Oratio Bowsinger
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Parkhtu said you might be short a character and the GM said I could join the party, if that's OK with everyone. If Bhuukka and Anji are both still in then I can pull back...
A half elf with a longbow comes striding up.
"Oh good, you haven't left yet! The Venture-Captain said you'd run into an undead problem and I just had to come offer my help. I may not be the highly skilled guide you're talking about, but I bring lots of other abilities - inspiring songs, speeches, and dances, accurate shooting, trap finding and disarming, and some surprisingly offensive spells. Plus I REALLY hate undead."
Looking at Turen, "I'm glad to finally meet you! We come from such different bardic traditions that I believe our abilities will complement each other well, with little overlap."
Greetings from Oratio Bowsinger, an arrowsong minstrel bard/trapper ranger!
Bhuukka
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"How far is this place?"
Assuming we are traveling 4 miles per day, we'd need to makes sure we have enough supplies for the trip and back. No idea if hunting or foraging is going to be possible where we are going.
Manaria Moonsilver
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"Yes, knowing how far this place is where help us prepare" Manaria says
GM Engleaktig
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Remember, even dwarves don't like to go down the Blighted Path. :) There are creatures that live in the Path, and their ongoing presence actively changes the topography. (e.g. Purple worms dig new tunnels and collapse old ones.)
Only one Davarn resident who worked the original mines remains alive today, a cantankerous old man named Rodert.
"Aye. I reckon I kin tell ye what ye be wantin' ta know. But first, there's a wee matter o' me outstandin' bar tab."
I presume that at least one of you is willing to pay off his 15 GP tab. This is _ONLY_ for information about the Blighted Path. He is NOT volunteering to go with you.
"Well, if it were a straight shot, it'd take naught but a day ta git ta tha Maw. But, there be twists and turns and monsters. How long will it take ye ta git there? How far will ye have ta travel? Depends on how many twists, turns, monsters, and cave-ins ye find. Or find ye!" The elderly dwarf laughs nervously at this statement. He's sincere, and he clearly has idiosyncrasies.
He continues to talk about the Blighted Path: "The weather’s always nice—warm in the winter, cool in the summer, and it only ever rains in the same spots all the time!" He laughs nervously again, sympathetic to the misery that you will suffer by traversing the path.
He continues: "As for food? Cave crickets be easy enough ta catch and they toast up nicely. And them little fish without eyes are tasty! But ye need a handful ta git full." This time, when he laughs you notice that about half of his teeth are missing.
Abruptly, his laughter stops and his eyes become wide and sober: "It be maddenin' at times, and ye should never travel alone in the caves. Take someone with ye to help keep ye sane. I seen lone travelers in tha Path, and they were never quite right in the head--if ye catch me meaning."
Parkhtu Akhen-Amun
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Parkhtu will chip in to pay Rodert's (exorbitant) bar tab.
"Sounds like it could be a long journey and we should factor in twice as much to account for taking a wrong turn once or twice. I'm thinking two weeks worth of rations each? I certainly hope it doesn't take that long, though!"
Parkhtu welcomes Oratio (assuming no one voices an objection) and finishes any preparations for the journey. "Everyone make sure you have enough light sources for the trip, this ioun torch does the trick for me but I'll have some backup torches in case it gets dispelled!"
Ready to step off!
GM Engleaktig
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Wisdom Check: 1d20 ⇒ 13
Wisdom Check: 1d20 ⇒ 9
Wisdom Check: 1d20 ⇒ 9
Wisdom Check: 1d20 ⇒ 12
Wisdom Check: 1d20 ⇒ 14
It occurs to Bhuukka that (1) you might be able to convince Rodert to serve as your guide and (2) there may be other/additional stuff if you ask the right person(s).
Parkhtu recalls that Lukher sponsored your presence here and you gained Erna's respect during and immediately after the Muddle.
GM Engleaktig
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I'll go ahead and post about Lukher and Erna, since that's easy and straightforward.
Once Lukher realizes that you intend to head down the Blighted Path, he's very grateful that you would undertake such a quest for the benefit of his people. He holds a fundraiser along with Davarn's mayor and they will reward you 5,000 GP if you can recover Firebrand--Delbira's magic weapon. He then suggests that you speak with Erna--the head of the guard.
Erna offers to deputize any adventurers willing to travel down the Blighted Path and investigate further. Deputized guards receive healing they need free of charge from the temple of Torag, and may borrow any mundane exploration gear they require, including silk rope, climbing kits, lanterns, and rations.
It's up to the party if y'all want to hire Rodert.
Bhuukka
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Bhuukka gets rather close to Rodert, probably uncomfortably so.
