Darius Marel
|
"That might be a bit noisy. But a clear escape route is invaluable. I'll defer to the rest of you."
-Posted with Wayfinder
Tamisiel
|
Tamisiel sketches one of the idols in her journal. Do what you wish with them, the seem to merely be a crude trap.
Perception: 1d20 + 12 ⇒ (19) + 12 = 31
| GM Harker |
Once everyone moves out of the way, Onix works on pushing the loose idols over. After the first one drops, several others fall along with it in quick succession and smash hard into the ground 25 feet below. Afterwards Onix quickly verifies that the rest are safe from collapse and the group can proceed safely.
Once everyone reaches the bottom, you get a good look at the room full of debris and mud on the floor (difficult terrain here) with the walls, floor, and ceiling all composed of dark gray stone, with the large crack in the ceiling. Despite plenty of the space for the group and dim light illuminating the room from the crevice, the room gives the claustrophobic sensation of a closed coffin, with its dark walls bearing down on you.
To the south is a 8-foot-tall, 4-foot-wide door formed by a slab of seamless dark gray stone with a handle composed of the same material.
Here's the new map
I'm going to assume you're leaving the climbing rope in place in order to have an easy way out.
Those that have Knowledge (engineering) can make a skill check to represent creating a map of the underground area as the group moves along. If you wish to do so without engineering, I'll accept a relevant Craft or Profession check, or just a straight Intelligence check.
Before the group moves forward, please provide me with a single file marching order as some of the passages are not very wide. Also, I want to just confirm that I still show that Zathran and Darius are still injured for 8 damage and 2 damage respectively.
Tamisiel
|
So do you need a check for every room or just one check?
Engineering: 1d20 + 5 + 1d6 ⇒ (4) + 5 + (4) = 13
I'm good with being in the back.
Darius Marel
|
Yes, I was still hurt. Also, I haven't posted my own notes and mapping, since Darius is seeing so many others already working on it. If it's needs to be done by each of us, rather than as a group, let me know.
Darius asks around:
"I've got a healing wand, if any of you can use it would you mind giving me a bit of a refresher? After that, let me take the lead. I'll check for traps and then try to disable any."
He moves over to examine the nearby door. Take 10 on Perception for 16.
SOP for doors. Take 10 on Perception to search for traps. Maybe get help from someone with a higher mod than mine, like Onix. If there's a trap, I'll try my disable. Taking 10 when possible, unless it looks too complicated for a 20 to succeed. Not sure if that's something a character can tell, though.
Zathran
|
Zathrus will be next (fourth) in line.
He will also try to keep a map, figuring that all of the Pathfinders can compare their maps later and correct errors. He'll keep the map in his journal.
Knowledge (Engineering): 1d20 + 6 ⇒ (7) + 6 = 13
| GM Harker |
You can just make one Knowledge (engineering) check at the end to create the map, although both Tamisiel and Zathran can tell their initial maps of the first room are probably just a tad inaccurate.
Ok, the marching order is Darius, Onix, Mark, Zathran, Dieb and Tamisiel.
Thanks for the door SOP, Darius. I'll assume you're doing that at each door unless you say otherwise. I don't think you can take 10 or 20 on disabling traps, however, since there's a penalty for failure. Taking 10 or 20 on locks is fine though.
Darius and Onix check out the first door, while some of other party members begin work on sketching out maps. Finding no traps, the party moves forward into a narrow hallway that proceeds 20 feet before terminating in another door.
With no traps found on the hallway door, Darius enters the next room to the sickly sweet smell of rotting meat filling this perfectly square, low-ceilinged chamber. The east wall features a large bas-relief carving portraying a wide-eyed hag devouring her own hands. As Darius looks over at the relief, the hags eyes immediately lock onto his own, giving him an icy glare.
Propped up in the southwest corner of the room is a bloated, wormy corpse of a kuru cannibal. The corpse is missing its left arm and bears several horrific bite wounds on the torso and neck.
Another stone door with a convenient handle is located in the south of the room.
