especially the one directly hit, screams, but the act certainly does not do much to scatter them, and they begin to charge en masse.

Mauricio sees a solid opening and takes it, he lines up the crossbow sights and fires just as the elf on the balcony begins to turn.  The bolt strikes below the collarbone.  The elf wails in pain and Mauricio catches a glimpse of the bolt’s tip jutting out the elf’s back as he enters the building in a frenzy.

Gex throws some magic rubble into the yard in advance of their movement.  Gurmok blesses the area around him, and throws up a shield.

Sadar draws his falchion, and strides past Dalnu.  Seeing her still standing in the gap in the wall, he tries to drive her back, but fails to move the armored sorcerer.  Upset will his position, but hoping to survive it, he turns to face the coming horde.  Kharesh enters mountain stance and centers himself, waiting for when two attackers are adjacent.

 
 Spoiler 
Sadar:  draw falchion, move to L6, shove Dalnu   (1d20+8)[ 10 ]  (push to N6 and follow to M6) 
React: attack first to provoke  (1d20+10)[ 11 ]  dam  (1d10+4)[ 13 ] 

Kharesh:  mountain stance, ready flurry of blows for when two attackers are adjacent.
 (1d20+9)[ 28 ]  dam  (1d8+4)[ 10 ] 
 (1d20+4)[ 14 ]  dam  (1d8+4)[ 8 ] 

For Gex, by my reading you can only ready a single point action, so most spells can’t be teadied, however, difficult terrain alone will be helpful here, so I had him cast it.

A second post is coming with the bad guy actions.
 
SanguinePenguin
The horde rushes forward, even more than you saw initially!  The people look haggard and have a look to their eyes that seems both vacant and frenzied.  The frail ones look like a twisted mix of someone who hasn’t eaten in a week and someone who hasn’t slept in a week.

Many draw weapons, clubs and small blades mostly, though a few seem content to rely on bare hands.  The head of the pack rushes Dalnu and Sadar, pushing into Dalnu with all his crazed might and throwing her back.  With the position cleared, the horde pushes past, Sadar swings ineffectually at one.  As they near, you can hear the low drone they emit, somewhere situated between a moan, a scream, and a gibber.  Two manage to strike at Sadar, but most either rush past, or push mindlessly against the mob in front of them.  One manages to score a hit, but it is a minor wound.

When two close on Kharesh, brandishing their clubs, he unleashes a powerful blow that cracks the skull of one, and some ribs of the other.  The latter man barely remains standing, the former drops like a stone.

 
 Spoiler: Actions 
Lots of movement

P1 shove Dalnu - Success
P2 vs Sadar:  (1d20+5)[ 23 ]  dam  (1d4+2)[ 4 ] 
F1 vs Sadar:  (1d20+3)[ 4 ]  dam  (1d4)[ 3 ] 

Injuries:
E - 16 damage
P1 - 1 damage
P2 - 1 damage
P3 - 5 damage
S1 - 1 damage
P4 - 20 damage (dead)
P5 - 9 damage

Sadar - 4 damage
 

 
 Spoiler: Map 
 
Brown is the pier
Red are the boats
Light blue is shallow water, difficult terrain for small
Darker blue is deep water, (greater) difficult terrain for (small) medium
Dark gray is the two story building seen outside the walls
J-K6 is Gex's scree (difficult terrain)

E is the elf on the balcony, he is 10 ft up (balcony is accessible from inside the building.
F1-9 are frail-looking  (note F9 is accidentlaly repeated twice, this is only one person, not two, i.e. no F10)
P1-5 are more hale people
S1-3 are halflings standing
G1 and G2 are the guard you saw by the doors

Light grey is area you haven't seen, so you don't know what is there at all
 
Gwynfrid
Faced with an actual mob of crazed people, Gurmok is tempted to simply flee, but that would be unworthy of a true Irori follower. Besides, he's seen his companions' prowess in combat, but Sadar appears to be in a dangerous position! His resolve strengthened, he decides to push forward, and for the first time, to call on his beloved companion's training.

 "C'mon, Zen! This one!" 

Spurred forward, the big rodent mount goes to bite the halfling who just found his way past Sadar, while his master continues his prayer to Irori with a silent mantra to bolster his comrades!

  Irrésistible, mon élan
Résistant, mon cuir
Organisé, mon geste
Régulier, mon souffle
Indestructible, mon calme...  
 
 Spoiler 
#1 Command an Animal for Zen to move forward to N4
#2 Command an Animal for Zen to bite the halfing, S1  (1d20+10)[ 27 ]  (including effect of Bless) damage  (1d6+3)[ 7 ]  (if hit, Fort DC17 vs goblin pox)
#3 Sustain Bless to extend the radius by 5ft so that Sadar is now also in the area of effect.

Gurmok, level 2 cloistered cleric of Irori
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 24/24
Spells used for the day: Bless (8 rounds left)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
farothel
With Sadar in the middle of the crowd, area spells are for a moment out of the question.  As she wants to keep her heavy spells for the real guards and the ones behind this, not the drug users now confronting them.  With a quick word she makes a gold shield appear next to her, while gold scales also appear on her face and hands.  With another word she had her fingernails grow into claws, not unlike a dragon's, except that some little flames are flickering over them.  With those claws she slashes at the person in front of her.

 
 Spoiler: OOC round 2 

action 1: cast shield spell (verbal only)
action 2: cast dragon's claws focus spell (verbal only); 1d4 + 1d6 fire (finesse unarmed), resist fire 5 for 1 minute
action 3: attack  (1d20+7)[ 9 ]  P6 for damage:  (1d4+2)[ 6 ]  and  (1d6)[ 3 ]  fire damage

HP 18/18, AC 21 (19 base, +1 shield, +1 scales)
 
BelGareth
Seeing the horde come at them, Gex squeals slightly and points his fingers at them, all ready a'wrigglin.

 
 Spoiler 

Cast  Grim Tendrils  from M5 to J8 hitting P6, P1, F3, &amp; F8
  Negative Damage  - (2d4)[ 6 ]  +1 persistent bleed, Fort DC 18

If i can't, then  Scatter Scree  again, on squares M4-M5
  Bludgeoning Damage  - (1d4+4)[ 8 ]  Basic Reflex save, DC 18

  Gex  
 HP's:  24/24
 AC:  17
 Class DC:  18
 Speed:  25ft
 Fort:  +6
 Ref:  +7
 Will: +6
 Perception:  +4
 Feats:  Hobnobber, No Cause for Alarm
 Effects:  none
 Spells: 
 
 1st level - 4/4 
 
 
Prehysterical
While Mauricio can take some momentary satisfaction from a well-aimed shot, he is startled by the number of cultists pouring out of the compound. He tries to line up an angle on a halfling, but doesn't trust himself not to hit Dalnu. Instead, he moves forward while loading his crossbow. Perhaps he can draw some attention away from their new elven companion.
 
 Spoiler: OOC 
Mauricio Devises a Stratagem against S2, but can't risk the shot. He Interacts to reload and Strides to the end of the pier at O9. Tempted to shoot P6, but Farothel won't thank me if I hit Dalnu with a crit fail.
 Mauricio Averni 
 HP:  26/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Starbin
  Kharesh Hammerfist  , dwarven monk

When the alarm went up, Kharesh turned towards the water, ready to retreat.  It seemed fool-hardy to engage with an unknown number of opponents of unknown strength and skill.  However, Dalnu immediately moved forward to engage, subsequently drawing everyone else into a defensive posture as a horde of crazed followers attacked in mass. Shaking his head slightly, Kharesh pushed aside any thoughts of annoyance - what was done, was done.  Now was the time to defend themselves, and see if their own skills were up to the task.

Establishing his stance, Kharesh waited patiently, barely thinking on the fact that he would have been better suited to hold the line.  Again, it was too late to change the situation - one could only adapt, improvise and find victory despite any mistakes made.  When two of the mob closed in on him, Kharesh responded with two swift strikes - the first, dropped the man, the second seriously injured the other with a crack of breaking bone.  With the mob continuing to surge forward, Kharesh looked to step forward, but the space was quickly taken by the smaller man on a dog.

Breathing out through his nose, Kharesh centered himself and attacked the two figures he could reach, striking once at the hale looking person, and once at the halfling.

 
  Round 2  - Action 1: Flurry to attack P5 and S1
Action 2: If the two opponents fall, advance to N6 to support Dalnu
Action 3: Use anything nearby for cover?

vs P5:   Flurry 1  - (1d20+10)[ 12 ] ,   Dam  - (1d8+4)[ 12 ] 
vs S1:   Flurry 1  - (1d20+5)[ 24 ] ,   Dam  - (1d8+4)[ 5 ] 
 Effects / Status / Conditions:  Bless (+1 att), Mountain Stance (see below); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Dalnu’s claws fail to connect.  Mauricio’s distraction does seem to be noticed.  Gex’s magical tendrils tears through the mob, felling 3 attackers and wounding another.  Kharesh moves to attack the halfling, but Zen dives forward and snaps his jaws over the man’s arm, thrashes him and the man falls still.  The Pahmet redirects and after a miss, slams his palm into the attacker’s neck, who drops immediately.

After his botched attempt to move Dalnu, a flustered Sadar failed to connect his blade with a passing member of the mob.  Things went quickly south as he was surrounded on the other side of the wall.  The snarling horde stabbed and jabbed, so he swung his falchion to clear a path.  The man falls to the blade, and Sadar moves back with a feint.

 
 Spoiler 
Sadar:  1: attack P6  (1d20+11)[ 25 ]  dam  (1d10+4)[ 13 ] 
2: attack P6 (P1)  (1d20+6)[ 9 ]  dam  (1d10+4)[ 10 ]  (+1 if P1)
3: move to P6 spot or attack again attack P6  (1d20+1)[ 3 ]  dam  (1d10+4)[ 9 ] 

A second post is coming with the bad guy actions.
 
SanguinePenguin
The horde rushes forward!  They are gibbering, punching, screaming, clawing, stabbing.  Dirty limbs flailing dirty weapons through haunted stares and maddening howls.  One frail madman charges past Sadar, and lunges for Gex, screaming as he does, but Sadar's blade cuts him short - quite literally.  Helping the gnome was not without cost, as one of the fighter's own attackers scores a wound on Sadar's leg.  The mob seems completely undeterred by their fallen companions, simply pressing past the overwhelmed warrior, howling all the while.  Blessedly, luck and the armor and skills of the party are enough to avoid all other injuries.

 
 Spoiler: Actions 
Lots of Attacks

P3 vs Sadar:   (1d20+5)[ 6 ]  dam  (1d4+2)[ 5 ]  
P3 vs Sadar:   (1d20+1)[ 3 ]  dam  (1d4+2)[ 6 ]  
P3 vs Sadar:   (1d20-3)[ 5 ]  dam  (1d4+2)[ 5 ]  

S2 vs Dalnu:   (1d20+5)[ 16 ]  dam  (1d4-1)[ 2 ]  
S2 vs Dalnu:   (1d20+1)[ 15 ]  dam  (1d4-1)[ 1 ]  
S2 vs Dalnu:   (1d20-3)[ 12 ]  dam  (1d4-1)[ 3 ]  

P2 Move
P2 vs Sadar:  (1d20+5)[ 23 ]  dam  (1d4+2)[ 4 ]  - HIT
P2 vs Sadar:   (1d20+1)[ 11 ]  dam  (1d4+2)[ 5 ]  

F1 Move
F1 vs Sadar:   (1d20+3)[ 14 ]  dam  (1d4)[ 2 ]  
F1 vs Sadar:   (1d20-1)[ 8 ]  dam  (1d4)[ 2 ]  

F6 Move
F6 vs Dalnu:   (1d20+3)[ 18 ]  dam  (1d4)[ 3 ]  
F6 vs Dalnu:   (1d20-1)[ 10 ]  dam  (1d4)[ 1 ]  

F2 Move
AoO Sadar vs F2:   (1d20+11)[ 26 ]  dam  (1d10+4)[ 11 ] 
 F2 vs Gex:  (1d20+3)[ 7 ]  dam  (1d4)[ 1 ] 
F2 vs Gex:  (1d20-1)[ 18 ]  dam  (1d4)[ 3 ]  

S3 Move, Move
S3 vs Gurmok:   (1d20+5)[ 7 ]  dam  (1d4-1)[ 3 ]  

F4 Move, Move
F4 vs Mauricio:   (1d20+3)[ 6 ]  dam  (1d4)[ 1 ]  

F7 Move, Move
F7 vs Kharesh:   (1d20+3)[ 19 ]  dam  (1d4)[ 2 ]  

F5, F9 Move

Injuries:
E - 16 damage
P1 - 13 damage  (dead)
P2 - 1 damage
P3 - 5 damage
P4 - 20 damage (dead)
P5 - 14 damage  (dead)
P6 - 16 damage (dead)
S1 - 15 damage (dead)

F2 - 22 damage (very dead)
F3 - 6 damage (dead)
F8 - 6 damge (dead)

Sadar - 8 damage
 

 
 Spoiler: Map 
 
Brown is the pier
Red are the boats
Light blue is shallow water, difficult terrain for small
Darker blue is deep water, (greater) difficult terrain for (small) medium
Dark gray is the two story building seen outside the walls
J-K6 is Gex's scree (difficult terrain)

E is the elf on the balcony, he is 10 ft up (balcony is accessible from inside the building.
F1-9 are frail-looking
P1-6 are more hale people
S1-3 are halflings standing
G1 and G2 are the guard you saw by the doors

Light grey is area you haven't seen, so you don't know what is there at all
 
BelGareth
Gex almost screamed as they came after him, and then Sadar  sliced  them in half, right in front of him!

He closed both eyes, wriggling his fingers at those closest to him!

 
 Spoiler 

Cast  Scatter Scree  on squares M3-M4
  Bludgeoning Damage  - (1d4+4)[ 8 ]  Basic Reflex save, DC 18

  Gex  
 HP's:  24/24
 AC:  17
 Class DC:  18
 Speed:  25ft
 Fort:  +6
 Ref:  +7
 Will: +6
 Perception:  +4
 Feats:  Hobnobber, No Cause for Alarm
 Effects:  none
 Spells: 
 
 1st level - 3/4 
 
 
farothel
With still some people in front of her, Dalnu cast her shield again, making her dragon scales appear again (they were just fading).  Then she first cast a premonition spell to know better what her opponent would do before trying to disembowel said opponent with her dragon claws.

 
 Spoiler: OOC round 3 

action 1: cast shield spell (verbal only)
action 2: true strike (verbal only)
action 3: attack  (1d20+6)[ 16 ]  or  (1d20+6)[ 22 ]  (take best) S2 for damage:  (1d20+6)[ 22 ]  and [roll2] fire damage (damage roll in  OOC  )

HP 18/18, AC 21 (19 base, +1 shield, +1 scales)
 
Prehysterical
As he is rushed by one of the more ragged-looking members of the mob, Mauricio answers with a point-blank shot from his crossbow.
 
 Spoiler: OOC 
Mauricio Devises a Stratagem against F4. He Strikes against F4, then Interacts to Reload.
Devised Stratagem rolled a 9, so total attack roll is 17.
Damage:  (1d8)[ 8 ]  piercing
 Mauricio Averni 
 HP:  26/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Having successfully dropped one of their opponents, Kharesh repositioned himself to attack from the left of the space in the wall.  He underestimated the cultists fervor as they continued to slip past Sadar to threaten his companions.  Shaking his head, he turned his focus to the two figures in front of him.  His first strike lashed out towards the smaller figure, and his second blow fell towards the sickly one.

 ”Watch your angles, hold the line.” 

 
  Round 3  - Action 1: Flurry to attack S2 and F7
Action 2: If F7 falls, Kharesh will step to M7.  Otherwise, he’ll move to N7
Action 3: If possible aid Mauricio against F4

vs S2:   Flurry 1  - (1d20+10)[ 27 ] ,   Dam  - (1d8+4)[ 12 ] 
vs F7:   Flurry 2  - (1d20+5)[ 13 ] ,   Dam  - (1d8+4)[ 9 ] 
 Effects / Status / Conditions:  Bless (+1 att), Mountain Stance (see below); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
In the corner of his eye, the blue-skinned goblin sees Mauricio moving towards the main body of the group.   Irori helps those who seeks their own betterment.   As Gex throws stones to slow the ennemies's progress, he decides the sorcerer is hopefully safe enough for now.  "Hit and run, Zen!"  is his command, and the goblin dog barely needs any prompting before he attacks, then jumps backward in an unexpected, jerky motion. Again, Gurmok adds a quick line to his prayer for his god to bolster his companions!

 
 Spoiler 
#1 Command an Animal for Zen bite the halfing, S3  (1d20+10)[ 27 ]  (including effect of Bless) damage  (1d6+3)[ 8 ]  (if hit, Fort DC17 vs goblin pox)
#2 Command an Animal for Zen to move to O6
#3 Sustain Bless to extend the radius by 5ft to a total of 15, so that now the whole group is in the area of effect.

Gurmok, level 2 cloistered cleric of Irori
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 24/24
Spells used for the day: Bless (8 rounds left)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
SanguinePenguin
Gex creates another rockfall and one of the men gets buried, but the other stays standing.  Dalnu tears into her oppenent, right before Kharesh shatters his skull, and then breaks the hip of the other, both men collapse.  Maurico's shot skewer his attacker.  Zen then bites the man in the rocks who falls.  With two well-aimed stirkes, Sadar kills two of the men from the other side of the wall, but his third strike just barely misses.

 
 Spoiler 
Reflex S3:  (1d20+7)[ 14 ] 
Reflex F6:  (1d20+1)[ 12 ] 

Sadar:  1: attack P2  (1d20+11)[ 30 ]  dam  (1d10+4)[ 6 ] 
2: attack P3  (1d20+6)[ 15 ]  dam  (1d10+4)[ 7 ] 
3: attack F1  (1d20+1)[ 11 ]  dam  (1d10+4)[ 10 ] 

AoO: attack  (1d20+11)[ 29 ]  dam  (1d10+4)[ 10 ] 

A second post is coming with the bad guy actions.
 
SanguinePenguin
A successful few seconds decimates the numbers of the horde.  The few remaining attackers seem utterly unfazed by their dead and injured companions.   They continue to press the attack, even as Sadar cuts anotehr down.  One attacks the warrior, the last presses over the rubble and attacks Gex, managing to stab the gnomes are with his small shiv.  Even a few of those bleeding out on the ground continue to try and attack, but there is no power in this dying motions.

 
 Spoiler: Actions 

F1 vs Sadar:   (1d20+3)[ 14 ]  dam  (1d4)[ 3 ]  
F1 vs Sadar:   (1d20-1)[ 7 ]  dam  (1d4)[ 4 ]  
F1 vs Sadar:   (1d20-5)[ 9 ]  dam  (1d4)[ 2 ]  

F5 Move
F5 vs Gex:  (1d20+3)[ 21 ]  dam  (1d4)[ 2 ] 
F5 vs Gex:   (1d20-1)[ 12 ]  dam  (1d4)[ 2 ]  

Injuries:
E - 16 damage

F1 - 0
F5 - 0

Sadar - 8 damage
Gex - 2 damage
 

 
 Spoiler: Map 
 
Brown is the pier
Red are the boats
Light blue is shallow water, difficult terrain for small
Darker blue is deep water, (greater) difficult terrain for (small) medium
Dark gray is the two story building seen outside the walls
M3-4 is Gex's scree (difficult terrain)

E is the elf on the balcony, he is 10 ft up (balcony is accessible from inside the building.
F1 &amp; F5 are frail-looking
G1 and G2 are the guard you saw by the doors

Light grey is area you haven't seen, so you don't know what is there at all
 
BelGareth
This time, Gex does in fact, scream.

  "AHHHH! He got me! He got me!"   he yells as blood forms from the wound "He quickly jerks his hands towards the attack sending a sharp mental jab at the man

 
 Spoiler 

Cast  Daze  vs F5
4 mental damage, Basic Will save, DC 18

  Gex  
 HP's:  24/24
 AC:  17
 Class DC:  18
 Speed:  25ft
 Fort:  +6
 Ref:  +7
 Will: +6
 Perception:  +4
 Feats:  Hobnobber, No Cause for Alarm
 Effects:  none
 Spells: 
 
 1st level - 3/4 
 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Figuring Sadar had his target in hand, Kharesh moved to help Gex, who has suddenly screamed at a small cut to his arm.  Even as he stepped to aid his companion, he muttered to the others,   ”Someone should check the front, lest the leader escape.  And watch for the guards ... they'll be here soon."  

 
  Round 4  - Action 1: Move to  O5  if he's still standing
Action 2: Flurry attacks vs F5 (or F1, if F5 falls first)
Action 3: Perception check for reinforcements

First strike vs F5:   Attack 1  - (1d20+10)[ 18 ] ,   Dam  - (1d8+4)[ 9 ] ;
Second vs F5:   Attack 1  - (1d20+5)[ 19 ] ,   Dam  - (1d8+4)[ 6 ] 
  Perception  - (1d20+6)[ 7 ] 
 Effects / Status / Conditions:  Bless (+1 att), Mountain Stance (see below); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Gex blasts his assailant with a blast of mental energy.  The result is a bit strange, and the only time this has happened before was when he tried to daze the qlippoth, but the man’s mind strains against the attack… until it snaps, and he collapses.  Kharesh pummels the other man, who quickly goes limp.

The mob is stopped.  However, some of those continue to try and attack even as they lay bleeding to death.  A few more moments and all motion ceases.  There is no apparent activity in the courtyard.
farothel
Now they had finished the mob, they would have to deal with the rest as quickly as possible, Dalnu figured.  So she moved inside the compound to search for a door and the two guards.  She knew her claws wouldn't last forever, so she had to move quickly.  If she noticed someone, she would shout at the rest of the group.

 
 Spoiler: OOC round 4 

action 1: move in towards the house and checking where there is a door.

 
 Spoiler: if she sees someone inside the compound 

action 2-3: ray of frost (120ft range):  (1d20+8)[ 11 ]  for damage  (1d4+4)[ 5 ]  (if crit: -10speed, 2x damage)
 

 
 Spoiler: if she sees nobody inside the compound 

action 2: if nobody is there, move further towards a door.

if she sees someone near the door and can reach him/her:
action 3: attack with claws:  (1d20+6)[ 20 ]  for damage:  (1d4+2)[ 5 ]  (and extra fire damage:  (1d6)[ 6 ] 

if she sees nobody:
action 3: raise shield.
 

 
BelGareth
Gex frowns as he watches the man collapse,   that didn't feel like a normal mind   he thought to himself, and he timidly approaches the man and pokes him with a toe.

  "Something is off here.."   he mumbles

 
 Spoiler 

  Gex  
 HP's:  24/24
 AC:  17
 Class DC:  18
 Speed:  25ft
 Fort:  +6
 Ref:  +7
 Will: +6
 Perception:  +4
 Feats:  Hobnobber, No Cause for Alarm
 Effects:  none
 Spells: 
 
 1st level - 3/4 
 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Shrugging slightly to Gex, Kharesh nodded towards the building.    ”Dalnu has the right idea - if we don't hurry, the elf will get away."  

 
  Round 5  - Actions: follow Dalnu, and attack any assailants as necessary, focused on flurry first

 Effects / Status / Conditions:  Bless (+1 att), Mountain Stance (see below); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15’)
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Dalnu discards caution and strides into the courtyard ahead of her allies.  Her gamble pays off as there seems no danger in the courtyard, only a single fallen form - a gaunt man burned by acid - not far from where she lobbed her ball of acid half a minute earlier.

The building has a single door on this level situated beneath the balcony above.  It is a solid wood construction set into a wood frame embedded into the adobe building.

 
 Spoiler 
  Kharesh  - (1d20+6)[ 13 ] 
  Sadar  - (1d20+7)[ 8 ] 
  Dalnu  - (1d20+4)[ 8 ] 
  Gex  - (1d20+4)[ 23 ] 
  Mauricio  - (1d20+8)[ 16 ] 
  Gurmok  - (1d20+7)[ 8 ] 
  Zen  - (1d20+6)[ 20 ] 

Upon entering the courtyard, Gex smells something unpleasant, but he isn’t sure what it is.  Zen also seems a bit agitated and disturbed, but it isn’t clear about what.  Gurmok knows that most unpleasant smells are thoroughly enjoyed by the rodent.
 
Prehysterical
Only when the fighting stops, and the moans of the dying finally sink in, does Mauricio begin to understand the carnage that just took place. There's no time to reflect, though. Dalnu and Kharesh are right. If the cult leader escapes, then all this death was for nothing. Mauricio loads another bolt into his crossbow as they venture into the compound. There is no immediate sign of their quarry. Was he still holing up in the tower, or had he fled the compound entirely after his injury? With such a fierce wound, surely there must be significant blood loss! Mauricio inspects the ground immediately outside of the tower to ensure that their target has not fled the scene and left a trail of blood as a bitter memento.

After taking a look, Mauricio turns to the others and quietly informs them,  "The elf is still inside." 
 
 Spoiler: OOC 
Might as well check to see if the door is still locked.
Perception:  (1d20+8)[ 28 ] 
 Mauricio Averni 
 HP:  26/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Gwynfrid
 "Such a good boy, well done!"  Gurmok scratches Zen's scraggy fur in his favorite place, right behind the ears. The sudden victory leaves him uneasy with so much blood spilled -   and they still wanted battle, even in their death throes!   - but also relieved, as the group isn't too much the worse for wear, Gex' skittishness notwithstanding.

Still riding his faithful companion, who's idly munching a piece of the blood-dripping flesh, torn from the body of the halfling he killed, the goblin enters the courtyard.

 "No sight of him... But there's something wrong here. Zen isn't difficult with smells usually, but he doesn't like it here..."
 
 
 Spoiler 
Back to exploration mode, I guess? Gurmok will use the Investigate activity, with the Nature skill (+7 bonus) to try and recall some knowledge about what could cause Zen's unease.

Gurmok, level 2 cloistered cleric of Irori
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 24/24
Spells used for the day: Bless (8 rounds left)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Seeing the courtyard was empty, Kharesh whispered to Dalnu,   "Someone should climb up ..."  , then made his way to the front of the compound, keeping to the walls and any shadows.  Peering around, he checked to see if the guards were there, or if anyone else was moving towards the previous combat to investigate.

 
  OOC  - scouting ahead to see where the responders are.   Stealth  - (1d20+6)[ 12 ] ,   Perception  - (1d20+6)[ 12 ] 
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Mauricio doesn’t see any blood exiting the door, which is unlocked.  Gurmok thinks there could be several reasons a smell would make his friend uncomfortable - urine or musk of a predator would do it, also something unnatural and foul would probably do it.

Kharesh creeps along keeping an eye out for any guards or other cultists.  He looks into the area with the other dock.

 
 Spoiler: Kharesh 
Nothing in his life could have prepared him for the sight before him.  Sitting upon a mound of half digested humanoid corpses is a sea urchin, or at least a perversion of one.  It is a pallid gray roughly spherical orb coated in half meter spines, all dripping some milky substance.  The spines and body are coated in a ropy gray material somewhere between tendrils and cobwebs that writhe around independent of the motion of the spines.  A few of these tendrils seem to end in eyes that look disturbingly like humanoid eyeballs grafted onto the tendrils.  A few longer tendrils sit upon the ground in a more coherent form, apparently supporting some of the creature's weight.  Spines and body put the urchin at about five feet tall, but upon its top sits a muscular stalk extending several meters and down into the corpses beneath it.  However, as Kharesh enters view, the eyestalks swivel to face him, and the single muscular stalk pulls from its feast.  At the end of this muscled mix of fibrous matter and pallid flesh is a mouth containing dozens of uneven sharp teeth, a length of intestine still dangling from its maw.  For just a moment, the creature sits eying the dwarf.

Then noises boom inside his head, at first in discordant brutal tones, then Kharesh is awestruck by the majesty of the creature before him.  He knows the creature is his friend - a gift to the earth.  The voice then manifests in words of clear Taldan
    have others go after the elf... have no wish to meet them... let me eat... come back when done... just you…    
 
 Spoiler: Some rolls 
Kharesh will:  (1d20+8)[ 13 ]  - FAIL
Kharesh is charmed and views this creature as a friend, a much better friend than those weirdos he just met
  (1d20+9)[ 20 ] 
 (2d4+6)[ 12 ] 
 (1d6)[ 2 ] 
 (1d20+8)[ 21 ]  
 

 
 Spoiler: Map 
 
 

 
farothel
 "Let's go through the door,"  Dalnu said,  "stand aside Mauricio so you're not hit by something if we open the door and he tries to throw or shoot something out." 
As soon as Mauricio had gone to the side, she would also stand next to the door and then push it open.

 
 Spoiler: OOC rolls 

move to H9 or F9 (depending on which side Mauricio will move to).  As soon as he's also on a side, open the door and wait for something to shoot out before carefully looking around the edge to see inside.

perception:  (1d20+4)[ 7 ]  (with low-light vision)
 
Starbin
  Kharesh Hammerfist  , dwarven monk

 
 Spoiler: Kharesh 
Kharesh nodded, placing his right fist against his open left hand with a respectful bow.   "We have challenges to overcome.  I will return."   With that, he turned to continue his scouting.
 


Kharesh moved back to the courtyard, peering left and right.  Seeing his companions at the tower, he nodded, pointing to himself and further south to indicate his continued scouting.  Following the wall, he moved to the opening towards where the entrance to the compound was, peering carefully around the corner as he checked for any movement.

 
  OOC  - continuing to scout.  Following the wall from L15 to H17, peering past to look for anyone or anything of note.
  Stealth  - (1d20+6)[ 17 ] ,   Perception  - (1d20+6)[ 23 ] 
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
 
 Spoiler: Kharesh 
The other area of the courtyard by the entrance contains two stout buildings one on either side.  From his angle, the windows suggest there is no activity within, while someone could be sleeping in there, no one is using any light, or moving around.  The gates are closed.  Off to his right (west) is the cart that Gregorix brought into the compound.
 


Dalnu pushes open the door, and reveals a small sitting room with three chairs and a larger couch around a narrow table.  A narrow wooden staircase on the left leads up, another narrow staircase to the right leads down.  While this room is fairly dark, a modicum of illumination can be seen from the stairways both up and down.

 
 Spoiler: Mauricio 
Now he can spot a trail of blood.  A few drops on both staircases and crossing the center of the room.
 
Prehysterical
Like a hound on the hunt, the sight of blood stirs Mauricio into action. The light from the stairs is barely enough for him to see as he determines whether the trail leads down below or out some other way.
 
 Spoiler: OOC 
Have another Perception check.
 (1d20+8)[ 27 ] 
 Mauricio Averni 
 HP:  26/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
 
 Spoiler: Mauricio 
If it is assumed the blood came down the staircase, then the bleeding individual almost certainly when down the stairs and entered a room in the basement.  The reverse trajectory would also be consistent with the blood trail.
 
farothel
Dalnu is surprised the two guards at the front haven't reacted yet, but she also knows they have to move on.
 "Let's first check upstairs, as we know that's limited in scope,"  she said, moving inside and letting her eyes adapt, before looking around in the room.  She also casts detect magic to see if there's anything with a magical aura around.

 
 Spoiler: OOC rolls 

perception:  (1d20+4)[ 15 ] 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

With a clear view of the gate and two buildings, Kharesh paused to consider the situation.  Why had the guards not arrived?  Where were the reinforcements?  Where was any indication that someone had heard what was going on.  He glanced from the buildings to the cart several times, frowning to himself. He glanced down, checking for signs of a blood trail, wondering if the elf had come this way.

After a few moments, he exhaled slowly and made his move towards the closest building.  He moved slowly and stayed crouched, eyes and ears straining to detect anything of note.

 
  OOC  - moar scouting.
  Stealth  - (1d20+6)[ 22 ] ,   Perception  - (1d20+6)[ 26 ] 
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
BelGareth
Watching the others stride on through, Gex frowns and tries to not let his eyes linger on the all the blood, and viscera....was that poop? squeeking slightly, he picks his way through the macabre scene that wa sure to haunt his nights for weeks to come, trying his best not to slip on anything....slippery.

Getting to the building, he followed the others, happy to be away from the gruesome scene.   "Upstairs we go then."   he said simply, fingers ready to cast a cantrip on anyone showing them hostility

 
 Spoiler 

  Gex  
 HP's:  24/24
 AC:  17
 Class DC:  18
 Speed:  25ft
 Fort:  +6
 Ref:  +7
 Will: +6
 Perception:  +4
 Feats:  Hobnobber, No Cause for Alarm
 Effects:  none
 Spells: 
 
 1st level - 3/4 
 
 
Prehysterical
 "It appears that our prey has gone to ground in the basement,"  Mauricio quietly informs the others. He points out the direction of the blood trail for Gex's benefit.  "I find that most concerning, since that seems like a trap. Do we pursue on the off-chance that there is a secret exit, or do we deal with the front gate guards?" 
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  26/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Gwynfrid
Gurmok and Zen follow Mauricio in his exploration.  "A trap? Underground? Yes, that would be a possibility..."  He pauses for a second, then:  "I agree, we should make sure the guards don't come after us before we engage deeper inside." 
farothel
 "I'm really wondering about those guards,"  Dalnu said, looking at the front,  "we've not exactly been quiet here with the fight, we've been throwing quite a lot of flashy magic around and they haven't responded.  Makes me wonder.  Let's quickly check upstairs for any information we can get and then move on." 

She would move slowly and carefully upstairs, because as far as they know he could still be hiding out there.

 
 Spoiler: OOC rolls 

perception:  (1d20+4)[ 17 ] 
 
SanguinePenguin
Kharesh’s search turns up some slightly confusing results.  The building is dark within, and through small windows with the shutters open he can see six cots, but most are currently vacant and only one appears to be used at all, as it has a blanket, pillow, and small bag next to it.  The cart is laden with barrels similar if not identical to the ones Gregorix brought up to the compound.  Continued investigation reveals the draft horse, a little anxious, but mostly settled for the night.  It is just west of the front doors in a small makeshift pen.  The second stout building looks to be a stable, a cursory glance suggests that though it contains some crates of grain and fish, a few neglected tolls and ship parts, but little else.  The gates remain closed.  With his ear pressed up against them Kharesh can hear nothing from the guards.

After some quiet debate, the other group decides to check upstairs first.  Some quiet movement up the stairs encounters no one.  After it is clear the room isn’t occupied, Mauricio stays where he can see the stairs to the basement, but nothing of note happens.  The upper level is a bedroom, a substantial cut above the rest of the compound in terms of luxury.  In addition to a silk sheet laden four-poster bed, there is a tall wardrobe, a writing desk with a large mirror, a heavy sea chest, and an ornate pedestal about three feet high that looks composed of gnarled roots of ebony interlaced.  An upside down gold ankh sits in the center.

From the balcony, whether the guards are there or not simply can’t be determined.  The walls of the compound are about ten feet high, and standing on the balcony, none of your eyes would be much higher than fifteen feet up, so seeing them would be strange.  No torches can be seen on the roads nearby.  With his darkvision, Gurmok it pretty sure he briefly spies a bit of movement from the corner of his eye behind the wall near the shore, but he isn’t exactly sure what he sees - but he is pretty certain it wasn’t a fleeing elf.

Not wanted to give the elf more time to escape, a thorough search will have to wait.  The group heads downstairs and Kharesh rejoins them from his scouting.

 
 Spoiler 
Votes were all over the place, so I went with the check upstairs while Kharesh scouts.  Gurmok saw some movement in the region M-P13-18
 
farothel
 "There's a lot of magic here,"  Dalnu said upstairs, memorizing which items had a magical aura in case they wanted to investigate before heading downstairs.
SanguinePenguin
With Kharesh returned from scouting and the upstairs quickly scanned, the party descends into the basement.  The narrow stairways leads down to a metal door that opens outward.  A bit of torchlight can be seen emanating from a small gap at the floor, however it seems to do well in nullifying sound.  With a glance for confirmation, Sadar pulls the handle down and yanks the door open.

Inside the large basement, there are three humanoids.  You all recognize Gregorix, the man you followed.  Mauricio recognizes the elf whom he shot.  Lastly, there is a gnoll, who looks a bit crazed, but reacts minimally to your addition to the room.  Taking advantage of the confusion, you all quickly file into the room.  There are various alcoves set into the walls, and the elf seems to be working at one of them.  The southern wall has manacles bolted into them, two support trusses each have another set.

Gregorix, still in his scale mail, sees you immediately and looks surprised, grasping for his flail.  The venerable silver-haired elf starts speaking as soon as the door opens,  “about time.  Bring them over here.”   He wheels about, a vial containing a milky substance in his hands.  He then frowns as he studies you with his pale crystal blue eyes, speaking after a moment in a tone devoid of the fear you might have expected,  “this is not what I expected… why have you come here?” . Whatever wound Mauricio inflicted on him is gone, though blood remains on his once white shirt.

 
 Spoiler: Map 
 
 
Gwynfrid
 "Master... We have come to you... to learn more about the Black Pharaoh, and Leng! And to hear what you would have us do next!"  Gurmok's high-pitched, slightly trembling voice surprises everyone, himself included. He still sits atop Zen, the big rodent busy licking cultist blood off its own fur with evident pleasure.

  Wonder if they're going to buy that...
  
 
 Spoiler 
Gurmok has a pretty modest +3 in Deception 😁
 
farothel
Dalnu had thought to go another way and try to intimidate them into talking, but maybe this way would also work.  She wasn't all that good in such things, but she was willing to give it a shot.  She nodded when Gurmok spoke.
SanguinePenguin
Gregorix looks suspicious and says in a deep voice,  “yeah, I don’t think…” 

The aged elf interrupts him,  “of course.  I could surely tell you of Leng and of Nyarlathotep, but that would be like telling blind creatures of color.  It is best to  see  for yourselves.”   He holds out the vial,  “drink this to truly understand.  The avatar’s blessing will explain to you in moments what centuries of sermons could only begin to cover.” 
Prehysterical
Seeing the elf having already healed from his wound is disheartening, but at least they seem to be cornered. Gurmok's attempt at deception seems ill-advised, but the elf likewise seems either deranged or desperate. At first, Mauricio is tempted to destroy the vial. When his mind catches up and has an internal discussion, however, a much better prospect presents itself.

Mauricio approaches the elf and takes the offered vial. Rather than downing it immediately, the tiefling moves back and stows the loathsome concoction in his pack.  "And what sort of ingredients go into reaching divinity,"  he asks, fighting to keep the sarcasm out of his voice.
 
 Spoiler: OOC 

Perception check to identify what they are looking for on the wall:  (1d20+8)[ 25 ] 
 Mauricio Averni 
 HP:  26/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Starbin
  Kharesh Hammerfist  , dwarven monk

In a group of folk who seem to lie with equal ease, Kharesh is out of his league.  However, what he is very good at is becoming as stone - freezing in place with a stoney mien, watching the events unfold, he waits for a sign that pleasantries have ended.  The elf is too comfortable with the situation and the man they followed is clearly not tricked ... and the gnoll was crazy looking, but seemingly uninterested in them.  All signs pointed to an eminent battle ...

 
  OOC  - Just watching and listening ... and waiting for the attack to come.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
Dalnu keeps her staff in her hand, ready just in case.  She's also looking around the room to see if there's anything that might help or hinder them, including trap doors or things on the ceiling that might drop down.  She's not about to take chances.


 
 Spoiler: OOC rolls 

perception:  (1d20+4)[ 16 ] 
 
SanguinePenguin
The elf frowns when Mauricio stows the vial, but doesn’t respond to that directly.  Mauricio can see that the vial is one of many dozens stored in the alcove the elf was examining when you entered.   “The blessing of the Avatar is the primary ingredient - the alchemist used some reagents that affect potency and such, but the experience is all from the Avatar.” 

Gregorix interrupts, clearly addressing the elf,  “you know what he said.  He doesn’t want you talking about him.” 
 “Yes, yes, fine,”  the elf says dismissively as he reaches back and grabs another vial from the shelf.   “You can drink from this and expand your mind with what the Avatar will show you, or you can choose to live in ignorance.  Educating oneself should always be encouraged.  If you don’t like what the avatar shows you, that is your choice.” 
Prehysterical
It's not clear whether the elf is trying to give them the run-around or if he buys into his own absurdity. However, the cultist's pretense at academia rankles Mauricio's sensibilities. It takes a mental effort not to snark and antagonize. The others probably would not appreciate such a gesture in so delicate a situation.

