Absalom Abberations - A Pathfinder Society Tale

Game Master Brian Minhinnick

Roll 20 Campaign


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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

Once the upper level is searched, Argor says "We should rule out the cellar next. That way we can focus our search on one floor only, should it come to it."

Suggest we go back to 3, then to 7, check 8, then to the cellar (14).


CladissaVelorryan wrote:

[dice=Perception]1d20+13

The tang of blood leads Cladissa straight to the scene of the shredded maid's uniform. She takes several sniffs, trying to identify the scents around it.

There are the scents of several women around the room, it is the maid's quarters after all. There are at least three distinct scents, all have been in the room relatively recently.


Going with that to keep things rolling.

Perception DC 20:
Room 8, Pantry

You discover a small velvet pouch stashed here containing two vials labeled oil of taggit. Nyugusk immediately recognizes the name as a poison. There is also empty vial that recently held the same.


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

Perception: 1d20 + 9 ⇒ (4) + 9 = 13


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

Perception: 1d20 + 13 ⇒ (11) + 13 = 24

Craft (alchemy): 1d20 + 12 ⇒ (19) + 12 = 31
"Check this out. Oil of taggit. Poison that puts people to sleep, if ingested." She stuffs the pouch with the vials into her clutch purse.


They find nothing more on their way to the cellar. The cool, dark wine cellar has a flagstone floor and walls covered with light gray ceramic tiles. Its irregularly shaped walls and alcoves are lined with dusty shelves that hold an impressive array of wine bottles. Propped up against the far west wall are two naked forms, both covered with fresh blood. Though both are clearly female, their faces have been chewed away entirely, leaving them both unidentifiable. The face of each corpse is a ghastly ruin of shredded flesh, as if an animal had deliberately gnawed off their faces. As they move closer to get a better look, they notice another corpse off to the side, hidden in a shadowy alcove of the cellar.

Perception DC 30:
You can act in the surprise round. That corpse is some kind of undead.

Initiative:
Hrimnagel: 1d20 + 3 ⇒ (1) + 3 = 4
Cladissa: 1d20 + 4 ⇒ (17) + 4 = 21
Argor: 1d20 + 2 ⇒ (19) + 2 = 21
Nyugusk: 1d20 + 2 ⇒ (9) + 2 = 11
Monster: 1d20 + 8 ⇒ (4) + 8 = 12
Monster: 1d20 + 7 ⇒ (15) + 7 = 221d20 + 7 ⇒ (3) + 7 = 101d20 + 7 ⇒ (15) + 7 = 22

??? 18
Party 14.25
Corpse 12

Begin Surprise Round

After you all act...if any...

The third corpse, that of a young woman with auburn hair springs to life with shocking speed. It leaps up and scrabbles towards Nyugusk, backing into a corner. A pink and purple fleshy coil spews from its mouth and begins waving about in the air like a snake ready to strike. The end is ringed with a putrid orifice ringed with tiny gnashing teeth.


Knowledge Religion DC 18:
That is a fleshwalker mohrg. It's a powerful undead with standard undead traits. It can paralyze you with its tongue

DC 23:
It can create fast zombie spawn of any humanoids it kills.

DC 28:
It's very hard to hit, but has a weak fortitude.

You cannot express this information until you are able to see the creature, and able to act.


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

Eventual Knowledge Check: 1d20 + 10 ⇒ (3) + 10 = 13


Knowledge (religion): 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 + 16 ⇒ (15) + 16 = 31

on phone. Traveling with family. Post more later.


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

Perception, Cladissa: 1d20 + 14 ⇒ (11) + 14 = 25
Percpetion, Cole: 1d20 + 15 ⇒ (7) + 15 = 22
Not enough from either one of us. Grrr.


Surprise Round

Raising his small, thin voice Hrim says, "that's a fleshwalker mohrg. It's a powerful undead. It can paralyze you with its tongue and create fast zombie spawn."

He prays for the vigor of Count Ranalc.

cast Channel Vigor Limbs (Haste) round 1 of 7


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

Surprise round

Nyug drinks his mutagen and shudders at the look of the fleshwalker's snake-like coil.


