[Adventure] Marna is Missing (DM: pacdidj, Judge: renau1g)

Glad to see you back among the living. Could you do something about these? Alnar says to Ferris, pointing to the two large gashes on his body where the Stirges punctured him.

Hey it looks like Draco is back! Alnar says as the small Draco swoops down, circling around his head playfully.

[sblock=DM]
You mentioned that he would be back at an extended rest, but the book says a short rest works too. (unless there is some rules change or house rules I am not aware of :) )[/sblock]
 

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[sblock="Luinnar and samursus re: rests"]Short rest is probably not a good idea right now. See below.

@ Luinnar - you're right about Draco though, it looks like a short rest will work to bring him back.[/sblock]

Focusing his arcane senses on the bulbs he extracts from the withered vine creatures, Alnar detects lingering traces of the animus that is the source of the plant-things' semi-sentience, mobility, and hunger. This animus could likely fuel all manner of arcane rituals. Thinking on these matters he has a flash of inspiration for a new way this animus could be used, and makes a mental note to think on it more when he is out of danger.

Likewise Ferris, once revived by Jezebel, examines the vine husks and sees that the blessings of Dayna lay thick upon these savage creatures. He hazards a guess that their leaves could make a potent holy incense, which could perhaps be used to distill the blessings of the goddess.

[sblock="Treasure Received!"]Alnar and Ferris find 40gp worth of Alchemical Reagents (Arcana) and Sanctified Incense (Religion) respectively. Also, at the end of the next extended rest Alnar will learn the Unseen Servant ritual (AP pg. 158) and Ferris will learn Create Holy Water (DP pg. 156).[/sblock]

The two spell casters also recognize the stamens within the mouth-bulbs of the creatures as the raw form of the starweed drug that Berekis was importing. They cut short their ritual magic musings however, upon the realization that it has grown significantly darker during the fight. Only a few rays of dim twilight now cut through the forest canopy, and danger may still lurk in the shadows. With at least one stirge still about, and likely more of both stirges and vine creatures nearby it doesn't seem safe to rest here...

[sblock="Low-light vision or Perception 15"]You notice a glint of metal on the top of the muddy slope up ahead (at G10). It looks like yet another scrap of chainmail.[/sblock]

OOC: We are still in the encounter until the PCs find a way out/decide to leave, but as you're not currently in combat, feel free to move more than your speed in each post. You don't need to follow initiative order at the moment either (i.e. you can post more than once consecutively). Dim-light now prevails. PCs without low-light vision will take a -2 to perception checks until further notice, and any further enemies encountered will have concealment from them unless a lightsource is used. Keep in mind the mangrove roots and the mudslick are difficult terrain.
 
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Looks like we need to find shelter for the night. This place to probably too dangerous to try to head to that village during the nighttime.

He turns to Bann-ur and Ferris You two are the tree loving type, any chance you could find a cave or something for us nearby to spend the night in; because I don't have a clue.

[sblock=ooc]
Perception failed

Edit:
Nature check = 7![/sblock]

 
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[sblock=ooc]So, we will still be working off the map for the time being, as it is not immediately obvious to any of you how to bypass this unnatural mangrove thicket, except of course turning back the way you came. And, as mentioned this small clearing seems a dangerous place to rest. Let me know what, if anything you'd like to investigate. And feel free to strategize in ooc blocks.

@ Luinnar - if the party decides they'd like to accept the risk and find somewhere to rest in the clearing, great. Otherwise, please note that Draco will remain unsummoned until the party finds a safe place to take a short rest.[/sblock]
 

[sblock=healing]Jezebel will hang at 19/31 hp for a bit. I still have my second wind ready, so I'll use that if we get right back into combat. Otherwise, I'll wait until after a short rest (or two) for a healing word.

Samursus: Ferris used a healing word during the fight, yes? So I think he only has one presently available for use on himself.[/sblock]While the spellcasters scavenge the plants for reagents, Jezebel walks cautiously to the first set of chainmail (to M11). A tool of war, such as the armor, is more of an immediate help in her eyes.

She struggles a bit to maintain her balance as she enters the mudslick, but she proceeds slowly, watchful for any more creatures lying in ambush.

[sblock=perception 20]Linky. Well, I suppose crits on skill checks are good too.[/sblock]
 
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[sblock=ooc] Okay, Jez is right, I used a Healing Word already, so instead I will use Healer's Mercy on me and Alnar, saving my last Healing Word for who needs it.[/sblock]

After examining the vine creatures and collecting the makings of the Sanctified Incense, Ferris thanks Dayna for her bounty. Realizing that Alnar is as badly injured as himself, Ferris calls upon Dayna's Mercy to heal himself and Alnar. Dayna's Mercy comes with a price however, and Ferris stumbles when the familiar weakness assails his limbs. Ferris thanks Bann-Ur and retrieves the Woundstitch Powder from him.