"You know much about the path, YES? You come work for us as our guide, YES? We know much people, have lots of resources. Could pay well, YES."
Kelvor of the Shundar-Quah
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"Erna, is there anything we could buy that could, perhaps, stave off any mystically or chemically induced madness? Something to boost our will, perhaps?" asks Kelvor.
GM Engleaktig
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Hahahaha!
Between Bhuukka's closeness and Turen's friendliness, Rodert agrees to go. "Alright, alright, alright! I'll go wit' ye. But ye'll have ta carry me gear. It's me back ye see? I cinna carry it no more." Basically, he needs someone to carry his backpack.
__________
Kelvor, unfortunately Erna doesn't have any alchemical or magical items in her inventory at the moment. But you can purchase antiplague and antivenom in town. Feel free to make any additional purchases. :)
__________
With that (pending any last minute purchases/acquisitions), you set off! Rodert does his best to guide you.
What is your marching order?
As stated previously, having the guide will give you a bonus on certain skill checks. But you'll still need to decide what to do and how to do it. For example, Survival is an obvious choice for navigating a maze-like cave system. But, I'm happy to entertain the creative application of other skills.
__________
Nothing to see here: 1d8 ⇒ 7
Nothing to see here: 1d100 ⇒ 81
Nothing to see here: 1d20 ⇒ 20
On your first day of travel, you seem to make excellent headway! However, about 7 hours into your journey, you hear the lapping/sucking sounds of some sort of fluid. It's a horrible sound like when you get a boot stuck ankle deep in mud and you try to pull it out. Unfortunately, because of the echoing and cavernous terrain, it's difficult to ascertain the source, distance, or cause of the sounds.
Turen Buckleswagger
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I'll get an antitoxin in town
- -
"Great thanks for helping us!"
--
Into the trip Turen turns to Rodert. "Ever heard any goblin jokes? I got plenty...Say...What do you call a goblin on a cart?..Anyone? Anyone? A thief! Ha Ha. That's a good one!"
- -
As the party progresses Turen listens ahead.
"What's that noise? It sounds like a giant sucking sound?"
Parkhtu Akhen-Amun
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I don't see an answer to my question from Dec 20th: Do we get to keep found items through to the end of the module, or just each section? This is mostly about the healing potions and warhammer +1, unless there were some other items that people were interested in possibly using.
GM Engleaktig
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I don't see an answer to my question from Dec 20th: Do we get to keep found items through to the end of the module, or just each section? This is mostly about the healing potions and warhammer +1, unless there were some other items that people were interested in possibly using.
I do not believe that you can keep found items between parts without purchasing them. (Because they're represented in the GP rewards.) Though, you are more than welcome to buy them.
__________________________________________________As the party progresses Turen listens ahead.
"What's that noise? It sounds like a giant sucking sound?"
Turen Knowledge Check: 1d20 ⇒ 17
Turen recognizes the noise as the telltale sounds of an ooze feeding. Given how loud it is, this might be a huge creature--or it just might be the echoing...
Bhuukka
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Unable to hear any sounds, Bhuukka keeps pace with the party, unaware of any potential danger ahead.
GM Engleaktig
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When Turen identifies the cause (if not the exact location) of the sound, Rodert signals to everyone to be silent. The dwarf's eyes go wide with fear as he whispers: "Beware! 'Tis tha hangry goop. It eats all and sees nuthin'."
How would ya'll like to handle this challenge? I see 3 options: (1) combat, (2) survival + stealth, (3) something creative that y'all come up with that I haven't considered.
FYI, there'll be multiple instances like this--where you'll have the option to hit things head on, or find a clever way around them. Would the party prefer to just hit 'em? Or do you want the opportunity to come up with cool solutions?
Parkhtu Akhen-Amun
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I do not believe that you can keep found items between parts without purchasing them. (Because they're represented in the GP rewards.) Though, you are more than welcome to buy them.
No worries, just curious how a multi-part module works in this respect.
Parkhtu Akhen-Amun
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It seems that our mission to infiltrate this region and recover the weapon would be best accomplished via stealth, although Parkhtu is the least capable of being stealthy in this party! However, our skillset seems to favor smashing things.
Just proposing a potential marching order:
Kelvor (high survival skill, melee)
Bhuukka (trap spotter and darkvision)
Manaria (melee)
Rodert
Turen (spellcasting support)
Oratio (bardic support, ranged combatant)
Parkhtu (least stealthy, heavily armored vs rear attacks)
Kelvor of the Shundar-Quah
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"An ooze is formidable opponent. We should at least try to be stealthy and go around. Rodert, what can you suggest? Another way around, perhaps.
