Beatific One

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192 posts. Alias of Robert G. McCreary.


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The rest of the night passes uneventfully. The tribesmen keep a large fire going all night to ward away the darkness (or worse). As morning breaks, there is movement in the camp, but never in the direction of the tomb.


The rider shakes his head vigorously again at going into the tomb. NO! Banish me instead! Kill me! he mouths, along with more that's not clear without a lip reader.

And no, the night has just begun and no one has rested, so if you want to regain spells and so forth you would need to rest.


Note that the tribesmen moved some distance away from the tomb entrance to set up their camp. It might be possible to sneak past them without confronting them. That said, if you want to mix it up and try to scare them, go for it!

Steve:

Spoiler:
Sounds good to me. Go for it.


The rider follows the conversation with his eyes. When talk comes up of taking him into the tomb with you, he shakes his head vigorously. A croak comes out of his mouth, but his lips form the words, Not the tomb. Kill me first!


All right guys, let's get this thing started again. As Lotus said, you've got a prisoner who can't talk, a camp full of jungle tribesmen and slaves, and tomb to explore. It's dark and you're all wearing sunglasses. Hit it!

Seriously, what's the next step?

Here are some options:
1. Camp and wait for morning.
2. Try to sneak into the tomb tonight.

What are you gonna do?


I'm back (finally!) and should be good to go! Thanks for your patience, guys.

Still apparently not able to speak, the rider watches and listens to your discussions. His black eyes reflect the firelight, shifting back and forth between the speakers. When Skittle sits in his lap, his eyes widen, and he shoots a glance towards Bedu, but makes no other moves.

Indo studies the rider's trail, and is able to ascertain that riders along this path are somewhat regular, though it's impossible to say just how frequently people pass along it.

Watching the camp, Skittle thinks it might be possible to slip into the tomb unnoticed. The tribesmen's camp is far enough from the entrance that darkness should cover the approach, and the noise of the slaves and animals in the camp might mask any sounds the party makes, as long as they try to be stealthy.

Now as for the god-kings... I'll put it in a spoiler for Neil just in case anybody wants to be surprised, but it's not really secret.

Spoiler:
So, the god-kings. I think you've been doing a great job with playing a cleric of them. To tell you the truth, I've never really fleshed them out, so there's not much "canon" to go against. :) Originally, it was just extra flavor for the Iskandria write-up, and so many people were clamoring for a pbp that I never had time to flesh out the world much more than that.

But basically, I kind of think of them like ancient Mesopotamian kings mixed with Egyptian pharaohs - mortal kings while alive, but deified after death. And it's not so much worshiping one god-king, as all of them together as a pantheon, almost like a kind of ancestor worship. I think they'd be more of an urban thing - the city dwellers venerate them, maybe with a small household shrine, and certainly there are (were) big temples run the old priestly bureaucracy, of which Liet was a member.

But I don't think they would be seen as having much direct influence on daily life. The god-kings are there to provide legitimacy to the status quo (or at least the way it was before the Rani seized power) - that of the current god-king and the priest-bureaucracy. They represent tradition, and probably a lot of conservatism, too. Liet, being one of those priests, however, would probably have a very different view of the god-kings and just what they mean.

So basically, feel free to run with it, or expand upon it however you want to. If you go way out in left field, I may step in, but it's not like I have stranglehold on *my* creation. Certainly, based on the current situation in Iskandria, I could see priests like Liet doing everything they could think of to "sell" the god-kings to people like Lotus so that they can return to the way it was.

Hope that helps. If you have any other questions, I can try to answer them!


Bedu heals the dying rider - he is conscious, although not fully recovered, and his throat is still damaged. He doesn't say a word as Lotus strips him of his belongings and Bedu bindss his hands and feet.

There is nothing on the horse except for a satchel containing a couple of waterskins and a what appears to be dried snakes.
The rider, on the other hand, has a leather madu, pata, longbow, 20 arrows, whip, and 8 sp.

Bedu the Barber wrote:
Later on round the campfire Bedu tells the bazaar coffee shop story of the Rani and his faith in religion, and how he started as a humble and just man. Now look at him each time, each step taking him away from goodness and slowly deciding that faith and power rule together.

