Tales from the Feralwood

Game Master Kobash

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M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Fort vs Poison: 1d20 + 7 ⇒ (3) + 7 = 10

I'll let the GM roll the Str Damage

"Yes, I'll buy you another one when I get a chance." Troxell accepts Xerexis' offer of an antitoxin.

Assuming Antitoxin

Fort vs Poison + Antitoxin: 1d20 + 7 + 5 ⇒ (6) + 7 + 5 = 18


Strength Damage to Troxell: 1d2 ⇒ 2

Teena suggested resting. Where?


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell casts Lesser Restoration on himself.

Lesser Restoration Str: 1d4 ⇒ 4

I believe that only leaves 2 points of Str Damage

Troxell then casts Cure Moderate Wounds on Myhm.

Cure Mod on Myhm: 2d8 + 6 ⇒ (7, 5) + 6 = 18

He then uses his Wand on himself.

Wand Cure Lgt: 1d8 + 1 ⇒ (6) + 1 = 7

40 Charges left

"Who else needs healing immediately?" He asks, scanning the group, "I suggest we camp in the area before we dealt with the slime, if not outside of the cave."

I'll be re-doing his spell list once rest happens.

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Xerexis will assist the group in finding a suitable resting place. He will then venture off on his own as stealthy as possible, gathering any intel on the cavernous water system he can.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

The slime area sounds good to me.


You retreat to the cavern where you fought the slime and set up a small underground camp. Though you are unused to a life underground, Mikmik is very familiar with it and seems to know when you've rested the "night". Everyone once is a while a small spider crawls by, perhaps leftovers from the spider-man's swarm, but none bother you and time passes without trouble.

You have rested. Adjust spells, do any healing you think you need, and let me know where you are headed. The cave where you left off has a small chasm about 10' wide and 20' deep. The far side continues, but there is an offshoot about 20' up on the lefthand wall where the spider-man seemed to have come from.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Does anyone have any healing spells available before bedtime? Teena got whooped good. I do have some healing potions, if not.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Before resting, Troxell uses his Cure Light Wounds wand on Teena twice.

CLW wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW wand: 1d8 + 1 ⇒ (5) + 1 = 6

38 charges remaining

Remember, after resting 8 hours, you get your character level in hit points back.

Troxell still has 1 point of Str damage after sleeping.

Upon waking, Troxell meditates for one hour to regain his spells. Afterwards, he assesses the groups injuries. "Who still needs healing?"


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"Thank you, Troxell. I've got a few bumps and bruises, but nothing major. How is everyone else feeling? How is the kobold?"


"Mikmik no bakcka razz..." The kobold mumbles, not wanting to get up. He was very weak after the fight, and still doesn't look great.

Also, Myhm still has many cuts and bruises.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Noting the injuries of Lord Myhm and Mikmik, Troxell uses his wand once again.

CLW Wand Mikmik: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand Mikmik: 1d8 + 1 ⇒ (1) + 1 = 2

CLW Wand Myhm: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand Myhm: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand Myhm: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand Myhm: 1d8 + 1 ⇒ (2) + 1 = 3

32 charges left on wand

Since Myhm still looked somewhat injured, Troxell casts his own Cure Light Wounds spell on the large man.

CLW on Myhm: 1d8 + 5 ⇒ (8) + 5 = 13

With rest, that should put Myhm back in the 70 range for HP.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Mikmik took a bunch of strength damage, if you've got a lesser restoration available, Trox. If not, we'll let him hang back.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

With a look from Teena, Troxell notes how weak Mikmik appears and casts Lesser Restoration on him.

LR Str back to Mikmik: 1d4 ⇒ 1


Character Image

Myhm nods a thanks at Troxell, then gets up to take watch while others rest.

64 of 77 hp (18+18+2+2+8+3+13)


Don't forget healing a number of HP equal to your level from rest. Moving on.

You make your way back through the caves to the pit where you battled the spider-man and it's minions. There Troxell notices something missed in your haste to retreat and recover. The corpse of the Spider-man wears an golden ring set with a cat's eye gem and a necklace of steel links with an iron amulet shaped like a satyr's head. Both are magical, and Teena is easily able to identify them.

Golden Ring - Ring of Protection +1
Satyr's Cold Iron Amulet - Amulet of Mighty Fists +1 (and natural attacks are treated as cold iron weapons.

Across the pit the passage continues, and a second tunnel branches off to the left about 20' feet above.


Character Image

Myhm at 70/77 hp


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell casts Barkskin on himself and Light on his quarterstaff again.

"Lord Myhm should use the amulet while Miss Teena probably would benefit the most from the ring." The druid suggests once the items' uses were explained to him.

