|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Caesare stumbles backward out of the swarm! 1d6 ⇒ 4 Several of the ticks cling still to Caesare, dealing a further 4d6 ⇒ (4, 1, 2, 2) = 9 damage to him!
The acid breaks and splashes a bit on the swarm, but does not stop it. The second throw also misses a direct hit, but does some damage to the swarm!
I need TWO Fort Saves; one vs Disease, one vs DIstraction for the swarm!
The thing under the rags is radiating faint evil.
"Wellsit just me 'n Ed and Ahmed here, right, so's I dunno who that is..." the addict stammers out while glancing hard at you, then the pile of rags. The rags suddenly bark out a harsh laugh as the person springs to their feet, revealing a woman with harsh features wielding a falchion! She wears an off stylized three eyed jackal's head pendant prominently around her neck! "Looking for slavers, eh? I'll make sure you never find them!"
Ferabras: 1d20 + 1 ⇒ (5) + 1 = 6
Hoshiko: 1d20 + 5 ⇒ (1) + 5 = 6
Mikail: 1d20 + 5 ⇒ (11) + 5 = 16
Zolarus: 1d20 ⇒ 7
Soran: 1d20 + 3 ⇒ (6) + 3 = 9
Foe: 1d20 + 7 ⇒ (7) + 7 = 14
Mikail is up first!
The professor's spell explodes over the tick swarm! Will: 1d20 + 5 ⇒ (18) + 5 = 23 However the now sparkly swarm seems unaffected!
The ticks hop, bounce, crawl and ooze toward Sonny and Caesare, covering them in sparkly bloodsuckers! Swarm damage: 4d6 ⇒ (2, 4, 3, 2) = 11 plus Fort saves vs Disease and Distraction! At the end of its turn Sonny and Caesare feel faint from 1d4 ⇒ 1 points of Constitution damage as the swarm drains them of blood!
Round 2! Heroes are up!
Reta Fort: 1d20 + 4 ⇒ (15) + 4 = 19
Both Mogmurch and Reta are able to slap away enough of the wasps to avoid any debilitating poison and even Poog creeps back as the swarm dissipates. Chuffy creeps up the ladder to see two mangy curs lying chained to the masts. Their chains look to be around 10' long.
The pesh addict shrugs. "Who's what now?" He looks confused. The other two addicts glance at each other, but both look puzzled.
There's something about that pile of rags and the way the person underneath is situated. It's not a boneless huddle or an addict's wariness; it's a hunter's crouch, waiting for their prey, patient and ready.
The pesh addict ponders whether or not this is a threat, then ponders whether the tiefling really wants his pesh or not, then gets distracted by the sudden desire to have more pesh.
The pile of rags suddenly shifts and you can see eyes staring at you from gaps in the rags.
The man finally seems to come back to where his train of thought derailed. "Um, they's sometimes slavers who come through here. Sometimes. But they's mostly leave us be and we don't bother them since they's always armed and growling."
The man stares at you open-mouthed, as if floored that someone would NOT want their pesh. He mutters "It's good pesh. Ain't crap." as if offended by your refusal, but he does lower his knife.
"We's just planning! Planning to stick it to them damn Pactmasters! They's made our pesh illegal and they's won't let us sell it no more. We's come down here cause they can't stop us here! We can move 'bout and they's can't stop us. You sure yer not here fer the pesh?" His eyes narrow and his dagger raises slowly.
The three men shout in fear as Ferabras steps up and speaks, scrambling to grab their weapons, which prove to be daggers and improvised clubs made from chair legs. The fourth person doesn't move at all.
"Whosit? Whatsit? YOU CAN'T HAVE OUR PESH!" The one in front shrieks while brandishing his blade, which looks rusted and pitted.
You sneak past the dirty sheet to find four people clustered around a campfire. Three of them are passing around a water pipe that emits a syrupy smell, while the fourth seems passed out under a pile of rags. All you can see of that one is a vague humanoid shape.
The three men around the fire cackle and jostle each other, taking turns smoking what smells like pesh. In fact, judging by their blackened fingers, they're habitual users of the drug. And they haven't noticed you yet.
A vine-choked gangplank with a mossy handrail descends sharply from the ship’s bow to the muddy ground below. One handrail seems to be encrusted with a large ball of dried mud. Chuffy heads up, his foot catching one of the vines with a light tug. He snarls and pulls his foot free, as Mogmurch scrambles up after him!