Surprise Round

Raising his small, thin voice Hrim says, "that's a fleshwalker mohrg. It's a powerful undead. It can paralyze you with its tongue and create fast zombie spawn." He prays for the vigor of Count Ranalc.

The third corpse, that of a young woman with auburn hair springs to life with shocking speed. It leaps up and scrabbles towards Nyugusk, backing into a corner. A pink and purple fleshy coil spews from its mouth and begins waving about in the air like a snake ready to strike. The end is ringed with a putrid orifice ringed with tiny gnashing teeth.

End of Surprise Round
=======================================
Begin Round 1

Three incorporeal undead glide out of the walls, their black forms fluttering in the dim cellar, red eyes glaring hate. They hiss as they reach for Cladissa, Argor and Nyugusk.
________________________________

Touch attack on Nyug: 1d20 + 6 ⇒ (14) + 6 = 20
Touch attack on Argor: 1d20 + 6 ⇒ (10) + 6 = 16
Touch attack on Cladissa: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm on Cladissa: 1d20 + 6 ⇒ (20) + 6 = 26

...(O_O)...

Negative energy damage/Con DRAIN to Nyug: 1d6 ⇒ 41d6 ⇒ 1
Negative energy damage/Con DRAIN to Argor: 1d6 ⇒ 61d6 ⇒ 4
Negative energy damage/Con DRAIN to Cladissa: 2d6 ⇒ (2, 6) = 82d6 ⇒ (6, 2) = 8

Ability Drain

You guys are up. -chews fingernails-

Knowledge (Religion) DC 15:
These are wraiths, incorporeal undead who are powerless in sunlight. As you just felt they also drain con.

DC 20:
They can create spawn

DC 25:
They can sense life and they frighten animals


Adding their vitals to my profile.


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

If these are wraiths, do we get a Fort save against their ability drain?


Do you? -checks- Indeed. DC 17 Fort.


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

Knowledge (religion): 1d20 + 8 ⇒ (4) + 8 = 12
Cladissa shrieks as the undead creatures fade out of the walls and attack. Not sure what these things are, she hastily brings up a ward to defend against the wraiths' death effects.

Casting death ward
AoO: 1d20 + 6 ⇒ (2) + 6 = 8

Cole, meanwhile, lends Cladissa his Cat's Luck, and then dashes to help Nyug, bouncing back and forth in a zig-zag pattern to avoid AoOs.

Acrobatics: 1d20 + 14 ⇒ (17) + 14 = 31


Cladissa and Argor's saves were rolled on Roll20.


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

And a hero point was spent. :)


Round 1

Knowledge (religion) vs. wraiths: 1d20 + 7 ⇒ (10) + 7 = 17

In a loud, small, thin voice Hrim says, "more undead." He concentrates on the will of Count Ranalc and targets the mohrg. All three of his shots uselessly bounce off the powerful undead.

The mohrg twists and miraculously jams the third arrow further into its body.

5-ft step up to the ceiling. Can't fail fly hover check.

swift action to activate Bane (undead)

Rapid 1 -rapid +pbs +haste -da: 1d20 + 11 - 2 + 1 + 1 - 2 ⇒ (1) + 11 - 2 + 1 + 1 - 2 = 10
Rapid 2 -rapid +pbs +haste -da: 1d20 + 11 - 2 + 1 + 1 - 2 ⇒ (7) + 11 - 2 + 1 + 1 - 2 = 16
Haste -rapid +pbs +haste -da: 1d20 + 11 - 2 + 1 + 1 - 2 ⇒ (6) + 11 - 2 + 1 + 1 - 2 = 15

free action to use Preacher (aggression) reroll 1 of 2 per day
Haste -rapid +pbs +haste -da: 1d20 + 11 - 2 + 1 + 1 - 2 ⇒ (18) + 11 - 2 + 1 + 1 - 2 = 27
damage to Mohrg: 1d6 + 2 + 1 + 2d6 + 4 ⇒ (4) + 2 + 1 + (6, 6) + 4 = 23

Channel Vigor Limbs (Haste) round 2 of 7


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

Fort: 1d20 + 9 ⇒ (15) + 9 = 24 whew!

Round 1

Nyugusk's eyes widen as he sees the cat risk its own life to distract the Mohrg. "Brave kitty! Let's see if we can take this thing out before it manages to paralyze one of us."

