The World's Most Interesting GM |
You may roll one knowledge (nature) check and open all the spoilers that apply. Those who are 'untrained' may not attempt the roll.
Map updated.
Monterey~ |
Will Save: 1d20 + 5 ⇒ (12) + 5 = 17
"Umm... guys? Unsure what to do here..."
Durvak Stoutheart |
Will: 1d20 + 8 ⇒ (10) + 8 = 18
Scratching his beard, confusion showing over his face, Durvak steps forward. "Whatcha meanin? Yas wordy an confusicatin... Gun 'elp us or no? Iffen no, wes gots tings ter do. Be glad ter chatcha up more later."
Seemingly unaffected by the stranger stammering of the plant, Durvak steps into the room. Spotting a door on the far side, he slowly picks his way through the plants towards it.
I suspect the plant won't let me get far, but if allowed Durvak would follow the path of the blue line and end in the square with the blue 'X'
Monterey~ |
Monterey follows behind Durvak.
Volar Loken |
will save: 1d20 + 5 ⇒ (8) + 5 = 13
knowledge (nature): 1d20 + 7 ⇒ (11) + 7 = 18
"This thing is some kind of brain fungus. It's sentient though it's not native to Golarion. Weird finding one down here, that's for sure."
Volar follows along with Monterey and Durvak.
Smiler |
will save: 1d20 + 2 ⇒ (18) + 2 = 20
Smiler follows his human companion while keeping an eye on the strange planty thing.
The World's Most Interesting GM |
1d20 + 9 ⇒ (16) + 9 = 25
As he moves through the alien environment of the room he passes by a strange bulge in the flora in the northern corner of the room. The bulge turns out to be an overgrown backpack.
The creature mere waves it's long tendrils above its head as pictures of Nigel, and three apes with the heads of three old women who are obviously sisters flicker before it.
Banon |
Will Save: 1d20 + 4 ⇒ (4) + 4 = 8
Know Nature: 1d20 + 5 ⇒ (15) + 5 = 20
Banon follows along, reflexively raising a hand as the creature comes into view. "That's going to stay with me for awhile..." he groans. "I'd only heard of 'em before, they're worse in person."
Durvak Stoutheart |
"Oooo piece of cand...errr"
Spotting the oddly small bulge, he looks down before reaching out and snagging it. "HEY! Looky 'ere!" he exclaims. "Got meh spare package."
Making his way cautiously to the door, he pauses to look through the supplies within. "Wetsee-ear... Whatcha got..."
The World's Most Interesting GM |
As he draws near the bag Durvak (and now Banon) note how cold the room seems. In fact, Durvak can see his own breath with his second step. It gets colder the further in they go.
cold damage v Durvak (nonlethal): 3d6 ⇒ (5, 6, 1) = 12
Durvak I've stopped your movement at the point this occurs. You still have movement left if you want to take it.
The backpack holds a collection of canopic jars, decorative death masks, gilded ushabti, and other valuables. Within one of the side pockets there are a number of pieces of folded paper, some seem very old with strange symbols marked on them and some are much newer with more of that strange writing you found in the notes and book margins within the scriptorium. Durvak cannot make heads or tails of them.
The World's Most Interesting GM |
Know arcana to see if he knows what is going on.
Was there something specifically that Theodic is trying to figure out? The question is a bit too general to answer as stated. Did you mean: what's going on with the body, the texts in the room you are in, the fungi in the next room, the illusions, the voice in your head, the fungus creature, or something else? Lots of stuff is going on, and knowledge (arcana) is probably not the right skill to suss out all the answers. Some of the mysteries above can be answered by others in the group (or at least their players unlocked some of the spoilers).
Durvak Stoutheart |
Wony be able to give a legitimate post till later today. But Durvak would continue towards the door, sharing what he found.
"Oye! Tis nippy 'ere. Y'all be careful-like. Be gettin cold."
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Monterey~ |
"Is there anything over there?" Monterey says this as he heads into the room, staying close to the sentient fungus just in case.
