Melisande Shahrizai Courcel |
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Thank you for your aid Sir Dalard. These supplies will likely come in handy. As she looks through the supplies, Melisande casts Read Magic and looks over the scrolls. As an aside to the group: These two are scrolls of Remove Disease. Should we use one of them on Jessup before we go, or hold them in reserve and use one on him if we don't need them in the field?
Melisande reaches into her pack and pulls out a small jar. I've finished with this one anyway, but the jars are often useful.
Fort: 1d20 + 5 ⇒ (20) + 5 = 25
Remove 2 leeches and place them in her jar.
Fort: 1d20 + 5 ⇒ (20) + 5 = 25
Remove 2 leeches and place them in her jar and close the lid, then will take out her dagger and poke a couple small holes in the top before putting it away, taking out her wand of Infernal Healing and using a charge to heal herself.
Can't make this up...
Locke "Firebug" Arkham |
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Int check: 1d20 ⇒ 3
Locke notices the pendant but, it could be any fancy pendant to them.
At current time, Locke crouches down, carefully plucking the leeches off their legs, which lack any hair, before rolling back down the legs of their trousers.
Must invest in salt layers on boots, if they crawl all the way up my boots. :P
Fort: 1d20 + 6 ⇒ (12) + 6 = 18
Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Fort: 1d20 + 6 ⇒ (17) + 6 = 23
Fort: 1d20 + 6 ⇒ (6) + 6 = 12
Fort: 1d20 + 6 ⇒ (11) + 6 = 17
Fort: 1d20 + 6 ⇒ (9) + 6 = 15
Take 6 dmg.
"Disgusting things. And yet they are so often used in medical practice."
Kegan the Chaotic |
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Kn: Local: 10 + 4 = 14
Nodding towards Dalard, he says “Eagle Knight, I’ve heard good things about that group. Are you still on active duty?”
At Melisandre’s question, Kegan says “If we think he can hold out until we get back I would say wait. We have treated him, at this point there is a chance the fever will break.” He does look towards Locke who did the treatment for his advice on it.
——
When the others find leeches in them, Kegan checks himself. He finds four of them.
Fort: 1d20 + 5 ⇒ (10) + 5 = 15
Stepping away from the rest of you, he gets out a flask of alchemist fire and pours it on himself. The fire does no damage at all to him.
Fire damage: 1d6 ⇒ 4
The description is unclear to me. Does that do enough to crisp all of the creatures? Kegan has Resist Fire 5 so he wouldn’t be hurt.
Picking up the fried remains of one of the leeches, he comments “I doubt these are useful any more.”
Realizing that he hasn’t done so yet, he then gets out his wand and uses it.
Use Magic Device: 1d20 + 14 ⇒ (3) + 14 = 17
Use Magic Device: 1d20 + 14 ⇒ (8) + 14 = 22
Lucky Number: 1d20 ⇒ 8
GM Irish202 |
Nodding towards Dalard, he says “Eagle Knight, I’ve heard good things about that group. Are you still on active duty?”
Dalard looks quizzical for a moment, then looks down at the pendant. "Ah, that. Found it on the floor of Bloodknuckle's tavern a few weeks ago. Looked nice, so I took it. Do you want it?"
Congratulations, you found the Andoran faction mission...sort of! Rather, you found half of it. Mayhaps you might encounter the rest later...
The description is unclear to me. Does that do enough to crisp all of the creatures? Kegan has Resist Fire 5 so he wouldn’t be hurt.
Area effect damage is enough to get all at once, so this is fine.
Kegan the Chaotic |
Sense Motive: 1d20 + 0 ⇒ (11) + 0 = 11
“The owner will probably want it back, best you keep it for them.”
Melisande Shahrizai Courcel |
Sense Motive: 1d20 ⇒ 4 Seems an odd thing for someone to lose, but some people just can't hold their liquor.
In any case, onward and upward!
