Dortlin Golani |
Dortlin shrugs. "Sure. Might not be to your liking though." Dortlin pulls out some rations and sets it up to make it easy for the Worg to eat without hands.
He'll then look a bit north in the area for tracks.
Survival to track: 1d20 + 8 ⇒ (20) + 8 = 28
Michael Hallet |
The worg, just happy to have something to eat that can't outrun her quickly devours it.
Sure enough, Dortlin is able to follow a set of fairly recent humanoid boot prints (small to medium size) leading to the north.
The path winds its way through the Chitterwood until it forks at the foot of a large and mangled tree. A large tear runs the length of its trunk, splitting the tree nearly in two. The southern half of the tree hangs awkwardly to the side, casting a shadow over a small dip in the land.
A small cave entrance lies partially hidden beneath the southern half of the tree that the PCs can easily locate. A crude flight of stairs lies just beyond the cave entrance, leading deeper into the earth.
Cave map is on Slide 3.
Knowledge (history or local)
Reaching the first cavern, you find two small goblinoid skeletons standing guard.
Dortlin: 1d20 + 3 ⇒ (11) + 3 = 14
Harrisk: 1d20 + 5 ⇒ (8) + 5 = 13
Midnar: 1d20 + 3 ⇒ (18) + 3 = 21
Selethe: 1d20 + 4 ⇒ (4) + 4 = 8
S1: 1d20 + 7 ⇒ (17) + 7 = 24
S2: 1d20 + 7 ⇒ (15) + 7 = 22
The skeletons have won initative and move up to attack. Dortlin gets an AoO on S1, Hibbert on S1 and/or S2. S1 is acting first.
Once the AoOs are resolved, I will continue with the skeleton's actions and then it will be everyone's turn.
"Spark" |
Spark follows along behind the trackers.... and seems a bit taken aback by the appearance of the little skeletons... "THese are real things? they look like toys."
Dortlin Golani |
I would ask for someone to use my wand of Mage Armor on Hibbert before we follow the tracks into a cave.
Hibbert
Tongue vs S1: 1d20 + 5 ⇒ (16) + 5 = 21 Grab vs S1: 1d20 + 9 ⇒ (3) + 9 = 12
Michael Hallet |
Claw: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d3 ⇒ 1
Hibbert grabs S1 who tries to claw at the frog, but is ineffective, the other frog, however, is able to take advantage of the frog being occupied and rakes it with small bony hands.
Hibbert (22/25 hp)
Everyone is up!
Dortlin Golani |
"More skeletons. Wish I had a big hammer right now."
Dortlin will move into flanking position with Hibbert provoking from both skeletons.
Then Dortlin will attempt to cleave the grabbed skeleton.
cold iron Bardiche: 1d20 + 5 + 5 ⇒ (8) + 5 + 5 = 18 for slashing dmg: 1d10 + 4 ⇒ (3) + 4 = 7
"Spark" |
Spark moves up and attacks skeleton1 (or 2 if 1 is down)
to hit: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
dmg if hits: 1d8 + 2 ⇒ (1) + 2 = 3
Michael Hallet |
damage: 1d6 ⇒ 1
reflex: 1d20 + 3 ⇒ (1) + 3 = 4
The ungrappled skeleton swipes at Dortlin as he moves by, but it misses.
Dortlin manages to wound the skeleton, but when Hibbert bites down on it, it explodes! Shards of bone go flying wounding Hibbert, Dortlin and Selethe slightly as well as the second skeleton.
Spark moves up and misses the other skeleton.
Hibbert (21/25 hp)
Dortlin (18/19 hp)
Selethe (18/19 hp)
S2 -1 hp
Selethe |
knowledge (local): 1d20 + 4 ⇒ (17) + 4 = 21
Selethe shares what she knows with the group. When the goblin skeletons attack, she maneuvers around for a clear stab with her longspear.
attack: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d8 + 6 ⇒ (5) + 6 = 11
Dortlin Golani |
"Spark could you use this wand of Mage Armor on Hibbert? And anyone else who feels the need for some protection."
Harrisk Grothurk |
"If you have extra uses, Goliath could use one since he does close-up fighting,"
"Spark" |
"SUre... now how does this thing work again?" she scowls a moment as she recalls her training... and finally gets the wand to operate... but it does work... lol she's never used a wand before, so just playing up her lack of experience, she is capable of using it without UMD
Dortlin Golani |
"Thanks. And sure Goliath can have a charge."
Counting off 2 charges for now. If anyone else wanted a charge just say so.
Dortlin will also use a CLW wand charge on Hibbert. CLW: 1d8 + 1 ⇒ (7) + 1 = 8
And a charge of Heightened Awareness on himself.
