Locke Hume
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Balancing creatures for combats has long been a problem. Their monstrous abilities just often aren't accounted for. To be honest I was shocked it didn't have the weak template in this tier, knowing the creature but not the adventure. Crazy part for me is the +10 Attack, that's creatures expected damage on a full attack versus level 1 characters (assuming 17 to 18 AC) is almost 18, on average it downs a decently armored adventurer on a full attack at this level.
And you're right I completely forgot it isn't technically a treat wound check just subs in at the same DC and calls out it doesn't clear wounded
Telua
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Telua gets a berry out of her pocket. "I will head out and grab a handful of these in a minute, but you should have this now " and she gives him a Goodberry: 1d6 + 4 ⇒ (6) + 4 = 10
Then she goes to make sure she's stocked up on berries.
| GM Ultra Plus |
Kenashgret and Telua, as they take a moment to refocus and prepare themselves, find, miraculously, an unopened, intact bottle of wine, that should be worth something to the Society. Both Telua and Locke know that the filament glands of a cave fisher can be harvested and sold for a profit.
I will need a DC 15 Crafting or Survival check to harvest the gland. Failure will result in loss of the gland, so only 1 person can attempt.
| GM Ultra Plus |
I guess I will assume it is for Ken.
Kenashgret (15/15 HP, AC 16, □ Hero Point, wounded 1)
Telua (17/17 HP, AC 17, □ Hero Point)
Locke (12/16 HP, AC 18, □□ Hero Points, Wounded 1)
Nyx (14/14 HP, AC 18, □ Hero Point)
Are you ready to move on or is there anything else you'd like to do?
Nyx Kirath
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Nyx looks at Telua "You have any more of those berries? Looks like Locke needs them too."
"Take all the time you need." says Nyx as he squats on the ground and takes some food out from his rations. He nibbles a bit to pass the time.
Locke Hume
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I'm not sure if this work tbh, but I think as long as Ken is resting I can use the time to treat wounds and clear my condition, I'm immune to Battle Medicine for the hour, but I don't think I'm immune to treat wounds, if it doesn't work that's fine I'm okay pushing forward with the wounded condition if need be
With the look of someone who has treated themselvs for a number of burns, cuts, scrapes Locke sits down and begins checking himself over.
Treat Wounds: 1d20 + 4 ⇒ (9) + 4 = 13
But just can't seem to localize any of the outstanding injuries.
Guess it doesn't matter either way, if there is another berry Locke would happily take it, if not I'm okay with the risk
| GM Ultra Plus |
If you're restored to full hit points and wait 10 minutes of rest, you lose the wounded condition, even without Treat Wounds. And yes Battle Medicine and Treat Wounds are on different countdowns. So if you spend 20 minutes (10 minutes for Telua to refocus, and 10 minutes for Locke to rest, everyone should be back to full.)
As the group of Pathfinders rest, they notice something in the southeast of the room. There is what once was a secret door. Years, centuries, of neglect and dust now make its presence obvious. The door is heavy, much heavier than a door you'd see in Absalom. It might even take a few tries with your shoulder to get it to open. Its clear that it wasn't built with humans in mind.
The corridor leads on for several hundred feet before it splits into a T intersection. The rough-hewn stones become smoothly polished. Lining the wall are statues of life-sized cyclops in robes with fire motifs. Each holds a bowl aloft in their hands above their heads.
Left or right?
| GM Ultra Plus |
I'm not really sure how much the map would influence your decision, but look on page 5
Nyx Kirath
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I'm not really sure how much the map would influence your decision, but look on page 5
I see what you mean :)
left is good
| GM Ultra Plus |
One wall of this room is completely covered by a 30-foot tall bookcase, with a sturdy ladder on a rail providing access to the higher shelves. Both the ladder and the books are obviously sized for large creatures. On the other side are what appear to be reading desks and chairs, though they are hidden under draped sheets gray with dust. Central in the room, near the entrance, stands an irregular block of a warm yellow material, a creature of some kind visible within. The creature appears to be a squat, wide-shouldered dog. A stone finger floats in the yellow material.
Please move yourselves on the map to what you're investigating.
Locke Hume
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Locke will walk up to the desks giving the creature a wide berth.
Nature: 1d20 + 4 ⇒ (4) + 4 = 8
Society: 1d20 + 7 ⇒ (8) + 7 = 15
"These books seem to be too well preserved for the time period"
Nyx Kirath
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"Koloran existed way too long ago for leather, paper, or ink to still be okay at this point in time. The books and the writing utensils on the desk must be maintained via magic or alchemy."
| GM Ultra Plus |
Telua also knows that its collar might be worth something, and that encasement could disrupted with application of arcane or primal magic, or with direct force. IE, an Arcana or Nature check, or an Athletics check, though that might take a lot longer That is if the group wanted to get into the encasement.
Kenashgret can't make a complete translation of the books on the shelf, due to the loss of some proper nouns, but he can tell the books are about magical research, alchemical treatises, and oddly enough, some are about gardening.
You can try to disrupt the encasement, or you can move on. Will you do anything with the books?
