Absalom Abberations - A Pathfinder Society Tale

Game Master Brian Minhinnick

Roll 20 Campaign


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stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

While this isn't the OOTS, thankfully it *is* a world where familiars can be hawked up like hairballs and then reabsorbed later. At least if you're an alchemist. Which, I suppose, begs the question: If an Alchemist/Witch took the Tumor Familiar discovery, could they have both be the same familiar? It seems typically familiars granted by two different classes stack. Cladissa, just think, for the low low price of a level in Alchemist you could reabsorb Cole into your body anytime you wanted to!


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I'd like to think I've been relatively clear when I've left Cole behind. I recall leaving him outside the museum and sending him home before getting arrested, so he wasn't there for our most recent fights. And he's still tiny, which I always thought meant he could share my space since I'm two sizes larger. But if he's going to be a major target, I'll keep him back. I thought he might be able to use Stealth to look innocuous so the allips, even if they might be aware of him, would be keen to ignore him because of the big bad humanoids around them.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Just to be clear, Arctyryx is always sitting atop my staff, occasionally flying just above my head if things get hairy. I just don't speak of him much.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Argor, I don't know, that sounds suspiciously like something Vaarsuvius would say. Maybe deep down inside all familiars are reabsorbable tumors...


I didn't even remember that Arctyryx existed, so same thing for you Argor. If he's with you, he's a potential target. Ravens are about the same size as cats. Tiny creatures can share your space, but he'd be walking around still. Not like a scorpion or something that you could hide in a bag. They also provoke AOOs when entering someone's square to attack/touch them since they have no reach.

I've got errands to run this morning, but I'll update when I get home.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

I'm fine with that.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I'm aware of that as well.


Round 1

The two allips fly into the walls, and emerge a second later flanking Argor. They reach out to grasp him with their spectral claws. Both of their ice cold hands pass right through Argor's chest, and immediately his mind fills with thoughts of madness and suicide.

Argor gapes in terror when he realizes the dangerous situation they are in. "Allips! Their touch ravages your minds! Kill them quickly!" He takes a step into the room and tries to cast a spell to render him invisible, but the creatures claws have already had a negative effect on his mental faculties.

Nyugusk stares in horror and wonder at the allips, his massive jaw hanging open and drool coming down his chin.

Grommuk continues being too weak willed to resist any effect ever conceived by any creature anywhere ever. He joins the other orc-blooded Pathfinder in drooling fearfully.

Hrimnagel is caught up in memories all of the sudden, flashing back to Maeva, and experiencing it all over and over again in his mind.

Cladissa shakes off the babbling insanity in her mind. She blinks several times, then casts chill touch, designating Cole as the toucher. Then she pulls out a flask of holy water.

End of Round 1
================================
Begin Round 2

The two allips see that everyone but a cat appear to have succumbed to their muttering, and stick on Argor, wanting to taste more of the wizard's delicious mind. The drift out of the other side of the corner and attack him again. Their claws pass through the wizard's chest again, and he collapses in heap, twitching slightly before laying still. Arcytryx flutters alarmedly from his staff, flapping his way to the ceiling and squawking loudly.
___________________________________________

Hrim - Can't take 10 in combat, sorry bud. Also, you take a -5 to stealth when moving more than half speed. Also, you fail the save due to your Haunting Regret drawback giving you a -2 to mind effecting stuff.

Yellow touch on Argor: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Teal touch on Argor: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Wisdom damage: 2d4 ⇒ (1, 4) = 5

Well this doesn't look good. I'll allow a hero point to allow a second will save. Or just wait until they attack and wake you I guess. Good news is they have no way to kill Argor, other than dying of thirst in three days.

