[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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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 helps lower Morthak down and sags into a pew herself, tired and hurting from her own injuries. "There are ghouls about the town. And zombies too. It seems." she says, unclasping the straps of her armor and checking the bruising. "I'm starting to get an idea of what's going on here but we're not getting much chance to recover and actually investigate."


The priest inspects Morthak's wounds for a bit before beginning to channel his faith into his spell.

Cure Light Wounds: 1d8 + 2 ⇒ (4) + 2 = 6

"Strange and dangerous creatures exist. Although they usually don't come into town. But what you describe sounds like the troubles as of late. Villagers have been dying suddenly, even those who appeared strong and healthy a moment before. The first such death, about three weeks ago, was a field worker named Hogarth. Only minutes after falling dead to the ground, Hogarth rose as a zombie. Is this what happened at the inn?"


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, pretty much." Samantha says, "Some kind of mist came through the inn just a bit ago, made everyone sick, but this guy didn't make it and it turned him."


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

Yay, positive HP! I am now at 4 HP.

"The people in town seem resigned to this kind of thing. I'm surprised they don't leave."


"Most would, if they had the means to do so or if they didn't have to travel at night. The town is a superstitious lot, and many fear that the town has already angered the loas to bring the current blight."


@All - we'll also use this time to level up. For HP, just use the online dice tool, but re-roll 1's please.


So what does the party want to do now? Continue chatting with the priest? Move on? It is close to 1-2 in the morning.


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. Let's move on.


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

We need our sleep! And welcome back!


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

"Father, do you happen to have any holy water? I'm not sure how much money we have, but it would seem a sensible thing to buy."

After that, perhaps getting a proper rest would be in order, and then maybe try the big house again during the daytime.


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

Agreed. Rest for night and hit house again during day. I also took Trapfinding...her like to stop by a locksmith the next morning to get some thief tools. It should be helpful when going through the house.


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

Sam nods. "We can split the cost if you need a donation. she adds to Morthak's request for holy water.


Morthak Bonerattle wrote:

"Father, do you happen to have any holy water? I'm not sure how much money we have, but it would seem a sensible thing to buy."

"Yes, I do. I don't make a lot as the materials are costly compared to what this town can afford to donate, but I should two to three vials available. Just covering the cost of the silver powder should be sufficient." That's 25gp.


You guys can work out how many you want and who needs to borrow from who, up to the three vials.

Leaving Burcian's church, the party is able to make its way back to the inn. The inn remains in a somber state. The floors still glisten from a recent mopping but a tinge of acridness still lingers.

After the late excitement and wariness of battle, the group returns to the room and quickly falls asleep.

Day 3 - morning. What does the group do?


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 can donate 20 gp to the holy water fund but that's it.


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

I have 7 gp left over from character creation. Did we find any money so far in the adventure?


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

After waking and having breakfast, Lars says glumly ”We should hit that house again. Figure out what is going on here. I hope during the day it will be safer.”


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 there are more undead, we will have to deal with it methodically. If even one escapes they can just start turning people again." Samantha says, strapping on her gear and checking to make sure her weapons are ready to go.


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

We sure don't need more undead. It's a frightening thought.


Morthak Bonerattle wrote:
I have 7 gp left over from character creation. Did we find any money so far in the adventure?

The group did find gold on the goblins at least. Otherwise the party found some stuff in the chest in the swamp, but most of the encounters haven't really offered up much raw coin:

On the goblins are various oddities. Leather armor x4, goblin dogslicers x4, short bows x4, arrows x 29, a black eye patch (with a hole in the middle), a bladder bag filled with various pieces of broken glass, two desnan candles, and 23 silver, 12 gold.


The party finishes breakfast and heads back to the Tarascon plantation, the heavy shadows replaced by the washed out greys of the cloud-covered day.

Where does the party want to try to enter?


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

”The front doors seem like a logical place. It is the entrance, and are large. Shine the most light inside, and go slowly and methodically.”