Using the cat's presence as a distraction, he rips in, solidly, with each of his four front pincers, sending foul-smelling hunks of rotten flesh and entrails flying.

_________________

Free: 5' step
Full: attack mohrg for 113 damage! (wow, nice rolls, and that extra dice of sneak attack is pretty great with four claws)

Claw (mutagen, magic fang, flanking): 1d20 + 15 + 1 + 2 ⇒ (13) + 15 + 1 + 2 = 31 Damage: 1d4 + 9 + 1 + 4d6 ⇒ (1) + 9 + 1 + (5, 1, 1, 3) = 21grab: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28

Claw (mutagen, magic fang, flanking): 1d20 + 15 + 1 + 2 ⇒ (19) + 15 + 1 + 2 = 37 Damage: 1d4 + 9 + 1 + 4d6 ⇒ (2) + 9 + 1 + (3, 3, 5, 5) = 28grab: 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19

Claw (mutagen, magic fang, flanking): 1d20 + 15 + 1 + 2 ⇒ (19) + 15 + 1 + 2 = 37 Damage: 1d4 + 9 + 1 + 4d6 ⇒ (4) + 9 + 1 + (3, 4, 3, 5) = 29grab: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22

Claw (mutagen, magic fang, flanking): 1d20 + 15 + 1 + 2 ⇒ (13) + 15 + 1 + 2 = 31 Damage: 1d4 + 9 + 1 + 4d6 ⇒ (2) + 9 + 1 + (6, 4, 5, 6) = 33grab: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37


Round 1

Three incorporeal undead glide out of the walls, their black forms fluttering in the dim cellar, red eyes glaring hate. They hiss as they reach for Cladissa, Argor and Nyugusk. All three of the Pathfinders shudder as they feel the wraiths draining their life force.

Argor fires a bevy of magic missiles at the closest wraith, and then calling on heroic reserves of power summons four lantern archons to assist the group.

Cladissa shrieks as the undead creatures fade out of the walls and attack. Not sure what these things are, she hastily brings up a ward to defend against the wraiths' death effects. Cole, meanwhile, lends Cladissa his Cat's Luck, and then dashes to help Nyug, bouncing back and forth in a zig-zag pattern to avoid attacks.

Nyugusk's eyes widen as he sees the cat risk its own life to distract the Mohrg. "Brave kitty! Let's see if we can take this thing out before it manages to paralyze one of us."

Using the cat's presence as a distraction, he rips in, solidly, with each of his four front pincers, sending foul-smelling hunks of rotten flesh and entrails flying. He manages to destroy the mohrg in one go.

In a loud, small, thin voice Hrim says, "more undead." He concentrates on the will of Count Ranalc and targets the wounded wraith. All three of his shots uselessly bounce off the powerful undead. Then one ricochets off the wall, and comes back into the wraith wounding it further.

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

Seeing that Argor has magics able to effectively harm them, the wraiths close in on him, and surround him.
_______________________________________

Touch attacks on Argor: 1d20 + 6 ⇒ (11) + 6 = 171d20 + 6 ⇒ (4) + 6 = 101d20 + 6 ⇒ (8) + 6 = 14
Damage to Argor: 2d6 ⇒ (1, 3) = 4
Argor fort saves: 1d20 + 3 ⇒ (18) + 3 = 211d20 + 3 ⇒ (5) + 3 = 8
Con drain to Argor: 1d6 ⇒ 3

You guys are up!


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

My Touch AC is 16 atm, thanks to Mage Armor. Only one of those should be hits...so....I think it looks like I take 1 damage and 0 con drain?

Argor grits his teeth as he feels the icy touches of the wraiths logically focus on him, being the truest threat present.

"Focus on them each one at a time!" he says as he fades from sight...
__________
Lantern Archon ooc, +3 each vs Touch AC 18: 6d20 ⇒ (9, 17, 17, 6, 4, 7) = 60
Damage: 2d6 ⇒ (3, 5) = 8
Cast Defensively, Invisibility, DC 19: 1d20 + 15 ⇒ (7) + 15 = 22


Round 2

After miraculously hitting one of the wraiths last time, he focuses on them, one at a time starting with the wounded one.

