
GM Derek W |

We'll be following standard treat disease rules here. You beat the disease DC with your heal check, so he gets +4 on his next saving throw.
Fortitude Save: 1d20 - 1 + 4 ⇒ (18) - 1 + 4 = 21
EDIT: Calanthe and Norine are remarkable healers, and they get the feeling that their efforts have not been in vain. The man should recover in time!

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Heal: 1d20 + 6 ⇒ (18) + 6 = 24
Knowledge (Religion): 1d20 + 5 ⇒ (16) + 5 = 21
Norine, too, recognizes the wound patterns immediately, going back to her first mission for the Society. She puts her hand on the man's shoulder to offer some reassurance, and then begins to help Calanthe treat the wounds.
Somehow, I neglected to buy antiplague...

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Ebon takes of his wet things, soon standing in just his breeches. He checks his bow, and the string, after watching Targost with his. It is still heavily smeared in grease/fat and not bothered by the weather so he shrugs. Then stiffens in near-fear when Targost mentions monkeys....
know religion: 1d20 + 5 ⇒ (19) + 5 = 24
He seems almost relieved to discover that it is ghouls and not some other chittering animal....

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"Impressive healing. Perhaps I should look into these healing arts you both practice. Have anything that cures a hangover?" states Mez with a grin, his jovial mood returning now that they are purposefully working to keep the town free.

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Norine and Calanthe whip up a strange and foul-smelling concoction to give the man, and give the resident healer instructions to deliver the same every hour for the next 24 hours. After all that effort though, Calanthe feels confident he'll survive, and the witch smiles happily to herself.
"Actually..." At Mez's joke, Calanthe digs through her small coffer of various medicinal and alchemical supplies and draws out a small glass container containing a couple of spoonfuls of white powder that appears not unlike salt. "Mix this with water and it creates a fizzy cocktail... give it ten minutes or so and your hangover should be gone."
Alchemist's kindness!

GM Derek W |

You step outside, where Dalard has been waiting. He turns to you and speaks:
"Thank you for treating him. Your kindness is truly appreciated. But it sounds bad for old Becher. You said that you wanted to set up some sort of Lodge in the distillery? Well, that deed Becher was after is going to be your ticket. Those soldiers won't have a leg to stand on in court if you have it, but otherwise it's 'might makes right'. And there's dozens of 'em. These ghoul bites are worrisome too. I hope they did trap the creatures in that cave, but what if they didn't? You be doing us a double service if you take care of them too. Here, I have some items to help you."
He leads you the short way to his house. He goes inside and returns a moment laterand hands you two scrolls and a vial of liquid.
"These are scrolls for casting 'remove disease' and that's a potion to remove paralysis. Like those ghouls can cause."

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"Off we go", Norine seems less confident than Mez, especially at the mention of more than one ghoul at once. Potions won't do much in combat - we need some of that lucky elven stock... I wonder whatever became of Dracothis? Norine's thoughts skitter here and there, alighting on the Keep and their first time at the Museum.

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Calanthe nods, quietly thanking Dalard for the supplies and readying herself to emerge out into the chilling rain once more.

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Adjusting his armor, Ebon checks his gear and nods at the others.
" Let's do this."He seems happy to be headed back into danger.....

GM Derek W |

Dalard provides directions to the caves, and the group sets off. A narrow footpath leads down a gentle but muddy escarpment, disappearing into thick tangles of shrubs and swamp-weed. At the base of the hill, the dirt path turns to soft sticky mud. It winds back through the shadowy mire. Nailed to a nearby tree hangs a moss-covered plank crudely cut into an arrow that points towards the mucky path.
Beneath the moss, faded writing on the plank reads, “Barrel-Caves 2.5 miles.”
The mire muck itself is 16 inches deep in most places. As the team heads through the muck (no way around, sadly), Ebon feels a prick on his calf. He looks down and finds a leech clinging to his leg!
Immediately, eveyoen begins to check their legs or any exposed skin.
If Ebon is wearing trousers, or otherwise has his legs covered, let me know. What's everyone else wearing? I've never really dealt with leeches IRL, so can they work their way under clothes and attach that way? i.e. would they crawl up your pant leg?