Map


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Cladissa moves into the hallway and immediately tries to hex the allip on the right. Cole! Go for that one! she instructs. Her familiar jumps at the ghostly apparition to try to deliver the spell.
______________
Will, DC 15: 1d20 + 4 ⇒ (5) + 4 = 9 fail

AoO: 1d20 + 4 ⇒ (16) + 4 = 20
AoO: 1d20 + 4 ⇒ (11) + 4 = 15
1d4 ⇒ 3

Touch: 1d20 + 5 ⇒ (16) + 5 = 21

Will: 1d20 + 4 ⇒ (10) + 4 = 14 fails
Will: 1d20 + 4 ⇒ (16) + 4 = 20
Panicked for: 1d4 + 3 ⇒ (2) + 3 = 5 rounds.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I guess Cole would get a will save.
Will save DC 15: 1d20 + 4 ⇒ (14) + 4 = 18


Because we're looking at a TPK otherwise, I'm going to ignore Cole's second will save, and the fact that Cladissa can't see them from the hallway.

Round 2

The two allips see that everyone but a cat appear to have succumbed to their muttering, and stick on Argor, wanting to taste more of the wizard's delicious mind. The drift out of the other side of the corner and attack him again. Their claws pass through the wizard's chest again, and he collapses in heap, twitching slightly before laying still. Arcytryx flutters alarmedly from his staff, flapping his way to the ceiling and squawking loudly.

Cladissa moves into the hallway and immediately tries to hex the allip on the right. "Cole! Go for that one!" she instructs. Her familiar jumps at the ghostly apparition to try to deliver the spell.

End of Round 2
================
Round 3

The allip which the cat touched flees the terrifying feline. It leaves the wall and crosses the room, disappearing out of sight. The other allip emerges from the wall, and attacks Cole, seeing what the cat did to its companion spirit. Cole nimbly dodges out of the way.
_______________________________

Touch on Cole: 1d20 + 4 ⇒ (9) + 4 = 13

Cladissa you're up.

Map


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I don't know why you need to ignore Cole's will save; he made it. And I thought they were halfway in the wall, so I could see them.

Feeling desperate watching Argor collapse, Cladissa grabs the shadowy form in front of her and shakes it. Hrimnagel! Snap out of it! Don't listen to the voices, block them out!

Shouting next to her familiar, she instructs, Cole, get ready to run. If I can't wake these up, we're going to have to go get help.
_______________________

Round 3
Standard action, shake Hrim out of the fascination.
Cole delays to see what Hrim does.


I meant there are two allips, so he would have had to make two saves. You could have seen them from the right angle, but not from in the hallway. Now that the one is totally out of the wall you can see it a little bit.

Hrimnagel, you can act.


Round 3

Hrimnagel awakes from the fascination wanting to go fight the two allips, but he knows that he needs to wake his friends first.

Wake up Nyugusk if move action he'll wake Grommuk, too


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I'll get them, don't worry! We have half a minute before the other one comes back! Can you fight them? Is Argor dead?

That's why I've got Cole doing the touching, so I can do other things like waking people up. Why not leave that to me (I don't know what they can do to the allips anyway).


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Jelani's call here on actions. If Cladissa wakes one person in time for them to act, can they also wake someone in time to act? Seems like a stretch, but if allowed then we can chain waking each other, i.e. Cladissa wakes Grommuk who wakes Nyugusk who wakes Hrimnagel who swings. with his mightily shadowy morningstar.
.
BTW, Do any of y'all have holy water? If so, handing it to Nyug adds +2 to the damage dealt (as well as improving the chances of a hit) because of his Throw Anything ability.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I have one flask. It's looking like our best option is a tactical retreat. I have two more touches of chill touch left, and I can use my pearl to give me another casting. Hopefully panicking them will give us the chance to grab Argor and get away. I don't know if we have enough going for us to actually kill them without better prep.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Agreed. Which, yeah, makes waking the crew the top priority more than attacking them (assuming you can successfully spook the second one).


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Okay, I was holding off in case Hrim did something to make it less dangerous for Cole to keep attacking, but I might as well go ahead and see if he gets lucky.

Cole hisses, coils, and springs at the remaining allip, trying to deliver another jolt of the necromantic energy.

AoO: 1d20 + 4 ⇒ (3) + 4 = 7 miss
Wis damage: 1d4 ⇒ 3

Cole's attack: 1d20 + 5 ⇒ (15) + 5 = 20 hits

Allip's Will save DC 15: 1d20 + 4 ⇒ (15) + 4 = 19 saves


I'm fine with "chain waking".