 "I find it curious that a being as mighty and wise as the Avatar is limited solely to chemical means of communication. Other deities are able to make their presence known in more... metaphysical ways."    Keep them talking. Let the elf's ego get the better of him.  
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  26/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
The aged elf chuckles slightly.   “Mighty and wise?  I suppose the Avatar is those things, but it’s hardly a deity.  Were you or I exposed to any more than a few glimpses among a handful of Nylarthotep’s countless forms, we would simply become… unraveled. The Crawling Chaos is too unfathomable for a mortal mind to grasp - our mind would be as our stomachs were as we to try and drink the entire Inner Sea in an instant.”   As divine power clings to the elf’s words, Mauricio finds the statement fascinating.  Gurmok and Gex too stare in rapt attention.  Though Kharesh, Sadar and Dalnu don’t fall under the power, they also don’t note anything wrong for the moment.

 “The Avatar is simply better equipped for comprehension of Nylarthotep.  The Avatar can communicate in many ways - but this is by far the most pleasant.  I guarantee it isn’t lacking for the metaphysical.  Prepare.  I offer you only the chance to indirectly bear witness to the divine, without becoming completely untethered from this reality.  Strike.   RUN .”   The injection of the word, ‘prepare,’ seems odd to Kharesh, Sadar, and Dalnu, but they realize too late.  Suddenly Gregorix leaps forward, swinging his flail, with a grin on flat face, but the attack is clumsy and fails to connect.  The gnoll too steps forward and attacks Mauricio, then Sadar with his teeth, catching the later man and drawing blood.  The elf grabs a stout staff and holds it, as his last command directed at Sadar fails to affect the warrior.

 
 Spoiler: Actions 
Elf cast enthrall DC 17 (including penalty) (happened earlier than the round)

Step forward
Gregorix attack (Gurmok):   (1d20+8)[ 14 ]  Damage:  (1d10+3)[ 11 ]  
Gregorix attack (Kharesh):   (1d20+4)[ 11 ]  Damage:  (1d10+3)[ 12 ]  

Step forward
Gnoll attack (Mauricio):   (1d20+10)[ 13 ]  Damage:  (1d8+2)[ 4 ]  
Gnoll attack (Sadar):  (1d20+6)[ 21 ]  Damage:  (1d8+2)[ 9 ] 

Elf spell command (Sadar):  (1d20+5)[ 23 ]  success

Fascinate is a really stupid condition - it is already ended ends, you had reduced perception for initiative, but that is all.  They rolled a stupidly high initiative (2 20s!) though.

Party goes!
 

 
 Spoiler: Map 
 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh frowned as the elf droned on, his flowery words eventually ceasing to even make sense.  But in the confusion of what he was saying, the man's intent became apparent as all three attacked the group in a rush of actions that gave meaning to the odd words.  The dwarf easily avoided the clumsy blow from the man they had been pursuing originally, and he immediately counter attacked as widened his stance and struck at the man twice.

 
  Round 1  - Stance and flurry of blows
Action 1 - Activate Mountain Stance (see spoilered info)
Action 2 - Flurry (Falling Stone w/wraps) vs Gregorix:   Att 1  - (1d20+9)[ 25 ]    Damage  - (1d8+4)[ 7 ]  /   Att 1  - (1d20+4)[ 12 ]    Damage  - (1d8+4)[ 12 ] 
If either blow hits, DC18 fort save or be stunned for 1 round
Action 3 - Dodge around?  I dunno ...

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP 32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
Now the pretense was dropped, Dalnu threw a set of magic missiles at the elf, to try and take the caster out as quickly as possible.

 
 Spoiler: OOC round 1 

3-action: cast magic missile for damage:  (3d4+1)[ 9 ] 

AC: 19
HP: 18/18
 
Gwynfrid
Gurmok can't say he's really surprised by the attack.  "That was never going to fool anyone for long, was it?",  he asks no one in particular. He leans to whisper in Zen's ear.  "Boy, I know you've wanted to scratch all day. It was very commendable of you to not do so in our friend's presence. But these? Not friends." 

At his prompting, the big rodent carries him all around Gregorix, so stand behind the enemies - but some distance from his allies.  "Now is the time, as much as you like!"  Unfortunately, the well-behaved goblin dog fails to understand that he's suddenly received permission to act out...

 
 Spoiler 
Action #1 Command Zen to go all around Gregorix on the north side, then to B4 (with the Ride feat, this is an automatic success)
Action #2-3 Command Zen to scratch himself, a 2-actrion activity. Gregorix and the gnoll roll a DC17 Fort save against goblin pox (see below). But for this to work, Gurmok must succeed at Command and Animal, Nature check vs Zen's Will save DC  (1d20+8)[ 10 ]  including +1 circumstance bonus from his Rough Rider feat. EDIT - Yikes! Fail! (description text edited above)

Gurmok, level 2 cloistered cleric of Irori
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 24/24
Spells used for the day: Bless

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
Prehysterical
It is rather embarrassing how easily Mauricio finds himself captivated by the charlatan's words... though perhaps not as embarrassing as the gnoll's attempt to bite him while so entranced. While a man of learning, Mauricio reminds the elf that steel is still very relevant regardless of magic. His dagger whips out and strikes home in the cultist's chest.
 
 Spoiler: OOC 
Mauricio Interacts to draw his dagger and Devises a Stratagem against the elf before Striking.
Mauricio rolled a 16 for the Stratagem and since a dagger is a light/finesse weapon, the total attack roll comes out to 24.
Damage (assuming a normal hit and not a crit):  (1d4)[ 2 ] 
If the hit is a crit, not only is the damage doubled, but the owlbear claw on the dagger will trigger the crit specialization, which will deal an additional 1d6 persistent bleed damage.
 Mauricio Averni 
 HP:  26/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
Sadar ignores the gnoll and closes in on the elf.  He attacks with two powerful strikes.  Gex repositions and launches a set of magical tendrils through both Gregorix and the gnoll, narrowly evading Mauricio.

Gregorix takes Kharesh’s blow and swings twice in succession. The gnoll gnashes his teeth around haphazardly striking at Sadar, Gurmok and Mauricio.  The elf swings his quarterstaff, first at Sadar, then at Mauricio.

 
 Spoiler: Actions 
 Sadar
1: move to B5
2: attack E  (1d20+8)[ 22 ]  dam  (1d10+4)[ 7 ] 
3: attack E  (1d20+3)[ 23 ]  dam  (1d10+4)[ 8 ]  crit x2

Gex:
1: move to D7
2-3: cast phantom pain hitting Gn  (1d20+8)[ 27 ]  save /Gr (1d20+8)[ 24 ]  save

Gregorix
1: ?
2: attack Kharesh  (1d20+8)[ 26 ]  dam  (1d10+3)[ 6 ]  hit
3: attack E  (1d20+5)[ 6 ]  dam  (1d10+3)[ 5 ]  miss

Gnoll
1: attack Sadar  (1d20+10)[ 29 ]  dam  (1d8+2)[ 4 ]  crit
2: attack Gurmok  (1d20+6)[ 7 ]  dam  (1d8+2)[ 3 ]  mis
3: attack Mauricio  (1d20+2)[ 19 ]  dam  (1d8+2)[ 3 ]  hit

Elf
1-2: Attack Sadar  (1d20+12)[ 28 ]  dam  (1d6)[ 5 ]  +   (3d8)[ 11 ]  (fort  (1d20+7)[ 23 ] ) hit, but save
3: Attack Mauricio  (1d20+7)[ 13 ]  dam  (1d6)[ 1 ]  miss

Party goes!
 

 
 Spoiler: Map 
 
 
farothel
Dalnu was so far lucky not to be in combat, so she kept casting, throwing electricity on Gregorix and the gnoll, while also putting a shield up.  This caused golden scales to show on those parts of her body which were not covered by armour or clothing.

 
 Spoiler: OOC round 2 

action 1: cast shield (AC+2)
action 2-3: cast electric arc on Gregorix and the gnoll:  (1d4+4)[ 5 ]  (basic reflex save DC18)

AC: 19 (21 with shield)
HP: 18/18
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh grunted quietly, taking the blow then firing off two more strikes of his own

 
  Round 1  - Stance and flurry of blows
Action 1 - Step to  D3 
Action 2 - Step to  D2 
Action 3 - Flurry (Falling Stone w/wraps) vs Gregorix, flanking w/Gurmok and his mount:   Att 1  - (1d20+9)[ 14 ] ,   Damage  - (1d8+4)[ 7 ] ;   Att 2  - (1d20+4)[ 10 ] ,   Damage  - (1d8+4)[ 6 ] 
If  either  blow hits, DC18 fort save or be stunned for 1 round

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  26 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
 
 Spoiler: EDIT 
Post edited after I realized Kharesh moved first.
 


Disappointed by Zen's lack of understanding, Gurmok shakes his bulbous head. It appears that his favorite giant rodent is in the mood for biting, rather than scratching, at the moment. Deciding to follow the goblin dog's wisdom will be easier than trying to bend him to his will, he lets Zen unleash his aggression on Gregorix, while he prays for Irori to bless Sadar's sword.

 "Irori, Maître au-dessus des Maîtres,
Humblement ton servant te supplie
D'au service de nos armes, mettre
La puissance de ton appui!" 

The warrior's blade immediatemely begins to shine, in a promise of violent mayhem.

 
 Spoiler 
 #1 Command an Animal for Zen to Step to B3 (Gregorix looks like a warrior guy, so this is to guard against a possible AoO)
#2 Command an Animal for Zen to Step to B2  EDITED : not relevant since Kahresh moved.

#1 Command an Animal to bite (flanking should reduce his AC)  (1d20+9)[ 25 ]  damage  (1d6+3)[ 5 ] 
#2-3 Cast  Magic Weapon  over Sadar's sword.

Gurmok, level 2 cloistered cleric of Irori
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 24/24
Spells used for the day: Bless (ended), Magic Weapon (1 minute)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
Prehysterical
Thankfully, the elf misses Mauricio and the gnoll only grazes him. Sadar, meanwhile, takes a vicious strike from the elf. The warrior won't stay standing for long without aid. Dropping his crossbow, Mauricio reaches out with a salve to try and treat the guardsman's grievous wounds. Even if there was time to reload the crossbow, it doesn't do Mauricio much good in such close quarters.

Unfortunately, the movement (and evading both of his adversaries) means that Mauricio cannot find a proper angle to strike at the elf. Instead, Mauricio takes an opportunistic stab against the gnoll.
 
 Spoiler: OOC 
Mauricio Releases his crossbow as a Free Action and spends a single action to perform Battle Medicine on Sadar. Will try a DC 20 (Expert) Medicine check since Medic Dedication grants increased healing at that DC.
Medicine:  (1d20+8)[ 24 ]  for  (2d8+15)[ 22 ]  points of hp
Action spent Devising a Stratagem, but would require a roll of 3. Mauricio will use his last action to perform a normal Strike against the gnoll.
Attack:  (1d20+5)[ 20 ] 
Damage:  (1d4)[ 3 ]  Piercing damage
 Mauricio Averni 
 HP:  23/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
Sadar, wounds patched by Mauricio and blade infused with Gurmok’s magic, attacks the Elf with multiple consecutive strikes, eager to slay him.  Whether protected by his incomprehensible god or luck, not one of the blows connects with the elf. Gex tries to penetrate the gnoll’s mind with a dizzying barrage of sorcery, but the hyena shrugs off most of the effort.

 
 Spoiler 
Sadar
1: attack E  (1d20+8)[ 15 ]  dam  (2d10+4)[ 17 ] 
2: attack E  (1d20+3)[ 13 ]  dam  (2d10+4)[ 13 ] 
3: attack E  (1d20-2)[ -1 ]  dam  (2d10+4)[ 21 ] 

Gex:
1-2: cast daze gnoll will  (1d20+5)[ 24 ] 
3: step to E6
 
SanguinePenguin
Seeming to recognize the spell, the elf commands, “kill the warrior!”   Pointing at Sadar, he seems very concerned for his own safety.  Then, discordant guttural phenomes nearly alien to humanoid tongues are produced by the man and Gurmok’s magic infusing Sadar’s blade abruptly unravels. The elf then swings his quarterstaff at the warrior and bobbers him in the skull

The gnoll reacts immediately and attacks Sadar with fury.  He bites thrice at the warrior, though only the first connects

Gregorix, dodging fists, tendrils, lightning, and bites, seems frustrated.  He strafes away from Gurmok, and attacks Kharesh and Dalnu.  He hits the monk, but misses the sorceress.

 
 Spoiler: Actions 

Gregorix
1: step to D3
2: attack Kharesh  (1d20+8)[ 22 ]  dam  (1d10+3)[ 6 ]  hit
3: attack Dalnu  (1d20+5)[ 12 ]  dam  (1d10+3)[ 8 ]  miss

Gnoll
1: attack Sadar  (1d20+10)[ 24 ]  dam  (1d8+2)[ 8 ]  hit
2: attack Sadar  (1d20+6)[ 14 ]  dam  (1d8+2)[ 8 ]  miss
3: attack Sadar  (1d20+2)[ 7 ]  dam  (1d8+2)[ 7 ]  miss

Elf
1-2: Counteract vs magic weapon  (1d20+11)[ 24 ]   successfully dispelled
3: Attack Sadar  (1d20+12)[ 28 ]  dam  (1d6)[ 5 ]  hit
 
farothel
 "That's it,"  Dalnu said in elven, before throwing a magic missile at the guy in front of her.

 
 Spoiler: OOC rolls 

3-action magic missile on Gregorix:  (3d4+3)[ 11 ] 

AC: 19
HP: 18/18
 
Prehysterical
Much of Mauricio's work is undone in mere seconds as their foes lay into Sadar. The elf continues to frustrate Mauricio, but- wait.  There.  Mauricio sees an opening as the gnoll raises his arm. Like a viper with bared fangs, Mauricio catches the gnoll right in his side. Blood begins weeping from the wound as the owlbear charm lends its savagery.
 
 Spoiler: OOC 
 First action spent Devising a Stratagem on the elf, but that would be an automatic miss. Second action spent on Devising a Stratagem against the gnoll, which is an automatic crit (total roll of 28). Mauricio Strikes at the gnoll, triggering the owlbear claw talisman.
Base dagger damage:  (1d4)[ 2 ]  piercing
Not going to forget the precision damage from Strategic Strike this time:  (1d6)[ 6 ] 
Bleed proc from crit with owlbear claw:  (1d6)[ 5 ]  persistent bleed damage
 Mauricio Averni 
 HP:  23/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh took another blow, this time silently before stepping to the side and attacking again.

 
  Round 2  - Stepping to the side to flank and attacking again.
 Action 1  Step to  C3  (should flank w/Dalnu)
 Action 2  Flurry (Falling Stone w/wraps) vs Gregorix, flanking w/Dalnu:   Att 1  - (1d20+9)[ 12 ] ,   Damage  - (1d8+4)[ 5 ] ;   Att 1  - (1d20+5)[ 19 ] ,   Damage  - (1d8+5)[ 6 ] 
- If  either  blow hits, DC18 fort save or be stunned for 1 round
 Action 3  Step to  C4  to flank the Gnoll w/Mauricio

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
Gurmok realizes the group are in for a truly difficult fight as the wretched pointy-nose longshank dismisses his spell without effort! Moreover, in spite of all his friends' help, the warrior Sadar is in danger of being overwhelmed. The blueskin goblin's voice rises above the fray, invoking the deity's healing power over the warrior:
 
"Ami, tiens bon, encore une minute
Oui, c'est par la force de ton bras
Que nous l'emporterons dans cette lutte
Car le pouvoir d'Irori te soutiendra!" 

Meanwhile, it barely takes a nudge to get Zen to attack again...

 
 Spoiler 
#1 Command an Animal to bite Gregorix if still up, otherwise the gnoll  (1d20+9)[ 19 ]  damage  (1d6+3)[ 4 ] 
#2-3 Cast Heal on Sadar  (1d8+8)[ 12 ] 

Gurmok, level 2 cloistered cleric of Irori
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 24/24
Spells used for the day: Bless (ended), Magic Weapon (ended), Heal (1/4)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
SanguinePenguin
Gregorix gets blasted by the barrage of magic missiles, the three bolts striking his chest hard.  Badly injured, he coughs up blood, and shakes his head,  “you fools.  Al Izarin will destroy all of you.”   Kharesh then punches him hard, there is a crack, and he drops to the ground limp.

Gurmok heals Sadar, and Zen bites the gnoll’s arm.   Maurico was watching for an opening and seizes the opportunity - an expertly delivered strike slashes the gnoll’s femoral artery, the gnoll looks pale, but remains standing for the moment.

Sadar swings his falchion three times at the elf, grunting in his frustration as he only, barely, connects with the first swing.  Gex blasts the gnoll with another dazing attack.  The mad hyena grasps his head in pain as he collapses to the ground

The elf, snarling at the loss of his companions, raises his unholy symbol, a golden inverted anhk, from around his neck,  “Watcher from the Between - LEECH.  THEM. DRY!”   Black phantom tendrils burst out of the symbol, as they strike you can feel the very antithesis of life saps your essence.  Gregorix and gnoll both spasm as the tendrils stikes.  Dalnu, Gex and Gurmok all feel something deep inside their body... fail.. for an instant.  It proves too much for Dalnu.  The tendrils return to the anhk and the wounds on the elf close a bit.

 
 Spoiler 
Gex:
1-2: cast daze gnoll will  (1d20+5)[ 16 ]  fail

Sadar
1: attack E  (1d20+8)[ 17 ]  dam  (1d10+4)[ 6 ]  hit
2: attack E  (1d20+3)[ 8 ]  dam  (1d10+4)[ 7 ]  miss
3: attack E  (1d20-2)[ 13 ]  dam  (1d10+4)[ 14 ]  miss

Elf: 1-3 Harm (3d8)[ 10 ]  DC 21
Basic fort
[roll=Kharesh]1d20+8[/roll]
  Sadar  - (1d20+7)[ 19 ]  fail
  Dalnu  - (1d20+4)[ 11 ]  crit fail (20 damage)
  Gex  - (1d20+6)[ 11 ]  crit fail (20 damage)
  Mauricio  - (1d20+5)[ 14 ]  fail
  Gurmok  - (1d20+5)[ 11 ]  crit fail (20 damage)
  Zen  - (1d20+8)[ 19 ]  fail
  Gregorix  - (1d20+8)[ 16 ]  fail
  Gnoll  - (1d20+10)[ 12 ]  fail
 
farothel
Dalnu feels the magic envelop her and while she tries to fight it, she doesn't succeed and drops on the floor, unconscious.

 
 Spoiler: OOC 

spend all hero points (1) to avoid getting the dying or wounded condition. I auto-stabilize at 0HP and I'm unconscious.
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh nodded to himself as the man fell, happy to have helped defeat a worthy foe.  As he stepped in to flank the gnoll, the beast was laid low by the combined efforts of his companions.  This left the elf alone, who in desperation call upon dark powers to drain the very life essence from the all ... including his own companions.  Kharesh pushed aside the slight pain of the spell and moved to flank with Sadar.  Once there, he attacked with two more strikes.

 
  Round 3  - Move and attack!
 Action 1  Stride to  B7  (should flank w/Sadar)
 Action 2  Flurry (Falling Stone w/wraps) vs Elf:   Attack 1  - (1d20+9)[ 10 ] ,   Dam  - (1d8+4)[ 11 ] ,   Attack 2  - (1d20+4)[ 23 ] ,   Dam  - (1d8+5)[ 7 ] 
- If  either  blow hits, DC18 fort save or be stunned for 1 round
 Action 3  Dodge or equivalent

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
Mauricio feels a surge of vengeful satisfaction as he opens the gnoll's artery... It's frightening to him, that he should enjoy taking apart a body. Any sense of victory is quickly washed away as the elf unleashes unspeakable power to drain on their very life force to heal himself! The sheer  gall  of such a shortcut!

While the others lay into their remaining foe, Mauricio struggles with keeping people up. Numerous members of their group are showing signs of internal organ failure and their newest companion has dropped to the floor in a slump. Time to do his work...
 
 Spoiler: OOC 
Rolling to Treat Wounds with Battle Medicine and Medic Dedication vs DC 20 on Gex.
Medicine:  (1d20+8)[ 9 ] 
HP heal (if successful):  (2d8+10)[ 20 ] 
Mauricio Strides to E4 to treat Dalnu with Battle Medicine.
Medicine:  (1d20+8)[ 24 ] 
HP heal (if successful):  (2d8+10)[ 25 ] 
 Mauricio Averni 
 HP:  13/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Gwynfrid
The blue skin of the little goblin priest goes all pale when the necromantic wave from the evil elf hits him. Worse still, he senses Zen reeling under him as he feels the pain as well. In the corner of his eye, he sees Mauricio exercise his own arts on Dalnu and Gex, with varied success...   Two at a time, no wonder that gets messed up.   Time for Irori to the rescue!

Gurmok points his hand at the unfortunate gnome, and calls out:

 "Contre tous ces maléfices
Il nous faudra toute l'équipe
Et pour ton art, le bénéfice
D'Irori la thérapeutique!" 

The little gnome stirs as Irori's healing closes the wound accidentally opened by Mauricio's ministrations. Then, at his master's prompting, Zen stumbles out to the room, carrying his master to relative safety behind a wall.

 
 Spoiler 
#1-2 Cast Heal on Gex  (1d8+8)[ 11 ] 
#3 Command Zen to move to F5

Gurmok, level 2 cloistered cleric of Irori
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 4/24
Spells used for the day: Bless (ended), Magic Weapon (ended), Heal (2/4)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 7/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
farothel
Thanks to the ministrations of Mauricio, Dalnu comes around.  Seeing the elf that has put her on the ground, she doesn't hesitate and without getting up, she launches a bunch of magic missiles in his face.

 
 Spoiler: OOC rolls 

3 action magic missile:  (3d4+3)[ 12 ] 
 
SanguinePenguin
Dalnu drops from the negative energy magic, and Gex from an unfortunate accident in a hurried attempt to heal him.  Having learned from his mistakes quickly, Mauricio is able to hastily repair the damage to Dalnu.  An injured Gurmok helps Gex, before fleeing the room.  The elf raises his unholy symbol again, but the now conscious Dalnu blasts him with a potent wave of missiles.  Kharesh’s hammerblow fist takes the elf down.  He spasms a bit, then lies still.  With the three men - gnoll, human, and elf - down, the basement is calm.  Gurmok, realizing the battle is over, returns.

A hurried glance through their possessions reveals four magical items: an alabaster pendant that looks like an archon on the elf’s robe, a small monkey pin affixed to Gregorix’s armor, a small silver bracelet in Gregorix’s left wrist, and his flail.  The chemical the elf tried to get you to drink is magic, and all the vials of it are.  There is also a medium size iron lockbox, although no key in sight.  Gregorix has 13.63 gold in a pouch on his person mostly in silver. Additionally, there are alchemical supplies on the table against the far wall, it looks to be a rather complete lab to your inexpert eyes.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh stood over their fallen foes, watching for signs of movement, or any tricks they might be playing.  When it became obvious victory was theirs, he tied up anyone who might still be alive and then turned to help with the wounded while others searched the bodies and the room for useful items.  Where practical, he aided his companions in sitting up and bandaging wounds, as well as staunching any wounds their enemies had taken.  Where necessary, he used his own fledgling skills to assist with recovery.  Once the dwarf was satisfied that everyone was good enough for now, he gave a nod towards the direction of the front entrance to the compound.   "Do you think the guards remain?  If neither of these two live, how do we proceed?"    He had a thought on someone he could ask, but he kept it to himself for now, curious what his companion's might offer for solutions.

 
  OOC  - Will help stabilize the wounded ... including either the elf or the human who seemed to know about the goings on here.  Will use Battle Medicine if necessary to save lives.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
Seeing the blood drain from Gex's face stings Mauricio's slowly beating heart, but at least his efforts with Dalnu allow her to get back up and rejoin the fight. Thankfully, Gurmok is there to pick up the slack on his shoddy work.

Seeing Kharesh trying to stabilize their foes, Mauricio takes over with the dwarf's help.  "I do find the guards' absence rather odd, but I truthfully don't know. If these ringmasters perish, however, we have an abundance of evidence provided through the generosity of their patron,"  Mauricio remarks wryly.  "We can take these samples back and examine them. If we can determine the chemical components of these mixtures, that could tell us where the drugs are being manufactured. 

Despite his misgivings, Mauricio does try to save the gnoll as well. It is highly unlikely after a severed artery, but professional pride demands nothing less.
 
 Spoiler: OOC 
Interestingly, Ward Medic does not apply to Stabilization or Stop Bleeding rolls.
Gregorix:  (1d20+8)[ 22 ] 
Elf:  (1d20+8)[ 21 ] 
Stop Bleeding on gnoll:  (1d20+8)[ 23 ] 
That's two full rounds of actions
Pretty shameful when Mauricio heals his enemies more consistently than his allies...
 Mauricio Averni 
 HP:  13/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
farothel
 "If I recall correctly we are allowed to take them out,"  Dalnu said, with an atypical streak of vengeance,  "so why patch them all up?  Just do the leader so we can ask a few pointed questions before we off him." 
Gwynfrid
As the sounds of battle die down, Gurmok prompts Zen to return. To his immense relief, he comes upon the scene of a victory.  "Thank you, comrades. This was a tight battle, your bravery won the day. Irori favors those who strive to perfection, and in my prayers I will commend you to his favor, it is well deserved." 

 
 Originally Posted by farothel 
  "If I recall correctly we are allowed to take them out,"  Dalnu said, with an atypical streak of vengeance,  "so why patch them all up?  Just do the leader so we can ask a few pointed questions before we off him."  
 

 "I understand the sentiment, friend Dalnu",  Gumork replies.  "But I do not share it. These are criminals, that much is clear. But we are not judges, nor are we executioners. I think we would hold our end of the bargain well if we delivered them alive to Captain al Hisan, so he can handle them as the law requires. The law seems rather strange in this land, at least it is foreign to me. But not killing, if we can, surely is the more prudent way in that regard."

So, unless you all object, I shall call on Irori's blessing to heal the wounds of all, friend and foe alike. Let's make sure the elf especially is well bound and silenced, first... We don't want him to use his foul magic again. By the way..."  The goblin bends down over the fallen enemy, and takes the inverted ankh symbol off his person.  "This should weaken his link to his mad god, at least." 
 
 Spoiler 
Gurmok takes the unholy symbol from the elf. When all enemies are secured, he will cast a 3-action Heal for everyone's benefit:  (1d8)[ 7 ] 

Gurmok, level 2 cloistered cleric of Irori
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 4/24
Spells used for the day: Bless (ended), Magic Weapon (ended), Heal (3/4)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 7/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh nodded at Gurmok's words.   "They chose conflict ... death was always possible.  But the officials want to learn more.  That demands prisoners.  Let's return them."   He helped tie up and bind the others the best he could, even if he wasn't an expert.  Once they had them, he nodded to the door.   "You search the buildings and destroy the drugs.  I'll sweep the grounds and meet at the cart."  

If there were no questions, Kharesh slipped back out, to go search for any stragglers or others, moving from the immediate area and backtracking to where they started.

 
  OOC  - Will help tie folks (would rather aid someone than screw up a roll).  Then sweep around the compound looking for signs of anyone else ...

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Sadar and Kharesh work together to gag them, then, using a crowbar in the basement, the affixed manacles with keys in their locks are pried from the walls.  The shackles are applied to their hands behind their backs.  Gurmok then heals all, and Kharesh leaves immediately.

 
 Spoiler: Actions 
Since this is pretty low stakes and you have time, I’ll give you the better of the two rolls.
Aid:   (1d20+2)[ 9 ] 
Thievery (Gregorix):  (1d20+6)[ 7 ] 
Aid:   (1d20+2)[ 19 ] 
Thievery (Elf):  (1d20+6)[ 16 ] 
Aid:   (1d20+2)[ 22 ] 
Thievery (Gnoll):  (1d20+6)[ 10 ] 
 

 
 Spoiler: Not Kharesh 
The three bound and gagged individuals begin to stir.  The Chelaxian awakens first, when his situation dawns on him, he briefly scowls well even with the gag in place, but makes no struggle.

The elf stirs next, he sits up calmly and glances about, seemingly with minimal reaction.  He attempts to talk through his gag, but it is well placed and all his “murrrhurrf ummfagurrf adurrf” convey even less meaning than his previous orations.

The gnoll’s eyes open frantically.  He immediately begins to yip furiously and struggle against his bonds.  Flailing kicks and contorting torso are frightening, but the gag looks like the real problem.  Gnoll teeth are sharp and can grind bones - the integrity of the cloth gag is suspect.

 
 Spoiler: Actions 

Athletics:  (1d20+10)[ 22 ] 
Bite:   (11d8+2)[ 53 ]   3
Athletics:  (1d20+10)[ 26 ] 
 

 

 
 Spoiler: Kharesh 
Kharesh emerges from the building to see the creature sitting not far from the doorway.  Kharesh notices that it has a lot more eyes than it did even before.  One of the dead bodies was left laying in the courtyard in front of the compound, and it is now missing eyes.  Additionally, there is a tear in the body’s abdomen below the ribs on the right side.  The eyes swivel to look at him.  Again the voice booms in his head,     good… you are back... tell me what happened…    
 
farothel
Dalnu gave the gnoll a light hit with her staff, just to get his attention and then made a 'no' sign with her finger.

 "Okay gentlemen,"  she said,  "we can do this the easy way or the hard way, as you are probably aware.  The easy way is that we ask questions and you answer honestly and fully.  The hard way is the same, but we break a few bones or something like that before you answer honestly and fully.  Nod if you understand?" 
 
 Spoiler: OOC rolls 

I think this is intimidation:  (1d20+8)[ 20 ] 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

 
 Spoiler: Kharesh 
Kharesh nodded politely, curious at the at changes and apparent mutilation of the dead body.   "The drug peddler, the elf and a gnoll offered us something to 'open our eyes.'  When the others asked for clarification, they attacked.  We defeated them and they will answer to the authorities in town."  

 
  OOC  - Just chatting :)

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 

 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
 
 Spoiler: Not Kharesh 
Gregorix does not respond to Dalnu at all.  He makes no efforts to get up, he simply lies there with a blank expression and does not react.  The elf responds calmly,  “eff amf hurrf fy umm harrf.”  The gnoll continues his flailing and gnawing at the gag, ignoring Dalnu’s love tap.  Then his teeth abruptly sever the gag, he pulls himself to standing, and he lunges for Dalnu's arm, catching it with his teeth.

 
 Spoiler: Actions 
Bite:  (1d8+2)[ 10 ] 
Athletics:  (1d20+10)[ 27 ] 
Bite:  (1d20+6)[ 22 ]  Damage:  (1d8+2)[ 9 ] 
 

 

 
 Spoiler: Kharesh 
Again the voice booms inside his head,     good… justice should be served… small request… wardrobe in the upper room… cannot reach… will you push it over the balcony?    
 
Starbin
  Kharesh Hammerfist  , dwarven monk

 
 Spoiler: Kharesh 
Kharesh nodded.   "Yes, but it may break.  If you seek something fragile inside, I could bring that instead. "    If the creature is insistent on the wardrobe, Kharesh will search for the item and push it out the closest window.

 
  OOC  - pressing onwards

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 

 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
Dalnu reacted instinctively and she threw a bunch of magic missiles at the gnoll.

 
 Spoiler: OOC actions 

3 action magic missile:  (3d4+3)[ 13 ] 
 
SanguinePenguin
 
 Spoiler: Not Kharesh 
Sadar draws his blade, but Dalnu beats him to it and blasts the gnoll with magic missiles.  Again the gnoll collapses.  The elf winces; Gregorix doesn’t react.  Sadar looks down at the gnoll and says,  ”even for a gnoll that thing is aggressive.  We should let it die.” 
 

 
 Spoiler: Kharesh 
The creature says in his head,     the whole wardrobe, please    

Kharesh heads up to the top floor.  It is bulky, and a bit heavy, but he is able to slide it across the floor and toward the balcony.  His friend’s eyes are turned up to him, watching… eagerly?

 
 Spoiler: Starbin 
I think there is a temporal disconnect.  I’ll pause here for a bit until the other group catches up.
 

 
Prehysterical
Mauricio is reluctantly forced to agree with Sadar's assessment. They had already shown mercy once and the gnoll has squandered their generosity.

Sadly, he cannot offer any more poultices to Dalnu without severe side effects. Realizing that he had dropped his crossbow during the skirmish earlier, Mauricio walks over and reloads the weapon. He addresses the cultists without looking at them.

 "I noticed your earlier fumbling for a secret passage here on the walls. Where does it lead?"  After a second thought, Mauricio instructs the others,  "Take his gag off. I will ensure his good behavior."  The tiefling aims his crossbow pointedly at the elf in question.
 
 Spoiler: OOC 
Mauricio is going to Pursue a Lead on the elf cultist.
 Mauricio Averni 
 HP:  20/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Gwynfrid
Gurmok shakes his head, sadly. Katapesh's gnolls had already shown how low an esteem they deserved, and this one can't be reasoned with.

 "I do not know of any teaching from Irori to deal with a rabid creature such as this one. But in my... er... homeland, we put them down. Both for self-protection, and to shorten their suffering."  He takes his dogslicer out, and calmy proceeds to demonstrate.
farothel
 "He clearly wasn't standing first in line when the brains were handed out,"  Dalnu said,  "hopefully these two are and we don't have to resort to more extreme measures to get some answers." 
 
 Spoiler: OOC rolls 

I think this counts as intimidiation:  (1d20+8)[ 17 ] 
 
SanguinePenguin
 
 Spoiler: Not Kharesh 
Gurmok executes the gnoll.  Sadar removes the gag from the elf so he can speak to answer Mauricio’s question. However, his response seems one of genuine confusion,  “I don’t know of what you speak.  There are no secret passages down here.  Unless you refer to the passages into those nether places between worlds that the Crawling Chaos may use to enter or influence our world.  But these are both secret and ubiquitous.” 

Gregorix is clearly watching as the gnoll is killed and listens as the elf talks, but is not reacting or cooperating.
 
Prehysterical
 "If you were not attempting to escape, then why did you flee down here,"  Mauricio asks pointedly.  "Were you so sure of your followers' victory, or were you preparing a little surprise for us once we entered the tower?" 
 
 Spoiler: OOC 
Mauricio will attempt Sense Motive. He will receive an extra +1 bonus from Pursuing a Lead.
 Mauricio Averni 
 HP:  20/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
 
 Spoiler: Not Kharesh 
The elf scoffs indignantly,  “you were outnumbered - what 5-to-1?  Yes, I thought they would capture you and bring you to me.  I was planning to grant you the gift of the avatar, although that would have been a mistake as it is clear you are unworthy.  If the avatar doesn’t make a decision first, I will have to entreat Nyarlathotep directly on what’s to be done with you.” 
 
 Spoiler: Mauricio 
He does not seem deceitful.  More importantly, you realize he doesn’t seem terribly concerned.  If anything, he is more annoyed than scared.
 

 
Gwynfrid
 "Nyarlathotep... An elder god. Nightmares are associated with him somehow? I hear his followers are somewhat saner than others who worship the elder gods. Although, listening to this one... I wonder how crazed one can get. Anyway, whenever they try to extend their influence in the world, it is to sow disaster",  Gurmok says, frowning. He suggests to Mauricio:  "Maybe we should ask questions to this man here instead. But, someplace where the elf can't hear us, don't you think?" 
farothel
 "And we still have that drug stuff to check out,"  Dalnu said,  "all that talk about old gods is well and good, but that's not what we're here for, remember.  So there probably is a secret spot here, where they have put their stash." 
Prehysterical
...For once, the mad elf has a point. In his shoes, Mauricio would have expected the same thing, upon reflection. It is concerning how the elf is... well, not concerned at all, really.

 "Sadar, would you please put the gag back on him? I have no patience for a sermon today."  To the others, Mauricio nods his assent.  "Let me perform a more thorough examination of the room and then we can relocate our other captive." 
 
 Spoiler: OOC 
Mauricio will Search the room for any hidden doors or alcoves.
 Mauricio Averni 
 HP:  20/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
The discussion of how to separate them moved forward quickly alongside the search for secrets.  However, nothing is found beyond what was already seen.
 
 Spoiler: From earlier 
A hurried glance through their possessions reveals four magical items: an alabaster pendant that looks like an archon on the elf’s robe, a small monkey pin affixed to Gregorix’s armor, a small silver bracelet in Gregorix’s left wrist, and his flail. The chemical the elf tried to get you to drink is magic, and all the vials of it are. There is also a medium size iron lockbox, although no key in sight. Gregorix has 13.63 gold in a pouch on his person mostly in silver. Additionally, there are alchemical supplies on the table against the far wall, it looks to be a rather complete lab to your inexpert eyes.
 

Then, as you prepare to move the prisoner, a loud crash can be heard.  More of a dull thud really, but since it had been rather silent down here , you ascertain that it must have been loud.

 
 Spoiler: Kharesh 
With a lot of exertion, the heavy wardrobe flips over the railing of the balcony and tumbles near 15 ft to the waiting ground below.  A loud crash as the study piece of furniture cracks and splinters, leaving a pile of clothes amid the carnage.  The creature’s tendrils begin to riffle through the garments.
 
farothel
Dalnu indicated which items were magical and was about to start the interrogation about the drugs, when she heard the thud.
 "What was that,"  she asked,  "And where is Karesh?  Maybe we best have a look.  These two aren't going anywhere." 
Starbin
  Kharesh Hammerfist  , dwarven monk

 
 Spoiler: Kharesh 
His task completed, Kharesh closed the window and moved to the stairs to return back downstairs.  Once outside, he moved to join the creature.
  "Did you find what you were looking for?"  

 
  OOC  - Just advancing the scene.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 

 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Kharesh comes down the stairs to see the creature sliding tendrils into garments, specifically rather fine tailored clothing that would be worn by a courtier or lord.  Burgundy pantaloons, a vermilion silk shirt, powder blue doublet, and a floppy broad brimmed hat sporting a long peacock feather.  Dozens of tendrils thrust through the bottoms of the pantaloons, five eyeball laden tendrils poke through each arm of the shirt, while about a dozen poke through the head hole, somehow resting the hat on a kink in their stalk.

Leaving the elf and the Chelaxian bound and gagged in the basement, the rest of the party emerges from below and heads to the door.  The door to the courtyard stands open and sitting in front of it is a creature rather alien in design.  The basics remind you of a sea urchin, or at least a perversion of one. It is a pallid gray roughly spherical orb coated in half meter spines, all dripping some milky substance. The spines and body are coated in a ropy gray material somewhere between tendrils and cobwebs that writhe around independent of the motion of the spines. Many of these tendrils seem to end in eyes that look disturbingly like humanoid eyeballs grafted onto the tendrils. A few longer tendrils sit upon the ground in a more coherent form, apparently supporting some of the creature's weight. Spines and body put the urchin at about five feet tall, but upon its top sits a bent, muscular stalk extending several meters.  At the end of this muscled mix of fibrous matter and pallid flesh is a mouth containing dozens of uneven sharp teeth.  The dozens of eyestalks swivel to face the doorway.  Some of the eyestalks have maneuvered through a nobleman’s outfit to create a many eyeballed puppet.

 
 Spoiler: Kharesh 
Your allies emerge from the building not long after you ask the creature.   You can hear it in your mind in clear Taldan, “Yes!  I have wanted this outfit for a long time.  Thank you, Kharesh.”
 

 
 Spoiler: Gurmok 
You are overwhelmed by the majesty of the creature before you.  Whatever perfection Irori teaches you to work toward, this divine being clearly encapsulates.  You can hear it speaking to Kharesh in your mind in clear Taldan, “Yes!  I have wanted this outfit for a long time.  Thank you, Kharesh.”

 
 Spoiler: OOC 
Gurmok is charmed, and critically failed, so his attitude toward the creature is helpful.
 

 

 
 Spoiler: Mauricio 
In your mind, countless phonemes overlap with different intonations.  Your mind naturally tries to latch onto those familiar - stray words from Taldan, Garundi, Halfling, Draconic, Daemonic, Infernal, also some stray words barely recognized from Kelish, Varisian, and Mwangi.   You suspect you are trying to filter through more languages than can be found in Golarion.  The voices seem to say different things entirely.  The effect is just cacophony, an information overload while you try to understand, but it slips away before you can hold any complete idea.  By the time the voices stop, you are left with a mild headache.
 

 
 Spoiler: Dalnu 
In your mind, countless phonemes overlap with different intonations.  Your mind naturally tries to latch onto those familiar - words from Taldan, Elven, and Draconic, also some stray words barely recognized from Kelish.  Other languages some of which you’ve heard and others you’ve never heard before are there too.  The voices seem to say different things entirely.  In Taldan, the creature seems to be thanking Kharesh for… clothes?  While in Elven, it seems to be encouraging a calm interaction.  In Draconic it seems to be asking you to bring the gnoll up so it can eat it.
 


