Reporting has been completed. If you need changes, please let me know. Here is the link to the Chronicles.
The voyage back to Magnimar is uneventful and group travels to find Zarzan waiting at his usual place in the Rusty Anchor. Nazraz immediately rushes over to Zarzan and immediately launches into a lengthy, if halting, description of his excellent plan and how it all came together to rid the island of the oozes. Zarzan listens politely although at several points he glances over toward you with raised eyebrows. Once Nazraz winds down he thanks each of you assistance to Nazraz and for dispatching the oozes so promptly. He then process to asks about the condition of the building and what materials or supplies he should purchase before returning to occupy the island. Once you have given you suggestions, Zarzan pays you each the agreed 4 GPs and wishes you a good day. ****END OF BOUNTY***
"Sounds OK ... You go and look ... Then we talk..." Your commission was to remove the oozes and the mephit from the building. To speed things up there are no other creatures beside Nazraz, the memphit, left in the building. Have one of you, other than Nhorri, come back and report that they are all dead and include another Diplomacy, Intimidation or Deception check. Depending on the success or failure of that additional roll paired with those of Nhorri, Nazraz will either agree to depart with you or the party will forced into combat to remove the recalcitrant Nazraz.
Nhorri, It is my attempt to represent his stammer. Nazraz has a bad stammer and it has been a thorn in his side. You can believe his commitment to pleasing his current master and proving himself worthy, although it is slightly misguided. He is currently unfriendly toward you and it will take some work to change that to a more favorable outlook.
Becoming aware of the new arrivals, the creature turns its head toward them and speaks in a stammering voice. I am the might Naz . . . raz. Nazraz, the Prime . . . Assistant to the Egre . . . giously Generous and Under . . . standing Zarzan. Excu . . . se my cur . . . rent state but I am ha . . .rd at work on a marv . . . elous plan to s . . . tarve the ooz . . .es out.
Beyond the door to the north is a mass of overgrown trees and bushes in a roofless, muddy courtyard. Mud and slime cake the walls and drip from the
The second of the two slimes coming from the Dining Hall is also quickly spread across the room and the accompanying furnishings. Combat Ends The party now has time to examine the small open courtyard that stands directly to the south of the dining room. Open to the sky it is well illuminated and like most of the exterior surface of the island seems to have been a frequent target of the gulls who circle over head. A soft whimpering continues to come from behind the door which appears to lead off to the north in the center of the wall opposite to the southern courtyard. Doors also lead off to the north in both the western and eastern corners of the northern wall. Are you prepared to venture boldly forth into unexplored areas or do you wish to take some time to catch your breath and search for loot under the pulped sewer ooze?
Ulfhild takes a thwack down her side for 7 points of bludgeoning damage. Round 1 - Dining In
Xandian
Round 2 - A Messy End?
Xandian
Those in bold may act.
With such soft fluid outer covering the poor sewer ooze comes apart following the flurry of blows and you are left standing in chunks and slime once again as the remaining sewer ooze slides over and reaches out a pseudopod toward Ulfhild. Pseudopod strike at Ulfhild: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 2 ⇒ (5) + 2 = 7
The room beyond the double doors is much brighter with sunlight streaming in through a window in the center of three doors to the north and an opening to the south without a door. A massive table and eight chairs fill the center of this room. Empty shelves line the walls, and soggy carpets cover much of the floor. You also hear a odd moaning noise coming from the north. Two more sewer oozes are approaching attracted by the motion of the door swinging open. North Sewer Ooze Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
North Sewer Ooze Initiative: 1d6 ⇒ 5
Xandian wrote:
The knowledge check has been made. Go ahead and take your two actions from Turn one now as the others have not yet acted on Turn 2.
Both of the creatures pseudopods wetly smack against the kobold causing a total of 8 bludgeoning and 5 acid damage. Based upon the result of Mirzos' attack and wind created by Nhorri, you can surmise that lacks almost any type of armor and senses movement through vibration and air movement. As Xandian makes his RK roll I will add other specific information based upon it. Round 2 - all may act Sewer Ooze -9/?
Mirzos' hammer smacks wetly into the strange creature creating a wave of wet filthy slime splashing out on the floor of the foyer. The creature slowly flows across the floor to close with Mirzos and extrudes two pseudopods with strike out at the kobold. Pseudopod #1: 1d20 + 9 ⇒ (20) + 9 = 291d6 + 1 ⇒ (2) + 1 = 31d4 ⇒ 1
Creature Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
If any of you want to roll using something other than perception, please go ahead a create your own roll before taking any action. All can take your first round of actions.
As awkward as it seems to her, Nhorri easily identifies a 10' by 10' trap door in the floor just inside the front entrance. Carefully entering at a angle will allow the party to avoid the trap door. She also notices a strange creature emerging slightly open doorway directly ahead on the afar side of the foyer. An image of the creature in on slide 5 of the map and information slides
As the door opens inward you see a lone table facing the entryway in this windowless chamber, but any small items appear to have long since been removed. The floors are slick with moisture, and a putrid smell hangs in the damp air. A trail of filth leads to an open door opposite the building’s entrance. However, despite the wet environment and horrible smell, no rot or mold infests the magically reinforced building or furniture. The ceilings are 10 feet high. The foyer is dimly illuminated with the only illumination coming from deeper in the building indicating that there might be an open courtyard or holds in the roof deeper in the building. You have a moment to make any checks you may wish to make before proceeding into the spacious foyer...
