Samantha Seed
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Fort: 1d20 + 9 ⇒ (20) + 9 = 29
Sam shrugs off the headache and runs to the third rune to attempt to disable it.
Thievery: 1d20 + 8 ⇒ (18) + 8 = 26
◈ Stride to Orange
◈◈ Disable
| GM Watery Soup |
P.T. and Cur, with apologies, I'm going to process Mirelia's turn first.
Mirelia casts a spell, bathing the room in vitality energy. Cur, barely touching the ground, and Gritash, lying prone, awaken. The zombie shudders as the vitality rips through it - it's not just vulnerable to the energy, it is weak to the energy. Weakness positive 10. It shatters into a thousand twitching pieces.
Sam can take her time defusing the remaining two runes. I see that she has already spoilered another Success, so it would only get to target one PC on what is presumably its last or penultimate round. I mentioned in a spoiler that the hazard only targets things within a room - with the div dead, there's no time pressure, and you could even rest overnight to regain spells if you'd like - or just Treat Wounds and send Sam back in a few hours later to disable the last rune.
--Combat over!
| GM Watery Soup |
After the Pathfinders defeat Sezruth, the foulness in the room diminishes. They can freely investigate the chamber. The passage south leads deeper into the Wellspring, behind the waterfall—a potential area for future exploration, but with the Usij defeated, the Pathfinders decide to return to Aspenthar to make their report.
The Pathfinders meet with Gol Amri on returning to Aspenthar. She praises Prince Zinlo for his infinite wisdom in selecting the Pathfinders for this task, and further, she commends them for performing noble needs beyond their mandate by rescuing the nobles.
Gol Amri affirms that per the arrangement with Venture-Captain Diya Akan, the Pathfinders shall have continued rights of exploration for any unexplored portions of the reclaimed Wellspring. She presents the PCs with a crystal chalice filled with small topaz, sapphires, and black opals worth 3 Treasure Bundles as a reward for their success. She impresses on them that the gems are the colors of Aspenthar’s heraldry, and that this gift is a sign of Prince Zinlo’s approval—a most precious gift indeed.
End of scenario!
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
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Cur is thankful when he is no longer in the desert, and spends more time drinking than seems reasonable upon the Pathfinders' return to Aspenthar. A curt nod is all the acknowledgement that the other agents get for their assiatance.
Gritash
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Though pleased to be awake again and equally pleased that his final opponent is dead, he nonetheless grumbles and grimaces the entire time the curse he's under remains.