[Non-PFS] Pathfinder 1-Shot

Game Master djpika

Maps
Plantation Basement

Full Moon Inn

Plantation House

Marais d'Tarascon
Cemetery


Hooked Horseman of Magnimar Escapes!
While being transported from Magnimar to Habe's Sanatorium, Trevol Greenway, known as the Hooked Horror of Magnimar for riding down his victims with an ogre hook and then hanging them like meat, is believed to have escaped when his wagon was assaulted by the goblins along the Brinestump Marshes. His body was not found amongst the dead. Authorities seek assistance in finding the fugitive. For details, speak to Sheriff Hemlock. Only the brave need apply.


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Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Are we under attack? AGAIN?


Morthak Bonerattle wrote:

"Quick! Let's head back into the swamp for some random encounters until we level up!"

Is Morthak unconscious? Again?

No, not unconscious. That was more fluff... although the minus is real...


Samantha Ozrick wrote:

[dice=perception]1d20+4

Samantha leaps to her feet, drawing her short sword and shield. "We were followed! They're even attacking innocents."

This is a lot of crap to wade through for level 1 characters! :D I.E. we really stepped in it!

I did try to forewarn folks that the adventure can be lethal ;) Also a part of the reason why I wanted to make sure we were back to 4 before moving forward.


The group is currently in your room. What's the next action the party wishes to take?


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

Samantha will stalk over to the door. "Atsushia, check the windows, is it safer outside?"

She will make sure the door is locked and listen for anyone coming up to their door.

Perception: 1d20 + 4 ⇒ (6) + 4 = 10


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

Is that CON damage, drain, or penalty?

perception: 1d20 + 8 ⇒ (5) + 8 = 13

If they *agh* followed us, maybe we *agh* should get out of here," Morthak coughs.

"I can't move very *agh* fast though."

If I take more than a move action on my turn I take 1 hp damage, drop, and begin dying again.


It's ability drain.

Samantha nor Morthak hear anything more; the door is locked.


HP (29/29) AC (22/14/18) Saves (7/6/6) Initiative (+4) CMD (21) AP (5/5) Lvl 1 (22)

”Maybe it’s best to stay here?” Lars said hopefully. ”Got is a choke point. And the town has militia. We can hold out until they arrive.”


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN
DM rel20 wrote:
It's ability drain.

Wow, no kidding about this module being a killer... you have to be at least 7th level to cast restoration. Never seen ability drain in a 1st level module before.


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

Samantha will nod, rushing to the bed and yanking the covers off to stuff them under the door, plugging it.

"The mist will be a problem. If we're going to stay here we need to stop it from getting in." She says.


Morthak Bonerattle wrote:
DM rel20 wrote:
It's ability drain.
Wow, no kidding about this module being a killer... you have to be at least 7th level to cast restoration. Never seen ability drain in a 1st level module before.

3rd edition softened things a lot for players. For example, ability damage and negative level drain lost a lot of their oomph and thus don't inspire the same level of respect. Recall that 1st and to some extent 2nd edition had a lot of save or die type effects as well.

Just be happy I rolled a 3 and not a 6 in this case ;)


I'm not sure if the final answer is for the group to sit and wait, or if it's still being discussed, so I'll hold out more for a few posts.


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

I suggest waiting it out. Since we can plug the door to keep the con draining stank out, and we're in no condition to keep fighting.


HP (29/29) AC (22/14/18) Saves (7/6/6) Initiative (+4) CMD (21) AP (5/5) Lvl 1 (22)

Lars is terrified. If forced to fight, he'll fight like a cornered rat. But he saw what the party is up against, and doesn't want to charge in, nor does he want to flee. He believes that the former will end with him being eaten alive, and the latter will end with him being run down and then eaten alive.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN
DM rel20 wrote:
Recall that 1st and to some extent 2nd edition had a lot of save or die type effects as well.

Mind you, it's a little tough for 1st level characters to face ghouls too. Is this a module from an earlier edition?

If Morthak does anything more than walk, he takes damage and starts dying again.