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Really depends on the leech. Most just sit there and wait for a tasty meal to float by and latch on. Some larger ones can get more aggressive and jump towards body heat. I picture Mez as fairly armored, so that probably means grieves, but water gets in everything, so if there are small leeches everywhere, they could have worked their way in with the water. If they are big things that could suck the life from you... That'll be your call Derek.
this knowledge is from almost 2 decades of living in the backwoods with a creek glowing through my front yard. I've had over a dozen different leech/tick incidents :)

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Muluk wears a long robe, tied at the waist. Yes, leeches will get under clothing.
The desert warrior pulls one of the pests off his own leg, wincing uncomfortably. "Curious little things," he says, tossing it to one side.

GM Derek W |

As the team inspects their legs, each member finds some leeches on them.
Leeches:
Mez: 1d6 ⇒ 2
Ebon: 1d6 ⇒ 3
Muluk: 1d6 ⇒ 5
Norine: 1d6 ⇒ 5
Calanthe: 1d6 ⇒ 6
Targost: 1d6 ⇒ 6
Please roll Fort saves. DC 12 or take 1 point of temporary CON damage for each leech. It's written as 1 save, not one per leech. This CON damage can be healed when you receive any sort of healing.

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Fort save: 1d20 + 3 ⇒ (2) + 3 = 5
Unaccustomed to the tiny parasites, Muluk feels his strength ebb and his steps become faltering.

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Dayum, these are super leeches!
save: 1d20 + 5 ⇒ (14) + 5 = 19
Mez pulls a few of the little buggers off his leg and tosses them into the air, slashing them apart before they plunk back into the water.

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fort save: 1d20 + 6 ⇒ (7) + 6 = 13
Ebon is wearing armor, but mostly on his legs are just boots and the front armor plates, leech buffet!
" Yuck. Hungry little buggers." Grimacing as he pulls them off his legs." Its official. My good mood from earlier is gone." He finishes with a sour note in his voice.

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Travelers' outfit and breastplate.
Fort save: 1d20 + 5 ⇒ (16) + 5 = 21
Norine plucks off each of the leaches and throws them some distance, not feeling quite good about just killing them. "They grow a fearsome leech here!" If I had time and equipment, I could collect some for medicinal purposes...
Norine sees Muluk looking pale and quietly heals him with her wand.

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With no armour to speak of, it's no wonder Calanthe got hit with maximum leeches. :P
Fort: 1d20 + 2 ⇒ (20) + 2 = 22 Thank god!
Calanthe whimpers as they trudge through the muck, frequently stopping to pull off a little bugger here and there. Luckily, she's quite sensitive-skinned and can quickly tell when something is biting into her! In a stroke of genius, the witch recalls that she has a small (and almost empty) salt shaker in with her travel rations and that helps get most of the leeches off before they can deal too much damage.

GM Derek W |

The path continues for about a mile and a half when it comes to the edge of a shallow bog whose waters rise above the muck, covering the tracks entirely. A patchy film of sickly-colored, rubbery fungus floats upon the surface. Near the water’s edge, three moss-covered planks hang cockeyed from a rotten wooden post.
Once the moss is cleared, the first sign reads, "Railford 1-3/4 miles", the second reads "Barrel-Aging Caves 3/4 mile," and the third sign reads "Beware of Screamers."

