Parumartish |
Me too, I was just pointing out that it wouldn't affect the ghoul's turn since it went first, so it made sense that you hadn't mentioned it.
Parumartish's eyes narrow slightly in annoyance as the ghoul manages to assault his allies before he can react. He pulls himself out of the muck and away from the undead fiend to invoke a spell of illusion.
Oh that's where Davor was! Anyway, the plan was to make the indicated area appear to be natural walls in the cave.
Davor Mason A.K.A. The Tracker |
Is Davor able to act then? I doupt 7 would've passed the DC for paralysis unless you have disease and paralysis under the same save? if so, here's an attacked below made as a part of Hateful Retort.
Hateful Retort: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14
DM Beckett |
Ah, wasn't expecting that.
With the Kelesh mage easily dividing, conquering is easy, and the undead offer no serious threat.
I assume you destroy the Ghoul in basically one round, and then all Ready to attack basically helpless Zombie each round until they are dead.
On the other side of the iron gate sits a small, dry alcove slightly raised above the mire. Becher pushed aside a bric-a-brac shelf exposing a small niche in the back of the room where his father secreted a stash of belongings in a locked chest. An outline in the dust shows where a small chest once sat. The shelf contains dozens of crates of rotting wine corks and moldering labels. One crate, sealed slightly better than the others, contains some of Iodan’s old adventuring gear, a set of metal bracers inscribed with defensive motifs, a molded set of clothes and rotten cloak, and two once fine daggers now badly rusted and worthless. Mot is junk, though the bracers and just short of a hundred gp worth of various coins make it worth sifting through.
You also find a hidden passageway in the far side of the caves, hidden behind a stack of barrels. Muddy footprints and small pools of water indicate someone has gone this way, though about 20ft later you begin to notice small drops of blood as well.
Following the trail, you come upon a young man, severely wounded, but attempting to continue to limp and crawl along the tunnel heading away from you.
He calls out feebly for you to identify yourselves, and when you announce you are Pathfinders, he relaxes a bit, identifying himself as Becher, son of Iodan Railford, the very man you came all this way to speak to.
He is clearly very wounded, and it doesn't take a healer to know that these bite marks are from the undead abominations you had just encountered. He doesn't look infected, but he is not long for this world, having used the last of his strength to get this far and now running on fumes.
He carries a small chest like one would a small child, protectively to his chest, but says it's locked and he doesn't have the key.
"The deed's gotta be in here. It's the only one I couldn't get into. Please, you have to get me back to the distillery with the deed and my father's will, or the Taldan army will kill everyone to claim the town as their own. Grald Kretchmoor, an old soldier I served with has taken it upon himself to reclaim the land in the name of The Empire. As part of Grand Prince Stavian III’s plan to reform his kingdom, he created an incentive program promising formal titles to any conscripted men willing to reclaim his lands from rogue lords. Grald Kretchmoor overheard me talking about the troubles I had with my father back then, and responded to the call with glee."
DM Beckett |
Mirima Beryamae |
Mirima Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Mouser Perception: 1d20 + 15 ⇒ (9) + 15 = 24
Heal: 1d20 + 1 ⇒ (3) + 1 = 4
Mirima sighs in relief at the sight of the man, beaten down as he is. "A Railford! Told you the good guys always win." The elf wizard grins as she looks to the party. "Should we have a go at the box, and see what's in it? Hopefully it's the deed as you said, Becher. Then we can go back and stop all the madness happening back in town."
A sudden mischievous look appears, and Mirima pulls out her wand and taps the poor helpless man. "Ooh, you look hurt. This should help. The wand sends a twisted energy through the man, worming through him and defiling him even as it heals him.
Wand of infernal healing - 10 rounds of Fast Healing 1 for the poor man. He'll feel vile while it's happening, but it'll be worth it. :)
Yoshi Masaso |
perception: 1d20 + 4 ⇒ (13) + 4 = 17
heal: 1d20 ⇒ 3
"Do not worry Becher-san. We will see you and your chest back to your village."
He'll wait for the others to assess Becher as well as they can, and then gently lift the man onto his own shoulders.
"Can one of you carry the best?"
Mirima Beryamae |
Glad to see the wand working as the merchant described, Mirima turns her attention over to Davor. "You look hurt. Would you like me to take care of it?"
Tuca luna marceau |
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Tuka was going to heal him, but he was healed before she coyld react. She gets Her short sword and gets the bow con place.