Sadar grunts and raises his hand to his temple, while Gex stares at it with a mix of awe and confusion.
farothel
 "What the hell is this,"  Dalnu asks, wondering.  As she hears voices, she thinks back:  'what or who are you and what are you doing here?' 
 
 Spoiler: OOC rolls 

let's see if we know what it is (can be rolled untrained): occultism:  (1d20+1)[ 3 ] 
EDIT: I think not.
 
SanguinePenguin
Gex stutters a bit, clearly terrified of the thing,  “uh n- n- not sure… but I think this is another qlippoth.  Like those things in the market.  But  more .” 
 
 Spoiler: Kharesh and Gurmok 
The friendly creature states in your mind in clear Taldan, “Yes, qlippoth is a label you accept… lacking though.  As to group you with the rodent, maggots, fish, demons, and birds.”
 

 
 Spoiler: Mauricio 
Again your mind is blasted with a torrent of discordant language.  The deluge comes so quickly that you fail to latch onto any ideas from the din before the voices end.  By the time the voices stop, you are left with a splitting headache.

OOC slowed 1 for  2  rounds (ah right, already posted - since it’s a minor effect I just rolled oof)
 

 
 Spoiler: Dalnu 
Again your mind is blasted with a torrent of discordant language.  The deluge comes so quickly that you fail to latch onto any ideas from the din before the voices end.  The attempt to follow the words leaves you with a mild headache.
 

 
 Spoiler: rolls 
  Sadar  - (1d20+5)[ 11 ]  DC 15
  Dalnu  - (1d20+6)[ 11 ]  DC 15
  Gex  - (1d20+6)[ 16 ]  DC 15
  Mauricio  - (1d20+8)[ 16 ]  DC 27
 
Gwynfrid
Gurmok's eyes are wide open, his mouth agape in open wonder.  "Come on, Gex. A generalization like that, is, is, well... disrespectful, I would say."  
 
 Spoiler: Thoughts 
  What shall I call you, O Great One?  
 

 
 Spoiler: OOC 
What is Zen's reaction?
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh nodded, commented,  "It was an easy enough task."    When the others came out, he tensed for a moment, wondering if he was going to need to intercede.  Fortunately, it seemed the only less than friendly reactions were pained looks from Sadar and Mauricio, and frightened comments from Gex.  After a few words, Kharesh considered for a moment, then spoke.   "I apologize, but I never asked your name.  I am Kharesh." 

 
  OOC  - I don't think Kharesh has been speaking with his mind ... it never occured to him to 'think' at the creature, so his words are spoken aloud.

And welcome, everyone, to Kharesh's waking nightmare 😁
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
Dalnu didn't know what the thing was, but it was weird how some of her party members fawned over it.  She did take a few steps back and looked at the others.
 "Any of you know what the crap this is,"  she asked,  "and why do you... well, like it so much.  Snap out of it." 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh glanced at Dalnu with a raised eyebrow.   "Gex and Gurmok addressed this, if bluntly.  But our friend is magnificent, if strange to our eyes.  Why are you being rude?"  

 
  OOC  - The beauties of charm school :)

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
 "I like my friends with less tentacles, thank you very much,"  Dalnu said, moving a bit further away, still in easy spell range (with her longer reach), but out of easy grab range,  "Now, why don't we leave your friend here and get back to business.  We're here to search for that new drug, remember.  Best to get on with that and then you can spend time with your new friend." 
Prehysterical
Whatever this thing is, it is clearly an affront to both nature and logic. Mauricio is so disoriented by the barrage of voices and languages in his head that his fingers rub in vain at his temple.  "How do none of you hear that absolute  din  of voices? It's like this thing is speaking every language in Golarion all at once!"  With a wince, Mauricio continues,  "At any rate, I agree that this creature is a distraction at best and a cognitohazard at worst. We must relocate." 
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  20/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
The creature's many tendrils continue to shift and many eyes twist back and forth to follow as you speak.  Finally, it erupts again.

 
 Spoiler: Kharesh and Gurmok 
The friendly creature's clear Taldan seems a bit pleased by your flattery and defense of it's character, “I have myriad names - Scry of Leng is one I like.”
 

 
 Spoiler: Mauricio 
The linguistic onslaught continues, the creature seems to introduce itself in countless ways, but all the concepts fall like grains of sand from your mind and you are left with the same headache and no information.
 

 
 Spoiler: Dalnu 
The words strike again and while you are pretty sure the creaute introduced itself, you find yourself unable to retain the information.  The headache gets a bit worse.
 

 
 Spoiler: rolls 
  Sadar  - (1d20+5)[ 20 ]  DC 14
  Dalnu  - (1d20+6)[ 7 ]  DC 14 (edit: didn't expect a 1 - dalnu will be be slowed 1 for 1d4 rounds)
  Gex  - (1d20+6)[ 26 ]  DC 14
  Mauricio  - (1d20+8)[ 15 ]  DC 26 if needed  (1d4)[ 1 ] 
 


Gex mutters with a mix of comprehension and confusion,  "Attendant of Dagon, Scry of Leng, Seeker of the Seals?" 

Sadar adds with trepidation,  "Avatar of... uh... Mind Killer?" 

The tendrils of the creature seems to shudder slightly as the names are recited back to it.  While one could argue that merely communicating is aggression, it doesn't seem to be doing anything else particularly hostile at the moment.  Although there are a lot of tendrils without eyes attached that occasionally whip about, the teeth on the end of the long stalk could quickly inflict pain, and the many urchin-like spines are slowly oozing a milky fluid.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh nodded his head towards the being.  "Well met, Scry of Leng.  I'm sure our paths will cross again, but my companions are correct - we have business to complete.  Unless you know where we might find the drug the lady speaks of?  If not, luck in your travels."  

 
  OOC  - Nothing says we can't take care of business ... and Kharesh has given his word to assist.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
Gurmok bows deeply to the magnificent creature.  "It is an honor to meet you, Scry of Leng. But my companions here are correct, we do have a mission to accomplish. If we may be excused, we shall take our leave. It is my sincere hope that we meet again, so I can contemplate your splendor." 
 
 Spoiler 
Gumrok is ready to leave... If the Scry of Leng lets him.
 
Prehysterical
Mauricio just starts walking. He  has  to get away from the voices in his head. He can't even hear himself think!
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  20/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
The creature's many eyes continue to follow the discussion.  As Mauricio makes his strategic withdrawal, the voice(s) boom again.

 
 Spoiler: Kharesh and Gurmok 
The creature replies, “this drug - what does it do?”
 

 
 Spoiler: Mauricio 
More and more gibberish- you think it may be getting less offensive, but it is hard to decide.
 

 
 Spoiler: Dalnu 
The creature seems to be inquiring about the nature of the drug in Taldan, it also seems to be expressing something similar in elven.  In draconic, though it is demanding you bring the gnoll’s corpse up.
 


Seeing no need for deception, Gex replies warily,  "Euphoria and disconnection, then eventually insanity.  Aggressive attacks." 
 
 Spoiler: Kharesh and Gurmok 
The creature replies, “ah, the alchemist refines my ichor.  That is the ‘drug’ you speak of.”
 

 
 Spoiler: Mauricio 
You hear a longer barrage, then finally, after putting the wall of the building well between you - blessed silence.
 

 
 Spoiler: Dalnu 
The creature says something about the blessed ones who’ve seen Leng in elven, an alchemist and his own ichor in Taldan, and the unworthy masses having visions too close to the ‘Court’ in draconic.
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh blinked for a moment, somewhat nonplussed.  Frowning, he nodded slowly as he comprehension dawned on him.   "Ah, so the elf was using your essence for his own foul purposes.  Well, it seems we have solved the mystery.  I'm sure Scry of Leng will no longer let his being be used for evil and the elf has been dealt with.  We should return to the city."  

 
  OOC  - Justification and rationalization - the bastion of the insane and charmed!

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
Dalnu was about to move away.  She had enough of all the voices and wanted to get out.  Then Kharesh came with a theory.
 "Wait, What,"  she said, turning towards him,  "how is that possible?" 
Not only did she want a verification of those facts if they were true, but she was also interested in an academic sense on how a creature's essence could be used as a drug.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh shrugged his shoulders, his frown returning.   "You heard him.  The alchemist was refining his ichor.  I guess I jumped to the conclusion the elf was the alchemist.  How it happened, I have no idea.  I punch or kick things ... not create potions or drugs."  

 
  OOC  - 😁
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
Frowning, Gurmok turns to Kharesh.  "The elf was no alchemist. He used divine power, certainly granted to him by his deity, the elder one, Nyarlathotep. But we did find a lot of alchemical equipment downstairs. In fact, the elf talked about an alchemist. He said the actual ingredient was the blessing of the avatar... Surely, he was speaking of the right honorable, Scry of Leng." 

He looks up to the gorgeous creature.  "I am so sorry, Scry of Leng, that your ichor has been so misused, instead of being rightly admired. Rest assured that the guilty will receive their deserved punishment." 
 
 Spoiler 
I had to read a couple of pages back to connect these pieces of information. That's the drawback of PbP, I had pretty much forgotten the chat with the elf before the fight.
 
farothel
 "You might want to consider heading back home,"  Dalnu said to the critter,  "if there's one that takes advantage of you, there's probably more and for your own safety it might be better if you moved.  Let's get back down and ask a few more pointed questions to those guys, shall we." 
She wouldn't go alone, but if some others would follow, she would head back into the basement for a few extra questions to find everybody who was involved in this stuff.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh nodded grudgingly at Gurmok, clearly having misunderstood the exchange ... or perhaps he had not paid close enough attention.  Either way, Dalnu's suggestion still had merit, and he turned to follow her after giving Scry a polite nod.

 
  OOC  - yeah, playing this game is like stepping into Narnia ... months have passed by in what seems to be only moments in game ;)

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
 
 Spoiler: Kharesh and Gurmok 
 The creature echoes in your mind, “the elf is too useful.  I need him here.  Though I don’t care about the alchemist and you may take the human.”
 

 
 Spoiler: Dalnu 
Once again discordant streams of voice boom in your head, you thought you had a thread, but it slips from your mind like a dream at waking.
 


Sadar says slowly, hand on the hilt of his blade, tense,  ”he wants us to bring him the gnoll.”  The man seems on edge.
farothel
 "Let's first get the information we need and then we can see,"  Dalnu said to Sadar.  She started to feel that some of the party were quite taken with this creature and that it would take some wrangling to remove them from it.  So she would move slowly, in the elven way, first getting them out of the mental influence.  She also hoped that such will remove the voices and the headache she had.

She would head back into the basement.
 "We're back,"  she said to the guys still bound there.  Her voice is deceptively calm, but those who knew her well would be careful at this point, as for those it was clear she was near boiling point.
 "we've just had a little chat with your ichor supplier.  And now it's your time to start talking.  Like how did you get that critter over here and what exactly are you doing with its ichor?  And why do you create a drug that basically kills your customers?" 
 
 Spoiler: OOC intimidation roll 

 (1d20+8)[ 17 ] 
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh nodded in acknowledgment, then followed the others back to the basement.  He glanced around at the assembled captives, then moved to stand near the elf.  He waited for Dalnu to try and get some answers before dealing with any other issues.

 
  OOC  - letting the intimidation play out first.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
The elf smiles when Dalnu speaks, then finally begins,  “I have been talking.  You need to start  listening .  It is good that the Avatar is here.  I was beginning to worry, since the Avatar has wandered into the waves before without warning.  No matter.  Since the Avatar is here, this charade is pointless.  You will end this day pursuing the Avatar’s goals.

“But I shall humor you.  The substance is a drug only in a loose definition of that term.  The gift of the Avatar is… phenomenal.  As to killing, it doesn’t do that.  It shows you the truth - and the truth will set you free.  You may think of freedom as a removal of chains, but chains keep you tethered.  This freedom breaks some minds, but it is the truth.  If the unfathomable expanse of the dark tapestry causes one to gaze listlessly into the void or rage uncontrollably toward oblivion, such is the burden of truth.”   He nods his head to the alcove,  “drink a vial and set your mind free.” 
farothel
Dalnu took the vials from where they were stored and quickly checked them with a detect magic sight, just in case.
SanguinePenguin
After discounting the magics she recognizes, Dalnu detects an unfamiliar presence of magic, but, after studying a vial for a minute, she concludes that it is not originating from the vial.
Gwynfrid
His head still full of the echoes of the marvelous being's voice, Gurmok follows Dalnu downstairs. Even filled with admiration, he struggles to reconcile what he knows - this elf is a known criminal, and yet the Scry of Leng considers him useful and doesn't want him removed. Then a thought crosses his mind...

 "You have been deceiving the Scry of Leng! You take His gift, and transform it into something that makes people mad - instead of enlightenment, it changes them into either catatonic wretches or raving murderers. This is horrible! I'll go tell this supremely beautiful being what's really happening here! Where is the alchemist, who's capable of such treachery?" 
SanguinePenguin
The elf smiles broadly as Gurmok praises the creature,  ”you are right that it is marvelous.  But deceiving… no.  Ask to scry on Leng, and receive the Avatar’s gift directly from the source.  The alchemist is…” 

For the first in a long while, Gregorix speaks,  ”say nothing about the alchemist!” 

The elf responds with obvious frustration,  ”what’s there to even say?!  He isn’t here, and he only comes here rarely.  He’s an absurdly secretive, paranoid individual whose lackeys won’t utter his name for fear of reprisal. I know nothing more to tell.  I’ve never even seen his face.” 
farothel
 "So you don't know anything about this alchemist,"  Dalnu said,  "I have this feeling you do know a lot about the Scry of Leng though.  But back to the alchemist..." 
She turned to Gregorix.
 "... I have this feeling you do know more about him,"  she continued, holding up a vial of the drug,  "I wonder how pliant you will become to my questions if I force-fed you some of this stuff.  If I give you enough, you will die, empirical evidence seem to show.  So either talk now or hope I don't get the dose wrong." 
 
 Spoiler: OOC rolls 

time to do some extra intimidation (I'm not sure if I get a bonus for using the drug, so I'll let the GM add that if applicable):  (1d20+8)[ 24 ] 
 
SanguinePenguin
Gregorix looks at Dalnu with fear,  “you wouldn’t…”  he swallows hard, eyes wide with terror.  He glances about frantically, but sees no way out.  Then he slowly starts talking,  “for whatever reason, working with this nuthouse serves the interests of my employer - I don’t know why or the terms with Hariq’Aswad, just that I and some of the guards are to help out, sell the drug the alchemist makes and make sure people take it - give it away if needed, and not consume any of it.  The alchemist is a specter, among the best in al Izarin’s employ.  He does odd jobs - disposing of bodies, creating them, getting people to talk,”  he swallows again at that last one and it’s a moment before he starts talking again,  “he is very secretive, and people who talk about him too much have a tendency to have problems of a permanent sort.  That’s what I know.  That and that the thing out there is nightmare.  If it isn’t eating you or controlling you yet, get out while you can - and take me with you.  I need to get out of Katapesh before I am killed.” 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh knew he was out of his depth.  They had come following this man to learn of Bliss.  It seemed the drug was distilled from Scry of Leng's very essence.  This Gregorix simply served his employer, al Izarin, who saw some value in working with the elf ... some measure of benefit from the chaos that the drug might create.  Or perhaps a distraction for other purposes?  Had al Izarin taken this drug and was beholden to the visions it gave?  Was the alchemist the true power behind the throne, or simply an efficient henchman?

None of it sat well with Kharesh - it seemed too many people were using Scry of Leng for their own misguided purposes.  But if the elf had value, perhaps there was more to the story than they could see.   "Let's find the alchemist.  Bring Gregorix, leave Hariq’Aswad ... time's wasting ..." 

 
  OOC  - let's see how this goes :)

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
 "This sounds like... a reasonable course of action",  Gumrok opines, a little hesitant. In his mind, Hariq’Aswad has been uncovered as a dangerous criminal, but at the same time, the Scry of Leng wanted him for His own purposes. His desire to prove himself useful to the magnificent creature wins over his promise to Captain al Hisan...
farothel
 "If we leave someone, we kill him,"  Dalnu said,  "just leaving someone bound here, leaving him to starve to death is just plain cruel. Then we better just do a mercy kill." 

She looked at the mercenary.
 "Where would you go if we were to release you?" 
Prehysterical
 "We should bring them both in,"  Mauricio objects.  "Raving lunatic or not, he may be privy to certain goings-on that Gregorix is unaware of. That, and we owe absolutely nothing to that... creature outside. This operation is a cancer that must be torn out by the roots." 
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  20/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
Gregorix sighs,  “I will cling to you until we are out of this compound.  Then out of Katapesh on the first ship I can.  Far, don’t know where yet.  Back to Cheliax or to Andoran, maybe even the Shackles.  Just away from here.  I am dead if I don’t get out quickly.” 

The elf laughs,  ”Gregorix, you think the alchemist will have a chance to come after you?  The Avatar will eat your liver and wear your eyes - I was the only thing keeping you alive.  I will be fine if you leave me here.” 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh frowned at both Dalnu and Mauricio.   "Leaving him doesn't mean bound and gagged locked in the basement.  Second, we owe Scry of Leng our courtesy.
 The alchemist is the one creating the drugs - they are the ones to bring to justice.  The others are by-products." 

 
  OOC  - Speaking from his compromised position, I think Kharesh is still making sense.  But he won't condone killing the elf.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
 "If we're going to hand him over to that abomination, we can just as well do the deed ourselves,"  Dalnu said,  "at least that way it's painless.  Which is more than he deserves, but I still have some conscience." 
SanguinePenguin
An argument ensues away from prisoner ears.  While Gurmok and Kharesh want to turn over the elf to Scry, and maybe help out the wonderful creature some more, they are outvoted.  Although Gex thinks releasing Gregorix fair, given his divulging information and credible insistence of imminent death at the hands of his employer, no one else is sympathetic.  Still it is decided to be deceptive about letting him go, as he may be more difficult if not.

Sadar insists on bringing the gnoll’s corpse up as the creature was adamant (at least to him) that bringing him the dead gnoll would please him.  Although the warrior doesn’t seem to adore Scry like Gurmok does, he does argue that making the creature happy will probably aid survival.

The elf is bound even more tightly for transit.  The only door from the complex leads directly to where Scry is positioned.  Sadar exits and tosses the dead gnoll on the ground.  The clusters of eyestalks protruding from under the foppish cap look your way expectantly.

 
 Spoiler: Kharesh and Gurmok 
The creature says, “excellent, you brought up gnoll.  I will take elf, and you may take human.”
 

 
 Spoiler: Mauricio 
It is overwhelming, but Mauricio is finally able to make a little sense of what the voices are saying.  Not ALL of them by any means, but in the languages he is fluent, he gets the gist.

Taldan:  Scry is happy the gnoll was brought and demands the elf.
Draconic:  The creature is glad you brought the gnoll, but demands all of your gold before it will allow you to leave.
Infernal:  The voice threatens to take your eyes and demands the gnome as further tribute.
Halfling:  The voice says something about Leng being home to star children and suggests you would be better there, not happier, but more complete.
Garundi:  The voice says something about a key in the west, and that he will trade the knowledge for the gnome’s liver.
Daemonic:  The voice says that the most final of deaths is coming when Azathoth is roused and Leng is where the realms are thin.
 

 
 Spoiler: Dalnu 
Dalnu understands the creature well enough.

Taldan:  Scry is happy the gnoll was brought and demands the elf.
Elven:  The voice says it will take the elf and see that justice is done.
Draconic:  The creature is glad you brought the gnoll, but demands all of your gold before it will allow you to leave.
 

 
 Spoiler: ooc 
  Sadar  - (1d20+5)[ 23 ]  DC 10
  Dalnu  - (1d20+6)[ 14 ]  DC 10
  Gex  - (1d20+6)[ 10 ]  DC 10
  Mauricio  - (1d20+8)[ 23 ]  DC 23 if needed  (1d4)[ 1 ] 

If anyone wants to cast spells or heal or anything, feel free to take those actions prior to going upstairs.
 
farothel
 "Let's get out of here and back to the city,"  Dalnu said as she ignored the voices and started marching the two captives towards the city, staff ready in case they tried something they shouldn't.
Gwynfrid
 "I don't think so, Dalnu. Like I said, I think the elf should stay. Can't you see why this is important? The Scry of Leng needs him. Who are we to question that?"  The little goblin looks at the strange creature with a fascinated look on his blueish face.
farothel
 "Look, we need to get as much information as possible to get to the bottom of this,"  Dalnu said,  "why don't we take them both to the city so the good captain can get this information.  He, or his people are probably a lot better at it than we are.  As I don't think he really cares what happens to these two afterwards, we can always bring the elf back later." 

She hoped that this would work and that she could stall until those who were affected by whatever mental influence had time to snap out of it.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh nodded towards Gurmok and stood with arms crossed, somewhat barring the way to depart.   "I agree with him.  Leave the elf and we can bring this other one back.  He was the one we were following anyway.  Not people outside the city ... and outside its legal authorities." 

 
  OOC  - This is where being charmed sucks ... but it is what it is.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
Mauricio rolls his eyes as understanding finally stems the tide of madness in his mind and frustration builds from his companions' obsequious attitude to the strange creature.

 "This creature is demanding all of our gold and for us to surrender our gnomish friend here. Does that sound like the actions of a rational being with no intent to interfere? This Scry of Leng is actively threatening us, demanding body parts in exchange for artifacts, and spouting doomsday prophecies in the same breath... figuratively speaking."  Mauricio looks at his companions in confusion.  "Can none of you truly hear that? Intentionally malicious or not, it is not to be trusted." 
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  20/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh raised an eyebrow, then glanced at the others and back to Mauricio.   "I don't know what you are talking about.  I have heard no such demands.  Perhaps you are unwell." 

 
  OOC  - Wow, that's certainly the kook calling the nut crazy!

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
Gurmok's eyes widen in indignation at the preposterous accusation!  "Of course, revered Scry of Leng would never! I won't stand for this! Tell them, O Magnificent Scry!"  He turns a pleading look to the creature.
farothel
 "We were following him,"  Dalnu agreed,  "but the captain requested to stop the drug trade, not to follow a certain person.  And the elf knows more about the drug trade than the mercenary.  So that's why I suggest we bring the elf with us for questioning by experts.  And as I'm quite sure that the watch wouldn't be interested in what happens with the guy afterwards, given the lack of rules on the drug trade, we can always bring him back." 

She looked at the others.
 "If you want to leave your gold, go ahead, but I'm most certainly not,"  she said,  "and now I'm bringing the two captives to the city for questioning, as I said." 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh shook his head.   "No, you are not.  The elf is a prophet, not a drug-runner.  The mercenary knows of the trade ... and the alchemist is the real target." 

 
  OOC  - I'm not big on interparty conflict, so I'm hoping there's a way to bring us down from that ... especially since this is out of our control to a certain extent.  Hopefully y'all feel like I'm playing this appropriately.

 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’ (15')
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
farothel
 "The elf knows as well,"  Dalnu said, getting seriously fed up with her companions and their weak mindedness,  "and it's common sense to learn as much as you can from as many sources as possible and the elf can verify things we learn from the other." 
She turned her back on him and moved towards where they had stashed the prisoners before starting the discussion.
SanguinePenguin
During the back and forth, Scry initially remains passive, no voices, no reaction, minimal motion, but when Dalnu starts to lead the elf away, the voices boom again

 
 Spoiler: Kharesh and Gurmok 
“No!”  The creature commands in your mind, “the elf stays with me!”
 

 
 Spoiler: Mauricio 
It is overwhelming, but Mauricio is again able to make some sense of what the voices are saying.

Taldan:  Scry refuses to let Dalnu take the elf.
Draconic:  The creature reiterates that it wants all of your gold and will take it from your corpses if need be.
Infernal:  The voice proclaims the gnome is his now and it will take the eyes any who interfere.
Halfling:  The voice says that gating you to Leng will be a fitting fate for interfering here.
Garundi:  The voice says it really needs the elf to stay and will take your liver without provided any information if you continue.
Daemonic:  The voice says something about Rovagug and the court failing to preserve the slumber.
 

 
 Spoiler: Dalnu 
Dalnu is able to parse everything the creature says in full.

Taldan:  “No!”  The creature commands in your mind, “the elf stays with me!”
Elven:  “No!”  The creature commands in your mind, “I must be the one to punish the elf!”
Draconic:  “Deliver all of your gold, now!” The creature commands in your mind.  “I will just take it from your corpse, as is my right.”
 


A low hissing noise and maybe a small distortion in the air, like a haze over hot rocks in full sun, is all the notice you have.  By the time the faint jasmine-like odor hits, the visions start.

The stars in the night sky grow, distort and blend, spreading tendrils to link up forming the large nodes within a webbing connecting the entire sky.  The earth twists, the ground growing uneven and pocked.  Your once allies and prisoners emit a blend of screams and foul syllables in a guttural tongue dripping with brutality that makes abyssal sound melodic by comparison.  Their limbs begin to split longways into two or three purple-gray tentacles. Jagged thorns or maybe teeth grow from the writhing appendages.  Their heads split from the top into a pentaradial array of toothed eyestalks - every single one twisted to face toward you.  A black bile bubbles from where the tentacles meet, in what was once a neck, and falls smoking like acid onto the shifting alien terrain below.  The cacophony of screams and voices evolves into a uniform chant in that alien language - though paining your ears, some part of you knows the words as they resonate against the very fiber of reality and mean “oblivion is here!”  Scry and you are the only ones unchanged.  Scry no longer seems so out of place here.

 
 Spoiler: Kharesh, Gurmok, Mauricio 
Although you see and hear all of this and it is quite disorienting, the faint jasmine smell lingering in your nostrils makes you pretty sure this is rather potent hallucination.  You do not know how long it will last, but you are pretty confident your allies remain where they are and have not transformed into horrible beasts.
 

 
 Spoiler: Dalnu 
The elf you were leading by the arm has escaped his bonds and you are now holding him by one of the many tentacles.  The creature is free.  Your death at its tentacles is imminent.
 

 
 Spoiler: OOC 
The creature's action here warrants a new DC20 will save against charm from both Kharesh and Gurmok.  If he blatently attacks, it will break it.

Conditions:
Gex: slowed 3, confused 1
Dalnu: confused 1 (attack elf this round)
Sadar: confused  (1d4+1)[ 5 ] 
Mauricio: stunned 1
Kharesh: stunned 1, charmed
Gurmok: stunned 1, charmed (Zen also stunned)

Stunned 1 =&gt; only get two actions instead of three this turn
Confused x =&gt; for x rounds you are flatfooted and use strikes or cantrips to attack anyone

Forget to roll these will saves:
  Elf  - (1d20+13)[ 16 ] 
  Gregorix  - (1d20+7)[ 12 ] 
 

 
 Spoiler: Map 
 
 
Gwynfrid
In the thrall of this vision of impossible horror, the little goblin staggers.   What... How... No, of course not!   Cued by the smell, he realizes that this cannot be real, and puts two and two together.   Scry of Leng... Wanted the elf... Why would we give it the elf, he's wanted for his crimes? But I was all for it, just a moment ago... Mind control, that's what this all is!  
 "It attacked us! It... It... It isn't friendly at all! We must fight for our lives!"  Taking his old dogslicer out, he spurs Zen forward. The big rodent needs a second to recover from the vision, but he hustles forward.

 
 Spoiler 
New Will save DC20  (1d20+9)[ 26 ] 

Gurmok
#1 Stunned, no action
#2 Draw dogslicer
#3 Command Zen

Zen
#1 Stunned, no action
#2 Stride to E11

 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 4/24
Spells used for the day: Bless (ended), Magic Weapon (ended), Heal (3/4)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 7/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
farothel
 "TENTACLES,"  Dalnu shouts as she conjures up a ball of fire and throws it at what used to be the elf, followed by a whack with her staff.

 
 Spoiler: OOC rolls 

2 actions produce flame: attack:  (1d20+8)[ 10 ]  for damage:  (1d4+4)[ 7 ]  fire (if crit:  (1d4)[ 3 ]  persistent fire)
1 action: attack:  (1d20+6)[ 20 ]  for damage:  (1d4+2)[ 4 ]  Bludgeoning
 
Prehysterical
For once in his life, Mauricio's face seems almost healthy as blood surges to his flushing, enraged cheeks. Fools! Why would they trust this strange abomination they had just met over someone who has already proven his worth?

Soon, Mauricio has a completely different headache to worry about. That same "friendly" creature is now threatening him directly... although that's nothing compared to the living nightmare that comes next. Cheliax was home to all manner of gruesome spectacle, but nothing compared to the otherworldly awfulness of the sights before him. Ironically, it is the earthly scent of jasmine that keeps Mauricio grounded. An illusion... a manipulation by the creature. Mauricio's natural pacificism is broken in the face of such horror. Unfortunately, Dalnu seems to have been deceived, but Mauricio has bigger problems on his mind right now.

With one of the "monstrosities" suddenly shifting, Mauricio finds an opening to strike at the Scry of Leng.
 
 Spoiler: OOC 
Mauricio Strides to G12 and Strikes at the Scry of Leng.
Attack:  (1d20+5)[ 22 ] 
Damage:  (1d4)[ 2 ]  piercing
 Mauricio Averni 
 HP:  20/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh was troubled, concerned that the inability of the group to come to a consensus would end in physical conflict.  shook his head.   "Hold, all ... we need to ta..."   Suddenly, the world exploded into chaos, as his companions took on the visages of monstrosities.  Reminded of the time in the market, Kharesh dropped into his combat stance, ready to defend himself from the horrors surrounding him.  But something ... a strange scent ... it was at odds with the mind-breaking landscape before him.  It seemed to exist just outside of the periphery of his senses, and yet it cut through the madness in a way that connected it.  The source ... was ... Scry of Leng?

The creature he was defending had place an illusion upon him, one that played upon one's fears to lash out at everything and everyone around him.  Why would the friendly being do that?  Gurmok's sudden shouts touched on what the likely solution was - it was NOT friendly, and likely never had been.  Thinking back, Kharesh wondered why he would have trusted the creature over anything his companions had said, but the clear answer was through mental trickery.

Frowning, Kharesh moved to help his companions, striking out twice at the creature.   "I trusted you.  You betrayed me. You must fall." 

 
  OOC  - Not sure where to start but to apologize profusely and drop a post.  Not sure the status of the game, but if it's stalled/stopped because of me, again I apologize.  Life got a hold of me, and the longer you wait, the harder it is to come back.  But hopefully this spurs some movement.  And if the decision is that my absenses have been too disruptive, this is a perfect opportunity to have Kharesh fall in combat :)

Action 1: Stunned
Action 2: Move to E12
Action 3: Flurry of blows (no stance, so regular unarmed, agile bludgeoning attacks)

  Attack 1  - (1d20+9)[ 16 ] ,   Damage  - (1d6+4)[ 10 ] 
  Attack 2  - (1d20+5)[ 7 ] ,   Damage  - (1d6+4)[ 7 ] 
 Effects / Status / Conditions:  Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
The Elf simply laugh-screams as Dalnu pummels him with her staff, but he remains standing.  Only Mauricio manages to connect with the Scry of Leng, poking a narrow hole in the carapace.

The creature that stands where Gex once stood screams and launches a disorienting blast at Dalnu.  The monster that is Sadar draws his blade and moved over to Scry and attacks him. Gregorix screams and moves away, hobbled by the manacles.  Scry lifts the fibrous stalk and the toothy max closes on Gex's head, when it rises again, the gnome is a bloody mess.  A cluster of tendrils whips at Sadar and strikes him, curling around his arms and legs, abruptly the maddness in him vanishes to be replaced by terror.

The maddening visions persist, until a moment when you suddenly realize things are mostly looking back to normal.  It is difficult to pinpoint when things improved, there was a bit of lag in your awareness of it, but it is definitely better now.  Though you've surrounded the creature, it seems unaffected by this situations at tendrils innumerable writhe between you and it, and more than a dozen of the eyes look at you specifically.

 
 Spoiler: OOC 
Scry:
1: Bite Gex  (1d20+13)[ 33 ]  Damage  (1d6+6)[ 10 ]  +  (1d6)[ 5 ]   Crit 
2: Tendril Sadar  (1d20+9)[ 21 ]  Damage  (1d6+3)[ 5 ]  + grab (to end confusion  (1d20)[ 15 ] )
3: grab Sadar  if previous successful or Bite Mauricio  (1d20+3)[ 7 ]  Damage  (1d6+6)[ 7 ]  +  (1d6)[ 2 ]  

Conditions:
Gex: unconscious
Sadar: grabbed
 

 
 Spoiler: Map 
 
 
farothel
Now she sees that she was pummeling the wrong target, Dalnu focusses on the right one.  She calls forth 3 magic missiles that shoot at the Scry of Leng.

 
 Spoiler: OOC actions 

3 action magic missile:  (3d4+3)[ 11 ]  force damage
 
Prehysterical
The one stroke of luck that Gex has is falling right next to their doctor. Once the illusions are dispelled, Mauricio gives something between a panicked cry and a gasp seeing the bloody ruin of Gex's head. All thoughts of battle are pushed from his head as he kneels down to help the mangled gnome, reaching for his tools and trying desperately to stop the bleeding.
 
 Spoiler: OOC 
Mauricio will spend two actions to Administer First Aid to Gex. Going with the standard DC so that Mauricio doesn't kill him by accident.
Medicine (Administer First Aid):  (1d20+8)[ 19 ] 
Mauricio will then spend his last action to a Medicine check to Treat Wounds using Battle Medicine. Going with base DC 15.
Medicine (Treat Wounds):  (1d20+8)[ 23 ] 
If Treat Wounds is successful, heal  (2d8)[ 9 ]  hp
 Mauricio Averni 
 HP:  20/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Uncertain how else to help with Maurice already seeing to Gex, Kharesh elected to continue his attack, weaving back and forth near the elf to hopefully hamper any return attacks.

 
  Round 2  - Keep it up!
Action 1: Enter stance
Action 2: Flurry of blows (fallilng stone attacks)
Action 3: Use the elf as cover.

  Attack 1  - (1d20+9)[ 25 ] ,   Damage  - (1d8+4)[ 12 ] 
  Attack 2  - (1d20+4)[ 21 ] ,   Damage  - (1d8+4)[ 5 ] +1 dam, for 'forceful' trait

 Effects / Status / Conditions:  Mountain stance (see below); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
The nightmare's creature's violence terrifies the little goblin, but the quick reactions from his comrades bolster his wavering confidence - Mauricio saving Gex's life, Dalnu's vigorous magic, and Kharesh laying into the enemy with bare hands.   Maybe we have a chance. Irori, let me find clarity!  

With deliberate care, Gurmok goes on the attack with his rusty dogslicer, all the while urging his four-legged friend on.  "Come on, Zen, go for it!" 
 
 Spoiler 


Gurmok
#1 Dogslicer  (1d20+2)[ 11 ]  damage  (1d6+1)[ 5 ]  (includes +1 from backstabber)
#2 Dogslicer  (1d20-3)[ 1 ]  damage  (1d6+1)[ 3 ] 
#3 Command Zen

Zen
#1 Jaws  (1d20+4)[ 9 ]  damage  (1d6+3)[ 4 ]  plus goblin pox
#2 Jaws  (1d20-1)[ 12 ]  plus goblin pox

 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 4/24
Spells used for the day: Bless (ended), Magic Weapon (ended), Heal (3/4)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 7/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
SanguinePenguin
Dalnu's force bolts crack the creatures carapace in a few places.  Kharesh hammers into it once, twice with powerful blows.  Neither Gurmok, nor Zen act do much with their strikes.

Sadar fights against the tendrils holding him.  His first attempt does nothing, but gathering himself for a second attempt lets him slip from the tendrils.  His swing goes wide.

When Mauricio rouses him to consciousness, Gex opens his eyes with a scream,  "AHHHHH!"   The gnome jumps to his feet and channels magic into his hand.  He lunges for the carapace trying to connect with the sickly violet effluvia before it fades.

 
 Spoiler: OOC 
Sadar:
 Escape:  (1d20+10)[ 11 ]   Fail
Escape or PA:  (1d20+6)[ 19 ]  Damage  (2d10+4)[ 16 ]  Success
 Escape or Attack:  (1d20+1)[ 8 ]  (+1 esc)  Damage  (1d10+4)[ 12 ]   Fail
 
SanguinePenguin
One of the spines on the creature fires are the fleeing Gregorix, but the spine goes wide.  Tendrils lash out at Gurmok and Gex, but neither connect.  The creature's attacks seems almost random in choice, with no regard for strategy or intent.  The Elf cackles madly, seemingly delighting in the carnage.

 
 Spoiler: OOC 
From Gex:  Fort (1d20+12)[ 20 ]   Damage:  (1d4+4)[ 8 ]  success =&gt; 4 damage

Scry:
 1: Spine vs Gregorix  (1d20+9)[ 17 ]  Damage  (2d4+3)[ 8 ]  Will  (1d20+7)[ 11 ]  miss
2: Tendril vs Gurmok  (1d20+9)[ 15 ]  Damage  (1d6+3)[ 4 ]  + grab miss
3: Tendril vs Gex  (1d20+5)[ 8 ]  Damage  (1d6+3)[ 8 ]  + grab miss 

Conditions:
Gex: wounded 3
 

 
 Spoiler: Map 
 
 
farothel
With her magical potential diminished, Dalnu first cast a shield, then a spell to make her strike easier before grabbing her staff with both hands and tried to give the scry a good whack.  Golden scales could be seen on her face as she cast the spells.

 
 Spoiler: OOC actions 

 3 action magic missile:  (3d4+3)[ 11 ]  

action 1: cast shield
action 2: cast true strike
action 3: attack with staff (rolled in OOC)

AC: 21 (with shield and bloodline power)
 
Starbin
  Kharesh Hammerfist  , dwarven monk

The monk nodded to himself in satisfaction at his success, but frowned slightly when the creature seemingly ignored him.  It was as if chaos ruled the creature's form AND function.  Pushing aside the confusion, Kharesh focused on his attack, looking for opportunities to hurt this thing even more.  Once he assessed his foe, he continued to attack, concerned if they didn't put this thing down quickly, a long fight would become costly for all of them.

 
  Round 3  - More of the same ...
Action 1: Recall Knowledge (Lore - Warfare, +3)
Action 2: Flurry of blows (falling stone attacks)
Action 3: Use the elf as cover, if possible.

  Attack 1  - (1d20+9)[ 24 ] ,   Damage  - (1d8+4)[ 5 ] 
  Attack 2  - (1d20+4)[ 11 ] ,   Damage  - (1d8+5)[ 13 ]  (with forceful' trait added in)

 Effects / Status / Conditions:  Mountain stance (see below); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  20 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
Covered in blood, but somehow still standing in the middle of the onslaught, Gurmok starts to feel the ancestral excitement of combat, in spite of all his training and his desire for self-restraint. He releases this agression into the ancient war cry of the Forked Teeth:  "BITE! BLOOD! BURN!" . His voice isn't the strongest, but the conviction is there, and both Zen and him launch into attack with renewed vigor.

 
 Spoiler 

Gurmok
#1 Dogslicer  (1d20+2)[ 3 ]  damage  (1d6+1)[ 5 ]  (includes +1 from backstabber)
#2 Dogslicer  (1d20-3)[ 3 ]  damage  (1d6+1)[ 7 ] 
#3 Command Zen

Zen
#1 Jaws  (1d20+4)[ 8 ]  damage  (1d6+3)[ 7 ]  plus goblin pox
#2 Jaws  (1d20-1)[ 18 ]  damage  (1d6+3)[ 7 ]  plus goblin pox

 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 4/24
Spells used for the day: Bless (ended), Magic Weapon (ended), Heal (3/4)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 7/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
Prehysterical
Honestly, the gnome's snap recovery is better than anything Mauricio could have hoped for... although part of him wishes that the gnome would take discretion over valor in his current state. That sentiment intensifies as a tendril whips over Gex's head and Gurmok succumbs to his primal instincts. It's enough to make him agree with the unspoken consensus that killing this thing is the best way to keep everyone alive.

The creature's chaotic movements make things difficult, but Mauricio finally stabs in with a good angle with his dagger. Seeing the elf bleeding beside him, Mauricio pulls out a sticky patch and applies it to Dalnu's wound to ease the bleeding.
 
