| DM Kludde |
The fox weighs the words on Bones and ponders Extra... dite...
Oh, a surprise! Why didn't you say so. Who are you trying to surprise?
| Fa'zakar |
"Oh, who doesn't enjoy a really good surprise, Takahiro? Come, if we wait much longer the surprise will surely be spoiled..." Fa'zakar attempts to get the party moving again, preferably with the fox's assistance.
| DM Kludde |
Yrishi perks up Tseka. She’s the one in charge of Aspis business down here. Few people have seen her. They say she keeps to the shadows, and anyone who crosses her winds up dead before they can even blink. She does a lot of trade in poisons and magical components.
People have been saying that the Aspis have begun trying to ally with a group of alley bashers named the Dragon Fangs. Oh, and I've also heard that someone who wore a wayfinder defected to the Aspis a few years back.
I can bring you to Tseka's hideout, but it's a long way. A few hours at least.
Along the way, Tseka keeps asking questions about spells, rituals, and magic, giving Fa'zakar a lot of attention. After about two hours she says you should all be disguised, we're about to approach an Aspis checkpoint. Better be careful.
Good fortune, I'll meet you on the other side the fox says, as she slinks into the darkness.
The tunnel tightens into a chokepoint. Purple and yellow bioluminescent fungi line the base of the walls of this tunnel. A thin, shallow stream of water flows lazily through the passageway.
I'll need a disguise check from everyone.
---
Boram - 21
Bones - 15
Fazakar
Takahiro
Jhalan
---
| Fa'zakar |
Fa'zakar seems uneasy about Tseka's questions, but more because he was not used to long conversations than because of Tseka.
Disguise: 1d20 + 4 + 10 ⇒ (11) + 4 + 10 = 25
The disguise self scrolls Fa'zakar read really help his and one other's disguises.
Takahiro
|
The disguise self scrolls Fa'zakar read really help his and one other's disguises.
Yes please!
Takahiro works on his disguise...
Disguise 1d20 + 10 + 5 ⇒ (5) + 10 + 5 = 20
| DM Kludde |
The lot of you, what is your business here? Why are passing to Undermarket?
The sentries look serious about defending their territory from intruders, yet not hostile. They don't seem to recognise the pathfinders.
Bones FireHammer
|
Bones huffs, "We're with the day tour group! Hah, what do you think. We're here to trade."
diplomacy: 1d20 + 4 ⇒ (4) + 4 = 8
profession(merchant): 1d20 + 6 ⇒ (1) + 6 = 7
bluff: 1d20 + 0 ⇒ (3) + 0 = 3
Totally believable.
| DM Kludde |
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Well, tell your friend to show his face, then, before we slice him to bits. One of the guards says pointing at Jhalan, I want to see if he is as ugly as you!
That's some good stuff you have there.
The two borders guard eye each other somewhat suspiciously. The stuttering and stammering of Bones doesn't truly help, neither does the unsure hand of Fa'zakar. In the end, however, they decide that they don't recognise anyone as being particularly worrisome, and allow the group to pass. Just go on. At the next checkpoint, just use the passphrase "The serpents rise again", and you'll be free to continue.
Farther along the tunnel, small communities of recently constructed but shoddy structures connected by narrow tunnels give way to large caverns littered with dilapidated buildings, the homes of squatters too poor to afford to live anywhere else.
An old beggar whispers that the place ahead was once a “temple of nightmares” before becoming “a place where people disappear,” and now the “snakes have it.”
Yrishi leads the group through Deepmarket, frequently pausing to listen for trouble. Eventually, the caverns shrink, turning into crude, winding tunnels.
The passages and tunnels continue, until the they open slightly into a small cavern that ends in a wall of worked stone. An iron door bearing a raised image of a three-eyed beast on its face prevents entrance.
The three-eyed beast is the symbol of Lamashtu.
The fox seems at unease This is as far as I will go. I'm afraid to enter here, but I'll await your return. And your stories!
