GM Lithrac
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Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn.
You can't cast spells if you're nauseated. Moreover, please also roll your other Fort save against poison.
Ardisen Greymore
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Sorry, I only rolled for the Strength damage, I didn't see the roll for Nauseated. I passed that one thankfully so I can act as normal and have my action play out as written?
Tenaka
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seeing how it was going and the rest were being swarmed he prepared himself to put the ground and some of the oil with him on fire the moment the swarm made it's way towards him while taking a 5 foot step backwards
Readying action for when the swarm makes a threatening move against him or the tiger
Ganju Nuhmari
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Fort Save (poison): 1d20 + 3 ⇒ (14) + 3 = 17
Fort Save (Nauseated): 1d20 + 3 ⇒ (7) + 3 = 10
Ganju resisted to the swarm's poison but was unable to stand their number and was distracted as a result. Still having its alchemical fire in hand he moved to be away from them.
move (20ft.) to the north
Garret Shadowcaller
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Fort (Garret, Adaptable Luck (after roll)): 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Fort (Garret): 1d20 + 4 ⇒ (2) + 4 = 6
Garret feels the swarm crawling over him, stinging him, and, after a few seconds, can take no more - he doubles over, his stomach emptying itself onto the ground.
Fort (Cuan): 1d20 + 5 ⇒ (13) + 5 = 18
Fort (Cuan): 1d20 + 5 ⇒ (20) + 5 = 25
Cuan looks on and snaps at the spiders ineffectually, but otherwise has no such reaction.
GM Lithrac
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One of the swarms is engulfed in a torrent of flames, and scatters. Meanwhile, Janira keeps encouraging you with her tales of glorious pathfinders of yore.
The last remaining swarm moves to cover Cutter, Nightrunner, Garret, Cuan and Ganju.
Damage: 1d6 ⇒ 6
Poison, DC 11 Fort: 1d2 ⇒ 2 Nauseated (DC 11 Fort negates)
Initiative count - round 2
Garret (9 dmg) & Cuan (9 dmg)
Cutter (11 dmg) & Nightrunner (11 dmg)
Ardisen (2 str, 4 dmg)
Tenaka & Waylander (R)
Ganju (9 dmg, staggered)
Janira
Cha-Ka (3 dmg)
SS
Everyone is up!
Cha-Ka Ra
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Cha-Ka says some not so nice sounding things under his breath in what sounds like an archaic version of Osiriani. He returns to his previous position and swings his torch with both hands as a make-shift club at the swarm.
To Hit: 1d20 + 4 - 4 + 1 ⇒ (8) + 4 - 4 + 1 = 9
Damage: 1d3 + 4 + 1 ⇒ (2) + 4 + 1 = 7 If you don't add strength to damage with a torch, take out that +4.
He then pulls out a second torch. "Anybody else want one?"
5ft step as free action, attack as standard action with -4 penalty for improvised weapon, take out item as move action
Garret Shadowcaller
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Fort (Garret): 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Fort (Garret): 1d20 + 4 ⇒ (11) + 4 = 15
The wave of nausea passes, but the bites of the swarm do their work, nonetheless. Garret, realizing that he or Cuan will suffer more if he stays where he is, moves to separate himself from the rest of the group.
Fort (Cuan): 1d20 + 5 ⇒ (2) + 5 = 7
Fort (Cuan): 1d20 + 5 ⇒ (11) + 5 = 16
Cuan begins to succumb to the bites of the swarm, and feels some of his strength drain away.
Ardisen Greymore
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Cha-Ka, the swarm is immune to the weapon damage from the torch, but a successful hit does a flat 1 fire damage.
Fortitude vs posion: 1d20 + 1 ⇒ (17) + 1 = 18
Cursing himself for not having the gold to have bought a few more alchemists fire or preparing more Burning Hands, Ardisen takes a moment to catch his breath and clear his head. Thankfully the spider venom seems to have done all the damage it's going to, but it's clear that he has already been weakened. Trying to regain some of his dignity, he yells to Cha-Ka.
"Certainly."
Assuming nobody else takes it, Ardisen will move up behind Cha-Ka, take the torch from him and light it off the tengus brand? Course, if someone better in melee makes a move for the torch, Ardisen will hang back.