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

When the shadowy gnome shakes him, Nyugusk lets out a startled "Whaaa--!?" but then his instinct kicks in and he sees Argor unconscious on the floor.

He reaches out with his accordion-arm, throws the mage over his shoulder, and starts to run, hollering "Let's get out of here while we can!"

Stnd pick up Argor (using 10' reach)
Move 30' back out of the tunnel (or as far as I can get, given my allies' positions
.
NOTE, I think someone still needs to wake Grommuk next round. I could either grab Argor or wake him, but not both. Unless we retcon to have Cladissa wake Grom and Grom wake Hrim.


Round 3

The allip which the cat touched flees the terrifying feline. It leaves the wall and crosses the room, disappearing out of sight. The other allip emerges from the wall, and attacks Cole, seeing what the cat did to its companion spirit. Cole nimbly dodges out of the way.

Feeling desperate watching Argor collapse, Cladissa grabs the shadowy form in front of her and shakes it. "Hrimnagel! Snap out of it! Don't listen to the voices, block them out!" Shouting next to her familiar, she instructs, "Cole, get ready to run. If I can't wake these up, we're going to have to go get help."

Hrimnagel awakes from the fascination wanting to go fight the two allips, but he knows that he needs to wake his friends first. He runs over and slaps Hrimnagel's rump hard, snapping the half-orc out of his fascination.

"I'll get them, don't worry! We have half a minute before the other one comes back! Can you fight them? Is Argor dead?" Cladissa calls after the gnome.

Cole hisses, coils, and springs at the remaining allip, trying to deliver another jolt of the necromantic energy. The spell is successfully delivered, but the allip shakes off the fear effect.

When the shadowy gnome shakes him, Nyugusk lets out a startled "Whaaa--!?" but then his instinct kicks in and he sees Argor unconscious on the floor. He reaches out with his accordion-arm, throws the mage over his shoulder, and starts to run, hollering "Let's get out of here while we can!"

End of Round 3
================================
Round 4

The allip drifts over for a view of the hallway, and then swipes at the cat again. Cole ducks under the blow, hissing and yowling at the undead.
_______________________________

Touch attack on Cole: 1d20 + 4 ⇒ (8) + 4 = 12

Map


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Cole! We are LEAVING! Cladissa announces after Nyug sounds the retreat. She turns and shakes Grommuk out of his fascination, then passes by him to move out of the crypt while Cole dashes through the hallway in retreat.
____________________
Round 4

End the fascination effect on Grommuk, then move 30 to B-30
Cole full withdraws, double-moving to B-31.


Round 4

Hrimnagel moves back to the group (F35) and readies to attack an allip if one gets within melee.

ready to attack allip: 1d20 + 4 ⇒ (5) + 4 = 9

poop


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Doing his best not to bump Argor into any walls, Nyugusk take a look to make sur they're all together and then starts to hustle back up the stairs and outside, glancing back to see if they're being pursued.


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Grommuk follows behind the rest obediently. Part of him wants to march down the hall and start punching the things in the face, but a more dominant factor in his mind tells the brute he wants to be as far away from the terrors as orcishly possible.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Arctyryx follows closely behind Nyugusk in their retreat, though he does not take roost on the orc as he normally does upon his master's staff. (which is most likely still back in the room, not a big deal as it's not magical, but Argor won't be pleased. HA)


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Hustling along, Cladissa turns to scoop up her cat and keeps moving. So brave of you! Fighting those spooky old ghosts, she coos to him while cradling him in her arms.


Round 4

The allip drifts over for a view of the hallway, and then swipes at the cat again. Cole ducks under the blow, hissing and yowling at the undead.

"Cole! We are LEAVING!" Cladissa announces after Nyug sounds the retreat. She turns and shakes Grommuk out of his fascination, then passes by him to move out of the crypt while Cole dashes through the hallway in retreat.

Hrimnagel moves back to the group and readies to attack an allip if one gets within melee.

Doing his best not to bump Argor into any walls, Nyugusk take a look to make sur they're all together and then starts to hustle back up the stairs and outside, glancing back to see if they're being pursued.

