Rose Silversting |
Parfin, I think you should use a healing surge. That'll get you 12+Con hp and keep you up. I want to limit the risk of further con damage. But if you don't agree (or if you're already cured), we can retcon this and receive a CLW, spoilered below.
Unless Parfin feels like the poison has worn off, Rose continues to call for more luck. Bit of luck.
If he happens to feel better, Rose will use her wand of Cure Light Wounds.
GM - Mark Garringer |
The fire pits are set into the ground, and they are now both empty (save for the large green flames).
Parfin does need another round of saves (cure 2).
Kwin Avassar |
It is a house rule for this campaign.
Parfin Groud |
Good gravy I forgot all about that. I'm in too many games, LOL.
Parfin uses a Healing Surge so that the party might be able to save on their magical healing. 13 gained, then the 3 from the wand puts me at 21/23 now.
GM - Mark Garringer |
Looking at the wording Kwin references, I seem to have masked the intent slightly. Each surge should give you that die roll, not the fixed amount. So in Parfin's case, 1d12+con.
I also still need a second save from Parfin, and remember you took 2 Con damage from the venom already.
Parfin Groud |
Ah, I will roll then and I did take the con damage into consideration.
Healing Surge: 1d12 + 1 ⇒ (1) + 1 = 2 Seriously? LOL. OK, so I'm 10/23 HP instead.
Fort Save #2: 1d20 + 4 ⇒ (17) + 4 = 21
Rose Silversting |
Ouch, Parfin! I'm glad you made the rest of the saves at least.
"Looks like you've suffered the worst of the venom. Let me patch you back up."
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
12 more HP, so you're at 22/23. How close are we to level 3? We could sure use an extra level!
GM - Mark Garringer |
Felix starts looking at the snake corpse while Parfin and Rose patch the half-orc up. "Outstanding evolutionary adaptation! Kwin, look at this! The snake's hide seems to be resistant to fire! You know, if we skinned this thing I bet we could get some coin for it in Zelkor's Ferry."
The hide is worth 1000 gp if sold. Where next?
Parfin Groud |
Who can skin this creature? We can use that coin. And thank you Rose, you are a lifesaver.
One more fight could get us to 3, depends on the fight!
Kwin Avassar |
We need 215 xp for third level.
With some help from stronger folks in the group, Kwin can probably take 10 to skin it (he has all of the profession skills at +2; I imagine that would be Profession (butcher)?)
GM - Mark Garringer |
Since there aren't any specific rules about skinning that I am aware of, I'm going to just make something up :).
I will allow a base check with aid another results from related skills, they don't have to be the same skill to aid, but you must be able to support the use of the skill in order to render aid. In the above example, a base check of Profession (butcher) with and Aid Another (Survival) seems totally reasonable to me. I'll use the adjusted total as a percentage of the Arbitrary Skinning DC to determine your final sale value.
Parfin Groud |
I think going there is best, I'd avoid that there. Careful when you cut here I think.
Aid using Survival: 1d20 + 4 ⇒ (18) + 4 = 22
Rose Silversting |
"I'm sure you'll do great, Kwin!" Rose casts Guidance on Kwin, herself, and anyone who wants to help. He gives Kwin a Bit of Luck, and tries to help him too!
Aid Another (survival): 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20 Kwin gets a net +5 (guidance plus helpful trait) from Rose, and gets to roll twice.
GM - Mark Garringer |
Rose I am not going to allow Bit of Luck on the roll, my rational being that the action takes more than 1 round to complete. Save the use for something else, it's not wasted. Even without the 2nd roll you guys beat my Arbitrary Skinning DC of 15 so it's all good.
Kwin sets to work, with a lot of advice from his companions and removes the emerald cobra skin in a pristine state that should fetch the estimated 1000 gp!
And then?
Kwin Avassar |
Pleased that Parfin has recovered from the poison so well, Kwin is in a good mood as they head north. He has his bow ready as they go.
Looking at the map, it looks like there is a door on the east wall as we leave this room. We'll try that. We'll give Felix a minute to look it over and then try going in.
GM - Mark Garringer |
After searching the door and finding it unlocked, Felix opens it into a long room.
This room has recently been used as a barracks, probably by bandits, and all traces of its original function have been cleared away. There are ten crudely-built wooden beds in the room, each with a wooden footlocker underneath. All of the footlockers are empty, with the exception of a candle stub, a mouse skeleton, a needle and thread, and a bent copper piece. The blankets on the beds are intact and can be used.
Parfin Groud |
A home away from home. Parfin remarks as he looks about the room. Let's give it a good search to make sure its safe and maybe we'll find something that was stashed away and forgotten.
We might be able to use this as a place to get rest and recover from ailments without having to trek back to town. I say we take 20 on Perception and make sure there are no traps, critters, secret doors or whatever else that might kill us left in here.
GM - Mark Garringer |
After painstakingly searching the room, nothing else of interest or danger is uncovered. This room does look like it would make a good, defensible place to sleep.