Reta and Poog, Climb checks, please!
On deck, there is another ladder-stair heading up that you must scramble up to, and then down from to get to the main cabin. Above Chuffy hears the unmistakeable sound of doggy snores!
Mikail moves down about 100' of tunnel before it opens into a large room, much like the ladder room. A dirty blanket stretches across the corridor ahead, creating a ragged partition. A flickering, fire-like glow emanates from the other side. On the other side you can hear low voices and the bawdy singing of someone clearly on the verge of laughing or crying.
Choosing to bypass the central rotunda for now, you head south and use your leftist philosophy. This takes you to the southernmost room. Though the walls of this room are still intact, it is clear that the roof above has sustained damage. The floor of the chamber bears a sizable puddle in which the rotten remnants of a settee still sit.
As you enter, there is a strange buzzing sound as the couch begins to shimmer and blur. A second later you realize that what you see is a swarm of ticks rising from the rotting furniture to bounce toward the new source of blood: you!
Prof Init: 1d20 + 11 ⇒ (18) + 11 = 29
Reta boldly jumps the fence and moves in, ready for anything! Chuffy sneaks up to the nearest gap in the wooden walls of the ship. The air in this cabin is thick and close, stinking of swamp and sweat, with a thick, glistening layer of mud on the floor and swaths of oily fungus clinging to the walls. Even more dangling decorations of goblin bone and animal-part fetishes hang from the ceiling on lengths of sinew here, and what appears to be a nest made of rags, sticks, mud, and castoff bits of clothing lies against the westernmost wall. But scattered amid the filth and clutter are several exotic-looking man-made objects—including a tantalizing red chest. A tuneless goblin humming is coming from somewhere inside, as if your goblin grandma was making cookies, only the smell is tantalizing... It smells like Mogmurch after he's singed himself with his own bombs....
However, Chuffy realizes he will have to climb the ladder onto the main deck if he wants to get inside.
Reflex: 1d20 + 5 ⇒ (10) + 5 = 15
The horse screams as fire explodes on it, a bolt thunks into it and finally a wave of fire erupts around it! It collapses to the ground with a scream and a last whinny of pain/anger/hate! It twitches twice and is still, leaving you with a very dead horse to beat.
Beyond the fence, now unprotected by demonic horse-demons of demonic origin, the sunken ship now waits, with a wisp of smoke emitting from its smokestack.
The horse is dehydrated and starvings, its ribs showing. When Bjorn frees it, it gallops out the door onto the moors beyond, happy to be finally freed.
You move to the next door on the left, which is in the north of the corridor. Opening it you find a store room. This chamber holds only old crates and sacks of food stores, largely disintegrated over the years. However, those of you who experienced the visions from the Necromancer recognize one of the crates as the one that held the Seasage Effigy - clearly the rider was here and still might be! You also spot signs of a struggle here.
The remaining rooms on this wing are an empty bedroom and a privvy, none of which yield anything of interest. All that remains is the central circular room and the south wing.
Which one first?
The tunnel leading out of here catches your eye as the immediate threat passes. This passage bears signs of visitors from the world above in the form of scribbled lines of graffiti that gradually evolve into fullblown murals portraying twisted, nightmarish caricatures and jumbled rants against the city’s Pactmasters. Farther along, the corridor becomes littered with broken bottles, scraps of paper stained with brownish resin, and the stink and stains of urine.
Some of the graffitti'd screeds seem to meander quite a bit. But it's clear they were written by someone very, very intoxicated on some liquid or chemical.
And then you catch a whiff of something bitter burning just ahead, as well as the low ecstatic moans of someone enjoying themselves very, very much...
Ferabras strikes the thing, spraying wet slime and ichor onto the wall! His sword sticks to it, but he pulls it free. Hoshiko also slashes into it, but her sword stays stuck to the infernal monster. Zolarus enhances Soran!
Not sure if Soran is back yet, so I'm going to NPC him until I hear otherwise!
Manyshot, Rapid Shot, PBS, Deadly Aim, +2 damage from Z: 1d20 + 7 ⇒ (11) + 7 = 18 for 2d8 + 14 + 4 ⇒ (1, 8) + 14 + 4 = 27 damage!