Cutter Wolfrider
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Cutter Fort Save 1: 1d20 + 5 ⇒ (2) + 5 = 7
Cutter Fort Save 2: 1d20 + 5 ⇒ (4) + 5 = 9
Nightrunner Fort Save 1: 1d20 + 5 ⇒ (15) + 5 = 20
Nightrunner Fort Save 2: 1d20 + 5 ⇒ (12) + 5 = 17
Cutter doesn't fair as well this time from the spider bites as the venom saps his strength and leaves him nauseated. Nightrunner, sensing his friend's distress moves away from the swarm!
GM Lithrac
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How can the swarm cover Ganju as he moved 20ft North ?
Didn't you move your icon? If not, then you didn't suffer the swarm's effect this round, sorry about that.
Nightrunner takes Cutter away from the swarm. Cuan and his rider also move aside, whereas Ardisen lights his torch from Cha-Ka's. The latter's torch has little effect on the swarm, as it fails to hurt the mass of arachnids efficiently. Tenaka stays back, ready to intervene should the swarm approach him or his tiger.
Initiative count - round 2
Garret (9 dmg) & Cuan (2 str, 9 dmg)
Cutter (2 str, 11 dmg) & Nightrunner (11 dmg)
Ardisen (2 str, 4 dmg)
Tenaka & Waylander (R)
Ganju (3 dmg) <
Janira
Cha-Ka (3 dmg)
SS (burning oil, 1 round)
Ganju is up!
Ganju Nuhmari
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No I didn't or if I did not a far as said in my post. No worries GM :)
Recovering from the distraction of the swarm Ganju call for Irori's blessing to heal the wounds of its allies excluding two of the swarm already harm.
Irori, Master of Masters help my comrades, heal their wounds.
Channel (1/6): 1d6 ⇒ 3
GM Lithrac
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Ganju heals his injured allies. They all find themselves at peace, as if Irori has touched their soul.
Janira moves next to Ardisen and gives him a vial of alchemist's fire from her bag while she still encourages the fledgeling Pathfinders.
The swarm moves onto Cha-Ka, Janira and Ardisen.
Damage: 1d6 ⇒ 1 DC 11 Fort saves against poison and distraction, as usual.
Initiative count - round 3
Garret (6 dmg) & Cuan (2 str, 6 dmg)
Cutter (2 str, 8 dmg) & Nightrunner (8 dmg)
Ardisen (2 str, 2 dmg)
Tenaka & Waylander (R)
Ganju <
Janira (1 dmg)
Cha-Ka (1 dmg)
SS
Everyone is up!
Cha-Ka Ra
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Fort Str: 1d20 + 3 ⇒ (4) + 3 = 7
Fort sick: 1d20 + 3 ⇒ (11) + 3 = 14
Did you want to roll for the strength damage?
Feeling a bit weaker, Cha-Ka strikes at the swarm yet again before moving to distance himself.
To Hit: 1d20 + 4 - 4 + 1 ⇒ (13) + 4 - 4 + 1 = 14 If he takes 1 point of str damage, it's still +4 to hit, otherwise it's a +3
Damage is 1 fire
Oh, also Ardisen has a lit torch from last round now.
Cutter Wolfrider
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Cutter spurs Nightrunner back toward the remaining swarm now that his nausa has passed, drawing forth another flask of alchemist's fire and throwing it!
Ranged touch: 1d20 + 7 + 1 + 1 ⇒ (15) + 7 + 1 + 1 = 24
Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 +50% = 8
GM Lithrac
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The last remaining swarm scatters after most of it got incinerated by Cutter's thrown flask!
End combat. Ardisen still needs to save vs. poison for this round, so do Cutter and Cuan for the 2nd (and last) round.
Cutter (2 str*, 8 dmg) & Nightrunner (8 dmg)
Ardisen (2 str*, 2 dmg)
Janira (1 dmg)
Cha-Ka (2 str, 1 dmg)
"Well done, young ones! I see much promise in you as you acted within the intent of the third duty of the Pathfinder. It is good to be able to witness this." says Janira with a happy smile. "Is any of you hurt? How fare you, Cutter?"
Cha-Ka Ra
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It's probably a good thing that was 2 strength damage anyway, since I think I was looking at the wrong character sheet when I said 1 damage wouldn't affect his to hit.
Cha-Ka extinguishes his torch before retrieving his other one from Ardisen and doing likewise. He carefully look at himself, as if checking for stray spiders still lurking on his body.
