Khari Sidare
|
Int: 1d20 + 2 ⇒ (17) + 2 = 19
Khari swings, then checks herself and tries to calm down. "Right. Positive energy and holy water. Um, I have neither. Help!"
"Oops" Singebottom
|
Know Religion: 1d20 + 1 ⇒ (7) + 1 = 8
Huh? It’s a what now? Okay umm maybe this will work?
Oops pulls out his wand of Cure Light Wounds, and tries to activate it.
UMD: 1d20 + 8 ⇒ (5) + 8 = 13
Ack! Come on work?!
Oops tried to activate the wand on the haunt.
| GM Z..D.. |
Jomal backs out of the hut, knowing he is powerless against the haunted mist.
Lars, assuming you follow suit?"
For those still in the mist
Oops: 1d20 + 3 ⇒ (16) + 3 = 19
Khari: 1d20 ⇒ 14
Ouita: 1d20 + 2 ⇒ (15) + 2 = 17
Therin: 1d20 + 6 ⇒ (2) + 6 = 8
Therin takes 1d2 ⇒ 1 wisdom damage
Pathfinder's May Act
| GM Z..D.. |
With Therin's second burst of positive energy, the mist withdrawals into the walls and floor boards.
Out of Initiative.
With out the threat of the mist, the Pathfinders are easily able to find the idol made of Darkwood for the ritual. The others, even thought not important to the ritual, can still be collected and sold back in town for profit.
Looking around the rest of the hut, you find a crude map drawn on a piece of tanned leather and accompanied by minor notations which are in shaky Hallit.
Onto the next building. Heal'em if you got'em
This small building is overrun with a dense thicket of vines and shrubs bearing yellow-green leaves. Rickety stairs lead up to what used to be a doorway but is now a gaping hole in the southern wall. Another large hole punctures the eastern wall, and a much sturdier door on the western wall leads into a single large room. Hanging from the ceiling In the center of the room are several handcrafted necklaces, including one made of leather and strung with bear claws and black feathers that matches the description of the totem the PCs need to summon Dolok Darkfur.
If you wish to reach the totem, someone will have to go through the foliage. An Acrobatics check is recommended to traverse your way through
Lars Ullrich
|
know nature: 1d20 + 1 + 1 ⇒ (16) + 1 + 1 = 18
Beware, these leaves are poisonous. Plant is called "poison oak". We can't burn it, but maybe we don't need to get through the leaves and thorns. There must be a better strategy.
Lars thinks, and offers some options
We could, obviously, hack the plant and make a passage to reach the necklace. It can take some time, through
So, if I read the description carefully, the necklace is hanging from the ceiling, inside the house, and the house is surrounded by the poison oak? At first I believed the necklace was caught into the vines..
| GM Z..D.. |
The necklaces are not intertwined with the vines, you just have to got through the vines to get to them. Which requires an acrobatics check. Or some other method of your choosing.
Therin Baldaros
|
I can heal with a burst if needed... Therin looks at the mass or plants. I can burn through...with some hacking, it can be done. But I would prefer to not destroy any living plant. Maybe a long stick could reach it? Might be worth a shot... the priest ponders aloud.
Khari Sidare
|
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"I'm no acrobat, sorry." Khari mumbles. "Disappointed this one guy I met at a bar, but he was too demanding." Khari blurts out. Something about that mist clouded her judgement.
Jomal
|
Jomal is still hurt from the haunt, but moves with the others without much worry. The monk knows his limitations and doesn’t really push much on the weaknesses.
Only one of us can go and pick the necklaces, right? The others can wait back and advance only if needed.
With that said, the Nagaji moves as gracefully as he can to avoid the poisonous plant.
Acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17
| GM Z..D.. |
Since failure comes with a penalty, I would say no taking 10.
Jomal enters the hut and moves thorough the vines with ease. He retrieves the necklace and leaves the same way he came in.
