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May be they are the crew of the sinking ship ? says Jair
For how long did you have been here ? and what's going on ?
She asks while offering to heal her comrades wounds with their wand.
Fell free to use your wand :)

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Coincidentally... the heal that Jair used on Doubtful also was for minimum! A pattern!
Doubtful frowns slightly, as Dunkel mentions the reduced effect of his wand.
"This whole cursed place is probably to blame." He agrees.
"Toss negative, and it will pull you into its loving embrace.... try to send positive... it still drags you in... but screaming."
He glances worriedly at Imrana, when she starts mentioning she's hungry, and slowly moves himself between her and the recently deceased bodies, in case she's suddenly getting cannibalistic urges, like Dunkel did on their previous visit, and will need to be restrained.

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1d20 ⇒ 6
Dunkel's was one round away from death. It sounds like he wasn't anyone's top priority, so he failed to stabilize and died.
The man sounds exhausted and disheartened.
"We are...were...the crew of the Pride of Aspenthar. You lot sent us to this hellish place. We were waiting to pick up the team when a storm dashed us against the rocks. Food's been getting tight. Ate everything we could salvage from the wreck and whatever we could find here. And then one of them came out of the hole a couple days ago, speaking some sort of nonsense before Atanda tied him up.
The half-orc had three arrows that detect as magical, two potions, mwk chain shirt, mwk
composite longbow (+2 Str) with 20 arrows, mwk falchion.
Each of the humans had two potions, an alchemist fire, studded leather, heavy
crossbow with 10 bolts, mwk scimitar, throwing axe. The survivor parts with his without complaint.
The prone figure Dunkel saw is a heavily armored human man, blindfolded with his hands and ankles bound with rope. The man is Taldan, scrawny, and redheaded.

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Sense Motive: 1d20 + 8 ⇒ (5) + 8 = 13
Uses to hear many lies, Jair tries to find any non verbal loophole in the man's speach.
Spellcraft (arrow 1): 1d20 + 6 ⇒ (19) + 6 = 25
Spellcraft (arrow 2): 1d20 + 6 ⇒ (2) + 6 = 8
Spellcraft (arrow 3): 1d20 + 6 ⇒ (5) + 6 = 11
Spellcraft (potion 1): 1d20 + 6 ⇒ (18) + 6 = 24
Spellcraft (potion 2): 1d20 + 6 ⇒ (10) + 6 = 16
@GM Do we recognize the tied men ?

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"Th' one ye tied up, e's where?"
Dunkel frowns at the sight of the heavily armored man who seems to no longer possess a pulse.
"Damned pirates! Ah could'a sworn this one was alive when we engaged..."

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The one without a pulse is the guy Dunkel chopped down! He just failed his one chance to stabalize =)
The tied up one is the armored guy you saw through the mist over by the campfire
Sense Motive: 1d20 + 8 ⇒ (17) + 8 = 25
"Why'd she tie him up? You were s'posed to be working for them." Doubtful asks, frowning, sure the man is leaving out some of the story.
He goes over to get a better look at the unconscious man.
It occurs to me that we got the names of the people we were looking for, but didn't ask for a description =) Was one of them a ginger?

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Imrana begins to speak up, but Doubtful gets to her question first, so she instead turns her attention to the various magic items that Jair is going through and attempting to identify.
Spellcraft (arrow 1): 1d20 + 11 ⇒ (19) + 11 = 30
Spellcraft (arrow 2): 1d20 + 11 ⇒ (12) + 11 = 23
Spellcraft (arrow 3): 1d20 + 11 ⇒ (6) + 11 = 17
Spellcraft (potion 1): 1d20 + 11 ⇒ (13) + 11 = 24
Spellcraft (potion 2): 1d20 + 11 ⇒ (12) + 11 = 23
After checking the arrows and potions, Imrana will scan the bound man with detect magic, looking for any suspicious lingering spells or items on him.

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The arrows all appear to be +1 flaming arrows. The potions on the half-orc are divine favor and shield of faith. The men had cure light wounds and bull's strength.
"He was speaking some crazy language. We couldn't make sense of him. And Atanda decided our contract ended when the ship went down.
This does seem to match the description of Jaohd.
One of the nice parts about PBP is not having to try and pronounce names like "Jaohd"
Examining the rest of the top level reveals little had changed since last time. The same creepy effigy and standing stone remain, as does the crack leading down to the Hall of the Flesh Eaters.