TREASON! The Rani is a woman!


Larry, I sent you an email. We'll be here when you get back.

Lotus calms the rider's frightened horse as Liet rushes to the fallen tribesman. A quick examination reveals that the man is very close to death, and even if healed, might never speak again, as Lotus's crossbow bolt has ripped his throat completely open. Basically, he would need to be magically healed to full hp to repair the damage, and even then, there will be a chance that he won't be able to speak. If it hadn't been a critical.... I'll leave it up to you if you want to heal him - it's not a sure thing.


Not sure where Hammurabi or Indo is. Been awhile since either of them has posted - Indo especially.

Before the rider can react, Liet hurls another sling stone at him, but it whizzes past him into the trees. The rider looks up just in time to take Lotus's next crossbow bolt right in the throat. His shout chokes off as blood gushes out of his mouth, then topples from his horse, his pata half-drawn from its sheath.

Skittle:
Drawing his bow, Skittle creeps closer to the camp. In the fading light, he can't make out many details - the slaves are staking the elephants for the night and setting up camp, while the tribesmen finger their whips, overseeing the slaves and watching their surroundings nervously.
Not gonna get much with that Perception roll, I'm afraid. :)


Lotus lets fly a crossbow bolt, followed closely by Liet's sling stone, both of which hit the surprised rider and spook his horse. He sways in the saddle as Bedu finishes his incantation, but shakes off the effects of the daze spell. Now seeing you, he shouts and reaches for his weapon.

Next round!
Initiative order:
Lotus
Liet
Rider
Bedu


I guess Indo is incommunicado. Onwards, then.

You take up your positions, and the sound of hoofbeats reaches your ears soon afterwards. The rider comes into view a moment later, then abruptly hauls back on the reins, slowing his horse to warily approach. Focused on the dagger apparently hanging in mid-air, he doesn't seem to notice the trio of ambushers hidden in the underbrush.

Surprise round! Single action only please, and Bedu needs to roll initiative.


Liet Kynes. wrote:
Also, I'm wondering if we get a surprise round action before regular initiative? That could make a big difference if we have to bring this guy down quickly before he can alert the camp.

Depends on whether he sees you or not. If you're concerned about that, y'all might want to think about making some Stealth checks too. :)


Lotus wrote:
What kind of check would you need to find a good ambush site?

There's no time to really find a good place. You're racing to get ahead of the rider, so you'll have to make do with where you are when he reaches you.

Bedu wrote:
Could do with knowing roughly where we are in relation to the tomb and natives when we intercept the rider.

It looks like you should be able to intercept the rider about 100 yards or so from the main camp, probably out of direct view. The slaves seem focused on setting up camp, and the tribesmen seem focused on the slaves.

Bedu wrote:
How long we have before he comes?

Not long! Maybe a couple of rounds.

For the rider's equipment, make a DC 15 Perception check:

Spoiler:
The rider carries a madu (a leather parrying shield with long antelope horns extending from opposite edges), a pata (a shortsword with a gauntlet hilt, like an oversized punch dagger), a whip, and a longbow on his back.

Actions so far:
Lotus: readies crossbow
Liet: casts message, readies sling, noble's blessing on Lotus
Bedu: strings twine across trail, readies bow, readies daze
Skittle: staying behind to keep an eye on the camp

We'll wait to see if Indo posts. State any other actions you want to take, and go ahead and roll initiative.


Any preparations you'd like to make before the rider reaches you?


Tio wrote:
Can we determine which direction this rider will take?

It looks like he'll be heading down the canyon in the opposite direction from where you are. You'll have to hurry if you want to catch him.


The statues on either side of tomb seem to represent the twin God-Kings Takshak and Haatim the Cinderborn. It was traditional to represent the divinity of the god-kings by portraying them (in art, statues, etc.) with the heads of powerful beasts. The tomb itself appears very old - it is built into the side of the valley, which means it predates the practice of elaborate ziggurat temple-tombs favored by later god-kings. It is also decidedly non-traditional, being a twin tomb for twin rulers, instead of for a single god-king. The book mentions Takshak's body being laid to rest in his tomb upon his death, but mentions nothing of the later fate of Haatim or his body. A dark hole now gapes in the hillside, leading underground into the tomb.