Jomal (LLV): 1d20 + 1 ⇒ (11) + 1 = 12
Lars: 1d20 + 4 ⇒ (16) + 4 = 20
Khari: 1d20 + 0 ⇒ (12) + 0 = 12
Ouita: 1d20 + 1 ⇒ (8) + 1 = 9
Oops/Jinx: 1d20 + 6 ⇒ (2) + 6 = 8
Therin: 1d20 + 4 ⇒ (5) + 4 = 9
Jomal (LLV): 1d20 + 1 ⇒ (14) + 1 = 15
Lars: 1d20 + 4 ⇒ (2) + 4 = 6
Khari: 1d20 + 0 ⇒ (5) + 0 = 5
Ouita: 1d20 + 1 ⇒ (5) + 1 = 6
Oops/Jinx: 1d20 + 6 ⇒ (9) + 6 = 15
Therin: 1d20 + 4 ⇒ (17) + 4 = 21
While exploring the rest of the village Lar's manages to find the mottled stone and Therin emerges a hut with a jar of preserved honey.
With all of the ritual componenets gathered, the agents move to where the altar once was.
Though overgrown and sorely in need of maintenance, this structure is obviously the clan’s old shrine to Dolok Darkfur. Near the center is a toppled statue of a bear, standing on its hind legs and looking both regal and fierce. Carved of darkwood, it is about 7 feet tall and 2 feet in diameter. Tatters of a once-brilliant cloak are still nailed to the shoulders, no doubt ripped off at the same time the statue was toppled and slashed, with four long gouges across the face. A low bench, now broken in two, used to sit in front of the statue to hold totems, offerings, and other items.
Will need a strength check to lift the statue. If some one can provide me with a DC 15 engineering check, you can get a circumstance bonus on the strength check
Lars Ullrich
|
str check, raging song: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
Lars, not wanting to be undone again by their scaly ally, starts a deep and angry song under his breath, while lifting the statue, or at least trying to lift it all by himself
Use one round of Skald raging song for +2 to STR/CON, so +1 bonus. Everyone who tries to help (if needed) get the same bonus
You rise
You fall
You're down, then you rise again
What don't kill ya make ya more strong
Rise, fall, down, rise again
What don't kill ya make ya more strong
Rise, fall, down, rise again
What don't kill ya make ya more strong
Through black days
Through black nights
Through pitch black insides
An appropriate Metallica song for a statue on the ground, I think ^^
Khari Sidare
|
Str: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Khari slips as she tries to lift the statue and wipes the mud off her face. "Ugh, stupid statue! Stop moving!"
Jomal
|
Let’s do it, matesss.
The Nagaji puts his hands in the statue and pushes the best he can. His companions can see the sweat on the monks arms as their muscles tension with the pressure.
Strength: 1d20 + 4 + 1 + 1 ⇒ (19) + 4 + 1 + 1 = 25
| GM Z..D.. |
The group of agents combine their efforts and lift the massive carving in place.
They sort out the components as instructed and complete the ritual as instructed.
Within moments of the ritual’s completion, a dark-furred bear walks slowly toward the altar, appearing out of nowhere as if he had walked through a fog. He walks on his hind legs, like a human, his arms swinging slowly at his sides. His shoulders are covered in a mantle of feathers arranged to create a rainbow that cascades down his back.
He comes to a halt near the statue behind the altar—a striking resemblance to the real thing—and takes a deep breath. In a low rumbling voice, befitting a bear, it speaks. “I am Dolok Darkfur, lost god and failed guardian of the doomed Farheaven Clan. Who are you to have distracted me from my eternal sorrow?”
Even though he is showing as a medium creature, he easily stands above the rest of you. Image of Dolok Darkfur has been added to the slides.
"Oops" Singebottom
|
Hello Mr. Darkfur sir, I'm Oops, and we were sent out here by Nelket to try and find out what happened, and see if there is anything we can do to help the surviving members of the Farheaven clan. She told us how, and what we needed to summon you, and figure who better to start with than you. So what happened here? Do you know what caused this to happen to these people? A curse perhaps?