 Spoiler: OOC 
Mauricio spends an action to Devise a Stratagem and another to make a Strategic Strike. He spends his last action performing Battle Medicine on Dalnu.
Stratagem roll was a 12, so total for the Strike roll is 20 for  (1d4)[ 2 ]  piercing damage and  (1d6)[ 6 ]  precision damage.
Battle Medicine check on Dalnu (DC 15):  (1d20+6)[ 15 ] 
Hp healed if successful:  (2d8)[ 6 ] 
 Mauricio Averni 
 HP:  20/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
Gurmok and Zen fail to connect or even provide much of a distraction.  Dalnu too, fails to do any harm.  Kharesh manages to strike with a single glancing blow, breaking off one of the creature’s spines.  Mauricio notes some design in the madness that is the physiology of this creature and delivers a timely blow that causes half a dozen eye stalks to drop writhing to the ground.

Gex strikes again with the same eerie energy swirling on his hand.  The force - antithetical to life - strikes the creature.  The gnome then retreats.    Sadar adjusts his stance to line up a powerful blow, which is followed by a clumsier follow through, but both attacks fail to connect.

After some hesitation, Gregorix moves as fast as he can manacled away to the south.  The creature then launches a flurry of strikes.  First, the mouth stalk bites at Kharesh, then a spine is launched at Sadar, and lastly a tendril whips at Mauricio.  All three strikes connect.  In addition to bleeding, Kharesh's skin burns and shudders where the creature's mouth connected.  The spine penetrates Sadar's abdomen and the warrior's pupils dialate and the same frantic look he had moments before takes effect as the hallucinations begin.   Though not a powerful blow, the tendril does proceed to wrap around Mauricio's arm, squuezing tightly.

 
 Spoiler: Kharesh 
Lore:  As the creature’s base barely moves, it seems unlikely to be very adept at dodging.  Reflex is probably it’s worst save.
 

 
 Spoiler: OOC 
Conditions:
Gex: wounded 3  (HP: 9/24)
Sadar:  Confused 1 (HP: 13/30)
Mauricio: grabbed

Forget to roll these will saves
Gex DC vs fort  (1d20+12)[ 21 ]  Damage  (1d4+4)[ 7 ]  save  -&gt; half damage
Move to I10
 Sadar power attack  (1d20+10)[ 12 ]  Damage  (2d10+4)[ 9 ] 
Sadar attack  (1d20)[ 8 ]  Damage  (1d10+5)[ 15 ]  

Mouth vs Kharesh  (1d20+13)[ 21 ]  Damage  (1d6+6)[ 11 ]  +  (1d6)[ 2 ]  - hit
Spine vs Sadar  (1d20+4)[ 19 ]  Damage  (1d6+6)[ 8 ]  Will  (1d20+5)[ 15 ]  - hit + fail
Tendril vs Mauricio  (1d20+5)[ 24 ]  Damage  (1d6+3)[ 4 ]  + grabbed - hit
 

 
 Spoiler: Map 
 
 
farothel
With two quick words, she put her shield up again and also cast a small spell to better hit, before she did try exactly that, hit.

 
 Spoiler: OOC actions 


action 1: cast shield
action 2: cast true strike
action 3: attack with staff on Scry:  (1d20+6)[ 25 ]   or  (1d20+6)[ 15 ]   for damage:  (1d8+2)[ 6 ] 

AC: 21 (with shield and bloodline power)
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh found purchase with his first blow, but as more of a feint it lacked the power his second blow had ... which unfortunately missed.  However, the creature lashed out with a bite from its odd-shaped mouth, and the wound burned, as if he had touch fire or acid.  The blow wasn't enough to drop him, but it was certainly close.

Throwing two more blows, he backed away quickly, fumbling for his healing kit that he might put a compress on the wound.  As he retreated, he called to the others,  "The creature is slow ... use that against it!" 

 
 It's bad at reflex saves!!

 @SP  - I take it Kharesh hasn't gotten any bonus AC from using the elf as cover?  Is that something that is even feasible?

 Round 3  - Kharesh is pretty hurt, so fighting retreat is in order
Action 1: Flurry of blows (falling stone attacks)
Action 2: Step to F13 (putting the elf in between me and the creature
Action 3: Recover healing kit

  Attack 1  - (1d20+9)[ 16 ] ,   Damage  - (1d8+4)[ 9 ] 
  Attack 2  - (1d20+4)[ 13 ] ,   Damage  - (1d8+5)[ 9 ]  (with forceful' trait added in)

 Effects / Status / Conditions:  Mountain stance (see below); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  7 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
The horrific sight of the Scry of Leng's attacks on his comrades shakes Gurmok out of this sudden bloodthirsty outburst, as he realizes the futility of his attacks and the extremity of his danger. Quickly, he recites one of Master Garrogar's favorite mantras to re-center his mind.

 "Ignored, my fear
Rock-solid, my heart
Organized, my response
Reliable, my spirit
Inflexible, my will." 

With a great effort of self-control, he refrains from more ineffectual strikes, leaving it to Zen to unleash the fury.   I never was any good with the dogslicer anyway.   Surveying the battlefield, he guesses that the last chance of survival lies in Karesh's fists - provided the badly battered dwarf can stand for a few moments more.

 "C'est toi, l'espoir qui nous restes
Mais il te faut plus d'énergie
Pour éviter le sort funeste
Qui sinon nous est tous promis!" 

One last time, Irori's healing energy is channeled through the blue-skinned goblin's hand.

 
 Spoiler 

Gurmok

#1-2 Cast Heal on Kharesh  (1d8+8)[ 15 ] 
#3 Command Zen

Zen
#1 Jaws  (1d20+4)[ 23 ]  damage  (1d6+3)[ 4 ]  plus goblin pox
#1 Jaws  (1d20-1)[ 10 ]  damage  (1d6+3)[ 5 ]  plus goblin pox

 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 4/24
Spells used for the day: Bless (ended), Magic Weapon (ended), Heal (4/4)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 7/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
Prehysterical
There's no time for Mauricio to admire the results of his precision. Their motley band is beginning to fall apart at the seams. Luckily, the little Gurmok fellow seems to be doing his very best to heal Kharesh's wounds. In the meantime, Mauricio fights off the tentacle and its  extremely  unpleasant sensation. Recognizing the dangers of both the Scry and Sadar potentially falling back into their earlier madness, Mauricio takes advantage of a moment of distraction to sidle up next to Sadar and attempt to extract the spine from the man's torso. Hopefully, he can do so cleanly and not cause any damage on the way out.Unfortunately, Sadar recoils from Mauricio and the tiefling's finger slide right off of the intruding object.
 
 Spoiler: OOC 
Mauricio Escapes the Scry's grapple, then Steps (not Strides) to be next to Sadar. He uses Medic Dedication to overcome Sadar's immunity to Battle Medicine. This is the only time today that Mauricio can do this, so he needs to make it count... or not.
Medicine against DC 15:  (1d20+8)[ 12 ] 
HP recovered if successful:  (2d8)[ 12 ] 
 Mauricio Averni 
 HP:  16/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
Kharesh only strikes air before he retreats behind the cackling elf, Gurmok tending his wounds an instant later.  Dalnu’s magically aided staff strikes the creature’s shell hard, and Zen at long last grabs a mouthful of spines that he tears out with a thrash, leaving behind some of his irritating dander.  Gex steps to have a clear view and a cascade of boulder’s collapses onto Scry, the largest of which lands hard in the center of his shell with a loud crack.  Sadar, the madness upon him again, screams in horror. Though Maurico tries to mend his wounds, he sprints past the healer straight at Gex and swings his blade once and twice at the gnome.  The first strike causes the gnome to cry out, the next severs something important, and Gex shudders, then collapses to the ground.  An instant later, Sadar seems to realize what he's done, and emits a wail.  The gnome is on the edge of death.

Gregorix continues south and starts shouting at the gate.  The elf, noting that Kharesh ducked behind him, steps to the side,  “oh no, you can’t use me as a shield.  I want to watch, but I am no victim here,”  and he continues laughing.

Scry fires a spine at Kharesh, which goes wide, then the mouth on the fibrous strikes at Dalnu narrowly deflecting off of her magical shield.  Lastly, it strikes ineffectually at Mauricio.

 
 Spoiler: OOC 
Conditions:
Gex: dying 3, wounded 2 (0/24)
Sadar: (13/30)

Save vs goblin pox  (1d20+12)[ 30 ]  crit success

Gex scatter scree DC 18 vs ref  (1d20+6)[ 8 ]  Damage  (1d4+4)[ 8 ]  crit fail =&gt; 16 damage
Move to J11

Sadar move to I11
Sadar attack (Gex)  (1d20+10)[ 25 ]  Damage  (1d10+4)[ 8 ]  hit
Sadar attack (Gex)  (1d20+5)[ 20 ]  Damage  (1d10+4)[ 5 ]  hit

Gregorix flee south, shout at gate
Elf move aside, trash talk

 Spine vs Kharesh  (1d20+9)[ 10 ]  Damage  (1d6+6)[ 8 ]  Will  (1d20+8)[ 17 ] 
Mouth vs Dalnu  (1d20+8)[ 20 ]  Damage  (1d6+6)[ 12 ]  +  (1d6)[ 3 ]    edit: miss
 Mouth vs Mauricio  (1d20+3)[ 4 ]  Damage  (1d6+6)[ 12 ]  +  (1d6)[ 4 ]  
 

 
 Spoiler: Map 
 
 
farothel
This was going nowhere quickly, but she had to keep trying.  With a quick word to put her shield and scales back on, she then moved a step to divide its attention before trying to hit again.

 
 Spoiler: OOC rolls 

action 1: shield up
action 2: step to G11 to flank with Gurmok
action 3: attack  (1d20+6)[ 20 ]  (-2AC for flanking bonus) for damage  (1d8+2)[ 10 ] 

AC: 21 (19 +1 shield +1 bloodline)
HP: 18/18
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh nodded his thanks for the healing, but frowned at Sadar's attack on the gnome.  When Gex fell, lifeless, Kharesh blinked for a moment, then pushed the thought aside for now.  The situation demanded they focus - and with some relief from his wounds, it was almost time to enter the fray once more.

He quickly tried to patch the remainder of his wounds, but whatever he did actually ripped the healing flesh back open.  Wincing, he shook his head and stepped back in to throw two quick punches at the creature.  If they didn't make significant gains, it might be time to consider a tactical withdrawal.

 
  Round 4  - Got some healing (15), but Kharesh will try to heal more of his wounds, then enter back into the fray.

Action 1: Battle Medicine (DC 15, heal 2d8) - I think a critical failure, so he took 5 dam
Action 2: Step to F12
Action 3: Flurry of blows (falling stone attacks)

  Heal  - (1d20+5)[ 6 ] ,  (2d8)[ 13 ] 
  Attack 1  - (1d20+9)[ 21 ] ,   Damage  - (1d8+4)[ 8 ] 
  Attack 2  - (1d20+4)[ 20 ] ,   Damage  - (1d8+5)[ 6 ]  (with forceful' trait added in)

 Effects / Status / Conditions:  Battle Medicine used on self; Mountain stance (see below); Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  17 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
Odds of survival go from slim to desperate when Sadar utterly loses his mind and takes down his own ally! Gurmok is on the verge of running away, when the courageous Dalnu steps in. His faith and honor compel him to do nothing less...  "This is a test, isn't it, O Master of Masters!"  He still has his rusty dogslicer in hand, but decides against more hopeless strikes. Instead, he uses the last of his powers to send a bit of divine guidance to others.

 "Que ta main, O Irori
Dans ce combat suprême
Guide le bras de mes amis
Pour vaincre ici même!" 

He repeats this twice, and an aura of white light bathes both Zen and Dalnu as they feel their strength renew...

 
 Spoiler 

Gurmok

#1 Cast Guidance on Dalnu
#2 Cast Guidance on Zen
#3 Command Zen

Zen
#1 Jaws  (1d20+5)[ 10 ]  (includes Guidance effect) damage  (1d6+3)[ 6 ]  plus goblin pox
#2 Jaws  (1d20-1)[ 12 ]  damage  (1d6+3)[ 9 ]  plus goblin pox

 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 4/24
Spells used for the day: Bless (ended), Magic Weapon (ended), Heal (4/4)

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 7/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
Prehysterical
Just the sound and the way Gex falls tells Mauricio that the gnome has seconds to live. Completely forgetting his involvement in the melee, Mauricio rushes over to the gnome's side to once more deny death its prize. His fingers work in a flurry to bind the gnome's wounds and stop the bleeding.
 
 Spoiler: OOC 
 Mauricio Strides to J10. The remaining two actions go into Administer First Aid to stabilize Gex. With Gex's dying value of 3, the DC should be 18.
Medicine:  (1d20+8)[ 17 ] 
 Mauricio Averni 
 HP:  16/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
Gurmok blesses both Dalnu and Zen, while the latter fails to injure Scry, the former delivers a solid whack to the self proclaimed Scry of Leng.  Kharesh follows with two powerful fists, both kraken the test of the creature.  Seeing Gex’s dire state, Mauricio dashes to his side, and in a moment of nigh divine insight, manages to clamp a critical artery he almost overlooked, and he can tell that it saved the gnome.  Sadar fumbles with his medkit for a moment, but when he sees the vastly more competent healer arrive, he grips his falchion and charges at Scry.  Though his first swing goes wide, his second snaps some critical piece of the test, and the whole thing splits.

Some caustic effluvia spews out of the test and onto the dirt, the fibrous stalk emits the first sound you’ve heard it make outside of your skull, a frantic clicking, then it falls limp, the test splits into ten pieces revealing a enormous pink five-lobed brain filling most of its center.  Whatever spark of life fueled the Scry is now extinguished.   The whole thing stinks.

The elf’s jaw drops, he face is racked with incredulity, then a moment later he wails.  Gregorix exits out the gate to the south, which closes behind him.
Gwynfrid
Gurmok stands there, on top of Zen, dumbfounded, while the goblin dog starts to sniff into the remains, wholly unconcerned by their alien aspect and grisly smell, before he bites into a particularly juicy-looking piece of brain.

 "I... I can't believe it... We're alive! We WON! We passed Irori's test!"  Wide-eyed, disheveled, and covered in wounds still oozing blood, the little blue goblin's pointy teeth shine in a smile from ear to ear.

But he notices, in the corner of his eye, Gregorix making his escape.  "Hey! He's getting away! Filthy drug-peddler!"  He makes to pursue, but gives up, turning to the elf.  "Not you, though. You get to the jail you belong to, and I hope they lose the key. But maybe now you'll consent to answer a few questions!"  He waves his dogslicer menacingly under the elf's nose.
Starbin
  Kharesh Hammerfist  , dwarven monk

With the beast down, Kharesh took a cleansing breath and put away his medical kit for now.  He glanced in the direction Gurmok indicated, frowning as the drug dealer fled the compound.  The distance wasn't far, but catching the man might be problematic.  He called to the others,  "Somone stab that thing.  As for the dealer, he said he would flee the city - do you want to give chase?"   Kharesh stood ready to race after the man, but wasn't going to follow if the group agreed it was pointless.

 
  OOC  - Huzzah, we lived!  For the moment, at least.  Let's kill that brain first, then Kharesh will try to follow Gregorix.  He may not have the speed, but he should have the endurance to keep up.

 Effects / Status / Conditions:  Battle Medicine used on self; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  17 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
At Kharesh’s urging, Sadar slices deep through the enormous brain with his falchion, the blades slices through easily and the top of the brain slides off the bottom to drop to the earth with an unceremonious squelch.

The elf wails again, then glares defiantly at Gurmok,  “you defeated me and killed the Avatar!  Do you fools actually think this is a victory?!  The Crawling Chaos now knows you have meddled in his affairs!  An entity older than time itself now longs for your suffering!  There is no facet of the cosmos free from his touch.  The creativity of the Stalker Among the Stars is boundless.  I shall wait in this prison with bated breath for word of how his twisted designs befall you.”   The elf continues to cackle madly through tearful eyes.
farothel
Assuming the others could keep the crazy elf in check, Dalnu ran to the gate and opened it, making sure she stayed behind it just in case Gregorix was waiting behind it.  She looked out with most of her body covered by the gate.

 
 Spoiler: OOC 

1 action to run to the gate
1 action to open it (I assume) and look out, using the gate as cover just in case
1 action: if I need more actions to open the gate, ok, otherwise use it to activate reach spell (for next round)
 
SanguinePenguin
Dalnu runs south to the heavy wooden doors,  she pushes on them in an attempt to open.  The very heavy doors resist her initial push.

 
 Spoiler: OOC 
Two strides are required to reach the gate.  It then requires DC15 athletics to open  (1d20+2)[ 12 ] 
 
farothel
 "Hey, a hand with this,"  Dalnu called out to the others, while she kept trying to open the doors.  Suddenly they opened.
 "Never mind, I got it,"  she called back as she looked out for Gregorix.

 
 Spoiler: OOC rolls 

action 1: athletics DC15:  (1d20+2)[ 4 ] 
if action 1 not successful: athletics DC15:  (1d20+2)[ 17 ] 
 if action 1 and 2 not successful: athletics DC15:  (1d20+2)[ 13 ]  

action 3: activate reach spell
 
Gwynfrid
Gurmok sees that Dalnu succeeds with the door. He changes his mind, and after a last admonishment to the elf ( "don't move, you!" ) he spurs Zen to turn around and chase Gregorix.

 
 Spoiler 
Zen has a 40-ft speed, so there's a chance to catch Gregorix.
 
SanguinePenguin
After the door resists again, Dalnu adjusts her footing and manages to force the door open a few feet.  She looks out, and with her elven eyes in the moonlight, sees three humanoids fleeing south on foot.  One of them is Gregorix for sure, the other two are dressed as the men who were guarding the door when you came in.  At this point they have moved pretty far away, although a strike should be possible.

Eager to give chase, Gurmok and Zen charge after the three and closes the distance, his darkvision keep the targets easily in sight.  Kharesh also gives chase, though his speed is not quite as great as Zen’s.

Sadar looks at the gate, lines up his blade, and says to Mauricio and Gex,  “I can guard the elf.”   Gex shakes his head, clearly indicating he has no intention of pursuit.

 
 Spoiler: OOC 
Gregorix and the two guards had two rounds of movement (plus opening and closing the gate) so they are about 125 feet away from her.

I was going to say that Gurmok and Kharesh can’t see them yet, but PF2 has unlimited darkvision!  Gurmok is 65 feet behind them.  Kharesh’s is 110 feet behind.

It is up to Mauricio whether he wants to join.
 
farothel
Seeing they were already quite far, Dalnu threw a ray at Gregorix before running after.
 "Halt,"  she shouted as she ran after them.

 
 Spoiler: OOC rolls 

2 actions: ray of frost (with the reach spell, 150ft range):  (1d20+8)[ 19 ]  for damage:  (1d4+4)[ 7 ]  (on crit, -10ft speed)

1 action: move.
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Seeing the others give chase, Kharesh began running in a slow and steady pace.  He focused on chasing down the fleeing mercenary, letting others attempt to restrain or slow their prey - he just ran.

 
  OOC  - Since were on the hunt ...
Action 1 - stride
Action 2 - stride
Action 3 - stride

Should close 60'

 Effects / Status / Conditions:  Battle Medicine used on self; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  17 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
It's not until the gnome's pulse is stable, albeit faint, that Mauricio releases the breath that he had been holding. A close thing... too close. Fortunately, it seems like the others have finished the unspeakable monstrosity. Equal parts revulsion and professional curiosity pull at Mauricio as the Scry's brain is exposed. Briefly, he considers performing an autopsy and writing notes, but the (perhaps justified) paranoia of his companions sees the corpse reduced to a pulpy ruin. As Mauricio washes the blood from his hands with a scrap of cloth, he tells himself that it is likely for the best.

There is a strong temptation to yell at the cultist and his precious entity, but what would be the use? The elf has already shown that he and reality are distantly acquainted. With the others pursuing after the fleeting Gregorix, Mauricio nods to Sadar and leaves him to watch over their grievously wounded companion. As he begins moving, Mauricio notices Dalnu nail their fleeing captive right in the back. From the limp way that the man falls, Mauricio can tell that Gregorix has likely gone into shock. The real question now is whether the good doctor can get there fast enough before his "fellow" Chelishman bleeds out into the sand.
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  16/26
 AC:  17
 Class DC:  18
 Speed:  25
 Fort:  +5
 Ref:  +7
 Will:  +8
 Perception:  +8
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic
 
SanguinePenguin
Gurmok, Kharesh, and Mauricio charge after Dalnu and then into the night after Gregorix and the two guards.  Dalnu’s ray of frost strikes Gregorix between the shoulder blades and he crashes to the ground, limp.  The two guards each glance back momentarily, but keep on running.  Zen manages to catch up to the dying man.

 
 Spoiler: OOC 
Gregorix recovery:  (1d20)[ 12 ]  dying 2 -&gt; dying 1
Dalnu is 100’ away from Gregorix.
Kharesh is 50’ away.
Mauricio is 40’ away.
Gurmok catches up to the unconscious Gregorix with one action remaining.

Unless I am mistaken, there isn’t a whole lot Gurmok can do in this situation with a single action, so it is the next round.
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh's eyes widened as the shot from Dalnu struck the fleeing man between the shoulder blades and dropped him.  He continued to press forward, intent on not wasting his companion's efforts.

 
  OOC  - Plod, plod, plod ...
Action 1 - stride
Action 2 - stride
Action 3 - stride

Close the distance

 Effects / Status / Conditions:  Battle Medicine used on self; Darkvision; Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP  17 /32 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 20’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Gwynfrid
 "Nice shot!"  As Gregorix falls flat on his face, a patch of ice clinging to his back, Gurmok appreciates his comrade's quick and efficient reaction. He briefly considers running after the two guards, but thinks the better of it.  "The way they do justice here, maybe these become slaves for the rest of their lives?",  he mutters under his breath.  "They didn't even fight us, let them have a second chance. Hopefully they learn drugs and cults aren't good ways to conduct one's life." 

He dismounts, considers the downed Gregorix.   If you don't want to use divine blessing, don't mess with the wounded, let people who know what they're doing handle it.   He remembers the lessons and wisely decides to wait.

 "Doctor! Right here, he's still breathing... I think!" 
SanguinePenguin
Gregorix lays on the ground breathing heavily, and the guards flee deeper into the night.  Gurmok, Mauricio, and Kharesh catch up to the Chelaxian.  Dalnu is still a little way back.

 
 Spoiler 
Gregorix recovery:  (1d20)[ 2 ]  dying 1 -&gt; dying 2
Dalnu is 25’ back
 
farothel
Dalnu lets the guards go and moves to where she had dropped Gregorix.
 "I'm sure you can outrun me, but you can't outrun my magic,"  she says to his unconscious form.  She quickly does a detect magic on him to see if he has any magic that might be dangerous (or luctrative).
SanguinePenguin
Mauricio rushes to Gregorix’s side, spindly hands beginning their work.  Quickly, he assesses the only dire problem among myriad scratches obtained in his recent fall, and stops the bleeding.  Pulse stabilizes and the practiced doctor is confident the man will live.

Kharesh brings him back to the compound and the debate begins about what to do next.  The elf is gagged again quickly, mostly to shut him up.  After some debate they decide to search rather thoroughly, and leave for Katapesh around dawn without sleeping.  The draft horse and cart are tucked behind on the buildings near the entrance.  The animal shows signs of stress, but is calm now.

The very complete (often seemingly redundantly so) alchemist lab is hauled up from the basement and placed on the cart, along with the bound and unconscious Gregorix.  Although many are empty, several of the barrels contain gallons upon gallons of liquid with the unmistakable scent of Scry’s effluvia.  The potent hallucinogen is loaded onto the cart along with the distilled version from the basement.

Although Scry itself has only the foppish doublet donned shortly before meeting you, the smashed dresser and garments contain some loose change a less thorough search likely would have missed.   Inside the main building, you find a few small vials containing alchemical substances that do not register as magic.  More such vials are found upstairs in the drawers and within the sea chest - resulting in two dozen bottles in total (not including the bliss).  Coins are also found in the chest and desk.  Inside the heavy sea chest, there are some traveling clothes, boots, and an ornate brass wand with an amethyst set in the top.  There are all two rather nice leather satchels for carrying potions and elixirs.

The two buildings to the south are mostly bare.  The one contains a bed roll and a pouch containing a few coins and trail rations.  The stable area contains a lot of rusted and rotten fishing and saddling equipment, none of which looks particularly valuable.  The sea-unworthy vessels on the docks have little of note.  The southern dock has not just barrels, but also the dead.  About two dozen corpses in varying states of decay litter the ground, all eyes have been removed, and some of the fresher ones also indicate particular organs have been removed.  Avoiding temptations to be squeamish net a few coins, and a lone magic dagger.

The wood from the smashed wardrobe along with some other odd and ends are used to construct a fire to burn the unholy altar.  At first it seems the lacquered ebony would not burn, but after some time it finally catches fire.  After being reduced to coals, only the golden ankh remains.

 
 Spoiler: Items 

35.3 gp
Elixir of life (minor) x3
Elixir of life (lesser)
Drakeheart elixir (lesser)
Eagle-eye elixir (lesser) x2
Numbing tonic (lesser) x2
Focus cathartic (lesser)
Infiltrator’s elixir
Comprehension elixir (lesser)
Blood booster (lesser)
Juggernaut elixir (moderate)
Beastial mutagen (moderate)
Spiderfoot brew (lesser) x2
Cognitive mutagen (moderate) x2
Silvertongue mutagen (moderate) x5
Wand of heal (level 1) (already used today)
Magic dagger (+1 striking)

Alchemical equipment (lots)
Barrels of Effluvia and vials of Bliss (lots)

Draft horse and cart

Golden ankh?
 


Exhausted and laden with gear, the party travels back to Katapesh as the day dawns.  Many others are on the road, most with their own carts bearing goods to sell in the city.  No one seems particularly concerned about the bound and gagged elderly elf or the unconscious Chelaxian, although the sizable armed group is probably enough of a deterrent.

When attempting to enter the city, the party is stopped by the guards.  Name dropping Captain al Hisan and Lieutenant Haviksoog earns you an escort to the barracks.  The prisoners are taken.  The cart briefly held while you are taken to Captain al Hisan’s office.  Lieutenant Haviksoog is there and lets you in, encourages you to sit, but informs you that Hisan himself should be in shortly.  She doesn’t say much and deflects any questions to just wait for the man’s imminent arrival, but watches you closely.

It is only a short wait though before the man does arrive.  He looks as you remember him, messy black hair, handsome features, and delicate frame.  He is drinking something as he enters, but quickly smiles upon seeing you clustered in his office.  He shuts the door and says as he walks to sit behind the heavy desk,  ”so, bring me up to speed on the situation.”   He takes another sip of the beverage from his cup while he listens for your report.
farothel
 "Well, we traced the drugs to a compound some way away from the city,"  Dalnu explained,  "we got in, some cultists tried to block us but the main problem was something called the Scry of Leng.  I don't know much about these things, but Leng is another plane of some sort.  They were actually using the body fluids of this creature to create the drug Bliss and feeding it people.  At least, we found a lot of bodies, mostly quite mutilated.  So if they're not murderers themselves, they are accessories to at least a dozen murders." 
Prehysterical
Wiping off his hands again, Mauricio blows another sigh of relief. So much death today... There is no love in his heart for Gregorix, but the man needed to be questioned by the authorities. The potions are a welcome curiosity, but Mauricio forces himself to help examine the bodies of the cult's victims. Such ghastly torture... Mauricio takes notes on the injuries, directly recording what he can and speculating what he can't. There's no time to perform an autopsy on every single corpse. They have already pushed their luck.

 

 "It seems that this 'Bliss' is even worse than we imagined, Captain,"  Mauricio weighed in. The man normally looks like death warmed over, but the sleepless night and fraught trek back to the city have him positively run down to the bone.  "Beyond the initial euphoria, it seems to inspire mania and removes the fear of death. People similar to the ones we see here in the gutters were jumping at us like gnolls, fangs bared and ready to kill us. The prosect of pain or seeing their comrades brought low did nothing. Their leader, the elf, claims that the drug is instrumental to seeing their god. That madman claims that consumption of Bliss 'opens the eyes to see'. Doubtless, distribution of the drug is a tactic of recruitment and indoctrination for the cult. That is why they are dispensing it for free: to expand their operations.

As for the mutilated bodies, the eyes of all of them were removed. Select organs were removed from some of them. It was more than mere butchery. There was a very precise purpose for each removal... All the more disturbing." 
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
Whatever it was Ryaa al Hisan was expecting to hear from you, it obviously wasn’t  anything  close to this.   “Cults?  Mutilated corpses?  Bodily fluids?  And who is this Scry of Leng?”   He clasps his temples with his finger and thumb, takes another sip of his beverage, appears to compose himself a bit, and then asks more pointedly,  “let’s start with this:  They told me you brought two people in - who are they?” 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh was quiet as the group gathered everything they could and burned what they didn't want to carry.  He noted the bodies, looking for any signs of who they might have been.  It would be nice to let any family or friends know of their fate.  As he saw the mutilations, he glanced back at the remains of the Scry, wondering if they had served as food for the creature.  Shaking his head, he helped load the bodies to a central location, asking if they should burn them, or leave them for the guards to deal with.

Once the cart was loaded and the group ready to move out, Kharesh let the others ride as he joined the 'caravan' on foot.  He remained vigilant and silent as they made their way back to town.

 

Kharesh let the others speak first, curious what the lieutenant would make of all this.  To no one's surprise, the man seemed confused and asked several questions, settling initially on who the prisoners were.

 "The elf is a prophet or priest of the creature.  The other man is distributes the drugs.  There is a third one, the 'alchemist' who makes the drug.  We do not know more of him, but those two might." 

 
  OOC  - So did I see talk of leveling up?  If so, below are the mechanics ...
Gain +12 HPs
Gain +1 proficiency bonus to skills, saves, et al
Incredible movement: +10' speed (w/o armor)
Mystic strikes: unarmed attacks count as magical for overcoming resistance
Skill increase: Looking at Acrobatics or Medicine to expert
General feat: If I go medicine, I may go assurance; otherwise, Rolling Landing or Incredible Initiative

 Effects / Status / Conditions:  Battle Medicine used on self; Darkvision; Mystic Strikes (unarmed attacks are magical); Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 18 (20) HP 34 Initiative +6
Saves: Fort +8 Ref +8 Will +8 Per +6 / Move 30’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +6, Athletics +8, Warfare Lore +4, Religion +6, Stealth +6, Pahmet Lore +4
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 18 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+8 / 1d8S+4 / sweep); Clan Dagger (+8 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+9 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+9 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Captain al Hisan listens intently to Kharesh, but when he mentions the third individual, concern crosses his face,  “was anyone else mentioned in connection to the activities? This alchemist - did you get a name or was he - or she - just referred to as ‘The Alchemist’ as if that was their name?” 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh thought back for a moment before responding.   "They work for Al Izarin.  No name - very secretive.  Those asking questions are killed." 

 
  OOC  - Any thoughts on dividing and conquering on medical stuff?  Or should I go more monkly stuff?

Skill increase: Looking at Acrobatics or Medicine to expert
General feat: If I go medicine, I may go assurance; otherwise, Rolling Landing or Incredible Initiative

 Effects / Status / Conditions:  Battle Medicine used on self; Darkvision; Mystic Strikes (unarmed attacks are magical); Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 19 (21) HP 46 Initiative +7
Saves: Fort +9 Ref +9 Will +9 Per +7 / Move 30’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +7, Athletics +9, Warfare Lore +5, Religion +7, Stealth +7, Pahmet Lore +5
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 19 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+9 / 1d8S+4 / sweep); Clan Dagger (+9 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+10 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+10 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
Captain al Hisan slumps back in his chair, his gaze fixed on nothing situated a thousand miles away.  He stays that way for an uncomfortably long moment, then glances at Haviksoog, who open the door looks about for a moment, says simply,  “all clear,”  then she steps into the hall closing the door behind her.

The Captain speaks very softly, just at the edge of hearing, and he looks quite concerned,  “Saqr al Izarin is an incredibly powerful and dangerous man.  I’m this city, only the Pactmasters wield more power.  Though based in Katapesh, his illicit business is all through the Inner Sea, probably well beyond too.  Although much is known about what he does, nothing illegal is explicitly connected to him, and as this is Katapesh, very little is actually illegal here.  The Alchemist works for him doing odd specialty jobs.  He is shrouded in mystery, wears a mask even, but definitely a sadist with a high body count.  I have absolutely no idea why this is something that the al Izarin Organization would be involved in… it frankly doesn’t make much sense on the surface.  Had any inclination this could possibly be connected to him, I would not have tasked you on it.  I doubt this would put you in al Izarin’s sights, but The Alchemist is notorious for seeking vengeance.  I am sorry to have mixed you up in this.  Be  very careful  dropping those names in public - even among the Zephyr Guard… hells, maybe  especially  among the guard.” 

He grabs some papers from his desk, snaps his fingers, and they burst into flames.  He waves them slightly as they dissolve into char, he identifies them,  “all records of your sewer dealings.  That problem at least is gone, and I sincerely hope this has not created another one for you.  You have my gratitude - for whatever that is worth.  I will get you warning if my contacts catch any word about someone looking for you.  Now if the Lieutenant raps on the door, stop talking immediately, but otherwise ask any questions you may have.” 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh frowned, leaning back as he pondered this news.  Earning an enemy just by knowing they exist?  It seemed ridiculous, but given the way things worked in Katapesh, it was probably more normal than not.  The question now was who knew of their involvement?  He tried to think back on who they had interacted with to this point.  He could count four potential security concerns, not counting the elf and the dealer.

After a few moments, he leaned in and spoke quietly.    "We asked a pesh peddler about the drug, and bought information on Gregorix from a halfling named Rat Bone.  The two guards at the compound ran, but if they saw any of us, they might share that with their employer.  Obviously the Elf and Gregorix know us, too.  How secure are they?"  

 
  OOC  - Kamil was the pesh dealer we asked about Bliss.  Rat Bone was the info broker who could sell our information to the wrong people.  There were two guards, but given the darkness and distance, they may not have seen any of use.  But I would guess the Elf and Gregorix are on borrowed time, even in prison.

Skill increase: Looking at Acrobatics or Medicine to expert
General feat: If I go medicine, I may go assurance; otherwise, Rolling Landing or Incredible Initiative

 Effects / Status / Conditions:  Battle Medicine used on self; Darkvision; Mystic Strikes (unarmed attacks are magical); Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 19 (21) HP 46 Initiative +7
Saves: Fort +9 Ref +9 Will +9 Per +7 / Move 30’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +7, Athletics +9, Warfare Lore +5, Religion +7, Stealth +7, Pahmet Lore +5
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 19 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+9 / 1d8S+4 / sweep); Clan Dagger (+9 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+10 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+10 / 1d8B+4 / forceful, nonlethal, unarmed)
 
SanguinePenguin
The Captain thinks for a moment, then continues quietly,  “the pesh dealer should be no concern, I’d think.  Rat Bone is definitely a danger.  She will sell information to whoever is buying unless she has blacklisted al Izarin for some reason.  The elf and Gregorix are as secure as they can be, but I would be lying if I said al Izarin couldn’t get to them.  The guards might work for al Izarin, they might not.  Since they ran, they might just get out of town.  I don’t know why this seaside compound and cult was of interest to al Izarin, if it is viewed as a minor enough operation, maybe no one will care that whatever they had going is disrupted.  The Alchemist might care just because it was  his  operation you’ve disrupted.  While certainly strange, that they would care about this cult and drug at all makes very little sense to me.  I just can’t envision how this would serve al Izarin’s interests at all.” 
farothel
 "Well, I'm just passing through this city,"  Dalnu said,  "I can easily move away for a while.  Maybe we best all take a trip somewhere else for a while.  A couple of years should do the trick I would say." 
She wasn't always aware of how time would go for other people.  For her a few years weren't all that much, she could in essence just outlive most people.
Gwynfrid
Captain al Hisan's sudden use of magic to dispose of the company's police records startles Gurmok, but he recovers from the surprise fast enough.  "Thank you, Captain, for holding the end of the bargain you offered us",  he says in a respectful tone, bowing stiffly. When the Captain describes the power and the possible vengefulness of the enemies the group has apparently made in their expedition, he's tempted to consider Dalnu's pragmatic solution.   What would Irori teach? Daringly face the challenge, or wisely step away from a foolish battle?   
 "Like you, friend Dalnu, I am but a traveler to these parts. We can leave today, if we agree to do so. But..."  He turns to the Captain, and to his other companions.

 "Another way to deal with an enemy is to go on the offensive. Captain, this Alchemist... You told us he's a sadist, and a murderer. Those dead people, with their eyes harvested from their bodies, other pieces too... That would be him, right? If we decided to go after him... Would you be able to help us against this monster?" 
SanguinePenguin
The Captain thinks,  “perhaps.  This… doesn’t sound like the Alchemist’s work.  Making the living suffer, not mutilating the dead. Help?  I will do what I can, but that is maybe less than you are hoping for.  I can’t…”   A quick rap on the door cuts him off abruptly.  He raises a finger and you hear heavy boots walking down the hall.  After they pass the door and slowly fade into the distance, another rap comes,  “I can’t oppose al Izarin directly.  I can provide you information, in confidence, and advice.  I can help your name not appear in certain reports in Dogtown.  That’s about all I can provide though.  As to advice, you have at least a few days before you are connected to any of this.  Take care of your business quickly, then lay low for a bit.  One piece of business for you is in the Lower City barracks.  There was approval for a reward for you regarding that market bedlam.” 
farothel
 "A reward, interesting,"  Dalnu said,  "and in a lot of cases like this, information is very useful.  We just have to find a way to get any information we have to you and the other way around." 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh listened quietly as the others spoke, wondering if the woman had the right of it with departing the city.  However, such a path seemed akin to running. While Kharesh had no qualms about retreating from an untenable situation, he wasn't sure that shying away from a challenge was quite in line with his normal devotion to self-perfection.  It also seemed contrary to help others - how could one assist in the building and maintaining of a community if they ran at the first sign of conflict.

Before he could answer, Gurmok spoke up, concerned about the continued work of this Alchemist.  Kharesh frowned slightly at one of the comments the goblin made and he spoke up quietly.    "The bodies were the work of the scry, not this potion-maker.  It ate some parts and wore others like clothes."  

At the knock, he waited silently before finally offering his thoughts after the steps appeared to retreat further away.    "That thing was not of this place.  It took parts from people.  The elf spoke like it was still alive.  We have an enemy that knows us.  The alchemist may not, but soon will when the guards report back.  We don't know how far the potion-maker's influence goes, but with the ichor, he could be taking over.  We should stay and del with our enemies ..."  

 
  OOC  - Just some rp for the story ...

 Effects / Status / Conditions:  Battle Medicine used on self; Darkvision; Mystic Strikes (unarmed attacks are magical); Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 19 (21) HP 46 Initiative +7
Saves: Fort +9 Ref +9 Will +9 Per +7 / Move 30’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +7, Athletics +9, Warfare Lore +5, Religion +7, Stealth +7, Pahmet Lore +5
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 19 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+9 / 1d8S+4 / sweep); Clan Dagger (+9 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+10 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+10 / 1d8B+4 / forceful, nonlethal, unarmed)
 
Prehysterical
As they begin walking away, Mauricio finally breaks his troubled silence.  "We all know the truth... This is not the end of it."  The thought causes Mauricio to shudder as if from a cold breeze. It seems that his earlier hypothesis about the bodies had been horribly incorrect... Somehow, it seemed less horrible for the organs to be harvested than for them to be integrated into that...  thing .  "I suggest that we take advantage of what libraries Katapesh has to offer post haste, in case we are run out of town. Such creatures are beyond my ken, but everything is for sale here... including knowledge. It may be our only weapon against the horrors to come." 
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
After a few moments of silence and no further questions, the Captain nods slowly and says,  “I thank you again for dealing with this mess.  I’ll send someone to examine the compound soon.  I will do what I can to restrict access to the two prisoners, which will buy a bit of extra time, but not much if I’m being honest.  I will let you know if I hear anything and… I’ll try to think of some other way to help.  You solved a huge problem for me, and I fear that has made a huge one for yourselves in the process.  I owe you a debt for that.  Take solace in knowing that many lives were saved by your action.  Good luck to all of you.” 

You head out of his office and out of the barracks into the early morning sun.
Gwynfrid
As they head out, Gurmok exchanges a few words with the dwarf.  "You are certain it was the Scry of Leng who tore their eyes off these poor dead people? I was so sure... The alchemist... Yet, I saw the Scry wearing these body parts, myself... But I find it hard to believe this is what I truly have seen!" 