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wonder if its on the chronicle...
Doubtful gives the effigies a wide berth, remembering them trying to put the whammy on them on their prior visit.
"So contract over, so you knock him up and tie him up?" The dwarf responds, still frowning.
"Don't think the hired help in these parts came highly recommended"
He studies the unconscious man critically.
Heal: 1d20 + 4 ⇒ (4) + 4 = 8
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
"Probably never going to wake up." He comments. "If there's anything left to wake."
"All of him went down. This place probably only let part of him back up." He adds, ominously, poking the man lightly with one booted foot.

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Yeah, sometime I wonder if people who writes the scenario know the rules...
Waits ! We need to know more about what happend below. We need to wake up Jaohd.
Jair moves to the uncounscious man and tries to understand what is wrong with him.
Heal: 1d20 + 4 ⇒ (2) + 4 = 6
Having no idea, she uses her wand on him, hoping it will wake him up.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Looking at her wand she says to Doubtful Seems to work better on him ! May be there is a countercurse down below ?

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Dunkel breathes a sigh of relief as they discover Jaohd and work to wake him.
"Ah, tha's a relief! Ah thought 'e may've been deed already!"
Crossing the uncrossing his arms before crossing them again, Dunkel works on effecting an air of patience as Jair works to stir the man.

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The man jolts awake, turns to you, and begins speaking in a language only Wyatt understands. DC 10 Linguistics or Planes will recognize it as Celestial.
If you want to translate freely, let me know and we'll drop spoilers. If you want to control the flow of information we can keep doing it this way.

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Planes: 1d20 + 12 ⇒ (8) + 12 = 20 "Ach, he speaks th' tongue of angels! I canna speak it, but one o' you?" His brogue seems to thicken as he concentrates, listening to the words carefully.

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Dunkel chuckles as Doubtful speaks plainly what's on his mind, having only learned how to hold his tongue as such moments in recent years as he's negotiated diggin' contracts with the fairer races.

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The words "Jaohd" is easy to make out at the beginning of the man's response, and "Shelyn" at the end.

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Wyatt raises an eyebrow, but shrugs.
"He says his name is Jaohd. Apparently, the tunnels below are preternaturally tricksome, and he was separated from his allies. He also says that after witnessing so much horror and ugliness, he can't bear to speak any other language... which I admittedly find a bit odd (especially since I thought Paladins were immune to fear and horror)..."

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The potion is actually an NPC codex error, rather than an author one in this case.

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Dunkel waves his hand at Jaohd.
"Ah've got ah few cousins, refuse t' speak Common too, says it sullies their dwarven tongues..."
Dusting off his knees, and wiping the blood from his axe, Dunkel shrugs.
"Cannae tell us anything about these unspeakable horrors? Any insight from which we might'n prepare ourselves better?"

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Is the guy's sword anywhere to be seen? Did the sailor's snag it and stash it somewhere?
"Only advice this guy could give, would be what not to do." Doubtful mutters unhappily.
"And what we shouldn't do is drag him back down there. The Island clearly still has its hooks in him, if he can't even talk right."
He continues to eye the man suspiciously, clearly sure he's some sort of evil doppelganger or simulacrum just waiting to betray them all to the madness down below.

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Wyatt shrugs.
"He reckons he can understand bits of what the rest of you are saying, but it sounds like anguished screaming. Perhaps we should conduct the rest of this expedition in silence? He reckons that he can help us fight, but warns that he has expended his divine might already..."