5-ft step up to the ceiling. Can't fail fly hover check.

swift action to activate Justice Judgemet, +2 attack
free action to maintain Bane (undead) round 2 of 7

Rapid 1 -rapid +pbs +haste -da +Just: 1d20 + 11 - 2 + 1 + 1 - 2 + 2 ⇒ (20) + 11 - 2 + 1 + 1 - 2 + 2 = 31
Rapid 2 -rapid +pbs +haste -da +Just: 1d20 + 11 - 2 + 1 + 1 - 2 + 2 ⇒ (9) + 11 - 2 + 1 + 1 - 2 + 2 = 20
Haste -rapid +pbs +haste -da +Just: 1d20 + 11 - 2 + 1 + 1 - 2 + 2 ⇒ (17) + 11 - 2 + 1 + 1 - 2 + 2 = 28

Confirm Rapid 1 threat -rapid +pbs +haste -da +Just: 1d20 + 11 - 2 + 1 + 1 - 2 ⇒ (18) + 11 - 2 + 1 + 1 - 2 = 27

damage to wraith: 1d6 + 2 + 1 + 2d6 + 4 ⇒ (4) + 2 + 1 + (5, 3) + 4 = 19 Crit x3 = 57 damage
damage to wraith: 1d6 + 2 + 1 + 2d6 + 4 ⇒ (6) + 2 + 1 + (4, 5) + 4 = 22
damage to wraith: 1d6 + 2 + 1 + 2d6 + 4 ⇒ (4) + 2 + 1 + (5, 5) + 4 = 21

Channel Vigor Limbs (Haste) round 3 of 7. +1 AC from Haste


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!?!" Cladissa shouts as she sees her familiar leap on the mohrg's back, distracting it enough that Nyug was able to shred it to pieces. She shakes off her shock quickly, as the wraiths close in around Argor. She steps back against the wall and targets one of the wraiths that survived Hrim's hail of arrows with a silent scream.

AoO: 1d20 + 6 ⇒ (2) + 6 = 8

Casting ear-piercing scream.
Will Save DC 18: 1d20 + 6 ⇒ (4) + 6 = 10 fail, dazed for 1 round

Sonic: 3d6 ⇒ (4, 4, 6) = 14


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

Relieved to see the menacing, writhing mass of entrails fall quickly, Nyugusk steps back toward the wraiths. Due to the power of magical chymistry, his pincers are able to effect it somewhat...though far less impressively than against bones and guts.

___________________

Claw (mutagen, magic fang): 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28 Damage: 1d4 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Claw (mutagen, magic fang): 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31 Damage: 1d4 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Claw (mutagen, magic fang): 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28 Damage: 1d4 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Claw (mutagen, magic fang): 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24 Damage: 1d4 + 9 + 1 ⇒ (2) + 9 + 1 = 12

Attack Blue since it's the only one I can full attack. Total 49/2 = 24 dam. Not bothering to seek a flank here since I'd need ghost touch to be able to deal sneak damage to these guys.


Round 2

Seeing that Argor has magics able to effectively harm them, the wraiths close in on him, and surround him. Argor grits his teeth as he feels the icy touches of the wraiths logically focus on him, being the truest threat present. "Focus on them each one at a time!" he says as he fades from sight...

After miraculously hitting one of the wraiths last time, Hrim focuses on them, one at a time starting with the wounded one. He manages to destory one, and badly wound a second, but not before they take advantage of the openings he provides them by firing his bow to reach up and drain some of his life.

"Cole!?!" Cladissa shouts as she sees her familiar leap on the mohrg's back, distracting it enough that Nyug was able to shred it to pieces. She shakes off her shock quickly, as the wraiths close in around Argor. She steps back against the wall and targets one of the wraiths that survived Hrim's hail of arrows with a silent scream.

Relieved to see the menacing, writhing mass of entrails fall quickly, Nyugusk steps back toward the wraiths. Due to the power of magical chymistry, his pincers are able to effect it somewhat...though far less impressively than against bones and guts.

