Rogarch's conjured snowball hits the the warband chief right in the face, sending him reeling to the ground! Dusan runs after Ting, shouting incoherently.
The chief is dying. Although combat is over, we technically need to stay on Initiative until Goran's Fortitude save is rolled so we can see if we need to deal with poison on a round-by-round basis.
A painful burning starts in Goran's belly.
@Goran: Whatever is going on has an onset time, so there are no mechanical effects yet. On your turn, you need to attempt a second DC 16 Fortitude save. A character can attempt the save at any point during their turn, so you can drink the antitoxin first (subtract it from the gear list, of course) and apply the +5 bonus to that save and all subsequent ones for the next hour. We will stay on Initiative.
Candledark and Goran's second saving throw are up.
Not sure if the fear wears off immediately or if he get's to keep running for two more rounds. Either way he will take a bit to get back to the group. So hopefully we are all good to go by then :)
Hearing someone shouting incoherently behind him, ting continues running, squawking as he goes. The fear lessoning, he begins to run in a great arch heading back towards the security of the pathfinders and hopefully recovering his exotic blade.
yep..i'll do that..wasnt sure if the onset time was quick or once a day type save...and I'll use my clw wand to heal myself...anyone else? use my charges just roll your own hp
Goran downs the antitoxin quickly, hoping to stave off the effects of the poison.
fort: 1d20 + 7 + 5 ⇒ (15) + 7 + 5 = 27
clw: 1d8 + 1 ⇒ (3) + 1 = 4
Rogarch recovers completely from her rage and puts her wand away.
"Goran, are you alright?"
She looks over at the dying chief.
"Perhaps we should try to save him? The people here might deserve his hatred."
"If we can find a way to communicate with him it might be worth our while."
@Goran - Perhaps Rebuke Death here would be a good idea?
Having recovered from his fear, ting, looks towards Roarch, blinking twice he asks, "Why's would we's bloody well do's 'at?" Pointing at the poisoned morningstar, ting continues, "E's communicates 'is intentions floggin' well's enough wit 'at, wroight?"
Rogarch shrugs and speaks a few words to his familiar in their shared language.
"Considering how little we know about what is going on around here a little risk is worth the chance of finding out more. While they are primitive they are probably only acting out of fear or abuse from the men in the iron masks."
While Rogarch is speaking Rawk-N-Role (who is immune to poison) is attempting to stabalize the chief.
The earth elemental is no medic but he does his best to staunch the bleeding.
Heal check DC 15: 1d20 ⇒ 5
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Goran chugs the antitoxin, but his belly is still painful and tightly constricted!
@Goran: You have now made one save, but the poison is still acting.
So everyone, we *are* staying on Initiative as we have a round-by-round situation (no one acts twice before everyone gets a chance to act once). Candledark is up, and then I'll post the Initiative order for Round 3 (Rogarch and Ting, you'll be able to take your actions then).
Candledark looks from Ting, to the lizardman, to Goran, then over to Rogarch and her pet rock for only a moment before turning back again to Goran.
"Well, brightling?" he asks the latter. "Shall you, or shall I?"
The rest of you barely notice the lengths of rope appear in his hand; just the sight of them seems to cheer him up (inasmuch as any of you can ever tell with the likes of Candledark) as he sets to work trussing up the captive.
Initiative (Round 3)
Goran (need Fort save vs poison)*
Bold should go!
*Goran, please attempt another Fortitude save vs poison. If you succeed, that's two successful saves in a row and you are cured. If you fail, you take 1 Constitution drain and we'll stay on Initiative.
Rogarch and Rawk-N-Role attempt to help Goran fight the effects of the poison.
Rogarch is careful not to touch Goran but she pours water over the poisoned wound from a water skin. Rawk-N-Role uses the water pour-off and the earth itself to create a makeshift mud pack to suck the poison out of the wound.
Rogarch: Heal vs Poison DC: 1d20 - 1 ⇒ (8) - 1 = 7
Rawk-N-Role: Heal vs Poison DC: 1d20 ⇒ 16
Not enough but close. :)
Just going to copy and paste
Having recovered from his fear, ting, looks towards Roarch, blinking twice he asks, "Why's would we's bloody well do's 'at?"
Pointing at the poisoned morningstar, ting continues, "E's communicates 'is intentions floggin' well's enough wit 'at, wroight?"
Very confused, ting picks up his exotic bastard sword and stands over the recovering reptile and asks, "So's who's is talkin' ta it?"
for the round, Two move actions, returning to his exotic bastard sword and picking it up.
Rogarch smiles as Goran's natural fortitude is able to overcome the effects of the poison.
"Well Goran, Rawk-N-Role and I tried for all that it is worth but perhaps it is best that you are the healer on the team."
"Now everyone, try saying hello in every language you know and perhaps he will speak one of our languages."
"These lizard people fought the iron masks before so they might have useful information that we can use."
"Ting to be on the safe side perhaps taking away his equipment for now is the best idea in case he decides to get angry again."
