Kiroh Batu
|
Kiroh speaks to Kazuuk with a broad smile. "I love what Chief Thakik has done with her chair! It is important to appreciate the beauty in life."
Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22
Along the way, he eyes a particularly rancid outlet of swamp pond and leaps over it. "Life in the swamp is hard but it's easier for the strong!"
Athletics: 1d20 + 7 ⇒ (17) + 7 = 24
Quetzhal
|
The druid uses his natural knowledge to explain Kazuuk one or another thing about the nature around that the iruxi's tribe hasn't perhaps noticed.
Nature: 1d20 + 8 ⇒ (11) + 8 = 19
Chupko
|
Not confident so much in his diplomatic skill which he uses only when he must, the Tengu shows their ally some tricks to improve the survival possibility in the wilderness. He is more sure of his knowledge in this domain.
Crafting: 1d20 + 10 ⇒ (11) + 10 = 21
Do you see? If you turn the rope like this, your node will be more resistant.
| GM Nefreet |
"So listen, for what it is worth, we apologize for the kids that came before us. Some of the newer agents don't respect nature or other cultures as much as they should. A lot of that comes with experience, and they don't have much. Hopefully we'll show you our organization is all bad."
"You are convincing. I suppose even Rain in Cloudy Day could not find his way in the swamp when we first encountered him."
"Life in the swamp is hard but it's easier for the strong!"
“You remind me of Igix. The swamp holds many dangers, and he learned early on that alligators are as stealthy as they are hungry. So I know Igix didn’t get eaten. Or lost. He is too skilled for that.”
Congratulations, all, that is 6 Influence Points so far. Kiroh and Trig get a +1 circumstance bonus on their next check to Influence Kazuuk, and Chupko and Quetzhal get a +1 circumstance bonus if their check is one of the options for Recall Knowledge below. Once again, for Round 2, your options are:
Chupko
|
The rogue continues to give advices to Kazuuk. So he will get an easier life in the wilderness.
Crafting: 1d20 + 10 ⇒ (17) + 10 = 27
Trig O'Nomehtri
|
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Trig points out the swamp moss, "Excellent to use for bandages. It actually works better than gauze. I suspect it has antibacterial properties which prevent infections."
Survival (T) + Being Awesome: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Kiroh Batu
|
I suppose I should keep using my best modifier.
Kiroh leaps upwards to grab a hold of a branch, swinging lightly. Definitely as a show of strength, not to avoid alligators. He calls down to Kazuuk, "Igix sounds like a fine fellow. Did you know him well?"
Athletics: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
| GM Nefreet |
Kazuuk is thoroughly impressed with everyone's politeness, knowledge of survival, and understanding of his people.
"Igix and I are of the same clutch. The first hatched here in our new home. The community that raised us left us to discover the swamp's secrets on our own. Of our generation, Igix and I are equally skilled and respected. It could just as easily have been I that disappeared instead of him."
It takes approximately 2 hours for Kazuuk to lead you to the ruins where Igix was last seen. The swamp here is smelly and noisy, and the terrain treacherous, so Kazuuk offers to scout the perimeter while you investigate the interior.
Slides updated
A cracked structure, coated with creeping tendrils of moss and lichen, rises from the swamp atop a low hill ahead. The air is still here, as if waiting for a breath of wind. Even the usually noisy cries of animals fall silent close to the building. A set of broad stairs facing southeast lead up into darkness.
As you approach the entrance you see a red-scaled Iruxi, very similar in appearance to Kazuuk, standing just ahead in the darkness. He stares blankly in your direction for a moment before raising an arm and gesturing awkwardly at you, as though he wants you to come closer. As you do, you see that he is not alone. The shambling corpse of some unfortunate adventurer steps into the light next to him, and behind them both a strange, bulbous plant gently puffs out a mist of pollen.
Chupko (Stealth): 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Kiroh (Perception): 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Quetzhal (Perception): 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Trig (Perception): 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Enemies: 1d20 + 6 ⇒ (12) + 6 = 18
The Hill Ruin, Round 1
Quetzhal ()
Orange ()
Green ()
Igix ()
Chupko ()
Trig ()
Kiroh ()
Quetzhal may act!!