Bhuukka
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"Ooze thing nice. Hungry ooze thing not so nice. Problem is, always hungry."
Once another path was found, Bhuukka would try to lead the others quietly past it.
Stealth: 1d20 + 24 ⇒ (3) + 24 = 27
Manaria Moonsilver
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"After all, how perceptive could this ooze be. Plus it is distracted at the moment" Manaria offers her way of thinking.
GM Engleaktig
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The party comes to a loose consensus to try and navigate around the ooze (which you later identify as a huge black pudding). Rodert's advice is, frankly, nonsensical.
"Recalculatin'... Recalculatin'... In 100 feet, turn left at tha stalagmite." the dwarf says pensively.
Kelvor Survival: 1d20 + 10 ⇒ (15) + 10 = 25
With the bonus that the strange old dwarf gives to Kelvor, the party manages to find an alternate route that does not lose any time!
_________________________
Bhuukka: 1d20 + 12 ⇒ (1) + 12 = 13
Kelvor: 1d20 + 11 ⇒ (11) + 11 = 22
Manaria: 1d20 + 5 ⇒ (13) + 5 = 18
Oratio: 1d20 + 13 ⇒ (13) + 13 = 26
Parkhtu: 1d20 + 1 ⇒ (9) + 1 = 10
Turen: 1d20 + 9 ⇒ (14) + 9 = 23
As you march along, you find a break in the wall of one of the old mining tunnels. Most of you find/see/hear/perceive nothing untoward here. However, just as the group is about to walk away from the break in the wall, Oratio hears the slightest shifting of rocks in the tunnel.
Since Oratio is the only one to hear the sound, will leave it up to half-elf what do do about it, if anything.
Oratio Bowsinger
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"Hey, I just heard something in the tunnel. I think there may be something in there."
Oratio will take a 5 foot step away from the tunnel. He will ready a standard action to inspire courage if something hostile appears.
Bhuukka
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Bhuuka motions for the others to be quiet. He tries to peer into the darkness of the tunnel beyond the crack.
Parkhtu Akhen-Amun
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Parkhtu waits for Bhuukka to use his darkvision in the crack while keeping watch behind them.
GM Engleaktig
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Bhuukka Perception: 1d20 + 12 ⇒ (13) + 12 = 25
Bhuukka notices three vaguely humanoid outlines moving 30 feet away. Knowing that they've been discovered, these creatures leap into action.
__________________________________________________
TUSSEL IN THE TUNNEL
Kelvor: 1d20 + 2 ⇒ (9) + 2 = 11
Manaria: 1d20 + 3 ⇒ (17) + 3 = 20
Oratio: 1d20 + 3 ⇒ (3) + 3 = 6
Parkhtu: 1d20 + 1 ⇒ (16) + 1 = 17
Turen: 1d20 + 1 ⇒ (2) + 1 = 3
Enemy 1: 1d20 + 4 ⇒ (7) + 4 = 11
Enemy 2: 1d20 + 4 ⇒ (20) + 4 = 24
Enemy 3: 1d20 + 4 ⇒ (17) + 4 = 21
Enemy 3: 1d20 + 4 ⇒ (17) + 4 = 21
Manaria: 1d20 + 3 ⇒ (17) + 3 = 20
Bhuukka: 1d20 + 2 ⇒ (17) + 2 = 19
Parkhtu: 1d20 + 1 ⇒ (16) + 1 = 17
Enemy 1: 1d20 + 4 ⇒ (7) + 4 = 11
Kelvor: 1d20 + 2 ⇒ (9) + 2 = 11
Oratio: 1d20 + 3 ⇒ (3) + 3 = 6
Turen: 1d20 + 1 ⇒ (2) + 1 = 3
Two humanoids with sharp teeth, pallid flesh stretched tightly over starved frames, and impossibly long tongues jump out and fire crossbows at Bhuukka. (I've included a picture of what these three creatures look like on the map.)
The first one to act hisses in a low voice: "Grab the first one and retreat down the tunnels. We can get the others later, after we've feasted!"
Enemy 2:
crossbow: 1d20 + 8 ⇒ (20) + 8 = 28
crit confirm: 1d20 + 8 ⇒ (14) + 8 = 22
crossbow damage + sneak attack: 2d8 + 2d6 ⇒ (3, 4) + (6, 6) = 19
Enemy 3:
crossbow: 1d20 + 8 ⇒ (17) + 8 = 25
crossbow damage + sneak attack: 1d8 + 2d6 ⇒ (8) + (2, 1) = 11
Ouch! Sorry, Bhuukka. I'm glad you're still standing after taking 30 HP of damage. Do you have any special abilities that might mitigate these attacks?