As you discuss who should open the door and get into a possible order, you subconsious continues to nag at you about something that seems a little off... Nature DC 15: While there are a large number of gulls in the air over Gull Island, you have not seen a single gull actually land on the surface and there are no tracks left by the gulls in the accumulated droppings and other refuse. In addition, the filth seems to be thicker near the entrance than in a lot of other areas on the island.
I appreciate you willingness to help! I will have a small rowboat waiting at the nearby docks tomorrow morning. A fisherman familiar with the waters around Gull Island owes me for an elixir to help his ailing mother, and in exchange for ferrying you and waiting for you to complete their task, I have agreed That the man’s debt will be marked paid. Early the next morning you easily locate Zarzan and board the rowboat. The trip takes about one hour. Gull Island is one of many similar islands in the waters near Magnimar, some of which boast dilapidated ruins. A building of wood and plaster stands at the peak of the hill-shaped island. Despite its supposed age, it looks to have withstood the passage of time. There is no sign of the oozes as you clamber atop the weather-beaten rocks of the island and approach the building. Would you like to investigate the island and/or exterior of the building further or are you ready to enter the building?
While listening Xandian recalls something about islands near Magnimar:
Many of the islands near Magnimar still hide ruins from ages past, some as old as ancient Thassilon. Pirates and smugglers sometimes use them as safe havens and hidden caches. Likewise mention of mephits and oozes reminds Mirzos of a past encounter: Many oozes have acidic attacks that can degrade flesh and even stronger materials. The putrid oozes Zarzan describes are most likely sewer oozes, which commonly plague the tunnels beneath cities and spray filth to hinder their prey.
Speaking in heavily accented Common, the stranger introduces himself as Zarzan. Many years ago before Earthfall, he was an apprentice to the great wizard Meave the Enchantress in the Thassilonian realm of Bakrakhan. He was on an errand to retrieve rare supplies in the capitol, Xin-Edasseril, when Earthfall changed everything and stranded him outside of time. When he recently found himself in this new time and place, he traveled south to see if his teacher’s home and study were still standing. He found Meave’s home on a nearby island, called Gull Island by locals, but putrid oozes now infest the place. Unable to eliminate the creatures himself, he hired a local mage to conjure an ooze mephit for him. He then sent the mephit to handle the oozes, but the slimy servant is overdue. I have a simple task which should take no longer than a single day for brave adventurers such as you. Should you go to Gull Island and clean out any remaining oozes, along with the ooze mephit, I am prepared to offer each of you four gold pieces, to be paid at the conclusion of their mission.
Xandian, and any others who wish to come along, follows the stranger through several intersections along the docks before he turns into The Old Fang. The best known of Dockway's taverns, the Fang also offers cheap rooms to rent. It is well known locally for the enormous swamp barracuda head that hangs above the bar. Rumor holds that the head belonged to a beast that killed Ol' Mam Grottle's husband in the Mushfens several years back. However, any that have had to deal with the burly no-nonsense matron of the Fang well understand that she is not one to be trifled with.
As it appears that the first set of two bounties run by the students are now completed and reporting underway, I have made an initial post to my entry in the second round of bounties. I invite the members of our group to move over and post there as if they remain interested and we are ready to proceed with the second set.
As it appears that the first set of two bounties run by the students are now completed and reporting underway, I have made an initial post to my entry in the second round of bounties. I invite the members of our group to move over and post there as if they remain interested and we are ready to proceed with the second set.
Drawn in part by the many changes taking place among the city-states of Varasia in the Saga Lands, you have been participating in some Pathfinder training at Heidmarch Manor. Sir Canayven and Shiela Heidmarch have been excellent hosts and you have managed to hone several of your pre-existing skills while learning about the methods and means of the Pathfinder Society. However it is now early evening on Fireday and with the Angel Day celebration honoring the founding of Magnimar taking place tomorrow, you will have two days off before returning to training on Moonday. You decide to head off to the Bazaar of Sails in the Dockway district to purchase a few needed supplies and some local foodstuffs. A destination for traders the world over, the Bazaar of Sails is the largest free market in Varisia. Anyone with merchandise to sell is welcome to set up a tent, booth, or wagon among the hundreds of other ever-changing shops that fill the dockside plaza. Crops from local farmers, Varisian artifacts, Osirian spices, Chelish finery, Andoran quartos, and more exotic goods from a hundred foreign ports fill the market, with each day’s offerings varying with the season, trade winds, and tides. As merchants eagerly trade, competitions, rivalries, and all manner of criminal temptations arise. Along with the various stalls and booths there are a number of notice and job boards hoping to attract the attention of patrons. At one of these notice boards, a slight bespectacled man is hanging a poster with weary determination. His clothes, while clean and well-kept, seem to be from another era. His posting reads as follows: Immediate Assistance Needed!
Slides and map are linked in Cleanup Duty. I have other 1st Level characters I was planning to use for these.
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