DM DoctorEvil |
The pounding and moaning from behind the door continues unabated. The chains are not locked, but bound from the outside with a hook linked through a chain. It is easily unlockable. The door remains swollen and stuck.
Opening the actual door will take a DC 20 STR check, but aid is available. The gnome can find a stack of crates or barrels that aren't floating to stand on, and should still have enough head room, but that will limit his mobility.
Elael Foxfire |
Elael wades through the sunken bilge of the ship to get to the locked door. Then he retrieves his lockpicks and tries the door.
Disable Device: 1d20 + 11 ⇒ (19) + 11 = 30
"Really hopin' there aren't any vengeful undead behind this here door."
Elael Foxfire |
I mean, can I use that 19 to make the DC 20 Strength check to pull the door open, then?
Otherwise, Strength: 1d20 + 1 ⇒ (7) + 1 = 8
"Someone help me yank this thing open!"
Milo Flamecursed |
I think whoever's on the other side should be getting 'aid another' rolls too! =)
I hope it a ghoul! I thought I'd finally gotten skunked on my streak... but perhaps a chance remains!
Milo scowls at the water, and the door, and pretty much everything, mutters a few arcane words, then ducks under the water out of sight.
Hell, why not, I memorized it and didn't get to use it, so might as well. The gnome casts air bubble then hides under the water ready for whatever comes out! Making sure at least one of his dancing lights is below the water in the doorway.
Stealth: 1d20 + 6 ⇒ (17) + 6 = 23
Tobold "Tobi" Fusil |
I assume if the water's too high for Milo and I, that medium quadrupeds are also having trouble? If not Tobi mounts Tug, otherwise he'll take advantage of the stacks of crates and barrels.
DM DoctorEvil |
The water isn't over Milo's head, but uncomfortably high for gnomes, halflings, and quadrupeds indeed.
As Darvan lends his muscle power to Elael, the door pops open with a shrieking, that is only matched by the foul cries of what lies beyond. The smell of death and corruption emanates from the open hold, and three horrid, ravening creatures rush out of the door, looking for a fresh meal.
Tobold: 1d20 + 3 ⇒ (4) + 3 = 7
Milo: 1d20 + 8 ⇒ (3) + 8 = 11
Darvan: 1d20 + 4 ⇒ (17) + 4 = 21
Elael: 1d20 + 4 ⇒ (8) + 4 = 12
Jalias: 1d20 + 2 ⇒ (11) + 2 = 13
Archibald: 1d20 + 3 ⇒ (13) + 3 = 16
Blue Lacedon: 1d20 + 2 ⇒ (17) + 2 = 19
Red Lacedon: 1d20 + 2 ⇒ (10) + 2 = 12
White Lacedon: 1d20 + 2 ⇒ (19) + 2 = 21
DM DoctorEvil |
The Knowledge check for these creatures is Religion DC 11. Remember any thing +5 over the DC gets another question.
Act 5: The Cargo Hold - Round 1
21 Darvan
21 White Monster
19 Blue Monster
16 Archibald
13 Jalias
12 Elael
12 Red Monster
11 Milo
7 Tobold
Darvan, fresh from opening the door, leads off.
Darvan Moll |
Darvan, his shillelagh ready, defends himself from the onslaught; he swings mightily at the nearest undead creature.
Standard action: Attack Blue Monster
Attack (shillelagh): 1d20 + 6 ⇒ (20) + 6 = 26
Damage (Shillelagh): 2d6 + 5 ⇒ (3, 3) + 5 = 11
Critical Confirm (shillelagh): 1d20 + 6 ⇒ (8) + 6 = 14
Critical Damage (Shillelagh): 2d6 + 5 ⇒ (2, 4) + 5 = 11
DM DoctorEvil |
Act 5: The Cargo Hold - Round 1 - continued
Darvan swings his shillelagh at the nearest flesh-eater, clubbing the sense out of before it can even get out the door.
At the doorway, White Lacedon makes a full attack on Elael, ripping and grabbing at him.
White Claw 1: 1d20 + 3 ⇒ (2) + 3 = 5
White Claw 2: 1d20 + 3 ⇒ (13) + 3 = 16
White Bite: 1d20 + 3 ⇒ (19) + 3 = 22
Bite dmg: 1d6 + 1 ⇒ (6) + 1 = 7
As an elf, Elael is immune to the paralysis, he still needs a DC 13 FORT save vs ghoul fever. Archibald, Jalias, and Elael are up before the next lacedon.
Jalias |
"Undead .. I hate undead!!", the half-elf shouts with a voice dripping with utter disgust. Oh, he does hate undead so very much and he holds a special hate for ghouls and their ilk.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d12 + 4 ⇒ (4) + 4 = 8
Elael Foxfire |
Uh...A fort save...