-Posted with Wayfinder
Davor Mason A.K.A. The Tracker |
Davor puts his blade away and looks over the man and the chest.
"Can anyone unlock this chest? It also appears to be trapped." Davor notices with his one good eye.
Perception: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Heal: 1d20 + 3 ⇒ (6) + 3 = 9
DM Beckett |
For a few moments after using the wand's magic, Becher seems fine. Not getting any better, but also not getting worse. He takes a seat while you work on the opening the chest, feeling sick to his stomach.
Hisao manages to remove the hidden poisoned needle, but that doesn't open the chest itself. With a little more work, though, he is able to pick that lock as well.
Inside, you find an assortment of papers, detailing the ownership of the land back some 500 years, but finally come upon the two scrolls you seek. One is the most recent deed to the Railford land, and the other is the late Railford's will, leaving it all to his son Belcher.
Turning back to the resting Becher with the two documents in hand, you see he has begun to slip closer to death, despite your Infernal Healing, and is now quietly dying.
Saddly, no one made the Heal check above. Ha ha ha. But, he's not dead yet.
DM Beckett |
Ha ha ha, see the above spoiler. :P
Mirima Beryamae |
Appraise +4, untrained, Take 10 for 14
Mirima scans the scroll quickly, and looks up, dismayed. "We need Belcher's signature here to make this a valid will giving him the rights to the deed! Quick, Belcher, sign this, or all is lost!"
DM Beckett |
Kind of. Depends on how you do it.
Mirima Beryamae |
Anyone with enough healing to be able to tend to the poison and keep it from killing him while we bring him back to town?
Mirima, flustered, tries her amateurish best to tend to the poison. "Think we can get him in good enough shape to get him back for a more professional treatment?"
Three that might help learn something about the poison: Dungeoneering, Nature, and Religion (Mirima knows other stuff, but these look most promising)
Know(something): 1d20 + 8 ⇒ (7) + 8 = 15
Since Hisao pointed out it's poison, Mirima will try to tend to it, and see how long they have, before it kills him.
Heal: 1d20 + 1 ⇒ (18) + 1 = 19
Davor Mason A.K.A. The Tracker |
Don't think I have anything to help.
Tuca luna marceau |
"I cant help much but i can heal him if necesary"
-Posted with Wayfinder
Yoshi Masaso |
Yoshi shrugs.
"People get sick. Some get better. Some die. I can carry him back, but let us make haste and make sure the dead we have past will rest easily."
Lets take time and make sure all those bodies are burnt. No sense in leave ghouls behind us.
DM Beckett |
He is kind of stricken with PLOT, so I'm not actually sure if it is poison, a disease, or bleed damage, or what. He just looses 1 HP per round until he falls unconscious, then continues until dead or "healed". Because Infernal Healing doesn't actually heal any HP, (it grants Fast Healing 1), it replaces the damage he is taking, but only for as long as the charge lasts.
Pouring one of Hisao's potions down the man's through seems to do the trick, as you can almost see in your minds eye whatever illness had plagued Becher begin to vanish. He remains unconscious for now, but seems much better, just in need of a bit of rest.
With nothing else to do, you continue to follow the cave, eventually ending in a small man made square room. A single wooden ladder leads up to a trap door, and the rest of the room is filled with moldy wine cases.
Above, in the distance, you can hear a loud knocking sound, followed by a male voice screaming. "Becher Railford! Time is up. Open the door and produce a legal deed indicating this land is yours, or by right, I claim this town in the name of the Empire. Open the door, or we break it down!"
Tuca luna marceau |
"As i said i have a wand of cure light wounds. And i will use it as many times as needed".
Please hear me
-Posted with Wayfinder
Mirima Beryamae |
As Tuca returns the man to consciousness with his stick, Mirima shakes her wand in frustration before sheathing it, while muttering, "Stupid defective spell. The merchant sure didn't tell me about not working in situations like this. I don't know why I keep going back to that guy."
Just a fluff post. Nothing to see here. Carry on :).
DM Beckett |
I am back, and I plan on jumping back in and reading up on games today. I apologize for the delay. It was sort of last minute that I was going and turned out that internet was not really accessible.