The Pathfinder's assault leaves one wraith flickering, moments from destruction, dazed by Cladissa's spell. Before it can shake the effects of the dweomer, Nyugusk is on it and tears it to shreds. Quiet descends over the wine cellar. The stink of death burns thick in the Pathfinders' nostrils.
____________________________________

AOOs on Hrim: 1d20 + 6 ⇒ (14) + 6 = 201d20 + 6 ⇒ (19) + 6 = 251d20 + 6 ⇒ (8) + 6 = 14
Miss chance: 1d100 ⇒ 1001d100 ⇒ 98
Damage to Hrim: 2d6 ⇒ (5, 1) = 6
Hrim's fort saves: 1d20 + 8 ⇒ (3) + 8 = 111d20 + 8 ⇒ (4) + 8 = 12
Con drain: 2d6 ⇒ (1, 5) = 6

Extra crit damage: 1d6 + 2 + 1 + 2d6 + 4 + 1d6 + 2 + 1 + 2d6 + 4 ⇒ (4) + 2 + 1 + (6, 1) + 4 + (6) + 2 + 1 + (5, 3) + 4 = 39

End Combat


The archons fly over to the party, and begin casting aid spells on them.
____________________

Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus 1d8+3 temporary hit points. Roll the THP for yourselves please.


"Ouch." Hrim prays to Count Ranalc to restore the wraith damage.

cast 3 lesser restorations: 3d4 ⇒ (2, 2, 2) = 6

9 rounds later...

aid temporary hit points: 1d8 + 3 ⇒ (4) + 3 = 7

"We still have the grounds to search. Can't be much worse than this, right?"


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

Covered in the viscera of the mohrg, Cole suddenly disappears into mist, only his eyes showing briefly where he was over the body of the undead. Then a moment later, he reappears on Cladissa's shoulder.

Cole meows softly to her, and she just nods, shocked. "Okay. Later, then," she answers. She moves over to the inanimate corpses and sniffs briefly, checking to see if their scents match the servants' scents from upstairs.

Aid temp hp: 1d8 + 3 ⇒ (1) + 3 = 4
After checking the bodies, Cladissa straightens. "Well, if memory serves, Argor, your summons won't stick around forever, but hopefully long enough that we can finish checking the rest of the estate. Shall we continue our sweep?" She's still somewhat shaken but ready to get out of the cellar.


The two faceless corpses match the scent of two of the women who were in the maid's room recently.


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

The tragic fate of the two servants settle her nerves, replacing her fear with a purpose to see them avenged. "These are the servants from upstairs. That's just awful; those poor women," she says softly, but being pressed for time she leaves them be for the moment.


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

Aid: 1d8 + 3 ⇒ (3) + 3 = 6

Answer to my previous observation about the last damage Argor took?

From nearby, the stressed voice of Argor says, "Indeed, but thanks to my magics and Hrimnagel's uncanny ability to remain unseen as well, I think we should let the two of us scan the remaining level ahead of the rest of you, as it is the same level as the guests are on...and we need to be subtle."

Cant see map, but I suggest we resume searching the southern half, moving away from the guests and working the level counter clockwise.


You were right about the damage.


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 quite capable of being discrete, dear Argor," Cladissa comments quietly. "And I'm warded against some of the worst attacks of the undead. That just leaves Nyugusk, who can move quickly if need be. We should all go upstairs in case more threats lurk thereabouts."


After Hrim regains his strength, he waves and says as he departs, "be back in a minute."

1 is CCW: 1d2 ⇒ 1

Hrim heads counter-clockwise too around the manse.


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

"I don't want to stay more than a tiny bit behind you. That fight was over fast--and it could easily have ended just as fast in the other direction.

"By the way, does anyone need restoration? I have potions of my own brewing to help, if desired."

Aid THP: 1d8 + 3 ⇒ (8) + 3 = 11


The only areas you haven’t looked are the grounds and outbuildings. I’ll post about them a little later.


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 shakes her head at Nyugusk's offer. "No, I threw off their deaths' touch. And only one managed to bypass my defenses. I agree; we were lucky. That attack was surprising and potentially lethal."


Garden (Area 13) Perception DC 31:
You find a small box on a ledge just beneath the roof of the gazebo. It is lead lined and has a pair of gloves inside.

Kennel (Area 2) DC 12 Perception:
The dogs are playfully devouring something with great enthusiasm. Even from outside the kennel enclosure, you can see that it is two bloody human jawbones.