Aryxis |
Aryxis grimaces a little as he pulls the leeches off his legs. He checks the rest of the team to see if they need a hand while casting a shrewd eye at Dalard. He raises an eyebrow and coughs pointedly after his pronouncement that he doesn’t know what the pendant is. However he is willing to let the matter drop for the time being...
Fort vs Leeches: 1d20 + 9 ⇒ (13) + 9 = 22 Pull 2 leeches off
Fort vs Leeches: 1d20 + 9 ⇒ (12) + 9 = 21 Pull last leech off plus can help someone else if need be
SM vs Eagle Knight: 1d20 + 7 ⇒ (11) + 7 = 18
Tereze Amnell |
As the others talk about leaches she realizes she is covered in them.
Fort: 1d20 + 5 ⇒ (11) + 5 = 16
Leaches! I, see no use for zem, but many healers seem to like zem.
She starts calmly pulling them off with her gauntleted hand. She does it quickly like she has done this often before.
Down to three - 2 HP
Fort: 1d20 + 5 ⇒ (11) + 5 = 16
Down to one - 4 HP
Fort: 1d20 + 5 ⇒ (12) + 5 = 17
All Off - 5 HP
Perception: 1d20 ⇒ 10
As she finishes, she glances over at Locke and says questioningly.
Nice Legs...
Locke "Firebug" Arkham |
As she finishes, she glances over at Locke and says questioningly.
Nice Legs...
Locke turns head unintentionally towards Tereze.
In hopes of avoiding further unwanted attention of who Tereze was speaking to in that regard."Err, thank you?"
"They are just legs, nothing special."
GM Irish202 |
After the group gets past and deals with the leeches, 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.
Now for the next challenge! How would the group like to proceed?
Kegan the Chaotic |
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
“Someone came through here, see the swath they left behind in the fungus?”
Locke "Firebug" Arkham |
Auto-pass Kn nature check.
"Huh, would you look at that. This is a sub-species of the shrieker fungus, a bog screamer. If disturbed, it will scream like there is no tomorrow. They also emit a nauseating spore."
Tereze Amnell |
Anyone see a way to avoid zat? I would rather not have everything for miles around know we are here.
GM Irish202 |
Anyone see a way to avoid zat? I would rather not have everything for miles around know we are here.
While there appears to be terrain that is devoid of the fungus, the trail does not appreciably pick up within visible distance, making likelihood high of losing the way to the caves.
Kn. Nature to know any measures that prevent the shrieker from sounding alarms?
Means that hide oneself from plants (e.g. hide from plants or similar effects) would do the trick. Avoiding disturbing the fungus or touching it would also prevent it from making noise. Finally, dealing enough area of effect damage before it could react would be an alternative solution.
Locke "Firebug" Arkham |
"The least effort is just going around this thing."
But going by your answer to to Tereze's question, that seems problematic without hide from plants.
Strapping all things secure, "An alternative, i can carry each of you across. But Roshi is too heavy for me."
I was thinking 1 round per ally other than Roshi & Testudo, perhaps they could jump across? I can fly 40ft while carrying medium/heavy load.
Melisande Shahrizai Courcel |
I don't have any way to circumvent this morass, unfortunately. Perhaps we should send someone or something in to lure it into attacking and kill it from a distance? Spring the trap to our benefit.
Kegan the Chaotic |
Frowning, Kegan asks “So if all they do is make noise and cause people to vomit for a short time, why is that a problem?”
“Seems unpleasant, but not dangerous.”
Kegan the Chaotic |
“Oh!”
Kegan quickly looks around, then asks “Any idea what that would be?”
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
GM Irish202 |
Strapping all things secure, "An alternative, i can carry each of you across. But Roshi is too heavy for me."
If you would like to exercise this option and figure out a way to address the Roshi situation, you will be able to bypass the bog screamers. The patch of screamer fungus only appears large enough to fly over with at least 80 feet of movement (the current map is only representative if combat is needed).
Kegan quickly looks around, then asks “Any idea what that would be?”