Beyond the door, four exits lead out of a sparsely furnished room — an iron double door to the northwest, and three wooden doors leading south, east, and southeast. Worn wooden benches line the walls, and discarded bottles are scattered across the floor.
Three Aspis agents are stationed in this room. As soon as the group enters, one of them says: What is the passphrase?
Bones FireHammer
|
diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23
K(religion): 1d20 + 7 ⇒ (12) + 7 = 19
Bones repeat the rumor he hears as they pass a beggar "The place ahead was once a temple of nightmares before becoming a place where people disappear, and now the snakes have it." The cleric give the man a few silver coins for the info.
DMK, the religion check has no DC number.
| DM Kludde |
DC is 10, so Bones made it
Better pay more attention next time, one of the men says with a smirk, move on...
There's three doors to choose from
| Fa'zakar |
Fa'zakar nods his head towards the door to his left , being the northern door in the room, and moves towards it. If the group follows his lead, he will open it and move through as if he knows where he is going...
Bones FireHammer
|
Bones adds a comment to the group, "The three-eyed beast symbol on the door is Lamashtu's" as they size up the doors.
The dwarf grunts, "Some sort of test? Obviously the correct door is the right one." He looks to see if one of the three doors has more signs of usage than the other two.
perception look for tracks: 1d20 + 10 ⇒ (13) + 10 = 23
| DM Kludde |
Bones knows a moment of hesitation, not really able to figure out which door is most used, as Fa'zakar shows altogether more resolve. He opens the door and sees a flourishing mass of purple fungus that separates the western portion of this room. Two cages lined with straw and fungal spores sit ajar against the north wall. To the east, smooth stone covered in scorched images of screaming faces gives way to rough stone.
In the fungus patch, a blue mushroom-creature just seems to be packing up stuff, flanked by two fungus-covered weasel-like creatures. The fungus wields an air of command over the underling, who he directs to attack.
init, Jhalan: 1d20 + 6 ⇒ (17) + 6 = 23
init, Boram: 1d20 + 4 ⇒ (4) + 4 = 8
init, Fa’zakar: 1d20 + 2 ⇒ (14) + 2 = 16
init, Bones: 1d20 + 1 ⇒ (10) + 1 = 11
init, Tak: 1d20 + 4 ⇒ (1) + 4 = 5
init, Fungus: 1d20 + 5 ⇒ (19) + 5 = 24
init, Rat-Fungus: 1d20 + 5 ⇒ (6) + 5 = 11
The weasel creatures - or are they some sort of fungus, it's hard to tell - each spray a cloud of yellowish spores at the pathfinders.
Fa'zakar is hit, I need two DC 17 fort save (vs poison). That they're separate saves is not a mistake. The spores linger in the air, so anyone moving through the area needs the same two saves.
The fungus casts a spell.
---
Jhalan
Fa'zakar
Bones
Boram
Takahiro
--
Fungus
Weasel creature
Weasel creature
---
Takahiro
|
Takahiro presses forward, Katana in hand.
Fort 1d20 + 14 ⇒ (12) + 14 = 26
Fort 1d20 + 14 ⇒ (9) + 14 = 23
He then strikes at the nearest 'weasel'
PA
Attack 1d20 + 10 ⇒ (18) + 10 = 28
Damage 1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21
Crit? 1d20 + 10 ⇒ (8) + 10 = 18
Add Damage 1d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21
Jhalan
|
Jhalan moves into the room while drawing his massive fauchard. He hacks at the closest weasel creature.
+1 Adamantine Fauchard, Combat Expertise, PA: 1d20 + 13 - 1 - 2 ⇒ (10) + 13 - 1 - 2 = 201d10 + 8 + 6 ⇒ (10) + 8 + 6 = 24
Sneak attack damage if FF: 2d6 ⇒ (4, 6) = 10 Studying as a swift action if the attack deals SA damage.