"Didn't the villagers say that sometimes a cloud appeared and killed people?"


HP (29/29) AC (22/14/18) Saves (7/6/6) Initiative (+4) CMD (21) AP (5/5) Lvl 1 (22)

It is somewhat refreshing to have a world not level appropriate. Makes it feel more real and dangerous. Hopefully it means the xp is adding up though.


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

"Yeah, I think that's it. Morthak, are you going to make it?" Samantha asks.


Lars Ulcaster wrote:
It is somewhat refreshing to have a world not level appropriate. Makes it feel more real and dangerous. Hopefully it means the xp is adding up though.

This is a side effect of 3.0/3.5 and newer additions, where there's a set number of encounters needed to level and the need to stay within a certain CR rating, essentially lulling players. Whether conscious or not, players assume a certain meta gaming where all encounters on the level presented to them must be something they can deal with.


Morthak Bonerattle wrote:
DM rel20 wrote:
Recall that 1st and to some extent 2nd edition had a lot of save or die type effects as well.

Mind you, it's a little tough for 1st level characters to face ghouls too. Is this a module from an earlier edition?

If Morthak does anything more than walk, he takes damage and starts dying again.

"Didn't the villagers say that sometimes a cloud appeared and killed people?"

This is a second edition module.


I'll leave this snippet to provide some context: "Be forewarned! The ***** campaign setting is no place for the weak or squeamish. We have done our utmost to make this adventure suitable for starting-level characters, but the denizens of the world remain ready, willing, and eager to end heroic careers before they’ve even had a chance to begin. Do you and your players still wish to continue? Then step forward and enter the Mists. . ."


With the boards being a mess earlier this week, are people ready to cut scenes here or is it still under discussion?


HP (29/29) AC (22/14/18) Saves (7/6/6) Initiative (+4) CMD (21) AP (5/5) Lvl 1 (22)

Ready to cut scenes


Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

Ready to cut too


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

Cut loose!


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

Ready.


The party barricades itself upstairs, hoping to remain unseen to whatever is going on downstairs. Muffled coughs, cries, and stumbled movement go on and on. Time loses perspective as the fear remains in your gut. Muscles fatigue from the constant contracting...

Eventually the sounds fade, and the group is left with silence.

Let's say after 20-30 minutes - what do you guys do? Remain in the room? Go down to explore? Wait the full night out?


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

"Okay... it's gotten quiet." Samantha whispers. "I'm going to check it out. Lars, come with me. Atsushia, Morthak, lock the door after us and don't open it up for anyone unless we use a password... Let's say, 'Strawberries'."

Slowly opening the door, she will hold her sword in hand and slowly creep out into the hallway, investigating. Moving cautiously, and on full defensive until she decides they are clear of danger.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

"Strawberries. Right."

Morthak draws a dagger and prepares to engage anyone who comes through the door without saying the password.

That will cause me to go down but I could get a sneak attack in from it.


HP (29/29) AC (22/14/18) Saves (7/6/6) Initiative (+4) CMD (21) AP (5/5) Lvl 1 (22)

Lars sighed. He wasn’t going to show any cowardice. He was brave! A watchman! He...told himself that. As he forced himself to take the lead in walking out the door with his blade held at the ready.

Very slowly advance, take 10 Perception for a 14


DM:

???: 1d20 + 5 ⇒ (18) + 5 = 23
???: 1d6 ⇒ 5


Lars gingerly opens the door, patiently waiting for the gap to widen enough for him to peer in the hallway. The rustic hinges send a jagged squeal into the night.

The lantern lit hallway casts long shadows onto the walls that dance menacingly. Conversation can be heard from coming down the stairs, while a constant thud resonates to the left.


HP (29/29) AC (22/14/18) Saves (7/6/6) Initiative (+4) CMD (21) AP (5/5) Lvl 1 (22)

Nice use of the video!

Lars stood there, his heart pounding. For a moment he thought it was his heart making the pounding. Beads of sweat formed on his brow. He whispered ”Which way...?”


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

I'm not sure out of character, but I think we need to check downstairs.