"I'm slightly hurt, but nothing a good night's sleep won't cure. Except for maybe that poison. That was rather annoying." He looks like he's about to suggest that they continue onwards, but then notices the rather bloody state of some of his companions. He pauses, as if considering the pros and cons of resting now.
He turns to Janira. "How much further is it to the caves?"
Also, what time of day is it?
Ardisen Greymore
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Fortitude: 1d20 + 1 ⇒ (14) + 1 = 15
Ardisen staggers away from the remnants of the swarm, brushing a few dead spiders off his shoulders. He passes the alchemists fire back to Janira, nodding gratefully.
"Thankyou. That was tougher than I expected. I would certainly feel the benefit of a nights rest, even sleeping rough."
Ardisen gestures to the multiple spiders bites on his face and hand. However, now that the horde has been defeated he seems to have returned to himself again, how much of that is a facade is debatable.
I'll knock the alchemists fire off my sheet.
Ganju Nuhmari
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Ganju take back his alchemical fire in his back pack and said
Well done comrades ! It was tough. I can all heal you with Irori's power but I have nothing to help you recover from the poison's effects.
A second time this day, Ganju call for Irori's healing power.
Channel 2/6: 1d6 ⇒ 5
Cutter Wolfrider
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Cutter Fort Save: 1d20 + 5 ⇒ (11) + 5 = 16
Feeling somewhat better, looking around Cutter asks "Everyone still standing?" Cutter begins helping Nightrunner pick spiders out of his fur, taking a brush from the saddlebags.
"The Master's comfort is most welcome Ganju, our thanks." Cutter nods at the cleric. Turning toward Janira, "Onward?"
Ardisen Greymore
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Ardisen turns to Ganju, smiling as his health is restored through the clerics divine powers.
"You blessings are greatly appreciated, who'd have thought Irori would smile on a Chelaxian so kindly? I do feel drained from the bites, but I believe I can still go on."
In all honesty, Ardisen would have happily returned to his comfortable bed and books back in Absalom, but he wasn't about to lose face in front of his fellow Pathfinders, especially halfling Pathfinders.
GM Lithrac
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Cha-Ka - It's about the end of the morning.
Janira then urges you to move further: "Let's depart at once, we need to reach the caves by dusk to try and see if gillmen enter the cave."
As the group continues to travel through the wilderness, you find trails blocked by fallen objects, shortcuts overgrown, and other minor delays that may cost you some time.
Survival checks please to avoid being slowed in your progression towards the caves.
Cutter Wolfrider
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Cutter's amazing survival skills are a boon to himself and his friends. Nightrunner and Cutter take point. Everyone with me gets an additional +1 to their survival check.
Cutter Survival: 1d20 + 7 ⇒ (7) + 7 = 14
Cha-Ka Ra
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Survival: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Cha-Ka moves easily through the wilderness. His keen eyes manage to spot animal trails and the easiest path around small obstacles. He keeps moving ahead of the group for some distance before returning. It's unclear if he's scouting ahead or simply impatient to arrive at their destination.
Ardisen Greymore
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Survival: 1d20 + 0 ⇒ (20) + 0 = 20
Haham trust that to be the thing I natural 20
Determined not to lose face any further, Ardisen puts his all into the groups ongoing journey. Despite his lack of knowledge about overland travel, the wizard makes a valiant effort not to slow the group any further and navigate the awkward route as quickly as possible.
GM Lithrac
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Led by Cha-Ka, the group finds its way in the forest without trouble as the tengu's cunning prevents the various overgrown paths and obstacles. The dense forest opens to a wide clearing at the base of a sheer cliff. Thick vines cover the surface of the cliff stretching 30 feet overhead.
"Here! The cave entrance is behind those vines," Janira says with a broad smile as she walks to the cliff’s face. She pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface. "This is where I saw the gillmen enter." As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing some unseen danger and a large creature crashing through the undergrowth.
The halfling worriedly remarks, "Quick, take cover before whatever it is spots us!" As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees. Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots the group. Wisely assessing that a minotaur is beyond her charges’ capabilities, Janira screams "A minotaur! There’s little chance we can stand against it. Take this bag," she continues, pulling off her backpack, "and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can. Now go! GO!" She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.
