Dewin Bryse
|
DC21 Occultism: 1d20 + 7 ⇒ (5) + 7 = 12 fail but not crit fail, so no reroll.
Dewin is distracted by the falling polearm and can't progress on what he's learned previously.
Alladin Sarsippius
|
Alladin thinks back to all the weird s!!* he saw growing up in the sewers. Sweet mercy this new gig mos def anything but boring. Now what did oddballs do that one time?
Occultism!: 1d20 + 4 ⇒ (13) + 4 = 17
| Gobo Byzant |
GOBO WILL PREVAIL
Occultism: 1d20 + 7 ⇒ (20) + 7 = 27
GM Dennis
|
Gobo bends his considerable will toward the rune, staring it down with such fearsome intensity that it cracks and falls from the wall, dispelling the menacing aura and freeing you to exit the temple! Crit success finishes it off! I'll post the wrap-up and get chronicles done shortly, then we'll pause until next week before launching the first of the two bounties.
GM Dennis
|
After making your way back to the surface, you can return to Eando Kline's tent where you find him in the same grumpy mood you always find him. He listens intently to your report, asking Dewin to describe the draining sensation of carrying the amulet precisely, then nods. "I understand. You have done well, and I now relieve you of this burden. I will bear the amulet for now; thank you for your efforts." He takes the amulet and puts it around his own neck, the flinch as he does so almost imperceptible. After a few moments free of the amulet, Dewin's strength returns.
Leaving Kline's tent after completing errands for each of the four faction leader in camp, it seems that your work, at least for now, is done. Camp is quiet as dusk falls, though the din of Pathfinders eating and socializing grows as you approach the mess tend. The dull roar is almost enough to mask the soft WHUMP right behind you as you pass by a tall tree, followed quickly by "The stars are auspicious for our meeting at this time. Hello, Pathfinders."
It seems that Urwal has arrived.
That's it for this scenario. I'll post chronicles in Slack, and we'll pick up with Bounty 13 The Blackwood Abundance next week.
GM Dennis
|
”Come, come,” Urwal calls over his shoulder, already walking away. ”Much to be done, best not to delay. The task I have for you is simple. Beneath these ruins are caverns, filled with the most beautiful varieties of mushroom I’ve seen since I was in the Mwangi Jungle. Stunning specimes and all completely in the wrong place. None of them belong here!
”I want you all to head into the caverns and collect samples of each species, then bring them back to us. We’re fairly certain they’re harmless, and the caverns are probably uninhabited, but if you do encounter anything, be sure to put together a full report afterward. Once I’ve got those we’ll get you off to your next mission!”
Any questions?
GM Dennis
|
Ingmar Nature: 1d20 + 7 ⇒ (8) + 7 = 15
Dewin Nature: 1d20 + 3 ⇒ (19) + 3 = 22
You each have 2 hero points (plus Jon and Jack's coins), as usual.
Dewin Bryse
|
'Ware that some mushrooms can emit harmful airborne spores, Dewin says.
Ingmar Ironfist
|
”Aye. Perhaps a bandana worn around yer face as a mask might help a bit?”
Ingmar Ironfist
|
”Maybe Gobo would prefer a silk hanky?”
| Gobo Byzant |
Gobo can make anything look good.
GM Dennis
|
"Good. There is the cavern," Urwal says, pointing. "Go and find me some good looking mushrooms!" With that, the enigmatic iruxi dives into a nearby hedge and is gone.
Just ahead, a large, jagged crack mars the nearby hillside. The cramped tunnels within are narrow, though they thankfully provide plenty of headroom to allow you to walk normally (ceilings are 10 feet high). The air is cold enough in the dank caverns to allow you to see your breath in front of you. Sunlight filters into the area around the entrance, but you are soon plunged into darkness as you travel deeper into the cavern, the only light what you bring with you. Nearly every surface is covered with mushrooms, lichen, or other fungus, and what is bare is slick with condensation.
As the narrow passage widens, you see several likely patches of large, interesting patches of mushrooms. There are three areas you think you might be able to harvest good mushrooms, ahead of you to the right, to the left, and to center. Which would you like to approach first?
| Gobo Byzant |
Seconded. Gobo casts Light in a helpful way per usual.
GM Dennis
|
As you approach the area to your right, the ceiling above you rises to 15 feet. While there are many mushrooms by your feet and along the lower walls, it quickly becomes apparent that the most interesting specimens are growing exclusively on the ceiling above!