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

Perception 1: 1d20 + 9 ⇒ (1) + 9 = 10
Perception 2: 1d20 + 9 ⇒ (4) + 9 = 13

As the Mage floats invisibly throughout the house, he begins to relax somewhat as they fail to find anything more suspicious. Upon arriving at the kennel, he nods to himself.

Likely the first victims.


Just realized that you need a full restoration spell to get rid of ability drain.


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

Once the search was complete, Argor, still invisible, slips into the speech behind a servant carrying a pitcher of wine to refill drinks, and hovers over to Major Maldris. He leans close and whispers into his ear, "Major, remain calm, it is Argor. We have made some unsettling discoveries. Several servants have been murdered, we have found some vials of poison, and were assailed by undead in the cellar, the latter of which have been vanquished. But I fear more sinister motives are afoot here, and they need to be addressed."


Cladissa, Nyug, Hrim Perceptions: 1d20 + 14 ⇒ (19) + 14 = 331d20 + 10 ⇒ (14) + 10 = 241d20 + 16 ⇒ (1) + 16 = 17

Cladissa spots the box.


Major Maldris nods in understanding. He leans into his collar, and whispers. "Come back and mingle with the guests. It sounds like we have an infiltrator among the guests. Your team needs to identify them."

Assuming everyone returns to the room. Everything has been checked at this point.

Just as the other Pathfinders return from their search, Genedair completes his speech. Damian announces there will be drinks and music in the salon, and the guests migrate to that room. The salon is ready with chilled champagne, and a string quartet from the White Grotto music school who are playing soothing chamber music.

Last chance to influence people. Everyone can make one check. Your familiars may assist this round if you wish.


Hrim examines the gloves and box without touching them. He still feels that half his soul is with Count Ranalc.

Detect Magic, Evil, Good, Lawful, Chaos

Hrim keeps his Detect Evil up when he enters the room looking for the infiltrator.

Perception take 10+16=26
Stealth take 10+27=37


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

Target Status, courtesy of Hrim:
Lady Dyrianna of House Avenstar = Need diplomacy, bluff or knowledge (local) to do anything with her.
Lord Rothos of House Vastille =

(1) Scion Lord Kerkis of House Damaq = Cladissa influenced him. +4 bonus on future checks to influence Lord Kerkis, who can additionally be influenced by Knowledge (Local).

(1) Lady Darchana of House Madinani = Done

(1) Grand Ambassador Dremdhet Salhar = Argor gained influence, Discovered by Sense Motive

Lady Vaelia of House Wintermark = Lady Vaelia is uninfluenceable

Senator Augustyn Naran = is uninfluenceable


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

Argor approaches the Ambassador, waiting for a moment to speak privately with the man.

"Grand Ambassador, have you given thought to your position on the new Crusade. I believe the I can say with some confidence that the Arcanamirium will be throwing our support towards the cause, though obviously Lady Darchana will be the one to make the official decision..."

Rutai Diplomacy Aid: 1d20 + 12 ⇒ (2) + 12 = 14 +2 to someone who needs it.
Argor Diplomacy: 1d20 + 13 + 1 + 4 ⇒ (14) + 13 + 1 + 4 = 32


Argor Constantine wrote:

Argor approaches the Ambassador, waiting for a moment to speak privately with the man.

"Grand Ambassador, have you given thought to your position on the new Crusade. I believe the I can say with some confidence that the Arcanamirium will be throwing our support towards the cause, though obviously Lady Darchana will be the one to make the official decision..."

[dice=Rutai Diplomacy Aid]1d20 + 12 +2 to someone who needs it.
[dice=Argor Diplomacy]1d20 + 13 + 1 + 4

"I am becoming convinced myself that it is the wisest course of action to aid the Society, despite my personal misgivings about some of their members. Thank you for your council, Maven."


Hrim follows Nyug to Scion Lord Kerkis. He forces down his shadows to reveal himself. "Lord Kerkis, your guidance of the finances of Abasalom are unparalleled. How many awards have your received for it?"

aid another Bluff: 1d20 - 1 ⇒ (13) - 1 = 12 Woot! Go team!

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