As a player I feel the need to loot them all. :)
Relieved to see Goran looking a little better, ting nods in agreement with Rogarch. Returning his exotic bastard sword to its scabbard, he begins moving the lizards gear away from it. "'A's a bloody good Ideas, wroight."
When he sees the creature coming to, he attempts to communicate with the scaly beast. Speaking loudly and slowly "Oy, 'ello!" using the common phrase for both Taldane and tengu. Continuing in Taldane, he points towards his mouth. "Do you's understand tha' floggin' words 'at is comin' outs o' me beak?"
The dying chief is quickly searched.
Sorry, did someone stabilise and heal a particular lizardfolk? The chief is still alive (though only for two more rounds before reaching negative Constitution).
@GM Jhaeman - Yes. Goran used a rebuke death ability on the chief. He is presently tied up with Candledark's rope as well.
Figuring you can never have too many sharp pointy things to throw, ting tucks the three javelins in a strap on his rucksack and drops the coins in his pouch. Moving the bracers, morningstars, bundles of grass and the mask to where everyone could see them, he asks. "Not ta interrupt tha conversatin' wit big Lizzy, but can any of you's blokes tell's if 'is stuff is magicky?"
Ah, okay. Goran, I rolled your first healing for rebuke death below. It's not enough to get the chief conscious (he was pretty deep into negatives). Because it can only be used a fixed number of times per day, do you want to keep using it until he's conscious or change your mind?
Goran's rebuke death # 1: 1d4 + 3 ⇒ (1) + 3 = 4
His wounds healed just enough for him to recover consciousness, the lizardman chief stirs. He struggles against Candledark's rope for several seconds before giving up. However, he shows no sign of understanding Ting's attempt to communicate.
The second charge of the wand brings the chief to positive hp.
"Candledark, try with some of your languages. Maybe he will understand you better."
I think Candledark is the only one who speaks many languages although some of them are obscure.
Candledark has been preoccupied poring over the loot up to this point.
detect magic and Spellcraft on the loot, just in case: 1d20 + 14 ⇒ (6) + 14 = 20 I'll let you pick one for me if more than one happens to be enchanted.
"Eh, what? This was your idea, yet not a single one among you can act on it? Oh, bother. Fine...."
Candeldark peers over the lizardman's face.
Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
As Candledark peers over the lizardman's face, the bound foe tries to bite his nose off! Fortunately, Candledark pulls back just in time.
@Candledark: The lizardman is angry and cannot be reasoned with, but it does seem to understand you. I'm going to need an Intimidate check here.
Rogarch pulls out her Lucerne Hammer in reaction to the lizard man's outrageous behanvior. She keeps the pointy end of the pole arm precariously close to the man's throat and glares at him menacingly.
Intimidate, Aid to Candledark DC 10: 1d20 + 6 ⇒ (12) + 6 = 18
"I think he just needs the right encouragement to cooperate."
Rawk-N-Role stays at his master's side and tries to stare down the man as well.
Intimidate, Aid to Candledark DC 10, size small: 1d20 + 1 - 4 ⇒ (16) + 1 - 4 = 13
That is a +4 bonus already Candledark with the two aids. I suggest that you take 10 on your roll and not chance the dice gods again. :)
Realizing the lizard is concious and speaking, ting ignores the new toys for a moment. Watching and listening he has no idea what's going on, but nods noncommittally as Rogarch adds the lizard just need a little encouragement.
Candledark gives the belligerent reptilian a glare that could shatter solid oak (had he actually been trying, literally).
Intimidate, aidX2, size disadvantage, Shadow Speaker: 1d20 + 10 ⇒ (16) + 10 = 26
Rogarch nods as clearly some sort of communication is going on between the lizardman and Candledark.
"Ask him what he knows about the people with the masks and where they are located. Clearly he is either one of them or the mask is a trophy that he kept from a previous battle."
"I had assumed that they were enemies but now I am not sure anymore."
"What became of the others at this camp? Were they outsiders too?"
"Do you claim this whole island as 'Whisperscale territory'?"
"What is your favorite color?"
"How is one to know for certain what a deserted area really looks like?"
This'll do for starters.
The lizardfolk chief grumbles out some replies.
@Everyone: I'll be away for two days, and then we'll proceed however you'd like.
After a moment's pause, Candledark continues.
He takes a moment to look up at the rest of you, and gestures to the coral bracers.
"Would anyone else care to inspect those? I think they're enchanted."
Watching the odd little fellow speak with the odder wounded lizard, Ting shifts from one foot to the other, making sure to keep his beak shut so as not to interrupt the strange dialog.
Rogarch looks at the others.
"Perhaps we should get a move on now and back on the trail. Candledark did you get anything useful out of him?
After some more back-and-forth in the guttural tongue of Draconic, Candledark provides a brief summary for his Pathfinder colleagues. He explains that this lizardman is a warchief of the (extremely territorial!) "Whisperscale" tribe which recently fought (and drove off) several "masked men" who intruded.
Rogarch realises that it is time to move on.
"I doubt that we will be able to form any sort of alliance with these people. Is everyone ready to move on?"