| Alexis Carevin |
Alexis suddenly startles with something hidden cawing close to them. "What was that?"
| mdt |
Kjel wrenches the door open to room 18.
A puff of green gas explodes from the door when he does so.
Resist poison, DC 18, 1d2 Con, 1/turn for 6 turns, save 2 consecutive saves
Beyond the door is an old library. Most of the books have been damaged by vines, as they grow through the old shelves. However, some may be in tact enough to rescue.
| Mahb |
Guided by a glowing that appears in her cataract-ridden eye, Mahb pulls a dusty tome out of an old shelf, reaches into the space behind it, and comes out with a scroll. She looks it over briefly, "It's a spell to invoke paralysis." (Hold Person)
She shoves the scroll temporarily into her belt while the room search continues.
| Riley "Lucky" McCormick |
fortitude save: 1d20 + 5 ⇒ (7) + 5 = 12
"Now you tell me!"" he responds to Riley.
"You took off before I could say anything! I bet that was some stanky gas!"
Riley looks around for anything important.
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
| Eva Elsington |
Alexis suddenly startles with something hidden cawing close to them. "What was that?"
"That's Maggie. We found him in the basement." Eva gave Alexis a small smile.
Moved a Mahb to the Library room (Since she said she was in the room) and Eva upstairs. Hope that's okay :) Just trying to keep track of where people are.
| Lineera Vonnarc |
Lineera lets go of Alexis and looks somewhat disappointed by Mahb's explanation. "I suppose that makes more sense, doesn't it?" Sighing, the priestess steps back and says, "Well, my name's Lineera, priestess of Pharasma, it's nice to meet you." The introduction over, Lineera turns back towards Riley.
"I think 'okay' may be a bit of an overstatement Riley, but I'm alive, and I don't think any of these wounds will cause lasting injury. That's about the best I can hope for." She shrugs weakly. "But ever since what happened, with the weird energy stuff? I've been thinking, and I think it's given me some clarity." Incanting a new spell, Lineera's wounds begin to heal.
Cure Light Wounds: 1d8 + 2 ⇒ (6) + 2 = 8
Cure Light Wounds: 1d8 + 2 ⇒ (2) + 2 = 4
Cure Light Wounds: 1d8 + 2 ⇒ (1) + 2 = 3
Seeming pleased with the results, Lineera nods. "There, that should scar a little less." Looking to Eva, the drow smiles. "I think this is fair turn about, wouldn't you say?"
Cure Light Wounds: 1d8 + 2 ⇒ (8) + 2 = 10
At Alexis' question, Lineera's the one to answer, though indirectly. "Oh you, come on! Get out of there!" Lineera unsling's her backpack and gives it a shake, then pulls out a skeletal crow. "Did you know there were all those skeletons in the vines? Was that why you were avoiding picking at those vines like I asked? Whoever made you sure was a weird necromancer..."
As the party moves on upstairs, Lineera hangs back a bit, clearly not relishing the idea of being injured again.
| Alexis Carevin |
"Nice to meet you. I'm Alexis Carevin, from Perdition's Point. This is all so weird. Later she begins looking at the books, checking which ones can they salvage of this mess, but the crow calls her attention.
"Oh gods! I've never seen anything like that. Maggie is it?"
| Eva Elsington |
"Oh thanks Lineera!" Eva gives her a big smile and a hug (though it's likely just around her legs).
| mdt |
Riley finds that the door he checks is trapped as well. Assuming he was checking the next door the area clockwise from the Library.
The books are mostly old and moldy (regular mold though!). There are a few geological tomes, and such, on the shelves. Perhaps 50gp in salvageable books.
| Lineera Vonnarc |
I've never been more happy to hear that the books are just moldy. :P
"Yeah, some joker apparently decided to make a construct that looked like an undead crow." Lineera states as she pats Eva on the head.
"And hey! Being perceptive and being good at necromancy are completely different things! Next time let me know if you see anything dangerous okay? You don't have to stay quiet then."
| Riley "Lucky" McCormick |
Riley moves over and attempts to disable the trap on the other door. "Wish me luck. This didn't go so well earlier."
Disable Device: 1d20 + 12 ⇒ (17) + 12 = 29
| mdt |
Room 19 looks long abandoned, and doesn't even have vines in it. Old furniture is rotting away in moldy piles (again, normal mold). The small room looks like a small cubby hole to stick a servant or something. Nothing of value in the room.
| Kjel Svensen |
fortitude save: 1d20 + 5 ⇒ (4) + 5 = 9
fortitude save: 1d20 + 5 ⇒ (13) + 5 = 18
fortitude save: 1d20 + 5 ⇒ (9) + 5 = 14
fortitude save: 1d20 + 5 ⇒ (11) + 5 = 16
fortitude save: 1d20 + 5 ⇒ (10) + 5 = 15
| Kjel Svensen |
Unless this is some kind of special screw PC poison, I shouldn't have had to make a save past the first:
How Do Poisons Work?
The rules are not very clear on the exact details of how poisons work. This is an attempt to clear up the order of events involving poison. Please keep in mind that this is our best attempt at an comprehensive set of rules based on the published rules, official errata and blog posts, and posts from designers. Please drop us an email if you find similar evidence that contradicts this.
When you are initially exposed to a poison (whether during your action or someone else's), you must make a save to avoid being poisoned.
Success You resist being poisoned. You do not suffer any ill effects and you need not make any further saves.
Failure You are poisoned and immediately suffer the listed effect. You will need to make further saves to avoid more damage and cure the poison.