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Imrana cranes her neck towards Jaohd, then takes a few steps around him to the left, taking a few notes, then around to his other side, taking a few more. Finally, she kneels down behind him on the balls of her feet.
"I am currently taking stock of his current status. I think we should take him with us. We can keep an eye on him and observe him for signs of any magical influences and I can track any small discrepancies."
Imrana and Doubtful...always disagreeing haha

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Sorry, busy weekend on my part. It sounds like you're taking him with you?
Once you're all prepared, you descend down into the now-silent Hall of the Flesh Eaters, mercifully clear of leeches and ghouls. Heading to the previously impassable door, you find it hacked open, presumably by the adamantine longsword lying beside it.
The doorway leads to a spiral staircase, descending eighty feet to a large chamber, filled with green mist. A humanoid figure can be seen in the mists.
Doubtful: 1d20 + 4 ⇒ (4) + 4 = 8
Dunkel: 1d20 ⇒ 8
Imrana: 1d20 + 4 ⇒ (15) + 4 = 19 Acts in surprise round!
Jair: 1d20 + 1 ⇒ (16) + 1 = 17
Ragnar: 1d20 ⇒ 12
Wyatt: 1d20 + 6 ⇒ (19) + 6 = 25
M: 1d20 - 3 ⇒ (15) - 3 = 12
W: 1d20 + 1 ⇒ (10) + 1 = 11
Map will be up when I get home tonight. All creatures more than 20 feet away will get 25% concealment.

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Imrana steps up to the corner, drawing her wand of magic missile. She stops to see if she can identify the foes before continuing forward.
Knowledge (religion): 1d20 + 11 ⇒ (16) + 11 = 27
Knowledge (dungeoneering): 1d20 + 9 ⇒ (19) + 9 = 28
Will wait to post her standard action until the enemies are identified

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The figure is a wight, an undead creature whose attacks do negative energy damage. Creatures they slay rise as wights shortly thereafter. They have no particularly notable defensive abilities, but they can instantly slain through raise dead or more powerful spells.
The mist surrounding it seems to move independently of its surroundings. You get the suspicion that this is a Hungry Mist, a less powerful version of the ooze known as a Hungry Fog.
The fog does negative energy damage. It is resistant to cold and non-magical weapons, immune to acid, electricity, and sonic damage. Despite not being undead, it has negative energy affinity. Its gaseous nature allows it to fit in small spaces, and leaves it vulnerable to wind effects.
The area within 10 feet of it is filled with haunting images, which can leave victims shaken. Please give me a will save vs fear if you're approaching.
Similar to the typical ooze engulf ability, it can envelop others in its mist. Enveloped creatures take negative energy damage and are staggered, though they can otherwise move normally.
If it tries to engulf you, your options are a reflex save or to take an attack of opportunity. In case it does so, you might want to include your selection in your post. Jaohd will act at the end of the order, doing whatever you ask of him.

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Will(FEAR?): 1d20 + 6 ⇒ (14) + 6 = 20
Ragnar stands up and clears his throat. "Wight! I command thee! By the name of Geb and the sigils of the Tyrant, I command thee!"
Using command undead, expending a channel! Will Save DC 13!

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Will Save: 1d20 + 4 ⇒ (18) + 4 = 22
Imrana yawns as she recalls anything and everything about the foes. She smiles playfully as she hears Ragnar's invocation and mimicks his movements.
"Mist! By the name of the Great Nex and the Mask of the All-Seeing Eye, I strike thee!"
She fires a magic missile at the fog.
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

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If Ragnar failed to control the wight, Jair will try do it
May the Secret Knowledge of Undeath give me the power over it.
Channel negative energy to control undead Will DC13

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Well, that removed the level drain concern at least =) No one likes to get level drained!
(especially us flat footed types that go last in the round!)
Will Save vs fear: 1d20 + 9 ⇒ (7) + 9 = 16
Doubtful will take AoO if it tries to engulf him (over the reflex save)
He should get AoOs whilst flat footed (due to feat), if it comes up

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Wyatt backs away from the fog, and fires a brace of arrows at it, carefully avoiding the wight.
Will: 1d20 + 4 ⇒ (11) + 4 = 15
+1 Mighty[+2]Composite Longbow: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14, for 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12 damage.
+1 Mighty[+2]Composite Longbow: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25, for 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8 damage.

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I moved Imrana and Ragnar into the room. To be clear, the part of the mist that's the enemy is the area with the red border. The rest is plain old not-hungry mist.
The mist rolls over those in the room, contorting into the shape of pained faces and grasping hands.
Wyatt, Imrana, and Ragnar each take 2d6 ⇒ (4, 1) = 5 points of negative energy damage, unless they make a reflex save to dodge the envelopment. They may make an AOO instead, but those who begin their turn in the mist are staggered.
Jair, Doubtful, and Dunkel are up.