DM Beckett |
Climbing up the stairs, you see that it deposits you within the distillery, the very location you where sent to, in order to broker a dal to have it act as a secret Pathfinder Society Lodge. Outside, you can hear small battles going on, as the soldiers are attempting to take the small town by force, and those able to fight back are attempting their last stand, though it seems they are most focused on the distillery itself.
Outside, you can hear the soldiers growing more forceful, and it seems like they are dragging something towards the door. There is another shout to open the door. As the last of you manages to climb up, the young Railford begins to stir.
You are in the distillery's main workroom, with various large barrels on both sides, as well as a small catwalk on the east (up) side. The distillery has tall 20-foot ceilings and 8-foot high climbable scaffolding surrounds the walls laden with massive barrels filled with liquor. The barrels on the ground floor level are tapped and can be opened and closed, but as they are filled with strong alcohol, could possibly be a danger if fire becomes involved.
To your right (south) is another large open room leading to a small wine cellar, with two shorter floors (only one level). As the younger Railford has recently switched from producing wine to producing whiskey, this room is mostly barren now, and mostly used as a sort of storage area for various tools and equipment.
To the left of the main room, is a set of doors, closed, but not locked, that lead to a Stillroom. A massive exhaust chimney occupies the center of this brick room, while complex coils of glass piles and alembic tubes, vats and beakers chug and burble, powered by a smoldering hot iron stove. The smell in this room is overpowering. . .
For the sake of simplicity, this part is designed to work around timed events. After you manage to climb up and do a quick inspection, I'm going to say you have 1 full round's worth of actions BEFORE everything sort of begins. This will also allow you to ask any questions you might have. There is a 3.5 mechanic here that I'm going to houserule a bit, so please trust me on this, I'm aiming to make it fun and tense, not screw you over. Certain things will just happen at certain times.
Looking about and from the noise you can hear, you spot a total of four areas the Taldan soldiers will be attempting to break through, (unless you can stop them, that is). There are three doors (on the map) that are surrounded, and also a single large window.
On the map, I've added Red "X's". Lets assume that from left to right they are Points A, B, C, & D. For round (minus) -1 and Round 0, I'm not going to use Initiative, but there are a few possibilities you can attempt.
1.) Attempt to wake Becher Railford.
2.) Use random things around the room (make them up) to reinforce the various entry points (think zombie horde)
3.) Try to talk your way out of it (Bluff/Diplomacy/Intimidate as a Full Round Action)
4.) Initiate combat early
5.) Make other preps/other/prebuff (think outside the box) <No I Ready to attacks, though, (not in Init order)>
Feel free to take a minute to discuss as a group what you would like to attempt to focus on, or to ask questions. :)
Yoshi Masaso |
Can the kegs be moved to an area where they would block a door and if attacked spill volatile liquid over the Taldane soldiers?
Aside from that (and this is not Yoshi's area) now we have the document and heir, shouldn't we be trying to have them stop attacking? Anyone got any decent diplomacy.
Davor Mason A.K.A. The Tracker |
urgh, kinda winded as not sure what to do.
Fort: 1d20 ⇒ 5
Hisao |
Fort Save: 1d20 + 2 ⇒ (16) + 2 = 18
Hisao shouts out. Stop fighting please. We are going to open the distillery doors. Just give us a moment. We have sick people in here
Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14
Mirima Beryamae |
FORT: 1d20 + 1 ⇒ (11) + 1 = 12
Mirima heads over to see what Yoshi is up to, and tries to offer some random suggestions. "Hey, let's spill some of this vintage wine by one of the entryways. May be this will slow them down. And who knows what my little arcane fire might do to that, if they really want to force their way in."
Davor Mason A.K.A. The Tracker |
[dice=FORT]1d20+1
Mirima heads over to see what Yoshi is up to, and tries to offer some random suggestions. "Hey, let's spill some of this vintage wine by one of the entryways. May be this will slow them down. And who knows what my little arcane fire might do to that, if they really want to force their way in."
"Sounds like a good plan to cover us." Davor nods approvingly.
Parumartish |
Is no one going to try and wake Becher?
Fort Save: 1d20 + 2 ⇒ (13) + 2 = 15
Parumartish positions himself on the high ground in case conflict cannot be avoided.
Mirima Beryamae |
Why, that's the job for the resident healing type. Wait, that's me!
Mirima leaves Yoshi to carry out the busy work as she bounds and skips back to Becher. "Hey, how are you doing there? You awake yet?"
