Combat Map - Turn 57

Monday, July 8, 2013

A Vision of Betrayal GM Turn Post 19

The travel the next day proves to relatively easy, allowing the party to travel 15 mile by mid-day. It is almost lunch time as the group enters the village of Pier’s End.

The sleepy fishing village of Pier’s End offers a warm inn and a hot meal. It is here that the party is supposed to arrange passage to the Isle of Erran and the port of Escadar.

Goods and services 500 GP or less can be purchased as well as 1st level spellcasting.What do you do next?

Please submit your turn instructions using the Player Action Response - Turn Post Template.
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          Conditions

   Fergus – 1 WIS damage
   Ronan – 2 WIS damage
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          Party Health:

 Fergus 9/9, Jerry 13/13, Holytrauma 12/12, Ronan Hex 9/9, Korg the Mighty 8/8

16 comments:

  1. Heal check to see if Fergus and Ronan have a disease? Where is this wisdom damage coming from?

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  2. Replies
    1. It seems likely that at least Fergus and Ronan have contracted a disease somewhere along your journey.

      There is a 1st level cleric spell, Diagnose Disease, in Ultimate Magic which might be useful:

      Diagnose Disease

      School divination; Level cleric/oracle 1, druid 1, paladin 1, ranger 1, witch 1

      CASTING

      Casting Time 1 standard action
      Components V, S

      EFFECT

      Range close (25 ft. + 5 ft./2 levels)
      Target or Area one creature, one object, or a 5-ft. cube
      Duration instantaneous
      Saving Throw none; Spell resistance no

      DESCRIPTION

      You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature’s disease. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

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  3. Heal Check / Check for Bruise, Marks and anything that should not be on my person.

    Roll(5d20)+0:
    15,17,4,8,12,+0
    Total:56

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  4. I assist with Neal check 18-2-6-15-13

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  5. Neal check-HAR! I meant heal

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  6. Do we have an extra day to rememorize spells? Or is it more practical to buy Cure Disease here?

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    Replies
    1. The villiage is limited to 1st level casters for purchasing spells. You could but antiplague as it is under the 500 gp limit.

      It is possible to spend the night in Pier's End.

      Your primary goal here is to secure passage to the port of Escadar

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  7. My thought is that more than likely we both have the same Disease. So one check might let us know.

    Maybe seek out a higher level cleric in town? Ask them to look at it, I just want to make sure further in our travels I don't want to re-catch the same issue.

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    Replies
    1. This is Ronan's second day experiencing symptoms.

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  8. Did you catch swamp-rot from the crazy kobolds "babies"?

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  9. Well friends, let's get our passage secured and then tend to our wounds... it can't take more than a couple hours to find passage and it does not appear any of us are on the verge of death.

    [Do we have the name of a contact here, or are we just finding convenient transportation?]

    Korg will head for the most likely gathering hole for ship captains and merely observe for a little while. Keep a tight hand on his coinpurse, too...

    rolls: 13,16,9,11,9

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  10. i see my posts are not going through again, as i posted yesterday... Jerry goes around and asks about securing passage for the team to the island to the north.

    10-13-10-17

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  11. Antiplague lasts an hour. Can we use that in conjunction with a heal check to make the disease save?

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    Replies
    1. Yes, you can combine the two when making your daily save.

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