Please move your icons around the room as you explore it, or let me know where you wish to be and I'll move you.
| GM Harker |
Onix' Will save: 1d20 + 6 ⇒ (4) + 6 = 10
As Onix comes within 10 feet of the relief, he's immediately overcome with a hunger for the flesh of the dead and the rotting corpse in the corner looks delicious. Drowning out any logical thought, he finds himself moving swiftly over to the dead kuru and begins to eat it.
Darius' Will save: 1d20 + 2 ⇒ (5) + 2 = 7
At the same time, Darius begins to feel extremely drowsy and falls asleep on the spot.
If you enter the room, please make a DC 13 Will save to avoid being affected by a sleep spell, unless you're immune to them.
Onix, you'll need to make a Fort save to avoid becoming sickened by what you're being compelled to do. Also, you may make another Will save to try to fight off the compulsion after everyone else has had a chance to react to what's happening. If you're attacked in the meantime, you can defend yourself normally but can take no other actions other than trying to eat helpless or dead humanoid creatures.
Dieb Geist
|
Dieb walkes in to the hall, covering his nose with his sleeve. "Oh my that -is- disgusting. Oh, now, Onix, I'm not one to judge, but is now really a good time for a snack?"
Will save: 1d20 + 2 ⇒ (15) + 2 = 17
Dieb yawns mightily as he give Darius a little shake. "Wakey-wakey, little guy. Time to get up for school."
His playful manner evaporates as he spies the wandering eyes of the relief. "Oh, by the Powers, I do so hate avant-garde artwork."
His hands conjure a film of ectoplasm and fling it at the art.
Ranged touch Acid Splash: 1d20 + 2 ⇒ (4) + 2 = 6
damage: 1d3 ⇒ 3
Tamisiel
|
Tamisiel will move over to the bas-relief hag and studies the figure. Ignoring Onix's disturbing behavior.
Arcane: 1d20 + 10 + 1d6 ⇒ (11) + 10 + (6) = 27
| GM Harker |
Dieb easily wakes Darius with a shake, but his acid has little effect on the bas-relief.
Tamisiel ascertains that relief is probably a magical trap somehow responsible for Onix' unusual behavior and the Darius' slumber. The significance of why it's a hag eating her own hands isn't clear, other than the clear reference to cannibalism.
Onix
|
Fort vs eating humans: 1d20 + 6 ⇒ (19) + 6 = 25
Will to stop it: 1d20 + 6 ⇒ (18) + 6 = 24
Onix is unfazed about his eating of a softskin. But he wills himself to stop and spits out the rest. "It's spoiled. No good."
Darius Marel
|
Darius pulls himself up and looks at Dieb.
"Thanks, friend. Not sure what came over me. Try not to look at the carved hag over there. It seemed like she was looking me in the eye before I went under..."
-Posted with Wayfinder
Tamisiel
|
Religion: 1d20 + 9 + 1d6 ⇒ (3) + 9 + (4) = 16
Tamisiel continues to study the trap, jotting down some notes in her journal.
If we are all done here let us proceed. We do have a time limit for our exploration.
Mark Shadowlord
|
I'm at the door though I'm leaving it closed for now. If I need to make a will here it is will: 2 + 1d20 ⇒ 2 + (3) = 5
perception: 8 + 1d20 ⇒ 8 + (15) = 23 to listen for stuff that might be on the other side, as well as check for traps.
| GM Harker |
With Onix quickly gaining control of himself and Dieb rousing anyone else who falls victim to the magical sleep, the group moves forward. Finding no traps on the south door, everyone proceeds to the next room to find a long, high-ceilinged hall partially flooded with murky, stagnant water, with the sound of slowly dripping water echoing ominously throughout. A massive banyan tree has breached a large section of the south wall, and the tree’s enormous invasive roots now extend several feet into the hall. Long sheets of thick moss and other detritus cling to the twisted tree roots, forming a curtainlike barrier.
Although it remains motionless under the water, everyone notices a medium-sized worm-like creature doing a terrible job of hiding in the shallow pool.