[sblock=Healer's Mercy]Alnar and Ferris receive Healing Surge +4 hps Ferris:16hps (Weakened) Alnar:15hps [/sblock]

Ferris looks around, in the fading light. Perception=23

Spying the piece of chain mail, Ferris speaks quietly "I would know more about what goes on here as well..."

Ferris follows Jezebel.


[sblock=Stat block/Actions][sblock=Actions]Start=

Minor=

Move= Move to M12

Standard=

End=
[/sblock]Ferris Cacamoujai, Cleric of Dayna 1- Male Longtooth Shifter, Cleric of Dayna 1
Conditions: Weakened
Passive Perception: 14, Passive Insight: 19, Init: +2
AC: 17, Fort: 14, Reflex: 13, Will: 16 -- Speed: 5
HP: 16/24, Bloodied: 12, Surge Value: 6, Surges left: 6/8
Action Points: 1, Second Wind: used, Milestones:
:bmelee:Basic Atk: Battleaxe +6 vs AC, 1d10+4 dmg (Crit = 14 dmg)
:branged:Ranged Basic Atk: Javelin +4 vs AC, 1d6+4 dmg, Range 10/20 (2/2)
Powers-
Righteous Brand, Invigorating Assualt
Healing Word Used:1, Longtooth Shifting, Healing Strike, Healer's Mercy OR Divine Fortune
Weapon of Astral Flame
Combat notes:
-Only use 1 Channel Divinity per encounter. Can use Healing Word 2x per encounter[/sblock]
 
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Bann-ur follows Jezebel and Ferris, sticking close to those with better night vision than his own.

The cleric and the paladin examine the scrap of armor at the bottom of the muddy slope, finding it to be a rusty fragment of a chain shirt, deteriorated far beyond the point of usability. Based on her knowledge of armor maintenance, Jezebel guesses that the degree of rust and weathering indicates that it has been sitting here for over a year.

Peering over the muddy slope, Ferris can see another scrap of chainmail-it appears to be a cowl-in similar condition a short distance ahead (at G10). He also sees, just beyond it, a glimmer of reflected twilight from the surface of what appears to be a small pool full of cattails just above the falls.

[sblock=tracking]PCs:
Alnar - 15/26 HP; can't use Draco till end of next rest
Bann-ur - 23/35 HP
Ferris - 16/24 HP
Jezebel - 19/31 HP[/sblock]

FYI: The shallow "light blue" water of the pool up ahead is difficult terrain. The darker blue water, which indicates the creek and the moving current within the pool is also difficult terrain and has a constant affect of push 1 downstream (SE). Any standard action taken in this moving water will require an additional Athletics check vs. DC 12 to succeed.

[sblock=samursus]Ferris' stat block should indicate that his second wind is used, per Jezebel's first aid.[/sblock]
 

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[sblock=GM] Second Wind fixed... and the Weakness should have ended. (end of next turn) [/sblock]

[sblock=tactics] I am going to stay behind Bann-Ur/Jezebel for the time being... as my hps are low. [/sblock]

Ferris glances uneasily around, pulling out a javelin and gripping his shield tightly.
 


Jezebel groans upon seeing the worthless rusted armor. "All that fighting for this..." No, that's not fair. We were coming this way anyway. She walks further up to the next piece of armor - the cowl - and examines it briefly for danger. If it seems safe enough, she kneels down by it and gauges its worth. If she's lucky, there may be a corpse nearby that she can plunder as well.

[sblock=Stat block/Actions][sblock=Actions]Move: walk to I10 (counting the mud as difficult terrain).
Minor: Perception 15.
Move: Walk to G10 if she doesn't see anything dangerous. (If she does, er, I guess she whips it if she's in range).[/sblock]PC:Jezebel (Dekana) - L4W Wiki - Female Tiefling Paladin 1
Initiative +2, Senses: Insight +6; low-light vision
HP 19/31; Bloodied 15, Surge Value 7, Surges 12/13
AC 20; Fortitude 15, Reflex 16, Will 16
Resist 5 fire
Speed 5
Action Points 0

Conditions

Powers
Ardent Strike, Divine Challenge, Enfeebling Strike
(Divine Mettle, Divine Strength), Infernal Wrath, Second Wind, Valorous Smite
Majestic Halo, Virtue's Touch

Other notes
Bloodhunt: +1 racial bonus to attack rolls against bloodied foes.
Whip Training: 1 / round when hitting target with whip, target takes a -2 penalty to attack rolls to a target of Jezebel's choice until the end of her next turn.
[/sblock]
 

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