Gerrin Harwick
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Gerrin curses at the situation he finds himself in now. With my high reflex save, though I'm not sure how it works with PbP, but I would help give a +2 by taking a -2 on this.
Reflex: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Kulga Gruenakslag
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I think I should be at full health, I got a couple charges after the fight
This stonecursed house won't get me!
Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
GM Tyranius
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Most of the group quickly dodges the falling cabinets and props up what the can as they run from the room, though Shreya is caught off guard as a cabinet clips her on the shoulder, bruising her good.
Dying and panicked hands grasp up from the floor as Demon's Bile pulses with the last remnants of power. They blindly grab at whatever they can.
To tumble past them, a PC must succeed at a DC 10 Acrobatics check. To wriggle away from them, a PC must succeed at a DC 12 Escape Artist check.
Shreya -1 hp
Nectanebo the Vulture
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The skeleton walks ahead of Nectanebo in order to draw the attention of the tortured hands.
skeleton's Acrobatics, -2 to aid Nectanebo: 1d20 ⇒ 18
Nectanebo's Acrobatics, aided: 1d20 + 1 ⇒ (7) + 1 = 8
"Gaaahhhhh!" Hisses Nectanebo as they instinctively flock to the living target instead.
Escape Artist, if permitted?: 1d20 - 1 ⇒ (12) - 1 = 11 Add +2 if I can still benefit from being aided.
damage?: 1d3 ⇒ 3
Gerrin Harwick
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Gerrin tries to avoid the nasty business by tumbling and Acrobatics: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d3 ⇒ 3
Tumbling wildly, Gerrin suffers an injury due to his haste.
Kulga Gruenakslag
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Kulga tries to edge past the grasping hands, painfully tearing her way free when hindered by her armor.
Acrobatics: 1d20 - 3 ⇒ (6) - 3 = 3
Ouchies: 1d3 ⇒ 2
She stows her shield to move more quickly in the future.
GM Tyranius
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Kardess listens carefully for all of the scratching against the wood as he quickly steps where he can, shaking loose a few grasping hands.
Though the clawed hands have difficulty grasping the smooth bone of the skeletal companion they dig deep into Nectanebo's ankle, drawing fresh blood.
The rest of the group makes it out with little issues until the end of the room where Gerrin is caught by a large patch of hands.
@Everyone but Kardess
Rolling barrels make movement in the flooded cellar difficult as you quickly try to make it to the stairs.
To dive under them, a PC must succeed at a DC 12 Constitution check or To slip to the side, a PC must succeed at a DC 12 Swim check.
*******************************************************************
@Kardess
Candles quickly begin to burn at the curtains and wooden beams as smoke fills the foyer.
Must succeed at a DC 12 Con check to hold breath or a DC 12 Perception to feel your way to the stairs.
Kulga -2 hp
Shreya -1 hp
Nectanebo -3 hp
Gerrin -3 hp
Belkar Bitterleaf
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Belkar dives between the barrels, hoping that his wake will force them aside long enough to make it easier for Shreya to get through.
Swim(-2 to assist Shreya included): 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12.
Although swimming is clearly not his strong suit, he nevertheless make its through without being crushed by any of the barrels.
Shreya Everlund
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Shreya continues to follow Belkar.
Swim: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
However, she's having trouble swimming through some of the tighter spaces that Belkar is able to navigate.
Damage: 1d3 ⇒ 1
Nectanebo the Vulture
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Nectanebo swims for it as his skeleton attempts to make way.
skeleton's Swim, aid Nectanebo: 1d20 ⇒ 1
damage?: 1d3 ⇒ 2
Nectanebo's Swim, aided: 1d20 + 1 ⇒ (16) + 1 = 17
This time, the servitor performs its function admirably, taking a rolling barrel to the chest as Nectanebo surges through unmolested.
Gerrin Harwick
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Gerrin tries to navigate the obstacles by taking a dive.
Con Save: 1d20 + 1 ⇒ (1) + 1 = 2 Hmm, two in a row.
Damage: 1d3 ⇒ 1
Gerrin takes in a bit of water as it consumes more time than he would have liked.
GM Tyranius
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The group fares even worse as they try to escape the house. Nectanebo's skeletal companion takes a heavy barrel to the face for its master while Kardess chokes on smoke.
Gerrin and Shreya forget to hold their breath as they dive under and can't find a way back up through the shifting barrels until it is almost too late. Gasping for air the pair barely reach the surface in time.
Belkar's smaller frame allows him to dip and duck under the fast moving barrels with ease.
Kulga is still up for this event, but going to push forward onto the next one as noone is near unconsciousness at this point. Kulga just post for both events.
***********************************************************
The stairs begin to crumble all about the mansion, leading up from the stairs and down from the second floor. Leading up from the Mansion below the group catches sight of Kardess attempting to blindly make his way down the stairs.
To scramble up them, a PC must succeed at a DC 13 Climb check. To tread carefully, a PC must succeed at a DC 14 Perception check.
Kulga -2 hp
Kardess -2 hp
Shreya -2 hp
Nectanebo -3 hp
Nectanebo skeleton -2 hp
Gerrin -4 hp
Belkar -0 hp
Nectanebo the Vulture
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Skeleton's Climb: 1d20 + 2 ⇒ (3) + 2 = 5
damage: 1d3 ⇒ 3
The skeleton charges up the stairs...only to fall down and fall to pieces at the bottom. However, it gets back up as Nectanebo's wraith-like coat passes over it.