DC 13 Nature to Recall Knowledge about the corpse; DC 16 Nature to Recall Knowledge about the plant.
Quetzhal
|
The druid moves forward and summons a tempest full of lightnings upon the green one.
Tempest surge:1d12 ⇒ 11
Reflex DC 18. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.
Courage, Igix! We are coming.
| GM Nefreet |
Reflex: 1d20 + 0 ⇒ (6) + 0 = 6
Quetzhal calls down a mighty bolt from above that simply obliterates the corpse, leaving behind nothing but a smoldering, smelly crater.
Without so much as a flinch, Igix strides towards Quetzhal, that same arm reaching forward. But when he closes the distance, it is quite apparent that there is something wrong with him.
Fist: 1d20 + 7 ⇒ (3) + 7 = 10
Bludgeoning: 1d4 + 3 ⇒ (1) + 3 = 4
And the bulbous plant crawls forward slowly, propelled by stringy roots, before spraying pollen at both Iruxi (DC 20 Will save).
• Success No effect.
• Failure You become fascinated, and must spend each of your actions moving closer to the plant (though you can avoid other obvious dangers). Once you are adjacent to the plant, you remain still and can't take any other actions. You can attempt a new save at the end of each turn.
• Critical Failure As failure, but the fascinated condition doesn't end automatically if anyone takes a hostile action you or your allies.
The Hill Ruin, Round 1-2
Chupko ()
Trig ()
Kiroh ()
Quetzhal (Will Save)
Orange ()
Green
Igix ()
Party is up!!
| GM Nefreet |
Oh, forgot...
As Igix misses with his fist, vines that were embedded into his scaly hide come loose and whip around, threatening to entangle Quetzhal!
DC 14 Reflex save or be grabbed by the tendrils... Which, in retrospect, would be hilarious if they prevented you from approaching the plant =\
Trig O'Nomehtri
|
Trig activates his plant blending spell… well it blends everything actually, ”That isn’t good. Maybe kill the plant and knock out the Iruxi?”
Magic Weapon up for Kiroh, Recall Knowledge Plant Nature (T): 1d20 + 8 ⇒ (10) + 8 = 18
| GM Nefreet |
Quetzhal proves that not all Iruxi are susceptible to these sorts of enemies.
Trig identies the creature as a Yellow Musk Creeper, a carnivorous plant that subdues victims with mind-affecting pollen before either consuming them, turning them into mindless thralls to do its bidding, or using them to sire new creepers.
As most plants go, it's weak to Fire and immune to Mental.
And if Igix has only been missing for a couple days, it might not be too late to help him, if you can bring him back to the Enclave.
Chupko
|
What? All the plants are carnivorous in the region or what? This time don't count on me to be eaten!
Then to the plant: Hey you, ask your cousin what occurred to her the last time she wanted to eat me. So a piece of advice: stop it now and go away!
He moves to get in reach and casts a spell, throwing a sharp stone towards the plant.
Telekinetic projectile: 1d20 + 8 ⇒ (12) + 8 = 20
Damage, slashing: 1d6 + 4 ⇒ (5) + 4 = 9
Quetzhal
|
The iruxi tries to talk to Igix:
Not me! The plant sent a charm on you! come back in the reality!
Then he casts a fire spell to hurt the plant and raises his shield.
Produce flame: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Kiroh Batu
|
Kiroh nods to Trig in thanks. "Ooh, shiny magic makes a shiny sword! Let's try it out." He wades into the battle in his heavy armor, brandishing the rattling sword alongside his shield. He ends up just behind the iruxi. He swings with the flat of his blade, trying to dissuade the addled mind. Missing, the half-orc pulls the shield up to defend himself from the oncoming plant.
