Ruzz Fuzzleberd
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Ruzz considers taking extreme action but decided there are likely more dangerous threats before then than bugs. Instead of casting something more flashy the gnome holds up both hands and begins to cast Ray of Frost. With an elaborate but well practiced gesture followed by a single arcane key word the gnome creates a freezing cold ray and sweeps it through the cloud of insects without any threat to those still inside. With that done he backs off ten feet to the west to avoid becoming dinner.
Ray of Frost. Ranged touch attack: 1d20 + 2 ⇒ (19) + 2 = 211d3 ⇒ 1
| GM Roxxie |
Cynan, I will say Janira will just cheer you guys on and delay her turn while continuing to inspire courage, so you may go ahead and make your move as well
Urushi
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I should point out I never applied the inspire to my readied attack as I wasn't sure it would still be active at that time.
Yaerstenn
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Yaerstenn mutters a prayer as the swarm appears before the group.
"May the Gods protect us." He points a hand towards Cynan. Cast Guidance, +1 on your next roll
He moves swiftly for his age and place himself some distance from the party.
"The cold will bring you down!"
The old man raises his hands to the sky, and suddenly a chill is felt in the air. Great waves of cold radiate from his body and into the swarm.
Using cold aura Revelation
Damage, Cold: 1d6 ⇒ 6
DC14 Fortitude save halves
Turn recap:
Standard: Cast Guidance on Cynan
Move: move two squares left of the swarm (no access to slides at the moment, but if I'm not mistaken I shouldn't be hit by the splash, nor should Cynan be in range of Cold Aura)
Swift: Cold Aura
| GM Roxxie |
| 1 person marked this as a favorite. |
I've moved you to where your aura would affect only the swarm and not Cynan
Vipera Berus
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Vipera pulls the stopper off the acid flask and tosses it into the swarm.
Acid flask; Inspire Courage: 1d20 + 4 ⇒ (6) + 4 = 10
Acid, Inspire Courage: 1d6 + 1 ⇒ (5) + 1 = 6
Splash bounce: 1d8 ⇒ 4
I drew an arrow to where I think it would Splash.
Cynan G Elberion
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Cynan steps out of the swarm and yells, "Burn it, damn blood-suckers!"
alchemist's fire
second round of fire damage from alchemist's fire: 1d6 ⇒ 4
| GM Roxxie |
After being lit ablaze, the swarm is assailed by acid from Urushi's flask, which dissolves many mosquitoes. Ruzz fires a ray of cold that zaps one single mosquito, but otherwise has no affect on the swarm. Then, Yaerstenn lets forth a burst of cold that freezes the remaining vermin, ending the fight!
As the forest settles, Janira compliments the group. "Excellent work! A swarm is not an easy fight for a new agent! I look forward to seeing how you handle the more delicate parts of field work, like research!" The halfling is clearly excited after seeing the promise in you new recruits.
Between Cynan's alchemist fire, Urushi's Acid Flask, and Yaerstenn's cold aura, the mosquitoes are down! Vipera can keep her acid flask. Take a moment to savor your first victory together.
Yaerstenn
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Yaerstenn extends his hand.
"Let me help, Cynan."
He takes the offered wand and points it at its owner.
"May the Gods have mercy."
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Cynan G Elberion
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”Thank you, those bites were itching like mad. I nearly brought up my breakfast.”
Suddenly the bundles of greasy calories seems like it was less of a great idea and Cynan takes a swig from his water skin.
Vipera Berus
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"Yesss, it isss good to have a proper healer among usss. I can make a healing wand work, but it requiress...sssome coaxing."
Vipera looks around the forest nervously. "If you are okay to walk, perhapsss we should continue moving. How far is thisss cave, Janira?"
Urushi
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Urushi will likewise offer his wand for healing...
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
| GM Roxxie |
"Fantastic, now that we're all healed up, let's be off so we can make it to the caves before nightfall!" Janira says happily.
This happened around midmorning, so the majority of the days travel is still ahead
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As the group continues to travel through the wilderness, you find the trails increasingly difficult to follow, being blocked by fallen trees, covered in undergrowth, and all kinds of other small delays threaten to delay travels. I'd like everyone to roll survival to deal with these obstacles, else be delayed!
Urushi
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Urushi wanders, hoping others have a better sense of where they are going.
Survival: 1d20 + 0 ⇒ (9) + 0 = 9
Everon Nemnis
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Everon tries his best at following the trail, but he's not quite adept at wandering the wilds.
Survival: 1d20 + 0 ⇒ (5) + 0 = 5
Yaerstenn
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Survival: 1d20 + 4 ⇒ (16) + 4 = 20
Yaerstenn, with his experience living in the mountains, makes good time following the trail. He takes the lead and tries to help his comrades.
"Follow me, friends, the Gods guide us."
| GM Roxxie |
With Yaerstenn's guidance, the group is able to easily navigate the obstacles and make it to the caves in time.