Both the slaves and desert tribesmen guarding them cower from the entrance as the moan issues forth, and even the elephants trumpet nervously. When they have recovered their wits, the tribesmen whip the slaves into motion and order them to begin setting up camp a short distance from the tomb. The sun hangs low over the walls of the canyon as late afternoon turns to evening.

DC 15 Perception check:

Spoiler:
One of the tribesmen begins saddling a horse, apparently in preparation for a ride or journey.


The group picks up the trail once more, following the small river that winds its way along the ravine's floor. Once, long ago, this must have been a mighty river indeed to carve such a canyon as this. As you travel, you come across numerous snakes with nearly every step, but thankfully they seem more afraid of your heavy footfalls, and no one makes the mistake of treading on a venomous viper. Once, a troop of noisy monkeys passes by in the branches overhead, shattering the stillness of the jungle, and dropping pieces of fruit and feces as they pass.

Liet can make a DC 15 Knowledge (history) check with a +2 bonus.

Spoiler:
Based on your readings of the book, could this ravine be the "River of Venom" that Takshak crossed? The number of snakes found here could certainly be interpreted that way.
BTW, having read the book, if you use it as a point of reference (i.e., looking things up in it), it will give you a +2 circumstance bonus on Knowledge (history) checks involving the twin god-kings and their reign.

Turning a final bend in the canyon, you see an excavation site in a hidden valley below you. Under the watchful eye of several armed jungle tribesmen, two dozen slaves are busy removing rubble from what seems to be the entrance to an ancient tomb, long sealed by a cave-in. Harnessed elephants, driven by their mahouts, pull the larger pieces of debris away from the opening. A cheer rises up from the slaves as the final large stone is removed, but the cheer is quickly silenced as the tomb emits a low, bone-chilling moan.

Two large statues flank the entrance, one depicting an elephant-headed human, the other with a tiger’s head. These imposing 10-foot-tall figures eternally stand guard, daring anyone to try and enter the tomb.


Ah...I meant that to be one Perception check. If you roll over 10, look at the first spoiler, if you roll over 20, look at both spoilers. Oh well. :)


Liet rushes to Hammurabi, who lies unmoving on the ground. After some judicious use of the healing arts and the help of the God-Kings, Hammurabi sits up, conscious but dazed, and quite shaken from his fall. Liet pronounces him fit, albeit wounded from the fall. Good on all the healing.

Meanwhile, Indo lowers Bedu down to the ground (fortunately, as the dwarf seems particularly unsuited to climbing, even giving a shriek when he misses a foothold and falls a few feet before the belayed rope arrests his fall). With Skittle's help from the ground, Indo rappels the rest of the way down, joining his companions on the ravine's floor. Everyone is down (relatively) safely.

Perception check DC 10:

Spoiler:
It soon becomes apparent that the cool, shady confines of the ravine are home to a wide variety of snakes of all sizes lurking in the undergrowth. Fortunately, the specimens you've noticed so far appear to be non-venomous.

Perception check DC 20:

Spoiler:
From the bottom of the ravine, you can now see a narrow track that winds its way down the cliff face, apparently obscured by branches from above. It looks like it would have been an easier way to descend, had you noticed it before.

The small river on the floor of the ravine trickles off beneath thick vines and foliage, pointing the way to the Twin Tombs, if Samir's map is to be believed.


Hammurabi scrabbles for a hold on the swaying rope, but it slips out of his grip. He plummets to the bottom of the ravine, crashing through overhanging boughs before finally coming to rest on the ground with a sickening crunch. (18 pts of damage)


With Bedu pointing out footholds from above, Skittle scurries down the rope like a monkey, reaching the shaded bottom of the canyon with no trouble. Following Skittle's lead, Liet makes his way down - although he slips a little, he is able to brace himself against the wall of the ravine and arrive safely, followed quickly by Lotus, who scrambles down with an acrobat's grace.