Locke Hume
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Locke would be more than happy to further investigate the books and/or the encasement if others are interested. "Does that translation guide we were given help at all with the books Ken?"
Kenashrget
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"Well, it seems that some things are lost in the translation, with technicalities and some nouns I don't seem to recognize," responds the gnome.
"What should we do with this creature? As far as I know we're supposed to just investigate... and I get the feeling that if we disrupt this encasement it won't be happy at all"
Nyx Kirath
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"I'd say leave it alone, but someone could unleash it upon us later if we don't take care of it now. I'm assuming that thing may become active somehow."
Navo removes his backpack and takes out a pair of torches plus his flint & steel set. He lights one of the torches and pockets the flint set.
Locke Hume
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"I'd say we can try and let the creature out, but only if people are confident we have enough fire/acid to put it down. Otherwise probably better left alone. I've got a singular acid flask"
| GM Ultra Plus |
That is a reasonable plan of action on Telua's part. There's no reason to think at this moment that you're under a time crunch. You can come back to this later, and also, you can go and buy more acid flasks and or alchemists from the camp's quarter-master.
| GM Ultra Plus |
Leading the group on, Locke finds another T-shaped intersection, with a hallway leading further in and slightly down to the party's left, and the hallway in front continues for awhile before it turns to the right. Ken's expert navigation and survival skills would tell you that the turn to the right probably connects to the turn you didn't take earlier.
| GM Ultra Plus |
So sorry for not posting yesterday, I was trying to decipher all the changes with the remaster. Luckily, I believe this game is grandmastered in so we don't need to change anything yet.
Ken 1: 1d20 + 4 ⇒ (11) + 4 = 15Telua 2: 1d20 + 7 ⇒ (15) + 7 = 22
Ken 2: 1d20 + 4 ⇒ (18) + 4 = 22
This room is clearly built for larger creatures than the assembled Pathfinders. The stone benches and cabinets rise above what Kenashgret can see. The benches are covered in beakers, alembics, and other glasswork used for experiments. The cabinets contain all manner of pots and flasks full of powders and liquids. While full, and clearly disused, the items look ordered. An acrid smell permeates the air.
Both Telua and Kenashgret realize that one of the cabinents has had its supports eaten away by the various chemicals and it is dangerously unstable and could collapse if interacted with in a careless matter. Telua realizes that one of potions on the benches has turned with age, and gas is building up inside it, which means it too could become dangerous if handled improperly.
Each obstacle will be a Thievery check. And I forgot, I should give a hero point, so Nyx, you have a 2nd for sacrificing a turn to get Locke a potion. Also, Locke, spending enough time at full HP removes the wounded condition, so you are not wounded 1.
Locke Hume
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I'm guessing Nyx also has Thievery, but not sure
Locke will happily give someone else a chance to investigate things as the last time got him in a bit of trouble, but will try and take care of the turned potion.
"You all may want to back away a bit, just in case"
Thievery: 1d20 + 6 ⇒ (11) + 6 = 17
| GM Ultra Plus |
Carefully, carefully, Locke grabs a stone bowl from the shelf, and carefully places it over the bottle without jostling it. Then, placing something heavy on top of the bowl, Locke then pushes the bowl. The party can hear a muffled explosion under the bowl.
Successfully disabled the bottle. The Cabinet is still looking precarious.
Nyx Kirath
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Nyx works on the cabinets. He uses both his nimble fingers and knowledge of how to build things to add supports and attach it to the bottom of the cabinets without causing an accident.
Thievery: 1d20 + 7 ⇒ (11) + 7 = 18
Crafting: 1d20 + 5 ⇒ (11) + 5 = 16
| GM Ultra Plus |
Nyx carefully builds up the supports such that the cabinent no longer looks like its about to fall on top of anyone who interacts with it. Being able to search the cabinet, Telua finds both a flask of acid and a ampoule of alchemist's fire.
The beakers, flasks, alembics and other glassworks are filled with now mostly useless alchemical substances, having lost their potency a long time ago.
Ken spots a glass beaker, inside which lays a flint finger, like from a statue's hand. On the side of the flint finger, in Cyclops, reads the following.
"OUR EGO DEFERRED, THIS GIFT OF HEARTWOOD BLESSED"
Locke Hume
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Locke comes over after disabling the body to check out Nyx's work and the contents of the shelves. "Well built up there Nyx"
Nature: 1d20 + 4 ⇒ (8) + 4 = 12
Crafting: 1d20 + 7 ⇒ (20) + 7 = 27
"Hmm, someone has done a good bit of cooking, yes indeed." Locke would happily pocket the ingredients and share the extra Alchemist fire if anyone would like it
Blackfeather Jack
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”Hello!?”
A halfling-sized scarecrow, dressed in worn, mismatched leathers, runs into the room behind you. He has a Jack o’ lantern for a head. A pursuing crow lands on his shoulder; at second glance, it appears to be made of blackened wicker.
He removes the top of his head, and tips it like a hat. ”Blackfeather Jack, at your service!”, he says. ”Sorry I’m late, but Venture-Captain Kline filled me in”
He points back the way he came. ”What’s that dog-thing in the yellow stuff?”