He also takes the first position as they continue forward, staying in humanoid form.

Taking 10 to check for traps as we move forward.

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Xerexis loads another alchemical cartridge into his musket and keeps it at the ready.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

If no one objects, Teena places the ring on her finger and takes her usual position in the group. "Hopefully no more surprises await us in this place. Mikmik, any advice?"


Character Image

::hmm:: Mhym sticks his left arm out at Troxell's suggestion that he wear something.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"It goes around your neck, I believe." Troxell advises Myhm, "Teena, you may need to assist him."


Mikmik shakes his head at Teena's question. Even though he's a native to living life underground he seems hesitant to offer any opinions on this situation. He still jumps at any sign of spiders.

After outfitting Myhm and Teena with the two items the party continues with Troxell in the lead. His sharp senses discover a cleverly designed trap on the far side of the pit. There, the ground is rigged to collapse and drop anyone standing within 10 feet into the pit below. Slimy walls would make climbing out difficult without a rope.

Which way are you going?


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

As Trox is the front man, I say we let him decide how to progress down here.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"Lord Myhm, can you throw a large stone onto the other side to set off the trap? Once that's dealt with, then I suggest using rope to navigate the pits, and then see what's in the side passage." Troxell offers as a plan of action.


Character Image

The Lord title given by Bronin is still very foreign to him, uncomfortable like an itching in his ear. Other than being called brute or Ent, Myhm had considered other wordings with his name as something of a jest, or temporary until it's changed by other men, Myhm says to the group, "Myhm no Lord, only Myhm."

He picks up a rock and aims it where Troxell pointed.

rock: 1d20 + 6 ⇒ (19) + 6 = 25

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

hmmmm perhaps noble titles are given to the simpleton humans?


Myhm's rock lands on the far ledge and it immediately collapses, being held together mostly with strategic webbing.

With the use of ropes and Myhm's great strength, climbing across is no challenge. On the far side Teena and Xerexis can see an underground river further down the passage ahead. Following Troxell's lead Myhm climbs to the small side passage and lowers a rope for everyone else to climb up.

Cramped and claustrophobic, the side passage is just big enough for a Myhm to squeeze through. Luckily, it doesn't stretch far before opening onto a ledge in another small cave. Obviously the spider-man's nest, this area is only about 25 feet across and 20 feet deep. Below the ledge is a pool of swirling water, next to which is a small horde of treasure - coins scatter the floor along with a couple rusty weapons and a helm. Sitting against the wall is finely made strongbox.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"This could be a trap...the spider man could have easily worn a helm.". Teena focuses her Detect Magic cantrip on the treasure like, wanting to find any magical auras she could identify.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"Indeed..." Troxell says in agreement as his gaze scrutinizes the chamber.

Taking 20 on Perception.


Teena detects a magic coming from within the chest.

Troxell takes his time examining the area. He finds nothing suspicious anywhere except for on the lock of the strongbox where he spots a few needles placed in hidden recesses on the latches that lock it. There is no key.

Among the treasure spilled on the floor Troxell finds that one of the rusty daggers has a suspicious weight to it. Pulling it free from its sheath he discovers the blade broken and the end missing. At the bottom of the sheath are a set of masterwork thieves tools in good condition.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell explains his findings to the others, then asks, "Can anyone pick locks or disarm traps? Otherwise, we should just break the lock off to avoid the needles."


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"There is definitely magic in the chest. Let me take a look at those fancy lock picks. I might be able to bypass the trap if it is simple enough.". Se squats down, peers at the lock and tries to disable the trap.

Disable Device 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

She's a thief?


Teena's skills are good, but no skill is a match for bad luck. While fiddling with the trap her hand slips and she pricks a finger.

Teena is poisoned! Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Uh oh...

Fort save 1d20 + 4 ⇒ (10) + 4 = 14
Fort save 1d20 + 4 ⇒ (19) + 4 = 23
Fort save 1d20 + 4 ⇒ (2) + 4 = 6
Fort save 1d20 + 4 ⇒ (13) + 4 = 17

Heres the first four...


The first one is a fail, so we'll start there.

Con Damage: 1d3 ⇒ 1

Teena feels a numbness spread quickly from her fingers. Suddenly she is sweating and breathing a little harder.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Current Con is 11 after the failed save.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Once Troxell realizes that Teena is poisoned, he casts Neutralize Poison on her.

Caster level check vs. DC of Poison: 1d20 + 6 ⇒ (8) + 6 = 14

"Curses!" He exclaims in frustration when the spell fails to work. He then opts to use his knowledge of healing to assist her in fighting the poison.

