| Sophie Kundegard |
waiting to see what Stefan does this round
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| GM Harker |
Bert, I may be missing or forgetting something again, but why did you make two attacks with your lucerne hammer?
The phase spider does not appear to have reach thus far.
Bert steps up and smacks the phase spider with his hammer. The creature hisses at him in response.
Vivian readies herself to attack if the poisonous creature gets close.
Stefan, Amaria, Tara, and Sophie after Stefan acts.
Amaria the Huntress
|
Grimacing in pain from the nasty bite, Amaria takes a step away from the spider and launches two quick arrows into its spidery carapace.
Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 8 ⇒ (3) + 8 = 11
Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 8 ⇒ (8) + 8 = 16
| GM Harker |
Amaria finally terminates the phase spider menace with two well placed arrows. It collapses in a heap in front her.
Combat Over.
Although combat is over, we still have Fort saves to make for Sophie and Amaria. If Stefan or anyone else is going to aid them, go ahead and make a series of Heal checks, let's say make 5 in total. If more are necessary, I'll prompt you then. After it doesn't appear like anyone else will be able to help, I'll have Sophie and Amaria make their Fort saves. You can make Heal checks untrained if you wish, although the DC is unfortunately high.
Everyone else can make Perception checks if they are searching the area.
| Vivian Deberth |
Vivian prepares what she needs in her healing kit and tries to take care of Amara, while Stefan uses his skills to treat Sophie's wounds
Healing: 1d20 + 8 ⇒ (19) + 8 = 27
Let's hope this unguent will help you. My mommy taught me the recipe, in Karcau. It might sting a little.
The redhead shows again that she's ressourceful, and always willing to help.
| Dr. Stefan Von Herzog |
Stefan continues to provide medical assistance to Sophie.
Heal (check #1): 1d20 + 2 + 14 ⇒ (15) + 2 + 14 = 31
Heal (check #2): 1d20 + 2 + 14 ⇒ (2) + 2 + 14 = 18
Heal (check #3): 1d20 + 2 + 14 ⇒ (19) + 2 + 14 = 35
Sophie gets a +4 bonus on her next three saves vs. the poison. Plus, she gets the +5 alchemical bonus to her saves for the next hour, so +9 all around.
| Vivian Deberth |
More healing: 1d20 + 8 ⇒ (9) + 8 = 17
More healing: 1d20 + 8 ⇒ (12) + 8 = 20
More healing: 1d20 + 8 ⇒ (3) + 8 = 11
More healing: 1d20 + 8 ⇒ (18) + 8 = 26
More healing: 1d20 + 8 ⇒ (8) + 8 = 16
Vivian provide more moral support and medicine to Amara.
Amaria the Huntress
|
Fort: 1d20 + 7 ⇒ (1) + 7 = 8
Fort: 1d20 + 7 ⇒ (9) + 7 = 16
Fort: 1d20 + 7 ⇒ (3) + 7 = 10
Fort: 1d20 + 7 ⇒ (1) + 7 = 8
Fort: 1d20 + 7 ⇒ (15) + 7 = 22
She will be using her wand to heal herself as well.
Taking 10 on UMD
Inflict Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Inflict Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Amaria the Huntress
|
If I'm not dead yet and need more saves... Not putting any adjustment down as I don't know what my con +/- is
Fort: 1d20 ⇒ 3
Fort: 1d20 ⇒ 6
Fort: 1d20 ⇒ 8
Fort: 1d20 ⇒ 20
| Sophie Kundegard |
Fortitude: 1d20 - 1 + 4 + 5 ⇒ (10) - 1 + 4 + 5 = 18
Sophie rattles out a sigh of relief as she feels the poison slowly lose its effect. still at 6 con if I remember poison rules correctly
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| Vivian Deberth |
Sophie, don't you have a magical wand to restore some of your stamina? It could be a good idea to use it, right now in fact..
You should have a wand of lesser restoration in your loot share
| GM Harker |
Stefan is partially correct, you actually need two consecutive saves and the poison lasts for 8 rounds.
Since two deaths by poison isn't fun for anyone, we'll just say both Sophie and Amaria suffered enough Con damage to take them both down to 1 Con without killing them. That looks like 8 Con Damage for Sophie and 7 Con Damage for Amaria.
