| Black Tom |
After some deliberation you head back to the fungus-crusted island, this time following the east coast and checking for a rock spire.
You can see it from afar. A fifty-foot-high pillar of fungus-covered rock thrusts up from the surf, angling away from the main body of the larger island to the west. The rock is connected to the main island
by thick tangles of fibrous fungus, perhaps providing a way to cross the churning surf below.
It's a Climb 5 check to cross the ropes.
You can see no trace of the captain, but there is a cave opening near the top of the spire.
| Black Tom |
Assuming that you make it across safely...
Numerous strange offerings lie around the cave mouth — brightly colored seashells, bits of polished stone, and many bones and skulls. The opening leads 15 feet inside the pillar through several thick curtains of fungus to a 30-foot-diameter cavern.
As Torch slices through the last curtain of fungus he is greeted by a horrible sight. The back wall is covered with a bloated tower of some kind of foul purple fungus that intermittently writhes and twitches.
As you enter, something rips itself free of the wall with a hideous, wet
tearing sound. It appears as a drooping, vaguely humanoid mass of purple fungus and twitching violet strands, capable of slow movement by pulling itself along with its tendrils.
Roll for initiative.
| Ralf Pennywhistle |
nature: 1d20 + 5 ⇒ (16) + 5 = 21
planes: 1d20 + 5 ⇒ (12) + 5 = 17
"Holy mackerels! That looks kind o' like one o' them violent fungus things that can rot your flesh, but this one looks like a fiend straight out o' hell!!"
init: 1d20 - 6 ⇒ (12) - 6 = 6
| Black Tom |
I don't know about Aerys but I rolled for her to speed things up. Torch already has rolled. :) Don't think a map is needed here either. The monster is medium-sized without reach, so it won't be too complicated.
Torch, Aerys and Gelik beat its initiative, so you go first, then the monster.
| Sam "Torch" McQuarry |
Torch rushes forward, hoping to finish the fight before it begins. Swift action to activate ranger's focus, then charging the plant-fiend-thing. Here's hoping it's vulnerable to sneaks! Attack 1d20 + 8 ⇒ (10) + 8 = 18, damage 1d6 + 6 ⇒ (6) + 6 = 12 plus 1d6 ⇒ 6 sneak, if applicable.
Well, if that hit, can't complain about max damage!
| Black Tom |
I took the liberty of rolling for Aerys to speed things up a little.
Gelik's ray hits the creature, but it seems unaffected by the cold. Torch profits by the opportunity and carves off a large slice of putrid fungal matter, and Aerys's sword takes another chunk of it.
Its tendrils flail about like crazy and Torch is struck for 3 points of damage. A searing pain shoots through his arm as the poison burns his flesh. Fort 15 save
Then you are all up.
| Ralf Pennywhistle |
Ralf puts a similar protective charm on Aerys.
Alignment Shield, works like Protection from Evil but instead of suppressing mind control, the recipient can expend the spell to reroll any one saving throw caused by an evil creature
| Sam "Torch" McQuarry |
Hrakar moves near Torch and casts Protection from evil on him.
If the fungus is evil it shouldn't be able to hit Torch for 2 minutes...
That's only true if it's a summoned creature, which I don't think this is. It will give me a +2 deflection bonus to AC against its attacks, though, and a +2 bonus on future saves against the poison. Doesn't apply to this first one, though: 1d20 + 3 ⇒ (2) + 3 = 5
Ouch. So, about that "flesh rotting" thing again...? (Will wait to post my next action until I know what the poison did to me...)
| Black Tom |
Torch is right. And obviously about my dice hating him too. Sorry.
The flesh around the wound on Torch's arm swiftly begins to rot away, exposing raw bone with shocking swiftness. He takes 4 points of Strength damage and 3 points of Con damage. The thin silver lining is that there is no more save required.
Hrakar and Ralf weave their protective magic, while Aerys strikes again. Seeing what the thing did to Torch makes her hesitate and her blow goes wide. So does Gelik's ray.
Torch is up, then the monster.
| Sam "Torch" McQuarry |
...WHOA.
We, uh, still have that lesser restoration potion around here, right?
A part of Torch's mind recoils in horror as his body almost literally dissolves at the thing's touch. The rest of him, however, remains focused on the fungus itself, the weakness that pervades him notwithstanding.
