| GM Nefreet |
Thakik nods with a look of satisfaction. "You should rest before departing. We can prepare extra beds in an unused hut for you to sleep in. And tonight we will have a dinner. You have all earned it."
Trig O'Nomehtri
|
Trig nods, "Yeah, we better do that. It does align perfectly with our mission here too so the strings of fate are definitely being pulled for us."
He heads off with their host, "Are there any injured? I can help out with that for sure. I bet the rest of my allies can help reinforce your defenses if you let us."
| GM Nefreet |
"There probably won't be any more attacks tonight," Rain adds cheerfully. "They seem to come in waves, but only once per day."
Thakik nods at Trig's offer of help. "Whatever assistance you can provide will be very appreciated."
Although no checks required.. for right now ^_^
Chupko
|
They seem to come in waves.
Well. So we have to make that the next wave never happens.
But for now a rest.
Kiroh Batu
|
Kiroh purses his lips at the thought of going into underwater ruins. Note to self: don't fall unconscious underwater. He puts on a show of bravado, flexing an arm. "Don't worry, I'm a good swimmer." The half-orc volunteers to take part of the overnight village watch schedule and boisterously interacts with the villagers during dinner.
Trig O'Nomehtri
|
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Trig twists his head back and forth, "No no Kiroh, they mean 'waves of enemies' as in one right after another."
He taps his upper lip, "Unless you were talking about the underwater ruins of course and not just mistaken by a common colloquialism. If that is the case, then yes, being able to swim is quite valuable. It is also a skill I do not exactly manage well. Hopefully I won't slow you all down."
Kiroh Batu
|
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Kiroh chuckles at the joke, then pauses for thought. With elementals, perhaps they really are 'waves' of enemies.
| GM Nefreet |
Now I'm wishing I'd gone with the water elemental encounter chain..
As promised, you are entreated to a hearty meal that includes turtle soup and artichoke hearts paired with a sweet dish made of ground nuts and berries. The iruxi also serve Rain a dish of dead leaves and decaying swamp moss, which he consumes with gusto. Your restful night passes without incident (the Iruxi even post a watch so you don't have to), and your journey to the ruins the following morning is only a 2-hour hike through the swamp, with Rain in Cloudy Day leading the way.
"I know my way around the swamp much better now! I hope the Deans aren't upset that I stayed over my requested time. The Tskikha just really needed the extra help. I'm so glad the Society sent you as backup! Now maybe we can get to the heart of this mystery!"
As you arrive, a stone platform sits at a skewed angle out of the muck, and rampant foliage covers most of it. A long stone stairway descends below the plinth and into the structure. The stairway would normally be obscured, but the recent movement of creatures in the area has pushed the obfuscating foliage aside.
The interior of the ruins rise to a height of 15 feet, with walls, floors, and ceiling made of stone. There is no light below, except for an everburning torch wielded by Rain in Cloudy Day.
Any last minute preparations?
Kiroh Batu
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Kiroh scouts ahead, ranseur in both hands. He squints, stretching his low-light vision as the way gets dark. He doesn't venture too far ahead of Rain's torch in the darker sections. In a whispered voice he calls back, "Alright, let's get you Confirmed!"
Chupko
|
Arrived at the ruin the Tengu wraps his cape around his arm and draws his shortsword. Because he has already learnt that monsters often dwell in ruins. And they also know that the monsters in the region are coming from here.
Trig O'Nomehtri
|
Trig activates light on his own staff and follows along, looking for magical signatures.
| GM Nefreet |
You descend down a polished tan stone stairway into a large, worked chamber made of similar styled stone. Stairs ascend along the chamber’s northern end to a raised platform. Two halls branch from the raised area, one to the north covered in debris, while the other to the west connects to a wider hall heading north. A sealed stone door to the east bars access beyond. A large crack along the eastern wall of the lower section continues into a damp cavern replete with the smell of flora.
The floor, at first glance, appears to be inundated with a fresh splattering of mud, but as your light brightens up the room, the mud assembles itself into a roughly bipedal mass of slippery clay, its outstretched arms ominously dripping in your direction...
Chupko (Stealth): 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Kiroh (Perception): 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Quetzhal (Perception): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Trig (Perception): 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Rain (Perception): 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Enemies: 1d20 + 9 ⇒ (18) + 9 = 27
Quicker than expected, the creature oozes closer to you and spews a 20-foot line of pressurized mud at Chupko and Kiroh:
Bludgeoning: 2d10 ⇒ (5, 5) = 10
DC 18 basic Reflex save; On a critical failure, you also take a –10-foot status penalty to your Speeds for 1 round.
Nothing important going on here...: 1d4 ⇒ 1
As the mud sprays everywhere, more drips off the creature itself, creating a 10-foot aura of difficult terrain around it.