AC is 21 thanks to Combat Expertise.
| DM Kludde |
Fort, Jhalan: 1d20 + 8 ⇒ (2) + 8 = 10
Fort, Jhalan: 1d20 + 8 ⇒ (13) + 8 = 21
Con damage: 1d2 ⇒ 2 Plus fatigued for a minute
I need another save next round
Takahiro deals a crippling blow to a fungus-infested weasel, disemboweling it where it stands.
Jhalan coughs as the spores embed themselves in his airways, and feels his energy sapped by the infestation. Still, he manages to deal a deep cut at the weasel.
Not a sneak attack, the creatures already acted.
---
Jhalan
Fa'zakar
Bones
Boram
Takahiro
--
Fungus
Weasel creature
Weasel creature
---
| Fa'zakar |
DC 17 fort save: 1d20 + 2 ⇒ (5) + 2 = 7
DC 17 fort save: 1d20 + 2 ⇒ (19) + 2 = 21
Fa'zakar takes a face full of spores before muttering an arcane phrase, a cone of searing flame shooting from his fingertips at the fungus creatures...
Damage: 4d4 ⇒ (4, 4, 3, 3) = 14 (DC16 Reflex for half)
Bones FireHammer
|
Bones recalls what he knows about this fungus creature, before casting prayer {link} on the group.
nature: 1d20 + 7 ⇒ (20) + 7 = 27
Prayer - allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.
| DM Kludde |
Sorry about that, I thought you'd forgotten them. You can still reroll if you want.
Za'zakar develops the same hacking cough that Jhalan seems to be suffering from.
Con damage, Fa'zakar: 1d2 ⇒ 1
Despite his cough, he does quite brutally burn down the other fungus-infested rat-man.
RFX: 1d20 + 5 ⇒ (5) + 5 = 10
Bones ensures the party is well-guided by the divine.
---
Jhalan
Fa'zakar
Bones
Boram
Takahiro
--
Fungus
---
| DM Kludde |
The fungal spores function much like a poison, dealing con damage until cured
Boram Sandyfoot
|
Sorry, all - apparently my post was eaten...
Boram, too, attempts to recall anything he can about the fungus creature.
Knowledge (Nature): 1d20 + 14 ⇒ (1) + 14 = 15 (defenses)
Regardless, he treats an arrow with a flask of alchemist's fire, then fires at the creature.
Swift action: Apply alchemist's fire to arrow
Full-round action: Fire at fungus creature (rapid shot)
Attack (+1 Composite Longbow (+2 Str), Dex Mutagen, Prayer, Deadly Aim, Rapid Shot): 1d20 + 9 + 2 + 1 - 2 - 2 ⇒ (2) + 9 + 2 + 1 - 2 - 2 = 10
Damage (+1 Composite Longbow (+2 Str), Prayer, Deadly Aim, Alchemical Weapon): 1d6 + 2 + 1 + 4 + 1d6 ⇒ (5) + 2 + 1 + 4 + (6) = 18
Attack (+1 Composite Longbow (+2 Str), Dex Mutagen, Prayer, Deadly Aim, Rapid Shot): 1d20 + 9 + 2 + 1 - 2 - 2 ⇒ (10) + 9 + 2 + 1 - 2 - 2 = 18
Damage (+1 Composite Longbow (+2 Str), Prayer, Deadly Aim): 1d6 + 2 + 1 + 4 ⇒ (4) + 2 + 1 + 4 = 11
| DM Kludde |
I completely misread that. The myceloid can transfer disease through a spore cloud. It slowly drain wisdom and constitution, until the infested creature dies, only to burst open and reveal a full grown myceloid. The circle of life...
Bones tries hard to disrupt the spell of the myceloid, but both of his arrows miss.
As the myceloid concetrates, a bolt of lightning flashes down on Takahiro
Damage: 3d6 ⇒ (5, 2, 2) = 9 DC 17 RFX for half
---
Jhalan
Fa'zakar
Bones
Boram
Takahiro
--
Fungus
---
Jhalan
|
Fort save: 1d20 + 8 ⇒ (10) + 8 = 18
Despite a hacking cough provoked by the abundance of spores in his lungs, Jhalan manages to move forward and strike at the fungus.
