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No issues, althought he bodies are getting a little...um..ripe you might say...now let me get a better look here.
I exame the bodes as best I can....using my left gauntleted hand to move them while I have my drawn blade out..just in cast something....takes issue with me.
perception: 1d20 + 6 ⇒ (10) + 6 = 16

Venture-Captain Arvin |

There is only one body down there. That of a human woman, probably in her early twenties. You notice a holly symbol of pharasma on a chain around her neck.
The body seems to be a few days old, but it's not begun rotting too much yet, you could move it easily (it has bulk 6)
This is the person you have been sent to find.

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"Perhaps we can find some wood to be used to carry her? A board? I'll look!"
He searches around for a table or other surface that can be used as a stretcher for the corpse.

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Saying my own prayer to Pharasma, I look up. Why yes my good man, a second rope would do wonders especially if you use a bowline knot at the end to form a make shift looped harness to help haul this unfortunate woman up so that we can then get her to where she needs either for her final rest or even recall her soul and rez her back to good living health.

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Boram comes out of the collapsed dining room carrying a folded linen. "I found a small table we can use as a stretcher. There were some tablecloths in a side board, so we can cover her." Apologetically, he adds, "This is the cleanest one I could find, sorry."
He watches the operation of hoisting the body from back out of the way. "When you aren't busy, I'll need some help bringing that small table in..."

Venture-Captain Arvin |

Critical success on the athletics check, nicely done!
In short order, Roumatha brings the body up into the light. Once laid on on the Sheets Boram has found (not exactly, clean, but better than nothing). It is clear that this is the person you are looking for. In addition to her Symbol of Pharasma, she also carries some incense.
It's another set of climb checks for Titus to get back up, that will be easier if he uses the rope, and if someone helps.

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Athletics to help pull Titus up: 1d20 + 8 ⇒ (15) + 8 = 23
Religion: 1d20 + 5 ⇒ (2) + 5 = 7
Wiping sweat from brow, Roumatha's face becomes somber. "Not the first Pathfinder to perish on a mission, and, sadly, not the last. I hope the Society will be able to track down her next of kin and deliver some closure at least. And lay her body to rest properly."

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Religion: 1d20 + 6 ⇒ (10) + 6 = 16
a hand up perhaps my good fellows? [b]
I then prepare to get on up out of the hole.
[b] Oh the incense, if we light it and then offer out condolences to her and her spirit will allow her to rest....course I have no idea what this might do to her chances of being raised if such a thing is possible or desired for her.
Athletics: 1d20 + 1 ⇒ (18) + 1 = 19

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"That sounds like a good idea. This place sounds like it is full of nasty spirits already - if we can save her spending forever with them, it seems only right. It's not her fault the house was a hazard. I wonder if she brought the incense to put another spirit to rest. What would possess her to come in here alone?"
He pauses, "That might have been a poor choice of words..."

Venture-Captain Arvin |

Roumatha drops the rope and with that help Titus easily makes it up to floor level.
Performing the ceremony now? Titus' religion check gives you enough to go on if you wish. It will take around 10 minutes.
Do you wish to also remove the body from the building with you?
Do you wish to explore the rest of the building?

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religion, to perform the ceremony if desired by the rest of the group: 1d20 + 4 ⇒ (19) + 4 = 23
Having little in the way of body mass to assist in the gruelling work, Wit makes sure to stay out of the way as they watch their comrades prepare the body to be hauled out of the hole, deciding how best to put this task into verse. Spying the Incense and Spiral Symbol upon the fallen woman, Wit sighs deeply, without their usual theatrical flair.
"The Followers of the Lady believe that their time comes when it comes I believe." The Bard answers Titus. "I don't think that she will seek to be raised so it would be best to send her spirit on to rest - wouldn't want a haunting. I was part of a play once that had a burial scene within it - the director spent a lot of time researching the true customs so I remember a few. Best to return the body to the Society so they can be buried as a fallen explorer though"
Should the group allow, Wit will conduct the ceremony the best they remember, hoping they don't offend the fallen Pathfinder or the Lady of Graves.
"We should explore the rest of the House, I know it was not strictly our task but I am sure our fallen ally will appreciate their mission completed."