Parfin Groud |
Noting that the group seems to have cleared the room of any danger Parfin suggests that they finish clearing out the entire level before trying to stay here. Let's continie to check this place out. We can either go back to the door to the south, beyond the leeches (SE on the map), see if we can clear out the stirge area and figure out what those pools do, or try the door with the hand in the main entrance.
Kwin Avassar |
"I'm not sure how we could knock that door down unless we literally hack it into splinters. You're right; there was a door in the room with those leeches that I don't believe we checked. On the north wall if I recall correctly."
Felix Nin |
Felix, finally looks up from his book that he has been writing in and barely notices that he is not in the same spot as when he started writing. "Almost finished with chapter 1." He mutters and takes a look around. "South, sounds good."
GM - Mark Garringer |
Decding to head back to the door that wouldn't open, the party takes a more destructive approach to the door this time. Between Parfin's earthbreaker and Jericho's halbard the door is pretty quickly reduced to splinters. You can tell after it's been smashed to bits it was indeed spiked from the inside.
Inside, the stone floor is scattered with human and goblin bones. There is also someone in the far corner, holding a shield up a vain attempt to remain concealed. The adventuring equipment in the room includes five backpacks, 20 iron spikes, 4 spears, a longbow, 3 lanterns (no oil remains), 2 sets of leather armor, a suit of chainmail, a wizard’s robe, a holy symbol, and a crowbar.
Parfin Groud |
Bones or corpses? Does it look like this guy went cannibal to survive in here?
Parfin looks around, allowing someone with a better bedside manner take the lead here. If they are not close to the man, Parfin will start to examine the rest of the room, including the backpacks, armor, and whatever else is left.
GM - Mark Garringer |
Bones. Pretty clean bones. While the others talk, Parfin checks out the gear. There are also broken arrows and the armors look like they've taken some good hits.
From behind the shield, "Oh, umm. Hello there. Gelver, I'm Gelver. Who are you?" he peeks from behind the shield for a moment and gives out an eep! when he sees Parfin and darts his face behind it again. "Well, I suppose you aren't goblins. They tried to get through the door but I guess they weren't as determined as you lot. Seems like I've been in here..." he sighs heavily, his face peeking from behind the shield again, mumbling to himself "...three, and nine...four, no wait...then Agrin...and two. Umm, 20th of Neth, give or take."
That's about a month ago.
Parfin Groud |
Are you injured? Parfin curtly asks as the human(?) peeks around his shield at him. What, my pretty face scares you?
Dobin Cur |
Dobin looks at the fellow, then back at the cleaned bones.
A month locked in here...I hope this does not look like what I think it does..
He draws Rose and Jericho's attention to the bones and give a meaningful look at the fellow.
GM - Mark Garringer |
"Well, heh," he laughs nervously, lowering the shield you get a clear look at his emaciated face, "I am not injured, not anymore." He gestures to a nasty looking scar on the side of his neck. "Dogslicer. My companions and I, we came for the treasure, got attacked by a group of goblins and were pushed back into this room." He waves his left hand at the bones. "Big fight. Chaba fell first, managed to take some gobos with him though. Then I got this." He motions to the scar again. "Thought I was a goner for sure. I woke up later and everyone was dead. I had a healing potion so I drank that and spiked the door shut to keep the goblins from coming back." Standing up, he dusts himself off a little and stretches. "Been hold up in here since, goblins come around to test the door now and then. But there's too many of them to fight by myself. So I've been kinda stuck. They were just at the door not too long ago, you didn't see them or fight them did you?" He gestures toward the backpacks, "Most of what we carried has been used up or eaten, so it's a good bit of luck that you are here now. Otherwise I might have starved!"
Rose there is no reaction to your channel.
Parfin Groud |
I have seen no goblins. Parfin eyes the man carefully, noticing that he did not answer his previous question. Where are you from?
GM - Mark Garringer |
Gelver looks human, black hair cut short and blue eyes. When Rose asks about his companions, his eyes dart to the bones then back to Rose, "My dear, sweet friends." he sighs. "Five of us there were. We set out from Zelkor's Ferry. Chaba was from around these parts, hired on in the Ferry. Agrin, Winda and Vata came with me from Eleder across Desperation Bay. We'd been together a few years, trying to catch a break, make our gold. Like I said, about the 20th of Neth as far as I remember, we came down into the Mouth of Doom. "
Turning to look at Parfin "We ran into a mess of skeletons, and a wicked stirge nest. Then, as we come to that cross hallway, " he points north, past the smashed door, "a flood of goblins comes outta the western end of the hall. We pushed back down here and..." he stops, looks over at the bones a moment and shakes his head. "Oh, there's a pit trap in that hallway. Winda found it, but none of the goblins set it off when they chased us in here so I think they knew about it too."
RSM: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Rose, you don't get the impression that he's being untruthful. Parfin, though he didn't directly answer your question about your face, you don't get the impression that he's afraid of you.
Felix Nin |
Well, then your luck has picked back up and you live to tell the tale!
Felix does the investigation thing a bit on the remains of the room, just to be on the safe side before we cut him loose