Kegan the Chaotic |
“Since Roshi is the problem, any way you could make them the solution? Can you make up a vial that would cause them to fly?” Kegan asks Locke.
He then points out some lumps in the bog near the screamers. “Probably want to avoid those areas, looks like something is hiding there.”
Kegan the Chaotic |
With a sigh, Kegan says “Well if no one else has one, guess we could feed Roshi my potion of flight. I only have one, so I really hope I will not need it later.”
Does anyone else have a solution? Not sure that it is worth 2 PP to avoid this fight.
Tereze Amnell |
Well I could Levitate both of zem. But It might not be pleasant and we would need someone to drag zem across in ze air.
Do you want me to try zat?
Kegan the Chaotic |
"I think if you can levitate Roshi, that should be enough."
Melisande Shahrizai Courcel |
So are we trying to bypass? Seems like we don't have a good way to do that for everyone.
Shall we spring the trap or do we have a way around?
Kegan the Chaotic |
“I thought Tereze was going to levitate Roshi.”
“Locke already said they could get the rest of us across. We tie a rope to Roshi’s harness and pull them across once they are levitated.”
Looking to Locke and Tereze for confirmation he understood the plan, he says “That should work, right?”
GM Irish202 |
The group floats across the marsh, landing past the bog onto solid ground beyond it. They continue onwards for another hour or so before reaching their final destination. 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.
Tereze Amnell |
Tereze rushes over to look at the body.
Picking up it's arm she checks for a pulse.
Perception: 1d20 ⇒ 2
He is dead. She says sadly as she drops his arm.
Kegan the Chaotic |
Perception Corpse: 1d20 + 9 ⇒ (14) + 9 = 23
Perception Stairwell: 1d20 + 9 ⇒ (6) + 9 = 15
"Is the body infected so that it would rise as a ghoul later?"
Looking towards the stairwell, he adds "Shouldn't take too long to clear this debris away."
Locke "Firebug" Arkham |
Take 10 for spoilers.
Heal to determine infection?: 1d20 + 5 ⇒ (15) + 5 = 20
If the corpse does show sign of the fever, Locke advices to chop off the head.
Locke traces much of the debris as a whole, and when Kegan mentions the short time needed to clear it.
"It would not, no. However, you see that particular set of rocks over there, and those on the right?", *points*, "It looks less like a natural collapse than a set up. This thing was most likely a trap."
*notices another corpse stuck*
"Something that unfortunate did not see."
Melisande Shahrizai Courcel |
Taking 10 on Perception
Perception: 10 + 14 = 24 Additional +2 v traps
Body was chewed by ghouls, so will probably rise as one sooner than later. I'm not sure how long that normally takes? Kn(Religion): 1d20 + 14 ⇒ (9) + 14 = 23
The stairs look like a previously triggered trap, and there is another behind it. Please stay back while I take a look.
Melisande moves up to see if the rubble in the stairs can be stabilized.
Disable Device: 1d20 + 14 ⇒ (6) + 14 = 20
GM Irish202 |
Melisande attempts to move some of the rocks around, attempting to stabilize the area...but finds that she seems unsuccessful on her first attempt.
Failed by 4 or less, so nothing catastrophic this time. Would you like to try again?
Locke "Firebug" Arkham |
Locke comes to the conclusion that the corpse is a definite risk.
"This one did die while infected with ghoul fever."
Going off previous RP 'having read but medical literature on ghoul fever', would it reveal the Religion spoiler as post-mortem effect?
Locke "Firebug" Arkham |
Thank you. :)
Locke looks at the others.
"Does one of you have a hand axe or sword on you to remove the head of the corpse? The brain cap as well, just to make sure the severed head itself does not become a problem."
Kegan the Chaotic |
Kegan admits “My weapons are ill suited to such tasks.”
Melisande Shahrizai Courcel |
I have only a dagger. Perhaps we should burn the body? Seems more respectful anyway. Some people get upset about mutilating corpses, even when they could be rising as undead. I don't know how much time we have, they generally rise before the following midnight.