Rain strides forward, "Golly! What a mess! But don't worry everyone, it's probably just a softer version of those big mean rocks we fought yesterday. We can overcome this one!"
Anyone within 60 feet of Rain benefits from inspire courage.
The Entrychamber, Round 1
??? ()
Rain ()
Kiroh (Reflex)
Chupko (Reflex)
Trig ()
Quetzhal ()
Party is up!
Trig O'Nomehtri
|
The gnome moves up and taps Kiro’s weapon again, ”New day, new magic. Go chop some mud please, good sir.”
Stride and the usual Magic Weapon spell.
Kiroh Batu
|
Kiroh grumbles as the mud rises up. "Extra weapon cleaning time tonight, then." He nods in appreciation at Trig's magical touch, the edges of his smile upturned.
reflex, DC 18: 1d20 + 4 ⇒ (4) + 4 = 8 Yikes. That's ten under, so a crit fail right?
The half-orc takes the mud hard, his breath knocked out. He takes several careful steps forward, barely making it into reach of the monster. He swings hard twice, his ranseur's blade shining with magical power.
Ranseur @ Yellow: 1d20 + 7 + 1 + 1 ⇒ (16) + 7 + 1 + 1 = 25 Ooh, please be a crit...
Damage: 2d10 + 4 + 1 ⇒ (4, 10) + 4 + 1 = 19
Ranseur @ Yellow: 1d20 + 7 + 1 + 1 - 5 ⇒ (13) + 7 + 1 + 1 - 5 = 17
Damage: 2d10 + 4 + 1 ⇒ (4, 2) + 4 + 1 = 11
Chupko
|
Reflex: 1d20 + 9 ⇒ (3) + 9 = 12
The Tengu isn't very happy with the mud over his suit. And then he would have to run to get the flank. But that's not possible. So he moves and simply casts a spell, throwing magically a razor sharp stone lying around.
Telekinetic projectile: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Quetzhal
|
The druid moves and summons a lightning tempest upon the mud thing.
Tempest surge:1d12 ⇒ 4
Reflex DC 18. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.
| GM Nefreet |
reflex, DC 18: 1d20 + 4 ⇒ (4) + 4 = 8 Yikes. That's ten under, so a crit fail right?
Yep. Which would then double the 10 damage to 20, making you Dying 2.
...so I'm going to assume you spent that bright, shiny Hero Point on your Reflex save, and I clearly see you wearing a Pathfinder Society t-shirt, granting you a +1 on this roll...
Kiroh, Reflex Reroll: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 Hey so that's better >.>
Kiroh is hit hard, and then returns the favor twice, however his blade doesn't seem as effective as he would have hoped (not a crit, and it resisted some of your damage).
Chupko experiences similar results with his sharp rock.
Reflex: 1d20 + 4 ⇒ (5) + 4 = 9 Bzzt!
And it spasms from Quetzhal's lightning before plodding forward to assault 1d3 ⇒ 2 Kiroh!
Slam!: 1d20 + 10 ⇒ (1) + 10 = 11
Bludgeoning: 1d8 + 4 ⇒ (7) + 4 = 11
And then it swings at 1d3 ⇒ 3 Quetzhal!
Slam!: 1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20
Bludgeoning: 1d8 + 4 ⇒ (7) + 4 = 11 − 3 = 8
Go ahead and take your Retributive Strike, Kiroh ^_^
Flat check: 1d20 ⇒ 11 Bzzt!
The Entrychamber, Round 2
??? (−37 HP; Clumsy 2; Persistent 1)
Rain ()
Kiroh (−10/20 HP)
Chupko (−10/24 HP)
Trig ()
Quetzhal (−8/28 HP)
Party is up!
Chupko, Kiroh and Quetzhal are all standing in difficult terrain.
Chupko
|
The Tengu change the spell to attack the mud.
Ray of frost: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 vs FF
Damage, sneak: 1d4 + 4 + 1 + 1d6 ⇒ (1) + 4 + 1 + (1) = 7
Then he strikes again with his shortsword.
+1 Shortsword: 1d20 + 8 + 1 - 4 ⇒ (14) + 8 + 1 - 4 = 19 vs FF
Damage, piercing, sneak: 1d6 + 1d6 ⇒ (5) + (5) = 10
Quetzhal
|
The druid casts Magic fang and strikes the creature in front of him now.
Claw: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage, Magic Fang: 2d6 + 2 + 1 ⇒ (3, 4) + 2 + 1 = 10
Trig O'Nomehtri
|
The gnome cleric of magic moves to get a clear line of sight and then releases just a simple little cantrip. He cackles with glee, "MAGIC HAHA YES! IT FEELS SO GOOD TO LET LOOSE!!!"
He must have had a really good dream about Nethys last night.