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Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Calanthe follows Targost's gesture with a frown. "It could be them... or it could be some other creature... we should be careful..."
Aaaand let's continue. :P

GM Derek W |

The path clearly leads through the bog, so Mez steps gingerly into the shallow water. As soon as his foot touches, and ear splitting scream comes from the patch of fungus on the east side. It lasts for 1d3 ⇒ 2 about 12 seconds, and drowns out all sound for the party. After it stops, a human-sized purple mushroom advances towards the party. Deep violet tendrils slither out of the dozens of fissures in its pointed cap.
Initiatives!
Ebon: 1d20 + 4 ⇒ (17) + 4 = 21
Targost: 1d20 + 4 ⇒ (4) + 4 = 8
Mez: 1d20 + 3 ⇒ (15) + 3 = 18
Calanthe: 1d20 + 3 ⇒ (17) + 3 = 20
Norine: 1d20 + 1 ⇒ (19) + 1 = 20
Muluk: 1d20 + 1 ⇒ (11) + 1 = 12
Violent Violet Fungus: 1d20 - 1 ⇒ (7) - 1 = 6
In Order:
Ebon
Calanthe
Norine
Mez
Muluk
Targost
fungus
Round 1: Party is up! Map is linked above. "V" is your enemy. The screamers do not have an attack.

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Calanthe clasps her hands over her ears as the piercing scream temporarily deafens her. When the noise finally dissipates, and she can open her eyes again, she groans, "Well... that explains the screamers..." The witch desperately searches her mind for any recollection of what this fungal creature might be.
Knowledge Nature: 1d20 + 8 ⇒ (8) + 8 = 16
Though her ears still ring, and though the strange plant is clearly not her... normal realm of expertise, it's still a living creature, which means she can use her powers to affect it. Rather than trying to puzzle out the alien soul-auras (Did plants even have a 'soul'? she idly wonders. It certainly has a life-force, and yet... it's different.), she instead turns to her friends for... 'inspiration'. Ah, yes... right there, Muluk had a small wound in his aura, perhaps doubt lingering from when he nearly perished during his mission into the Blakros Museum not long ago. Plucking that from the cavalier's soul, she forces the curse and unluck into the violet fungus.
Using misfortune hex on the fungus; it's not mind-affecting, so it should still affect a plant. DC 15 Will save or roll 2d20 take worst. If the hex sticks, I will cackle to extend its duration by 1 round.

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Muluk moves up to stand toe-to-toe with the violet fungi and slashes at the plant with his scimitar. For a moment, he feels elated, as though a weight had been lifted from his soul.
Muluk vs. Violet Fungi: 1d20 + 5 ⇒ (10) + 5 = 15
Damage (scimitar): 1d6 + 3 ⇒ (2) + 3 = 5

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Light XBow: 1d20 + 4 ⇒ (15) + 4 = 191d6 ⇒ 2
Reacting quickly, Norine scuttles ahead of Ebon and fires her light crossbow bolt at the violent violet fungus, but with a twang of regret lest it be friendly. She'll never look at a mushroom the same way again after the museum.

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"Hmmp. Not sure I like plants much more than monkeys!"
Ebon grumnps as he moves forward to slash at the strange plant. Moves to F12(the violet fungus)
attack with Greatsword: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12

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"Great! Now the foliage is attacking us! Reminds me of the plant in the basement of the museum....ugh!"
Targost make a few swift gestures and mutters the words to his spell. A violet dart springs from his hand and strikes the leftmost creature.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

GM Derek W |

The party unleashes a furious assault on the fungus, and it falls, split in half by Ebon's sword.
Targost you can keep your spell slot.
Calanthe is able to recognize the creature as a violet fungus and the other noisy thing as a shrieker.
The group is able to easily destroy the shriekers and pushes through the bog until they reach solid ground again. The path is clearly marked by the familiar moss covered signs hanging from a post on the other side of the bog. From there, the trail continues for another several miles,
leading straight to the barrel-aging caverns.
Poking up from the murk in front of a crumbling foundation of cobbles, a cracked and faded sign swings upon a moss-covered post. It reads "Barrel-Aging Caves". Within the foundation a pile of debris clogs a 5-foot indent in the ground that looks like an old stairwell. A few feet away, a muddy corpse lies face down in the murk.