Knowledge (nature) to identify the worm. The water it's hiding in is only 3 feet deep, but still acts like difficult terrain. While completely submerged, the creature has total cover when attacked from above water.
Darius' Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Dieb's Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Mark's Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Onix' Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Tamisiel's Perception: 1d20 + 12 ⇒ (3) + 12 = 15
Zathran's Perception: 1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 11 ⇒ (1) + 11 = 12
Mark Shadowlord
|
Mark doesn't care what the worm is, to him it is a disgusting creature and it is still a worm. he charges at it with his bastard sword hit: 3 + 2 + 1d20 ⇒ 3 + 2 + (1) = 6
I get +2, because animal is his favored enemy
dmg: 1d10 + 3 + 2 ⇒ (1) + 3 + 2 = 6 wielding his sword 2 handed, so 2X1.5=3 then the 2 extra damage from favored enemy
| GM Harker |
The creature is actually vermin, so I'm afraid your bonus does not count, Mark.
Treading through the pool, the tengu goes after the wormy creature, but the water absorbs all the blow and the vermin remains uninjured.
I'm treating Mark's attack as a surprise round action, so now we'll go to initiative since the worm knows you know it's there.
Player Initiative
Darius' Initative: 1d20 + 6 ⇒ (4) + 6 = 10
Dieb's Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Mark's Initiative: 1d20 + 10 ⇒ (14) + 10 = 24
Onix' Initiative: 1d20 ⇒ 10
Tamisiel's Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Zathran's Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Init: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative
Mark <= Up
Zathran <= Up
Dieb <= Up
Tamisiel <= Up
Wormy
Darius
Onix
Mark, Zathran, Dieb, Tamisiel are up.
Mark Shadowlord
|
wow, if I'm going to roleplay like that, it is a sign I need to change my favored enemy to vermin after this scenario before I reach level 2 where I can't edit my character.
anyway hit: 3 + 1d20 ⇒ 3 + (2) = 5
dmg: 1d10 + 3 ⇒ (5) + 3 = 8 as he tries to slash at it with his bastard sword 2-handed again.
also after the attack, I'd like to shift so I'm to the left of it, but I don't know if that is rough terrain. so I didn't move my piece on the map
Zathran
|
Zathran Will Save from entering the hag-face room: 1d20 ⇒ 3
As Zathran comes into the room behind the others, he starts to fall asleep. It's like a nightmare; he sees his companions going into combat ahead, but his eyelids are so heavy,and he can't keep them up.
"Just... must...." he says before conking out.
Somebody nearby give Zathran a kick, and hopefully he can help out next round!
Tamisiel
|
Nature: 1d20 + 5 + 1d6 ⇒ (6) + 5 + (6) = 17
Disgusting Tamisiel says from the back of the group.
Delay for now.
@Darius,
If no one else offers Tamisiel would have uses your wand to heal you.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
@Zathran
We already resolved that room so you should be all set to act this round. Check out the GM's post here.
| GM Harker |
To keep things moving, we'll just say Zathran delays, but is awake.
Tamisiel identifies the creature as a Giant Leech--it likes to attach itself to targets and drain them of blood. As a vermin, it's immune to mind-affecting effects and salt does serious damage to it.
The leech rises up out of the water, opens its circular maw full of rows of razor sharp teeth and attempts to latch on to Mark, but only leaves scuff marks in his hide armor. The leech no longer has total cover from the water.
Bite: 1d20 + 4 ⇒ (12) + 4 = 16
Initiative (Rounds 1-2)
Mark <= Up
Zathran [8 Dmg]<= Up
Dieb <= Up
Tamisiel <= Up
Giant Leech
Darius <= Up
Onix <= Up
Everyone is up!
Tamisiel
|
@Zathran,
When did you take 8 damage? Tamisiel is kind of a B!*@# and won't offer to heal you but she will do it if you ask. Just FYI though She might give you a hard time about it as well.
Mark will you stop playing with that thing and kill it already. Tamisiel calls from the back.