Skittle and Lotus attempt to help Hammurabi negotiate the climb, but after only a few feet he loses his grip, and plummets down into the ravine. Hammurabi: You've got one chance to catch yourself while falling - make another Climb check!

Bedu and Indo watch with horror from the edge of the ravine as Hammurabi falls.


Sorry for the delay, folks! Let's get this thing started up again!

Perusing the surroundings, Lotus doesn't see any other way down, though the trees and undergrowth block much of the view, both at the top and along the sides of the ravine.

If you want to climb down, I'll need Climb checks from everyone, and you can use Aid Another if you like, following Skittle's suggestion. Otherwise, you can spend more time searching around for another way down with Perception checks.


Bedu: Yes, soon, but see the discussion thread.

The rest of the night passes uneventfully, with no more spider attacks. An early breakfast and you're back on the trail. You don't get very far, however, before you come to the edge of a canyon that slices through the jungle like a jagged knife wound. It looks to be more than 100 feet across, and at least 50 feet deep, with a small river just visible at the bottom among thick undergrowth. According to Samir's map, the river at the bottom of the canyon should lead to the tomb. The question is: how to get down there?


More information from the book for Liet:

Spoiler:
Takshak is said to have led the first human settlers into Iskandria across the Banshar Kush, fleeing some undefined oppressive evil in their homeland. They were plagued by disease and fell beasts the entire journey through the Viridian Jungle, but though their numbers dwindled, they persevered. The River of Venom, an expanse of millions of poisonous snakes, presented one final, seemingly insurmountable obstacle. Takshak would not be deterred. Holding his staff aloft, the king entered the slithering mass and parted it, allowing his people to pass safely, and gaining his legendary appellation, the “King of Serpents”.

A few short months later, just after the refugees had established their new homes, Takshak mysteriously fell ill and died. Takshak’s twin brother Haatim assumed the throne. Many whispered that he had murdered his brother, a theory supported by his subsequent ruthless behavior. Haatim ruled with an iron fist, clamping down heavily on his people, imprisoning or killing so-called subversives, and even burning communities that spurned his authority. He was reviled as a tyrant, became known as “the Cinderborn”, and few mourned his eventual passing.


Ahh, the joys of wandering monsters... ;)

Any more healing before bedtime?


Round 2 (continued):
Skittle shrugs off the effects of the spider's poison, and with the help of Bedu's grease, wriggles out of the clinging webs. Hammurabi is also able to resist the spider's poison.
Indo charges the spider menacing Hammurabi, and with a broad stroke of his sword, cleaves the arachnid in two. The other spider disappears into the trees, and with his friends' help, Hammurabi is soon freed from the webs as well.

End of combat.
Same watches as last night? Any other actions before bedtime?


Round 2 (in progress):

Lotus fires her crossbow at the spider menacing Skittle, and is rewarded with a satisfying thunk as the bolt buries itself in the arachnid's abdomen. Liet hurls a slingstone at the spider as well, but the stone sails past it into the trees.
Hammurabi strains against the webs holding him. Yanking on the sticky strands, he is able to avoid being pulled into the air, but he is not strong enough to break free of the webbing.

Wounded by Lotus's crossbow bolt and dripping black ichor, the first spider abandons Skittle and scuttles away into the foliage. The second spider is not so willing to give up its meal, and drops down to Hammurabi, sinking its fangs into his shrouded body. (1 pt of damage, make a Fort save)

Bedu aims his own arrow at the spider, but its quick movement reduces the damage to a glancing blow.

I need 2 Fort saves from Skittle (one for last round, 1 for this round), plus his action for this round.
And Indo's action will close out the round.


Indo Ninzarbi wrote:
What would it take to acid splash the web the spider is hanging by. If the spell ignores hardness, can that do enough damage to drop Skittle and the spider? Hopefully the gnome can tumble away from it if the web gives way. I'm going to see if I can look it up, but I imagine we need a ruling instead of a rule.

You'll have to roll to hit, which might be difficult, since the webline is thin and the light is poor. Then again, it's not moving and you can spend a full-round action to aim and get a +5 on your attack roll. Acid splash might be enough, but it's probably stronger than just regular rope.

