DireMerc |
I've always played it for UMD that failing the check with a natural 1 was a mishap (for example making poisonous berries) and didn't lock the wand and failing with anything other than a 1 the spell fizzles consuming the charge to no effect. If you want to do it that way we can or we can use RAW rules. By RAW it locks it for that specific person for the day.
Deranthil |
Much more advantageous for us going RAW. Quick math shows with Deranthil, with a +7 UMD will need a 13 or better to activate the wand and so will fail more than half the time. By raw he will succeed 8 times for each time he locks the wand. So using RAW, on average after 5 or 6 successes one of us will lock the wand and had it to the other. And this particular wand is not one we need to use in combat. In fact its much better to use it in advance as the berries last all day.
Jordy Vashnarstill |
Can we get NPC-Quelth to pop a bunch of berries for us?
Jordy nods at Bastien. "I think you're right. Quelth? You could probably do this more easily than either Deranthil or I can."
Diomedes Wayfair |
"Apparently, the field is full of ankhegs. I say we leave that for tomorrow. I'm not sure any of us are in the shape to fight them immediately."
where else haven't we checked? We checked the buildings inside the palisade and the tents just outside it, right? So we still have the outbuildings south of the center, A14-18? Assuming I'm remembering correctly...
"Perhaps we should check out these outbuildings."
DireMerc |
Only major location left to check is the Levin farm just south of the pallisade once you clear that out you can rest for the night and you can level up.
You head to the large farmhouse south of the main encampment. This place seems to have been were the colonist were looking to start growing crops after having abandoned the northern fields to the ankheg.
Atop a sloping hill stands a solitary cottage built apart from the rest of the colony. A stone well has been built not far from the house’s front door. A large stone near the entrance is painted with the words “Levin Farm.” Just south of the cottage is a tilled vegetable patch that grows wild from neglect. The door to the farmhouse appears to have been broken down by force.
Jordy Vashnarstill |
Jordy nods at Deranthil. "Definitely. Those bugs were a pain." He takes Deranthil's last berry and holds up a hand to stop Quelth from making more berries. "I can take care of a few minor wounds myself." He hums a few words under his breath and in a moment nothing is left but a few scratches.
"Does anyone else need healing?"
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
I don't like the idea that we might be starving soon...
Jordy Vashnarstill |
He was down to 2 from 8 after the swarm got him, I just hadn't updated the bar yet. So with the berry and his 6 hp CLW he's back at 9.
DireMerc |
The interior of the house is comparable to the other private homes in Talmandor’s Bounty. It contains only simple wooden furniture and an assortment of common household and personal items. Unlike the other residences, this house is in disarray, with chairs and tables flipped over, blankets torn to shreds, and produce such as corn and melons gnawed upon and then discarded to rot on the floor.
Diomedes Wayfair |
"Hmm. This place has been ransacked as well, but also... raided? Maybe more of the monkey goblins?" He kicks over a few bits of refuse. "If there's roaches in here like the storeroom, I'm outta here." He shivers briefly remembering the horrible sensation of them crawling all over him.
He casts detect magic and scans the room looking for anything that might pop out.
Deranthil |
Yea, I am betting monkey goblins. Nasty little buggers. Deranthil agrees as he searches.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Gonna write down one of those potions of healing on my sheet unless someone objects.
Vinnick Varzel |
Vinnick follows the group, He looks to the rotted food. Such a waste, makes me want some fresh fruit.
He turns to Quelth, after a few moments in thought.
You, Quelth, you hold druidic magic yes? Can you perhaps restore the fruit and other food stuffs here?
Talking about the Purify food and drink cantrips, which brings me to a question, will you be allowing spell research? I'd love to have that cantrip, and it is sort of fitting to the character to be researching spells and possibly ways to replicate more natural magic via arcane energy.
Jordy Vashnarstill |
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Jordy, still back by the door, frowns. "What's that noise?" He points up at the ceiling, indicating the upper floor. "Sounds like something big. Bigger than a goblin, anyway. Steps are uneven... wobbly."
Diomedes Wayfair |
Diomedes picks up the sword, pouch and letter. "Nice sword," he murmurs before opening the pouch and letter. He glances down at the letter before Jordy's words catch up to him. "Wait, what noise?" He hands to sword off to Jordy? Bastien? Who wants it? and tucks the letter and pouch away, drawing his own weapon.
he did read the letter
DireMerc |
Dulin went on the “fishing expedition,” so I thought it was smart to change the drop point, lest they drag it out of him. Rayland is becoming bolder and cockier now that more people have resumed supporting him. Don’t tell him anything, no matter how convincing he seems. If necessary, talk to Eliza, she’s on our side and it’s clear that Rayland resents her for usurping his authority. Some of us plan on taking the canoe—since those bastards conveniently took the boat— and finding somewhere to hole up until the supply ship comes. We can’t all go at once, so wait for the quarter moon and go down to the docks a few hours past nightfall. Barnabus will pick you up. Don’t get followed! —Una
Assuming you head upstairs...