The three arrows, enhanced with Zolarus' magics, strike the ladder and spray ichor everywhere! With a gasp, the ladder collapses, sticking again Mikail in an odd intimate fashion. Mikail curses and struggles, but finally the corpse seems to dissolve, leaving him free if slightly mussed up!
Mikail struggles, but the adhesive the mimic exudes holds him fast!
The mimic tries to latch further on the poor Kitsune! CMB: 1d20 + 9 ⇒ (4) + 9 = 13 but it cannot squeeze him this round!
F, H, Z & S are up!
A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coatd mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.
Mikail heads over to the ladder and shimmies up. He gets his hands on the ladder, only to find them stuck fast! His worst fears are realized as the "ladder" suddenly shifts to grow a MOUTH! It shifts, trying to pull Mikail closer! Grapple: 1d20 + 9 ⇒ (20) + 9 = 29 Grapple Crit?: 1d20 + 9 ⇒ (6) + 9 = 15 It sucks him closer, squeezing him for 1d8 + 6 ⇒ (5) + 6 = 11 damage!
Ferabras: 1d20 + 1 ⇒ (12) + 1 = 13
Hoshiko: 1d20 + 5 ⇒ (8) + 5 = 13
Mikail: 1d20 + 5 ⇒ (20) + 5 = 25
Zolarus: 1d20 ⇒ 5
Soran: 1d20 + 3 ⇒ (8) + 3 = 11
Mimic: 1d20 + 5 ⇒ (14) + 5 = 19
Mikail is up!
Packing up your gains, you stomp off in the direction indicated on the map. The point indicated on Scribbleface’s map isn’t quite on the coast, but it’s close enough to hear the faint susurrus of waves crashing on an unseen swampy shoreline. The site itself is obvious once it is approached—a large wrecked ship lodged in a shallow pool of swamp water. Driven aground decades ago during a particularly violent storm that flung the ship several hundred feet into the flooded swamp, the ship itself is a two-masted Chelish sailing vessel with strange, faded writing on its bow.
A two-masted ship lies mired in the mud in this clearing, its rigging thick with moss and decorated with lanterns and windchimes made from goblin skulls and bones. Strange writing is faintly visible along the ship’s prow, while the soggy, swampy “yard” that surrounds the wreck is encircled by a rickety wooden fence. A thin curl of smoke wafts up from a chimney that protrudes from an unusual box-like structure near the ship's bow.
Even worse, a great huge creature, bigger even than the horse you slew at Magical Maggie's caravan, stalks the yard. It is shaggy and ugly and its eye glow faintly with evil fire. It snorts as it spots you and begins making deep growly chuffing sounds at you!
Chuffy's keen eyes spot a trail the spider followed pretty often and cautiously follows! The lair itself consists of a deadfall of several old trees. Scattered amid the trees are dozens of bodies, some of which are goblins, but a few of which are humans. Searching locates the following items among the bodies: 24 gp, a Small masterwork light crossbow with 11 bolts, a single pearl worth 100 gp, 2 potions of cure moderate wounds, a potion of bull’s strength, a potion of bear’s endurance, and a wax-paper-sealed package containing six pieces of licorice-flavored taffy.
Caesare keeps a wary eye out, but sees nothing yet. Still, following the left wall brings you to a door at the end of the hallway, which opens into the carriage house.
Two sets of double doors open into this wide chamber, large enough for a carriage to parked inside. Spare wheels and the rusted remains of a small forge show that one was once housed here. Two horse stalls occupy the far end of the room. One stall is occupied, but the horse's plaintive cries sound weak and sickly.
Mikail doesn't spot anything useful, but Hoshiko notices two things: there is a pressure plate about halfway down the crawlway, and there is an odd opening near the entrance to the crawlway. Hoshiko thinks the odd metal thing you found on the gnoll might fit in there.
Working off this hunch, Mikail fiddles with it and discovers it does fit and makes a loud CLICK as the pressure plate descends slightly. Testing it, it seems to have disarmed the trap nicely. You crawl through and emerge in more tunnels. The tunnel continues into a well-lit area ahead.
Ahead, the qanat tunnel opens into another well shaft. Propped against the side of shaft is a crudely lashed ladder of dried planks. There is light coming from above, indicating it must be close to dawn by the muted effect of the light.