BUT, Skittle isn't dangling from a web - he was climbing the tree, so he's more wrapped up in webs on a branch or next to the trunk.


Round 1:

Initiative order:
24 Skittle
23 Lotus
22 Liet
19 Hammurabi
Spiders
14 Bedu
2 Indo

Skittle struggles to get free of the spider's sticky webbing, but is stuck fast. (Based on initiative, Bedu hasn't cast his spell yet. You can try again next round, this time with the bonus from the grease spell.)
Lotus pulls out her crossbow and loads it, preparing to take careful aim at the spiders, as Liet readies his sling and looks for a clear shot. Hammurabi chants, surrounded by a bright plume of feathers that slowly fades away.

The first spider scurries down its webline to the thrashing form of Skittle and sinks its fangs into the struggling gnome. (4 pts of damage, make a Fort save.)
Its attention drawn by the explosion of feathers, the second spider launches a second web at Hammurabi, enveloping the Charlatan. The spider begins gathering up its web, attempting to pull Hammurabi into the air. (Make an opposed Strength check to avoid being pulled off the ground. Hammurabi is now entangled: -2 on attack rolls and -4 Dex, move at half speed; Escape Artist or Strength check to escape)

Bedu greases up Skittle to help him esape, then prepares his shortbow to attack. Indo draws his sword and casts his own chant as glowing tattoos flare and fade on his skin.

End of round 1.
+1 to attack/damage for 4 more rounds from Bedu's Inspire Courage.

Skittle and Hammurabi are entangled: -2 on attack rolls and -4 Dex, move at half speed; Escape Artist (including Dex penalty) or Strength check to escape as a full-round action.

Spider 1 is 20 feet up in the trees, next to Skittle. Spider 2 is 20 feet up, dangling from a web.

Post your actions for round 2!


Waiting for an action from Liet and initiative and an action from Skittle.


Surprise round:
Liet breaks off his conversation with Skittle. "Arachnids!" he cries out in warning, stepping back and casting a spell.
"Skittle be warned - Spiders move in the trees amidst you!" Hammurabi warns the gnome. The Charlatan sends a blast of concussive force into the trees, but it only succeeds in knocking down a flurry of branches and leaves, the spiders beyond his telekinetic fist's range.

Skittle notices the spider above him just as the giant arachnid launches a web at the gnome. The sticky strands envelop and entangle him. (Skittle is entangled: -2 on attack rolls and -4 Dex, move at half speed; Escape Artist or Strength check to escape)
The second spider drops down on a line of webbing, and fires its own web at Indo, who looks up just in time to throw himself out of the way, the web passing harmlessly past him.

A moment behind, Bedu adds his warnings to the others', and shouts his encouragement.

End of the surprise round.
Everyone else can roll initiative and state their actions for round 1.
Spider #1 is 40 feet up in the trees, 20 feet above Skittle. Spider #2 is 20 feet up, dangling from a web.


Bedu, Liet, and Hammurabi:

Spoiler:
As you set up camp, Bedu, Liet, and Hammurabi notice furtive movement in the trees. It appears a couple of giant spiders are lurking in the foliage overhead, approximately 40 feet above you.
Roll inititative and state actions for a surprise round (remember you only get one standard OR move action in a surprise round).

Lotus and Indo go about setting up camp, as Skittle scrambles up a nearby tree to get a look around.


Liet Kynes. wrote:

It's curious that Liet's calming touch doesn't indicate it can only be used on an individual once per day like a lot of other domain abilities in Pathfinder. So I assume that means Liet can still alleviate Skittle's fatigue and nonlethal damage with another one. If so, he'll help the monkey-goblin-hating gnome by doing it again.

Calming touch heals... 1d6+2 = 6 hp of nonlethal damage.

Huh. That is indeed curious (and it's not the only one - wonder what the design decision was there?). Much as I want to stick it to the PCs, I'll allow it. ;) Skittle's up to full too!


