Cela |
remove sickness should work... I will do that
You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.
GM Pablo |
Everyone is enjoying the ride, except Cela who casts remove sickness before she starts heaving providing 40 minutes of relief.
The spell wears off and Cela can make a new save.
sorry Hardy won't help. "Hardy +2: +2 vs. poison, spells, and spell-like abilities" Sekkimm I don't think your ability helps either.
GM Pablo |
Cela recovers from her greenness, but Farahi looks sick and shortly after confirms your suspicions when he pukes up partially digested snake meat in a large yellow mass in the cabin. He makes odd sounds and Cela tries to comfort the unhappy lioness. Fahari will be fatigued until he can get a good nights rest.
The Black Mist rides high on one wave only to crash far below into the valley of the next — this goes on for a full 24 hours before the barge reaches the southern cliffs of the Isle of Terror and the waves settle. From there, Captain Walren directs the barge along the island’s cliff-strewn coast and brings you up to a small half-moon bay of calm water known as Aroden’s Landing. A little over a week after the PCs set out on the Black Mist, you arrive at the ruins of Fort Landing on the western side of the Isle of Terror. The Black Mist Anchors and Captain Walren and Mabon personally row you ashore in a small, barely seaworthy boat. Mabon spends the journey bailing water out of the boat and grumbling to himself about poor seamanship while Captain Walren calmly smiles and whistles as he rows. As the tiny vessel reaches the white sand beach at the ruins of Fort Landing, Captain Walren reminds you "I’ll wait with the Black Mist just off the coast for 10 days. When you wish to be picked up again, you must build two fires far enough apart for me to tell it's a signal from you and not a fire belonging to the Razmiri bastards. As we discussed before I left, we will not wait longer than 10 days — if I haven't seen the twin signal fires by the eleventh morning...we leave without you." Once you are are all ashore, he looks about a bit concerned, but puts on a smile "I wish you all the luck on Golarion. Be careful, be quick about your business and we will see you all safe back to Kassan." Mabon always wanting the last word adds "He that will not sail till all dangers are over must never put to sea. Captain Walren and Mabon row back out to barge leaving you on the sand with your gear.
You find yourselves standing in the ruins of Fort Landing, an ancient stone fort, long ago lost to the many terrors of the island. The wind, sand, and storms have scoured away anything organic, such as wood or rope, leaving behind a sandblasted set of interconnected walls that now form a sort of ruined maze. You carefully make your way just inside the walls and soon discover the remnants of a firepit — as well as what looks like two fresh graves. They look shallow and ringed with stones, having been dug near a wall, out of the elements.
Fernleaf Ivy |
Anybody have speak with dead or similar abilities? We could question the corpses.
How about tracking abilities?
Do we see footprints, trails, etc.? We need to find what we are looking for and get back quickly.I am looking quickly for the correct direction of travel. I suggest we have a sense of urgency about everything. I don't want to be on the Isle of Terror one minute longer than necessary. Were we able to locate the City of Death on any maps? Do we already know where we are going?
Any abilities to fly or flying familiars? We could climb a tall tree perhaps. Are there any hills or elevated areas? I want to scope out a find where the Razmiri scum are keeping our treasure for us. Hit them silently and swiftly. If someone could inconspicuously or invisibly get high in the air, we may discover which direction to go.
Or any divination type stuff? Ask the universe "which way do we go?". Cela might discuss things with some local animals or plant life? Rocks? Can Fahari smell anything?
GM Pablo |
Anaba sees the foot prints of many humans You have favored enemy Humans +2 to tracking and as a ranger get a +1 to tracking too. +9 total
From the ruins of Fort Landing, it’s easy enough to follow the tracks of what you suspect is Iramine’s party of 20+ members leaving the ruined fort. You find that the tracks are 3 days old and see the trail leads into the Lingerlost Swamp to the east.
Buchart did you want to move the dirt away on one or both of the graves?
The party spends an hour scoping out the place.
Wild Shape (Su)
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
Unfortunately the small animals you do find all seem oddly mutated.
GM Pablo |
GM Stuff: 1d100 ⇒ 71
Anaba Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Buchart Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Cela Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Fernleaf Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Rolande Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Sekkim Perception: 1d20 - 1 ⇒ (10) - 1 = 9
As you are looking around and deciding whether to open the graves Cela and Rolande notice some movement what looks like a large jet black wolf with bulbous, weeping humps on it's back skulking about. Taking a round to look closer they spot several more moving in toward you.