The World's Most Interesting GM |
Durvak makes his way to the door passing a 4-foot-tall knotty mushroom down one aisle of books. It is unremarkable among all the other fungi except that the knots on the thing's round cap begin to pulse, swelling and deflating, and in doing so making a blaring racket! It is so loud that Nigel can probably hear it outside.
The unnatural chill fades away as Durvak moves east, but increases for those following him.
New Condition it is now impossible to hear anything with in a 50' radius of the shrieking (orange border) mushroom due to all the noise.
Making it to the inward opening door across a slippery patch of mold Durvak finds its bottom lost under a thick mat of fungus, its door frame warped by the dampness. It doesn't look like it will open easily.
And head-splitting noise continues.
Map updated
The World's Most Interesting GM |
Using your previous roll and Theodic's own non-skill in botany, he comes to the ddefinitive conclusion that that's some "bat s%+% crazy stuff" that he probably shouldn't smoke, or eat.
Volar Loken |
Volar waves his arms at everyone to get their attention and points further ahead.
Monterey~ |
Monterey follows Volar's lead, clearly cursing when no one can hear him.
Durvak Stoutheart |
Glaring at the screaming mushroom, Durvak yells back ".........." Clamping his hands firmly over his ears, he yanks hard on the door.
Guessing Str Check?: 1d20 - 1 ⇒ (20) - 1 = 19
HA!
Banon |
Banon covers his ears, wincing at the agonizing noise. Like my hangover wasn't bad enough! Moving down the bookcases, he maneuvers around the chill zone to join Durvak.
The World's Most Interesting GM |
Glaring at the screaming mushroom, Durvak yells back ".........." Clamping his hands firmly over his ears, he yanks hard on the door.
The door remains stuck fast in its frame.
The noise continues to blare.
The World's Most Interesting GM |
1d20 + 6 ⇒ (7) + 6 = 13
Banon covers his ears, wincing at the agonizing noise. Like my hangover wasn't bad enough! Moving down the bookcases, he maneuvers around the chill zone to join Durvak.
Banon spies a dark patch of mold near the "cold spot". Recognizing it as brown mold (a super thermal-absorbent mold) he realizes he can't get past it without some possible frost bite.
I held Banon up at the point were he would be affected. Brown mold has a 10-foot radius of effect.
The World's Most Interesting GM |
I held Banon up at the point were he would be affected. Brown mold has a10-footradius of effect.
Correction: 5-ft radius.
Durvak Stoutheart |
Pointing at the still closed door, he turns to his companions and yells "Y.....B......D......P....
"
Though they aren't capable of making out the words, he proceeds to make a pulling motion. Placing both hands on the door, he prepares to pull with assistance.
Str Check: With Another PC: 1d20 - 1 ⇒ (15) - 1 = 14
The World's Most Interesting GM |
With a hand or two on the door handle and one boot on the wall next to it, Durvak tugs and tugs while just behind him the tall sonic fungus continues to blare. The noise (in case you forgot) begins to rhythmically throb in everyone's head like a blind rabid mole, and their ears begin to turn red from the sound.
Strange Alien Creature |
The tentacled thing steps in line with the rest of the party, but flinches back against the noise. It's long tendrils flail against the ceiling most distressingly. The visions surrounding the strange creature just repeat the illusion of an annoyed camel spitting over and over on an infinite loop.
The World's Most Interesting GM |
Best adventure scene ever! ;)
The World's Most Interesting GM |
Remember, I can make this noise all day.
Monterey~ |
Monterey points to the previous room, then walks into it.
Durvak Stoutheart |
Turning towards the screaming mushroom, Durvak shouts back. "S.....U....P.....N....H...M...."
Frustrated, he kicks the door and hops along behind Monterey. Once in the previous room (Assuming nothing stops us?) he looks to the man. "ME NO LIKE 'SHROOM. TWOS LOUD FER DURVAK!'
Banon |
Banon follows the gnome's suggestion, sighing in relief as the loud screech abates behind the wall. "You're too loud yourself." The complaint slips out without a thought. "Eh, forget it. There's brown mold in among the rest of that fungus. It absorbs heat, so be careful around it."