Also, if you want to look around the area, please make a Perception roll.
| Sophie Kundegard |
is the poison a magical effect?
let's day Sophie pulled out her wand and started using it right away. 3 round casting time.
lesser restoration, ability restore, Sophie: 1d4 ⇒ 1
lesser restoration, ability restore, Sophie: 1d4 ⇒ 1
lesser restoration, ability restore, Sophie: 1d4 ⇒ 2
lesser restoration, ability restore, Sophie: 1d4 ⇒ 4
lesser restoration, ability restore, Amaria: 1d4 ⇒ 2
lesser restoration, ability restore, Amaria: 1d4 ⇒ 4
lesser restoration, ability restore, Amaria: 1d4 ⇒ 4
only 5 charges left on the wand! That is a nasty poison. I should have asked to take the average.
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| Dr. Stefan Von Herzog |
DC 18 saves are pretty tough for 4th-level characters!
Stefan continues to attempt to treat the unfamiliar poison coursing through Sophie's body. "I don't have a specific antidote to phase spider venom, and the toxin isn't responding to general techniques..." Eventually, his remedies have some effect... or perhaps the poison simply runs its course.
"I think you'll make it, but it will take a week of bedrest before you feel like yourself."
GM Harker: How many uses my healing kit should I mark off?
As she uses the wand of restoration, he remarks, "Ah, magical healing. That is certainly a faster method of recuperation!"
| Sophie Kundegard |
"Yes, although it is expensive..." she shakes the wand around. "I don't think this old thing has much juice left."
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| GM Harker |
No, it's not magical poison. In this particular case, the two PC's who would suffer most from the the high DC Con poison happen to be the two that were targeted as per the enemy's strategy. It went after anyone who was separated from the others.
Stefan, since I did some hand waving here, let's just say you only consumed 1 use of your healing kit.
In a similar vein, Amaria is fully healed from the use of her wand, while Sophie still has 5 damage from the earlier physical attack.
We still need Perception checks, unless you want to go back without finding Aleece.
Amaria the Huntress
|
Still woozy from the powerful venom, Amaria returns to the original task of looking for signs of the lost girl.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
| Sophie Kundegard |
Sophie says a prayer of healing for herself taking the average on CLW and then helps Amaria look for the girl.
perception, aid another: 1d20 ⇒ 9
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| GM Harker |
Amaria discovers a pale, broken body lying half-submerged in the bog a few yards past the clearing. A quick look at the female corpse confirms that this is most likely Aleece.
Furthermore, the bog appears littered with the remnants of previous victims. A detailed search finds a potion, a magnifying glass with a gold handle (worth 100 gp), a small wooden box containing a set of brass weights, a walnut traveling case with a pair of superior locks and their keys sealed in wax, and a jar of pickled garlic cloves along with various unsettling skeletal body parts left behind.
You notice that the box has a false bottom which conceals three silver ingots worth 100 sp each.
It's a potion of Fox's Cunning.
| Dr. Stefan Von Herzog |
Stefan casts detect magic and attempts to identify the potion.
Spellcraft (DC 18): 1d20 + 10 ⇒ (19) + 10 = 29
"Hmmm... Imbibing this philter would temporarily enhance one's quickness of mind and sharpness of mental focus. One could also more quickly recall things learned in the past. Were I to quaff it, this potion would also temporarily increase the potency of my own spellcasting."
It's a potion of fox's cunning.
He then turns his attention to the body, and attempts to determine what may have killed her.
Heal: 1d20 + 14 ⇒ (7) + 14 = 21
| Sophie Kundegard |
Sophie helps Amaria look over the box perception, aid another: 1d20 ⇒ 19 before joining Stefan to stand over the girl mournfully. "The poor thing. Her poor friends."
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| Tara Eliade |
Tara stares shell-shocked at the poor girl, apparently lost in her own thoughts. With very stiff movements, Tara begins to carefully move the girl onto land. "These people need a proper burial." she mumbles, as she wades into the swampy water to grasp at the next corpse. "There is no way that they will be able to stand before the Lady like this." With as much dignity as she can muster Tara carefully lifts the next body and lays it out next to Aleece.