The little goblin looks to be in genuine distress. He feels, for the first time, not just afraid, very insecure.   What if I can't even believe what my eyes tell me? 

"This monster really had my mind on a spin... I fear that I'm still under its spell, somehow." 
farothel
 So, reward,"  Dalnu said as they headed out,  "let's first collect that and then see what else we can do.  I know one of the weapons we got was a magical dagger, but if you want to put those runes on a proper weapon, we have to see for people to do that.  And we have to sell a lot of the stuff we got that nobody can really use to buy those things we can use." 
SanguinePenguin
Ever since the chaos in the market, there had been something looming, something that needed urgent doing - although bigger problems may be coming, urgency is now finally missing.   Heading off to the lower city barracks, takes you through much of the lower city.  Although today is not the grand bazaar, the difference seems minor.  Many storefronts you recall passing are still there with dozens of peddlers hawking various wares in every corner of the city.  More transient stalls may be absent, and crowds might be slightly reduced, but everything still projects the same rampant capitalistic chaos surpassed here over all corners of Golarion.

Avoiding a crowd brings you past one of the stranger brands of Katapeshi entertainment: the Doomsayers’ Stand.  A massive crowd has gathered to gawk at the musings of an eclectic blend of individuals from scholars to zealots to raving madmen and everywhere between.  The current doomsayer who stands atop the circular two-step dais seems to sit between the latter two.  Wearing a black breast plate, coated in red face paint, and swinging a custom built and impractically jagged battle axe in a circle over his head, he shouts,  “Andak is coming!  Andak the Dismembered is coming!  And he will bring suffering unending!”   Over and over again he shouts slight variations on the theme as you walk to the other end of the plaza.  Finally, a mousy bespectacled man informs him his time is up and he calmly walks off the dias.

The next doomsayer to step up to the dias is introduced as Gethin ibn Kuln.  He is a bespectacled, balding Kelesh man of average height, perhaps a little frail, with a large tangle of scar tissue on the left side of his face.  He raises a pale hand from out of his drab brown robes and, with a calm, clear oration, begins his monologue:

 “Something has been keeping me up at night.  I began to wonder the other day, if the astronomers are to be believed, and those who have sought answers from the divine suggest they should be, then Golarion is not special.  There are countless stars in the sky, and around them swirls planets like Golarion, some of which surely host life.  We share many of the same gods.  We share the planes.  So Golarion is one of an endless sea of planets.  Yet, Golarion  is  special, because there is one thing that happened here and only here.  In the Windswept Wastes sits the Pit of Gormuz leading to the Dead Vaults, where Rovagug is locked away.  The Unmaker could unravel it all if he were to escape.

“But  how  exactly?  This is a fact that all agree on - from the Paladins of Sarenrae to the clergy of Abadar to the scholars of Nethys to the deranged zealots sworn to the Rough Beast itself - all agree its escape would usher in the end of days.  But no one ever says  how .  Golarion would be destroyed quickly of course, while unpleasant for us obviously, aside from being the cage, there should be nothing else important about Golarion to the gods - although Cayden Cailean, Norgorber, and Iomedae might be impartial.

“In the  Windsong Testaments , Rovagug eats seven planets, then gets tossed back into the abyss, it later escapes and eats  countless  more planets now teeming with life.  Personally, I would have been comforted knowing our gods would have bothered to count them, but I digress.  Among all those stars, could Rovagug deplete the number of planets fast enough to really be a concern for the divine?  How long would it take until they are all gone?  It would seem to me an eternity.  Let alone could he eat faster than all the other gods could create?  There must be some other danger here.  There is a part of me that suspects it is to the gods personally, Rovagug killed many gods long forgotten before he was caged, but maybe it’s something more.  That possibility of something more is what keeps me up at night.  Is there something here the gods aren’t telling us?  Thank you.” 

The man then abruptly steps off the dais and vanishes into the crowd.  As the next doomsayer begins shouting about the cabal of lizard men who have replaced the pactmasters and other heads of state around Golarion, you continue on your way.

Quick words on who you are and why you have come to the barracks brings you before Sergeant Tuthani again. She is armored and wearing the aluum torc around her neck, but appears in a better mood than when you first met.   “Ah!  It is good to see you again.  The Heroes of the market have come!”   She claps and several other guardsmen join in a brief applause.   “The reward was more than I had expected.  Allegedly, Pactmaster Angruul got involved and… uh...” 

She trails off and looks to another guardswoman, who clears her throat and continues for Tuthani,  “what we were told was that Angruul thought it would be proper to give you something around 2.7% of the taxes earned that would have been lost if you weren’t there to intervene.   He did, uh… something… somehow to estimate how much your actions saved in tax revenue and authorized a payment.  The agent who delivered the funds and explained it didn’t seem to really understand the process either.  It came to 4 platinum, 8 gold, 9 silver and 6 copper.  Which, for each of the six of you, came out to 8 gold, 1 silver, and 6 copper.” 

Tuthani then hands over five pouches.   “The other dwarf who was with you collected her reward yesterday.  Thank you for your service to the city!” 
farothel
Dalnu is surprised that people like that gather crowds.  Given the relaxed attitude in Katapesh it's not surprising they are speaking here, but she can't understand people listening.  She does try to remember what she knows about that Andak someone speaks about while moving further towards the guard station.

There she accepts the reward.  Some extra money is always useful.
 "So, where are we going to sell all that stuff we have,"  she asked when they were back outside,  "and maybe have those runes transferred from the dagger to another weapon, and maybe the flail too, unless someone knows how to use that weapon.  And then get some shopping of our own done." 
SanguinePenguin
As you depart the barracks, a man who was standing by the entrance approaches you.  He is a tall and quite thin Taldan, past middle age, but certainly not elderly.  He is clean shaven with high cheek bones, skin like wrinkled parchment, and a full head of thin gray hair that is slicked back.  He is well-dressed, but in a dressy coat and slacks in the fashion of Absalom over the robes of Katapesh.  He bows, and says in a smooth voice,  “may I have a brief moment of your time please.”   He produces a fine jewelry case and opens it, to reveal resting on a cushion of velvet the fine silver bracelet decorated with onyx and jade that you took off of the gnoll slaver Purheegee in the sewer and sold just two days ago.   “It is my understanding that you sold this item quite recently.   I was hoping you would tell me how it had come into your possession.” 
farothel
 "That is a very nice piece,"  Dalnu said with the certitude of a connoisseur,  "before this conversation goes any further, may we inquire as to who you are and why you think we had that piece of jewelry in our possession?  And why you care?" 
SanguinePenguin
The man nods,   “sorry if I seem a bit eager.  My name is Valan Dessir.  This bracelet is from one of the Gebessek Pharoahs, part of the Zahur Dynasty in ancient Osirion, or from one of their closest confidants.  I am under the employ of an individual who collects pieces from that dynasty - a descendant in fact - and has surely the largest collection in the world, but this is the first piece encountered in four years.  So, I am tracking back through who possessed it to see if more pieces can be found.  Hence - I would be very eager to know where you procured the piece.  Were there any similar?  Silver, onyx, and jade are the hallmark of the dynasty.” 
Gwynfrid
Gurmok walks out, still disturbed by the thought of how strong a presence the Scry had implanted in his mind. This, he realizes, is one of the absolute worst fears a follower of Irori can harbor: Not just losing self-control, but surrendering it to another being entirely. That the being in question is as malevolent at it is alien is just a minor added concern on top of that ultimate horror.

Only somewhat comforted by the prospect of a reward, he follows the group in a sullen silence. The market's curios only appeal marginally to him today, but he has to admit some fascination with the orators, and a free public place offered to everybody who wants to share ideas.   How about a good, firm screed against slavery?   But soon enough, he realizes that the only ones allowed to speak here are those hare-brained enough to be of little consequence.   Although, this Gethin person, he seems to make sense. No that we could do anything about it if he were correct, but still...  

At the Lower City Barracks, the little goblin is glad to meet Sergeant Tuthani in nicer circumstances. He thanks her with great seriousness, and a deep bow, before he walks away with his money. Some armor, at a minimum, would be in order, if the group were to face more dicey situations with this fellow Izarin, the Alchemist, and more.

On the way out, the group is accosted by a person by the name of Valan Dessir, who wants to know... What? Gurmok listens to the man's story with interest. Dalnu is cautious enough to ask a few questions of him...

 
 Spoiler 
Gurmok has a +8 Perception. He tries to assess if the man sounds genuine.
 
SanguinePenguin
 
 Spoiler: Gurmok 
The man seems genuinely interested in the information he is requesting.  You don’t think he is deceiving you.
 

 
 Spoiler: Mauricio 
The man seems genuinely interested in the information he is requesting.  You don’t think he is deceiving you.  While  Mauricio does not know specifically who would be collecting silver, onyx and jade items, he does know that typically four types of people amass such large thematic collections (in descending order of commonness):  1) wealthy people with a particular connection to or more rarely love of that theme (as Valan claims is the case here), 2) absurdly wealthy people who collect such items because what else are they going to spend their money on, 3) people who are rounding up powerful items represented in such a collection for nefarious or altruistic reasons (e.g. Iomedeans hoarding items associated with the Whispering Tyrant), and lastly 4) not particularly wealthy scholars who collect items from their field of interest.
 
Prehysterical
The ravings of an obvious lunatic are easy to dismiss. ibn Kuln's words, however, cause a chill to run down Mauricio's spine. It was difficult enough for a mortal mind, mind of flesh and electricity, to comprehend one single world. Such an idea, that there might be other Golarions out there, gives him existential dread more than curiosity.

One would never have thought to thank a Pactmaster for their intervention, but a little extra coin certainly doesn't hurt. Mauricio thanks the guards for their honesty. When Valan confronts them, it takes a moment for Mauricio to recognize what the item exactly is. He tries to recollect if his father ever made mention of such a powerful individual. In the meantime, Mauricio holds his silence for fear of giving away details best left unsaid.
 
 Spoiler: OOC 
Lore (Mercantile):  (1d20+9)[ 20 ] 
Perception (Sense Motive):  (1d20+9)[ 14 ] 
 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
farothel
 "We took it from a criminal who came of second best when he tried to attack us,"  Dalnu said,  "I'm not sure who he was and I certainly don't know where he got it from or if he had more of those things." 

What she said was the truth and nothing but the truth, but certainly not the whole truth.
SanguinePenguin
The man looks a bit crestfallen,  “a criminal?  That is most unfortunate.  No other information?  Well, in the off chance you come by any more of those pieces please come find me.  I would have paid you twice what the jewelry merchant did.  Silver, onyx, and jade, remember that.  As a word of warning though, don’t try to sell me a fake you’ve created, I would know.”   He bows in gratitude for the exchange before departing.
SanguinePenguin
Gex hefts the coins and says,  “I know most of you are thinking you might take on this Alchemist, and part of me wants to join, but I think I’m going to bail.  Head back to Nex maybe.  I don’t know.  Making myself scarce seems like a safe play.  It has been… honestly, it’s been awful.  No fault of any of you.  You are wonderful.  I don’t want to drag this out, and my mind is made up.  Best of luck to all of you.”   Goodbyes are made and the gnome departs eagerly.

As you exit the barracks, a familiar figure coiffed with the sight, rare in Katapesh, of blond hair in a bun approaches at a fair clip.  Lieutenant Zira Haviksoog says, slightly winded,  “oh good.  I wasn’t certain… I’d catch you.  Captain al Hisan had an… idea on how he could get you some help - a bodyguard perhaps.  Come with me.”   The guardswoman leads you north into Dogtown, incidentally teaching you a few shortcuts along the way.  She doesn’t say much, which seems a common theme for her, but she does divulge that the person she leads you to could help protect you, and maybe you could help them as well.

She finally leads you to a somewhat ramshackle house, though clearly in possession of a roof, unlike the last such hovel you visited.  She gives a somewhat involved knock at the door, then opens it after a moment.  The room you enter is sparse, no decor, barely any furnishings.  She calls out,  “Kheti!  Ryaa - Captain al Hisan - thought it would be good to connect you with these people.  Look!  Sadar here is Badawi!”   She seems a little uneasy.
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.   
 
  

The hovel is sparse, a single room, a variety of hand woven rugs cover the ground, prayer rugs overlapping other, throw rugs, each dyed a deep red with intricate patterns as is typical of the Badawi people's cover the ground, worn, faded cushions litter the carpets.  A long low table runs the length of the eastern wall, curled maps, scrolls, and tomes cover it's length and breadth, a figure, broad shouldered sits, cross legged on the cushions, a heavy, mailed hand following the lines of arcane script.  It's head swings towards the door as the figure intones it's head.    "As-salaam 'alykum, lieutenant"   the voice is deep, low,   "Welcome to my abode, as sparse as it is."    The figure unfolds itself from the cushions where it was studying it's collection of scrolls and treatises.    "Najarr mentioned that she had witnessed an armed caravan entering market this day, laden not with goods for the Bazaar, but with bound ... prisoners.  At first she took them for slave traders, but to enter the flesh markets with so few, and then to travel to the barracks.  It seemed odd to me."  

As the figure approached the door to greet their guests, though muffled by the layered carpets and cushions, there was the unmistakable grinding of metal upon metal, like the figure was wearing heavy plate in the style of an Andoran knight.  However, as they stepped into the pool of light cast by the open door it was obvious that they were ... something else entirely.  Their face was a featureless mask, two angled slits served as eyes, with a slowly pulsing blue-white light flickering behind them, cables, clockwork and magic-tech visible through gaps at the joints, a set gem which glowed with a bright light, similar to the light behind their eyes.  Flaring and dimming, as if in time to one's breath, though it did not appear to be, actually, breathing.    "Kheti ibn-al Jahat,"   the construct intoned,   "Badawi nomad, magus, scholar ... perhaps.  This one's memory ebbs, and wanes.  Such is my nature."    It stepped back, indicating the throw of cushions,   "Please.  Enter.  I would offer refreshments, but, sadly, I have little need.  Perhaps when Najarr returns she will have a satchel of sugared dates, or a skin of goat's milk."    As the automaton moved back, deeper into the room, it looked towards the Lieutenant.    "Zira, to what do I owe thanks for, for this pleasant, but unexpected, visit?"  
SanguinePenguin
Zira accepts the invitation with a smile and takes a seat on one of the cushions. She removes her Zephyr sigil and her Lieutenant’s broach, then sets them both on the ground next to her.  She takes a deep breath, sighs audibly, and says,  “I am off duty right now.  Kheti, last time we spoke Captain al Hisan suggested finding some… allies… who aren’t  children .  I know you want to work with the Steel Falcons, but we maintain that would be unwise.  You know I dislike the slave trade, but there are fewer paths more dangerous in Katapesh than working directly with abolitionists.”

“Dalnu, Gurmok, Kharesh, Mauricio, and Sadar here have had an interesting week.  When I met them, they had just liberated a dozen women from a gnoll slaver in the sewer.  They then did a favor for Ryaa, which lamentably proved more dangerous than anyone could have anticipated.  So now, he believes he owes them a debt.  They would benefit from your talents - and honestly, I would think you could benefit even more from theirs.  We suspect someone dangerous may be coming after them.  The… suggestion from Ryaa is for you to act as a temporary bodyguard for them, until The Alchemist is dealt with.  In exchange, he will pay you ten gold for the service upfront.  If you want to hand that to the Steel Falcons, so be it.” 

Zira turns to the rest and continues,  “there is not a lot we can do directly to protect you here, but I think Kheti would be an asset to you.  He knows this, but some Zephyr guards wear azure bands on their upper arms - a blue a lot like Kheti’s eyes - that means they are sworn to Pactmaster Jinvar.  Do not let them get their hands on Kheti.” 
farothel
Dalnu wasn't sure where they were taken, but when she saw Kheti she was awed.  She had known about the Zephyr guard and she had seen some, but those were all controlled.  A free construct like this was quite rare and she had to push back the urge to start prodding and poking.
 "So we'll have to keep not only an eye out for this Alchemist dude, but also for the guards of one of the most influential people in this city,"  she summed up,  "where do those guards mostly hang out?  Best to avoid that part of town entirely if possible." 
Gwynfrid
On meeting Kheti, Gurmok stands open-mouthed, so much so that Sadar has to nudge him before he remembers he's invited, and steps into the house. He has never seen a living being, well, apparently living, like this one. He might have heard of such marvels in the course of his travels, but if he did, he would have dismissed such stories are myths. He sits, dumbfounded, and it takes him a good five minutes before he enters the conversation.

 "Well met, Sir or Madam."
 
  Uhh...   He thinks of the potential implications of adressing a person like this as he would a man or a woman, and rather than embarrassing himself some more, he decides to ignore the matter and move on to more immediate concerns.

 "So, hum, yes, we went on this errand for the Captain, looking to find the source of the bliss traffic. What we found was, indeed, a lot more than we anticipated. This is a cult, worshipping a very dangerous alien... thing... that calls itself the Scry of Leng. Very, very dangerous. It can create incredible illusions and exert... control over ones mind!"  The little goblin shivers at the memory, still visibly shaken.

 "Anyway, we battled the cultists, took their leaders prisoner. We barely managed to kill the Scry itself. But, after the event in the market the other day - you may have heard to it? Another creature of nightmares appearing in the middle of the crowd and trying to kill everybody... Anyway, sorry I'm losing track... So, after what happened in the market, there is reason to think there is danger still. Then, among the cultists, was a person called the Alchemist. We didn't see him, by the way, but the prisoners talked about him.  He made this bliss drug out of the creatures secretions, if I understood things correctly."

"So... er... if you're willing to help us, we would very much appreciate it. I, for one, feel a little out of my depth..." 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.   
 
  

The massive automaton turned their attention, first, towards the Lieutenant.    "My affiliations are, with respect, of little concern to you.  However, out of respect for the consideration and respect shown to me, I will endeavor to ensure that those affiliations do not call into question, your loyalty to your superiors or Katapesh itself.  Going forward, I will ensure that my personal affairs do not compromise our relationship or place us at odds with one another, as that is an outcome I would find ... undesirable."    Despite it's cool, distant tone, it spoke with sincerity as it gave it's word to the Lieutenant.    "The Captain's stipend is acceptable, such funds could well finance my research, add to my collection of arcane and eldritch treatises."  

It then took a moment as, first the elven sorceress, and then the goblin alchemist, spoke.  It chose to address the sorceress' concerns first.    "My service to Pactmaster Jinvar was,"   a pause,   "terminated more than a decade ago.  While I do not doubt that Jinvar has a preternaturally long memory, I do not believe that his rank and file guardsmen would recall the events surrounding the dissolution of the Pactmaster's binding ritual.  However, you are not wrong, I will move through the markets with some manner of discretion so I do not call, upon you, the attention of the Pactmaster or those who bear his Mark."    He then noted that the goblin stumbled over how, in fact to address the automaton, it inclined it's head to the skittish humanoid.    "Prior to my transfer to this form, I was a Badawi tribesman, a scholar, a magus,"   and a husband, however, the construct left that unspoken, for it was something that they could never reclaim.    "Your terms give no offense, though, for ease of conversation, you may call me Kheti ibn al-Jahat, though, that line is long since dead and dust.  It shall be my pleasure to travel the markets, once again, with you, given this one's bond with the axiom, it does it's core well to have a purpose, and it sparks something in my core to be a part of something that seeks to stem this flood of bliss that threatens the soul of Katapesh."  

 
 Originally Posted by Out of Character Actions 
 Recall Knowledge (Society; the Alchemist)  (1d20+7)[ 14 ]  
 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh followed the others, wondering if they were inclined to deal with the Alchemist, or wanted to run like Dalnu suggested.  He only half-listened to the doom sayers as they passed through the markets, uninterested in foolish proclamations and pointless speculation on how ancient gods might rise again.   He did perk up when they received their rewards for services rendered.  If only the gold could erase the evil of the creature they fought, but perhaps it would serve to arm them to deal with future threats.

He ignored the merchant that approached and asked about the jewelry, his eyes scanning the crowds for anyone watching the interaction take place.  Once the merchant left, he started to speak but was interrupted by the appearance Lt Haviksoog.  With little information, she requested they follow her, with only the vaguest of a suggestion that it would be worth their while.  The destination was a hovel, but this one housed a most interesting creature - a man of metal!

Kharesh entered the home with the others, somewhat nonplussed and uncertain how to proceed.  When the goblin immediately spoke of secrets they had all agreed were better unspoken, the dwarf shook his head in frustration.  Telling of the incident, especially to a mechanical creature that was unwilling to discuss its affiliations.  Crossing his arms, the dwarf continued to stare straight ahead, unwilling to join the current conversation.

 
  OOC  - Kharesh is a little weirded out about sharing all the stuff so quickly.

 Effects / Status / Conditions:  Battle Medicine used on self; Darkvision; Mystic Strikes (unarmed attacks are magical); Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 19 (21) HP 46 Initiative +7
Saves: Fort +9 Ref +9 Will +9 Per +7 / Move 30’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +7, Athletics +9, Warfare Lore +5, Religion +7, Stealth +7, Pahmet Lore +5
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 19 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+9 / 1d8S+4 / sweep); Clan Dagger (+9 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+10 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+10 / 1d8B+4 / forceful, nonlethal, unarmed)
Money: 8 gp 1 sp 6 cp
 
farothel
 "Lets just say we all have to be careful,"  Dalnu suggested,  "so, what now?  Trying to find this alchemist and have a 'little chat' with him.  He shouldn't be that hard to locate, considering quite a few people know him.  I guess if we have to off someone, he will be easier than a Pactmaster." 
DrK
 Sadar 

The caravan guard looks at the automaton with a strange expression, he had not seen many creatures such as this before. Then offers a nod to the creature  "More assistance will be of course be welcome. It has been a tough few days and this alchemist has both many followers and strange powers."  Sadar stands back letting the others chatter and watches stroking his neat beard and checking the hilt of his sword as he contemplates their next moves.
SanguinePenguin
Zira shakes her head,  “by all accounts, the Alchemist is a VERY dangerous individual.   Do not underestimate him .  This is Katapesh.  For one to have developed that reputation, honed it over years never faltering, and risen high in the al Izarin organization… going after the Alchemist would be suicide.  You should hope he never learns you exist, which is still a possibility.  If he does learn you exist, hope he loses interest in searching for you while you lay low.  Failing that, hope that he underestimates  you  and sends an enforcer after you that you can survive.” 

She frowns and adds,  “I keep saying ‘he’, but I don’t really know - the Alchemist could be a woman, or a title that has had several owners over time, or even several people.  Take care of immediate business for a day or two, then keep your heads down.  It's a big city and it isn’t hard to disappear for a bit - Kheti is an expert at this.  Check in with me every now and then, and I will let you know if Ryaa or I hear anything.”   She stands and puts her Zephyr sigil and Lieutenant’s broach back onto her uniform.  As she steps out the door she adds,  “be careful.” 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.   
 
  

The Aluum remnant watched as the Lieutenant left their hovel, nodding it's head at her direction to proceed with caution.    "You will, of course, forgive me, but I am unaware of the circumstances surrounding your encounter with this Alchemist, or their Bliss trafficking."    It paused, considering the possible methods by which they could track down the figure sitting at the center of the web.    "The Lieutenant is not wrong, the easiest method would be simply to track down the supply chain.  User, to distributor, to supplier, to manufacturer.  However, such an act would draw the most attention."    However, given the number of users, it was likely that the web would hardly vibrate if an end user was coerced.  After a pause the big construct spoke again, slowly.    "We could find a user to locate a supplier, with the spider at the center being none the wiser, then observe the supplier to locate the distributer."    The construct paused, looking from face to face as it considered the groups best options for moving forward.

It moved across the room, going towards a carpet that had been rolled up in the corner and secured with twine.  It slowly, sat down, placing the carpet across the floor, and began slowly, reverently, unrolling it.  Light daring to and from it's ocular apertures, as if accessing some internal, though ultimately, incomplete, internal memory bank.  It wondered, curiously, how it would purify the blood that stained the magnificent, thick bladed sword's edge, he had borne it in the service of Pactmaster Jinvar, a debt, the construct feared, would stain their quintessential core until such time as it's energies dimmed, forever.  It stood to it's full height, strapping a baldric across it's shoulders and inserting the executioner's sword through the loop across it's back.
farothel
 "We actually did that,"  Dalnu said,  "We found this Scry of Leng creature and it's his body fluids that are somehow changed into the drug.  That creature has died - we guess - but this Alchemist dude will not be happy that we cut off his supply.  And who knows how much of the fluid he still has or if he can create or use something else to replace it. Or call another one.  But first I think we have to get some items we 'collected' sold and buy the things we actually need.  And we still have to check what's inside this lockbox." 

They had taken the lockbox but hadn't opened it so far, so maybe now was a good moment to do so.  Dalnu cast detect magic on it to recheck if it was magical.
Gwynfrid
 "I agree, let's look at what we have found, first",  Gurmok says, looking at the lockbox with curiosity.  "But about the Alchemist, and al Izarin... I think we need to listen to the Lieutenant's advice. She said going after him would be suicide. I have no intention to bail, like Gex, even though I well understand why he did. But I have no interest in suicide.

Why don't we just lay low for a few days? The Captain and the Lieutenant will let us now if they hear anything we could use.

So..."  He hesitates again on how to address the strange character, then decides to go for the most direct way.  "Kheti? What did she mean when she said you're an expert at vanishing?" 
DrK
 Sadar 

Sadar shrugs at the suggestions before approaching the lock box,  “do we think it’s dangerous? I can try and open it if we feel it’s safe?”  he asks the latter looking at the more magically inclined members of the group.
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.   
 
  

 
 Originally Posted by Gurmok 
  So..."  He hesitates again on how to address the strange character, then decides to go for the most direct way.  "Kheti? What did she mean when she said you're an expert at vanishing?"  
 

Kheti seemed to concentrate for a moment, recalling the the Lieutenant's remark.    "It is this unit's understanding that the Lieutenant was being ...,"   a pause,   "sarcastic?  While I am familiar with Katapesh, it's citizens, their customs, this form tends to be ... noticeable.  It is not well suited to stealth or infiltration.  To avoid unwanted attention, this one has, for some time, avoided becoming involved in the affairs of others."    It avoided speaking of Najarr, for technically, the young girl was an escaped slave, and could be brought in, returned to her master and Kheti still, did not know these people or their motivations.  It could only assume that they would refrain from such an act, but with the girls safety being their priority, Kheti would not take that chance.    "I have some contacts among the foreign quarter, abolitionists as the Lieutenant so, poignantly, mentioned.  They may know of this Alchemist and the al Izarin, perhaps, perhaps not.  However, if this Alchemist and his allies are as dangerous as the Lieutenant states, this unit would wish to avoid drawing undue attention to it's allies, especially ones whose position is already, so, precarious."  

As the elven sorcerer withdraw a lock box, Kheti turned their attention to it, and even as Dalnu began to perceive the object for magic, there was a click and a whir as Kheti's quintessent core began to scan the object, a wave of the same blue-white light sweeping across the object, first from end to end, then top to bottom.    "Scanning,"   it stated,   "scanning,"   it repeated.


 
 Originally Posted by OUT OF CHARACTER 
 Cast Detect Magic, then Read Aura if anything is, initially, detected.  I will take the Search Action,  Perception +5 , if you want to make a Secret Check. 
 
farothel
 "It's not magical as far as I can see, just locked,"  Dalnu said,  "anybody who can open this thing without destroying what's inside?" 
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh frowned at Dalnu's flippant assessment of the Alchemist, based on what he had heard from the constabulary.  Fortunately, the Lieutenant was more pointed in her description, and he nodded in agreement with those that advised caution.   "The still spider avoids the hungry bird." 

He had no particular skill for opening locked boxes (or anything else, for that matter), so he let the others decide on how best to proceed.  There were a few items they had gathered he thought might come in handy, so he took the opportunity to secure a few.  While there were still several questions regarding the crime-lords' interest in creating a cult for a strange creature, for now it seemed they should maintain a low profile and see what came of the destruction of Scry.

 
  OOC  - Kharesh would like the drakeheart and juggernaut mutagens, and an eagle-eye elixir (presuming he can use them effectively).  I updated the loot doc

 Effects / Status / Conditions:  Battle Medicine used on self; Darkvision; Mystic Strikes (unarmed attacks are magical); Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 19 (21) HP 46 Initiative +7
Saves: Fort +9 Ref +9 Will +9 Per +7 / Move 30’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +7, Athletics +9, Warfare Lore +5, Religion +7, Stealth +7, Pahmet Lore +5
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 19 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+9 / 1d8S+4 / sweep); Clan Dagger (+9 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+10 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+10 / 1d8B+4 / forceful, nonlethal, unarmed)
Money: 8 gp 1 sp 6 cp
 
DrK
Sadar has a look, kneeling by the box before pulling out a set of small picks and files and trying the lock whilst humming to himself

 
 Spoiler: OOC 

thievery  (1d20+7)[ 23 ] 
 
SanguinePenguin
Sadar sits with the lockbox for a little bit, tools working swiftly, when there is a faint click and the lid frees from the latch.  Though he made it look easy to onlookers, he could tell the lock was tricky and there was definitely a stroke of luck was in his favor there.

Opening the box reveals five gold rings, two gold bracelets, one gold necklace, and a small book with a leather cover inscribed with strange symbols.  After glancing at the cover, Mauricio is pretty confident the symbols are characters in Aklo’s written form, but what they say is a mystery.  Nothing registers as magic.
farothel
Dalnu had grown up in a jewelry store, so she had a closer look at the jewelry items, letting the others look at the book.
 "I guess we can sell the jewelry, for the book I would wait until we know what it's all about as it might actually be useful." 
 
 Spoiler: OOC rolls 

I have specialty crafting (artistry), which includes jewelry in its description, so I guess that lowers the DC for me to appraise them using crafting
 (1d20+6)[ 23 ] 
 
DrK
 Sadar 

Sadar looks at the strange artifacts and shakes his head.  "Strange symbols but they feel pretty weighty. Must be worth a pretty penny"  he adds as he lets the others examine them.
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.   
 
  

Curiously, the automaton studied the jewelry as, first, Dalnu then Sadar examined the individual pieces.    "The language is unknown to this unit,"   a pause,   "though my quintessential core is ... incomplete, my archives are not as they once were."    It considered the problem a moment,   "There are some, in the markets, who can translate arcane and eldritch languages for, as all things in Katapesh, a price.  Perhaps we can take several rubbings, each a small portion of the whole.  Take them to translate, explain someone meant to sell an item thus inscribed to us, and to seek a translation before acquiring the piece.  If we each only take a portion, the likelihood of it being reported back to the Alchemist is diminished, though still a possibility."  
SanguinePenguin
Dalnu carefully examines the pieces and quickly concludes the workmanship is mediocre for all of them.  Their value is only a modest improvement over the raw materials.  The decorative etching on one of the bracelets had an artist behind it, but all together she thinks the whole lot could be sold for only about 60 gold.
farothel
Dalnu gave her appraisal information about the jewelry to the others.  It might not have been all that much, but it was still better than nothing.

 "We might check with Soth if she knows the language,"  Dalnu suggested before explaining to Kheti,  "she's a scholar we rescued from a life as a slave, so she might be inclined to help us for a very good price." 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.   
 
  

The broad automaton inclined it's head,   "A life boon is a significant debt,"   while Kheti did not know the circumstances surrounding this group's interactions with the scholar Soth, it improved their status in it's eyes that they had removed the woman from a life of servitude.    "The surety with which you speak and your previous connection with the scholar should allow us to trust her with the full inscriptions then.  As long as she does not make inquiries with other scholars who may be,"   a pause,   "more inclined to alert this Alchemist's network of our inquiry."  
SanguinePenguin
With Kheti enlisted as a bodyguard, the group travels the Katapeshi markets selling their wares, and picking up a few things.  It is never too difficult to find a buyer or seller, but the real challenge is finding the right buyer or seller, and haggling your way to a decent deal.

The inexorable march of commerce eventually leads near the home of Sofh and Zetath al Ustadh.  Figuring to address the other issue, the party take the slight detour to knock on the door.  A high-spirited Zetath opens the door with a broad grin and a jubilant exclamation,  “O my friends to whom I am ever indebted!  I am so delighted you are here, as I had looked for you this morning to no avail!  I beg you - come dine with us this evening.  Our possessions were returned last night, and Sofh is feeling much better after a very long rest - she even went to the University to speak with a colleague today.  We would be honored and delighted to feed and entertain you this evening!” 
DrK
 Sadar 

Sadar grins at mention of food and drink, happy to be offered some nice food.  "My thanks, a meal would be most welcome"  he will look around at the others waiting to see what they want to do.
He had looked around the markets, but in truth he was richer now than he had been in many months from the recent adventures they had been on
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh nodded and bowed his head to the invitation.   "It's my honor to accept." 

 
  OOC  - Kharesh would like to purchase something to bring as a gift, if that is the appropriate thing to do

 Effects / Status / Conditions:  Battle Medicine used on self; Darkvision; Mystic Strikes (unarmed attacks are magical); Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 19 (21) HP 46 Initiative +7
Saves: Fort +9 Ref +9 Will +9 Per +7 / Move 30’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +7, Athletics +9, Warfare Lore +5, Religion +7, Stealth +7, Pahmet Lore +5
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 19 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+9 / 1d8S+4 / sweep); Clan Dagger (+9 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+10 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+10 / 1d8B+4 / forceful, nonlethal, unarmed)
Money: 8 gp 1 sp 6 cp
 
farothel
 "Very well,"  Dalnu said,  "because we have something of a scholarly nature to ask her.  But tonight is more than time enough." 

As soon as they have agreed upon an hour, Dalnu will continue to the markets to get some more selling and buying done.  For anything that has to do with the fine arts (jewelry and other such works of art) she can deal with some confidence, weapons and the like are not really her forte.
SanguinePenguin
After the remainder of the daylight is spent shopping and unloaded wares, the group returns to the al Ustadh home just after dusk for the invited dinner.  Zetath answers the door, garbed in fine blue and green robes, and jolly as ever.  He beckons you to enter.   “Make yourselves comfortable!  Our home is as yours for the evening, my friends.” 

Immediately, you are bombarded by enticing aromas of spices and meats, as he leads you from a small foyer into a dining area.  Sofh, dressed in riding leathers under blue robes alongside a brass amulet beset with a large cut amethyst, interrupts her setting of the table to smile broadly at your entrance.  She seems to have regained her vigor after the ordeal, and her dark brown hair is guided by an ornate silver circlet.   “Welcome to our home!  I hope the food is to your liking.  And welcome friend of friends, I am Sofh al Ustadh, and that is my husband Zetath, please enjoy our hospitality,”  she adds the last to Kheti, although her keen gaze clearly notes his unique nature, after the initial moment of study, she treats him as she would any guest.  In a brave move, they even allow Zen a bowl next to the table.

Zetath returns from the kitchen with a large tagine and sets it in the center of the table with a large serving spoon.  The low table has many cushions arranged about it with eight places set.  Ample bread and a spread of half a dozen dips, most delicious and all quite different.  Mint tea is served along with the fare.  The large tagine contains a mix of cubed goat, eggplant, rutabagas, carrots, apricots, and turnips stewed with aromatic herbs and spices.  Another dish reveals puff pastries coated in cinnamon and filled with a savory chicken stew.  Your two hosts make a point to wait on you and predict your needs, never letting anything get quite empty.

After you and they are well fed, Sofh and Zetath look to each other before the woman decides to speak,  “I have been struggling to come up with some way to repay you.  I owe you an immense debt, and I wish to give you something.  You may always have my counsel, or that of my husband, whenever you think it may aid you.  As for something more tangible, while we have some curios, nothing is terribly valuable aside from novelty.  I have recently uncovered some information that is potentially immensely valuable, and I wish to gift it to you.” 
 “When I was captured by the gnolls, I had been returning from Solku.  A few weeks ago, I had been doing research in the great library there when I stumbled upon some lore in an unexpected place.  I was attempting to identify a toy that belonged to some Pharoah’ child, and I was reading through an obscure toy maker’s journal.  While almost everything in it concerned children’s toys and puzzles, one of the last entries discussed a puzzle he was contracted to create in a tomb.” 
 “The puzzle described was quite intricate and rather incredible in scope, it used boats and markings on columns that can be rotated, but as I was reading through this, I became  certain  I had been to that tomb almost ten years ago.  We cracked open the tomb of some Archvizier.  At the time I remembered being struck by two things:  how modest the tomb was given the presumed importance of the man, and how strange it was that the tomb had an immense and long dried up cistern within it.  We thought the man may have done something instrumental in Osirian aqueducts or something, but otherwise left stumped.  This cistern is the toy maker’s puzzle.  As a gift to you, I can give you the location and the knowledge to solve the puzzle, which according to the toy maker will grant you access to the lower levels of the tomb and whatever wonders await there.  Usually, exhuming of a new tomb involves an expedition and some organization taking possession of almost artifacts found there. This would not require that overhead, as it has already been dug up and broken into ten years ago, and since this is Katapesh, anything you find you may sell or keep.” 
Gwynfrid
It is the first time in Gurmok's life that he has been invited to dinner -  dinner!  - by humans. He's sufficiently aware of social customs to expect a good amount of formality, and he prepares for it thoroughly, showing up in his finest white shirt, the one with the large green-tinted glass buttons, his whole attire freshly cleaned up and pressed. He has groomed Zen with great care, painstakingly washing and combing the big rodent's unruly hair, in spite of the beast's protests. Only a whiff of the horrible smell remains. The only thing he can do nothing about is the goblin dog's irrepressible dandruff: Gurmok can only hope that his friend will be able to refrain from scratching himself too much over the course of the evening.

It's with effusive gratitude for Zetath's and Sofh's thoughtful welcome that he lets Zen enjoy his bowl of fine chicken broth and bones next to the table, but this honor also comes with a good deal of stress. He spends a large portion of the dinner watching the goblin dog eat, making sure to stop him before he unavoidably does something disgusting. His care is rewarded when Zen-generated damage ends up limited to a few large stains on their hosts' finely woven carpets.

When Sofh describes the discovery that she's prepared to share with the group, the little blue goblin goes all wide-eyed.  "A most interesting mystery..."  he whispers to the companions seated next to him.

 "O generous hosts, not only is your hospitality the finest I have ever enjoyed"  - Gurmok doesn't let out any hint of the irony of this extremely truthful assessment -  "but you also wish to share a very precious and fascinating discovery with us. Really, this is too much of an honor! Little did I know that the people of Katapesh respond to a helpful deed with one so much greater."  
 "I am sure that my companions and I will be eager to embark on a journey of adventure and discovery as you suggest."
 
  And it will lead us away from the city until things calm down with the people we just pissed off.   He keeps that one thought to himself.

 "Before we do so, however, it would be good to learn a few details. Can you tell us more about this Archvizier? When did he live? Was he famous for something? Did he leave a family that might be offended by people exploring his tomb?"  
DrK
 Sadar 

Sadar had been polite and quiet during the meal, and watched Sofh and Zetath with envy as they made dinner and fussed over the party. At mention of the tomb however he grinned and looked up eagerly.  "An unexplored tomb. well that would be quite a find indeed. Please tell us more, I am intrigued."  he rubbed his hands together imagining the glories and the wealth they might discover.  "Where is this tomb in the desert?" 
farothel
Dalnu is aware that Gurmok has not done that many dinners, so she gives him a few whispered pointers during the dinner.  When Sofh comes up with the tomb thing, she likes that this is a very nice opportunity to be away from the city for a while to let things die down.
 "That would certainly be a nice thing to do,"  she said, not wanting to speak for the others.

 "We have found a text recently in what we think is Aklo,"  she said,  "I was hoping if you could translate this, or if not, if you knew someone who could.  But as this text was taking from someone with a long memory, best not to draw too much attention and make sure we can trust that person if you can't do it yourself." 
SanguinePenguin
The scholar in Sofh creeps through as she answers Gurmok,  “we know so little!  He is known to have been archvizier to Gebessek the Fifth, Sixth, and died during the reign of the Seventh - but so much of the history is lost!  This was likely around -70 AR to -40 AR, but it is very hard to know for sure as it was nearly 5000 years ago.  He may have been an advisor for earlier Pharoahs as well, just not as Archvizier - which is the highest advisory position to Pharaohs. As for relatives, half of Osirion is said to be descended for some lusty Pharoah, but he is not a Pharoah or of any notable continuing importance himself.  While he likely has distant relatives, there were no claimants when we first unearthed the tomb and I doubt that would have changed.  The Aspis Consortium had funded the original expedition, but once they left, it is fair game by Katapesh law.  Even they wouldn’t fight that.  If they were to learn this was missed, they may unjustly take issue with the lead on the excavation, who is a lovely man, so maybe just don’t tell them about this finding.”