__________________________________________________
Manaria, Bhuukka, and Parkhtu are up next!
Parkhtu Akhen-Amun
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Does Oratio's readied action go off?
As a swift action Parkhtu bestows hope, giving DR1/-, plus his life link will transfer 5 hp of damage from Bhuukka (good guess!). Parkhtu is staggered this round so he'll move to get between Bhuukka and the enemy, and heal next round.
Since these may be undead Parkhtu tries to identify them.
Knowledge religion: 1d20 + 5 ⇒ (6) + 5 = 11
GM Engleaktig
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Does Oratio's readied action go off?
As a swift action Parkhtu bestows hope, giving DR1/-, plus his life link will transfer 5 hp of damage from Bhuukka (good guess!). Parkhtu is staggered this round so he'll move to get between Bhuukka and the enemy, and heal next round.
I'm fine with saying that Oratio began performing before combat started. :)
Bhuukka
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Bhuukka returns fire with his crossbow at the creature that hadn't attacked yet before staggering back.
light crossbow: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 Damage+Sneak Attack: 1d6 + 2 + 3d6 ⇒ (1) + 2 + (6, 1, 2) = 12
Unfortunately he is still reeling from the attacks and completely misses.
Parkhtu Akhen-Amun
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Since Bhuukka came back before Parkhtu moved, he casts cure light wounds on the wayang instead of moving.
CLW: 1d8 + 3 ⇒ (7) + 3 = 10
Manaria Moonsilver
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Just so I am understanding the map right. The black is not a wall, but a drop off?
GM Engleaktig
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TUSSEL IN THE TUNNEL
Round 1
Initiative
- Enemy 2: fired crossbow
- Enemy 3: fired crossbow
- Manaria: go!
- Bhuukka: shoot, move
- Parkhtu: CLW
- Enemy 1:
- Kelvor:
- Oratio:
- Turen:
__________________________________________________
Just so I am understanding the map right. The black is not a wall, but a drop off?
The black part is solid rock. This is an old mining tunnel that was recently re-opened due to a break in the wall.
__________________________________________________Bhuukka counterattacks and moves out of the way.
Parkhtu (upon hearing a description from Bhuukka and hearing the enemy's voice) recognizes these creatures as ghouls. However, these individuals seem to be more powerful than regular ghouls; yet they are not ghasts.
Manaria is up! The remaining enemy is on deck.
Manaria Moonsilver
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OKay, how were they able to shoot through the solid rock
Manaria moves forward, reaches into her arcane reservoir and swings with her quarterstaff.
Combat Expertise+Pool Strike
+1 quarterstaff: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 181d6 + 6 ⇒ (2) + 6 = 8
Pool Strike, Electricity damage: 3d6 ⇒ (3, 2, 1) = 6
Sub par damage. But, will take it. Also, AC is 20 due to combat expertise.
Bhuukka
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I was scouting ahead. I moved back to the group on my turn.
Parkhtu Akhen-Amun
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Manaria, did you add in the +2 attack and damage from Oratio's inspire courage?
Manaria Moonsilver
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No. I always forget these things. It happens IRL too. Thanks for the reminder. It good though, it nullifies the penalty from combat expertise
GM that is no going to be a 20 to hit and then 10 damage from the staff
GM Engleaktig
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TUSSEL IN THE TUNNEL
Round 1
Initiative
- Enemy 2: fired crossbow
- Enemy 3: fired crossbow
- Manaria: stride, strike
- Bhuukka: shoot, move
- Parkhtu: CLW
- Enemy 1: bite, claw, claw
- Kelvor: Go!
- Oratio: Go!
- Turen: Go!
__________________________________________________
Manaria moves forward to engage the enemy and smacks one right on the nose for 10 HP. The thing's nose is clearly broken by the blow. It screams in rage: "That hurt! That was like extra spicy wasabi!"
__________________________________________________
The enemy drops its crossbnow (free action) and counterattacks with a bite, claw, claw (full attack) dealing 21 HP of damage.
bite: 1d20 + 7 ⇒ (17) + 7 = 24, damage: 1d6 + 3 ⇒ (4) + 3 = 7
claw: 1d20 + 7 ⇒ (12) + 7 = 19, damage: 1d6 + 3 ⇒ (4) + 3 = 7
claw: 1d20 + 7 ⇒ (20) + 7 = 27, damage: 1d6 + 3 ⇒ (4) + 3 = 7
As the creature bites into the elf, corrupting disease attempts to infiltrate living flesh. But it is resisted by the staff magus.