Sword @ Igix: 1d20 + 7 + 1 - 2 ⇒ (2) + 7 + 1 - 2 = 8
Damage: 2d8 + 4 ⇒ (5, 3) + 4 = 12
If the plant attacks one of my allies this fight, I'll use Glimpse of Redemption on it. It looks like it works on non-sentient enemies, funny enough. That will give them DR 3 and the plant Enfeebled 2.
| GM Nefreet |
Chupko causes some sap to bleed out of the bulbous plant, but everyone else misses their mark. It responds by creeping just a bit closer, and then spraying pollen at both Chupko and Kiroh (DC 20 Will save).
• Success No effect.
• Failure You become fascinated, and must spend each of your actions moving closer to the plant. Once you are adjacent to it, you can't take any further actions. You can attempt a new save at the end of each turn.
• Critical Failure As failure, but the fascinated condition doesn't end automatically if anyone takes a hostile action you or your allies.
Igix, meanwhile, continues to beat on Quetzhal...
Fist: 1d20 + 7 ⇒ (13) + 7 = 20
Bludgeoning: 1d4 + 3 ⇒ (2) + 3 = 5 − 3 = 2
...and as a mindless creature, can't choose to not be enfeebled by Kiroh...
Fist: 1d20 + 7 - 2 - 5 ⇒ (13) + 7 - 2 - 5 = 13
Bludgeoning: 1d4 + 3 - 2 ⇒ (1) + 3 - 2 = 2
...but Kiroh and Quetzhal are at risk again of being entangled by the vines attached to Igix (DC 14 Reflex save or be grabbed by the tendrils).
The Hill Ruin, Round 2-3
Chupko (Will Save)
Trig ()
Kiroh (Will Save, Reflex Save)
Quetzhal (−2 HP; Reflex Save)
Orange (−9 HP)
Green
Igix (Enfeebled 2)
Party is up!!
Quetzhal
|
Reflex:1d20 + 6 ⇒ (4) + 6 = 10
Grabbed the druid casts a fire spell towards the plant.
Flat check:1d20 ⇒ 6
Produce flame:1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Then he tries to breaks out of the grab.
Athletics:1d20 + 6 ⇒ (3) + 6 = 9
Kiroh Batu
|
Kiroh looks inside the attacking creature, feeling nothing within. "This plant cannot know Shelyn's beauty. It is not worth saving."
Will Save, DC 20: 1d20 + 5 ⇒ (6) + 5 = 11 No thanks, Hero Point with merch
Will Save, DC 20: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Reflex Save, DC 14: 1d20 + 3 ⇒ (8) + 3 = 11
Those saves really weren't meant to be...
Even as he finishes speaking, Kiroh's eyes glaze over and he begins to move towards the plant. "So... beautiful... Shelyn?" But then, he is caught short by a vine attached to Igix! "Let me go!" He grunts, attempting to escape and get closer to the alluring plant.
I think Fascinate would compel me to Escape? If not I'm just stuck next to Igix the whole turn.
Escape: 1d20 + 7 ⇒ (19) + 7 = 26
The half-orc yanks himself free from the lizardman's grasp and runs headlong at the plant. His shield and sword are lowered at his side, completely forgotten.
Trig O'Nomehtri
|
I think the fascinate actually fails if you get attacked. Which... the vines are doing so... not sure how that works out.
The gnome sees nothing wrong with his allies wandering towards the plant. After all, they are most likely going up there to kill it. They couldn't be so weak willed as to fall prey to the pollen... could they?
He blasts it with cold from the top step.
Move to spot on map, blast plant with ice. Unless he can see plant from below, then he would most definitely stay farther away.
Ray of Frost: 1d20 + 8 ⇒ (12) + 8 = 20 for Cold: 1d4 + 4 ⇒ (2) + 4 = 6 (crit doubles damage and slows speeds by 10 for 1 round)
| GM Nefreet |
I think the fascinate actually fails if you get attacked. Which... the vines are doing so... not sure how that works out.
That's a good point. The vines are an "aura", but Igix was definitely attacking, which would break the fascinate. I suppose that's more my fault for just not rolling Igix's attacks before having the plant spray pollen, since the plant is controlling Igix and could have done either first. But it's not going to matter in a moment because....
