Damiel Pre-gen
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Jack is drawn to the scene, and walks around it while meticulous dissecting every piece of information possible. "Hmmm...hmm..."
Medicine S (T): 1d20 + 3 + 1 + 0 ⇒ (16) + 3 + 1 + 0 = 20
Religion S (T): 1d20 + 3 + 1 + 0 ⇒ (19) + 3 + 1 + 0 = 23
Religion S (T): 1d20 + 3 + 1 + 0 ⇒ (9) + 3 + 1 + 0 = 13
| Dungeon Master S |
Once Jack sets to the task, he gets a much better feel for what's going on:
He takes a look at the club and sees some hair stuck in it. The hair comes from an undead creature—it is stuck directly to a bloodless piece of exposed bone.
He recognizes the wooden symbol. It's the symbol of Milani, goddess of devotion, hope, and uprisings.
He takes a look at the insects. Death’s-head moths are sacred to Urgathoa, goddess of gluttony, disease, and undeath. The moths are indigenous on the Isle of Kortos, but their presence here seems like more than a coincidence.
You're confident that you've learned all you can from this area.
Damiel Pre-gen
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Jack does his best to explain the situation at hand to the rest of the Pathfinders... "If by foodies you mean gluttony, disease, and undeath. Then yes." He responds with a very curious look towards Kargakan.
Pondering for a moment, he questions the whole thing. "Milani, blood, undead hair, Urgathoa. The plot thickens to the mystery. How does any of this relate to the Rose Street Killer I wonder..." But is stunned for a moment as his eyes follow the trail of blood up the stairs. "...Do you think, the undead is still here?!" He whispers dramatically.
| Seveen |
"It is possible, we should be prepared as we ascend."
Seveen listens carefully from the base of the stairs, focusing on any sounds from above.
Perception +3, Expert
| Dungeon Master S |
Opting to travel up, the party takes the stairs. This area is a 20 foot-by-25-foot room. What is obviously Justerian’s body lies on the floor of the attic among abandoned furnishings, surrounded in a puddle of congealed blood.
Damiel Pre-gen
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Medicine S (T): 1d20 + 3 + 1 + 0 ⇒ (19) + 3 + 1 + 0 = 23
Jack shrieks as he comes into view of the dead body, "Oh my! He's dead!" He states the obvious, but takes a closer look. "Looks like he was killed by something wild, claws of some sort. May Pharasma bless him in the afterlife."
| Dungeon Master S |
Unfortunately, it doesn't look like the body in the attic has anything to offer up. It's as if he fled here in life, only to be killed.
| Enchanter's Playtest |
"This doesn't look like slavers. I mean, first they don't have claws normally, but they also wouldn't want to kill him. They lose out just as much."
He looks down at Justerian. "Should we bring the body back for burial?"
| Seveen |
"We should at least let his friend know what happened and find out if she knows his wishes. We still have more of downstairs to look through. Clearly, this is where he fled so his living space must be back on the other floor. Perhaps there is something there that would provide a clue."
Seveen begins to head carefully down the stairs again.
| Dungeon Master S |
Indeed, his living space was the only viable place left to look in this trap of a house. Kargakan enters the room. Other than the bed, which is adorned with fresh blankets and pillows, the rest of the furniture is decaying and covered in dust. There's a strange smell in the room, and the floor is covered in a film that reminds one of sewer sludge.
Before you can think about how strange that is to have on the second floor, the sludge congeals in the corner. The movement of the party and the sludge makes the house shake a bit as wood and shingle begin to fall to the floor. One such piece splashes the bed and it sizzles!
The commotion also causes panic in the bats in the rafters. They begin to swarm! But thankfully you know a bit about bats. If you spend an action shooing them away via a Nature Check, they'll stay away for the round.
Initiative:
Sludge: 1d20 + 1 ⇒ (3) + 1 = 4
Bats: 1d20 + 5 ⇒ (19) + 5 = 24
Kargakan: 1d20 + 2 ⇒ (10) + 2 = 12
Seoni: 1d20 + 2 ⇒ (10) + 2 = 12
Jack: 1d20 + 4 ⇒ (16) + 4 = 20
Seveen: 1d20 + 3 ⇒ (18) + 3 = 21
Alric: 1d20 + 2 ⇒ (12) + 2 = 14
| Dungeon Master S |
The bats swarm over Kargakan. They bit mercilessly DMG: 1d4 ⇒ 3 and 1 persistent Bleed damage.REF DC 15 for half damage.
