Theaton heads into the Wedded trout. Once inside he will look around and the say, I need a room for the night, a good meal to fill me up and a hot bath with a comely lady to help me scrub of the dirt. Oh plus I need some raw meat for my companion here." He rubs White fangs neck and head.
Zork focuses on the rewards and wants to know when they will be disbursed. Besides that he asks, "Do you have a mage willing to do pro bono work to identify some items?"
Diramadhim
Initiatives:
Yarrow 15
Caelum 11
Wolves 7
Archival 6
Yarrow croaks some arcane chant as he raises his hands casting a spell Archival doesn't recognise. The water in the creek appears to stop as if an invisible dam were placed there. As more water rushes in, the river raises in height to a wall 10 feet high. Some runoff begins to flow into your camp.
Caelum readies for them to come closer, his attack ultimately ineffective.
The wolves stride into the light provided by the campfire. Three of them bound in and split up to attack each of you, Yarrow being out of reach, but you can also hear the barking of more on the other side of the wall of water. Caelum and Midnight get bit but neither gets tripped (Caelum 7, Midnight 4 damage).
The horse kicks and bites back at its assailant, but only one of its hooves hit (Wolf 4 damage).
Archival steps back and brings forth one earth elemental before him, but it misses as it swings its bulk at the wolf.
Yarrow mumbles something else, a Grease spell, throwing it before Caelum and the earth elemental. Both wolves keep their footing in the slippery field.
Caelum continues to swipe at his target, but the wolf dodges.
The wolves bite, striking Archival and Caelum, the eidolon being pushed to the ground (Archival 7, Caelum 4 damage)
Midnight is clearly startled, because he can't get a good hit.
"That's not a loss for us," the barkeep mutters as he heads back to the counter.
Looking up and down the streets nearby, Theaton sees the Rusty anchor to the south by the docks. There is a group of noisy, drunken sailors that the crowds are avoiding. To the southeast and also nearby is the exact opposite, the Bear Hug tavern that seems to be frequented by guards, probably watching the other crowd in case it spirals out of control.
To the West, past the town square and also frequented by guards and mercenaries is the Minuteman Inn. And if you ask around, you can find out the locations of Benny's Stop and the Dart and Drake, as well as the Midnight Cafe, famously placed outside the town walls.
The lone smalI earth elemental I summon charges into combat, attacking the wolf currently on me. As this happens, I take a 5-foot step back and out of harms reach before casting my spell of Invisibility. Midnight lashes out at the wolf attacking her while Caelum continues to fight.
Out of Character:
To determine Caelum's claw damage, subtract 3 and then divide the remainder by 2 (Rounding up) and add 3. Hmm… JB would you mind programming a d3 option into the dice?
4 damage for Midnight doesn't add up. I'll post her stats again - it's been a while and you likely looked at a smaller horse's stats or one that wasn't combat trained She gets +5 to attack (BAB +1 + 5 Strength - 1 Size) and does 1d6+5 with her two hoof attacks and 1d4+5 with her bite (Since combat trained, all of her attacks are primary).
Midnight
N Large animal
Init +2, Senses: low-light vision, scent; Perception +8
AC 18, Touch 13, Flat-footed 14 (+4 Dexterity, +2 Natural, -1 size, +3 armor)
HP: 19 (2d8+10)
Fort +8, Ref +7, Will +3
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +5 (1d6+5)
Space 10 ft; Reach 5 ft
Strength 20, Dexterity 18, Con 21, Int 2, Wisdom 17, Charisma 11
Base Atk +1; CMB +7; CMD 21 (25 vs. Trip)
Feats: Endurance, Run
Skills: Perception +8
SQ Combat Trained
Hide Shirt Barding
Caelum
Small Air Elemental Biped Eidolon
Init +2, Senses: Darkvision (60 ft.); Perception +16
AC 17, Touch 13, Flat-footed 15 (+2 Dexterity, +1 Size, +4 Natural)
HP: 20
Fort +5, Ref +2, Will +4
Speed 30 ft.
Melee 2 claws +6 (1d3+3), Slam +6 (1d6+3)
Space 5 ft; Reach 5 ft
Strength 17, Dexterity 15, Con 15, Int 7, Wisdom 10, Charisma 11
Base Atk +2; CMB +4; CMD 16
Feats: Skill Focus - Perception
Small Earth Elemental
AC 17, touch 10, flat-footed 17 (-1 DX, +7 natural, +1 size)
HP 17, Fort +6, Ref -1, Will +4, Immune elemental traits (Immune to bleed, paralysis, poison, sleep, stunning, critical hits, flanking, precision-based attacks like sneak attack)
Improved Bull Rush, Power Attack (-1 attack, +3 damage - not added into listed stats)
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+7)
Earth Mastery (+1 attack and damage if both it and foe are touching the ground - not added into listed stats)
ST 20, DX 8, CN 17, IQ 4, WS 11, CH 11
BAB +2, CMB +6, CMD 15
Senses: darkvision 60 ft., tremorsense 60 ft.; Perception +4
Languages: Terran
My creatures will always charge and power attack if able. This brings their Attack to +10, Damage to 1d6+11, and their AC to 15.
Theaton decides to go to the shops to resupply himself with arrows and food for him and White fang. He will also see about stabling his horse. He will look in the armor and weapons shop to see if any have some better weapons that he may be interested in.
Zork readily agrees and hands over the items and gold for him to check. "Shall I wait or will this be awhile? Also, do you have special items for sale? I am waiting on a goodly amount of gold from the Stag Lords for bringing in the bandits."
Out of Character: Was it only the amulet?