Grommuk follows behind the rest obediently. Part of him wants to march down the hall and start punching the things in the face, but a more dominant factor in his mind tells the brute he wants to be as far away from the terrors as orcishly possible.

Arctyryx follows closely behind Nyugusk in their retreat, though he does not take roost on the orc as he normally does upon his master's staff.

Hustling along, Cladissa turns to scoop up her cat and keeps moving. "So brave of you! Fighting those spooky old ghosts", she coos to him while cradling him in her arms.

End of Round 4
================================
Begin Round 5

The allip moves up to Hrimnagel, who swings at it with his mace, but misses.

The undead fiend reaches out and grabs Hrimnagel's shoulder. The gnome tries to pull away, but the Allip's draining touch does its work on him before he can. Hrimnagel's mind fills with dark thoughts as the Allip grows more substantial.
_________________________________

Touch attack on Hrimnagel: 1d20 + 4 ⇒ (16) + 4 = 20
Miss chance (high good): 1d100 ⇒ 76
Hrimnagel will save: 1d20 + 7 ⇒ (6) + 7 = 13
Wisdom damage: 1d4 ⇒ 2

Grommuk, Nyugusk and Argor are out and safe, Cladissa can move out safely this round. Hrimnagel can take an AOO and double move to make it out, or try something else (withdraw action, etc). He's 60' from the exit. It's not going to pursue you out of the necropolis.


Round 5

Hrimnagel withdraws a little more insane.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Cladissa retreats to safety, following everyone else. Cole is cradled in her arms, limbs all askew yet maintaining as much dignity as he can.


The Pathfinders make it out of the necropolis and back into the muddy lakebed where the trapdoor is. They stand there panting, hearts racing for a few moments, unsure whether they are being pursued by the allips or not. After some time it becomes clear that they are safe - for the moment.

End combat. Ball's in the party's court now.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

As soon as it appears that they are not being pursued, Cladissa drops Cole onto the ground to let him make his own way. She waves to the old caretaker as they move past him. Sorry, Mr. Marlinchen! We'll be back. We just forgot some... oh, goodness. Um. Forgot Argor's medicine here. He needs it or he just... She gestures to the limp form in Nyug's arms as if that's enough explanation.

When they're out of the caretaker's earshot, Cladissa slows up, panting, and asks, Can I take a look at Argor? I don't see any blood, but he's breathing.

Heal: 1d20 + 9 ⇒ (19) + 9 = 28

Cladissa thinks about what sort of treatments might help to restore his consciousness. She might be able to do long-term care, I think that can work for ability damage. Maybe some strong teas?


The groundskeeper ran off into the interior of the necropolis, remember?

If you give him long term care (tending him for a whole day) he'll get back two points of wisdom per day with a DC 15 check instead of 1 point per day.


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Grommuk scratches under his armpit before giving it a quick sniff. A satisfied look settles on his face then he looks at Argor. "Clerics cure Grommuk's noodle-face kiss. They fix that too?" The burly orc grabs Argor's left arm and raises it, releasing it and watching as it falls limply again. He repeats this motion several times.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

If Argor were conscious, he'd be furious right now. Haha!


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Well, I remember now. :)

I believe so, Grommuk. She stifles a smile at Argor's treatment.


"Before we get him cured, maybe we can fasten some strings to him and Grommuk could use him as a puppet. Let's go."


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Cladissa allows herself a giggle this time, realizing that Argor is not awake to hear her. The same clerics who cured Grommuk can probably help him. They also might have some ideas about what to do against those ghosts.

Thinking of the insane babbling, she adds, At the very least, maybe we should get some earplugs.


OK the Pathfinders head home.

Hrimnagel needs two nights of rest or one night with long term care.

Argor, how much are you down? What's the most efficient method?


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

I went to 0. Aside from waiting a long time, magic is only recourse to get me up and at em ASAP.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Argor is down 10. Probably worth a couple lesser restorations. They'd cost 2*3*10=60 GP each and cure 1d4 ability damage above/beyond what long term care can get us. Let's says 2 days long term care = 4 pts healed, and 2 lesser restorations should get him the rest of the way back to full, or close enough.
.
Meanwhile we can get some holy water and oil of magic weapon for Nyug and Grom.