Ray of Frost: 1d20 + 8 ⇒ (20) + 8 = 28 for Cold: 1d4 + 4 ⇒ (2) + 4 = 6 (crit doubles damage and slows speeds by 10 for 1 round)
Kiroh Batu
|
Yep. Which would then double the 10 damage to 20, making you Dying 2.
Yikes, I forgot about the double damage. Yepp, thanks for the Hero Point.
Kiroh, annoyed at his favorite weapon's lack of impact, curses. "Oye, leave the lizard alone!" His righteous anger gives him speed, but not accuracy to his swing.
Retributive Strike: 1d20 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13
Damage: 2d10 + 4 + 1 ⇒ (1, 6) + 4 + 1 = 12
With the mud off his legs, Kiroh prepares himself to get back into the fight. Partnered with Chupko, the half-orc swings his ranseur wildly in hopes of hitting the creature between them.
Ranseur: 1d20 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 17
Damage: 2d10 + 4 + 1 ⇒ (10, 9) + 4 + 1 = 24
Ranseur: 1d20 + 7 + 1 + 1 - 5 ⇒ (4) + 7 + 1 + 1 - 5 = 8
Damage: 2d10 + 4 + 1 ⇒ (8, 8) + 4 + 1 = 21
Well, we're already flanking so I suppose I might as well strike as my third action...
Ranseur: 1d20 + 7 + 1 + 1 - 10 ⇒ (12) + 7 + 1 + 1 - 10 = 11
Damage: 2d10 + 4 + 1 ⇒ (5, 3) + 4 + 1 = 13
Retributive Strike: 1d20 + 7 + 1 + 1 ⇒ (16) + 7 + 1 + 1 = 25
Damage: 2d10 + 4 + 1 ⇒ (4, 8) + 4 + 1 = 17
| GM Nefreet |
Oh yeah. Even with Immunity to Crits, it's super dead.
Combat Over!!
Rain ()
Kiroh (−10/20 HP)
Chupko (−10/24 HP)
Trig ()
Quetzhal (−8/28 HP)
Rain takes 10 minutes and uses prestidigitation to help clean you all off. "You sure handled that thing well! I'm so glad I never came down here by myself." He looks around the chamber with the aid of his torch. "Looks like we have two passages to check out. Which one do you want to check first?"
Chupko
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Perhaps it's good to let Trig to treat our wounds before to continue.
The leshy is very enthusiastic. But they should stay cold enough in their brain not to take too many risks.
Trig O'Nomehtri
|
Trig steps out of the dungeon and collects another armload of swamp moss, "Sorry, forgot bandages. But this will work better."
Nature (T) + Feat Kiroh DC 15: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 for NOTHING HAHAHAHAA
Nature (T) + Feat Chupkoh DC 15: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 for Healing: 2d8 ⇒ (1, 8) = 9
Nature (T) + Feat Quetzhal DC 15: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 for Crit Healing: 4d8 ⇒ (2, 7, 6, 6) = 21
He looks at Kiroh, still a bit unstable on his feet and quickly pulls out a scroll, sending its magical energy into him, stitching up his wounds in a mere four seconds flat, "Uh yeah, those bandages really worked well there. Mmmmhhhmmm. Let's go left."
Heal Scroll on Kiroh: 1d10 + 8 ⇒ (4) + 8 = 12
FYI, 30 minutes and 6 seconds pass for all that fun bandaging action.
| GM Nefreet |
While Trig tends to everyone's wounds, Rain in Cloudy Day explains that the tunnels beyond are proof that there’s more Azlanti ruins nearby. "Undeniably Azlanti in design. This discovery alone confirms my suspicions! I hope we can find the source of the attacking creatures. I wonder what's agitating them?"
Kiroh Batu
|
Just as Kiroh is about to comment on the itchiness, and apparent lack of healing, of the moss his eyes widen at the quickly healed wounds. "Uh.. wow! I've gotta get me some of those fancy scrolls." Wait... is a Level 1 Heal scroll only 4 gp? I gotta buy like 10 to hand off to Trig.
Kiroh follows Chupko as well. "Hmmm... hope this door's not jammed. If it is..." He pats the crowbar that sticks out of his pack with a knowing smile.
| GM Nefreet |
Whoops. Thought you were going down the tunnel.
The sealed door here appears to be jammed shut from rubble.
(as in, it is only accessible from the connecting cavern)
| GM Nefreet |
Oh, and I am supposed to give this "hour's" Hero Point to the "bravest in the battle", so the Level 1 frontliner gets another Hero Point!
Quetzhal (Perception): 1d20 + 8 ⇒ (8) + 8 = 16
Caves stretch out from several breaks in the walls of the stone complex. Though the cave is mostly damp, patches of.. permafrost? show up regularly within the dug dirt walls. In several places, moisture has come through the dirt, only to be frozen in place. Along the east, several smaller tunnels, too small for even a child, connect to hidden passages beyond.