Heal check DC 17 1: 1d20 + 9 ⇒ (6) + 9 = 15
Heal check DC 17 2: 1d20 + 9 ⇒ (16) + 9 = 25
Heal check DC 17 3: 1d20 + 9 ⇒ (20) + 9 = 29

She gets a +4 on her Fort save that round for each successful check.


The good thing about running a non PFS game is that I don't have to accept bad rule changes. I'm going to declare a home rule that does away with the level check for Neutralize Poison. In my opinion a third level spell shouldn't require it.

Teena is cured by Troxell's magic. Having removed the trap the hard way, it is now just a matter of picking the lock, wich Teena does with a little time. Inside the chest you find a pile of coins, some loose gems, a pouch full of silver nuggets, 4 potions, a vial of poison, and a wand bound with a copper ring set with a fire opal.

After counting coins and examining the items (Teena can figure them all out by taking 10):
39 platinum
68 gold
230 silver
100 copper
various uncut gems worth 230gp total
40 silver nuggets worth 5gp each
vial of giant black widow poison (same stats as the chest's trap)
potion of water breathing
potion of cat's grace
2 potions of cure moderate wounds
wand of resist energy (CL 3 - 22 charges)


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"Thank you, Troxell. Usually I'm pretty good at popping a lock, but that one was tricky. I'm starting to dislike this cavern immensely.". She tells the others what she discovered about the items in the chest. "I can use the wand, if no one else can."

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision

Well this treasure should help us recoup our horse costs.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Is the Resist Energy wand the Arcane or Divine version?

"After the events of yesterday, I came better prepared for poison. I'm glad you are ok." Troxell replies to Teena, then examines the treasure, "The spider aberration was much wealthier than one would expect, but there is still no sign of Myhm's brother Auchs. I'm afraid we'll have to move deeper into the cavern."

"Myhm should take one or both of the healing potions, I don't have much use for the others."

Troxell narrows his eyes and looks to Mikmik, "What aren't you telling us about these spider creatures?"

Intimidation: 1d20 ⇒ 16

Shadow Lodge

Male Nexus Elf Trophy Hunter 6 HP -4/52 - AC 20/T: 15/FF: 15 - Perception: +11 - Fort: +6, Ref: +9, Will: +2 (+2 against enchantment, immune to magical sleep) - CMB: +8, CMD: 22 - Speed: 30 - Init +6 Darkvision
Troxell Lanathar wrote:
Is the Resist Energy wand the Arcane or Divine version?

I thought this was no longer a thing.


In PFS wands are not aligned. In this game, they are. It is divine, likely made by a druid.

"Mikmik not know of spiders!" Mikmik claims, raising his hands in a shrug. "At least, not these spiders. This is caves. Spiders sometimes live here... Mikmik not see ones this big before."


Character Image

The only items that Myhm recognizes as valuable in the pile are the medicine vials; he tucks them into his tunic and rummages the cave while the others divide up the rest.

Who will keep they party treasure list? Or perhaps a top link to a page, GM?


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Sense Motive on Mikmik: 1d20 + 4 ⇒ (13) + 4 = 17

Troxell scrutinizes the kobold for a few tense moments, then nods, "As you say, Mikmik. I still suspect you know more of what's going on here than you are telling us."

Turning away from the kobold, Troxell picks up the wand and says, "When we're ready to move again, I believe Miss Teena will have to burn more webbing."


Troxell:
Mikmik seems to be telling the truth about the spiders, though he had an odd expression of surprise upon seeing the bag of silver nuggets in the treasure horde and seems a little nervous. It might be he knows something, but you might be barking up the wrong tree, so to speak.

Ready to move on when you guys are. Is Teena going to use more magic to clear the way?


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Tess uses her Burning Hands spell to continue to burn as much webbing as possible. "Look out behind me. These strands will be hot that are left and there might be more spiders!"


One more blast of Teena's magic clears the passage of webs and the group moves through to find themselves at the edge of an underground river. Flowing swiftly from right to left, the water is frothy and hard to see through. Rocky pillars break the surface, and might provide a way to cross for someone nimble. The bank on the far side is slightly higher, sloping up into an open chamber that shows signs of habitation: blankets, lanterns, scattered wood, and a rope dangling from a piton hammered into one wall. It also appears that part of this chamber collapsed, as debris and large rock obstructs the far side.

Those with Darkvision:
Near the back of the chamber across the river (to the left side of the collapse) are what appear to be a couple a chair, table, and a chest.

DC 8 acrobatics to cross using the stones. DC 17 to jump across.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena tells the others what she can see on the other side. "Anyone want to try that first? I think I could make it, but if I slipped, there's no telling how far the current would drag me. Anyone have a rope we could use to prevent that?"

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