Okay. 2d4 ⇒ (3, 2) = 5 That leaves Argor down 1 point after two days, and down 60 GP. How much holy water is who buying? Also, you need an oil of magic fang for Gromm, not magic weapon. We can handwave the two days. I guess I need long term care rolls from two people though, DC 5 heal checks. Two rolls from two people should do it.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I have +9 in Heal, so I can't miss that. (Or a 15 by taking 10, since the SRD says the DC is 15.) Plus, if the patient will agree to complete bed rest, he'll get 4 back in one day.


I meant to type 15. I guess you can also tend Hrimnagel and Argor at the same time, missed that on my first read. So we can shorten it to one day and 60 GP.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

No worries.

After the spells are administered, Cladissa crosses her arms and looks over Argor. Welcome back. She looks deep in his black eyes, and using her training in medicine she pronounces her diagnosis: You got your mind wiped by some undead. I'm pretty sure you'll recover in time, but you need to take it easy. I think I have some ways to speed it along.

I think in a day's time, you'll more or less be healed up, but you have to put your big old brain to rest. Doctor's orders, she wags a finger towards him. You too, Hrimnagel, she addresses the patch of shadow lurking nearby.

Back at the manor, Cladissa unpacks her healer's kit and prepares some rubs, salts, and brews some tea-like concoctions to aid in the restoration of the mind.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

It was strange, coming out of his coma. He had no memory of the events as his mental faculties were withdrawn from his mind. All he could seem to remember were visions of madness. Homicidal. Suicidal. Pure insanity.

He barely recollected the words Cladissa had spoken to him as he came to. Once back in the manor, after having received treatment for his ailments, he realized just how indebted he was to the team. While clearly he was not at fault for their failed first foray into the necropolis, as if they had listened to him and not surrendered to the Allip's babbling like simple minded buffoons, he realized that despite their primitive minds they still chose to insure his safety.

As Cladissa turns to walk away, Argor reaches out quickly with his gloved hand and halts her departure by placing it on her fur covered forearm.

"Cladissa," he said. "Thank you. I'm not...not accustomed to relying on someone like this. I know it doesn't seem like much, but I appreciate what you, and the others, did by getting me out of there. I will find a way to repay the debt."

He then leans his head back onto his pillow and tries to clear his mind of the lingering urges to summon a pack of hell hounds to tear her apart.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Cladissa pauses at the threshold to Argor's room and forces away the thought that wow, he really did get his mind scrambled.

Instead, she debates about telling him that she didn't need to be owed, nor should he be in the others' debt. Yes, they had saved him, but not out of some desire to have something on him, but that it was simply the good and proper thing to do rather than leave him insensate on the floor of an ancient necropolis to die.

But she just shakes her head and leaves his chambers without a word, not wanting to introduce a concept that could possibly blow his fragile mind as it recuperates.


HP: 36/36  |  Martial Maneuvers: 5/5
Stats:
AC 23, T 14, FF 19; CMD 23 (25 vs. Grapple); Fort +5, Ref +6, Will +0; Init +2; Percept +6

Predictably, Grommuk heads to the kitchen and begins pestering Mr. Goodpies for details of the whens and whats for the next meal. His mind wanders to thoughts of the creatures in the necropolis, and whether or not he can punch his way through smoke-monsters. Eventually, he gets up and makes his way to the Grand Lodge, where he spends the better part of the early evening pestering Pathfinders and Pathfinder hopefuls about what he can do against such a foe. Ultimately, their advice leads him to a nearby shop of oddities and magical baubles where he purchases a small flask of oil from a lady whose name he immediately forgot.

Grommuk returns, confident in his solution, and begins waiting eagerly for dinner again.

Oil of magic fang; 50 gp yes?


When Cladissa is finished with her ministrations of Hrimnagel, he goes to spend the rest of his cash on two flasks of holy water.

50 gp Holy Water (2) - 2 lb

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