Manaria Fort Save: 1d20 + 7 ⇒ (18) + 7 = 25
__________________________________________________
Kelvor, Oratio, and Turen are up!
Parkhtu Akhen-Amun
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The first claw should miss since Manaria said that her AC with combat expertise is 20. Manaria, don't forget to subtract 1 hp from each successful hit with my bestow hope.
Kelvor of the Shundar-Quah
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Kelvor, hating to see a compatriot fighting alone, charges forward to stand shoulder to shoulder with Manaria.
"NOBODY WILL FIGHT THE DARKNESS ALONE WHILE I DRAW BREATH!" shouts Kelvor as he swings his mighty earthbreaker at the thing face to face with him!
Pwr Atk: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23 Dmg: 2d6 + 2d6 + 20 + 2 ⇒ (5, 1) + (2, 1) + 20 + 2 = 31
I believe that hit, so... CLEAVE!
As gore sprays out of the smashed flesh of the ghoul facing him, Kelvor spins with the momentum of his first strike, pivoting with the earthbreaker into an upward strike against the ghoul facing Manaria!
Cleave: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34 Dmg: 2d6 + 20 + 2 ⇒ (1, 1) + 20 + 2 = 24
Oratio Bowsinger
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As Oratio continues to sing a rousing drinking ditty, he nocks an arrow while he moves into the tunnel. He does a knowledge religion check about possible DR to ensure the correct arrow will be fired. He fires, with improved precise shot from inspiring courage, at ghoul #1, or whichever is standing.
knowledge religion: 1d20 + 7 ⇒ (4) + 7 = 11
+3 longbow: 1d20 + 10 + 2 + 2 + 1 ⇒ (8) + 10 + 2 + 2 + 1 = 23 (favored enemy, inspired courage, point blank)
damage: 1d8 + 7 + 2 + 2 + 1 ⇒ (7) + 7 + 2 + 2 + 1 = 19
GM Engleaktig
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TUSSEL IN THE TUNNEL
Round 1
Kelvor easily finishes off the injured ghoul and grievously wounds another.
Oratio recognizes these ghouls as a particularly dexterous and sneaky subspecies. (They have rogue levels.) And his arrow finishes off the second, injured ghoul.
will: 1d20 + 7 ⇒ (16) + 7 = 23 Turen cast glitterdust. While it fails to blind the last enemy, the ghoul seems frightened by the recent turn of events.
_________________________
TUSSEL IN THE TUNNEL
Round 2
The last ghoul full retreats.
You are welcome to either finish it off or let it go. If you choose the latter, that would be combat over.
Manaria Moonsilver
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Only took 12hp in the fight. Not too bad
Manaria lets the ghouls go.
"Nasty little undead." she spits at the ground. "Anyone have a healing wand with them?"
Parkhtu Akhen-Amun
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Parkhtu won't be chasing anyone down! His life link will pull 5 more hp of damage each from Manaria and Bhuukka, and then he'll channel to heal.
channel: 2d6 ⇒ (1, 1) = 2 +4 if you have Fey Foundling
Wow, that was terrible!
And again.
channel: 2d6 ⇒ (6, 3) = 9 +4 with Fey Foundling
We should all be topped off now.
GM Engleaktig
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Just for fun, here's the background on the ghouls: A quartet of smugglers opened the mine 5 years ago, but died in a cave-in. Three have since risen as ghouls and prowl the mines, and sometimes the deeper tunnels, for scraps.
__________
Your guide helps you along the Path, and you eventually come across a pool. Long ruts are worn into the floor of this massive cavern, as if it saw heavy traffic, but the roads have no apparent destination. The sound of chirping cave crickets and water trickling into the chamber’s large pool seem deafening compared to the silence of the surrounding tunnels.
At first your guides eyes widen with eagerness at the sight of so many cave crickets. He exclaims gleefully: "Supper!"
Suddenly, as though a bad though popped into his head, Rodert's demeanor changes, and he begins looking around the pool as though searching for something. "Hard ta pass up a feast like this. But so many tasties is bound ta draw out big uglies. We'd best hurry. Quick! Grab as many tasties as ye kin!"
Anyone with cooking related skills or who might have asked about cave crikets back at Davarn would know that they're delicious--similar to jumbo shrimp in size, taste, and texture.
Rodert begins to wade through the crickets, grabbing tham by the handful and stuffing some in his mouth almost as though he had cheek pouches!
Manaria Moonsilver
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Knowing how food is crucial to survival, Manaria jumps in and decides to help Rodert.
Not sure what skills are required for this