Round 1:
Bats: Swarm
Seveen: Go
Jack: Go
Alric: Go
Seoni: Go
Kargakan: Go
Sludge: TBD
| Seveen |
Seveen looks at the sticky mess on the floor, sees the sludge form into an entity, then concentrates on the swarming bats for a moment.
Nature: 1d20 + 2 ⇒ (9) + 2 = 11 Is there a bonus I need to add to this? Also, is this an action?
Her head swings back to the new menace in the corner. Recall knowledge - which skill/s?
Further action pending above results and if I have one or two actions left.
| Dungeon Master S |
It's a single action to shoo them away. The party's preemptive knowledge of the bats is enough for a +2 bonus.
Seveen makes enough noise to distract and confuse the bats!
There is no clear guideline on which skill covers which type of creature. It's now left to GM fiat. Oozes used to be Dungeoneering, which isn't a thing anymore. I guess I'll take Arcana? It's a single action to recall knowledge.
| Seoni, Tattooed Varisian |
I do not see Seoni on the map. I mean I guess she could've run away, LOL, but still. Assuming she is not more than one Stride action away...
Seoni moves within 10 feet of the bat swarm and gestures frantically with her hands, murmuring arcane words in a low voice. A gout of flames explodes from her hands and washes over the swarm!
fire: 2d6 ⇒ (4, 4) = 8 DC 15 Refl
| Seveen |
Yeah, I wish they would provide some tags for guidance. I allowed nature and occult, I think arcana is just as valid.
Looking into the room at the thing in the corner Seveen tries to recall anything she has heard or read about such creatures.
Arcana: 1d20 ⇒ 11
Then, unless it is contraindicated by what she remembers, Seveen will ready her bow to shoot the thing.
I am thinking that her first action was the bats and second action recall. I did move her token on the map which had not been updated since going upstairs. If you wish to count movement as an action then the bow will wait. I figured when we came down we headed straight there but would not likely have a bow out so that would be her third action.
| Dungeon Master S |
That works Seoni. Seveen I'll have the stride be the third action, especially in light of what she remembers.
A spell of fire washes over the bats REF: 1d20 + 5 ⇒ (19) + 5 = 24, though they scatter to avoid the worst of it. Still, a significant number of them drop dead.
Seveen remembers that oozes are resistant to most damage types, though slashing is hampered the least.
Alric also remembers... Ask a question.
Round 1:
Bats: Swarm
Seveen: Think and move
Jack: Go
Alric: 2 Actions
Seoni: Fire
Kargakan: Go
Sludge: TBD
Bats: 6
Ooze:
| Seveen |
"Slashing or preferably magic is probably best against that ooze. That fire looks impressive, Seoni. Got any more of it?"
Seoni, I could see you on the map just fine but you had not moved up at all since the original challenge of the stairs. I have moved you to the group. Feel free to adjust accordingly.
| Dungeon Master S |
Alric remembers that this is a Sewer Ooze, something he learned about in Pathfinder training. Indeed, it does possess the ability to send out a damaging wave of sludge, knocking over the unlucky and infirm.
Round 1:
Bats: Swarm
Seveen: Think and move
Jack: Go
Alric: 2 Actions
Seoni: Fire
Kargakan: Go
Sludge: TBD
Bats: 6
Ooze:
Damiel Pre-gen
|
Apologies for slow response.. long day at work.
Jack hesitates in the face of danger, but tries to calm down and think for a moment. While he does, he calls upon the blessings of Nethys to guide the Pathfinders' hands. "Magic will guide us!"
Nature (T): 1d20 + 3 + 1 + 0 ⇒ (19) + 3 + 1 + 0 = 23 Can Bats be hurt by force damage?
Recall knowledge, and 2 action bless.