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Boram will nod solemnly at the suggestion of a ceremony.
”We should either return with her to the Society or send a messenger while we watch over her. I would like to explore the rest of the house, but we’ll have to keep the lesson of her death near to mind if we do. The place isn’t safe.”

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Boram gives a little bow, arms out, to the ranger, ”I won’t argue with the voice of experience. But we need to see her mortal remains returned, either to her family or the Society or her temple, perhaps. The building is just a sad curiosity and can wait for another day, if ever.”

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While I am sure an old house like this has a few trinkets and treasures hidden I say we take her back to the society for burial. We accomplished our mission here. We can come back later tomorrow if we desire.

Venture-Captain Arvin |

Perception Rodlas: 1d20 + 3 ⇒ (11) + 3 = 14
Perception Boram: 1d20 + 7 ⇒ (6) + 7 = 13
Perception Wit: 1d20 + 6 ⇒ (16) + 6 = 22
Perception Kra'a: 1d20 + 6 ⇒ (6) + 6 = 12
Perception Titus: 1d20 + 6 ⇒ (10) + 6 = 16
Could you let me know who is first to re-enter the hall way?

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I imagine that Boram would normally be scouting ahead, but since we are not exploring at this point, I could see that not being the case. I will defer to the others as to whether Boram is in the lead or not.

Venture-Captain Arvin |

Phantasmal rotting hands burst out from the floor beneath you, a chemical scent overpowering the the rot. The arms seems to have precise surgical scars. Could you make a Crafting or medicine check please?
Take 4d6 ⇒ (5, 4, 2, 6) = 17 slashing damage, and 2d6 ⇒ (3, 5) = 8 persistant bleed damage (DC 17 basic will save). Also, the claws leave rending wounds on your legs, reducing your speed by 5ft.
Ouch! They were some mean rolls!
As he passes into the hallway, Kra'a stops and screams out in pain.

Venture-Captain Arvin |

If you have a persistent damage condition, you take the damage at this point. After you take the damage, you can attempt a flat check to end the persistent damage.
So, yeah, I'd say you take the 4d6 immediately, and the 2d6 at the end of your turn.
Could I have an init roll from everyone?

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Kra'a wrote:[dice=Medicine]1d20 + 4** spoiler omitted **
Kra'a wrote:[dice=Perception]1d20 + 6The one time you wanted a low init! That nat 20 would have been far more useful on the will save.....
Hopefully he'll be quick enough to grab a healing potion out of the belt pouch and drink it.

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Perception (Init): 1d20 + 7 ⇒ (4) + 7 = 11
Upon hearing the sound, Roumatha grabs the hilt of his sword at the same time as he hears Kra'a cry out in pain. "Watch out below!" he cries out in bewilderment, not sure what exactly is going on.

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Kra'a momentarily stares dumbfounded at the grasping hands and the blood pouring from his wounds and then staggers back Stride back to the party, if possible , fumbling at his belt pouch retrieve item and gulps down the bottle's contents drink a minor elixir of life
Elixir of life: 1d6 ⇒ 3

Venture-Captain Arvin |

Kra'a staggers back into the small chamber with the hole in the floor, obviously badly wounded down his legs, with cuts still running blood, despite the healing potion.
Everyone else up.

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As a divine Font of Healing and Healing Hands of Sarenrae I reach out to Kra's and taking two actions I cast the divne spell "HEAL". Regardless of where he is, it will rach out to 30ft, the healing energies healing him.
Receive the gift of the Dawnflower!!
2 action Healing with Healing Hands: 10 = 10 10 HP of healing to Kra'a
Shield raised up and scimitar at the ready, I look for the foe that struck at Kra's hoping my elven gifted eyes can cut through this Clausewitzian "Fog of War".

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if its two actions with heal it is 8 HPs of healing, unless. you have the Cleric 1st level feat healing hands which increases the healing to d10s or 10HP if you use two actions.so my intent was to heal for a total of 10 HPs to Kra'a