The World's Most Interesting GM |
(Assuming nothing stops us?)
Well, depending on how Durvak gets back to that room, there's another 3d6 ⇒ (4, 4, 5) = 13 points of nonlethal cold damage to possibly contend with. Which would combined with the previous damage (see the "Continue on?" spoiler above, which I think you might have missed) put him at 25 nonlethal damage, and 7 actual damage, and therefore unconscious in the square next to the brown mold that will continue draining heat from Durvak until he dies.... but besides that no, nothing really. :)
Let me know how you want to proceed.
Remember too that Durvak has a mysterious, fungus-encrusted backpack as well.
Strange Alien Creature |
Monterey points to the previous room, then walks into it.
The horrific tentacled fungasoid creature follows you along with montage of images of every fight anyone here (besides Durvak who made his save) has ever seen that ended with someone slamming a door shut (or in Smiler's case someone flinging excrement).
It begins idly chewing on the remains of the dead guard.
Durvak Stoutheart |
That's right...hmmm...I'm guessing the screaming would prevent spellcasting...
Previously
Feeling a bit under the weather, and quite unsure of what caused the cold spell, Durvak takes a moment to close his eyes and focus on the power of Irori. The fist shaped birthmark on his face begins to glow brighter and brighter until it explodes from his face.
The pure light travels outward from him, encasing every living thing within 30ft.
Channel Positive to Heal (No Selective): 2d6 ⇒ (1, 5) = 6
Now
"Ah 'splains da cold. Ya wanna force door? See 'shroom 'gain? Or wes go back an try udder way? Me thinks we's try udda way."
Shivering again, he tugs a wand from his pack. "Getcha down ter bone! Second peas." Tapping himself a few times as he whispers "Yas sec-see beast" his bruises seem to fade away. "Ah much betta! We kin go na-ow."
Suddenly realizing the pack is still in his hands, he tosses it to Theodic. "Ear. Twas in slimy bits o'er dere."
Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Stowing his wand, he makes his way across the room to the southern door. With a glance over his shoulder to the others, he tries to yank it open.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Monterey~ |
"I think we should try going the other way before continuing into the madhouse."
The World's Most Interesting GM |
The sound in the next room dies ends abruptly leaving people in the scriptorium shouting.
Durvak finds the eastern door opens easily enough (possibly too easy). The room beyond is dark and musty Though not as musty as the archives and its forest of fungi. It seems to be a storeroom filled with boxes and crates stacked in disorganized piles, some only a few boxes high and others reaching all the way to the ceiling. Small puddles stand on the floor, and the occasional drip of water echoes in the darkness. The silence is eerie after all the noise and the lingering ringing in everyone's ears.
Strange Alien Creature |
**Nom, nom, nom--SLURRRRP!!**
As Durvak opens the eastern door several forms of translucent question marks rendered in multiple languages appear above the creature's central trunk.
Durvak Stoutheart |
The psychic plant following us still? That thing is awesome! lol
"Oooks ter be fa storage." advises the dwarf as he steps inside and begins to do a quick search of the room. Finding himself at the opposing door, he waves for his companions to join him.
Assuming of course I get that far: Blue line shows path
Perception (Looking for people/things that look expensive/potential foes): 1d20 + 9 ⇒ (15) + 9 = 24
The World's Most Interesting GM |
Since Durvak was willing to take the time and make the gestural equivalent of saying: "Hey everybody! Watch this!" We'll assume that everyone gathered round the door to do so.
Durvak notes a number of eyes looking at him from behind a cluster of crates that seem to be obscuring the spot where the jammed door was. He can make out the creatures toothy smiles and then as one they lunge forward screaming an wailing like patients in an asylum. But horror! What squeezes out from every gap in the wall of barrels and crates is not a horde of small creatures with big leering faces, but one 300 pound, amorphous blob of jelly with mouths and eyes that seem to open and close, rise to the surface and disappear, all along its viscus form. Some of its more prominent eyes narrow, and some of its mouths smile, while others cry out.