-------------------------------------------------
The dense forest opens to a wide clearing at the base of a sheer cliff. Thick vines cover the surface of the cliff stretching 30 feet overhead. “Here! The cave entrance is behind those vines,” Janira says with a broad smile as she walks to the cliff’s face. She pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface. “This is where I saw the gillmen enter.”
As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing some unseen danger and a large creature crashing through the undergrowth. The halfling worriedly remarks, “Quick, take cover before whatever it is spots us!” As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees. Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots the group.
Wisely assessing that a minotaur is beyond her charges’ capabilities, Janira screams, “A minotaur! There’s little chance we can stand against it. Take this bag,” she continues, pulling off her backpack, “and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can. Now go! GO!” She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.
"Sawubona silo! Ngidlulile lapha! Yimi engikufunayo!"
Do you heed Janira and head into the caves?
Everon Nemnis
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Everon follows Vipera without a second thought.
| GM Roxxie |
Taking the first majority
The pathfinder retreat into the caverns, hearing Janira continue to jeer at the minotar in Giant. You pick up Janira's backback, and it contains:
potions of cure light wounds (2)
potion of feather step
potion of vanish
scroll of entangle
scroll of gust of wind
scroll of identify
scroll of mage armor (CL 6)
scroll of obscuring mist
wand of burning hands (CL 3rd, 4 charges)
wand of cure light wounds (CL 3rd, 8 charges)
Acid
Alchemist's fire (2)
holy water
smokestick
tanglefoot bag
thunderstone
antitoxin
sunrod (2)
And with her pack in hand, you adventure deeper into the cave.
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This cave system stretches deep below the foothills of the Kortos Mounts, though most of it is accessible only through a narrow keyhole tunnel. All of the tunnels in this area are between 3 and 10 feet in diameter, though most are a comfortable 7 feet wide. The caves are damp, making quick maneuvers a little difficult. Listening down the tunnels, dripping water and very faint rushing fluid can be heard echoing. The caves' walls are patterned with blue-green luminescent fungi that provide dim light. As you travel, Petroglyphs periodically decorate the tunnel walls, more so the deeper in you go. These carvings glow slightly, as these rough surfaces provide ample platforms for the glowing fungi.
The narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage. A large hole spans the cave's width and stretches ten feet down the path. Peering over the edge, you can see this pit is about 20 ft deep, flooded 10 ft of that, and the edges are rounded. At the bottom of this pit of water is a small bundle of cloth.
Yaerstenn
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"That seems intriguing."
Yaerstenn uncoils the rope at his belt and takes out his ice pick.
"Would anyone back me up so I can get down and see what it is?" He drops his backpack and longspear, and hammers a piton into the ground. He then passes the rope through it before securing himself to it.
A grappling hook could work too I guess, though I don't have one
Urushi
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"Can't claim to be the best climber. What grows in the swamp is usually either too fragile to hold me or trivially easy to climb, but swimming is a valuable skill in the marsh. I could just dive in and have a look around. Just tie the rope around me and you can help me back up. Being the smallest, it shouldn't be too hard for you."
As described it seems like it should be trivial to jump in.
Falling into Water: Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).
Yaerstenn
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Yaerstenn nods curtly before getting to work. He takes the other end of the hemp robe and ties it around Urushi, being careful not to cut himself on him. He then positions himself a few feet away from the pit, grabbing the rope in both hands.
"Whenever you're ready."
| GM Roxxie |
You are correct. If you jump in, It would just be swim checks to maneuver, then climb checks to get out. The pit is a total of 20 ft deep, and only filled with 10 ft of water, so still a 10 ft climb up. Mind that this pit blocks your only path forward as well, so it must be crossed to progress. It is a 10 ft gap.
Urushi
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Taking off his heavy shield, Urushi gets ready to dive.
"I will try to climb up the other end. If I can and see if there is a place to tie off the rope."
Urushi dive into the water looking to retrieve that they saw.
Swim: 1d20 + 9 ⇒ (4) + 9 = 13
Once he is able to retrieve the bundle, he will try to climb up the other side.
Climb: 1d20 + 3 ⇒ (5) + 3 = 8
Climb: 1d20 + 3 ⇒ (4) + 3 = 7
But it appeared to be a bit slippery so he asked to hauled back up where he can brace against the wall with the rope.
Ruzz Fuzzleberd
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Some what worried for the annoying little woman Ruzz looks through her pack to see if there might be anything useful for this situation. Unless anyone else objects he takes the wand of burning hands and the scroll of mage armor but leaves the rest. Seeing nothing very useful for this particular scenario and knowing that he isn't well equiped to be helpful he sits down out of the way and removes his hat. Sweat from the strenuous journey beads his forehead as he collapses the top hat and snatches off his bright blue wig. Revealing that he is indeed bald the gnome stores his costume safely away and watches in silence.