You move along, following the trail through several turns and narrowing of tunnels until you come to a narrowing where you have to crawl through a dry tunnel/ This small opening exposes a precarious-looking crawlway sitting a few feet above where the waterline is marked. The shaft leads into the darkness beyond.
I need a Perception and a Surival check!
The feminine sounding one chuckles. "We call ourselves gurgleblurbblurbgurgleFLATULENCE. But the two-legs who come by here call us Otyugh. It seems a silly name. They come by every sun-cycle, with more two-legs in chains. They give us one of the chained two-legs when they come by. Sometimes the chains are shiny! Then there's the woman with the three eyed jackal mark. She comes through sometimes. We don't bother her. She's scary!"
Knowledge Religion DC 12:
The three eyed jackal is the unholy symbol of Lamashtu, the mother of monsters. Gnolls frequently worship her, so it's not surprising that a priestess would be in cahoots with them.
Aaroo seems confused by the many smells and begins to growl, his hackles raising.
The left door opens onto another hallway stretching around his part of the house. Down the hallway to the left, there are two doors on the north and one on the west. As the hallways curves northward, there is a door in the east wall. You can also tell the central room of this place is circular by the walls.
The door opens with a creak, clearly disused, but not in ruins like the Mayor believed. Beyond the outer doors is a small foyer with doors leading into the central hall as well as into either wing of the house. A worn and tattered rug still carpets this hall, thoroughly covered in mud where those who entered the house wiped their feet before proceeding. There are no more tracks to indicate which way they may have gone.
Chuffy slips free, while Reta hacks into the monstrous spider! Mogmurch withdraws to drink a potion and Poog gathers his strength and moves up!
Lotsa Legs hisses at Reta and tries to bite her! BITE!: 1d20 + 2 ⇒ (1) + 2 = 3 for 1d6 ⇒ 1 damage plus poison! But it slips in its own ichor and misses badly!
Goblins are good to go!
"Oh we likes meat, fresh fresh meat is best! Except for when you leave it for a little while and its gets all bloated and full'd of gas! Yum yum yum!" The creatures seem open to the idea of a meat-for-passage exchange. Except the 'meat' is up the well shaft; you'll need to bring them down for the creatures to get. So long as you agree to do that (and do it!) they agree to let you pass.
Any more questions for the pair?
You move through the swamp, deeper into the webbed region, but spot nothing! Until...
A thread of webbing shoots out toward Chuffy! Ranged Web!: 1d20 + 5 ⇒ (18) + 5 = 23 It hits! Chuffy in entangled by the webbing and needs to make an Escape Artist DC 12 check to free himself!
Chuffy Init: 1d20 + 4 ⇒ (4) + 4 = 8
Lots Legs drops from the sky, landing next to the entangled Chuffy! She lunges at Mogmurch, trying to bite him! Bite!: 1d20 + 2 ⇒ (17) + 2 = 19 for 1d6 ⇒ 5 damage and Poison (Fort DC 14 or take 1d2 ⇒ 1 Strength damage!
Goblins are up!
Caesare finds several sets of shod humanoid tracks heading toward the manor, including one set of tracks that is much larger than the others. The tracks are obviously fresh (made within the last 24 hours), but they overlap so much that the number of creatures present is difficult to determine—at least three, possibly more. He also detects the faint tracks of a single horse heading toward the house. These are several days old and have obviously been rained on since they were made. Neither the humanoid nor horse tracks show a return trail; all are going in the direction of the house only. The humanoid tracks all enter the house at the main entrance. The horse tracks go to the carriage house.
Main entrance: A small colonnade supports a short, covered stair leading to the front doors of the manse. Cracked and lichen-covered statues of merfolk bearing tridents stand upon stone pediments flanking the entrance.
Carriage house: Two sets of double doors open into this wide chamber, large enough for a carriage to parked inside. Spare wheels and the rusted remains of a small forge show that one was once housed here. Two horse stalls occupy the far end of the room.
The carriage path from Illmarsh has fallen into disuse. Now little more than a muddy, overgrown trail barely noticeable near town, the path becomes clearer closer to the manor, but its soft mud preserves tracks well.
Undiomede House is a 200-year-old, two-story stone manse built on the shore of a small, swampy lake near the edge of the Soddentimbers, 2 miles east of Illmarsh. The house is constructed of mortared stone for both interior and exterior walls.
Survival checks, please!
Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.