Simultaneously, other mouths probably sing the theme below.
Conditions It is dark in the room except in the area around the open doorway. The area east (down) within 10 feet of the door is dim, thanks to the dancing lights in the Scriptorium.
Durvak: 1d20 + 2 ⇒ (19) + 2 = 21
Monterey: 1d20 + 1 ⇒ (6) + 1 = 7
Theodic: 1d20 + 3 ⇒ (20) + 3 = 23
Volar: 1d20 + 4 ⇒ (8) + 4 = 12
Smiler: 1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 3 ⇒ (8) + 3 = 11
Surprise and Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Durvak (surprise round actions only)
__ The thing made out of eyes and mouths*
__ Theodic
__ Durvak
__ {Smiler}
__ Banon
__ Volar
__ Cerebric Fungus
__ The thing made out of eyes and mouths*
__ Monterey
Map updated.
* Roll one knowledge (dungeoneering) check and open all that apply!
The gibbering mouther has a number of strange powers beyond even this level of knowledge.
Durvak Stoutheart |
"AYE! Critter be 'ere." exclaims the dwarf, reaching out a hand to touch the strangeness before him. "Ewww. Ya feels strange."
I's Durvak, Life Coach atcha service. Iffen ya needen change, I kin 'elp. No charge. Iffen not, we's lookin fer museums folks dats lost 'ere. Know where dey went?"
Standard, Touch Attack. Free, Flavor
Lore Keeper (Touch Attack): 1d20 + 4 ⇒ (14) + 4 = 18
Success gives DC 22 Appropriate Knowledge
The World's Most Interesting GM |
Lorekeeper = success!
It is like putting his hand in mud! Warm lips form around the point of contact and then flow almost sensually over his fingers and hand. They open wide revealing row after row of shark-like teeth! The teeth chomp, but Durvak is quick enough to pull his hand away in time to avoid loosing it.
bite v Durvak: 1d20 + 7 ⇒ (11) + 7 = 18 damage: 1d4 ⇒ 4 Grab?: 1d20 + 7 ⇒ (2) + 7 = 9 Miss!
The thing begins to gibber more loudly
Conditions It is dark in the room except in the area around the open doorway. The area east (down) within 10 feet of the door is dim, thanks to the dancing lights in the Scriptorium.
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Theodic
__ Durvak
__ {Smiler}
__ Banon
__ Volar
__ Cerebric Fungus
__ The thing made out of eyes and mouths*
__ Monterey
Map updated.
Monterey~ |
Will Save: 1d20 + 5 ⇒ (16) + 5 = 21
"Huh? What's happening?" Monterey is pretty slow to react.
Banon |
Will Save: 1d20 + 4 ⇒ (1) + 4 = 5
1d100 ⇒ 28
"Nigel get the toast Hestram wants the gold how does fungus float where is the microfilm"
Strange Alien Creature |
"Nigel get the toast Hestram wants the gold how does fungus float where is the microfilm"
The fungal creature nods in agreement.
Volar Loken |
will save: 1d20 + 5 ⇒ (10) + 5 = 15
"Ewww. Ugly and noisy too! Well i only know one way to deal with noisy ugly things, and that is to hit 'em 'til they stop yammering! Come on Smiler, lets get that thing." says Volar as he moves over to the far side of Durvak and while getting his replacement club ready for a test bashing.
Smiler |
will save: 1d20 + 2 ⇒ (1) + 2 = 3
randomly confused: 1d100 ⇒ 43
Smiler doesn't do much but ook in a way that is somehow even less understandable than normal.
"OooK OOk, OOOK-oooK. OOookkk!"
Strange Alien Creature |
"OooK OOk, OOOK-oooK. OOookkk!"
Again, the fungal creature nods in what seems like sagely agreement.
"Ewww. Ugly and noisy too! Well i only know one way to deal with noisy ugly things, and that is to hit 'em 'til they stop yammering! Come on Smiler, lets get that thing."
The thing stops nodding and turns to Volar (or at least that's what it seems like), and a number of images of party members looking into mirrors appear around it.