You climb the stairs and in the hallway is a grey skinned humanoid with strangely long limbs. It clutches a bottle of alcohol in one of it's hands and seems surprised to see you.
init: 1d20 + 1 ⇒ (7) + 1 = 8
Knowledge Dungeoneering to identify.
Jordy Vashnarstill |
Jordy will be happy to take it if Bastien's a polearm fighter instead of sword.
Kn:Dungeoneering: 1d20 + 5 ⇒ (12) + 5 = 17 Maybe?
Init: 1d20 + 3 ⇒ (14) + 3 = 17
Jordy nods at Bastien. "If you're not going to use it, sure." The explorer straps the scabbard to his hip and advances up the stairs with the sword ready in front of him.
DireMerc |
A choker.
Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack.
Chokers walk with a disturbing, almost comical gait due to their extremely limber legs. Chokers are small halfling-sized creatures, averaging 35 pounds (though larger man-sized specimens have been reported[2]). Despite their size, they have extraordinarily long arms and legs.[1] These limbs are boneless, and each ends in five tentacular fingers with an array of spines on the anterior. Chokers travel on their legs, or all-fours as the situation dictates, and have a gait that humanoids find disturbing and unnatural, due to their boneless limbs. Their wobbly locomotion has led to some commoners to question if the creatures have any skeleton at all.
Chokers appear to have little culture of their own, gathering only briefly to mate before their wanderlust and hunger spurs them again to a solitary existence. Their just-better-than-animalistic intelligence grants them a fascination with the trappings of society even if they do not truly understand it. Accordingly, the grubby lair of a choker (often situated in a difficult-to-reach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins gathered from devoured victims.
This fascination occasionally compels a choker to abandon its subterranean home for a closer study of the sunlit world's many civilizations. These chokers feel most at home in the darkened narrow alleyways of human cities, squeezing themselves into sewers, forgotten alcoves, barrels, and similar cramped, overlooked spaces. Chokers prefer to keep hidden during the light of day, emerging from their hidey-holes under cover of darkness to hunt for food and cruel pleasure. Favorite tactics include using their long arms to scoop prey off the street from the safety of a nearby rooftop, attacking sleeping families by squeezing through an open chimney, or tapping on a window to bring their curious food within grasping distance.
Deranthil |
The letter
Say, wasn't that a canoe on the bottom of the harbor we saw as we came in? It sounds like the colonists were not getting along and that some did not trust the leadership.
Upstairs
Init: 1d20 + 4 ⇒ (3) + 4 = 7
no Knowledge Dungeoneering
Jordy Vashnarstill |
"Watch out, this thing will try to grab you and choke you to death." Jordy kept the new sword up in front of him to ward off flying tentacles.
Vinnick Varzel |
Vinnick jump backwards in surprise and a little disgust.
He raises his hand and shouts an arcane phrase. Arcanis Nar!
A semi-translucent glyph appears in front of his had and a purple bolt of energy shoots from it, striking the choker square in its chest.
magic missile: 1d4 + 1 ⇒ (2) + 1 = 3
DireMerc |
The choker is struck by Bastien before it can react. It tries to grab Bastien going for his throat and chocking him cmb / strangle: 1d20 + 4 ⇒ (16) + 4 = 201d4 + 4 ⇒ (3) + 4 = 7
But before it can do anything else Diomedes charges in and strike the creature down. (it had penalties to ac for being very drunk and for grappling so you hit)
That is it for day one. You search the rest of the farmhouse and find nothing else of interest.
You decide to spend the night at the mayors house since it has the best rooms and enough beds for everyone.
Go ahead and level up. We will proceed when you are done you can rp in the meantime.
Jordy Vashnarstill |
Whoa! Nice job, Diomedes!
Jordy, slow off the mark, had charged in after Diomedes but ended up just looking down at a body. He chuckled and shook his head, clapping Diomedes on the shoulder. "Glad you're on our side." The explorer sheathed his new sword and looked around the dusty room. "Not much up here, is there?"
Diomedes Wayfair |
"Let's get some rest. I think I've had about enough for one day. We also need to think about what might have been going on regarding this note. We should talk to Ramona about this."
"Vinnick, can you identify the sword?"
Jordy Vashnarstill |
Spellcraft ID check: 1d20 + 5 ⇒ (15) + 5 = 20
"You don't need to worry about it, Vinnick." Jordy murmurs a spell under his breath and examines the sword.
DireMerc |
It's a +1 longsword with a grip wrapped in green leather and gold wire, glowing with a pale green emerald light. The sword emits light as per the spell light.
The workmanship and engravings on the blade and hilt are not similar to any made in the Inner Sea region;
Jordy Vashnarstill |
1 person marked this as a favorite. |
Jordy chuckles at Bastien's request. "I'll be sure to show it to your mother as soon as I meet her, Bastien. It sounds like she and I have a lot in common."
Ha. Jordy's got the Pathfinder Recruit trait, too. He's not giving up this sword for fluff reasons.
Kn:History: 1d20 + 6 ⇒ (16) + 6 = 22 Just wanted to check for himself.
He nods at Diomedes. "Agreed. The guard design is reminiscent of sketches of Azlanti art I've seen. Even the decoration is what I would expect of late period Azlanti ornamentation."