She turns back to the trap. Let me try again, I think I've almost got it. Disable Device: 1d20 + 14 ⇒ (16) + 14 = 30
Tereze Amnell |
I doubt my dagger would be suitable for decapitation. Tereze says as the conversation comes around to how to stop Ghoul fever.
Aryxis |
Aryxis pulls his massive sword of his shoulders...
"This should do the trick"
AFter that he looks over to Melisande's attempt at disabling the trap...
"I think you need to shift that one first and then that one..."
AutoSucceed at Disable Device Aid Another - Does an extra +2 get us there?
GM Irish202 |
Initiative (Aryxis): 1d20 + 1 ⇒ (3) + 1 = 4
Initiative (Kegan): 1d20 + 5 ⇒ (18) + 5 = 23
Initiative (Locke): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Melisande): 1d20 + 9 ⇒ (10) + 9 = 19
Initiative (Tereze): 1d20 + 1 ⇒ (10) + 1 = 11
Initiative (Tetsudo): 1d20 + 1 ⇒ (12) + 1 = 13
Initiative (Ghouls): 1d20 + 2 ⇒ (13) + 2 = 15
Initiative (Aryxis): 1d20 + 1 ⇒ (19) + 1 = 20
Melisande and Aryxis find a way to excavate the collapse such that it is shored up enough to not collapse in the process. They also quickly learn the body pinned in the rubble is actually...alive! The body starts thrashing around as they move the rubble, but the piled rocks are too stable for it to escape and reach them.
With the previously made checks, it is obvious that the "body" is a ghoul pinned in the rubble. Because it is essentially helpless, a coup de grace or similar action will be enough to get rid of it if desired.
The opening descends into the caves. A sour smell of death leaks through a large, murky limestone cave. Thick shadows splay from the rough, natural columns bracing its low, curved ceiling. Dark waters flood the caves and everywhere rotten casks bob slowly, as slow drips from the ceiling smack the surface with eerie dissonance. The quagmire is waste deep, possible deeper. Deeper in, a cage-like fence of iron divides the caves. In the center of the fence, a barred door hangs bent, partially torn from its hinges. Three humanoid forms, unnaturally moving around the caves in a predatory fashion, look up sharply as the rubble is cleared near the entrance of the cave; their eyes glowing red with hunger as they orient on the Pathfinders!
The water on the map is about 4 feet deep on the deepest part, 2 feet deep for the second gradient.
Initiative Order:
Round 1:
Kegan
Locke
Aryxis
Melisande
Ghouls
Tetsudo
Teresze
Kegan the Chaotic |
Seeing how deep the water is, Kegan asks “Since you can easily fly, do you want to take the lead Locke?”
Am I right to think the deep water would count as deep bog? 4 squares of movement walking, or you swim? Small characters are forced to swim.
How is movement handled through the shallower water?
Locke "Firebug" Arkham |
"Sure."
Locke enters the cavern, already beating their wings when unobstructed, and will fly up towards the ceiling.
My wings give me a 60ft movement.
May i assume the cave is high enough to put vertical space between me and the ghouls?
Locke puts together a firebomb and lobs it at the creature.
Range touch, PBS: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19 FWOOSH, PBS: 4d6 + 6 ⇒ (2, 2, 6, 2) + 6 = 18
If hits, he's on fire. His ghouly buddy on the left can make a DC 18 reflex for 1/2 the splash dmg. (9)
Melisande Shahrizai Courcel |
By Nethys's left butt-cheek, I hate swimming in caves.
Melisande will move up, through the deeper water into the shallower portion to the left.
I'm assuming this is calm water, so DC10.
Swim: 1d20 - 1 ⇒ (17) - 1 = 16
Kegan the Chaotic |
Looking at the water, Kegan gets out his potion of flight and quaffs it. He floats just above the stairs.
Move to get it out, standard to drink. I will just place him on the stairs.