Ardisen Greymore
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Ardisen gapes in a combination of awe and horror, amazed at the selflessness of the halflings actions. If their roles were reversed, he doubted he'd do the same. Quickly turning away for the beast, the young enchanter races down into the cave, following the backpack. Suspecting that the cave will be dark, Ardisen mutters a few words and gestures across his family signet ring, conjuring a Light spell to illuminate their way inside and locate their guides backpack.
Cutter Wolfrider
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Nightrunner whines at Cutter when he doesn't give chase. "No, old friend, she's right." Looking around at his fellow Pathfinders. "For her, lies escape. For us lies death. Let's make sure your wizard friend doesn't get us into trouble."
Cutter and Nightrunner ride into the cave after the others, as Cutter says a prayer of protection for Janira.
GM Lithrac
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The hulking minotaur runs after your haflling mentor, enraged by some particularly well-chosen piques about the beast's ascendency being holy in far Vudra. Both Janira and her pursuer quickly disappear in the bushes, leaving you an opportunity to enter the cave.
Your guide left you a backpack filled to the brink with useful items, which are carefully labeled are cleverly-organized within the container.
Ardisen Greymore
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Ardisen looks over the contents of the bag with the other members of the group. Nodding along with Garrets comments, before smiling and offering an answer. "Resource management? This is a test remember, they're not going to make it easy."
With a final glance back at the caves entrance, he slides the scrolls and wands into his belt and falls in behind the halfling, raising his signet ring over his head to better light the way.
Cha-Ka Ra
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"Perhaps we should pass out some of these things? If, for example, we were to face another swarm, it might be more useful to already have things on hand rather than needing one person to pass things out."
Unless someone tries to stop him, Cha-Ka will try to grab the acid, hand an alchemist's fire to Garret and and Cutter, the holy water to Tenaka, and the thunderstone to Ganju.
Cutter Wolfrider
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Cutter will also take the antitoxin and tanglefoot bag in addition to the alchemist's fire.
GM Lithrac
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As you enter the cave, the narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage. A large hole spans the cave’s width and stretches ten feet down the path. At the bottom of the pit lies a small bundle of cloth. The tunnel here is 10 feet wide and 10 feet tall with a ceiling mostly devoid of stalactites.
Knowledge (Dungeoneering) or Survival checks please.
Ardisen Greymore
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Survival: 1d20 ⇒ 8
Ardisen stares ahead, shining the light from his ring through the darkness. Oblivious to what lies ahead he continues on behind the other Pathfinders.
Cha-Ka Ra
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Dungeoneering: 1d20 + 7 ⇒ (20) + 7 = 27 Haha, niceeee.
Cha-Ka gives the cave an appraising look. He moves towards the bundle of cloth before stopping five feet away from it and looking at it more carefully, attempting to determine if it is somehow a trap or merely some discarded cloth.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Cha-Ka Ra
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Oh, ok. I misread that description. So if we wanted to jump the hole, it'd be a 10ft jump, right? How deep is the pit? Also, roughly how big is the bundle? Does it look big enough that it could be, say, someone's remains?
"Looks kind of like someone set a trap. It's about a year old. We should perhaps check out what's at the bottom." Cha-Ka starts pulling some rope out of his bag and looking for some place to tie off one end.
Tenaka
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Following the fight against the swarm and the flight of Janira had led them to this. With Cha-Ka finding the pit and making ready to descent into it a frown touched his features for a moment. Letting the Tengu go down and getting into trouble might be something that could be troublesome, especially if they had to get him out. "Are you sure it is wise to go down there? If something happens, we might have a problem getting you out..." He frowned once more before assisting to hold the line in hopes the rest would assist.
Garret Shadowcaller
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Ride (Leap (DC 15), Take 10): 10 + 12 = 22
Jump (Cuan (DC 10), Take 10): 10 + 2 = 12
Garret, riding Cuan, leaps over the pit and lands on the other side. He scouts ahead a short way while the others deal with the pit, looking for anything out of the ordinary.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
GM Lithrac
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The jump is impressive, as is Garret's riding skill! The passage ahead seems safe, and the halfling makes an interesting find. Approximately 30 feet beyond the pit and out of sight around a corner is a long, 3-foot-wide wooden plank that rests against the cave’s wall.
Cha-Ka, you're absolutely right about the jump, but it looks like it won't be necessary. The pit appears to be roughly 20 ft. deep, and the bundle is too small to be someone's remains, but about the size of a human's clothing folded in a bundle.