Climbing up the wall to reach the mushrooms using small cracks and handholds requires a DC 15 Athletics check to Climb. There is explicit room for other approaches, however, so feel free to try another way (in general requiring some sort of DC 15 check, unless you have a particularly appropriate spell or item to use). Once you have reached the mushrooms, you can harvest them with a DC 17 Nature or Survival check (DC 15 if you have an appropriate lore).
| Gobo Byzant |
Gobo wraps a scarf around his face, dropping his pole arm in the process. He crafts a rope ladder with a harness, allowing the user to hang off the wall with their hands free.
Gobo's Crafting (T): 1d20 + 7 ⇒ (13) + 7 = 20
Gobo is no fungiculturist. However, his expansive mind can create clever devices to assist with the drudgery.
Maybe this can count as an Aid?
GM Dennis
|
| 1 person marked this as a favorite. |
I'll allow that to serve as the check for someone else to get up to the mushrooms, where they can just make the check to harvest.
Dewin Bryse
|
Dewin is not adept at climbing, alas.
Ennillee, you appear exceptionally well-suited to this task, Dewin notes, sending a quartet of floating lights wafting toward the ceiling to better light the way.
Zalmora
|
"I know a think or two about mushrooms, both good and bad," she says to Dewin. "When you've grown up in the Fangwood Forest, you see all kinds. Plus a few that'll try to kill you."
"Nice harness, Gobo," Zalmora says with a nod to the runelord. "You're more crafty than I took you for."
She picks up Gobo's polearm, trading it for the rope ladder and harness. Putting the two to use, she climbs up and sets up harvesting some mushrooms.
Survival: 1d20 + 5 ⇒ (18) + 5 = 23
Ingmar Ironfist
|
”Need some help, Lass?” asks Ingmar as Zalmora scrambles up.
Ennillee
|
Ennillee starts climbing up.
Athletics: 1d20 + 5 ⇒ (7) + 5 = 12
"Hmm. It's a little slippery."
Athletics: 1d20 + 5 ⇒ (20) + 5 = 25
After a false start, she nimbly climbs up the wall.
"Zalmora, I'm glad you know which are the good mushrooms and which are the bad mushrooms."
GM Dennis
|
Zalmora ascends Gobo's contraption, easily harvesting the most interesting of the mushrooms!
Where to next, the left path or the center path?
Ingmar Ironfist
|
”Sounds fine to me.” Ingmar adjusts his bandana, just to be sure.
GM Dennis
|
Initiative:
Zalmora Search: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Ennillee Scout: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Alladin Search: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Ingmar Detect Magic: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Gobo Investigate: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Dewin Detect Magic: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Slime Mold Avoid Notice: 1d20 + 8 ⇒ (4) + 8 = 12
Viper Avoid Notice: 1d20 + 5 ⇒ (9) + 5 = 14
As you follow the path to the left, you notice a faint odor of decay permeating the area. Bright green mushrooms grow in patches from the walls and floor, with a patch of particularly big ones ahead of you.
As you approach the area, what looks like a mound of decaying fungus quivers, revealing a large ooze 'hiding' within!
-----
Initiative!
Ingmar may act.
Critical Success:
Success:
Critical Failure:
Terrain Notes: Ceilings are 10 feet high, and the mushrooms are difficult terrain and large enough to provide cover.
Ingmar Ironfist
|
Ingmar takes a look at the thing, and tries to identify it!
Nature: 1d20 + 7 ⇒ (15) + 7 = 22
”Well, it is some kind o’ slime mold. Don’ bother usin’ any precise or mental attacks on it!”
He then casts ray of frost at it.
Spell attack: 1d20 + 7 ⇒ (6) + 7 = 13
cold: 1d4 + 4 ⇒ (4) + 4 = 8
Dewin Bryse
|
Occultism: 1d20 + 7 ⇒ (6) + 7 = 13
If a crit failure he will use a hero point.
GM Dennis
|
Ingmar gets some insight into what the creature is, then clips it with an icy beam. The creature responds by blubbing forward--very slowly--and lashing out at Zalmora with a disgusting pseudopod!
Pseudopod vs. Zalmora: 1d20 + 8 ⇒ (17) + 8 = 25
Bludgeoning: 1d8 + 3 ⇒ (1) + 3 = 4
DC 18 Fort save on hit.
---------
Initiative!
Whole party may act!
| Gobo Byzant |
Gobo tries to recall knowledge about this creature, then blasts it with an electric arc!