Chupko's end-of-turn Will Save: 1d20 + 7 ⇒ (20) + 7 = 27
Kiroh's end-of-turn Will Save: 1d20 + 5 ⇒ (18) + 5 = 23
Both Chupko and Kiroh become entranced by the bulbous creature, but quickly come to their senses once the musky smell washes over them. Trig's icy burst also acts like a cold shower to bring them fully to attention. Quetzhal becomes entangled in the vines wrapped around Igix, but is successful in burning the plant. He then gets pummeled again for his efforts...
Fist: 1d20 + 7 ⇒ (18) + 7 = 25
Bludgeoning: 1d4 + 3 ⇒ (1) + 3 = 4 plus Grab
And the plant, quickly wilting from being singed and frozen, simply flurries its tentacles at 3d2 ⇒ (1, 2, 2) = 5 Chupko, Kiroh, Kiroh!
Tendril: 1d20 + 9 ⇒ (2) + 9 = 11
Piercing: 1d10 + 3 ⇒ (2) + 3 = 5
Tendril: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16
Piercing: 1d10 + 3 ⇒ (10) + 3 = 13
Tendril: 1d20 + 9 - 10 ⇒ (20) + 9 - 10 = 19 (because of the Natural 20, that miss moves up a degree of success to become a hit)
Piercing: 1d10 + 3 ⇒ (4) + 3 = 7
The Hill Ruin, Round 3-4
Chupko ()
Trig ()
Kiroh (−7 HP)
Quetzhal (−4 HP; Grabbed)
Orange (−25 HP)
Green
Igix ()
Party is up!!
Chupko
|
The rogue moves to the flank position, draws his sword and strikes the plant.
No You won't eat us!
+1 shortsword:1d20 + 8 ⇒ (9) + 8 = 17 vs FF
Damage, sneak: 1d6 + 1d6 ⇒ (1) + (4) = 5
Trig O'Nomehtri
|
Trig agrees with the bird, "That's right, animals eat plants and other animals. Plants don't eat either! At least not usually. And we are here to make sure this isn't one of those rare cases."
He guidance's himself and then blasts more ice at their true foe.
Ray of Frost + Guidance: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 for Cold: 1d4 + 4 ⇒ (4) + 4 = 8 (crit doubles damage and slows speeds by 10 for 1 round)
Kiroh Batu
|
Kiroh snaps to with the plant right in his face! He winks to Chupko, "Well, let's dance!" He swipes once, twice, at the plant before pulling his shield back up.
Sword @ Plant, Magic Weapon: 1d20 + 7 ⇒ (10) + 7 = 17 vs FF
Damage: 2d8 + 4 ⇒ (1, 1) + 4 = 6
Sword @ Plant, Magic Weapon: 1d20 + 7 - 5 ⇒ (15) + 7 - 5 = 17 vs FF
Damage: 2d8 + 4 ⇒ (2, 6) + 4 = 12
Quetzhal
|
The druid casts another fire spell towards the plant.
Produce flame: 1d20 + 8 ⇒ (20) + 8 = 28
Flat check DC 5: 1d20 ⇒ 16
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Then he tries to break free from the grab.
Athletics:1d20 + 6 ⇒ (1) + 6 = 7
| GM Nefreet |
After a flurry of ineffective swings from the rest of the group, Quetzhal tosses a ball of flame directly into the plant's central bulb that immolates it from the inside out.
Combat Over!!
Chupko ()
Trig ()
Kiroh (−7 HP)
Quetzhal (−4 HP)
Igix ()
When Kazuuk returns he is thoroughly impressed, and solemnly hands you a lesser darkvision elixir as a sign of his trust and gratitude. Investigating the rest of the ruin reveals little of immediate cultural or archaeological interest, and it is hard to tell who exactly the corpse was in its former life.
The five of you (and Unzgrin!) have no trouble return to the iruxi village carrying the semi-conscious but stupefied Igix, who is quickly collected by several Iruxi elders. Kazuuk meets privately with chief Thakik before you are all summoned to hear what the iruxi leader decides.