Sam points to the stairs with the point of her sword. "There." she whispers back,

still on full defense.


HP (29/29) AC (22/14/18) Saves (7/6/6) Initiative (+4) CMD (21) AP (5/5) Lvl 1 (22)

Stealth: 1d20 + 5 ⇒ (13) + 5 = 18

Slowly Lars crept down the stairs...


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

Samantha tries to go quietly, but is more concerned with being able to react to an enemy than not being heard by one.

stealth: 1d20 - 5 ⇒ (18) - 5 = 13


Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

Atsu follows, trying her best not to be heard..

Stealth: 1d20 + 2 ⇒ (19) + 2 = 21

Silent as a shadow


Carefully edging down the stairs, the group comes across a somber dining hall. Several patrons sit precariously in their chairs, slouched and swaying as if still nauseous. Pools of fresh vomit add an acidic sting to the air interwoven with the remnants of rotting decay. Others try to tend to the rest, bringing fresh water and towels.


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

Samantha peers into the dining hall, running her gaze over each patron, trying to gauge whether or not they're still alive. She gestured for the other two to hang back. "What in the nine hells was that?" she asks finally, stepping down into the dining hall.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

Morthak continues to keep watch, periodically going over to the window to look out, and then back to watch the door.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

I don't know what happened...This place is so weird! I've never read anything about that!

She looks at the dining room's patrons

Is anyone ...feeling strange?


Lillin, the daughter of the owners and head of the barmaid staff turns while kneeling over one of her patrons. "I'm not sure, but it's not good and it's happened before. That awful stench just seems to rise up out of nowhere and is gone before anyone can recover from being incapacitated by it."


Atsushia Greyeyes wrote:

I don't know what happened...This place is so weird! I've never read anything about that!

She looks at the dining room's patrons

Is anyone ...feeling strange?

A few of the patrons look up Atsushia and grimace, giving a sullen yet silent response.


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

"This is terrible." Samantha replies. "And no one knows why it happens? Or where it comes from?"


Lillin shakes her head no, "No, but Constable Gremin is supposed to be looking into it. But with all the disappearances and the sudden deaths, he has his hands full. Everyone else is too scared to do anything else."


Female Halfling Wizard 1(Abjurer)/ Ini +2-AC 13-HP 12/12- Fort+2 Ref +3 Will+5-Perc +3 Spd 30

Maybe we should try to block this vile odor outside? You know, blocking the chimney and getting some fire in, get some smoke, spot where the smoke pass throught the wall's cracks, and then bloke the cracks.

Atsushia's face reddens as she finishes

Just thinking aloud, of course..


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

Morthak continues to wait upstairs. He continues to move between the window and the door, keeping watch on both.


@Morthak Perception DC15:

While remaining tentatively in the party's room, you can't help but notice a constant thud reverberating from the far side of the room, adjacent to the wall with the door.


Halfling U. Rogue (Knife Master) 2 | HP: 16/20 | AC: 17 T:15 F:12 CMD:14 | F: +1, R: +7, W: +2 | Init: +4 | Perc: +9, S.M. +6 | Speed 30ft |
resources:
Adaptable Luck remaining: 3/3
Current Conditions: -1 CON DRAIN

Does the perception roll I made earlier count? If not...

Percpetion: 1d20 + 8 ⇒ (14) + 8 = 22

Hmmm, what's that noise?

Morthak presses his ear to the wall to see if he can hear anything else.


Init +1; Senses darkvision 60 ft.; Perception +4; AC 18, touch 11, flat-footed 17; hp 11/17; Fort +4, Ref +1, Will +3; Resist acid 5, cold 5, electricity 5

"If you're all recovering, then I'm going back upstairs, I don't want to leave Morthak alone." Samantha says, heading back up. She will come to the door and almost tries to open it before remembering.

Knock Knock
"It's me, I have strawberries." Sam says.


HP (29/29) AC (22/14/18) Saves (7/6/6) Initiative (+4) CMD (21) AP (5/5) Lvl 1 (22)

Lars gladly went upstairs, though he glanced nervously back towards where the noise had come from as he went.

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