“The tomb is about a week’s journey north west from here by camel,”  she replies to Sadar.

Her eyes widen in surprise about the book in Aklo.  She begins speaking slowly,  “if it is very short, then I could translate it through magical means, but I do not speak or read Aklo.  In my experience, those who do are typically… individuals of questionable repute.  Aklo is a strange one, since it isn’t really supposed to be a written language.  Most of the… things… that speak it, lack the means to write.  So the written form has an unknown origin outside of those who speak it.  Allegedly, the written form can represent the full language, but even more than other languages the spoken form long predates the more nascent written one.  Further, since there was long development of spoken tongues with no grounding in written form, there are countless dialects that are unlikely to be well represented,”  Zetath reaches over and touches his wife’s arm, who glances at him and lets out a soft chuckles,  “my apologies, I got off-topic.  Although I know a few scholars who could translate it - Gemik al Catian, Verenia Mocillus, Tarvi al Jetchin, and Gabori Kaatei - I actively  distrust  each them for various reasons.” 

Zetath chimes in,  “Kaalant can read it too, I think.” 
 “Ugh, I think I trust him less than the others.” 
DrK
 Sadar 

Sadar looks about the others, a slight smile.  "At this point a week in the desert, a week free of this city will be welcome. "  then looking back to Sofh he asks more politely,  "If its okay good mistress, would you be happy to draw us a map?"  then he begins to think of the supplies that they will need and how many pack camel to carry the water.
SanguinePenguin
At Sadar’s request, she taps her palm to her forehead, and jumps out of her seat,  “of course!  How could I forget?!”  She begins rummaging through a bin containing scroll cases.  She opens a few, removes a map, then puts it back, before she finds one she is happy with.  She directs the map (containing Katapesh city and some surrounding area) compass north aligned with the northern directive on her own rather intricate compass.  With a straight edge and an inkpen, she makes some marks and numerical annotations as she describes them,  “it’s five degrees west of north west from here.  That is the most direct path, but from Darjin’s Oasis along the path to Solku, it is ten degree west of north.  The entrance to the tomb can be found in a pit we dug, pretty far around, about ten feet deep.”   Where the two lines drawn intersect, she places a mark.  It sits a distance out from Katapesh, south of the Brazen Peaks.   “It should be about fifteen miles northeast from the Creeping Watcher in Vargas Swamp, a clear landmark in the general area, but navigation from there was never really verified.”  She hands Sadar the completed map.

 
 Spoiler: Maurico, Dalnu, Kheti 
Her compass is a Pathfinder Society Wayfinder.
 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.  
 
Kheti nodded his thanks as he walked past the threshold into the woman's household, these were not allies of the automaton, but they seemed familiar with his charges.  As such the broad shouldered automaton took a place in a corner, keeping an eye on the main door, wary of any, unforeseen, visitors.  Other than his charges, of course.  He did not eat, his form had no need of sustenance, neither food, nor water, however, the sight of the meal their hosts had arrayed before them caused something to stir in his core.  Memories, the taste of food, the scent, he reached, slowly, for a goblet of mulled wine, holding it in both hands, he could feel the warmth of the drink radiate through the vessel into the palm of his hands.  The scent, though muted, was pleasant, he savored the sensations, looking inward, rather than out, listening to the conversation, if not observing it, directly.

As the food was cleared away and talk turned to the journal his charges carried with them, the magus began to pay attention.  Aklo was a dangerous language, one that he, himself, had never found the time to learn.  A matter he regretted at the moment, still, as their host spoke of translators and such, the automaton could only nod, unfamiliar with the names she was sharing with them.  Though, if needed, he would have little difficulty recalling them to track them across the length of breadth of Katapesh, if so required.  And now an excursion, one that would remove them from the city, for a time, preventing the Alchemist's eyes from scrying, or diving their exact location.  He nodded his brass-fited near featureless face plate,   "Putting, both, sand and time between yourselves and those loyal to your adversary is a wise move, and I would counsel ...,"   a pause,   "cautious acceptance."    His thoughts were interrupted when the woman produced a map, and along side it a curio, a device meant for navigation and orientation, useful to be sure, it's design was ... intriguing.
 He stood up to review the map, his people had charted migratory paths by the stars during the journeys across the sands.  For, in a desert, the land could change, landmarks scoured clean by desert winds, or buried beneath sandstorms, but the stars ... the stars were immutable, moving in an ordained pattern, one needed but to study their movements to know it well.  Indeed, the stars that, even now hung over their heads, were the self-same as the stars that looked down at Kheti when he exited his tent at night, when his form was flesh and blood, rather than enchanted stone, crystal and steel. 
 
  
farothel
 "It's a rather big book,"  Dalnu said,  "and it might throw some heat your way, so I would be very careful who you might ask.  We can probably wait until we have the correct person for the translation." 

She would check the map to know where they would be heading.
 "If we're going that way, we best get some camels to ride that way,"  she added,  "it's easier to cross the desert that way." 
Prehysterical
Their newest companion was... well, "intriguing" was putting it mildly. A million questions ran through Mauricio's mind concerning Kheti's functions, but he kept his mouth shut. Perhaps if he tried to simply listen and observe, instead of interjecting when not necessary, he might learn something.

It was gratifying to see Sofh returned and happy to her husband. The meal that they shared was even more gratifying. It's the most satisfying thing to have happened to Mauricio since coming to this accursed city. What was the opposite of a pilgrimage?

Initially, Mauricio was reluctant to involve himself with any tomb-raiding. Stories of ancient mummies and their curses were renowned Golarion over, a favorite staple of Chelish children. The aspect of a puzzle left behind by the archvizier, one that invited those after to unlock the tomb's secrets, did intrigue his curiosity, however. There was also the practical matter that they might need to disappear for a while... and, honestly, leaving the city sounded pretty good right about now.

 "Should we bring the cart and horse with us,"  Mauricio asked in response to Dalnu's suggestion.  "If we recover anything, we will need some way to haul it." 
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
 “Oh, right, camels!  I can give you a letter that should let you rent camels from Alseen’s without needing to provide your own collateral.” 
 
 Spoiler: Kheti 
Badawi ranges change too quickly for him to have any idea who is there now.  He knows the area is likely home to scorpions, Jackalweres, Dhabbas, bandits, and gnolls - although should be fewer there than in most of Katapesh. The Pale River runs into the River Scorpius near there, so Crocodiles near the water are another possibility.  More uncommon- Behir, genie or divs.
 
farothel
 "I would keep the horse and cart here,"  Dalnu said,  "horses and desert don't really mix well.
 Camels are much better for that.  We could sell them or offer them as collateral for the camels." 
DrK
 Sadar 

Sadar looks at desert and nods in agreement,  "Its the deep desert. The horse would be a liability across the sand and need enough water for 4 camels. As friend Dalnu suggests, maybe we can leave the horse and cart as collateral for a pack camel or two instead to haul back our wares? A cart will be of no use, it would sink in the sands."   Grinning he looks at the map, eyes the fancy compass with a wistful smile but bounces eagrly on his toes, excited with the prospect of heading out into the desert once more.
Starbin
  Kharesh Hammerfist  , dwarven monk

Kharesh arrived with the others, bowing his head to their hosts as he offered Zetath and Sofh a small crystalline vase filled with several desert flowers he purchased earlier.   "You honor us."   He was fairly quiet during the dining, typically offering a small nod of thanks or acknowledgment as the meal continued on.  Once the meal was done, he let his companions speak first, only raising an eyebrow at the metal-man's comments about an adversary.  When there seemed to be some uncertainty of finding a suitable translator for the book, he cleared his throat and spoke quietly.   "We should look for another option ... maybe away from Katapesh." 

He was intrigued by the tale of a lost tomb, less by the idea of looting such a place, but more of the possibilities of what challenges might lie within.  To be hidden by such a puzzle suggested additional challenges to anyone inclinded to test their mettle against the defenses of the tomb.   "You honor us again with this gift.  I will go." 

 
  OOC  - Not sure how much a vase/flowers would cost, but Kharesh certainly wouldn't skimp ... presuming bringing such a gift makes sense.

 Effects / Status / Conditions:  Battle Medicine used on self; Darkvision; Mystic Strikes (unarmed attacks are magical); Ancient Blooded Dwarf (+1 save vs magic); Cat Fall (falls are 10’ less)  
 
 Spoiler: Crunch&amp; Status 
 AC: 19 (21) HP 46 Initiative +7
Saves: Fort +9 Ref +9 Will +9 Per +7 / Move 30’
Abilities: Str 18  Dex 14  Con 14  Int 10  Wis 14  Cha 8  DC 18
Skills: Acrobatics +7, Athletics +9, Warfare Lore +5, Religion +7, Stealth +7, Pahmet Lore +5
Abilities: Call on Ancient Blood (prior to rolling a save vs magical effect, add +1 [circ]); Flurry of blows (make two strikes for 1 action [flourish]); Stunning blow (If attacking same target twice, DC 19 Fort save or stunned 1 round) Mountain stance (see below); Darkvision; Dwarven Weapon Familiarity; Cat Fall (treat falls as 10' shorter); Battle Medicine (Treat wounds in combat)
Stance: Mountain (+4 AC, +2 vs Shove/Trip, +0 Max Dex, -5 ft move; Falling Stone are only Strikes useable in stance)
Combat: Axe (+9 / 1d8S+4 / sweep); Clan Dagger (+9 / 1d4P+4 / agile, dwarf, parry, uncommon, versatile B); Unarmed w/wraps (+10 / 1d6B+4 / agile, finesse, nonlethal, unarmed); Falling Stone w/wraps (+10 / 1d8B+4 / forceful, nonlethal, unarmed)
Money: 8 gp 1 sp 6 cp
 
farothel
 "If we're going to spend a lot of time in a boring desert, I can try and get a stab at it,"  Dalnu said,  "it will take some time to learn the language, but it should be fun to learn." 
SanguinePenguin
Sofh accepts the flowers and vase graciously,  “you are very thoughtful, Kharesh.  Although it is you who honors us.  I owe you my freedom, as do ten others - never forget that.” 

Sofh leaves you alone with Zetath for a minute, who tries to explain to you some of his work providing evidence for how the number eleven  really  exists as opposed to most of the other numbers.  Sofh places a sealed letter in confused hands,  “My only request is that you provide me a detailed account when you return.” 

With full bellies, earnest gratitude traded, and a plan to get out of the city for a couple weeks, the party leaves the al Ustadh household and retires for the evening.

————————————

The next morning’s dawn takes you to the Daystalls and Alseen’s Camels. The expansive pens and stables seems to be housing well over a hundred of the cranky spitting dromedaries, but for desert travel there is none better.  Alhamed Alseen is a titan of a man in his mid-fifties.  He stands over six and a half feet tall, and even through his light robes you can tell he is powerfully built.  His hirsute forearm is a thick stack of corded muscle that briefly exits the robe as he takes the letter Sofh provided.  After reading through it, he says,  this will provide collateral, says two weeks to rent.  It’s a silver a camel, copper each for food and water a day, copper for food and water skins for the rider. So 13 copper a day for fourteen days…… 1 platinum, 9 silver.  We’ll load them with extra food and water in case it takes longer than two weeks.  When you return them you pay or get reimbursed the difference.  They are solid for riders, but dismount if you are attacked.  Learn your camel’s name - they will come when called.  Most of the time…”   He hands you off to an attendant who provides a lot of desert travel tips, particularly to avoid midday sun and travel near dawn and dusk.  For the Badawi and Pahmet, the recommendations are rote.
DrK
 Sadar 

Sadar lets the explanation flow over him until he's point to a camel. He approaches the beast cautiously making sure to grab the lead andcontrol it well as he stares into the beasts long lashed eyes.  "You and m will be getting on won't we Desert Rose?"  He examines his beast carefully looking for signs of any injury or illness and slapping its hump to make sure its fully "loaded" before helping any of the others if they need some help with the beasts
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.  
 
Kheti watched the transaction carefully, the camel merchant was a powerful built man, likely years spent wrangling the foul-tempered beasts.  To be honest, he was thankful for being able to leave Katapesh, the city was, after all, his home for these last, several, decades.  However, it was, oft times, oppressive, the press of the markets, the intrigues, the politicking, the scheming, at times, it was easier to deal with the harsh environs of the surrounding, shifting sands.  The wind born sand storms could flay the flesh from living bones in hours ... but, at least, that was a danger that you could see coming, that you could plan for, prepare for.  Waiting for the assassin's blade, that was something else entirely, so it was here, swaying back and forth to the odd, but familiar, gait of the camel beneath him that Kheti began to relax, if only just by a margin.

  "It is good to be on the sands again,"   he said to no one in particular,   "Katapesh casts a long shadow on one's soul."    As the city receeded behind them, he consulted the maps that they had, plotting the safest route to their destination, while avoiding the knowable hazards of the deep sands. 
 
  
farothel
Dalnu got a camel named Cinnamon and while she knew the basics of caring for it, she didn't knew all that much to understand whether the creature was ill.  So she would happily take Sadar's advice on advanced camel care.  She did know that they needed a lot of water so she would happily take extra water skins.  She also inquired after a map of the region, with things like oasis marked.  Maybe they would try to find a wand of create water to have some extra, just in case.
SanguinePenguin
The first four days and nights in the desert pass smoothly.  The scrubby plants and occasional fauna die off as you get a day from Katapesh, at which point, the rare scampering lizard, geier coasting overhead, or distant yip of a jackal all provide a welcome interruption to the monotonous dry heat and sand.

The camels prove fine beasts.  They seem to know what they are doing and are willing to go in the direction pointed with little issue.  With Sofh’s map, Gurmok’s compass, and Sadar, Kheti, and Kharesh’s desert familiarity, the travel seems fortunate to encounter nothing problematic.  The map contains several noted oases, including seasonal ones, that allow easy opportunity to feed and fill waterskins.  Alseen’s did load you up with food and water, but you fare much better on your own than he clearly expected.

The fifth day sees the temperature spike to very unpleasant levels.  By mid morning it is already quite unpleasant.  While you stay in the shade midday as usual, the oppressive heat is unrelenting, and collectively it is concluded that continuing in the heat in the early evening would be too dangerous - half the day is wasted, but you have plenty of supplies and weather the problems without issue.

The next day is cooler, and rather uneventful.  The day after brings you to where you believe your destination should be.  The sun is getting low in the sky when you finally find the largely unmarked pit.  It is about 20 ft x 30 ft, dug almost 10 ft down.  Long dug channels extend deep along the sides to catch stray sand.  Part of the eastern wall has eroded significantly allowing for a challenging, but straightforward traverse in and out of the pit.  The western wall on the pit is hard stone with a 5 foot wide entrance in the middle of it that immediately opens into stairs downward.  Two heavy stone doors lie broken in the shallow sand covered earth in front of the opening.  A few large bones are clearly visible in front of the entrance.
DrK
 Sadar 

Sadar had been enjoying the wilds of the desert, the sun, the sand and the whistle of the wind flowing like water across the dunes, it had been a relief after the oppressive crush of the city. As they recahed the partially dug tomb he slips from the camel's back and walks to the edge of the pit to investigate the area. Gazing down into the pit he skirts the area looking for any signs of people in the area recently looking for drag marks or foot prints in the sand...

 Looking for tracks  (1d20+8)[ 28 ]  
Gwynfrid
Gumrok doesn't exactly enjoy the trip, but he feels safer out in the open desert, than in the crowded city, where every story he heard and every warning he received made him jump at shadows, always wondering when assassins might come for he and his newfound friends. As for Zen, the goblin dog maintains his kind's reputation as hardy beasts, finding nourishment in every plant and insect he comes across, no matter how disgusting or harmful it looks. His master only needs to pay attention to the group's supply of water, which he replenishes daily, thanks to Irori's blessing.

As the group arrives at their destination, the goblin surveys the area. He leaves the matter of tracking to more expert people, but takes an interested look at the bones.

 
 Spoiler 
He'll use Create Water daily during the trip. On arrival, he'll try to Recall Knowledge (+10 in Nature) to see if he can identify the large bones.
 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.  
 
The cumbersome automaton dismounted his camel, dropping, heavily, to the sand.  Slowly, cautiously, he approached the western wall, cautiously, it's head sweeping to and fro, scanning the area.  At the remnants of the door, it dropped to one knee, the crescent-tipped executioner's sword held loosely in one hand.  The spark of illumination from it's quintessence-powered core shedding illumination on the sands beneath it, it bent one hand tracing the edge of the large broken doors.  It brushed the sand from the door, itself, to better view it, looking for any inscription, or runes, carved within it's surface.  It then turned it's attention to the hinges, in an effort to determine the manner in which it was removed from the frame it had been set, standing sentinel over the stairs below.

  "We should be cautious,"   it intoned,   "if these stairs have stood open overlong, some desert predator may have taken up residence within, if only to escape the cruel sun, and ever present, threat of sand storms."   
 
  
 
 Spoiler: Out of Character Actions 
 OOC:   Search the Door (Determine how it was removed from it's hinges; Perception +5); then Cast a Spell (Detect Magic) to determine if the doors, themselves, are magical, in some nature.
 
SanguinePenguin
 
 Spoiler: Sadar 
Despite the challenge in the sandy, windy environment, Sadar is able to find a few scattered tracks, clearly animal tracks.  His best guess are jackals, but he isn’t confident in that.
 

 
 Spoiler: Gurmok 
Gurmok thinks the bones are from camels, maybe just one camel.  There are teeth marks on the bones, some have even been worn down from chewing.  When he sees the tracks, he is sure these are dhabba tracks.  Dhabbas are venomous mammals, like jackals, but with a bony scorpion-like tail.  They are mostly scavengers, but they also hunt small prey.  Occasionally, they will attack humanoids, but only from defense of self, young or hunger desperation.  He is pretty sure the camel must have been scavenged, as dhabbas would have a lot of trouble killing one.
 

 
 Spoiler: Kheti 
Kheti has no idea what broke the doors.  It would probably have to have been something strong or someone with tools.  It could have happened a long time ago too.  He senses no magic.
 
farothel
Dalnu is used to traveling and has been in deserts before, so she adapts well.  She knows the basics, but is also intelligent enough to know that she doesn't know everything.  So she will listen to the experts and those who have been in this particular desert before.

 "Something or someone has clearly been here before,"  she remarks as they arrive, seeing the bones and the open doors.
 "I suggest we stay here for the night and go inside during the day.  It will be cooler inside, so we can work during the day and most animals here will be active at dawn and dusk, so the camels will be safer as well.  We just have to make sure they have some form of shelter during the hottest part of the day." 

Before the light completely fades, she has a look around for anything that looks out of the ordinary.  She will also cast detect magic on the doors to make sure they aren't.

 
 Spoiler: OOC rolls 

perception:  (1d20+5)[ 24 ] 
 
SanguinePenguin
 
 Spoiler: Dalnu 
Dalnu thinks the doors were torn off their hinges, probably by something very strong.  She doesn’t notice anything else that others haven’t seen already.
 
Gwynfrid
Gurmok chimes in,  "these tracks are from dhabbas. Animals that resemble jackals, except the tail looks like a scorpion's. Dangerous to small animals, but not really a threat to a camel... This means something else killed the camel, and the dhabbas came for the free food later."

"... So this means somethingy nasty could have broken the doors. I am prepared to go inside, but if waiting until tomorrow sound more prudent, I am good with that, too."  
Prehysterical
Far too soon, the group has to bid the hospitality of their hosts farewell. Mauricio works with the camel merchant to care for his new horse until they return. It will need a name... Perhaps the long trip will give him time to think of one.

Never would Mauricio have thought that the open desert sounds appealing, but their new metal companion is right. Katapesh casts long, dark shadows...

Once they arrive at the entrance and survey the scene, Mauricio finally sighs with exasperation.  "Perhaps the madness of the Scry is proving infectious, but I am inclined to just enter now. Why put off any nastiness until tomorrow if we can either deal with it - or die - today?"  He tries to reassure his camel hesitantly, as if afraid of angering it. Animals had always been testy around him and trust was hard-won.
 
 Spoiler: OOC 

 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
farothel
 "Something way bigger, or at least way stronger than dhabbas opened those doors,"  Dalnu added,  "these doors are torn off.  I think we best check the surrounding area before we head in, just for security.  We recon the area now, then sleep and tomorrow head in." 
SanguinePenguin
Dalnu’s suggestion of waiting until dawn is not met with enthusiasm.  After a week in the sands, the group seems eager to get out of the sun and into some excitement.  After some back and forth it is decided to enter the tomb now.

Past the stone doorway, large steps descend at a shallow grade for about 25 feet.  The air rising from within smells unpleasantly of decay.  The tomb is dark, although some sunlight reflects off the gray stone walls of the staircase to provide some illumination.  Still, Gurmok and Kheti each cast the light cantrip on a stone to benefit those who cannot see in the dark.  The group proceeds down the stairs, which opens into a decrepit large square room 25x25 ft with a corridor exiting left and right.  Several large blocks of crumbling stone are scattered about the floor that look like broken slabs of thick stone.  An array of bones, small and large are scattered about the floor.   Upon reaching the bottom of the staircase, a chorus of growls and yips rise.

Against the far wall, two large dhabbas emerge.  The beasts are over 4 ft in length, broad-shouldered and powerfully built, like mastiffs.  They have russet fur, jackal heads, and a long, bony tail curled over their backs that ends in a barb.  The yips intensify and the growls take a deeper tone as the two beasts step forward.  Five smaller dhabbas emerge with fur that is nearly black, but these are all just under 3 ft in size.  Their higher pitched growls and yips join in the cacophonous chorus.

 
 Spoiler: OOC 
PCs may go
 

 
 Spoiler: Map 
 
d1 &amp; d2 are the larger dhabbas
d3-7 are the smaller dhabbas
 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.  
 
The bulky automaton moved to a standing position, after having scanned the remains of the door with arcane energies, listening to the conversation he nodded his agreement.    "Would seem a larger predator, however, the sun has set, it is likely prowling and not like to return until the sun kisses the sand.  We should explore by night, prepare for the predator's return.  Then you can rest the day in the creature's lair."    He was a stranger to the group, his offer of insight a mere suggestion, they discussed among themselves before agreeing to move deeper into the ruins beneath the dunes.  As Gurmok conjured a mote of brilliant light, Kheti intoned an arcane incantation, ancient, even before his death, and his quintessential core flared to life, casting a blue-green sweep of light in a cone before him.

He drew the thick executioner's blade with it's crescent tipped blade from it's scabbard, holding it, warily, in a single hand.  As the group moved through a central hallway, they descended into a hallway.  A pack of feral scavengers came out, two alpha's leading the horde.    "Take the lead dhabbas, the rest of the pack will break."    The Aluum remnant moved to the south-west, taking position by the western corridor, his executioner's blade swinging in a single hand, it's blade edge transforming into a blurred wing edge, the whistling of the blade through the ruins stale air, transforming into the screech of a diving hawk. 
 
  
 
 Spoiler: Out of Character Actions 
 OOC:  Action 1:  Step S-W (ending in M10)
 Action 2 &amp; 3:   Spellstrike D1 (Gouging Claw)  (1d20+10)[ 23 ] , for  (1d8+4)[ 10 ]  slashing damage &amp;  (2d6+2)[ 8 ]  slashing damage (Gouging Claw)
 
farothel
Just great, a nest of the critters. Well, Dalnu could deal with nests.  After putting up her shield and scales, a few gestures and some words in the elven arcane speak and a column of sound and fire erupted between the creatures.

 
 Spoiler: OOC actions round 1 

action 1: cast shield
action 2-3: cast 'Ignite fireworks' centered on d6.  With the 10ft burst, that would take d1, d5, d6 and d7 and maybe also d4 without hitting any of my companions.
damage: [roll0] sonic and [roll1] fire (reflex save) Damage  6  sonic,  8  fire (rolled in OOC as the code did something in here)

A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save.

Critical Success The creature is unaffected.
Success The creature takes half damage and is dazzled for 1 round.
Failure The creature takes full damage and is dazzled for 3 rounds.
Critical Failure The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute.

  https://www.myth-weavers.com/sheets/...Dalnu Tuvasseh   	
AC: 20 (22 with shield)
HP: 24/24
 
DrK
 Sadar 

Sadar smiles with his blade in hand as he sees the dhabr nest.  "I'll handle the other alpha!"  he calls to the strange automaton. With that said he jumps forward putting all of his force into a single massive swing!


 
 Spoiler: OOC 


1. Stride to L10
2+3. Attack  D1 Power attack  (1d20+12)[ 18 ]  dam  (2d10+4)[ 12 ] 
 
Gwynfrid
  The tomb became a predators' lair... No choice but to clear them out,   Gurmok thinks to himself as he starts to call for Irori's help against the dhabbas.

 "Par le pouvoir d'Irori,
Sa force souveraine,
Je perturbe ton esprit
Reçois cette migraine." 

He points at one of the larger animals, which visibly vinces and misses a step.

 
 Spoiler: Stats 

#1-2 Cast Daze, basic DC18 Will save. Damage  (1d6+3)[ 5 ]  and stunned 1 on a crit fail.
#3 No action.

 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 33/33
Spell attack +8
Sling +7, Damage 1d6
Spells used for the day: Create Water

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 
Prehysterical
Oh well... Too much to hope that a shaded shelter would be unoccupied. Still, the others are quick to leap into action against these strange monstrosities. Dalnu's display of magical pyrotechnics provides an opening, one which Mauricio is quick to take advantage of as he darts forward with his new magic dagger.
 
 Spoiler: OOC 
Mauricio rolled a nat 20 on his Devise a Stratagem, so that should be a Critical Strike. He Strides to O10 to block for Dalnu and Strikes at d2 with his Striking Dagger.
Attack roll (30)
Damage:  (1d4)[ 4 ]  piercing +  (2d4)[ 6 ]  from the Striking rune
 (1d6)[ 3 ]  precision damage from Strategic Strike
 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
In quick succession the party strikes.  Kheti slashes the one dhabba, giving a grievous wound.  Mauricio stabs it in an exposed vital organ and the creature collapses.  Dalnu’s pyrotechnics wounds the majority of the creatures, one by the left corridor actually catches fire, falling over and burning.  Sadar and Gurmok slaughter the other standing larger dhabba.  The three injured smaller beasts yip and flee down the right corridor.  The final, uninjured beast flees after its brethren with a yip.  In mere second a the battle is ended with three dead dhabbas, and four routed.
DrK
 Sadar

 The swarthy desert warrior holds as the rest flee, glancing at the rest of the fellow adventures  “jackals and carrion eaters they won’t be back”  he suggests. Then gestures forward and asks,  “Anyone got some light?” 
farothel
Dalnu takes out her everburning torch and holds it up.
 "Yes, I do,"  she said as she also had a look around in the room to find anything interesting.

 
 Spoiler: OOC rolls 

perception:  (1d20+5)[ 22 ] 
 
SanguinePenguin
Aside from some crumbled stone, bones, recently killed rodents, and three very recently killed dhabbas, this room is barren.  Anything of value from before a decade ago would have been removed by the expedition and it seems the dhabbas did not bring anything new into the room.

Corridors go off to the left and right.  The right is the direction the dhabbas fled; the left corridor look identical.  Extending the light down the corridor indicates that both bend into parallel corridors after 25 ft.
DrK
 Sadar 

Sadar looks to the tunnels and nods to the ones that that jackal-scorpions didn't flee down. He looks at Kheti and the glowing light,  "Shall we go the way they didn't eh?"  he suggests and offers to lead the way if Kheti can follow with the light
SanguinePenguin
After some discussion, the party decides to go left, away from where the dhabbas fled.  Aside from your footsteps and distant scratches from the dhabbas claws on stone echoing, the tomb is silent.  The empty corridor turns sharply to the right after 25 ft.  The corridor extends another 15 feet before opening into a 15 ft wide by 25 ft long room.   Five empty stone alcoves line the left wall, their contents long removed and replaced by a showing of dust and cobwebs.  Two stone floor tiles are upended and the ancient mechanisms disabled underneath, removing traps set long, long ago.  The stench of decay is a bit stronger here, but still faint.  After you stop moving, nothing can be heard in the silence but your breathing.

An ancient very rusted gate stands open at the end of the room and leads to a staircase going up at a modest grade for about 15 more feet, before opening into a larger room.  Due to the angle, even with darkvision, little can be seen other than a low ceiling.

A large stone door is open on the right wall of the smaller room and leads to another corridor.  Peering down the corridor to the right leads to another room, about the size of the one where you encountered the dhabbas.  Within is a stone sarcophagus, several empty alcoves, and empty pedestals.  Another corridor continues out of the far wall of that room.

 
 Spoiler: OOC 
You can more thoroughly explore this room or go to either other room.
 

 
 Spoiler: Map 
 
You are in T-V14-18
The large room past the rusted gate starts at U22
The room with the sarcophagus is L-P14-18
 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.  
 
Kheti surveyed the room, he was curious about the mechanisms, though deactivated by explorers, perhaps, now, long dead, might hold the keys to similar such mechanisms deeper within the tomb.  He spent some time, first, studying the perimeter of the room they had paused in, checking the alcoves, the open stone door and the corridor beyond, before turning his attention back towards the mechanism beneath the stone floor tiles, trying to determine the nature and intent of the contraption.    "Let us secure this chamber, ensure it is safe, and that no dangers come upon us with us unawares."    Once the room was thoroughly surveyed, he wished to inspect the sarcophagus, armed with the information gathered from the exposed mechanisms allowing them to, more effectively, search for possible traps or other dangers. 
 
  
 
 Spoiler: Out of Character Actions 
 OOC: Scan the room using Detect Magic &amp; Seek (Perception +5)
 
farothel
 "Interesting location,"  Dalnu said,  "lets do this methodically.  There can always be something the first group has missed." 
She started looking around the first room before moving to the second and doing the same thing.

 
 Spoiler: OOC rolls 

perception room 1:  (1d20+5)[ 12 ] 
perception room 2:  (1d20+5)[ 25 ] 
 
DrK
 Sadar 

Sadar nodded at the rusted gates and bars with a grin,  "At least that'll stop anything sneaking up on us"  he comments as he walks with Kheti into the room with the sarcophagus. He whistles,  "Lets hope the priests did their job right and nothing shall come forth."  then he'll join Kheti in looking around the room

 Perception  (1d20+6)[ 8 ]  
SanguinePenguin
At first the rooms appears completely devoid of anything of interest, except the sarcophagus.  The sarcophagus room has no traps, active or removed.  After a little looking, echoes of scuttling claws sound from the corridor ahead, but rapidly recede - a few yips thrown in suggest the dhabbas are fleeing.  After a few seconds the sounds die off completely.

A small awl of modern design is found tucked under a pedestal, but it doesn’t seem particularly interesting or valuable, likely left behind by Sofh's group or someone since.  Finally, Dalnu spots faded symbols etched into the stone tile trim immediately below the ceiling.  One set of symbols in the north side of the room, one set on the south side of the room.   Returning to the first room, similar symbols are found along the trim of the ceiling there, one north and south. The symbols appear to be little pictures - body parts, animals, squiggly lines, etc.  Though Kheti knows Osiriani, and not Ancient Osiriani, which use very different alphabets, he does recognize these symbols as Ancient Osiriani characters.  Were one to speak it aloud, he knew he would probably get the gist of it, but the characters are nearly meaningless to him.

The corridor out of the sarcophagus room leads to another 15’x25’ room the mirror image of the one on the other side - empty pedestals, empty alcoves, disabled traps, corridor to the north, rusted open gate to the south, open stone door to the east, cobwebs, and dust.  Also, again writing on the north and south trim.  All six strings of hieroglyphs contain different content, but there are many common symbols between.

After some debate, the sarcophagus lid is pushed open.  Within is a desiccated male mummy.  It appears to have once held something by the position of its hands, but that was removed, apparently breaking off an ancient finger and cracking its wrist in the process.  The mummy doesn’t move, nor does it seem particularly lively (or perhaps more relevantly, it does not seem dangerously  undeadly ).

 
 Spoiler: Map 
 
 
Prehysterical
Interesting... Mauricio had known of mummies growing up, but they were always as distant as mammoths and the Worldwound as far as his understanding was concerned. His lips purse in displeasure at the obvious desecration of the corpse, but what else was to be expected? Just what had the mummy been holding?

Bone and ligaments are more discernible to Mauricio than the assemblage of symbols around them. He examines the corpse more closely, though he does not touch the dead person out of respect.
 
 Spoiler: OOC 
Medicine to learn more about the mummification process (and what that might imply about the occupant):  (1d20+9)[ 25 ] 
Lore (Academia) to see if he would recall anything relevant pertaining to this individual or dynasty:  (1d20+9)[ 26 ] 
 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
 
 Spoiler:  Mauricio 
A brief examination of the state of the body suggests the mummy is very old - the five thousand years Sofh claimed is in line with Mauricio’s broad estimates.  The body is completely dried up and very brittle, hence the breaking of the body.  Given its state he suspects that any and all efforts to separate the body from what it held would have damaged the body.  Mauricio believes the embalming and mummification process to have been a fairly standard one.  Whatever the mummy held was likely fairly light or it would have indented into the body.  More than that, he can’t really infer.   
 Spoiler: ooc 
While lore(academia) can be applied to matters of academia and higher education, it cannot be a catch all for all matters academic, i.e. it could be used to know of particular scholars and what they study, who they collaborate with, who they trained under, but it can’t be applied for details of what they study.  Mauricio could use it to know that Sofh is a famous scholar of Ancient Osirion with a focus on lost dynasties, but he can’t use that to know details of her studies on lost dynasties.
 

 
farothel
 "As long as the mummy doesn't feel the need to rise up,"  Dalnu said,  "I think we best move on.  I would take the side we came through, as I guess they'll come together later on anyway, seeing the symmetry of the thing." 
With a last detect magic in the mummy room, she would move to the right towards the corridor.
Gwynfrid
 "Yes, let's do that. We will have to search the entire complex eventually",  Gurmok replies.  "Fortunately, we can take our time. Tomorrow, I can ask Irori for the power to understand this old language, perhaps that will help." 
SanguinePenguin
The group walks up the ramp into a cavernous chamber.  Cavernous seems an understatement, although only Gurmok and Kharesh can tell just how large the room is.  The light from Gurmok and Kheti only help a little.  A small ledge around the entrance allows for the party to stand and observe.  Footsteps echo loudly and a very faint chittering or maybe scuttling is the only noise you hear.

 
 Spoiler: Sadar 
Sadar can see the ceiling just a few feet above his head.  The floor ahead slopes down at a 45 degree angle, but he can’t see the bottom.  In all directions but up the room seems to just keep going.  It is disorienting and disconcerting.
 
.
 
 Spoiler: Mauricio, Kheti, Dalnu 
Low-light vision allows you to see the wall to your left about 25 ft out from the top of the ramp.  The floor ahead slopes down at a 45 degree angle, terminating after dropping about 25 ft in a very shallow pool of water less than an inch deep.  By your estimate, the room is about 25 ft in height.  Straight ahead and to the right, the room seems to just keep going.  Straight ahead of you is a huge cylindrical stone pillar about 6 ft diameter.  Sofh’s discussion about the toymaker suggest this is where the missed puzzle lies on this pillars, and though hard to make out, you can see a stone dial on the pillar only a little below your current eye level, so almost 20 feet up the pillar - probably perfect if this cistern was full.
 

 
 Spoiler: Gurmok and Kharesh 
Darkvision allows you to see the whole room.  The floor ahead of you drops down at a 45 degree angle for a bit, then hits water, you can’t tell how deep with your darkvision.  The room is staggeringly huge - the far wall must be almost 100 ft in front of you, and the room is even longer in the other direction at about 125 ft.  From the surface of the water to the ceiling, the room runs 25 ft.  Six huge pillars arranged around the center of the room support the roof.  In the center of the room, another 45 degree rise sets off a 15’x15’ square dais that would be submerged if the cistern was full. In the center of the dais is some design or something that is hard to make out from this distance.

All of this is taken in quickly, but the most notable thing about the room is the huge spider about the size of the dais itself situated in an enormous web about 10 feet off the ground.  Two huge eyes the size of serving platters are clearly visible.  Webs connect much of the room, affixed to the pillars and ceilings and walls.  There are four huge bundles of webbing trapping some large creatures which may or may not be dead already.  A fifth sits in the water ahead of you with dozens of spiders, each about the size of a cat, skittering over the webbed body and making soft noises.  Nothing reacts to your presence in any meaningful way.
 

 
 Spoiler: Map 
 
 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Arcane Cascade (+5 Ft Speed; +3 Mental damage to 1H strikes); Light (Arcane Core)
 Conditions:   None.  
 
Kheti takes a moment to cast Detect Magic, his eyes glowing faintly as the magical energy courses through him. The arcane light emanates from the core set in his chest, casting an otherworldly glow that pierces the darkness around him.  He turns to the group, in his usual perfunctory tone, he addresses the group,   "Scanning for magical auras. Be aware. Look for symbols."    His metallic fingers grip the hilt of the executioner's sword as he takes point, leading the group towards the central dias.   "Stay close. Watch for movement,"   he instructs, the metallic resonance in his voice conveying a sense of pragmatism, cold and logical. Kheti's eyes sweep the surroundings, the magical glow reflecting off his construct form, as he guides his companions forward into the vast chamber, echoes of their footsteps mingling with the faint chittering sounds in the distance. 
 
  
 
 Spoiler: Out of Character Actions 
 OOC: 
 Action 1 &amp; 2:   Cast  Detect Magic 
 Action 3:  Enter  Arcane Cascade 
 
DrK
 Sadar 

Sadar lets out low whistle,  "Its a big space, impressive, even more so if we had more light!"  he remarks. Then staying in he light he decsends the few steps sword in hand and waits for the lights to follow. Looking around he keeps his senses sharp in case of trouble.
Gwynfrid
Gurmok's mouth is agape at the awesome sight, and it takes him a few seconds to realize that his comrades, or most of them, aren't able to see nearly as far as he does.  "Stop! Stop!"  He hisses urgently when Kheti and Sadar start forward.

 "Right, so it's a huge place, could host my whole tribe a few times over... The bottom is full of water, and this slope is very steep! Don't fall! There's, er... like an army of spiders, and they're huge! Webs everywhere... And right there  - he points in the direction of the humongous thing -  ...the spider great-grand-daddy. The size of, I dunno, half a dozen ogres!" 

He pauses to reflect.  "If we push forward, we're gonna be food, I'm pretty sure. What if... I dunno... We step back, get out, and we come back when we've made a plan?"
 
farothel
 "Agreed,"  Dalnu said, even though she couldn't see any spiders,  "and maybe wait the night, so we have a full complement of spells as well." 
She would head back to the surface, or the first room, to set up camp.  Unless the companions wanted to go somewhere else first.
SanguinePenguin
 
 Spoiler: Gurmok 
Gurmok is certain this is a species of ogre spider.   varieties are this big, in particular there is a desert ogre spider that is likely this one.  Their huge eyes give them great darkvision, so it has probably seen you.  It has a potent venom that makes muscles weak and stiff.  It can also shoot webbing to pin prey.  Fire is great at making the webbing vanish, but it doesn’t really burn.  While very tough and quick, they are just enormous spiders, so they aren’t going to have much resolve to shed off magical effects that mess with the kind.  They are also great at squeezing through narrow spaces.

Where Gurmok comes from the ogre spiders do not provide for young, but he suspects the swarm of smaller spiders are the young of this spider and that this species does mother them for a bit.  He doesn’t know what the young are like.
 
DrK
 Sadar 

At the warnings of "water" and "giant spiders" Sadar freezes and nods to the others.  "Aye, well getting some light in here would help. Then we can see what the case may be. I don;t fancy sleeping here so maybe we just shed some light on things and see if we can lure them in?"  
Gwynfrid
 "All right, so you can see the bottom? I can't... So at least we won't have to swim.

But that's the last of the good news. I think that's what they call an ogre spider. Desert kind, still big. It can see in the dark as well as I can, so if it didn't attack us right away, it must have a reason. Doesn't want us to mess with the small ones maybe... I think they're its young. Didn't know they had maternal instincts, but I can't think of another explanation.

Now, it's got poison, no surprise, right... The kind that makes you weak and slow. And it can throw webs to entangle us, mind you. Flame will  destroy the webs but they won't catch fire.

If we have a chance, it's with mind magic I think... They ain't super smart. Could slow them down at least for a while.


But seriously, we gotta take time to plan. Let's get out of here, and far enough. They can squeeze through smalls cracks, too." 