Another long day - it seems like you should be getting used to the heat, but it just doesn't seem to be the case. The thick foliage around you seems to press the heavy, moist air even closer around you. Even worse, the clouds of stinging insects and biting flies seem unaffected by the heat and humidity and plague your every step. Those born to the jungles tolerate it as they always have, but those of the city can only think with longing of cool drinks and shaded fountains. By the end of the day, you've about reached your wits' end, and gratefully collapse to the earth in exhaustion at your chosen campsite when you decide to stop for the night.

Skittle: 4 points nonlethal damage and fatigued (-2 to Str and Dex) (this damage happened after Liet's calming touch).
Everyone else is at full hp and no conditions.

As dusk falls, and you go about making camp, make Perception (sight) checks.


Give me one Survival check for the party to stay on course.

Then everyone needs to make a DC 15 Survival check and 2 DC 15 Fort saves for the heat. Liet and Lotus don't need saves because of endure elements. If you make the Survival check, you get +2 to the Fort save, -4 if you're wearing armor. Indo or anyone else who makes the check can give the bonus to 2 other people (say who they are).


Liet Kynes. wrote:
DM Iskandria wrote:
Hammurabi and Liet take the final watch...
Actually, I wanted to let the wounded Indo sleep so Liet could take the remainder of his watch. Then, during the night, Liet would use his channeling to heal everyone. Liet would then sleep through the last two watches...and let Indo take the final one with Hammurabi (after being fully healed)...and Liet would then begin the day with his channeling ability refreshed after resting.

Lotus & Skittle had the first watch.

Bedu & Indo had the middle watch, when the tatzlwyrm attacked.
Leaving Hammurabi & Liet to take the final watch.
So there's only one watch left, but you should bee able to heal everyone up and people can still renew their spells in the morning.

Liet Kynes. wrote:
DM Iskandria wrote:
Anybody want to do anything else in the night/morning before setting out on the trail again?
Yes. Liet was going to read through the book we found from Samir while also poring over the items Skittle retrieved from the tatzlwyrm's cache. Anything new he could glean from the book about the god-kings?

The book will take you more than one night to read through, but you can glean the following information from a quick scan tonight.

Spoiler:
The book is a history of two ancient god-kings, Takshak the King of Serpents, and Haatim the Cinderborn.

These two rulers – twins, in fact – occupy a misty place somewhere between fact and fantasy, mythology and history. How much of the stories told of these legendary figures are accurate remains open to debate.

Takshak is said to have led the first human settlers into Iskandria across the Banshar Kush, fleeing some undefined oppressive evil in their homeland.

No further information about the items in the tatzlwyrm's cache, other than perhaps the men were hunters or woodsmen, based on what remains of their gear.


Skittle brings down the following items: two light crossbows, a masterwork shortbow, a case of 7 crossbow bolts, two short swords, a bich’hwa (also called a waveblade or “scorpion’s tail”), a suit of leather scale armor, a signet ring with the image of a dancing monkey, 9 gp, 12 sp, and eight days’ worth of rations.

Weapon & armor info behind the spoiler.

Spoiler:

Bich'hwa: Also known as the waveblade or “scorpion’s tail,” this short, double-curved blade has no hilt but features a knuckle guard and can easily be used in either hand. A bich’hwa provides a +2 bonus on any roll made to keep from being disarmed in combat. This weapon is a special monk weapon for the use of flurry of blows and other monk abilities.
Light Exotic melee weapon, 1d4 damage, 19-20/x2, 2 lb., P or S

Leather scale: Leather scale armor is a leather coat and leggings (or skirt) covered with overlapping scales made of cured leather, like the scales of a fish. It comes with leather gauntlets.
Light armor; Cost: 35 gp; Armor bonus: +3; Max. Dex. bonus: +6; Armor check -2; Spell failure: 15%; Speed 30 ft./20 ft.; Weight: 20 lb.

Liet:

Spoiler:
You can't find out much about the ring. Your best guess is that it's some sort of personal or family symbol, though not from any important or well-known person or family.

After your rude awakening at the hands (and teeth) of the tatzlwyrm, the rest of the night passes uneventfully. Hammurabi and Liet take the final watch, and though the sunrise isn't visible through the thick foliage of the jungle, the forest gradually brightens, heralding the new day.

Anybody want to do anything else in the night/morning before setting out on the trail again?