Chief Thakik once again sits atop her bone-adorned chair, but now the hint of a smile tugs at the corners of her mouth. “Kazuuk tells us you were quite impressive! This is good to hear. I wish to learn more of what you found, and I’m certain the Tskikha and the Pathfinder Society have a bright future ahead!”
When you return to Fola Barun she congratulates you on a job well done, both in rescuing the missing Iruxi scout, as well as earning the trust of his Enclave. With a beaming smile and a hopeful gaze, she encourages you to assist any of the other faction leaders who still have outstanding missions.
Mission 1 of 4 complete ^_^
Where to next?
Kiroh Batu
|
Kiroh kicks the plant on the way out of the ruins. "Alright, next time we hit harder. Probably." Back with Fola, he remains humble. "We were happy to rescue the lost Iruxi, hopefully it made an impact for the Society. What do you say, off to Gorm Greathammer?"
Chupko
|
The bird is a bit disappointed. Well that’s a joke, isn’t it? There is a wizard with a spell of view who laughing looking at us dealing with the plants?
He tidies up his plumage. I’m not food! I’m a free bird!
When they are back to the pathfinder camp he answers to Kirov: We will meet all four anyway but I think Trig would like to go to Calisro Benari now. It doesn’t matter to me. I let you make your choice.
Trig O'Nomehtri
|
Trig laughs maniacally as the plant explodes and burns, "HAH! That's what you get for trying to eat us and being full of flammable sap. Jerk!"
He looks over his allies and patches them up before they head back to camp, "Let's rest up and then visit my patron, Calisro." He hands the elixir to Chupko, "I already have one."
I'm guessing we don't really need to roll to heal at this point since we can heal as much as we want and also sleep?
Quetzhal
|
The druid is quite happy to have been great in this fight with one one-shot and a critical strike.
Now I hope the plants know that they shouldn't continue to attack us.
Then to the next step: It doesn't matter to me neither. The important is to do something. And all in all we will visit all of them. I would say let's go to Calisro now and then to Gorm. So we have our plan.
| GM Nefreet |
I'm guessing we don't really need to roll to heal at this point since we can heal as much as we want and also sleep?
Yeah if I was running this for six Level 2s I'd probably rule that you need to complete all of the missions in one day.
For a group of 2/2/2/1, I'm fine with you taking a day for each.
Kiroh Batu
|
For a group of 2/2/2/1, I'm fine with you taking a day for each.
I'm still crying that my two 17's missed. Playing up is a cruel cruel system. I may look at GMing some games locally to get some more credit for this poor guy.
Kiroh nods at the suggestion. "Calisro it is!"
| GM Nefreet |
And Chupko was at 17 that round, too, but the target # was 20 (or 18 FF). Maybe at higher levels, when everyone has striking weapons, Trig will prep bless in place of magic weapon ^_^
At first glance Calisro's tent is the most drab of the bunch, but a closer inspection reveals she's crafted her awning out of sailcloth, making it perhaps the most durable of them all.
Inside, a striking figure dressed like a fashionable sea captain, complete with tricorn hat, leans casually against one of the ancient columns that juts from the surrounding swamp. “Ho-HO! Look who we have here! Ready for some adventure?” she asks, her rough voice deep and full of command. “Fresh out on your first couple field missions and you're already exploring Azlanti ruins! I once thought the high seas were the only place for true adventure, but the Pathfinders have shown me otherwise!” She pauses and deeply inhales the air.
“We Horizon Hunters get most excited by exploration. There’s nothing quite like the thrill of knowing you’re somewhere no one else has been in a thousand years! Or even better, finding a place no one has ever seen before. Admittedly, we sometimes get a little overeager to be the first, but that’s all part of the true joy of discovery.
“Since you're still a bit.. fresh off the boat, I want to give you your first taste of that same thrill! Now, see that tunnel entrance over there?” she asks, nodding toward a dark hole leading into the hillside, “That's an Azlanti ruin where no Pathfinder has ever explored. I have to admit, I’m more than a little jealous! Your job today is to explore the area and report your findings to me. Questions?”
Chupko
|
Explore, report and for this cooperate.