Diplomacy: 1d20 + 4 ⇒ (12) + 4 = 16
Oops tries his best to not be too pushy and sound sympathetic.
Lars Ullrich
|
"Eternal sorrow"? We were told by Neklet you were a fighting god! No one can win all the battles he gets involved into, sure, but there is no reason to be a cry baby. You were worshipped! There is still someone who believes in you, in the old stories of your prowess! So stop this stupid attitude, chest out, chin up, shoulders square and soldier on! Start believing in yourself again! I would have said "Man up", but maybe "God up" would be more appropriate, by Gorum's eternally bloody sword!
Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11
Sorry for the low roll..
Khari Sidare
|
"W-wow, you're huge." Khari wipes the dirt from her face and pulls out her notebook.
"Mister Dolok, or Mister Darkfur? Or... um... I don't know your title. I'm sorry. Brain not working right today." She begins scribbling down notes. "There are still survivors of... what happened to this village. The Farhaven Clan lives, and one of them sent us to find you. So, here we are. You have people who need your help."
Diplomacy(Aid): 1d20 + 5 ⇒ (16) + 5 = 21
Jomal
|
Diplomacy (Aid Another): 1d20 + 3 ⇒ (16) + 3 = 19
The towering Nagaji flexes and touches Oops on the shoulder, offering his aid and trying to show his strength.
They need you. They need your might.
| GM Z..D.. |
“What would be the point? All that matters is my failure as their guardian! Whatever history the clan once had is best forgotten. They are dead, and even little Nelket has abandoned our ways. Let us vanish from this world.”
"Was no curse, but a plague. A vile contagion! An oozing, honorless sore upon my people, which robbed them of their lives in coughing fits of agony! A foe that the ‘mighty’ Dolok Darkfur could not best. My shame, oozing from the mouths and flesh of my children."
The bear like creature growls and levels a glare at Lars, "Just because you have summoned me, you hold no power and my patience is the only reason why you still breathe. I will warn, that it is growing thinner by the second"
"Help? Hah!. You cannot erase my failures or my deeds. The blood of my clan stains my claws, my fur, my teeth. I taste it in my mouth always. I choke on it and feel it seep from my eyes as I weep. Justice! Oh, that I could find some way to destroy that foul contagion that has taken my people from this world, whatever the cost to myself! But I would not know how to accomplish such a task, could I even return to that tainted grove. I am bound here, to this altar and this village, damned to haunt it like a miserable ghost."
With the diplomacy check, you managed to change him from unfriendly to indifferent. So he is willing to tell you the history of his clan.
Lars Ullrich
|
You are bound here. We are free to roam. Do you want us to bring revengeful woe to your ancient foes? Will you fight, through us?
diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9 Bodyslam the random dice roller on the ground , stomp on it, climb to the top rope and delivers a flying elbow drop on the thrice damned thing.
| GM Z..D.. |
Dolok looks over to Ouita with sadness in his eyes. “Death. Dead trees, bleeding a vile yellow and black stuff like pus and sap, stood in a small circle amid a stinking mire and fetid mist. Roga began coughing as soon as we entered that copse, the sickness already in him. Whatever that fool woodcutter found spelled the end of the Farheavens.”
"If you wish to fight, that is you decision alone." Dolol turns his back to the PC's and begins to walk away from the agents. "Now let me rest in peace."
Dolok has no more information to give you. Where to now. Your options are to the grove where the dead trees are or back to the Nelket and report you findings
Khari Sidare
|
Khari keeps a neutral look as she writes. But it's hard. She would begin bawling right now if she wasn’t trying to be professional.
"We need to check and see if that awful substance is still out there. For Dolok's sake." She looks at the now occupied home. "And for theirs."
"But we need to be smart about this. How do stop clouds and pus? Fire?"
Therin Baldaros
|
Rest, Dolok. We will try to cleanse the area and redeem your name.
After consulting with the others, Therin adds his input.
Fire and acid can likely help with the pus. Some clouds as well can be taken care of, but not all.
| GM Z..D.. |
After a day’s travel south, the PCs arrive at the grove indicated by Dolok Darkfur’s directions.