Electric Arc, Electricity DC 17 Basic Reflex: 1d4 + 4 ⇒ (4) + 4 = 8
Occultism +7
Dewin Bryse
|
Dewin tries to identify the...thing, but doesn't know any more than Ingmar already said. This makes Dewin scowl a bit, but its lashing out at Zalmora quickly reminds him that it's hostile (or at least hungry) and he follows suit with a ray of frost of his own.
spell attack: 1d20 + 7 ⇒ (19) + 7 = 26
cold: 1d4 + 4 ⇒ (3) + 4 = 7
Recall Knowledge ◈, verbal & somatic components to Cast a Spell.
GM Dennis
|
Reflex vs. Gobo's electric arc: 1d20 + 3 ⇒ (2) + 3 = 5
Gobo thoroughly zaps the ooze, while Dewin hits it center-mass with an icy beam of his own. Though he thinks he struck about as truly as he can, it doesn't quite have the same effect he might have hoped for, though it does seem to be frozen in place! Critically failed basic Reflex vs. electric arc. Dewin's spell attack is a critical hit; the creature is immune to critical hits, meaning it doesn't take double damage but does take any other effects of the crit (in this case, the -10 ft penalty to its Speeds for one round).
---------
Initiative!
Zalmora, Alladin, Ennillee, and Ingmar may act.
Whole party may act!
Ingmar Ironfist
|
Knowing that cold works, as does electricity, Ingmar casts another ray of frost.
spell attack: 1d20 + 7 ⇒ (9) + 7 = 16
cold: 1d4 + 4 ⇒ (1) + 4 = 5
”Bit of a log jam here, eh? ”
He then tries to remember more.
Nature: 1d20 + 7 ⇒ (20) + 7 = 27
Ingmar Ironfist
|
”Careful! They are disease ridden!”
Ennillee
|
"Let's make it crawl to us, then!" Ennillee enters her stance, swings twice, and darts to the side.
Stumbling Punch: 1d20 + 7 ⇒ (6) + 7 = 13
backstabber ouch!: 1d8 + 2 ⇒ (7) + 2 = 9
Stumbling Punch: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
backstabber ouch!: 1d8 + 2 ⇒ (3) + 2 = 5
Alladin Sarsippius
|
"Did I ever tell you all the one about a Caydenite, a Abadaran, and Kuthite walked into a bar?"
Inspire courage. +1 to hit and damage
It's a real zinger!"
cast electric arc, DC 17 reflex save
Damage!: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
GM Dennis
|
Reflex vs. Ingmar electric arc: 1d20 + 3 ⇒ (12) + 3 = 15
Reflex vs. Alladin electric arc: 1d20 + 3 ⇒ (20) + 3 = 23
Ennillee punches the ooze twice, while Ingmar and Alladin try to zap it. Foul smelling smoke starts to rise from the pile as it begins to smolder after Ingmar's jolt, but it seems to be learning as it completely evades Alladins!
-----
Initiative!
Zalmora may act!
Zalmora
|
Fort save vs DC 18: 1d20 + 6 ⇒ (10) + 6 = 16 Hero Point
Fort save vs DC 18: 1d20 + 6 ⇒ (2) + 6 = 8 Sigh. Crit fail
Zalmora winces as she's struck by the pseudopod. She quickly draws her shortsword and shouts, "Baxter, other side!"
Her faithful friend rushes past, pushing through the mushrooms to stand opposite the ooze. This provokes if it has Attack of Opportunity
Zalmora slashes at the ooze while Baxter bites!
Jaw vs Ooze, Flat-footed (Baxter): 1d20 + 6 ⇒ (5) + 6 = 11
Damage (P): 1d8 + 2 ⇒ (7) + 2 = 9
Strike vs Ooze, Flat-footed (Zalmora): 1d20 + 7 ⇒ (5) + 7 = 12
Damage (S): 1d6 + 2 ⇒ (2) + 2 = 4
GM Dennis
|
Zalmora has an ominous feeling about the effects of being hit by such filth, but feels no ill effects thus far. She and Baxter move into a tactical formation around the creature and tear it into ribbons!
Disturbed by the sounds of combat, a snake slithers out of the nearby tunnel, through the fungus, and attacks Baxter!
Fangs: 1d20 + 8 ⇒ (19) + 8 = 27
Piercing: 1d8 - 3 ⇒ (1) - 3 = -2 -->Minimum 1 damage, doubled to 2 on the crit.