Fort save (DC 13): 1d20 ⇒ 7 Riiiight
"Ah!" shouts Elael as he takes the bite from the lacedon. He feels the creature's disgusting ichor seep into his wound, and he steps back and away from the creature as he tries to slash it with his dagger.
SA to attack, followed by a 5-foot step back diagonally backwards and to the left.
Dagger Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Archibald the Addlebrained |
I've shuffled people on the map around as best as I can to make everybodies moves legal. Archibald will delay until before the White Ghast for now, as Jalias is in his line of fire.
Archibald the Addlebrained |
D'oh! You're right of course. I can't adjust the map from the train but Archy will fire a burning hands from his current position when Elael steps away and then move to the back of the hold if possible.
Burning Hands DC16: 4d4 ⇒ (4, 3, 1, 1) = 9
"My word, these abhorrent abominations seem to spring up just about everywhere... Let's see how these fecund flesh bags handle a bit of fire, eh, Milo?"
Milo Flamecursed |
Going to post Milo's action now... though the red ghoul will go first... though chances seem good he'll stop to chew on Darvan, so won't really change what happens with the gnome!
Based on Archi's response that, once he casts his spell, he moves to the back of the hold, that gives Milo a spot to cast from, assuming he can move 10 in the water...
Milo pops up from under the water, where Archibald was standing only moments before, his hands raised up above his head out of the water.
"Fire in the hold!" He yells followed by arcane words in draconic.
Move 10' to where Archi is on the map right now, and cast burning hands through the doorway
Fire Damage: 5d4 + 5 + 5 + 1 ⇒ (4, 4, 2, 2, 3) + 5 + 5 + 1 = 26 (Reflex DC 15 for half)
If Milo can't move 10'... then he can't do any of this! And I'll do something else less explosive
DM DoctorEvil |
Act 5: The Cargo Hold - Round 1 - continued
Jalias drives the exotic weapon into the closest lacedon, slicing the undead horror open, but not ending it. Elael stabs the same ghoul with his blade giving it a little nick, before retreating to the back of the hold so the artillery can commence.
The fiery cone that emanates from Archibald's hands catches the ghouls in it's blast. The flames incinerate the wounded lacedon sending it under the water with a moan. The flames also scorch the last ghoul, searing it's long scraggly hair.
Shuffling forward oblivious to its burns, the hungry Red Lacedon attacks Darvan with it's claws and bite through the doorway, scratching him with one claw for 4hp, and perhaps paralyzing the druid...
Red Lacedon DC 16 Reflex: 1d20 + 2 ⇒ (2) + 2 = 4
claw 1: 1d20 + 3 ⇒ (19) + 3 = 22
Claw 2: 1d20 + 3 ⇒ (8) + 3 = 11
Bite: 1d20 + 3 ⇒ (4) + 3 = 7
Dmg: 1d6 + 1 ⇒ (3) + 1 = 4
Darvan Need a DC13 Fort save or be paralyzed from Ghoul Touch. Elael takes 1d3 Dex and 1d3 Con dmg from the ghoul fever. Try another save (DC 13 Fort, but with Con dmg) on your next round. Milo and Tobold are up now. I don't think Milo can get a shot of Burning Hands at the ghoul without scorching Darvan (who may be paralyzed) in the process, can he?
Milo Flamecursed |
Once he moves, he should be able to... would be the exact same line as Archi just used. The fact they put the door on the square intersection isn't helping logistically =) Probably allow for a + on the reflex save due to cover, if so.
But I'm ok if I can't nuke them from orbit. Pretty sure we can finish the one remaining one other ways.
Also, doesn't ghoul fever have a 1 day onset time? Elael shouldn't be taking stat damage yet should he?
Anyway, moved Milo to where I was going to cast burning hands from... if that's not going to work, then he will just cast disrupt undead from his original location by the hull, Ranged Touch: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13, for Positive Energy Damage: 1d6 + 1 ⇒ (2) + 1 = 3
DM DoctorEvil |
Act 5 - The Cargo Hold - Round 1 - concluded
Milo blasts his signature spell through the doorway, the cone of fire expanding to envelop the remaining lacedon. Even with it's quick reflexes, the lacedon takes significant burns. That coupled with the on-going fire effects from Archibald's blast, put this corpse back in the grave.
Reflex DC 15: 1d20 + 2 ⇒ (13) + 2 = 15
End of Combat
A quick search reveals the hold contains a small padlocked chest of wood and hardened leather. Inside, wrapped in moldering velvet, rest four tablets each crafted from a different material— copper, gold, lead, and black slate. The crudely fashioned tablets are incredibly ancient forgeries of the original tablets marking the royal seals of four of the Old Azlant’s noble houses. Regardless of their non-authenticity, their uncanny detail provides great insight into lost languages and historical data associated with the four houses.