All of the trees in the area appear dead and lifeless, but a thick copse to the south stands out as particularly unwholesome. The branches of the trees are long devoid of leaves, the bark is an unnatural gray, and large sections of the trunks are slick with a glistening liquid the color of yellowed milk. The broken limbs that remain droop, some nearly touching a morass of dark, moist land surrounding the base of their trunks. From time to time, yellowish mist bursts up from the ground before settling into the muck.
The area on the map outlined in green count as difficult terrain.
Khari Sidare
|
Khari fiddles with one of the potions on her belt before drinking it. She takes a deep breath as her musculature gets more firm. "Ugh."
Consuming my Mutagen. Gives me +4 Str, -2 Int, +2 Natural Armor bonus.
She also drinks her vial of antiplague and readies her sickle. "Trees. Finish chopping trees?"
Ouita Shelbourne
|
Ouita takes off her cloak and wraps it around her face, trying to create a makeshift mask. She wasn’t crazy about having to fiddle with all that funky mist.
| GM Z..D.. |
Jomal (LLV): 1d20 + 1 ⇒ (6) + 1 = 7
Lars: 1d20 + 4 ⇒ (8) + 4 = 12
Khari: 1d20 + 0 ⇒ (18) + 0 = 18
Ouita: 1d20 + 1 ⇒ (10) + 1 = 11
Oops/Jinx: 1d20 + 6 ⇒ (9) + 6 = 15
Therin: 1d20 + 4 ⇒ (16) + 4 = 20
The PC's approach the swap, easily identifying the trees that are infected (Grey Circles). They ooze a sickly yellow puss. Boils pulse as they draw near.
Therin sees an outline of a creature moving through the muck and warns the others.
Jomal: 1d20 + 2 ⇒ (11) + 2 = 13
Lars: 1d20 + 1 ⇒ (3) + 1 = 4
Khari: 1d20 + 0 ⇒ (8) + 0 = 8
Ouita: 1d20 + 1 ⇒ (14) + 1 = 15
Oops/Jinx: 1d20 + 2 ⇒ (2) + 2 = 4
Therin: 1d20 + 1 ⇒ (5) + 1 = 6
GM: 1d20 ⇒ 2
You all easily beat them. Bunch of oozes. Knowledge Dungeoneering to ID them
Lars Ullrich
|
Know Dungeon: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
I don't really know what these are. Just that we should destroy them, and that's enough for me. Will you fight?
Is there really one small blob and two bigger blobs, as the map suggests?
Khari Sidare
|
"Yes, destroy them. Maybe the forest will heal."
Ouita Shelbourne
|
Untrained Know. Dungeoneering 1d20 + 1 ⇒ (6) + 1 = 7
Ouita pulls a flask of acid, holding at the ready. ”Can anyone tell me if acid would hurt then?
| GM Z..D.. |
I am sorry, the smaller one is a single large blob. While the two larger ones are multiple, fine ones. Swarms!!
Lars tosses a alchemist fire at the single blob. It connects, the blob recoils and shrivels as it burns. Super Effective=Pokemon terms
Bold May Act
Lars
Ouita
Khari
Therin
Jomal
Oops
Large Blob: 12/19
Khari Sidare
|
Sickle: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Khari advances on the small blob and swings her sickle.
Therin Baldaros
|
Therin moves forward and tosses a ball of fire at the large blob on the left.red....i'm on my phone...can someone move me up please? can only move 20 ft....up by Khari is fine...
touch: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (4) + 1 = 5
| GM Z..D.. |
@ Ouita, is that a ready or delay? If it is ready, just put want you want to do and roll the dice, so I can resolve it when they meet the requirements
Khari moves into the muck and slashes the blob.
Therin moves in as well and launches a fire bolt at the large swarm. It instantly disperses the group. The red swarm is gone.
Bold May Act
Lars
Ouita
Khari
Therin
Jomal
Oops
Large Blob: 3/19