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

"Sounds fair. Let's go." she says.


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

Just gimme the time to protect myself, before we enter.

With some Strange moves and words, the little mage cast a spell, and some shimmerng force envelops her body

Cast Mage armor, AC 17 for
2 hours


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:
Morthak Bonerattle wrote:
I have 7 gp left over from character creation. Did we find any money so far in the adventure?

The group did find gold on the goblins at least. Otherwise the party found some stuff in the chest in the swamp, but most of the encounters haven't really offered up much raw coin:

On the goblins are various oddities. Leather armor x4, goblin dogslicers x4, short bows x4, arrows x 29, a black eye patch (with a hole in the middle), a bladder bag filled with various pieces of broken glass, two desnan candles, and 23 silver, 12 gold.

Morthak will keep a shortbow and the arrows (why not) but let's see if Burcian will take any of this stuff in trade. If not, let's see if we can get rid of it anywhere in town and then go back to Burcian with the money.


Morthak Bonerattle wrote:
DM rel20 wrote:
Morthak Bonerattle wrote:
I have 7 gp left over from character creation. Did we find any money so far in the adventure?

The group did find gold on the goblins at least. Otherwise the party found some stuff in the chest in the swamp, but most of the encounters haven't really offered up much raw coin:

On the goblins are various oddities. Leather armor x4, goblin dogslicers x4, short bows x4, arrows x 29, a black eye patch (with a hole in the middle), a bladder bag filled with various pieces of broken glass, two desnan candles, and 23 silver, 12 gold.

Morthak will keep a shortbow and the arrows (why not) but let's see if Burcian will take any of this stuff in trade. If not, let's see if we can get rid of it anywhere in town and then go back to Burcian with the money.

Shaman Brucian isn't interested in purchasing the items. Although intriguing, given the churches reserves and the state of emergency of the town, he's reluctant to acquire non-essential items. He does recommend talking to Deruno at the general store since this is more his wheelhouse.


The group readies itself in anticipation before entering. The mansion remains a sharp reminder of the wealth difference in Marais d'Tarascon. Opulent furniture and gleam of silver accents decorate the alabaster white home. The dining hall window remains shattered and glass shards dot the floor. Other than the small clumps of dirt on the floor seen before, the home remains eerily inconclusive.

DM:

Atsushia Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Morthak Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Lars Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Samantha Perception: 1d20 + 4 ⇒ (12) + 4 = 16


Lars does notice a bulge in the carpet in the stairwell, revealing a trap 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

GMCan we retcon and say we dumped all that stuff at the general store and bought stuff from Burcian before heading to the house?

By my math they are worth in trade:
4 x leather armor = 20 gp
4 x dogslicer = 16 gp
3 x shortbow = 45 gp

This plus the cash we already had, we can buy four vials of holy water. Or we could get two vials and then two scrolls of cure light wounds if he has those.


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

"Ooookay, no one's here." Samantha says cautiously. "You'd think that they would have someone standing watch during the day. Keep an eye out, they may have traps instead."


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

"When your enemy makes a mistake, don't correct him," says Morthak.

He slowly peels back the carpet, carefully looking for traps.

Perception Take 20: 20 + 9 = 29

"Do you want to go down this way now? Or shall we scout the levels above ground first?"


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

”It’s daytime. We should explore the floors here first, while we have light on our side. But let’s see if we can move something heavy over this trap door first. So we won’t have any visitors coming up while we Move about. Because...when we go down there, I don’t think we will have the light of the sun to protect us.”


Morthak Bonerattle wrote:

GMCan we retcon and say we dumped all that stuff at the general store and bought stuff from Burcian before heading to the house?

By my math they are worth in trade:
4 x leather armor = 20 gp
4 x dogslicer = 16 gp
3 x shortbow = 45 gp

This plus the cash we already had, we can buy four vials of holy water. Or we could get two vials and then two scrolls of cure light wounds if he has those.