DC 16 Fort save if hit.
Failure:
Critical Failure:
---------
Initiative!
Whole party may act!
| Gobo Byzant |
| 1 person marked this as a favorite. |
Gobo is releived when the filthy ooze dies, then starts to cry when he sees the snake. WAAAH!! Why must calamity after calamity hound Gobo wherever he goes!?
The runelord quickly shrouds himself in a Veil of Confidence, but not before he drops his polearm. FAH! Gobo gestures at a stalactite above the snake, bringing it down on the creature.
Telekinetic Projectile, Soft Cover, IC: 1d20 + 7 - 1 + 1 ⇒ (20) + 7 - 1 + 1 = 27
P, IC: 1d6 + 4 ⇒ (1) + 4 = 5
GM Dennis
|
Gobo fights through his panic and his butterfingers, recovering to neatly impale the snake with a stalactite, killing it instantly.
Out of combat! I will still need a Fort save from Baxter. As before, you can harvest mushrooms with a DC 17 Nature or Survival check or a DC 15 relevant Lore (each of you can make up to one attempt). No need to climb this time as they are at ground level.
Zalmora
|
Fort save (Baxter), DC 16: 1d20 + 5 ⇒ (7) + 5 = 12
Baxter whimpers in pain from the painful poison
Fort save (Baxter), DC 16: 1d20 + 5 ⇒ (18) + 5 = 23
But he's able to ride it out.
"Easy there boy. Sit," Zalmora says to her companion, moving to tend to his wounds.
Treat Wounds, DC 15: 1d20 + 5 ⇒ (13) + 5 = 18
Healing: 2d8 ⇒ (3, 1) = 4
Alladin Sarsippius
|
Alladin starts poking around the mushroom patches. man… I will never miss eating these damn things yech
survival!: 1d20 + 4 ⇒ (7) + 4 = 11
| Gobo Byzant |
Gobo kicks rocks and stares at the mushrooms.
Gobo's Nature (U): 1d20 - 1 ⇒ (18) - 1 = 17
He drops his polearm; then blade narrowly misses Alladin's fingers and somehow slices off a pretty good sample instead.
Yes. Just as Gobo intended.
GM Dennis
|
| 1 person marked this as a favorite. |
The ways of magic are mysterious, as Gobo demonstrates through his surprising yet effective mushroom-harvesting methods.
With two patches done, you head to the center region. As you approach the area, you spot an iruxi warrior squatting beside a large patch of mushrooms, red with yellow spots (which you recognize as one of the varieties Urwal requested) and audibly muttering to herself. You recognize the woman as Kallia, a member of the Tskikha enclave. She does not seem to have noticed your approach yet, but her muttering and occasional shouts are clearly audible as you approach. Occasionally, she waves a hand in front of her face as if trying to wave something away.
”Buggrit! Millennium hand and shrimp!”
You're currently about 20ft from Kallia.
| Gobo Byzant |
Attend her words. They are either poetry or insanity.
Gobo ties his rainbow bandanna across his face. It still looks good. In either case, Gobo wishes no part of it.
Perhaps someone should entice her away from that area, which may be filled with mind-altering spores.
He prepares to assist anyone who wishes to try:
Gobo's Intimidation/Diplomacy/Deception to Aid (T): 1d20 + 6 ⇒ (20) + 6 = 26
GM Dennis
|
Ingmar Nature: 1d20 + 7 ⇒ (14) + 7 = 21
Dewin Nature: 1d20 + 3 ⇒ (20) + 3 = 23
Ingmar Medicine: 1d20 + 7 ⇒ (19) + 7 = 26
Dewin Medicine: 1d20 + 3 ⇒ (7) + 3 = 10
Kallia glances up at Ennillee with a scowl before looking back at her feet, her incoherent muttering continuing.
"...spyin' on me with magic, I told 'em, bean soup, see here..."
She doesn't seem interested in talking to you. Ingmar has made a study of medicine, and recognizes that she seems to indeed be under the effect of some sort of psychoactive effect, as Gobo suggested. Dewin recognizes that the red and yellow mushrooms are the likely source, and that the cloud likely extends about 15ft from the mushrooms (so 5ft from where you currently are). She doesn't seem to be in a state where diplomatic efforts will be able to reach her, so you may need to drag her out of the area by force. To do so, you would need to enter the cloud (holding your breath if you'd like) and grapple her (DC 15), then drag her out.