+1 Adamantine Fauchard, PA, fatigued, prayer: 1d20 + 13 - 2 + 1 - 1 ⇒ (13) + 13 - 2 + 1 - 1 = 241d10 + 8 + 6 + 1 - 1 ⇒ (10) + 8 + 6 + 1 - 1 = 24
Takahiro
|
Ref 1d20 + 8 ⇒ (14) + 8 = 22 = 0 Damage
5 points resistance
Takahiro advances on the giant shiitake, looking to trim it for his miso.
PA/Prayer
Attack 1d20 + 12 - 2 + 1 ⇒ (20) + 12 - 2 + 1 = 31
Damage 1d8 + 7 + 6 + 1 ⇒ (8) + 7 + 6 + 1 = 22
Crit? 1d20 + 12 - 2 + 1 ⇒ (20) + 12 - 2 + 1 = 31
Add Damage 1d8 + 7 + 6 + 1 ⇒ (6) + 7 + 6 + 1 = 20
Boram Sandyfoot
|
Boram treats another arrow and fires twice more at the overgrown fungus.
Swift action: Apply alchemist's fire to arrow
Full-round action: Fire at fungus creature (rapid shot)
Attack (+1 Composite Longbow (+2 Str), Dex Mutagen, Prayer, Deadly Aim, Rapid Shot): 1d20 + 9 + 2 + 1 - 2 - 2 ⇒ (4) + 9 + 2 + 1 - 2 - 2 = 12
Damage (+1 Composite Longbow (+2 Str), Prayer, Deadly Aim, Alchemical Weapon): 1d6 + 2 + 1 + 4 + 1d6 ⇒ (4) + 2 + 1 + 4 + (1) = 12
Attack (+1 Composite Longbow (+2 Str), Dex Mutagen, Prayer, Deadly Aim, Rapid Shot): 1d20 + 9 + 2 + 1 - 2 - 2 ⇒ (20) + 9 + 2 + 1 - 2 - 2 = 28
Damage (+1 Composite Longbow (+2 Str), Prayer, Deadly Aim): 1d6 + 2 + 1 + 4 ⇒ (3) + 2 + 1 + 4 = 10
Critical Confirm (+1 Composite Longbow (+2 Str), Dex Mutagen, Prayer, Deadly Aim, Rapid Shot): 1d20 + 9 + 2 + 1 - 2 - 2 ⇒ (18) + 9 + 2 + 1 - 2 - 2 = 26
Critical Damage (+1 Composite Longbow (+2 Str), Prayer, Deadly Aim): 2d6 + 4 + 2 + 8 ⇒ (4, 3) + 4 + 2 + 8 = 21
Bones FireHammer
|
Prayer - allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.
Bones waits to see if the creature is still alive.
| DM Kludde |
Internally fighting the spores trying to consume him, Jhalan lands his blade on the fungus, only to see a flash in the corner of his eye - Takahiro - cutting strips of toadstool. Nearly collapsing, the myceloid finally succumbs to the arrow of Boram.
Combat over!
I need one more save from Jhalan to cure the poison. (DC 17, need 2 consecutive saves to cure)
Takahiro
|
Takahiro wipes off his blade and examines Jhalan.
Heal (Treat poison) 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 vs DC17
Heal (Treat poison) 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 vs DC17
"In my early adventures there were crazed druids using spores to infect people and turn them into spore zombies... luckily not the case here"
Jhalan you get +4 on your saves.
There is also an anti-toxin, which can give you an additional +5 if you are struggling.
| DM Kludde |
Just the 1 con damage
Fa'zakar searches the myceloid and finds a contract that shows the Myceloid colony has allied with a faction called the Korholm Agenda. In the contract, the myceloid promises to supply rare fungi in exchange for experimental alchemical brews and several live kirrixes. Kirrixes are the weasel-like creatures you fought, only less infested.
| DM Kludde |
Takahiro moves to the door at the far end of the room, and open it. The passage reveals a storage room that contains tools, barrels of water, and other mundane items.