The past bounty hunter thinks he has understood the motto of this Society which has involved them. Even if you can also see this as bounties all cooked which are offered to you. That's easier than to move along during the entire week to find out a task which can be doing the cleaning in an old mansion or doing the shopping for a kind of witch.
I suppose we can go with this.
Kiroh Batu
|
Kiroh nods, listening intently. "Yes, it is important to lead and discover! How exciting." He looks out over the area. "What brought us to this area in the first place?"
Trig O'Nomehtri
|
Trig takes Calisro's offered hand and bends down... er... stands on his tiptoes to kiss her ring, "Captain, pleasure to see you again. We will happily take on this task for you. Consider all the plant creatures inside that scary hole to already be defeated!"
| GM Nefreet |
"What brought us to this area in the first place?"
"Weren't you part of the original team sent to find Rain in Cloudy Day?" she ponders. "Eh, maybe I should have read those notes more thoroughly! AhAHaHa! Long story short, an aspiring initiate chose this region as the site for his Confirmation. He thought the swamp might hide some Azlanti ruins, and low and behold, he was right! We've set up camp here to explore the site more fully. Should be quite a bit to learn as we 'delve the dungeon deep', so-to-speak.
“As to what you might find, who can say? Deadly traps? Ferocious monsters? A mild-mannered family of groundhogs? You might be down there for days, or maybe everything has collapsed, and you’ll be back before lunch. Like I said, you get to be the first ones inside! Enjoy the anticipation of the unknown and keep your senses peeled!”
Slides updated. Knowing that you're exploring something for the first time, would anyone like to change their Exploration Activity?
As you descend, the swamp gives way to marble walls and floors chipped and stained with mildew from centuries of exposure to the humid environment. The ceilings are 12 feet high in the passageways and 20 feet high in the rooms, and a permanent source of dim light emanates from various sconces embedded in the walls, although most of them flicker weakly, their ages-old magic nearly spent.
The rooms I've outlined are the only ones with anything interesting beyond the shattered remnants of what must have once been glorious sculptures and artworks.
Chupko
|
Well we are here to explore. So let's explore. In case of need we cooperate. So we will be able to report later.
The rogue draws his shortsword and moves along the corridor.
Exploration activity: Seek
Trig O'Nomehtri
|
Trig mutters the word, "lumos" and the tip of his staff glows. He narrows his eyes to focus on the magical realm just below the normal realm and follows along.
Cast Light then Detect Magic as usual.
Kiroh Batu
|
Kiroh leads the group down the hallway, his shield and sword out. The sword's nine rings and his full plate armor jangle softly with each step. After looking back to a nod from Trig that there isn't any frightening magic, he steps into the doorway of the first room.
The best Trap Sense is a 6 foot half-orc's armor!
| GM Nefreet |
A wide but short arched passageway opens into a low-ceilinged room to the north. Carved niches in the walls each glow with a gentle lavender luminescence, Although the shelves within appear empty, each is coated in a fine layer of frost.
Chupko: 1d20 + 7 ⇒ (5) + 7 = 12
Trig doesn't detect any magic, beyond the faintest trace of evocation left over from the magical lighting. Chupko and Kiroh don't sense any danger...
Quetzhal: 1d20 + 8 ⇒ (18) + 8 = 26
...but Quetzhal has a moment of deja vu after seeing the layer of frost in the room.
DC 18 Survival (trained) to safely remove the brown mold.
Kiroh Batu
|
Kiroh, accepting that his shield is no good in this situation, takes a step back to let the experts handle it. "Uh, you know, allergies."
Chupko
|
Survival: 1d20 + 5 ⇒ (16) + 5 = 21
The rogue remembers how Quetzhal did when they encountered such a mold before and thinks he should be able to disable it himself this time.
Trig O'Nomehtri
|
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Trig allows the confident Tengu to do his job and looks over Kiroh, "Allergies? You know that's a myth right? That's just one of those things the faux healers use to scare people into buying snake oil and other 'home remedies'. Just shove some swamp moss up your nose if you have any issues, it'll take care of pretty much anything."