Although Quetzhal doesn't spot anything dangerous, it is very cold in here.
Give me your paths if you venture further into the cavern.
Chupko sees nothing of interest in this otherwise empty stone chamber.
Kiroh Batu
|
Kiroh, feeling especially brave, looks over Quetzhal's shoulder and shrugs. "Not much in there... alright." He turns around and walks into the larger cavern.
| GM Nefreet |
Bravely bold Sir Kiroh
Rode forth from Absalom.
He was not afraid to die,
Oh brave Sir Kiroh.
He was not at all afraid
To be killed in nasty ways.
Brave, brave, brave, brave Sir Kiroh.
He was not in the least bit scared
To be mashed into a pulp.
Or to have his eyes gouged out,
And his elbows broken.
To have his kneecaps split
And his body burned away,
And his limbs all hacked and mangled
Brave Sir Kiroh.
His head smashed in
And his heart cut out
And his liver removed
And his bowls unplugged
And his nostrils raped
And his bottom burnt off
And his [CENSORED]...
And then he ran away.
Bravely ran away away.
When danger reared it's ugly head,
He bravely turned his tail and fled.
Yes, brave Sir Kiroh turned about
And gallantly he chickened out.
Swiftly taking to his feet,
He beat a very brave retreat.
Bravest of the brave, Sir Kiroh!
Kiroh ventures forth into the frigid cavern with no ill effect... yet.
Trig O'Nomehtri
|
Trig follows. Because he is also brave. And because he was getting really far behind.
Chupko
|
Well we can go through this cave. Otherwise we can choose the tunnel on the other side of the large room.
Kiroh Batu
|
Love the theme song! Monty Python never grows old.
Kiroh, continuing to feel super duper foolish brave, keeps walking into the cave with his ranseur at the ready. He whispers back to Quetzhal, "Sure, we'll have to check that too. First step of a Pathfinder Confirmation is Explore! Or so I heard." He walks around the corner and examines the cave.
| GM Nefreet |
Ever the chipper adventurer, Rain runs up you all...
Rain (Perception): 1d20 + 6 ⇒ (19) + 6 = 25
...and steers clear of a patch of icy mud (map updated).
"Whoa! That is COLD!"
Rain (Nature): 1d20 + 6 ⇒ (12) + 6 = 18
"Oh! It's Brown Mold! That explains why it's so cold in here. And look, there's more of it ahead!"
Trig O'Nomehtri
|
Trig shrugs, "Probably disable the danger so no one else can be hurt by it."
Survival (T) Aid DC 20: 1d20 + 8 ⇒ (19) + 8 = 27
But while he suggests that, he doesn't move to do it. He will offer advice from afar though.
| GM Nefreet |
It would be 3 separate Survival checks, one for each patch, and then 3 rolls for Aid, if Trig is so inclined =D
Kiroh Batu
|
Kiroh's eyes widen at the moss. "Whoa, that is some scary moss. Stag Mother protect us..." He nods and looks at the one in front of the group. "That one might be a problem." The half-orc eyes Rain's torch. "Be careful with that..."
Trig O'Nomehtri
|
In case they don’t run away like the coward Trig is, he keeps suggesting things.
”Yes yes, brown mold. I know a lot about it. It is brown and mold, obviously. But what most don’t know is that it also lives on the ground. Sometimes walls too. But almost never the ceiling. So, no reason to look up in caves. Well, other than to watch for drop bears, but that’s a given.”
Survival (T) Aid 2: 1d20 + 8 ⇒ (7) + 8 = 15
Survival (T) Aid 3: 1d20 + 8 ⇒ (18) + 8 = 26
Chupko
|
Well I’m not the more skilled in this game. I feel that even Trig beyond his shyness is more skilled than me. So I let act the specialists.
Quetzhal
|
The druid tries to disable the different mold with the help of Trig.
Survival: 1d20 + 8 ⇒ (18) + 8 = 26
Survival: 1d20 + 8 ⇒ (5) + 8 = 13
Survival: 1d20 + 8 ⇒ (20) + 8 = 28
| GM Nefreet |
Quetzhal manages to clean up two of the patches, but the third gives him some trouble, dealing 2d6 ⇒ (1, 3) = 4 cold damage to him.
Rain in Cloudy Day comforts the Iruxi. "That wasn't very nice of it. Here, let me see if I can get it to leave us alone." He concentrates on the fungus for a bit, digging his tendril-like legs into the soil, and begins rhythmically vibrating the ground around the patch of mold. After maybe a minute, the mold retreats underneath a covering of frosty mud.
He has Speak with Plants once a day, Lol
"There! I convinced it that it had enough warmth to eat for the day, so it shouldn't bother us again while we're down here."
Feel free to place yourselves at or near the opening to the greyed-out circle