With a sign from his master, Zen retreats, growling softly, into the corridor.
farothel
Dalnu follows back some rooms, where they can plan stuff out before rushing in, as that wouldn't really help.
 "I didn't see much, so first, how many spiders where there and what size,"  she asked,  "I can befuddle or command creatures, but only 1 at a time and not indefinitely.  But the command spell only works if they understand my command, so I'm not sure if that is the case.  I can throw two more of those fireworks spells I used against the doggies and then a bunch of cantrips.  And if I don't befuddle, I can throw magic missiles instead." 
Gwynfrid
The blue-skinned goblin starts to chart a rough map in the dirt on the floor.  "So you see, it's really enormous... Here is the water... The pillars.. In the center, a big dais, we'd have to climb the slopes to reach it... The cluster of young, they're around some creature that's enveloped in webs all over. And here... the ogre spider. Did I picture it big enough? Anyway, really big!" 
 "If we surprise them, maybe I can get closer to the young ones, and ask Irori to make them really quiet and relaxed and not in a mood to fight." 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20 (21)  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  |Spell Slots: 1st:  2/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core); Shield
 Conditions:   None.  
 
Kheti, recognized the need for a strategic approach, offering a practical suggestion to the group,   "Given the spider may have observed us, I propose taking a position at the rear to ensure we are not followed. My low-light vision and the light emanating from the arcane core will aid in surveillance. I will provide information on any potential pursuit and signal if necessary."  

He positioned himself at the back of the group, his metallic form a vigilant sentinel against the potential threat from the ogre spider. Kheti's eyes sweep the surroundings as the party retreats, ensuring they are not trailed by the arachnid menace. His logical mind processing the information at hand, ready to act decisively if the need were to arise. 
 
  
 
 Spoiler: Out of Character Actions 
 OOC:  Action 1:  As the party retreats Kheti will maintain position at V20
 Action 2:   Cast  Shield 
 Action 3:   Seek.  (1d20+5)[ 12 ]  (Between his Light spell &amp; Low-light vision he can see clearly to the pillar directly south of his position).
 
farothel
 "So we best throw in a few spells from the door, lure them towards us in the corridor and take them out a few at the time instead of all of them swarming us at once,"  Dalnu summed up.  If everybody agreed, they could head back and then she would look at the others.
 "If someone can show me where the big one is, I'll throw some cold at it." 
Gwynfrid
After spending a few minutes poring over his crude map to explain the spiders' positions to his companions and discussing a plan of attack, Gurmok returns to the corridor. While Zen makes unpleasant sniffing noises, his master has no doubts that the goblin dog will happily taste spider flesh, if given the chance. He takes his sling and a bullet to cast a spell on, before throwing it far enough to light the way for his human-sight-endowed companions.

 "Irori, éclaire notre route
Que mes amis aveugles ne soient point
Ne les laisse pas dans le doute
Qu'ils voient l'ennemi venir de loin!" 
 
 Spoiler 
Actions
#1-2 Cast Light on sling bullet
#3 Use the sling to throw it to the floor in T36  (1d20+7)[ 8 ] 
 
 Spoiler: Stats 

 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 33/33
Spell attack +8
Sling +7, Damage 1d6
Spells used for the day: Create Water

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 

 
farothel
As soon as the stone with the light spell arrived, Dalnu targeted the largest spider she could see in the light and threw a ray of frost at the critter.  Then she withdrew behind Kheti.

 
 Spoiler: OOC rolls 

2 actions: ray of frost:  (1d20+9)[ 25 ]  for damage:  (2d4+4)[ 8 ]  (if crit: -10ft speed)
1 action: move

  Dalnu Tuvasseh     Sorcerer CG   HP   24/24   Speed 30 ft  Init  5    Fort  5  Ref  7  Will  7  CMB   BAB   Str  14 (+2)  Dex  14 (+2)  Con  10 (+0)  Wis  10 (+0)  Int  12 (+1)  Cha  18 (+4)
 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20 (21)  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  | Spell Slots: 1st:  1/2  | 2nd:  1/1
 Active Effects:   Arcane Cascade; Light (Arcane Core); Magic Weapon
 Conditions:   None.  
 
As the group retreats to a safer location to discuss tactics, Kheti's observant eyes sweep the surroundings, ensuring there are no immediate threats. His logical mind processes the observations gathered by his companions during their encounter in the larger, flooded, chamber.  During the discussion, Kheti remains composed and reserved, when the decision is made to engage, he takes a moment to invoke arcane power. Runes and glyphs flicker to life along the length of his executioner's blade, creating an ethereal glow. The blade now carries an arcane charge, ready to cut through the chitinous armor of their arachnid foe.

As Kheti prepares for the confrontation, his form seems to blur for a moment. He fades in and out, the outline of his body flickering ethereally. In this altered state, his movements become fluid and unpredictable, creating a sense of disorientation. Kheti stands prepared, the glow from his arcane core casting an otherworldly light on the executioner's blade as he awaits the signal to engage the ogre spider. 
 
  
 
 Spoiler: Out of Character Actions 
 OOC:  Action 1&amp; 2:  Cast  Magic Weapon 
 Action 3:   Enter  Arcane Cascade .
 
DrK
 Sadar 

Sadar stands by the robot and merely stands ready with his blade in hand waiting for the inevitable chaos as his allies throw lights and magics at the beast...


 Delay until something happend 
Prehysterical
While his companions scurry and engage, Mauricio hurriedly loads a crossbow bolt. Perhaps he should have done that  before  they entered the cave... He then waits until he can get a better shot, worried that he might strike one of his cohorts.
 
 Spoiler 
 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
Gurmok fires a magically illuminated sling stone off into the distance, and for the first time, most of his compatriots see the scope of the room and especially the spider.  The floor and ceiling lit up by the rock just keeps going.  Only at the the end of the arc can the fall wall be seen by all but Sadar.  Despite the size of the room, the spider still looks like it sits in a small space.  Each of its eight legs stretch almost ten feet, the bulbous body is almost fifteen feet long.  The creature is situated vertically in a web barely visable with its head down, and abdomen up.  The two enormous eyes watch unmoving.  Keen eyes can make out many much smaller spiders off to one side.

Kharesh moves onto the slope slightly to stand beside Kheti in preparation.  Sadar and Mauricio get ready, while Kheti add magical preparations.  At last Dallnu fires a magical bolt of cold into the spider.  It shakes the webbing, then it starts to click loudly.  It rises out of the web and begin to crawl across the ceiling. clicking all the while.  It disappears from view momentarily before getting into Kheti's light at which point it briefly dangles from only four legs and fires a glob of webbing directly at the automaton!  The sticky substance connects with his torso and legs as well as the floor, affixing him in place.

All are sufficiently enthralled by the motions of the enormous spider, that the sudden arrival of dozens of much smaller (but still disturbingly large) spiders catch you off guard.  They charge into the spaces occupied by Kheti, Sadar, Kahresh and Gurmok.  The begin to crawl over all of you.

 
 Spoiler: Actions 
Ogre spdier:  1,2: Move  3: Web:  (1d20+13)[ 25 ]  Effect: Web Trap A creature hit by the ogre spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 22).  Spider ends turn on ceiling 15 ft up.

Ogre spdier young swarm:  1,2,3: Move
 

 
 Spoiler: Map 
 
Green area is ogre spider on ceiling, which is fifteen feet up
Red area is the swarm
Orange area is the 45 degree slope and it is difficult terrain
 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  20 (21)  | HP:  38  | Current:  38  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  | Spell Slots: 1st:  1/2  | 2nd:  1/1
 Active Effects:   Arcane Cascade; Light (Arcane Core); Magic Weapon; Shield
 Conditions:   None.  
 
Suddenly, with surprising agility, the ogre spider dangles from four legs and fires a glob of webbing directly at Kheti. The sticky substance connects with precision, affixing the automaton in place. Trapped and unable to approach the giant spider, Kheti swiftly assesses the new threat – a swarm of disturbingly large spiders charging into the space occupied by him, Sadar, Kahresh, and Gurmok.

Remaining cool and calculating, Kheti channels his magical prowess. Runes and glyphs flicker to life along the length of his executioner's blade, infused with arcane power. Swinging the heavy blade in a wide arc, the swarm, with surprising agility, dissipates around the blade, allowing it to pass harmlessly through it's bulk.  Frustrated the construct then wove an arcane sigil in the air, wards flaring to life around his frame to reinforce him from the swarm's reprisals.. 
 
  
 
 Spoiler: Out of Character Actions 
 OOC:  Action 1 &amp; 2:   Spellstrike  ( Gouging Claw ) vs Swarm.   (1d20+10)[ 13 ]  vs AC, for  (2d8+5)[ 14 ]  slashing, and [roll]2d6+2[roll] slashing.
 Action 3:   Cast  Shield .
 
Gwynfrid
 "O... OK..."  The little goblin's voice shakes a little bit as the carefully laid out plan unravels immediately. Still, he wants to complete his part in it, so he leans towards Sadar, extending a hand to touch the swordsman's blade and calling out to his deity:

 "O Irori, au moment de l'alarme,
C'est à toi que j'en appelle,
Et c'est un appel aux armes,
Que tu les rendes fidèles." 

The sword takes on a soft sheen, while Zen, at his master's command, retreats into the corridor.

 
 Spoiler 
Actions
#1-2 Cast Magic Weapon on Sadar's sword
#3 Command Zen, who carries him back to V18

 
 Spoiler: Stats 

 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 33/33
Spell attack +8
Sling +7, Damage 1d6
Spells used for the day: Create Water, Magic Weapon

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 

 
DrK
 Sadar 

Sadar mutters several curses as the swarm of spiders scuttles around him. THer is a meeting of eyes and respectful nod to the goblin as the sword in Sadar's hand glows with a deep golden hue before with  a practiced spin he spun the blade left and right through the crowd of spiders, one eye warily on the big one!


 
Attack 1,2,3
 (1d20+12)[ 17 ]  dam  (2d12+4)[ 15 ] 
 (1d20+7)[ 12 ]  dam  (2d12+6)[ 22 ] 
 (1d20+2)[ 21 ]  dam  (2d12+8)[ 20 ] 
 
farothel
As people were still in the way of splashing acid all over the little ones, Dalnu opted for some good old fashioned electricity.  She threw it on both the swarm (avoiding her comrades) and the big one now it had come closer.  Then she moved a bit further back into the corridor.

 
 Spoiler: OOC actions 

actions 1-2: cast electric arc on both the big one and the swarm:  (2d4+4)[ 9 ]  damage (basic reflex save DC 19)
action 3: move back 10ft into the corridor.
 
Prehysterical
An arachnophobe, Mauricio isn't, but the sight of an ogre spider is worthy of fueling nightmares. Somehow, the swarm of spiders that envelopes his companions is worse. Mauricio wants to back away, but the stairs prevent a graceful sidestep. Since he can't help deal with the smaller arachnids, Mauricio focuses his attention on the obvious threat. Fortunately, the large abdomen provides an obvious target. He aims and fires before reloading.
 
 Spoiler 
Mauricio Devises a Stratagem and Strikes against the ogre spider, which results in an attack roll of 23.
Damage:  (1d8)[ 6 ]  piercing damage
He spends his last Action reloading.
 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
Kharesh steps to the side, grounds his feet to enter mountain stance, and throws two hammer blows at the spider horde.

Attack  (1d20+9)[ 24 ]  Damage  (1d8+4)[ 7 ] 
Attack  (1d20+4)[ 16 ]  Damage  (1d8+5)[ 11 ] 
SanguinePenguin
The bound Kheti fails to connect with the spider horde.  Gurmok magically enhances Sadar’s falchion, then retreats down the corridor.  Sadar swings once - twice - thrice, but only the last blow does any real damage to the swarm.  Dalnu’s lightning strikes both the spider and the swarm - the former dodges, but the latter target sees several spiders flip over smoking with curled legs. Mauricio times his attack well, and lodges a bolt in the ogre spider’s abdomen.  Kharesh’s fists do some damage to the swarm, but the swarm evades his second round of punches.

The swarm starts to bite… a lot.  Since no effort was made to escape them, the warrior and the automaton are overrun.  Fangs dripping venom from over a dozen heads under a hundred of eyes work their way into every conceivable crevice.  The mother launches more webbing, this time at Sadar, to pin more prey for her children to feed, but the warrior is able to avoid the webbing.

 
 Spoiler: OOC round 2 
Reflex vs Dalnu  (1d20+13)[ 32 ]  crit success
Reflex vs Dalnu  (1d20+11)[ 17 ]  fail (9 damage)

Spider swarm attack Sadar 1:  Reflex  (1d20+9)[ 18 ]   (1d8)[ 4 ]  fail
Fort  (1d20+8)[ 9 ]  crit fail  (1d6)[ 4 ]   (level 2 poisoned)
Spider swarm attack Sadar 2:  Reflex  (1d20+9)[ 17 ]   (1d8)[ 7 ]  fail
Fort  (1d20+8)[ 11 ]  fail   (1d6)[ 3 ]  or   (2d6)[ 8 ]  (level 3 poisoned)
Spider swarm attack Sadar 3:  Reflex  (1d20+9)[ 26 ]  success   (1d8)[ 7 ] 
Fort  (1d20+8)[ 18 ]   (1d6)[ 5 ]  or  (2d6)[ 7 ]  

Spider swarm attack Kheti 1:  Reflex  (1d20+6)[ 24 ]  success   (1d8)[ 8 ] 
Fort  (1d20+9)[ 18 ]   (1d6)[ 4 ]  
Spider swarm attack Kheti 2:  Reflex  (1d20+6)[ 8 ]  crit fail  (1d8)[ 7 ] 
Fort  (1d20+9)[ 19 ]  fail  (1d6)[ 2 ]   or  (2d6)[ 6 ]   (level 1 poisoned)
Spider swarm attack Kheti 3:  Reflex  (1d20+6)[ 22 ]  success   (1d8)[ 1 ] 
Fort  (1d20+9)[ 18 ]   (1d6)[ 5 ]  or  (2d6)[ 7 ]   

Ogre spider:   web vs Sadar  (1d20+13)[ 15 ] 
web vs Sadar (or Kharesh)  (1d20+8)[ 16 ] 
web vs Sadar (or Kharesh or Mauricio)  (1d20+3)[ 12 ]  
 

 
 Spoiler: Conditions 
Sadar:  23 HP damage, Stage 3 ogre spiderling venom (clumsy 1, enfeebled 1, 2d6 poison damage, DC 20, end of turn)
Kheti: 16 HP damage, Stage 1 ogre spiderling venom (1d6 poison damage, DC 20, end of turn)
 

 
 Spoiler: Map 
 
 
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  21  | HP:  38  | Current:  18  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  | Spell Slots: 1st:  1/2  | 2nd:  1/1
 Active Effects:   Arcane Cascade; Light (Arcane Core); Magic Weapon; Shield
 Conditions:   Poisoned (1d6; DC 20) .  
 
Kheti, amidst the chaos and onslaught of the spider swarm, feels the stinging pain as dozens of fangs tear into the joints and crevices of his automaton form. Each bite delivers venom and further damage to his structure, a sensation that would be agonizing were he capable of such feelings. Instead, he registers the damage with cold, calculating concern for his operational integrity. Recognizing the tactical disadvantage of his current position and the critical state of his being, he decides to execute a strategic retreat to shift the dynamics of the battlefield. His logical core processes the situation with urgency, prioritizing escape and regrouping for a counterattack.

Focusing on the arcane energy that courses through his construct form, Kheti prepares to utilize his unique ability to shunt his form between two points, slipping between dimension, aiming to exploit the spatial distortion to free himself from the webbing's ensnarement. With a surge of arcane power, Kheti activates the planar magic. The air around him shimmers as he phases out of existence for a moment, the strong, sticky fibers of the webbing losing their grip on him as he vanishes. He reappears deeper in the hallway, the sudden movement breaking the physical connection to the ogre spider's trap. The distance between him and the larger chamber now acts as a buffer, creating a strategic vantage point.

Without hesitation, Kheti turns to face the pursuing swarm, his blade glowing with runic power. He launches a precise strike against the nearest spiders, his movements calculated and efficient. The blade arcs through the air, targeting the bulk of the swarm in an attempt to thin their numbers and hinder their advance.

After delivering his strike, Kheti immediately steps back, further into the corridor. This maneuver is designed to draw the swarm away from his companions, offering them a crucial opportunity to launch their own attacks. His intent is to force the swarm into a narrow approach, where the effects of area-of-effect spells and abilities from his allies can be maximized. 
 
  
 
 Spoiler: Out of Character Actions 
 OOC:  Action 1:   Interact  to Change Grip to 2H
 Action 2:  Cast  Dimensional Assault ; Teleport to V21; Strike Swarm.   (1d20+10)[ 26 ]  vs AC, for  (2d12+5)[ 16 ]  slashing.
 Action 3:   Cast  Shield .
 
 End of Turn:   (1d6)[ 4 ]  Poison damage.  Fort save  (1d20+9)[ 23 ]  vs DC 20.
 
farothel
With the swarm dead, Dalnu concentrated on the big spider and threw a bunch of magic missiles at it.

 
 Spoiler: OOC rolls 

3 action magic missile:  (3d4+3)[ 12 ]  damage
 
DrK
Sadar hshouted angrily in pain as the spiders swarmed over him even as he swept the blade through them. The burning venom seared into his wounds as he staggered then righted himself and waited to see if the big spider would rush to the attack



 
 Spoiler 

Ready an attack if the big on comes into range  (1d20+10)[ 30 ]  dam  (2d10+3)[ 18 ] 

Fort save for the poison  (1d20+8)[ 17 ]  and  (2d6)[ 9 ]  poison damage


HPs 18/41
 
Prehysterical
It's a nice shot, but Mauricio finds himself with greater concerns than firing again. While Kheti's strange anatomy was still a mystery to him, Sadar was obviously showing signs of the spiders' venom working its way through his body. Saving lives came before ending them. Fishing out a vial of antidote from among his robes, Mauricio began applying an ointment and bandages to the man's wounds.
 
 Spoiler 
Note to self: get Doctor's Visitation as soon as possible.
Mauricio Steps to V22 and tries to Treat Poison on Sadar. Have to roll, unfortunately, since I don't think Assurance gets us there:  (1d20+9)[ 26 ] 
He definitely use Assurance on the Treat Wounds check for Battle Medicine, however, so Sadar gets  (2d8)[ 7 ]  hp back.
 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
After Kheti’s attack scatters the residuals of the swarm, Kharesh steps beside the poisoned warrior to face the giant spider, and readies an attack.

 
 Spoiler: ooc 
move
Readied attack :  (1d20+9)[ 23 ] 
 
Gwynfrid
From down the corridor, the nervous voice of the little goblin can be heard:  "Er, guys, I can help you stay in the fight, but only if you come into the corridor, or at least in sight of it..." 

For a practical demonstration, he calls Irori's power to heal Kheti, and then to bolster his prowess.

 "O Irori, donne-nous ta vigueur
Que point ne faiblissions,
Qu'il n'arrive pas malheur
À mes fiers compagnons...

Pour lui, Maître des Maîtres
Guide son vaillant bras,
Et fais-lui reconnaître
Par quel moyen il vaincra!" 
 
 Spoiler 
Actions
#1-2 Cast Heal on Kheti  (2d8+16)[ 20 ] 
#3 Cast Guidance on Kheti

 
 Spoiler: Stats 

 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 33/33
Spell attack +8
Sling +7, Damage 1d6
Spells used for the day: Create Water, Magic Weapon, 1xHeal

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 

 
SanguinePenguin
The bound Kheti teleports, leaving the strands of webbing behind to collapse into a ropy puddle.  The magus reappears with a powerful blow, well positioned, against the horde, killing many of the spiderlings.  With their numbers so depleted, what once seemed overwhelming is suddenly just a bunch of spiders.  Brushes, shakes, and stomps crush or scatter the managable number that remain.  A salvo from Dalnu angers the clear and present danger from the huge spider.  Mauricio heals and bolsters Sadar, while Gurmok heals and bolsters Kheti.  Kharesh and Sadar line up to fight the big one.

The huge spider lunges forward to Sadar to finish him off.  Kharesh delivers a blow to its eye at the same time swings his falchion upward in a perfectly timed blow, severing the head.  The momentum of the decapitated body carries it forward to plow into the two warriors, shoving them hard against the wall, before its plunging abdomen drags it down the 45 degree slope to splash into the shallow water below.

A few scattered chitterings from the remnants of the swarm echo through the cavernous chamber.  Sadar doesn’t feel so great.

 
 Spoiler: OOC 
Sadar delivered an awesome crit, but he is stage IV poisoned.  He will take 2d6/round until he drops to stage II when it becomes 1d6.  He has five rounds left.  He isn’t doing great.
 
farothel
 "Someone help Sadar,"  Dalna shouted to the others as she took up a guard position just in case something else would come back.  She didn't know much about poisons and such, so there was little she could do to help but protect people who could help from other critters.
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  21  | HP:  38  | Current:  18  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  | Spell Slots: 1st:  1/2  | 2nd:  1/1
 Active Effects:   Arcane Cascade; Light (Arcane Core); Magic Weapon; Shield
 Conditions:   Poisoned (1d6; DC 20) .  
 
With the spider threat neutralized, Kheti wastes no time in assessing the situation. He swiftly moves towards Sadar, his mechanical limbs carrying him with efficient purpose. With Guidance from Gurmak's invocation to Irori empowering his actions, Kheti reaches Sadar's side, his metallic fingers deftly retrieving the healer's kit from his utility belt.

With precision born of both arcane mastery and practical knowledge, Kheti administers the antidote to Sadar, carefully applying the ointment and bandages to counteract the venom's effects. His movements are methodical, devoid of hesitation or emotion, driven solely by the imperative to aid his comrade in need.

As he tends to Sadar, Kheti remains vigilant, his senses attuned to any potential threats that may lurk in the cavernous chamber. His mechanical gaze sweeps the surroundings, ever watchful for signs of danger, ready to react with swift efficiency to ensure the safety of the group. 
 
  
 
 Spoiler: Out of Character Actions 
 OOC:  Action 1:   Interact  to Change Grip to 2HStride to Sadar
 Action 2:  (Free Action: Drop Bastard Sword); Interact to draw Healer's Kit
 Action 3:   Treat Poison ; with a +1 Status bonus re: Guidance. Medicine Check (vs Poison DC):   21  
 
Gwynfrid
The little goblin runs forward, stopping in his track on seeing Sadar.  "Oh my... you don't look good..." 

Immediately, he starts calling for another wave of healing energy.

 "Viens à mon aide, O Irori
Regarde-le, il est tout vert!
Ne le laisse pas périr ainsi
Victime d'un venin amer!" 
 
 Spoiler 
Cast Heal on Sadar  (2d8+8)[ 19 ]  EDIT - wrong. it's 2d8+16 for a total of  27 .

 
 Spoiler: Stats 

 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 33/33
Spell attack +8
Sling +7, Damage 1d6
Spells used for the day: Create Water, Magic Weapon, 2xHeal

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 

 
SanguinePenguin
Mauricio, Kheti, and Kharesh surround Sadar with their healer’s tool and begin putting unguents and pastes on his wounds, squeezing some and bandaging others.  Due in part to their doctoring and largely due to the warrior’s own fortitude, Sadar recovers quickly than one might have expected from his paleness moments before.

With the clear danger gone, that just leaves the room.  This cistern is where Sofh said the entrance to the real tomb was hidden.  If you didn’t know to look there, you would have never noticed the faded symbols on the pillar in front of you.  If the notes from the designer are to be believed, then the dial can be spun, and each of the six pillars has one.   Set correctly, the real tomb of the archvizier will be accessed.
Zero Prime
      
     Kheti ibn al-jahat, Aluum remnant    
   AC:  21  | HP:  38  | Current:  18  | Hero Points:  1
 Fortitude:  +9  | Reflex:  +6  | Will:  +7  | Perception:  +5
 Focus Points:  1  | Current:  1  | Spell Slots: 1st:  1/2  | 2nd:  1/1
 Active Effects:   Light (Arcane Core)
 Conditions:   None.  
 
As the last of the bandages is secured in place, Kheti steps back, his metallic form radiating a sense of accomplishment tinged with his characteristic pragmatism.   "Your recovery is swift, Sadar,  " he remarks, his tone matter-of-fact yet with a hint of approval.   "Your resilience serves you well."  

With Sadar's condition stabilized, the group's attention turns to the task at hand—the exploration of the cistern and the search for the hidden entrance to the archvizier's tomb. Kheti's arcane senses remain attuned to their surroundings as he observes the faded symbols on the pillar before them, his logical mind already analyzing the potential significance of these markings.

  "If the notes are accurate, then these symbols hold the key to unlocking the tomb,"   Kheti remarks, his gaze sweeping over the pillar with a keen focus.   "We must decipher their meaning and set the dials accordingly."  

Kheti approaches the first pillar with a methodical stride, his metallic form reflecting the dim light of the chamber. As he draws closer, his innate arcane senses come alive, a subtle hum of magical energy resonating within him. With a focused gaze, he extends his senses outward, tapping into the latent magic imbued within the pillar.  Faint tendrils of arcane energy emanate from the pillar, invisible to the naked eye but tangible to Kheti's heightened senses. Patiently, he discerns the subtle fluctuations in magical aura, detecting any latent enchantments or hidden runes inscribed upon the surface of the pillar.

Simultaneously, his arcane core begins to whirr and hum, as he begins to penetrate the veil of magic surrounding the pillar, granting him insight into the essence of the enchantments woven into its very fabric. As he focuses his concentration, the magical aura of the pillar begins to take shape in his mind's eye, revealing its intricate patterns and hidden meanings. 
 
  
 
 Spoiler: Out of Character Actions 
 OOC:  Action 1:   Cast  Detect Magic  on 1st pillar, directly south of hallway.
 Action 2:  Cast  Read Aura  on same pillar, if runes are, in fact, magical.
 Action 3: 
 
farothel
 "Indeed,"  Dalnu said as she moved along.  She also casts a detect magic on the pillars and then tries to decipher the symbols, digging in her extensive knowledge of old languages.

 
 Spoiler: OOC rolls 

I know common, elven and draconic
society:  (1d20+6)[ 10 ] 
arcana:  (1d20+8)[ 11 ] 
occultism:  (1d20+6)[ 26 ] 
 
SanguinePenguin
Kheti quickly concludes the runes aren’t magic.  He also notes that from the base of the pillar, they are nearly 25 feet up.  Were the cistern full, the dial would sit just above the water level.  Still, despite being faded and high up, he is able to examine them a bit.  He quickly concludes the characters are Ancient Osiriani which no one in the party knows, although Kheti knows modern Osiriani.  There are six different symbols circumnavigating the pillar, he is pretty sure he can spot a few that he recalls seeing in the text written on the trim below the ceilings of the other rooms.  He suspects these each represent individual ideas, rather than joining to form a sentence. Dalnu agrees with Kheti that they look similar, but without the grounding in Osiriani and its alphabet, she is unable to make any other conclusions.
farothel
 "If we're going to this more often, we really need to learn that language,"  Dalnu said to no-one in particular,  "but for now, not a clue as to what to do.  We can try some random combinations, but that's all I have.  Or wait, there's symbols in the other rooms.  There were six strings in one room, maybe they give a key to what we need here." 

She would head back to compare the symbols, writing some down so she could compare them against the ones on the big pillars.
DrK
 Sadar 

Sadar nods his thanks to his new found allies as the worst of the wounds are healed  "A nasty beast, but the smaller ones were worse I believe."  He looks about as the others start examining the pillars and just sits slowly on the steps, cradling his blade in one hand as he watches the others working away.
SanguinePenguin
Dalnu records the six passages, two in each of the three rooms to the north - in each room, one is written on the north wall, one written on the south.  Exploring the cistern, it is concluded that each pillar has a dial, and each dial contains the same six symbols.  While no one is sure exactly what they mean, one looks like a fox, another an owl, one is pretty clearly a cloud, one looks like a river or wind, one looks like a dragon or maybe a snake with wings, lastly, one looks like a lump or a blob.  Kharesh insists the last is an obvious depiction of a stone, and since he seems very confident, no one is inclined to disagree with the dwarf on that one.  When compared to Dalnu’s transcriptions, each passage contains one and only one of the six symbols, and each symbol is represented only once.

While exploring the cistern, several other things are noticed.  First, the smell of decay can almost certainly be linked to the six dead camels in the room.  These are in various states of liquefaction and consumption.  However, their saddle bags are untouched, in addition to some basic traveling supplies, there are some more useful pieces.
 
 Spoiler: Loot 
18 gp, 74 sp, 28 cp
Opal, magic
Two red potions, magic
One thin glass bottle of clear liquid, magic
Spyglass
50’ of silk rope
6 waterskins (mostly full)
Snare kit
Lensatic compass
 

 
 Spoiler: Mauricio - that’s odd 
Mauricio is convinced there is something very strange about the symbol on the raised dais in the middle of the room.
 
farothel
Dalnu suggested to put the dials so that each symbol on a pillar corresponded to the location in the rooms.  The north symbol in the right room on the north right pillar, the north center symbol on the north center pillar and so on.  But to keep ready just in case it was wrong and something bad would happen.  Unless someone else had another idea.
SanguinePenguin
At Dalnu’s suggested implementation, Kharesh nods,  “a worthy challenge.”  he mutters as he looks up one of the pillar to the dial situated almost 25 ft up.  Assisting himself by wrapping the rope around the pillar, the monk proceeds to climb.
 
 Spoiler: ooc 
Athletics:  (1d20+9)[ 21 ]  Acrobatics:  (1d20+7)[ 20 ] 
Athletics:  (1d20+9)[ 10 ]  crit fail Acrobatics:  (1d20+7)[ 20 ] 
Athletics:  (1d20+9)[ 18 ]  Acrobatics:  (1d20+7)[ 23 ] 
Athletics:  (1d20+9)[ 26 ]  Acrobatics:  (1d20+7)[ 18 ] 
Athletics:  (1d20+9)[ 18 ]  Acrobatics:  (1d20+7)[ 23 ] 
Athletics:  (1d20+9)[ 24 ]  Acrobatics:  (1d20+7)[ 27 ] 
Athletics:  (1d20+9)[ 16 ]  Acrobatics:  (1d20+7)[ 22 ] 

Kharesh takes 10 damage
 

The first pillar goes well, it is knobby and easy to avoid falling especially with the rope acting as a brace.  Once at the top, he rotates it to the fox symbol.  Each turn of the dial sends creaks, clicks, and groans echoing through the cistern, as some mechanical devices adjust.  The process of moving the dial at all is challenging, but manageable for the burly dwarf.

The second pillar starts fine, however, Kharesh fails to get the necessary leverage to rotate the dial. He tries to adjust his grip and apply more force with his legs, which ultimately catapults him off of the pillar when his grip slips.  He falls twenty feet and lands harshly in the shallow water.  Grimacing, he climbs back up and succeeds on the second try.

The third, fourth and fifth pillars are all adjusted in the same way, sounds from the mechanisms adjusting from within the pillars and underneath the ground echo with every turn.  Kharesh is about to climb to last pillar when he stops, and faces the group,  “we don’t know what will happen when I finish.  Perhaps we should bring the camels in, and rest for the night first.” 
Prehysterical
As it takes half of the group just to keep Sadar from dying, natural constitution or no, Mauricio swears to pick up some antidote before their next escapade. There might be no second chance.

While the others puzzle out the pillars, Mauricio finds himself drawn to the raised dais in the room. Bringing out his hooded lantern, the tiefling doctor raises possibilities before dismissing them. He doesn't look at Kharesh when he gives his opinion.

 "I would most certainly advocate for the safekeeping of our four-legged transport. The thought of walking back to Katapesh certainly does not appeal to me.

But before that... That symbol..."  Mauricio strokes his chin thoughtfully.  "I am not one for gut instinct, but something about the sigil seems off. Let us take a look before we take a plunge." 
 
 Spoiler 
Perception:  (1d20+10)[ 19 ] 
Adding a +1 circumstance bonus from Pursue a Lead
 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
Gwynfrid
It takes a moment for Gurmok to fully recover from the panic-fueled adrenaline rush of the fight against the voracious spiders. When he does, he can only admire the quick thinking and deductive abilities of his companions. However, he also feels exhausted and not in a mood to run into danger right now.  "You guys have such great ideas, impressive! But Kharesh is right, we need a rest, This looks like a safe enough place for the night. For sure the Vizier's actual tomb will be even more  dangerous than anything we have seen so far..."  As he makes these cautious remarks, he begins to rummage, in typical goblin fashion, through the bags his friends just found.

 
 Spoiler 
Using Detect Magic and his Religion skill to try to identify the stuff.  (1d20+8)[ 15 ] 
 
farothel
 "Good idea,"  Dalnu said,  "I wouldn't bring the camels all the way here, but keep them in one of the first rooms.  We can make it comfortable there for them, and I would suggest that we stay there too for the night." 
SanguinePenguin
Mauricio can’t make sense of the symbol on the raised portion of the room.  It appears a nine-lobed mural, with a central piece and eight circumnavigating it.  Though faded, he can’t make sense of the designs or what information it is trying to convey.  It sits between abstract art and meaningful depictions, but, perhaps like the hieroglyphic sentences, the scenes appear more a smattering of disparate ideas.  If it is supposed to be representing, let alone aggrandizing the archvizier’s life and accomplishments, it is doing a really poor job of it.  Did he eat the sun in the company of birds under the watchful eye of… eyes?  Did he ride in a boat while helping or maybe commanding some sort of lizard to prepare a meal?  Did he build a tower made of turtles underwater?  Did he tell a snake-headed man something that lit him on fire or turned him into fire or put out a fire?  Did an owl empty a body of water into another with its voice?  And those are the only lobes where the images are coherent enough to even identify any consistent narrative about what seems to be happening.  As he looks the images over he jumps back and forth between concluding they must mean something and they are obviously meaningless.  However, he does remain convinced that whatever is bothering him about the mural or symbol remains present and just outside of his cognition.

Gurmok with Kheti and Dalnu are able to identify the magic items from the saddle bags.  A opal to provide one time aid with deception, two healing potions, and a vial of holy water.

Kharesh and Sadar bring the beasts indoors, stashing them across the three rooms.
SanguinePenguin
Camels, humanoids, and one odious rodent camp in the tomb for the night.  It is eerily quiet inside, but the stone walls make for horrendous acoustics.  In the middle of the night the wind outside picks up at just the right angle to create a deafening howl in the tomb.  At first this creates a panic, but once the origin is understood, blades are sheathed and animals are calmed.  The howl stops when the wind shifts, and doesn’t recur in the night.

After healing, rest, and morning preparations for the day, Kharesh climbs the final pillar.   Clunk. Clunk.  A deep sound reverberates with each turn of the dial.   Clunk. Click click click click click.  As Kharesh moves the dial to its final position, there is a long series of clicks as some ancient machinery begins to move.  Three sizable vents open in the southern, eastern, and western walls without any particular excitement.  Were the water level above them - well that might have been exciting.  They stay open as more clicks ensue.  Click click click click click.   Abruptly, the clicks cease and distant thumps replace them that seem to grow louder until one of the symbols or pictures on the dais abruptly drops with a loud THUNK.  Another drops, then another, then another - the noise growing softer each time.  The last of the eight granite blocks drops into place with a softer thud.  All then falls silent around the nascent spiral stairway that descends into what must be the true tomb of the archvizier.
farothel
Making sure her everburning torch was wedged well in her backpack so it would light everything up, Dalnu moved a bit closer and had a look at the entrance, looking for runes or anything.  She also did a detect magic just to be sure.
Gwynfrid
Gumrok mounts Zen, ready for the next leg of exploration, having completed his rites of meditation and prayer for the day. After yesterday's victory over the spiders, he feels excitment, mingled with a dash of fear. Surely, this will be a story to tell when he gets back to the monastery after completing this initiation tour!
SanguinePenguin
There is no magic present at the top of the stairwell.  Whatever meaning, or lack thereof, to the mural is keenly overshadowed by its literal transformation into a staircase.  The group takes things slow and looks for traps, but none are discovered.  So they descend.

The staircase is narrow - only about three feet wide and has sizable drops at each step of slightly over a foot.  For Zen and Gurmok, the drops are daunting, but they fare well enough. Both the inner column and the outer walls appear to be constructed from some form of gray metal unhindered by time.  The spiral staircase continues descending through about forty steps before the outer metal wall opens into a room.

There don’t appear to be any immediate threats, so the party takes things slowly.  The room is square and about 25’x25’ across with the cylindrical housing for the staircase situated in the middle.  The ceiling is about 15’ high, and three thick stone pillars sit in three of the four corners of the room.  Directly in front of where you emerge is a marble pedestal on which rests a strange looking metal rod.  The rod is about three feet in length, on one end it has two bars that stick out a foot perpendicular to the rest of the rod, but the other end is a marvel.  On the other end, and about two feet back along its length, wind dozens of intricate, bent and crooked metal tines about as thick as fingers that make for a confusing array of protrusions.

There are four doors on this level out of the room.  Directly ahead of you and just beyond the pedestal (due north according to the compass) is what looks like the frame of a doorway leading immediately to a massive stone slab completely covering the entrance.  On the slab you can see no handles, no holes, no markings of any kind.  A long string of hieroglyphics are etched on the wall above the frame.

To the east is a door with a handle, etched onto the door is a hieroglyph depicting some sort of animal with a curved nose and a forked tail.  To the south is a door, also with a handle, and a hieroglyphic depicting some sort of knot that looks a little like a person etched into it.  To the west is also a door, but the fourth massive stone pillar has fallen against it.  A hieroglyph depicting a house or a basket or both is etched on this door.  A large crack runs along the ceiling and seems likely related to the breaking of the pillar, and a bit of rubble sits on the floor under the crack.

 
 Spoiler: Mauricio 
Mauricio recognizes the three symbols as representing: east - Set; south - Isis; west - Nephthys.  He knows these are ancient Osirian deities, and he is pretty sure Set is kind of evil, and Isis is not, but that is all he knows.
 

 
 Spoiler: Gurmok &amp; Kharesh 
Gurmok and Kharesh both recognize the three symbols as representing: east - Set; south - Isis; west - Nephthys.  These are ancient Osirian deities.  Isis is known as the Queen of Miracles and is a very good and major deity of fertility, rebirth, and magic.  Nephthys is the goddess of the night and mourns and protects the dead.  She is also the wife of Set, although often sides with Isis and Osiris in conflicts rather than her husband.   Set is the god of murders, the desert, and storms.  He is the major evil deity in the pantheon and believes souls should be made into the undead.  Since Set murdered Isis’s husband, it is a bit surprising to find both deities represented here.
 
farothel
Dalnu was immediately drawn to the wand that was on the pedestal.  She didn't touch it, at least not without first checking for traps, but she did cast detect magic to see if it was.

 
 Spoiler: OOC rolls 

perception for traps:  (1d20+5)[ 24 ] 
 
SanguinePenguin
Studying the aura from the strange rod, Dalnu concludes quickly that it is not magic.  She also can’t find any thing resembling a trap on it or the pedestal.  However, there is some faint lingering magic aura down here, but she doesn’t know what it is coming from.
farothel
 "There is some magic down here, but I can't pinpoint it,"  Dalnu said to the others,  "does anybody knows what this thing is?  I know it's not the source of the magic, but it's a strange thing." 
Gwynfrid
 "I'm not sure what this object can be used for? It doesn't look like an implement of a religious nature",  Gumork muses.  "Could it be a sort of key? If so, it would have to open a very big door! And a complicated lock, too." 

The little goblin then looks at the doors, recognizing the symbols.  "It would seem the Vizier was buried under the auspices of three Ancient Osiriani deities, but this is odd. These three are often at odds. There is Set  - he points to the hieroglyph with a forked tail -  god of murder, very bad! But on the opposite side, this one is his wife, Nephthys, protector of the dead and mistress of the night. She's Set's spouse, but not really his ally. And then, over here  - his finger now points towards the southern door -  this one is Isis, the Queen of Miracles, with mastery over rebirth and magic. Not at all a friend of Set's. I don't know what to make of all this." 
Prehysterical
Other than the horrible howl of the wind, the night proves a welcome respite. Mauricio follows the others down, his eyes instinctively drawn to the apparatus. What function could such a thing possibly serve?

He steps forward to examine the contraption more closely, trying to discern how the tines of the device might move. Would they rotate?
 