Indo Ninzarbi wrote:
If we stay clear of the poison sacs, are they fair eating?

Probably tastes like chicken...


Liet:

Spoiler:
The party found a book in Samir's sanctum early on that records the history of two early god-kings, Takshak and Haatim the Cinderborn. No one has looked at the book so far, but I thought I would mention it to you since you're new and Liet might be interested in it.


Skittle:

Spoiler:
Climbing farther up, you reach the three bodies, apparently strung from a branch by their own entrails. Although the bodies have been stripped of nearly all their flesh, some equipment still dangles from the half-devoured carcasses. The following items remain in useful condition: two light crossbows, a masterwork shortbow, a case of 7 crossbow bolts (though no arrows), two short swords, a bich’hwa (also called a waveblade or “scorpion’s tail”), a suit of leather scale armor, a signet ring with the image of a dancing monkey, 9 gp, 12 sp, and eight days’ worth of rations.


Skittle Beck wrote:
DM Iskandria wrote:

Skittle:

** spoiler omitted **

And I noticed in the last combat: Skittle is a Small creature, so your weapon damage should be Small too, i.e., short sword 1d4 and kukri 1d3, and so on.

Skittle checks over the bodies and the area for anything interesting, while also looking for any signs of the creatures family or friends.

Oops, my bad for not catching that. Changes have been made.

Need another Climb check to get up to the bodies.


Skittle:

Spoiler:
Climbing the tree, your nose is the first to notice the smell of decayed meat. In the amplified light of the fire below, your eyes can just make out what looks like three humanoid bodies dangling from a branch high above you.

And I noticed in the last combat: Skittle is a Small creature, so your weapon damage should be Small too, i.e., short sword 1d4 and kukri 1d3, and so on.


Liet:

Spoiler:
Tatzlwyrms are indeed dragonkin, though they lack the wings and breath weapon of the larger true dragons. They are also far less intelligent, but possess an instinctive cunning and innate ferocity. They prefer areas of dense vegetation and are innately stealthy, often lying in wait to ambush prey. They do possess a breath weapon of sorts, a weak "poison gasp" that they use against prey entrapped in their coils. Like true dragons, they can see in the dark and are immune to sleep and paralysis magics. Tatzlwyrms also possess the same hoarding compulsion as their better-known draconic cousins, collecting the remains of their hunts. Heavily gnawed equipment and forgotten treasures often lie littered among these grim hoards, even although the dragonkin themselves have no use for such wealth.


Round 3:
Bedu tries to encourage the group as he looks around for more tatzlwyrms, but he can't see any more lurking in the dense foliage. As Lotus moves behind it, the tatzlwyrm whirls around to face her. Its jaws clamp down painfully onto her as it coils its tail around her. (5 pts of damage and Lotus is now grappled.)

Hammurabi throws another telekinetic fist, but misses, while Skittle slashes at the wyrm, slicing it with his kukri. Liet moves in as well, bashing the dragon's glaring eye with his mace, spattering Lotus with black ichor.

Taking advantage of its blinded eye, Indo steps forward and brings his father's sword whistling down, a hair's breadth away from Lotus's face. The blade cleaves through the tatzlwyrm's neck. Lotus feels a quick, painful pressure as the creature's coils reflexively constrict, then they slide down to the ground to join the wyrm's lifeless head. (Critical hit from Indo, 10 pts of damage, and Lotus is no longer grappled. :)

End of round 3, and of the combat, it seems.


Round 2:

Initiative order:
18 Bedu
Tatzlwyrm
16 Hammurabi
13 Skittle
9 Liet
8 Indo
7 Lotus

Bedu throws more logs on the fire, shouting to wake everyone up. Frustrated at losing its prey (twice!), the tatzlwyrm lunges again at Indo, but the warrior's mystical armor blocks its sharp teeth. Hammurabi strikes the wyrm with a telekinetic fist as Skittle darts in, but the creature's scales deflect his weapon. Liet raises his glowing mace, further banishing the darkness and making the creature more visible. In the bright light, you see a creature like a long snake, but with a dragon's head and two long, clawed arms. A sickly green mist wafts from its gnashing maw. Indo swings his sword at the beast, but it dodges out of the way. Trying to shake off her grogginess, Lotus moves around the creature, looking for an advantage. (You can try to set up a flank with either Indo or Skittle - which one?)