Would like to 5 ft step to a flank with Aerys if possible. Scimitar attack, including ability damage and ranger's focus: 1d20 + 4 ⇒ (19) + 4 = 23, +2 if flanking, for 1d6 + 4 ⇒ (2) + 4 = 6 damage, + 1d6 ⇒ 4 sneak attack if flanking. Crit confirm: 1d20 + 4 ⇒ (10) + 4 = 14, +2 if flanking, damage 1d6 + 4 ⇒ (6) + 4 = 10
| Black Tom |
Yeah, you should have that potion.
Although weakened by the fiendish poison, Torch bravely swings his scimitar and cuts right through the disgusting creature, causing it to collapses into an inert heap.
And you get 160 xp each for the battle.
There isn't really anything else of interest in the cave, and with a sigh of relief you head back to the main island. As you pass, you notice that some of the fungi have started to wither. The blight on the island has finally come to an end.
Knowledge (nature) 12:
For ending the fungal blight you all get a hero point each. Well done.
You manage to get back to your main camp safely to plan your next move. What will that be?
| Ralf Pennywhistle |
know (nature): 1d20 + 5 ⇒ (17) + 5 = 22
Ralf lets out a low whistle at Torch's nasty wound. "Maybe we should hunker down in camp for a few days while that heals up," he suggests. "By the way, I reckon all that mold will be gone in about a year or so."
| Maestro Gelikugel Aberwhinge |
To be clear - I'm not disappointed that we never found a blasphemous pod full of spores that transmutes its victims into plant creatures. That was a pleasant surprise.
"I like this island less with each passing day." Gelik puts his sandalwood scented handkerchief to his nose for a moment. "Whatever conspiracy led to wrecking the Jeneviere must have included some specific goal on this island, and then a plan to leave it. Therefore, the tracks we found may lead us to someone who knows how to get off this island. It's the best lead we have...revenge notwithstanding."
I am open to better ideas, but I really don't have any. My only other thought would be to walk along the beach to look for other grounded ships. Maybe we'd find some high ground for a good view?
| Sam "Torch" McQuarry |
As soon as the fungus drops, Torch's scimitar slips from his suddenly-boneless fingers, and he bites his lip to stifle a howl of pain. At Ralf's words, he nods, fishing with his other hand for the restorative potion the group found earlier. He drains it in one long pull, feeling some of his vitality return as he does so. Using the lesser restoration potion to get 1d4 ⇒ 4 points of the Constitution damage back. Well, that's all of that at least - he's just down the Strength damage now.
Listening to the group's decision to pursue Ieana and Kovack, Torch nods his agreement without speaking. Though the magic has caused a vicious pink-white scar to start forming on his arm, the experience has clearly left him drained.
| Hrakar Orcbane |
The problem with the tracks is they should be old by now. That said Hrakar favors the most immediate way to get his revenge, although he may realize it makes little sense he feels compelled to try to settle the account with the captain. Anyway let's decide something: Hrakar will favor following the tracks
| Black Tom |
OK, let's make this clear: I've been assuming that you were headed back to camp before you set off south, but you do as you please. You can see the trails on the map. I know that you have been wary of them before, and with good reason, but they will save you some time and trouble.
So two questions: 1) Back to camp or south looking for the captain? and 2) Either way, actually, along the trodden paths or not?
| Maestro Gelikugel Aberwhinge |
Lets's go for it. I vote we follow the tracks south and see where they lead at least. As to the paths, if the tracks we are following use them, then we should as well. If I'm out-voted and we head to the camp, Gelik would still prefer to use the paths. He has little legs, and walking through the underbrush is a bummer.
| Sam "Torch" McQuarry |
Pretty sure the tracks were following one of the paths when we found them before.
Torch would probably prefer to head back to camp and try to get a bit more over his injuries, but he made a deal and will honor it, so he's voting to follow Ieana and Kovack, starting from where we found the path before.
| Black Tom |
Gelik and Aerys should have some reasonably recent news from camp. All is well there as far as they know. Quij and Ilum are gathering a decent amount of supplies, Jask is fussing over everyone and trying to keep off disease, Surkoff is bossing everybody around trying to organize the defense. Ishirou seems to have resigned somewhat. Only Sasha seems a bit bored.
Going south you'll have to find provisions for yourselves to if that's the plan, you can make some Survival checks as you go. It will slow you down a bit but you won't have to go hungry.