Mark Shadowlord
|
If I can every learn to swing my sword properly, I will get rid of this digusting creature
hit: 3 + 1d20 ⇒ 3 + (4) = 7
dmg: 1d10 + 3 ⇒ (10) + 3 = 13 wielding sword two-handed
Tamisiel
|
You're swinging too hard, focused on hitting hard instead of just hitting. The Elf criticizes. Keep your back straight, your eyes on the target, and follow through with your swing! She continues as she moves in behind the ranger. Look at this thing it is a worm with teeth! Crush it beneath your boot and lets move on!
Intimidate the Leech?
Demoralize: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
| GM Harker |
Zathran took 8 damage from the battle with the cannibals when one of them took a chunk out of his neck. I do not believe he has healed since then.
I'm going to say that the leech is immune to demoralization, due to being mindless, not understanding any language, and relying on blindsense to sense the area rather than real sight. If you do not agree with this ruling Tamisiel, I'll be happy to discuss it with you at length. If there are no issues, you may take an another action other than demoralizing since you made your roll to identify.
Also, for future reference, since undead are immune to morale effects, I'm going to say that they also will not be affected by demoralize. Again, if you do not agree with that call, we can discuss it. To avoid cluttering up gameplay, the discussion thread would be the best place for that conversation.
Tamisiel
|
Tamisiel draws her wand of CLW instead.
Darius Marel
|
Darius maneuvers around the leech, the water making his movements a bit slower than he'd prefer.
Double move. Although I can't 5' step next turn, I can join in the attack with flanking if Mark and Onix don't just finish the thing off!
Zathran
|
Crap, yes, Zathran did take damage in the cannibal fight, and I flaked and forgot to ask for healing afterwards. Oops! Sorry about that. Will have to make Zathran attempt to save face even though it was my goof, not his.
Still reeling from his earlier wounds that he neglected to tend, Zathran moves into the room, drawing his hammer as he moves. He slows down when he gets to the water, trying to circle around in order to attack the leech. He stops near Tamisiel. "I'm sorry... I'm wounded worse than I thought. I would be more effective against this beast if you could heal me...."
| GM Harker |
The rest of the group moves into the room, while Mark still can't quite hit the large leech. Dieb has similar issues tossing an acid orb at the slippery vermin.
The disgusting bloodsucker pivots away from the tengu to target Onix with it's maw and this time the creature manages to make contact with the lightly armored Monk. It quickly latches on with its mouth and begins to drain the Oread of his life fluid. 5 Damage to Onix from the bite, as well as an automatic grapple as per its abilities. Also, Onix takes 1 point of Strength and Constitution damage from blood drain.
1 M 2 O: 1d2 ⇒ 2
Bite: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Initiative (Rounds 2-3)
Mark <= Up
Zathran [8 Dmg]<= Up
Dieb <= Up
Tamisiel <= Up
Giant Leech
Darius <= Up
Onix [5 Dmg]<= Up
Everyone may go!
Onix
|
Ow.
Onix frowns as the leech drains away his grainy blood. The Oread attempts to break free by giving it a vicious headbutt.
Stunning Fist: 1d20 + 5 ⇒ (10) + 5 = 15
1d6 + 4 ⇒ (6) + 4 = 10 If that hits give me a DC14 Fort save or be stunned.
Tamisiel
|
Really! In the middle of a new fight!?! That's when you realize you need healing! Fine! Tamisiel scold as he roughly jabs him.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Yuck! Sorry! But I guess its better than nothing.
Mark Shadowlord
|
Mark continues to swing at it hit: 3 + 1d20 ⇒ 3 + (20) = 23
dmg: 1d10 + 3 ⇒ (5) + 3 = 8 wielding two-handed. Beautiful, Tamisiel, your advice worked! it is slashing dmg if that matters.
confirm crit: 3 + 1d20 ⇒ 3 + (2) = 5
crit dmg: 1d10 + 3 ⇒ (4) + 3 = 7
Tamisiel
|
Of course it did! Tamisiel scoffs.
Glad I could help :)