After a quick search of the skeletons Perception: 1d20 + 9 ⇒ (7) + 9 = 16 Dortlin will arbitrarily stand near the south door.
Michael Hallet |
As Dortlin and Hibbert cross the room they fail to notice the pit trap about where the second skeleton was standing. Apparently it's small size and lack of flesh made it too light to trigger the trap by itself.
Dortlin and Hibbert need to make DC 20 reflex saves or fall 20' into the pit taking falling damage: 2d6 ⇒ (5, 1) = 6
After that they can make it to the door.
Dortlin Golani |
Dortlin
Ref save: 1d20 + 4 ⇒ (6) + 4 = 10
Hibbert
ref save: 1d20 + 4 ⇒ (14) + 4 = 18
"Oof! And ouch. Little help?"
Dortlin will pull out his rope and toss it out of the pit.
"Spark" |
Spark will grab the rope and help them climb out by holding it steady.
Michael Hallet |
You eventually pull Dortlin and Hibbert out of the pit and open the door to the next room.
Three cramped cells line the western wall of this chamber while an exposed pit runs along the northern wall. The cells are little more than cages made of metal and old wood, with piles of dried grass barely covering the stone floors.
Dortlin Golani |
"Before we move on hold up."
Wand of CLW on Dortlin: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW on Hibbert: 1d8 + 1 ⇒ (5) + 1 = 6
"Alright."
Dortlin and Hibbert will move into the room.
Selethe |
"This is certainly odd. Careful!" Selethe has a look inside the cages, watchful for danger.
perception: 1d20 + 7 ⇒ (4) + 7 = 11
"Spark" |
Spark will examine the cages as well to see if they are occupied.
Harrisk Grothurk |
Harrisk hangs towards the back with a look of concern on his face.
"Maybe we should be more thorough so we don't set off any more traps."
Dortlin Golani |
Think we are waiting on Midnar.
Midnar |
"Wait up!", exclaims Midnar, rushing in, slowed by his cloak and crouching posture. "Oh my! What have we here? Most peculiar."
perception: 1d20 - 1 ⇒ (15) - 1 = 14
Michael Hallet |
Dortlin: 1d20 + 7 ⇒ (2) + 7 = 9
Selethe: 1d20 + 7 ⇒ (6) + 7 = 13
As you explore the room, suddenly a feeling of dread washes over you as the humidity in the room plummets, drying out everything near the pit.
Unfortunately for you, everyone close enough to possibly notice the haunt before it acted failed to do so.
Spark, Dortlin, Selethe and Midnar need to make Fortitude saving throws.
Dortlin Golani |
Fort save DC?: 1d20 + 5 ⇒ (19) + 5 = 24
Michael Hallet |
As the area around the pit becomes supernaturally dry, the Pathfinders reach for their waterskins. After a few moments, the regular humidity returns to the room, relieving you of your thirst, all of you that is, except for Midnar who after downing his entire supply of water, still feels parched as though he hadn't drank a drop.
Knowledge (religion)
Selethe |
knowledge (religion): 1d20 + 3 ⇒ (20) + 3 = 23
"It seems a prisoner must have died here of thirst, slowly and terribly. There is a memory of that event here which has taken root in Midnar. We will likely either have to wait it out and hope he survives or try to find a way to end the haunt here once and for all."
Any chance that roll will give me a hint as to how to destroy the haunt?
Dortlin Golani |
"If a prisoner is connected to this it stands to reason that the cages are involved. Hey! Ghost! We are happy to help but try giving us a clue before taking out your anger on us."
Dortlin will start searching the southmost cage.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
"Spark" |
Spark searches the third cage.
perception: 1d20 + 4 ⇒ (4) + 4 = 8
"Hello, spirit.. if you're here, show yourself and help us understand how to help you."
Dortlin Golani |
"Maybe further in."
Dortlin will cast Guidance on himself and check the West door for traps.
Perception: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Dortlin Golani |
I think we were thinking the exposed pit was the one Dortlin fell into. If it is a different one then by all means we should investigate it and the dried grass.
Midnar |
"I'm dying, I'm dying! Water, please, give me your water!"
I'm assuming the thirst prevents Midbar from concentrating and helping search?
Harrisk Grothurk |
"I can make water for you," Harrisk says sheepishly from the doorway and casts create water on a container for Midnar to drink from.
Selethe |
Selethe finds a spot to tie off her rope. Then she casts light on the other end and drops it down the mysterious pit. "I'm not much of a climber. Who's first?"
If no one else wants to go she will remove her armor and climb down.
climb no armor: 1d20 + 4 ⇒ (6) + 4 = 10