That's fine.


Morthak doesn't see any traps on the door.

The party scours through the rest of the mansion and is confident nothing else seems out of the ordinary.


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

"Strange... the whole house is empty, not even any servants."

Morthak returns to the trap door. "Shall we see what is below? Bring the light over here."

Morthak opens the trap door and peers down.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


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 keep an eye out for anything of value during their scour of the upstairs, whether it's easily converted financial resources or perhaps even better, some kind of information on what's going on.

At the trapdoor, she will hold her sword high, ready to plunge it down on someone coming up at them.


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

Take 10 perception, along with Samantha, for a 15. While a former watchman, Lars is keenly aware about how low party resources is. Being able to afford food, lodging, and healing services are all important.

"No time like the present. Alright...I hope that this is a good idea."


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

Would you like me to send a minor spell to give us light?

asks Atsushia


Opening the trap door unleashes a tangible wave of stench and dampness. Light from Atsushia's spell beams down, revealing a room made with large stone tiles, heavily weathered. Dark stains smear the surface, as if giant brushstrokes were used to make crude artwork from above. Several humanoid silhouettes line the walls and pillars, heads sagging down in dismay.


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

"Do it, Atsushia." Samantha says.


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

"Hm... not pretty. But then, we didn't expect that."

If Samantha casts light on something then we can keep that object with us, while Atushia continually casts dancing lights. I wouldn't mind an everburning torch though.

Morthak makes his way down, carefully and quietly.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Stealth: 1d20 + 13 ⇒ (7) + 13 = 20

Can we get a map?


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 casts Light on the crest of her shield, and will descend after Morthak.


The map is at the top; it's also here.

I didn't want to call it out until someone said they were going down. The red circles are humanoid figures hanging a foot off the ground from metal hooks.

The floors from Diablo (1/3) for the butcher would work well here for visuals.


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

"I suppose even cannibals need a larder," Morthak grumbles. "Who knows how many people have been denied a rightful burial in this village?"

Morthak eyes the bodies hanging from the ceiling.

Are they undead?

Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Knowledge (religion): 1d20 + 2 ⇒ (16) + 2 = 18

"Well... I see two doors out of here. And... are those cages?"

In the SE corner there are two things... might be cages or floor gratings... can't tell which from the map. If they are cages, is there anything in them?


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

This is revulsing... How could.. well, I understand that undead aren't truly humans anymore, but I wasn't expecting Something like that!

Fighting back tears and nausea, Atsushia tries to stay aware of any danger

Perception: 1d20 + 3 ⇒ (18) + 3 = 21


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

Lars shuddered as he went down. "This is inhuman. I've seen my fair share of people bruised and cut...but what kind of madman would do this?" He was obviously unnerved by the carnage before them.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12


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

"Not a madman... ghouls. They live off human flesh. To them, living folk are merely meat on the hoof."

Morthak continues looking around.

Just waiting for answers to questions and results of rolls.

After that I vote we go east.


Morthak Bonerattle wrote:

"I suppose even cannibals need a larder," Morthak grumbles. "Who knows how many people have been denied a rightful burial in this village?"

Morthak eyes the bodies hanging from the ceiling.

Are they undead?

[dice=Perception]1d20+9
[dice=Knowledge (religion)]1d20+2

"Well... I see two doors out of here. And... are those cages?"

In the SE corner there are two things... might be cages or floor gratings... can't tell which from the map. If they are cages, is there anything in them?

They are cages. There are ragged garments, soiled straw, and the occasional wiry mess of hair intermixed.


The manner of which the bodies are suspended should look familiar; they're impaled on crude steel hooks.

Morthak does not see any signs of the undead in them. Most wear garments similar to the other villagers.


Opening the door to the east exposes a simple closet. Weathered wooden shelves rest upon cut stone. One of the shelves contains a pair of wrought iron manacles sitting on top of folded clothing, adorned with small lacerations, grass stains, and several metal buckles.

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