My skeleton breaks, but I spend 1 last Focus from the Gloaming Shroud to bring it back.
Nectanebo's Perception: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d3 ⇒ 2
Nectanebo stumbles some on the stairs as well, unfortunately.
Shreya Everlund
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Anyone here a skilled climber?
If anyone volunteers Shreya will cast Borrow Skill to gain a bonus to her climb check equal to 3 plus the number of ranks in Climb that ally has.
Climb: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Kulga Gruenakslag
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Kulga has no patience for finessing her way around the barrels, and bulls underneath them instead.
Constitution: 1d20 + 2 ⇒ (10) + 2 = 12
Scowling, she climbs the stairs more cautiously This can't be that simple
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
It isn't.
pain: 1d3 ⇒ 1
GM Tyranius
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The majority of the group falls and scraps their knees and hands trying to grasp at the crumbling stone steps only to narrowly escape back to the ground floor.
Just before the door leading outside is a stream of frenzied rats that blocks your way out.
To herd them away, a PC must succeed at a DC 10 Knowledge (nature) or Handle Animal check. To tough out the situation and wade through the rats, a PC must succeed at a DC 11 Fortitude saving throw.
Kulga -3 hp
Kardess -2 hp
Shreya -2 hp
Nectanebo -5 hp
Nectanebo skeleton -0 hp
Gerrin -7 hp
Belkar -3 hp
Kulga Gruenakslag
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Affronted by the vermin whose presence dulls the bright edge of her victory, Kulga charges.
Fortitude: 1d20 + 4 ⇒ (13) + 4 = 17
Shreya Everlund
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Shreya tries to help Belkar herd the rats.
Handle Animal: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
She then tries to heal some of Gerrin's wounds so that he can make it out more easily.
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Nectanebo the Vulture
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Nectanebo's Knowledge (Nature): 1d20 + 6 ⇒ (4) + 6 = 10
Nectanebo has a sense of the rat-river's "flow," and just manages to stay out of it.
My skeleton doesn't need to worry, as undead are immune to any effect that requires a Fortitude save (unless it also works on objects, but that's going too far afield).
GM Tyranius
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The group quickly herds and ushers the rats away enough to escape out the front door just in time. Just as Belkar rushes from the doors the entire estate crumbles in upon itself.
As the massive cloud of dust and smoke lifts all that stands is a gigantic mound of rubble that will take months to clear out.
Back in Saringallow, Mayor Trinelli congratulates you for your bravery and resourcefulness and pays you 100 gp for the records, as agreed. When the mayor issues a report about your findings, people start lining up in front the town hall, curious to know what happened to their kin so long ago. To underscore the meaningfulness of your actions, the mayor encourages you to meet with the grateful people whose families are mentioned in the records. Many tearful townspeople also seek out the Pathfinders to meet and thank them, and though it will take a long time for the damage to fully heal, a grim chapter in Saringallow’s history is nearer to coming to a close.
You also find documents on Wormgnash’s human-looking remains indicating that it was once the body of Marcuccio Bravoni, a merchant who owned an abandoned warehouse within town. Continued in A Foul Breed.
The merchant’s notes also mention that he saw a strange goblin scouting the town at night. Continued in What Lurks in the Woods.
The End. I still need Character information from Shreya and Belkar for reporting and chronicles. Feel free to continue roleplaying.
Kulga -3 hp
Kardess -2 hp
Shreya -2 hp
Nectanebo -5 hp
Nectanebo skeleton -0 hp
Gerrin -2 hp
Belkar -3 hp
Kulga Gruenakslag
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Kulga has little interest in meeting with the individual families, though she does appreciate whatever praise is given in front of the people lining up outside of town hall. She will when she has a moment pull Mayor Trinelli aside for a brief, and private, chat:
Mayor Trinelli, I am happy that we were able to assist you in this matter, but it doesn't seem that your town's troubles are over. There are strange goblins scouting out the town, the Wormgnash creature I slew has a connection to a sinister warehouse within Saringallow - but I and my companions must leave soon. If you need help, you will have to offer more than the thanks you have given, but then you will receive the aid you and your people need.
I am a member of a society of like-minded members of the Pathfinders who see the weakness in many of the leaders across Avistan. You do not seem weak. Your predecessors overthrew the vileness that held this town in its thrall, and you can honor your ancestors by helping us bring together like-minded leaders, and providing whatever information may be helpful. Will you do this for your people?
Knowledge (Nobility): 1d20 + 1 ⇒ (7) + 1 = 8
Portfolio Reroll: 1d20 + 1 ⇒ (9) + 1 = 10
Faction achievement hunting... alas the DC is 15. In that case my day job style roll to "reinforce my political connections" at the start of the scenario stands.
Nectanebo the Vulture
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On similar lines, are there any scholars/archaeologists/historians/the like in this town I could try recruiting for the Scarab Sages?
DC 17 Knowledge (Local) check if so: 1d20 + 6 ⇒ (13) + 6 = 19
Hmm! I hope there's someone I can catch with that!
GM Tyranius
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@Kardess- None were a named text. It was more of a journal.
@Nectanebo- There are scholars and historians about town.
Nectanebo the Vulture
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Nectanebo doesn't have too much trouble finding a fine local historian in this storied town, and has even less trouble convincing said historian to join forces with the Scarab Sages.