These are the prizes you came for. Leaving the ship unmolested by the now-leaderless crew, you row back to Diobel, and from there, a short hop back to Venture Captain Valsin, who sent you out in the first place.
"Nice work Pathfinders, rest up. I think we have a mission for you again in the morning!"
End of Scenario!
DM DoctorEvil |
Nice work finishing up quickly. Any questions about the activities in this one? Probably the lowest rated (by me) scenario I've run so far (but that's only a handful). I'd like to hear any questions or comments.
Chronicle Sheets, including Elael's ghoul fever fun, should be forthcoming tonight/tomorrow.
Milo Flamecursed |
Milo intends to leave the ship burning down to the water line! Its the only proper sendoff for that bastard Du Moir, and as good a funeral as those poor dead Andoran's in the hold are like to get!
Also, the ghoul fever has to be resolved now. So he has to pay for a cure, roll the saves, or what have you. Not allowed to carry them forward anymore I don't think.
DM DoctorEvil |
You may be right. The possibly lethal condition needs to be dealt with now, the ability losses, can be carried forward however.
Elael - in order to cure the ghoul fever, you need consecutive saves of DC 13 Fort, checking once per day. Each day that passes (afer the onset of one day) you take 1d3 Con and 1d3 Dex damage. If your Con drops to zero, you get to become a ghoul yourself...fun right.
Alternatively, you can buy a Cure Disease spell at a 5th level Cleric for 150gp. It has a chance to fail - 1d20+5 vs DC 13 Fort. Let me know what route you want to take.
Milo Flamecursed |
Ya, looked in the guide...
All conditions gained during an adventure, except for
permanent negative levels, ability drain that does not
reduce an ability score to 0, and conditions that provide no
mechanical effect, must be resolved before the end of the
session; if these are not resolved the character should be
reported as ‘dead.’
At least we can pick up some antiplague or something to help out, which would give him two attempts at the save for 50gp
Theoretically, could pay for a 'remove disease' but it'd be one shot at a 1d20 + 5 vs the same DC for 150 gp
The statisticians can figure out if the chances of getting a 13 are better on two rolls of a d20, or a single roll with a +5 bonus. =)
Not to mention it requires two consecutive saves to clear
Elael Foxfire |
Actually, here.
Fort Save, Day 1: 1d20 ⇒ 12 F!+#.
Con Damage: 1d3 ⇒ 1
Dex Damage: 1d3 ⇒ 1
End of day 1, Dex 17, Con 9
Fort Save, Day 2: 1d20 - 1 ⇒ (11) - 1 = 10
Con Damage: 1d3 ⇒ 1
Dex Damage: 1d3 ⇒ 1
End of day 2, Dex 16, Con 8
Fort Save, Day 3: 1d20 - 1 ⇒ (16) - 1 = 15 Hooray, I saved!
Fort Save, Day 4: 1d20 - 1 ⇒ (4) - 1 = 3
Con Damage: 1d3 ⇒ 3
Dex Damage: 1d3 ⇒ 3
End of Day 4, Dex 13, Con 5
Fort Save, Day 5: 1d20 - 3 ⇒ (6) - 3 = 3
Con Damage: 1d3 ⇒ 2
Dex Damage: 1d3 ⇒ 2
End of Day 5, Dex 11, Con 3
Fort Save, Day 6: 1d20 - 4 ⇒ (17) - 4 = 13 Holy f*+*.
Fort Save, Day 7: 1d20 - 4 ⇒ (20) - 4 = 16 This m%@$!!$@#%~! right here.
So it looks like it'll take a week for Elael to shake the disease, and then another two to recover, and he'll be passing the very brink of death.
I'm looking to downsize a bit on my games, so I think I might be sitting the next one with you guys out, on account of A. my character almost having died, so it even makes story-sense, and B. it takes time and stuff.
DM DoctorEvil |
Elael , I don't know how to break it to you, but you really need two consecutive saves to cure the ghoul fever, not just two saves. I would highly recommend you go in for the Remove Disease option, as you're right on the line of life or death here.
Buying a caster, scroll, potion etc of Remove Disease makes the check at 10+CL vs disease DC.
DC 13 Remove Disease: 1d20 + 5 ⇒ (14) + 5 = 19
If you want to spend the 150gp, you just lived, if not, your clock is ticking...
DM DoctorEvil |
Closing this thread. Discussion still open, but next scenario online here for those going on.