 Spoiler 
Perception including Pursue a Lead bonus:  (1d20+10)[ 25 ] 
 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
 
 Spoiler: Mauricio 
Mauricio studies the object on the pedestal.  He can tell for sure that some of the tines don’t move as they morph seamlessly into the handle.  For the internal ones, after a moment of study, he concludes that they can’t move or rotate or anything either, as the clearly static tines would prevent their motion.  Although he can’t say for sure, the structure of the object largely supports Gurmok’s interpretation of it as a key.  Likely one where picking the lock is essentially impossible.
 
farothel
 "There still is some magical aura here,"  Dalnu said,  "let met try something." 
Moving a bit away she tries the detect magic again, and by moving position and casting again, she tries to pinpoint where exactly it comes from.
SanguinePenguin
Dalnu attempts to localize the magic she senses, but she fails.  It seems to be around, just faintly.  She doesn’t know what to make of that.

 After some examinations of the strange device, possibly key, the examination of the room reveals several things.  First, with the exception of the door with no handles to the north, the other three could be tried.  An experimental shove by Kharesh indicates that the collapsed cylindrical pillar could be rolled out of the way, which should allow the door to be opened.

However, the group decides to try to southern door, branded as relating to Isis.  Some time is spent examining for traps, but nothing is seen.  Then, with the party armed and ready, the door is opened.

The room extends 45’ deep, and the width starts about 15’ wide, but the stone walls slope outward to about 35’ width at the far end.  As to furnishings, there is only a large stone slab about three feet high straight ahead about 25’ into the room.  The room contains a lot of dust and ancient blades so rusted they are almost powder.  The stone floor has a deep elliptical rivet worn into it surrounding the stone slab.  The walls have erratically placed hieroglyphics carved in the stone covering every inch, except right under the ceiling.

Almost immediately upon opening the door, a figure who seemed to be lying on the stone slab sits up.  A pair of golden, glowing circles of light face you from where eyes should rest in the skull.  The hairless face has leathery skin laced throughout with an intricate gold filigree that reflect your light sources.  A red breastplate is worn on the chest, and the creature carries a heavy blade similar to a falchion that glistens in the light.  The figure starts toward you, and speaks slowly in a raspy gravelly voice.  Although it approaches, armed, it does not appear overtly hostile.

 
 Spoiler: Kheti 
The creature speaks in Osirani, although the dialect is a bit odd, you understand it.   “How long has it been?”  the figure utters.
 
Gwynfrid
Mounted on Zen, Gurmok enters the large room. A sense of reverence strikes him, considering the immense effort put in the construction of this complex and the elaborate manner of its decoration, even if just about everything - architecture, art, writings - is beyond his comprehension. And then... Someone is apparently alive in here!

He turns to his companions, expectantly.  "What did... er... What did he say?" 
SanguinePenguin
Kheti listens to the creature, then responds.  He turns to the rest of you.    "He is speaking in Osiriani.  Ancient Osiriani, I assume.  He doesn’t know Taldane.  I will translate.  And I will tell him it has been almost 5000 years.”    He says some more to the creature.  After a very long pause, the creature starts speaking and Kheti quickly translates verbatim, occasionally he says something a little strangely presumably due to the dialectical differences.

Through Kheti:   “Five thousand years… I only made my 26th year when I was given honor to breathe the vapors of Isis, when I agreed to eternity without understanding what that meant.  You own the first faces I have seen since that day.  You act a strange group, but time has moved much.  I am grateful for anything to change now.  The loneliness has been a dragon.  If you bring the key into the room, I will have to kill you.  I prefer joy in speaking again.” 
farothel
 "We noticed that key in the previous room,"  Dalnu said, in Draconic.  Since he mentioned a dragon, she hoped that he would understand that.  If not, she would work via Kheti, making once more a note to try and learn the Ancient Osiriani.
 "Do you perchance know what that key does?  And what are the vapors of Isis?  And why were you put down here?" 
SanguinePenguin
Since neither the creature nor Kheti speak Draconic, there is a slow back and forth.  Kheti speaks to the creature for a moment before announcing,   “He thinks he knows Osiriani and a little Garundi only.  He seems a little confused - and that some things are hard to remember.”   When Kheti translates your questions from common, the creature replies through Kheti’s translation.

The creature motions to the back wall, as he starts speaking, not long after Kheti translates, “that key will unlock the tomb.  Priests from three sects chose guardians here.  I was honored and chosen by the high priestess of Isis to breathe the Vapors and stand guard here.  I know where the key is always, but it has not moved ever.  If someone tries to enter this room with the key, or touch the lock, I must kill them.   You do not know of the Vapors?  They are part of the great ritual to make your body and mind forever, like Osiris,”  he touches the gold filigree on his face,  “and this.  It is a great honor and one I regret.  You do not all speak Osiriani - are you foreigners?  Tell me of the great conquest…. Did the Zahur dynasty conquer all of Garund?  Is there another dynasty now?” 
farothel
 This was going to be a long day , Dalnu thought,  providing 5000 years of history. 
 "I lot has happened in the last 5000 years,"  she said,  "gods have risen and died, and so have empires.  It's going to be very difficult to explain everything that happened.
 But if you have to kill everybody who carries the key or tries to open the lock, why is that?  What is behind the door?  And what is behind the other doors, the ones with the symbols of the other gods?" 
DrK
 Sadar 

Having trailed the others sword in hand, and skin still itching slightly from where the spiders had savaged him the day before he'd been quiet. Cowed slightly by the tomb all around him. At the creature sitting up he made ready with the sword but then stood silently, looking to his allies,  "What manner creature is that?"  he asks the others hoping one can recall more than he does.
SanguinePenguin
Kheti translates, and the creature responds in turn.   “Gods have died… tell me, does Isis still live?  Empires have died… does Osirion endure?

“The process comes with rules enacted at that time:  I cannot leave this room unless my existence is threatened or the chamber is opened through other means; I must kill any who enter with the key, touch the lock, or attempt to open the chamber directly; I cannot destroy myself in whole or in part - there are others too, but they do not come up so I do not remember them.

“The final resting place of the Great Archvizier Khur Dhahab is what this key unlocks.

“The other doors should contain the other two locks, same key, and guardians appointed by the other gods.” 
 
 Spoiler: Gurmok 
At Sadar’s question, Gurmok thinks about what he is witnessing.  Although Gurmok has no idea what this creature is exactly, he is fairly confident that it is both undead and not inherently evil.  Non-evil undead are quite rare, but they can happen.
 
farothel
 "So, we're not allowed further,"  Dalnu asked,  "is there some horror beyond the door that shouldn't be unearthed?  And do you know what the other guardians look like?" 
SanguinePenguin
He shakes his head,  “the dead should be protected always, and for the most honored and sacred dead, protection is mandated by the gods.  Pharaohs and their families, Viziers, High Priests and Priestesses, Generals, Governors - all deserve the greatest security the living can provide.  I do not know who serve the other gods as guardians of the sacred dead.  The Vapors of Isis are high magic and I was made a sword sovereign at twenty, so all of you will die if you try to open the lock.”  After a pause he adds,  “if you see them and describe them to me, I may be able to tell you what they are.” 
farothel
 "Well, I guess that explain a lot,"  Dalnu said,  "let's head back, shall we?" 
As soon as they were back in the central room and the door was closed, she turned to the others.
 "So, what now?  We're likely to get something like that in every room, right?  Check them all out to see which one is the easiest to take down, or which one we can make a deal with?" 
Prehysterical
 "That sounds reasonable,"  Mauricio responds.  "For being undead, that fellow seemed very reasonable. I don't know if it is possible to 'murder' an undead, but he is only here defending his home. Let us explore all avenues before committing ourselves to violence." 
 
 Spoiler 

 Mauricio Averni 
 HP:  35/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
Kheti makes an awkward farewell and the party shuts the door on the undead creature, returning it to darkness again.  After some debate, they decide to try the door associated with Set, in no small part because they won’t have to roll a massive stone pillar (suffering from a bout of horizontality) out of the way.  Weapons drawn and prepared for the worst, the door is opened.

The room is considerably smaller than the one you just departed, the far wall is only 30’ away, and the room expands to only 25’, but it seems to be following an identical grade.  The room has a thin layer of dust, but it is mostly bare, except for the room’s most prominent feature:  seven glass jars situated on the tips of a strangely curved septagram deeply carved into the stone floor.   Intricate hieroglyphs are carved all along the edges of the star.  In the very center of the septagram, there is a large faintly glowing blade thrust into the stone.  All is silent.  In the center of the far wall you can see another large keyhole identical to the one the undead creature pointed out in the previous room.
Gwynfrid
 "It seems to me that there are great dangers linked to opening these doors",  Gurmok remarks.  "The other one had an undead guardian, who was clear what it would do to trespassers, even as that was explained in a most polite way. This one smells trap to me! What's in these jars? We should know, before we try opening anything..." 
 
 Spoiler 
Can he figure out any significance of the septagram and the jars in connection to Set? (Religion +8)?
 
SanguinePenguin
 
 Spoiler: Gurmok 
Gurmok is familiar with canopic jars, but there are usually four of them - seven seems strange.  Perhaps Set has some weird perversion of the practice?  A seven pointed curved star doesn’t ring any bells.
 
farothel
Dalnu cast a detect magic into the room to see if there was any of that going around.  Then she looked at the septagram on the floor as well as the jars.

 
 Spoiler: OOC rolls 

occultism I guess:  (1d20+6)[ 12 ] 
if arcana:  (1d20+8)[ 26 ] 

long shot: lore (art):  (1d20+6)[ 22 ] 
 
SanguinePenguin
 
 Spoiler 
The room has a fair amount of magic in it.  Dalnu is almost certain this is a ritual to create a ghost and bind it to an area.  She is pretty sure that entering the room (or possibly entering with the key) would cause the ghost to manifest.
 
farothel
 "Well, get ready to make a sound strategical and tactical retreat,"  Dalnu said as she took a step into the room and waited to see what would happen.
SanguinePenguin
When Dalnu steps into the room there is a faint crackle and a slight pale green mist appears low in the room along with a hint of ozone.  A translucent pale green muscular arm thrusts out of the ground near the center of the septagram and clasps the hilt of the blade.  A pale green figure floats out of the ground as it draws the blade.  The greenish tinted ghost is bald and wears lightweight desert clothing, his face and arms are crossed with scars, many light, but several that are far more intense including a missing ear, a massive burn scar on his left forearm, and a hammerhead-sized dent an half an inch deep in his skull.

Blade in hand, the ghost wails as it lunges at Dalnu and swings the glowing green blade in a powerful two-handed strike, but the semi-corporeal blade deflects off the elf’s armor.

 
 Spoiler 
1: draw weapon
2-3: sudden charge:   (1d20+15)[ 19 ]  Damage  (2d12+3)[ 18 ]   miss
 
farothel
Dalnu immediately takes a step back out of the room, wondering what would happen now.  She's quite happy to have trained with armour instead of trusting on only magic like so many mages do.
DrK
Sadar mutters a curse under his breath,  "Typical... find a sword and it has a spirit attached"  he leaps forward bursting alongside Dalnu as he spins the falchion at the glowing green semi-real monstrosity.

 
 Spoiler: OOC 


1+2 Sudden charge  (1d20+12)[ 30 ]  dam  (1d10+4)[ 12 ] 
3 Attack  (1d20+7)[ 10 ]  dam  (1d10+4)[ 12 ] 
 
Gwynfrid
 "Just a little step back please, Sadar, I need to touch your sword just so... Kheti, would you mind?"  Gurmok beckons his allies to step so they're within touch range, and extends his arms as much as he can to give them the Master of Master's blessing.

 "Contre les revenants, Ô Irori
Puisses-tu renforcer ces armes
Afin que cette péripétie
Ne finisse pas dans les larmes!" 
 
 Spoiler 
Casting  Disrupting Weapons  on Kheti and Sadar's blades, giving them an extra +1d4 positive damage. This assumes that both are within his touch range.

 
 Spoiler 
 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 33/33
Spell attack +8
Sling +7, Damage 1d6
Spells used for the day: Disrupting Weapons

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 

 
farothel
With an attack against her, Dalnu retalliates and throws a bunch of magic missiles into the room, knowing that they are the best against ghosts as they are sure to hit.

 
 Spoiler: OOC rolls 

3 action magic missile:  (3d4+3)[ 9 ] 
 
SanguinePenguin
With some trepidation, Kharesh steps up, grounds his feet to enter mountain stance, and throws two hammer blows at the apparition.

Kheti nods to Gurmok in sincere gratitude for the benediction.  The automaton shifts his grip on his bastard sword into a two-handed hold, moves forward and swings at the ghost.

Sadar’s blade cuts straight through the incorporeal ghost.  Although at first glance, the swing seemed to do nothing, the ghostly visage doesn’t seem to restore well in the region Sadar struck.  The ghost begins to emit a low wail.  Dalnu blasts the specter with three magic missiles, and the force blasts disrupt his presence where it strikes.  Kharesh doesn’t even connect with the ghost, and Kheti’s blade doesn’t seem to faze it in the least.

The ghost’s volume rises until it becomes an unearthly shriek.  The noise deafening and then it abruptly ceases.
 
 Spoiler:  Kheti, Kharesh, Dalnu, Sadar 
Your mind drifts from the now into a vision.  Your arms and legs are chained tightly to the floor as you stare up at the ceiling. The pain is overwhelming, your throat, your back, your tongue - or what was your tongue - all bled profusely.  You are getting very lightheaded.  The high priest of Set makes yet another precise incision, this time the pain comes in the front of your torso.  Compared to the rest of the pain you’ve been feeling, this cut is minor though, until his hands thrust into the incision.  Your scream gurgles up through the blood filling your mouth.  Memories of that unbearable pain remain as your mind snaps back to the present.
 

The ghost swings the blade at Sadar in a powerful strike.

 
 Spoiler: OOC 
kharesh 1: move
2: mountain stance
3: flurry of blows
 Attack  (1d20+9)[ 13 ]  Damage  (1d8+4)[ 12 ] 
Attack  (1d20+4)[ 12 ]  Damage  (1d8+5)[ 11 ]  

Kheti
1: switch to two hand
2: move
3: attack
 Attack  (1d20+10)[ 18 ]  Damage  (1d12+4)[ 6 ]  +  (1d4)[ 4 ]  

Additional damage from Sadar:   (1d4)[ 1 ] 

1-2: terror shriek
Damage:   (3d8)[ 11 ]  (basic will save DC 24, + frightened 1 on fail, frightened 2 and fleeing next round on crit fail)
Kheti:   (1d20+7)[ 15 ]  11 and frightened 1
Kharesh:   (1d20+9)[ 13 ]  22 and frightened 2 fleeing
Dalnu:   (1d20+7)[ 15 ]  11 and frightened 1
Sadar:   (1d20+8)[ 10 ]  22 and frightened 2 fleeing
Gurmok:   (1d20+10)[ 26 ]  5 damage
Mauricio:   (1d20+9)[ 27 ]  5 damage
3: attack vs Sadar:   (1d20+15)[ 29 ]  Damage  (2d12+3)[ 18 ] 
 
farothel
She was surprised at the vision, but Dalnu pushed past it and launched another set of magic missiles.  It was the only thing she had that would be able to hit the ghost for sure, so she took that option for now in the hope that the combat would be over quickly.

 
 Spoiler: OOC rolls 

3 action magic missile:  (3d4+3)[ 13 ] 
 
Gwynfrid
Gurmok briefly recoils in fear. The ghost's unearthly voice threatens to rupture the little goblin's eardrums, and he winces as he can see the ghastly effect of its attacks on his companions.

 "Montre-nous ta puissance,
O Irori, Maître des Maîtres,
Donne-nous, face à sa violence,
Ta force, et à lui la défaite!" 

From the raised symbol of the open palm, a wave of soft blue light surges, covering the area in a healing energy that brings life to the living, and oblivion to the dead!

 
 Spoiler 
Casting a 3-action Heal which heals the living, and harms the dead (basic Fort save DC18):  (2d8)[ 2 ]  healing / damage.

 
 Spoiler 
 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 16; Fort +5, Refl +6, Will +9
HP 28/33
Spell attack +8
Sling +7, Damage 1d6
Spells used for the day: Disrupting Weapons, 1x Heal

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 

 
DrK
Sadar grimaces as he cuts through what feels like thin air before the shrieking voice cuts into him. Tye icy cold of fear washes over him, followed by searing pain as the ghostly blade stabs into his side. With visions of terror and bleeding heavily he stumbles from the room, pressing himself against the wall breathing heavily  and trying to avoid the terrifying apparition

 
 Spoiler: OOC 

Flee from the room!
 
Prehysterical
Things go to Hell surprisingly fast. Seeing the absolute state that Sadar is in, Mauricio hurries after him to render what aid he can.

Assured now that his patient is not in immediate danger of dying, Mauricio gets back into the fight.
 
 Spoiler 
Mauricio Strides to Sadar and uses his Medic Dedication to overcome Sadar's temporary immunity to Battle Medicine. Mauricio will intentionally bump the DC to 20 to get more healing in.
Treat Wounds:  (1d20+9)[ 24 ] 
Rolled 24 hp recovery in OOC.
Mauricio Strides back.
 Mauricio Averni 
 HP:  32/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
Prehysterical
  How does one hurt a ghost?   Not a sane question, but one Mauricio is forced to ask, nevertheless. At the very least, his new magical dagger makes that part of the puzzle easier. After analyzing the scarred spectral fiend, Mauricio slashes with intent at the specter.
 
 Spoiler 
Mauricio Devises a Stratagem, Strides, and Strategic Strikes the offending ghost.
Rolled a 16 in the OOC for an attack roll, so the total attack roll is 23.
Damage:  (2d4)[ 5 ]  magical slashing damage
Precision damage:  (1d6)[ 4 ] 
 Mauricio Averni 
 HP:  32/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
Kharesh flees in terror at the vision, but as he turns his back in panic, the ghost’s blade lashes out at his back.  The blade cuts deep, VERY deep.  The monk collapses to the ground. Sadar flees as well.

Dalnu unleashes another blast of missiles which disrupt and shake the spectral form.  Gurmok heals his allies and harms the ghost, but perhaps Irori thinks the need is not so dire as the effect is minimal.  Mauricio’s ministrations to Sadar are more substantial, and he pulls the warrior back from the edge.  Mauricio stabs at the ghost, but the incorporeal form seems unfazed.  Kheti incants words of power to guide his blade, channels power into the weapon, and strikes at the ghost, carving another ethereal slash deep across its form.

As Kheti’s blow strikes the specter, another piercing wail begins.  Beams of eerie green light stretch across the room from where various blades and magics have disrupted the ghost’s form. The howl rises to a piercing crescendo until, in one instant, all seven canopic jars shatter, and with them, the ghostly form explodes leaving behind only a faint dissipating green mist - and the blade which plummets from where the ghost clutched it to clang on the stone ground below.

 
 Spoiler: OOC 
kharesh 1: run
Ghost reaction: attack vs kharesh:   (1d20+15)[ 35 ]  Damage  (2d12+3)[ 14 ] 
Kharesh dying 2

Kheti
1: cast true strike
2: arcane cascade
3: attack
Attack  (1d20+9)[ 28 ]   (1d20+9)[ 14 ]  Damage  (1d12+5)[ 16 ]  +  (1d4)[ 2 ] 
 
DrK
 Sadar 

Sadar looks up from where he had been cowering, a deep red flush of shame across his face as he realises  what had happend, followed by a grunt of pain from the deep partially healed wound in his back. He nods to Gurmok,  "My thanks. I am not worthy of such assistance with such a pathetic showing,"   Looking aroud he does grin at the lack of ghost.  "Where did the spectre go?" 
farothel
 "We killed it,"  Dalnu said,  "well, in as much as you can kill something that's already dead, but you understand.  The ghost left that sword.  Let's check it for magic." 
She cast detect magic, focusing on the sword.
SanguinePenguin
 
 Spoiler: Dalnu 
There is a rapidly fading magic in the room, particularly around the curved septagram.  The sword itself radiates strong magic.
 
farothel
 "The magic is fading from the room,"  Dalnu explained,  "but not from the sword. That is certainly and quite highly magical.  I'll have to do a bit more research to figure out exactly what it does, but I think we best keep it for now." 
Prehysterical
Left momentarily confused by which magic was and was not capable of harming a ghost, Mauricio wasn't left with the luxury of bemusement. The wide cut down Kharesh's back looked life-threatening even to the untrained eye. Their dwarf companion could have been mere seconds from death. Fortunately, Mauricio was right there. With whatever rags he could scrounge, the tiefling did his best to press against the cut and apply pressure to stop the bleeding.
 
 Spoiler 
Mauricio Administers First Aid. Fortunately, Assurance allows Mauricio to guarantee a 17 on the result, which is enough to Stabilize Kharesh at Dying 2.
 Mauricio Averni 
 HP:  32/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
DrK
Sadar, still battered and bruised by the attack nds,  "Sword, maigcal, good..."  he grunts as he tries to tie the bandages around his chest

 
 Spoiler: Medicine 

 (1d20+6)[ 23 ]  to heal thy self
 
DrK
 
 Spoiler: Medicine check healing 

 (2d8)[ 13 ]  health restored
 
Gwynfrid
 "I didn't do enough to deserve Irori's favor today",  Gurmok whispers, his head down, the blueish skin of his ears a sad-looking shade of purple.  "This was a deadly danger. I am fortunate to be with companions of your valor."  Rather than wallow in his own embarrassment, he goes to comfort others, beginning with Sadar.

 "You did hurt it bad, I saw that. But such ghosts gather the horrors of death and loneliness in their souls, and when they release it, the unholy magic that results is powerful. Don't feel bad if it overcame you, just briefly."  
SanguinePenguin
After Kharesh is stabilized and the danger momentarily abated, next steps are discussed.  Though the battle was brief, the damage was severe.  Rest and healing are decided to be necessary.  The group opts to return up the stairs to the spider room and where the camels rest.

The interesting blade is examined.  It appears to be an ancient blade with roughly the heft and design of a bastard sword.  There are three prominent magical runes inscribed on it.  The first is a basic weapon potency rune to better guide the blade.  The second is a striking rune, lending more power to the blade.  The third requires long study, but Mauricio eventually concludes that it is what allowed the ghost to hold the weapon at all.  In fact, he is convinced the blade somehow bridges between the prime material and ethereal planes.  He thinks with activation, the blade can even drift further into the ethereal for a brief time.

After a long rest, the group descends the staircase to the room, and the debate begins whether to try the key in the eastern room, or move the pillar and explore the western room.

 
 Spoiler: OOC 
Everyone heals and restores spells.

Phasing ghost blade:  +1 striking bastard sword with phasing rune.  Phasing rune provides permanent ghost touch and for 1 action can shift the blade further into the ethereal realm for the rest of the round.  This ignores armor and natural armor, but deals -half weapon damage to corporeal creatures (e.g. 2d12-12 or 2d8-8 damage, min 0)
 
farothel
Dalnu had a quiet night, as much as one could have in an environment like this.  She had been helping Mauricio in studying the blade, something she always liked doing, getting new lore.  But now they had to make a decision.
 "I guess the third room is like the two others,"  she said,  "with some form of guardian.
 We can skip that and just proceed with the key in the room of the ghost we destroyed yesterday." 
DrK
 sadar 

Sadar looks at the blade a low whistle.  "A beautiful blade. Although as I fled like a jackal I am not worthy of such a thing" . A hand brushes over the blade sadly as he turns to the others a nod to Gurmok anda  clap on the shoulder as he knows how the other must feel.

 "I agree, the key must lead to the heart of this place." 
Prehysterical
When not monitoring Kharesh's recovery, Mauricio puzzles out the blade with the help of Dalnu. A fearsome weapon, to be sure, but Mauricio has no interest in it. He works much better with a smaller, more precise blade. His companions are, understandably, rattled by their literal brush with death yesterday.  "The novelty of this expedition is already beginning to wear thin on me. That being said... are we sure that we don't want to move the pillar and inspect the other room? It would be an inconvenience, that I will grant, but I would feel silly to come this far and not perform a thorough search. After all, are we not here because those that came before us were either too frightened or lazy to venture deeper? I'm sure that with the aid of our party's stronger members, we could finesse it out of the way before committing to a decision." 

He doesn't sound too particularly invested in the idea. Like the others, he would be happy to be on his way, but Mauricio also feels that the thought is at least worth considering.
 
 Spoiler 

 Mauricio Averni 
 HP:  32/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
SanguinePenguin
The group is torn between trying the key and opening the door behind the pillar.  Eventually, it is decided without much consensus to try the key in the lock.  Some efforts are made to barricade the southern door in case the friendly undead gets upset, then Sadar lifts the heavy key.  The device is rather heavy and very solid.  He slowly walks to the end of the Set room, over the curved septagram and broken glass jars, to finally lift the key and push it into the lock.

He pushes it in as far as it will go, grasps the handle and turns.  It stops partway, but then slides in further.  He continues turning, it stops one move time, slides out a bit and continues turning.  At long last there is a loud clicking deep within the wall.  Three bumps resonate in the room before a loud stone sliding sound comes from the central room.

The northern door frame no longer stops at a featureless wall, but now recedes in about two feet before another wall can be seen.  At the ground, the top part of a foot and a half thick door can be seen where it has slid to rest.

Kheti looks at the blocked doorway and says,   “the southern dead said there are three locks and one key to open the tomb.”    There did not appear to be any attempts by the undead to open the door.
farothel
 "So we have to turn the key in all three locks to actually open this thing,"  Dalnu reasoned,  "that's a bummer, as those others will also attack us and the Southern guy was kinda nice.  This is going to take a while to get in, that's for sure.  So what now: take out the Southern guy to get in there, or try the other door first?" 
DrK
 Sadar 

Sadar shrugs,  "Maybe the other one first. The one we know of is going nowhere fast."  As he speaks he looks at the strange sword,  "If we find more ghosts from what you said this may be of use? May i wield such a thing until we get through this place and we can work out a longer term plan then?" 
SanguinePenguin
The whole group works to roll the massive stone pillar out of the way.  The thing must weigh several tons, but only a tiny fraction of that is actually needed to roll it out of the way.  When it bumps the wall and has an instant of rolling back toward you, there is a brief moment of panic, that you will be crushed, but it seems to settle into a static position.

With weapons at the ready and prepared to confront a guardian appointed by Nephthys, goddess of mourning and night, the massive door is pulled open by Kheti.  Light floods into that completely dark room, and the reflexive shielding of the eyes is the only reason Kheti doesn’t get a full chest load of crossbow bolts.  Six gray dwarves clearly heard the noise from the other side of the door and stand ready to fight, although they stand amongst bedrolls and pewter bowls containing some sort of gray porridge.

Six wrought iron cages are mounted into the northern wall, most of which are occupied.  The furthest contains two elf-like creatures with lavender skin and red eyes, the male and female are both shackled even in the cage.  The next cage is empty.  In the third cage, a well-muscled humanoid with leathery gray skin, patchy pale green hair, large floppy ears, a huge forehead, and just more skin in place of eyes stands nearly seven feet tall.  The next cage contains another humanoid, just shy of five feet tall, whose entire body seems wrapped up like a mummy, except the pale gray hands, mouth, and white eyes.  The next cage contains two dusky green creatures about three feet high, with yellow eyes and long fibrous tendrils for hair.  In the last, and nearest, cage is what looks like a female gnome, but with gray-brown skin and white eyes wearing black leather armor.

The southern side of the room has long since collapsed, opening into some cavern below.  Parts of the ceiling, southern, and western walls have also fallen.  The floor about 10’ ahead of you drops into a graded slope into the natural cavern below.  At its far end, a moderately tight pathway snakes into the darkness.  The inside of the door Kheti just opened has been chipped away with some kind of tool, but this exposed a harder metal underneath and the task was abandoned.

One of the gray dwarves fights his aversion to the light and shouts some words in an unfamiliar tongue, discordant and guttural to your ears.  Most of the others begin to aim their weapons, one grasps a flask.  The dwarf who shouted raises a symbol depicting an arch with a fire underneath,, and grabs the crossbow of the dwarf next to him.  He then slams the same symbol into the ground, shouting yet again.  The dwarf holding the flask averts his eyes, but lobs the flask at Kheti.  He then quickly draws another and throws that too.  The first splashes acid into everyone, the second bursts into flames.  One of the dwarves with a crossbow, from down in the cave, fires a shot up at Kheti, reloads and fires again.

 
 Spoiler: OOC 
Key dwarf:  1-2: cast spell on X1’s bow 3: do something else
Flask dwarf:  1: DC 11 flat  (1d20)[ 17 ]  Attack (Kheti)   (1d20+9)[ 14 ]  Damage  (1d6+1)[ 4 ]    Splash (all): 1 (acid)
2: reload
3: DC 11 flat  (1d20)[ 16 ]  Attack (Kheti)  (1d20+4)[ 24 ]  Damage  (1d6+1)[ 2 ]  *2=4 Splash (all): 1 (fire)
Xbow 4: 1: Attack (Kheti)  (1d20+8)[ 27 ]  Damage  (1d8+1)[ 5 ] 
2: reload
3: Attack (Kheti)   (1d20+3)[ 8 ]  Damage  (1d8+1)[ 3 ]  

Damage:
Dalnu: 2
Gurmok: 2
Kharesh: 2
Kheti: 11
Mauricio: 2
Sadar: 2
 


The gnome like creature to your right says in Taldane, but with a thick accent and some  strange diction,  “Oi! Surfies!  Great!  Get this cage off me!  Keys,”  she points to the dwarf who shouted and cast the spell, and you note the thick iron ring on his belt with dozens of keys,   “or tools of unlocking!” 
 
 Spoiler: Map 
 
K is the dwarf with the keys and magic
F is the dwarf throwing bombs
X1-4 are the dwarves with crossbows
E, B, C, V, G are the caged individuals.

Yellow is bright light, orange is dim light light
X3 has cover

U is the nice undead!
 
farothel
Dalnu called up her shield before casting a more heavy area spell, before the melee types head in.  A flash of light and a crash of sound are heard within the area, chosen so that all dwarves are inside but none of the caged people, as those are - probably - not enemies, and at least now not harmful.

 
 Spoiler: OOC actions 

action 1: cast shield (AC  22  for this round)
action 2-3: cast ignite fireworks, point of impact G14.  damage:  (1d8)[ 4 ]  fire,  (1d8)[ 8 ]  Sonic (reflex save DC19, see below)

A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save.

Critical Success The creature is unaffected.
Success The creature takes half damage and is dazzled for 1 round.
Failure The creature takes full damage and is dazzled for 3 rounds.
Critical Failure The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute.

HP: 22/24
 
Gwynfrid
 "Oh! Attacking on sight! What's that? Can't we at least talk for a minute?"  Indignant, the little goblin launches into a tirade calling for peace.

 "Irori, sagesse incarnée, apprends-leur
Apaisement et maîtrise de soi.
Que surgisse en eux la paix intérieure
Qu'elle les garde loin de tous les combats!" 

Turning to his comrades, he adds:  "If Irori grants me this power, they will not be able to attack. Maybe some will anyway: If so, then fight them! But those who don't do so first, may I suggest we leave them in peace?" 

Is it a lack of confidence in his deity's favor, or just out of an abundance of caution? Whatever the case may be, he also quickly casts a protective spell:

 "Déjà volent les projectiles
De me garder, je me dépêche
Un bouclier me sera utile
Contre tout type de flèche." 
 
 Spoiler 
Actions #1-2 Casting  Calm Emotions , 10-ft burst centered on the G13/H14 intersection. Will save DC18.
Action #3 Cast Shield.

 
 Spoiler 
 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 17 (including Shield spell effect); Fort +5, Refl +6, Will +9
HP 31/33
Spell attack +8
Sling +7, Damage 1d6
Spells used for the day: Disrupting Weapons, Calm Emotions, 1x Heal

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 

 
Prehysterical
It should have been obvious that things were going too smoothly today... at least, that's Mauricio thought to himself as they had an unexpected encounter with a band of strange dwarves behind the false door. Thankfully, Mauricio was only mildly singed by the combination of acid and fire. He pulled out his crossbow to defend himself, but Gurmok's request gave him pause. Crossbow held ready, but not yet fired, Mauricio tried to study these new adversaries.
 
 Spoiler 
Devise a Stratagem:  (1d20)[ 16 ] 
Society check to identify the strangers: [roll]1d20+9[/roll]
Perception to determine who has failed the save and who hasn't:  (1d20+9)[ 17 ] 
 Mauricio Averni 
 HP:  32/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
DrK
 Sadar 

New blade in hand he could feel the weapon almost thrumming in his hand Sadar leapt forward seeking to make up for his cowardice as he rolled into the room and slashed at with a single mighty blow at the fire throwing dwarf with weapons clutched in both hands

 
 Spoiler: OOC 


1: move to H13
2+3: power attack (2 handed)  (1d20+12)[ 16 ]  dam  (3d12+4)[ 31 ] 
 
SanguinePenguin
Blasts of light permeate the air from Dalnu’s spell, and all the dwarves - and everyone in cages - shield their eyes.  Two of the dwarves in the blast take it particularly poorly.  The goblin’s words, laced with power, demand the calm, and every dwarf seems swayed by his magic, an effect that Mauricio is well aware of.

Sadar leaps forward and with the fireworks still affecting his vision, he makes a clumsy swing, but the dwarf does even move aside.  Blind and calmed, he never even knew Sadar was there when he drops to the ground.  The blood spurting from the dwarf’s wounds burst into a magenta flame.  An instant later, Sadar’s skin ruptures in a dozen places, and blood seeps

Kharesh strides forward, still a bit shaken from the ghost episode the previous day, and jumps down to one of the bow men, enters mountain stance, and attacks, connecting once.  Given the calming magics at play, Kheti steps up and attacks the nearest bowman as well.  His magically augmented blade slashes hard across the dwarf’s chest, who blood also burst into flames.  The dwarf falls, but Kheti’s fluid begin to flow profusely from his joints.

The dwarves are initially shaken by the fireworks, then calmed.  With the exception of the one holding the keys, none of them seem particularly inclined to use their weapons.  The dwarf with the key shouts something unintelligible, gets angry when his companions don’t react, and then gives a full fisted slap to the one next to him a the attack barely misses, but it is enough to snap the dwarf from his trance.  He raises his iron symbol and continues shouting.  A feeling of dread passes over Sadar, and terror rises in him again, though sedate compared to the ghosts’s.  The dwarf continues shouting at his companions.

The threat to the dwarf from his companion is enough to snap him out of the trance.  His raises his crossbow, fires at Sadar, then reloads with a bolt, but, rather than firing, he too shouts and smacks at his neighbor - also failing to connect.

In the chain, the next dwarf, snaps out of the trance and fires a bolt at Kheti.  The light around him briefly seems to dim, and Kheti feels his mechanical mind corrupt, but shakes off the effect.

The final one, still under the influence of the magics, calmly backs away from the lights, down the corridor and into the darkness behind, carrying his unloaded bow with him.

The gnome like creature to your right says in Taldane, but with a thick accent and some strange diction,  “Haste, Surfies!  Get this cage off me!  I can help.” 
 
 Spoiler: OOC 
Sadar will:  (1d20+8)[ 9 ]  or effect  (2d6)[ 3 ] 

Kharesh: 1: move to I14
2: enter mountain stance
3: flurry of blows  (1d20+9)[ 18 ]  Damage  (1d8+4)[ 11 ]   attack  (1d20+4)[ 15 ]  Damage  (1d8+5)[ 7 ]  

Kheti: move to G15
2-3: gouging claw spell strike on X3  (1d20+9)[ 29 ]  Damage  (1d8+4)[ 8 ]   (2d6+2)[ 8 ] 
will  (1d20+7)[ 11 ]  or effect  (2d6)[ 11 ] 

Key dwarf:  1: slap dwarf next to him  (1d20+6)[ 20 ]  dc5  (1d20)[ 4 ]  Damage  (1d4+1)[ 3 ] 
2-3:  cast fear on Sadar  (1d20+8)[ 16 ] 

Xbow 1:  Attack (Sadar)  (1d20+10)[ 17 ]  dc5  (1d20)[ 8 ]   Damage  (2d8+2)[ 4 ]   
2: reload
3: Attack (X2)  (1d20+3)[ 23 ]  dc5  (1d20)[ 5 ]   Damage  (1d4+1)[ 5 ]   

Xbow 2:  Attack (Kheti)  (1d20+8)[ 26 ]  dc5  (1d20)[ 10 ]  Damage  (1d8)[ 2 ] 
2-3: paranoia on Kheti: will  (1d20+7)[ 27 ]  or effect

  Xbow 3: 1: move to G16
2:  Attack (Kharesh)  (1d20+8)[ 28 ]  Damage  (1d8+1)[ 8 ] 
3: reload 

Xbow 4: 1-3 move down tunnel

Status:
Key dwarf:  12 damage dazzled 2/3
Flask dwarf:  dying
Xbow dwarf 1:  6 damage
Xbow dwarf 2:  12 damage; calm; dazzled 2/3
Xbow dwarf 3:  dying
Xbow dwarf 4: 6 damage; calm

Sadar: 2 damage; frightened 2; bleed 6 + 1 extra slash pierce damage
Kheti: 14 damage; bleed 11 + 1 extra slash pierce damage
Kharesh: 2 damage
Mauricio: 2 damage
Gurmok: 2 damage
Dalnu: 2 damage
 

 
 Spoiler: Map 
 
K is the dwarf with the keys and magic
X1-4 are the dwarves with crossbows
E, B, C, V, G are the caged individuals.

Yellow is bright light, orange is dim light

U is the nice undead!
 
farothel
Dalnu noticed they weren't really coming closer, so she had to improvise a bit.  Using some tricks she had learned, she threw electricity at the two she could easily see.

 
 Spoiler: OOC actions 

action 1: reach spell (+30ft range)
action 2-3: cast electric arc on K and X1 for  (2d4+4)[ 10 ]  damage (basic reflex save DC19)

AC: 20
HP: 22/24
 
Prehysterical
Something between academic curiosity and disgust rankles Mauricio's gaunt face as he finally recognizes the creatures for what they are. Before any attempt at communication can even be considered, the group are introduced to a surprising physiological reaction in the form of literally burning blood. Seeing the fluids leaking from Kheti's alien anatomy, Mauricio no longer has the luxury of theoreticals. Putting away his crossbow, Mauricio hurriedly fishes out bandages and does what he can to help Kheti staunch the flow.
 
 Spoiler 
Administer First Aid (Bleed) on Kheti:  (1d20+9)[ 20 ] 
Battle Medicine on Kheti. Using Assurance to guarantee a 17 on the roll. Rolling for heal:  (2d8)[ 5 ] 
 HP:  32/35
 AC:  18
 Class DC:  19
 Speed:  25
 Fort:  +6
 Ref:  +8
 Will:  +9
 Perception:  +9
 Feats:  Forensic Acumen, That's Odd, Battle Medicine, Ward Medic, Keen Recollection, Continual Recovery, Doctor's Visitation
 
Gwynfrid
 "Those who remain peaceful, we shall grant them the peace they deserve."  Gurmok's pious tone carries a whiff of hope, tinged with doubt that things will turn out the way he prefers.  "The others, on the other hand, shall be taught a lesson by my master's mighty fist!" 

His next casting, on cue, brings forth a large, transparent-white fist, which immediately strikes hard at the apparent dwarf leader.

 "Irori, montre nous céans
La force de ton poing incarné
Punis-les de ton bras puissant
Avec une beigne sur le nez!" 

He eyes the dwarves who don't appear in a mood for blood, and briefly closes his eyes in concentration, to keep their minds at ease. Then, he calls out to the caged gnome:

 "I would love to set you free, friend, but doesn't that mean we must grab the ennemy's keys first?"
 
 
 Spoiler 
Actions #1-2 Casting  Spiritual Weapon , Strike at the key dwarf  (1d20+8)[ 13 ]  force damage  (2d8)[ 3 ] 
Action #3 Sustain Calm Emotions.

 
 Spoiler 
 Gurmok, level 2 cloistered cleric of Irori 
Perception +7; darkvision
AC 17 (including Shield spell effect); Fort +5, Refl +6, Will +9
HP 31/33
Spell attack +8
Sling +7, Damage 1d6
Spells used for the day: Disrupting Weapons, Calm Emotions, Spiritual Weapon, 1x Heal

Zen, goblin dog (trained animal)
Perception +6; low-light vision, scent (imprecise) 30 feet
AC 17; Fort +8, Ref +8, Will +5
HP 17/17
Melee jaws +9 [+4/-1], Damage 1d6+3 piercing plus goblin pox
Goblin Pox (disease) Goblins and goblin dogs are immune to goblin pox. Saving Throw DC 17 Fortitude; Stage 1 sickened 1 (1 round); Stage 2 sickened 1 and slowed 1 (1 round); Stage 3 sickened 2 and can't reduce its sickened value below 1 (1 day).
 

 