GM Endless Forms' PFS 03-15 The Haunting of Hinojai (5-9) (Inactive)

Game Master Mike Tuholski

A spooky tier 5-9 PFS scenario. Hinojai!


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The Flaxseed Pathfinder Lodge

Usually there is a time lapse with that sort of thing; it's not instantaneous. There's only the one more room and your mission was to check out the whole house. I promise it won't kill you. I'll give everyone a chance to heal and react before I put the final room description up tomorrow.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

"That was an ordeal. Sahar, what got into you there? Gotta say, I like a woman that can work a blade like that - shows spirit!"

Desmond takes a minute to gather his things. He glances through the journal and hands it to one of the ladies.

"So, we need to check out that basement. Did we find a key for that door, or the chest? Do you think...it might be in that body, the one that's hanging? It wouldn't hurt to cut it down and search it..."

I won't have access to the map until Friday. Sorry.

The Exchange

F Human Barbarian 2 / Witch 6 / HP: 65/65 / AC 19/ T 13 / FF 16 / Fort: +8 / Ref: +8 / Will +6 / CMD: 20 / Init: +5 / Perc: +11

Coming of of her rage, Sahar finishes Minasako stabbing her between the eyes with the longsword.

After searching the room, she jingles the keys at Desmond. "See. Every lock has a key."

Chest, then basement.


The Flaxseed Pathfinder Lodge

The party heads back downstairs and unlocks the chest to find it stuffed full of gold. Satisfied with that find, they head down to search the basement.

The manacles and fetters set in the western wall leave little doubt as to the room’s purpose. Ancient rusty-brown stains coat the walls and floor where prisoners once hung in chains. In the northeast corner, a small table is covered with torture instruments and a small stack of books. In the opposite corner of the room sits a very large barrel next to a stool with a hammer resting on it. The lid has been removed and the barrel is empty.

gm rolls:

Sahar: 1d20 + 9 ⇒ (8) + 9 = 17
Desmnd: 1d20 + 9 ⇒ (10) + 9 = 19
Peri: 1d20 + 1 ⇒ (9) + 1 = 10
Kirah: 1d20 + 4 ⇒ (10) + 4 = 14

Sahar: 1d20 + 4 ⇒ (13) + 4 = 17
Desmon: 1d20 + 6 ⇒ (17) + 6 = 23
Peri: 1d20 + 8 ⇒ (12) + 8 = 20
Kirah: 1d20 ⇒ 16

Sahar and Desmond:
You notice that the barrel in the corner of the room is silently filling with ectoplasmic wine.

Desmond and Sahar have surprise round actions!


The Flaxseed Pathfinder Lodge

Check that: the above only occurs if someone touches the hammer on top of the barrel. Feel free to do so to see what happens or you can just ignore it. Either way I'll have chronicles up shortly.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Desmond readies his haunt siphon before the party heads to the basement. Once down there, he is a little disgusted by the chains and the torture instruments.

He notices a barrel in the corner. He walks over and picks up the hammer...

He drops the hammer and activates the euphony when he notices something amiss.

Haunt Euphony: 3d6 ⇒ (1, 5, 4) = 10


The Flaxseed Pathfinder Lodge

Still there. Let's see what Sahar can do.

The Exchange

F Human Barbarian 2 / Witch 6 / HP: 65/65 / AC 19/ T 13 / FF 16 / Fort: +8 / Ref: +8 / Will +6 / CMD: 20 / Init: +5 / Perc: +11

Sahar only has a full haunt siphon now, so probably little I can do to hurt it.


The Flaxseed Pathfinder Lodge

Desmond DC 14 Ref against nonlethal: 1d20 + 9 ⇒ (1) + 9 = 10
nonlethal: 2d6 ⇒ (3, 5) = 8

Desmond DC 14 Ref against engulf: 1d20 + 9 ⇒ (5) + 9 = 14

Desmond is hit by a vinous orb (aqueous orb made of wine). Two ghostly soldiers shove Desmond face-first into the barrel (now filled with ectoplasm).

You guys are up! (one round of actions before the [i]aqueous orb acts again)


The Flaxseed Pathfinder Lodge

The haunt description is not totally clear but it says, "the first person the orb targets is compelled to walk to the barrel, where two ghostly soldiers shove him face-first into the barrel." I take that to mean Desmond is compelled to do this and, as there are no rules for breaking out, I think he's just going to let it happen. I'll take other opinions but not having rules to break out I think implies that the person who sets it off is going to be passive and let the ghostly soldiers shove him in there.

Scarab Sages

AC19(21)/T13/FF19(21)/Ft:+7/Rf:+3/Wi:+10/Init.+0/Percep.+4 Human Cleric

Channel: 6d6 + 7 ⇒ (1, 3, 1, 4, 3, 5) + 7 = 24

Kirah shakes her head in exasperation as Des plays with toys he not supposed to.


The Flaxseed Pathfinder Lodge

As Kirah sends out a wave of divine energy the ghostly figures disappear and the wine falls to the ground in a puddle at Desmond's feet.

After slaying Minasako Himiju, life improves in Nagura—the townsfolk no longer fear to stay out after sundown or stray too far from home. Word spreads what the four travelers have done and the Pathfinder's reputation improves significantly in Nagura. Hinojai’s haunts fade a month after Minasako’s death.

The revelations concerning the Way of the Kirin set the Pathfinder Society abuzz. The Society has compelling reasons to suspect that the Aspis Consortium stands poised to form an alliance with the Golden League. That has driven the undercurrent theme of this expedition, and the factions will be redoubling their effort to make contact. The Decemvirate makes discreet inquires about acquiring the Hinojai property as a regional base (once the haunts fade or are exorcised), hoping to tempt the Way to initiate contact.

Congratulations, everyone! It was a rough ride but I hope everyone had fun. It will certainly be a memorable game for everyone. Peri can now go back to Absalom and slap Amara Li for getting her killed a second time.

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

"I will indeed."

The Exchange

Female HP 30/30| AC 13 "17* mage armor"- | Touch 12 | FF 11 | CMD 14 | F+2 | R+4 | W+4 | Init +8| Perception +1 | Sense Motive +1 Kitsune Tattooed Sorcerer 7

Good game guys I enjoyed it.

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