End of round 2.


Round 1:
"Help me!" shrieks Bedu, wriggling out of the creature's grasp like a greased eel. The dwarf scurries off to the side, as the group awakes, dazed and groggy.

Having lost its prey, the "dragon-snake" turns its attention to Indo, jaws snapping and locking onto the warrior (5 pts damage, even with mage armor). Its coils lash around Indo as well, holding him fast. (Indo is now grappled. I'll assume Indo wants to break the grapple and escape and use your rolls for that.)
Unable to draw his sword, Indo instead heaves himself free of the coils. (Escaping a grapple is a standard action, so Indo has a move action left - draw your sword or move away?)

End of round 1.
Those that were dazed can now act in round 2. Roll initiative if you haven't already. Keep in mind it is the middle of the night and the fire is burning low, so the creature has concelament to anyone without darkvision.

Initiative order:
18 Bedu
Monster
13 Skittle
8 Indo
7 Lotus

DC 12 Knowledge (arcana) check to recognize the creature:

Spoiler:
Tatzlwyrm, a feral and degenerate type of minor dragon


Bedu and Indo are on watch in the middle of the night. All seems calm, just the normal sounds of the jungle at night. Suddenly, the canopy above rustles madly as a long, sinuous form drops out of the trees onto Bedu. Slithering like a large snake, the creature has the head of a dragon and a pair of clawed arms. Its jaws clamp down on Bedu's shoulder (4 pts of damage), and while its claws scrabble ineffectively against the dwarf's armor, its coils wrap tightly around his body. (Bedu is grappled.)

That's the surprise round! Bedu and Indo, roll initiative and post actions!

Everyone else, make a DC 10 Perception (hearing) check to see if you wake up. If successful, you wake up, but must make a DC 15 Wisdom check (representing your mind's ability to cope with a new situation right out of sleep) to be able to act this round, as you are groggy from sleep. If successful, roll initiative and post your action. A failed check means you are dazed (you can take no actions, but have no AC penalty) for 1 round. The following round you may act normally.


Indo: OK on all equipment. No one spoke up about the bag of holding, so I guess that will have to wait.

Everyone:
Please make a Perception (hearing) check for your time on watch.


Indo: Survival (1d20+6=17), Fort saves (1d20+4=13, 1d20+4=18). Indo takes 2 points of nonlethal damage, all healed by Liet's calming touch.
Skittle: Survival (1d20+4=8), Fort saves (1d20+5=23, 1d20+6=15). No damage.
Bedu takes 4 points of nonlethal damage, 3 healed by Liet's calming touch, for 1 point total.
Lotus takes 4 points of nonlethal damage, all healed by Liet's calming touch.
Hammurabi takes 8 points of nonlethal damage, 6 healed by Liet's calming touch, for 2 points total.

A small jungle clearing seems as good a place as any to make camp. When you stop, Liet's ministrations provide welcome relief from the day's journey and oppressive heat. A little while later, you are able to your ease with fresh water and bland but filling rations. The smoke from a small fire helps to keep the insects (mostly) away, as the jungle's night chorus begins warming up.

Any other plans for the evening?


Addendum to last post: I need total of 2 DC 15 Fortitude saves per day from each person. The Survival check is made once each day, and adds its bonus to both saves. A successful save on the first one gives you a +1 bonus on the second one. Failed saves result in 1d4 points of nonlethal damage per save. I'll let you know how much damage you accumulate once I see the results of everyone's saves.

So one more save needed from Lotus and Bedu, and all checks needed for Indo, Skittle, and Hammurabi (remember successful Survival checks can help others too!)

The going is hot and uncomfortable, but relatively uneventful as you make your way deeper into the jungle. Fortunately, Lotus seems to be keeping the group on course with Samir's map. The day gradually draws to a close, but the uncomfortable humidity remains. Perhaps it's time to find a good place to camp for the night.

Post any actions you have regarding setting up camp, setting watch, etc.