Edit: Bless it's exactly the same as PF1, +1 to hit, and +1 to saves vs fear.
| Enchanter's Playtest |
"You're going to have to hit the sludge hard. Cutting weapons might work the best. Watch out though, it can send out a wave of sludge at you." He rallies the group, but waits for Seoni to clear the bats.
Inspire Courage
| Dungeon Master S |
No worries, real life comes first (so says Seoni.) Jack knows that force can, in fact, harm them. He then blesses the party for the combat to come!
Alric adds his own magic to the mix as Kargakan steps up to the sludge. The ooze is barely able to move, and twice the blade cuts deep. It'll take a while to cut it apart though, as it's rather solid.
The combat stresses the building, and some of the ceiling begins to tumble down. The piece falls near PC: 1d5 ⇒ 5 Kargakan, splashing ooze on him! Acid: 1d4 + 1 ⇒ (3) + 1 = 4. REF DC 13 for half. Everyone sees the building begin to crumble. On your turn you can take an action to use Craft to brace it or an action to use Perception or Survival (T) to preemptively avoid the loosest piece.[/ooc]
The ooze wiggles and twists before "bursting" into a wave of sewer sludge! It washes over all of you. Everyone takes Acid: 1d4 ⇒ 4. and are hampered 10 feet for 1 minute unless they succeed at a DC 15 Reflex save (no damage or hampered on a success, and a character additionally falls prone on a critical failure). An affected creature can clean off the muck as an Interact action, reducing the hampered condition by 5 with each action.
The bats, for now at least dont bite as they've been cowed for a moment.
Round 2:
Bats: ATK
Seveen: Go
Jack: Go
Alric: Go
Seoni: Go
Kargakan: Go
Sludge: TBD
Bats: 6
Ooze: 14
| Kargakan |
Reflex: 1d20 + 2 ⇒ (18) + 2 = 20
Reflex: 1d20 + 2 ⇒ (8) + 2 = 10
The armor reeks of blood as Kargakan liberates one of his hands from his spear.
8/18 hit points left. With a persistant damage 1
I don't have a Choice now... I have to.
A cold wind sweeps into the room as even those resistant to cold shiver.
Kargakan's hand fiddles in unatural way like it has no bones inside.
For a flick of second, the dwarf's appearance changes to become... something with a lot of eyes.
Three void-colored bolts ejects themselves from the eyes of Kargakan and thrusts into the Ooze.
A loud scream of pain goes out of Dwarf.
magic missile: 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14
| Enchanter's Playtest |
Reflex Save: 1d20 + 2 ⇒ (17) + 2 = 19
Alric recoils at the acid. He speaks some words of power and a falling piece of jagged wood spins toward the sludge. "Ack! Cut it apart!"
Inspire Courage, then cast Telekinetic Projectile
Attack IC): 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage (IC): 1d10 + 1 ⇒ (2) + 1 = 3
| Seveen |
Reflex against wave DC15: 1d20 + 5 ⇒ (1) + 5 = 6
4 Acid damage, Hampered 10 for 1 minute, Prone
Seveen is caught completely unaware by the wave sent out by the ooze. She had been distracted by her friend Kargaken and worried about him. With the force of the sludge combined with the slippery floor and her utter surprise, she loses her footing and ends flat on her back in the filth on the floor.
"Aaargh! This stuff burns!"Seveen cries out as she leaps to her feet again. Seveen swipes the worst of the goo from her, starting with exposed skin.
Then, seeing her companions concentrating on the creature she looks around for a way to support the ceiling before it collapses on them all.
Craft to shore up ceiling DC?: 1d20 ⇒ 20
13/17HP Hampered 5
| Dungeon Master S |
Kargakan's missiles slam into the ooze. A split second after, Alric's missile does the same. The damage clearly takes its toll on the ooze. Still, it continues on, albeit barely.
Round 2:
Bats: ATK
Seveen: Go
Jack: Go
Alric: TP
Seoni: Go
Kargakan: MM
Sludge: TBD
Bats: 6
Ooze: 31
Damiel Pre-gen
|
Reflex (T): 1d20 + 1 + 1 + 0 ⇒ (3) + 1 + 1 + 0 = 5Close call!
"Aggh!" Jack reacts slowly to the acid as he concentrates hard on the bats. Thinking the ooze as the bigger threat, Jack turns to power of magic, summoning his force doves once more as they dive straight into the ooze.