Exception If the poison has an onset period, failing the initial check does NOT cause you to suffer any effects. (from the PRD)
Also from the FAQ
1. Whenever a character is exposed to a poison (regardless of method), that character gets a saving throw to negate the poison.
Negate meaning no further effect (as stated in the PRD clarification of poison rules).
| mdt |
Sorry, I had it in my mind you'd missed the initial save. So the two saves you made were one failure one success. If you had contracted the poison, you'd have needed two consecutive (one after another) saves to save cure it, not two saves total.
| mdt |
Could have been worse, I had this page of text with quotes showing two consecutive saves, with links to 'consecutive' in the dictionary.com, before I realized what the issue was. :) Fortunately didn't post it.
| mdt |
Riley gets the door unlocked, and with help from Kjel, forces it open against the vines.
The inside of the room is obviously what was once a very well appointed bedroom. The old bed is still in decent shape, although it's been overgrown with vines, which seem to have created a new 'mattress' of soft springy black leaves.
The room is heavily cluttered, there's backpacks, torn and shredded clothes, broken items, and trashed belongings scattered all over it.
Taking an hour to carefully check the entire room, the group finds :
1) A dented and scratched Spyglass
2) A stained Noble's outfit
3) A Military Saddle
4) A Greatclub
5) A light wooden Shield
6) A Battleaxe
7) An Artisan's outfit
8) A Potion of remove blindness/deafness
9) A Sling
10) A Rock crystal (clear quartz) (45gp)
11) A Rose quartz (30gp)
12) 8 Platinum Pieces
13) 21 Gold Pieces
14) a bag with 100 silver pieces
15) a pile of copper coins, scattered around the room as if thrown in anger, about a hundred of them if you take an hour or two to find them all
This appears to be the room Tanyasha was staying in.
| Eva Elsington |
Marking in loot, are we taking the books and are we going to spend the time to gather the copper coins?
| Alexis Carevin |
Alexis tells you that gathering the coins is a waste of time! But the books should be taken, since they can tell us a little about this place!
The sorcerer detects magic on the items, hoping the necromantic aura here is not so strong as in the rest.
| Lineera Vonnarc |
Lineera sits down and works through the pile of goods left behind by the dead Tanyasha. "A saddle? I don't like the look of that, I haven't seen anything that she would have ridden in here yet. Keep on guard." Lineera follows the group to the next room.
| mdt |
Botting Riley, 24+ hours
Perception/Traps: 1d20 + 12 ⇒ (6) + 12 = 18
Disable Device: 1d20 + 12 ⇒ (4) + 12 = 16
Riley chacks the next door. and works at it for a few minutes before muttering something indelicate under his breath.
Disable Device: 1d20 + 12 ⇒ (7) + 12 = 19
Another few minutes pass, and another indelicate phrase is muttered.
Disable Device: 1d20 + 12 ⇒ (5) + 12 = 17
Another few minutes pass, and another indelicate phrase is muttered.
Disable Device: 1d20 + 12 ⇒ (6) + 12 = 18
Another few minutes pass, and another indelicate phrase is muttered.
Disable Device: 1d20 + 12 ⇒ (10) + 12 = 22
Finally, after almost a half-hour, Riley sighs and steps back, bowing and waving at the door, indicating it's now safe to open.
Inside is another bedroom, this one in much worse shape. There are no vines, but the furniture has been destroyed, smashed into tiny pieces, mirrors broken, equipment thrown against the walls, against the ceiling, clothing ripped and shredded.
Spending an hour looking through the rubble of the room will reveal the following :
1) 1 set of Banded mail Armor (S)
2) 1 Falchion
3) 1 shockingly intact and ornate Water clock
4) Arrows (20)
5) 1 Bell
6) 1 Potion of cure serious wounds
7) 1 Hand Crossbow (S)
8) 1 Tourmaline Gem (60gp)
9) 1 Jade Cat (75gp)
10) 4 platinum coins
11) 23 gold coins
12) 70 silver coins in 7 handkerchiefs, 10 per, stacked neatly on a broken mirror
13) about 100 or so copper coins scattered everywhere
| Alexis Carevin |
"It seems that someone has been rummaging through this stuff, and did not find what they were looking for. I cannot think of other options..."
| Kjel Svensen |
"I definitely get the feeling that plant lady didn't keep a chambermaid. Ok, might as well keep moving along. " he will pick up any loot indicated that needs to be carried and move onto the next door to repeat the process.
| mdt |
Yes, (S) means small. No problem Riley.
The next room looks like another servant quarter. However, the floor in this room is gone, this appears to be the hole that Tanyasha used to lower herself to the altar without ripping her human form apart.
| Riley "Lucky" McCormick |
1d20 + 12 ⇒ (13) + 12 = 25
1d20 + 12 ⇒ (14) + 12 = 26
1d20 + 12 ⇒ (20) + 12 = 32
1d20 + 12 ⇒ (9) + 12 = 21
1d20 + 12 ⇒ (13) + 12 = 25
1d20 + 12 ⇒ (2) + 12 = 14
1d20 + 12 ⇒ (17) + 12 = 29
1d20 + 12 ⇒ (20) + 12 = 32
At work. Here are four checks. As Billy Madison says, "Proooooceeed Mr Penguin!"
| mdt |
Riley finally finds a door that is not locked or trapped. 16
Riley has found the latrine. Several ancient looking chamber pot cabinets are set against the walls, with remnants of curtains that would have divided them. One appears to be in use, judging from the smell of the chamber.
| Eva Elsington |
I listed the copper coins, but only Alexis replied and I have not yet included them in the coin counts. I listed the other coins and tagged them that I had included them so we can make sure we get everything. Are we spending that time to collect them? Should I include them in the coin counts?