"There is a small bundle of cloth at the bottom there Urushi! You should at least try and grab it before you come back up, you're already wet anyway!"
In an attempt to be helpful Ruzz casts "light" on a pebble and drops it into the water to light up the cloth for those without dark vision to see better.
| GM Roxxie |
Urushi manages to bring up a brilliant green cloak, which seems far too clean to have been down there very long. It is soaked through, but otherwise looks in very good shape, and very well made.
Now, with all pathfinders back on one side of the pit with a new treasure in hand, what will they do?
| GM Roxxie |
To recap, it's a 10 ft gap, and the cave is damp making it about 10% harder to do quick maneuvering type things.
Everon Nemnis
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"I'm not really cut for this kind of physical prowess" says the half-elf, "but maybe our old man Yaerstenn here will prove that age is just a number, and show us all how a true man would jump".
Yaerstenn
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Everon, have I ever mentioned I love to play with you lol
Yaerstenn looks to Everon with a playful grin.
"Oh? Our future hero of Golarion is not so keen to be the first to get through this indomitable foe?" The old man takes a moment to remove his pack and armor and throws it on the other side of the gap. The rope still tight around him, he hands the other end to Everon and adds. "I assume if I fall you'll hold me as I once did for you, back in the sewers?" He winks then turns back towards the pit.
"Gods, please assist me in this endeavor!"
Casting Guidance on myself. If I am not mistaken it should be a DC 11 jump?
The old man takes a few steps back to get a running start, and...
Acrobatics: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
... Misses the edge by a few feet!
He splashes loudly at the bottom of the pit. A few seconds later a hoarse laugh can be heard.
"Well, you're never too old to swim, they say. Would you please haul me up, hero of Golarion?"
Everon Nemnis
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Everon pulls the old man back up. "I may not be fit for this kind of tasks, but you're not much different than me it seems, old man"
| GM Roxxie |
Close, but the damp cave makes it harder on the acrobatics DC. DC 12, for anyone else trying
Yaerstenn
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Yaerstenn shakes the water from his clothes and laughs. He puts his hand on Everon's shoulder, and looks him dead in the eye with an ice cold stare.
"You are right, lad. Maybe we're not so different as you think. Remember that."
He turns back to the rest of the group.
"Who's next to try?"
Yaerstenn
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Yaerstenn sends the rope flying over the pit and next to Cynan.
"Well done, lad! Grab this, so if any of us should miss the ledge, you can pull us up!"
Vipera Berus
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Sorry about the silence, busy day today.
"Let me sssend my little scout across the gap. She won't be able tell usss what she ssssees, but we will at leassst know if there is any sign of danger on the other ssside."
Vipera's eye leaves her body and flies over the pit. Vipera casts a dancing lights spell on the other side of the pit.
[ooc}Vipera releases her eye, which is able to fly over the pit, check for any signs of danger or opportunity, then fly back. Like any familiar, she can sense its emotional state, but won't know exactly what it sees.[/ooc]
Eyeball Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Eyeball Stealth: 1d20 + 23 ⇒ (17) + 23 = 40
"I could try to jump, but I'm not sssure I would make it."
Vipera grabs the rope that Yaersten lowered down and tosses it to Cynan.
"Here I go!"
If Vipera is able to take ten on Acrobatics, she could get a 13. Otherwise...
Acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23
Safely on the other side, Vipera offers to help hold the rope so the less agile members of the party can climb up.
Everon Nemnis
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The half-elf tries to cross the gap with the help of the rope.
Acrobatics: 1d20 + 0 ⇒ (20) + 0 = 20
Seems like he did it.
| GM Roxxie |
Taking 10 is allowed, but it seems half the group has made it either way
Cynan leaps across with plenty of room to spare. Vipera's eye travels across the pit, around the next corner, then excitedly makes its way back to its master, before she leaps across gracefully. Everon then jumps over the gap and is safely across, leaving Ruzz, Yaerstenn, and Urushi to make their way across.
Yaerstenn
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Oh, I didn't know taking 10 was allowed on this. If so:
Yaerstenn mutters something about being soaking wet and takes up a prayer again.
"Gods, please make me sure-footed."
Casting Guidance
He takes a few steps back, and this time he manages to leap over the pit.
Acrobatics, Take 10: 10 + 1 + 1 = 12
"Phew, that's better." He grunts after landing. He turns back to Urushi and Ruzz.
"Let the Gods show you the path, friends."
Yaerstenn will cast Guidance on each before they try to jump
| GM Roxxie |
| 1 person marked this as a favorite. |
Take 10 is allowed as there is no immediate danger, unfortunately Guidance has a range of touch, and I don't think a human has a reach of 15 ft. ;P I will say you cast it on all three of you before you made your jump Yaerstenn
Urushi
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"How about I jump down and you fish me out of the water like last time, just on the other side."
Even with guidance, his take 10 jump is a 9.