Heal: 1d20 + 1 ⇒ (5) + 1 = 6 Bwahahaha Mirima is clearly not the healing type.
What does it look like Becher needs to be waking up? More healing?I think our resident Tuca already said she has a wand of CLW, and she's not afraid to use it. And, if we'd come across potions of CLW/CMW, Mirima would be more than happy to administer it. Finally, if all else fails, Mirima will metagame slightly and deduce her wand of infernal healing will suddenly work now and tap the man with it, if that will work. In any case, we'll make Becher come to.
Tuca luna marceau |
Fort. save: 1d20 + 4 ⇒ (16) + 4 = 20
Tuka looks around... Is the wine in barrels?. If it´s so she will ask for help to move a couple of barrels to each door and prepare to defend them by shooting and fire arrow or magic to the barrel, with a hole prepared, and burn the unprepared soldiers.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
The perception check is for traps and other unexpected items on the room.
Davor Mason A.K.A. The Tracker |
Davor gives a try at attempting to get Becher awake or understand his condition more as he watching Mirima's filed attempts.
Heal: 1d20 + 3 ⇒ (5) + 3 = 8
...Though he didn't do much better...
DM Beckett |
As you begin to fortify the various entry points, the soldiers outside grow more irritated, assuming you are either hiding something or postponing the inevitable and begin to bludgeon and hack their way through. The three doors hold, but will not for long, but the pair of soldiers at the window have little trouble, throwing a large rock through and then begin to push aside the barrels.
Becher wakes up, still wounded and bit out of it. Startled by the sound of crashing and smashing, he sits up, asking what is going on, but he's clearly too going to be more of a liability than an asset as a warrior. "Is it too late?!? Did you not find the document, or did that bastard just not care? Are. . . are we all going to die?!?!
As he begins to stand, still a bit on wobbly feet, you suddenly hear a scream from somewhere off in the town, but there's too much going on, too much in the way to make out what caused it.
Yoshi Masaso |
"Stop! Get your Yakuin. We have the documents to prove this is not Taldor."
Calls out Yoshi.
Any who come close, he will try and trip and attack, doing only non lethal damage.
Mirima Beryamae |
"About time you woke up. Hurry up and sign these! We'll see to keeping you alive." Hopefully. The elven wizard looks at the encroaching soldiers, and then about the building. "Hmm, I wonder if I can set this place on fire..."
Hisao |
Hisao sighs, goes invisible Vanishing Trick and then charges one of the soldiers trying to get in from the window and tries to push him out again.
Charging Bull Rush attempt while invisible: 1d20 + 2 + 2 + 2 ⇒ (18) + 2 + 2 + 2 = 24
Used up one ki. AC 15
DM Beckett |
Hisao ninja-vanishes, rushing one of the Taldan phalanx-men and sendinf him flying back in surprise just as Belcher grabs the documents to scribble his mark. With a little room outside, Hisao is able to see what's causing the screaming outside, and it's more than just simple pillaging.
"GHOULS!" he screams as a warning, watching as a pack of mire ghouls rips through the villagers and soldiers alike with ease.
Becher hears the warning, and drops his pen, leaving the will to fall to the ground unnoticed, knowing these ghouls are what remains of his friends.
1d20 ⇒ 17
Davor: 1d20 + 1 ⇒ (10) + 1 = 11
Hisao: 1d20 + 5 ⇒ (9) + 5 = 14
Mirima: 1d20 + 7 ⇒ (2) + 7 = 9
Parumartish: 1d20 + 11 ⇒ (12) + 11 = 23
Tuca: 1d20 + 5 ⇒ (2) + 5 = 7
Yoshi: 1d20 + 3 ⇒ (19) + 3 = 22
--------------------------------------
Soldiers: 1d20 + 6 ⇒ (2) + 6 = 8
Ghouls a: 1d20 + 2 ⇒ (1) + 2 = 3
Ghouls b: 1d20 + 2 ⇒ (2) + 2 = 4
ROUND 1
Parumartish (), Yoshi (), Hisao (), Davor (), & Mirima ()
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Grald (), Soldier 1 (), Soldier 2 (), Soldier 3 (), Soldier 4 ()
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Soldier 5 (), Soldier 6 (), Soldier 7 (), & Soldier 8 ()
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Tuca ()
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Ghoul 1 (), Ghoul 2 (), Ghoul 3 (), & Ghoul 4 ()