Tara will continue to pull bodies from the bog until she is either stopped or collapses from exhaustion
Amaria the Huntress
|
Amaria joins Tara in her efforts and requests others gather timber for a pyre. "Someone should bring the leader of the Troupe back here as well. He should judge whether her sisters should see the corpse in this condition."
| Sophie Kundegard |
Sophie wordlessly helps Tara with her work.
I agree with Amaria's suggestion, but Sophie is not going to say anything right now
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| GM Harker |
Bert makes his way back to the Crooked Kin and gives the troupe the bad news. The performers all seem profoundly sadden by the news, especially her sisters and the fur covered boy. Their leader Kaleb Hesse and some of the more capable members of the troupe scrounge up a few shovels and follow Bert back to the bog clearing.
Upon seeing Aleece's body, Kaleb tsks and fights back some tears, "Thank you for assistance with this matter. If you do not mind, I believe it would be best to carry Aleece back to our campsite so the group can pay its last respects. Afterwards, we would be happy to share camp with you tonight, if you wouldn't mind."
So, I need input on a few things. Does anyone have an issue with the Crooked Kin carrying Aleece's body back? Are you going to try to bury the other remains in the swamp or transport them to dry land? Lastly, are you going to spend the night with the Crooked Kin?
| Sophie Kundegard |
Sophie is fine with them taking the body back; no preference on where to bury the bodies although dry land seems prudent; and staying with the kin sounds fine to her
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Amaria the Huntress
|
Amaria says a benediction to Erastil to guide the fallen to Pharasma's court and then joins the rest to bring Aleece's corpse back to the camp. "I'm in favor of sharing camps, if other threats like the spider are about here there is safety in numbers."
| GM Harker |
With the group's assent, Kaleb and the others wrap Aleece's small body in a shroud and return it to the camp, while your group moves to drier land in the river valley in which to inter the other victims of the phase spider. It becomes somewhat late in the evening by the time you are finished burying the departed and Tara performs the proper burial rites.
Returning the Crooked Kin, you notice they already set up a grave for Aleece and welcome the group to perform rites there as well if you choose. Afterwards, they invite you to sleep in one of the spare beds in their wagons, or outside by the campfire if that would make you more comfortable.
The next morning, you are awoken by the scent of breakfast and the sounds of the wagons being prepared to move. After giving you all some time to wake up, Kaleb approaches the group with the gift of a dagger, "As promised, here is the reward for assisting us. This knife performs extraordinarily well against werewolves and other shapechangers. Also, if I may be so bold, would you mind traveling with us for the duration of our trip to Lepidstadt? Obviously there are dangers on the road that we had not anticipated, and you seem like honorable and capable ladies and gentlemen. Although we are only about a days ride away from the city, some of our troupe would feel a bit more secure if you could escort us."
The dagger has +1 humanoid (shapechanger) bane enchantment.
| Tara Eliade |
Despite being completely exhausted from the grave task she undertook yesterday, the morning finds Tara being one of the first ones up and helping the Crooked Kin prepare breakfast for everyone. "Oh, of course we can accompany you to Lepidstadt, we're due there as well!" Flickering her gaze over to Stefan and Vivian, Tara's bright smile falters, "I mean, if that's alright with everyone else." Blushing and slouching slightly, Tara twirls a dark strand of hair around her finger as she waits to hear what the others would like to do.
| Sophie Kundegard |
"Amaria is right, dears"
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| GM Harker |
With no objections, your group travels with the Crooked Kin for the day long remainder of your trip to Lepidstadt. Although the two women with microcephaly and the hair covered boy are still quite overcome with grief, you find the others friendly enough if you attempt to strike up a conversation with them.
* * *
*Hap Tarvin, the Flea Man: A short, hunched man with a distorted appearance, Hap performs with his flea circus, the Magnificent Carnival of Miniature Wonders.
*Kaleb Hesse, the Ringmaster: An albino man with red eyes and long, white hair that hangs below his knees, Kaleb wears a tall red top hat, a long red coat with gold buckles, and striped trousers. He is the de facto leader of the Crooked Kin.
*Lidia Gerod, the Bearded Lady: Standing nearly 7 feet tall and possessed of a fine beard down to her waist, Lidia acts as a sort of “mother hen” to the other members of the troupe.