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Well... that was, uh, underwhelming. :P Are we really playing up tier?
With the violet fungus handily dispatched with, Calanthe continues on after the others through the awful muck and mess of the mire. Upon spying the corpse, she waves the group to a halt, allowing her extra-sensory vision to inspect the body from a distance. She searches for any signs of life... or, as she feared, the dark and putrid shadowy tendrils of negative energy that signified undeath.
I always keep deathwatch up unless otherwise stated. So, I can determine if the corpse is dead or undead.

GM Derek W |

CRAP! Those were the low tier stats...You're right Calanthe - we should be using the subtier 3-4 figures. I will adjust from now on! And the fights do get potentially harder.
Calanthe examines the corpse with her magic and finds a...confusing image. The body is definitely dead. But she senses the aura of undeath hovering over it, as if trying to invade.
She can see deep bite and tooth marks, even from here. Based on her work with the man earlier, she almost immediately recognizes the signs of a ghoul fever infection. If the corpse is not completely destroyed, it will rise as a ghoul!

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"Ugh," Calanthe grimaces at the sight of the poor man. "He's died from ghoul fever... he'll become one of them if we don't dispose of him..."
"We'll need to... destroy the corpse. Perhaps cremation...?"

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Are we/can we play up? I get that our APL is 2.33. Either way is fine with me (especially as one of the 3's...).
"Perhaps dismemberment would suffice. It's grisly, but humane, under the circumstances, and we can properly bury or retrieve the body on the way back. We should search it, though, for any identification." Norine pulls a volume of the Pathfinder Chronicles to consult, showing it to the others, as well.
Knowledge (Religion): 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
If this will work. It seems likely, since it isn't a troll or incorporeal undead.

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Huh, you're right. I must have calculated that wrong; I think I assumed Muluk was level 2. That kinda sucks - this module has been a bit of a snore-fest in terms of difficulty thus far without playing up.

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"I think I might have a ... ummm...neater way."Targost comments. He stands away from the body and conjures up a globe of acid, which he drops onto the body. He does this several times until the body is thoroughly dissolved.
Use acid splash to dissolve the body once the others have searched it and tell him it is ok to do so, not before...he does not wish to destroy anything useful...or not at all if it is decided that this is not a good way to do it...up to the party!

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Mez, who is still recovering from the swift death of the purple mushroom thing, just nods at Targost's idea while downing some of Cayden's nectar of enlightenment. I had been planning to wait till after the mission to test Calanthe's powder, but my head is THROBBING from those shrieking things... A few sips won't hurt...

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Don't care whether we play up or not. Like Muluk, Ebon is a warrior and if he is gonna die, better in combat!
Gripping his sword tightly, Ebon stands guard while the others search and dissolve the bodies.
Ugh. What an awful way to go. Give me a clean death fighting any day!

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Muluk blanches slightly at the disposal of the body, but says nothing. As a paladin, he understands that this is a far better fate than that which awaits the poor soul if left whole.

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After the corpse has been... disposed of (Calanthe looked away as the acid began to sear the poor man's flesh, but she couldn't escape the horrible smell), Calanthe has a look at the pile of debris clogging the stairwell. If possible, she'll try to move it out of the way so they can proceed.

GM Derek W |

Ebon: 1d20 + 5 ⇒ (12) + 5 = 17
Mez: 1d20 + 8 ⇒ (15) + 8 = 23
The infected body melts away into the earth under the corrosive power of Targost's acid spells. The Calanthe, Ebon and Mez turn towards the pile of rubble.
Calanthe and Ebon start moving some rocks, when Mez's sifting wind reveals a double danger!
First, Mez notices the form of a humanoid creature thrashing violently about under the detritus. And he also can tell that the ground is very unstable. If his friends don't get back soon, they could fall!

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Stand back! The ground her is unstable, there could be a sinkhole or something beneath us. Or a giant monkey wurm come to swallow Ebon whole... says Mez as he steps back and draws his blade. Using his small wind gusts, he tries to determine what the thrashing humanoid is.

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Calanthe immediately stumbles back, putting herself behind Mez and Ebon. She fumbles awkwardly with her crossbow as she does so.