3 action magic missile
Magic Missile: 3d4 + 3 ⇒ (2, 2, 4) + 3 = 11
Hampered 10, 14/18
| Dungeon Master S |
Jack barely keeps his feet! Immediately after the wave he responds with a trio of missiles that blast what's left of the ooze to pieces!
Round 2:
Bats: ATK
Seveen: Go
Jack: Kill
Alric: TP
Seoni: Go
Kargakan: MM
Sludge: TBD
Bats: 6
| Dungeon Master S |
The bats are cowed, though not for long. you could leave, or deal with the bats permanently so that you can search the bedroom.
Seveen masterfully kicks a beam into place after standing up. The ceiling looks a little more solid, for now at least.
Round 2:
Bats: ATK
Seveen: Prop
Jack: Kill
Alric: TP
Seoni: Go
Kargakan: MM
Sludge: TBD
Ceiling: 1/3
Bats: 6
| Dungeon Master S |
REF: 1d20 + 5 ⇒ (2) + 5 = 7
Seoni's flame incinerate the rest of the bats! With no foes at hand, the party gathers around to help Seveen finish propping up the ceiling.
Braving the smell, the party looks around for anything of note. It appears that he kept all of his belongings in a small wooden trunk that he kept hidden underneath his bed. The trunk contains two sets of simple clothing, 50 feet of hemp rope, a waterskin, 10 days of rations, a set of cookware, a minor elixir of life, a vial of nectar of purification, and 12 sp. Of particular note is a a letter.
| Seveen |
"Looks like he should have heeded this sage advice." Seveen mutters as she tries to scrape off the remaining goo, paying particular attention to the gunk stuck to the soles of her boots and slowing her down.
13/17HP Hampered 0
"If there is nothing else here we should head out before the place collapses around us. We have a body to arrange burial for, his friend to inform and console, and a report to make."
Seveen pauses then continues in a more humble voice, "I also wouldn't mind another bath."
Damiel Pre-gen
|
Jack takes a moment to clean himself up, and turns to the new discovery, ”Indeed, perhaps he would have been alive today if he had heed the words of the letter. Yes, let’s make a move.” The cleric agrees with Seoni’s assessment and carefully back tracks his way to exit.
| Dungeon Master S |
Per Seoni's suggestion, you return to Dahlia. She is devastated to learn of her friend’s death but grateful to you for investigating. She asks you if you found any clues about the killer.
| Seveen |
"We found a few things including this letter,"Seveen says as she shows Dahlia the letter found in Justerian's bedroom. "Do you know who W is? They may be able to help us further.
Seveen gestures for the others to share the items discovered with Justerian's body.
Damiel Pre-gen
|
Sorry! This game slipped my mind.
Jack turns his head as he approaches the door of the rotten manor, "But of course! Magic has all the cures!"
Will spend 3 action Heal to Heal everyone in a burst!
Heal: 1d8 + 4 ⇒ (8) + 4 = 12
At Dahlia's place, Jack offers his insights, "We think this was the work of the unliving! But there is just not enough for us to locate the killer unfortunately. I'm sorry.."
| Dungeon Master S |
The letter doesn't seem to mean anything to her, and she's clearly heartbroken.
Retcon to add anything if you'd like.
The party returns with the news to Valsin. Ambrus Valsin listens intently your report about your findings, and then he thanks you for the investigation. This information leaves him even more concerned about the fate of Nelfurhin Zor.
"I need to keep you on the clock, keep searching for answers."
| Dungeon Master S |
You continue poking around for a couple of days And are completely healed and recharged.
Valsin calls you in. The messenger says that he sounded hopeful, "Using clues you provided, I've determined that the victims of the Rose Street killer were definitely all liberated slaves who were once hidden in the demolished and undead-infested ruins of the Precipice Quarter by a cleric of Milani who helped them escape. Even stranger, they all were harbored in the exact same safe house—the Sanguine Thorn despite the fact that no one who has survived a visit to the Precipice Quarter within the last 20 years can remember seeing the inn."
He locks eyes, "Travel to the Precipice Quarter to find the Sanguine Thorn and investigate."