*The Pinheads: Lettie and Poppy are sisters as well as the recently departed Aleece. They all have microcephaly.
*Prince Zar, the Human Caterpillar: This Mwangi man has no arms or legs. He is billed as an exiled prince of the “Lost Cities of Darkest Garund.”
*S’jeer, the Vudrani Princess: Born with four arms, S’jeer dresses in exotic silks and speaks with a thick accent.
*The Swarm of Clowns: These three men, Gerik, Josef, and Tam each have an extra limb (Josef has three legs, the others have three arms). Besides their skill in clowning, they are also accomplished acrobats and jugglers.
*Trollblood, the Giant Man: A shockingly ugly Ulfen man nearly 8 feet tall, Trollblood entertains the crowds with fire-breathing and his feats of strength.
*The Wolf Child: This 10-year-old boy is covered in hair. He is quite insane, but the pinhead sisters treat him like a younger brother.
In addition, the show also includes a pair of caged goblin dogs, a morlock, and a giant frog.
* * *
The rest of the journey thankfully concludes without incident and you arrive on the outskirts of Lepidstadt in the early evening. The Crooked Kin quickly find a clearing near the city proper to set up their show and Kaleb thanks you again for the assistance you've given them, asking you all to come back to visit them anytime you wish.
Even on edge of the city, there already appears to be a slight carnival atmosphere in the air. The citizens you see seem to be giddy with excitement and you notice several signs proclaiming the Beast of Lepidstadt's guilt and glorifying his demise.
Dr. Von Herzog and those of you more well-traveled know that Lepidstadt is a small city on the on the banks of the Lesser Moutray River, most famous for its university and the strange standing stones outside the city called the Spiral Cromlech. The academic parts of the city have been recently renovated, while the others sections still show signs of age and disrepair.
The group has two tasks before it: 1) Return three tomes from Professor Lorrimor's chest to to Dr. Montagnie Crowl at Lepidstadt University and 2) Return an untitled, locked purple covered book to Judge Embreth Daramid at her townhouse in the city. Let me know what you want to do.
| Sophie Kundegard |
"I have always wanted to see the university at Lepistadt."
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| Tara Eliade |
Waving goodbye to their friends, Tara tries her best to keep up with the others. "I think that we should go see Judge Embreth first, that way we can be more leisurely about our time at the library." Tara pipes up excitedly.
| GM Harker |
With two votes for the judge, the group opts to visit her first before making its way to the university. The address you were given by the Will directs you to a fine townhouse surrounded by art in the center of Lepidstadt. Your journey to her home is without incident, but you are able to eavesdrop on more than a few conversations between citizens that seem to concern the Beast's trial and his presumed guilt.
Knocking on the door of the townhouse, you are greeted shortly there after by an older woman in her sixties, with gray hair pulled back
tightly into a bun and icy blue eyes. She looks over the group with a discerning look before asking, "What can I help you with?"
| Tara Eliade |
Feeling unnerved by the older woman's prescience, Tara clutches the purple book to her. "Judge Embreth, I-i," pausing a moment to clear her throat, Tara pushes her way to the front of the group. "I am Tara Eliade, and we are all here to deliver something to you from the late Professor Lorrimor. May we come in? I know that we come unannounced and that there are quiet a few of us, but it won't take too long." Offering the older woman a nervous smile, Tara cannot help but feel like a postulant again.
Diplomacy: 1d20 + 3 ⇒ (5) + 3 = 8
Amaria the Huntress
|
"Judge, please forgive Tara's enthusiasm but she takes her duties to Pharasma as seriously as I do as a Paladin of Erastil. We have traveled far to deliver this book to you in accordance with Professor Lorrimor's last will and testament."
Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16
| GM Harker |
"Ah, I see." The older woman clears her throats and allows the group into the foyer of her home, "Assuming you have the book, I'm ready to receive it. If you've also delivered the other tomes to Dr. Crowl at the university, I will be happy to distribute the platinum pieces as stipulated in Professor Lorrimor's Will."
Although she seems to be all business, you can sense a hint of sadness in her that she's attempting to conceal. Perhaps her relationship with the Professor was more than just professional.