(PFS) GM Alice's First Steps Part II: To Delve the Dungeon Deep [Group 2] (Inactive)

Game Master Alice Margatroid

The First Steps series... hurriedly played in reverse before they get retired. This is part 2! [Group 2]

Map


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Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"We are here looking a jade katana, trade documents and to clea.. wait, are you the ones causing the undeath?"

Diplomacy: 1d20 - 1 ⇒ (3) - 1 = 2

Crap, I don't think that will help.

Silver Crusade

Init +1|AC20(22)*22*/Touch11/Flatfoot16/CMD 16|CMB +5|HP 18/[18]| Fort:+5 ;Ref:+1 ;Wil+5|Percept +8/Sense Motive +7 Destructive Smite 4/[5] Male Teifling (Demon Spawn) Inquisitor / 2(Fav)

Let fight not, says the big scaled man, taking his hands away from his sword.

Talk talk better.

Diplomacy 1d20 + 3 ⇒ (14) + 3 = 17


The kobold at the back seems to relax a little at Yarg saying to 'not fight', and after a couple of short, yappy words to her comrades, they hold their spears up... although the small band nonetheless looks at Clacent with some misgivings.

"Why no listen to Tarka?" the kobold grumbles again. "Tarka ask you first! Who you?" The kobold pauses for a few moments, a look of confusion coming across her face. "Why come from out from fire shrine? ... What happen to Fire Speaker?"

Silver Crusade

Init +1|AC20(22)*22*/Touch11/Flatfoot16/CMD 16|CMB +5|HP 18/[18]| Fort:+5 ;Ref:+1 ;Wil+5|Percept +8/Sense Motive +7 Destructive Smite 4/[5] Male Teifling (Demon Spawn) Inquisitor / 2(Fav)

Who Fire Speaker?

A sad commentary on game design when they couldn't hear the arse kicking we delivered

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

"We are Pathfinders. We're exploring these ruins and killing any Undead we find." Balak says.

The Exchange

Slayer 5 [ HP 49/49 | AC 18 T 12 FF 16 | CMD 21 | F +6 R +6 W +5 | Init +6 Per +9(11TF), SM +6]

Firespeaker was a coward, he runned away to save his hide. You are by yourself. Time to play nice. Smiling.
Aid Another Diplomacy: 1d20 ⇒ 10


Some more confused blinks. "Fire Speaker runned away?" The kobolds' apparent 'leader' considers this for a moment, before a wide smile leaps to her reptilian maw. She chatters rather animatedly to the rest of her band for a moment, who likewise seem confused but happy.

"Hah! Tarka knowed he fake. Real Fire Speaker no run," she sneers. "That make Tarka boss here now. Tarka happy now, so let Pathfinders through." The kobold band steps aside, Tarka looking especially gleeful.

"Bad out though," she warns. "Scary howling ghost there. And some Tarka friend taken by spider. Kobolds no go that way no more."

True to the kobold's words, if you listen at the door to the south, you can hear a strange howling coming from beyond.

Grand Lodge

M Elf Ranger/2

Thayn moves cautiously to the door. He places a hand on it and listens intently.

Do you know where these undead come from?

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

"Ghost? We got anything to fight a ghost with?" Balak asks.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"That would be troublesome." after some careful thinking, "It could be the ghost of the kobold that was taken by the spider, maybe it just needs our help?"


Tarka appears to not know what the word 'undead' means, let alone where they comes from. She shakes her head.

"Ghost in well been there since before Tarka tribe come. We no go there, too scary."

Grand Lodge

M Elf Ranger/2

I don't have anything that would be useful against a ghost.

Thayn looks around the room for anything that may be helpful.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24


There's nothing really of any particular use in the room. It looks like the kobolds have been using it as a sleeping area.

Does anyone have ranks in Knowledge (Religion)?

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

None here.

Silver Crusade

Init +1|AC20(22)*22*/Touch11/Flatfoot16/CMD 16|CMB +5|HP 18/[18]| Fort:+5 ;Ref:+1 ;Wil+5|Percept +8/Sense Motive +7 Destructive Smite 4/[5] Male Teifling (Demon Spawn) Inquisitor / 2(Fav)

Knowledge Religion 1d20 + 4 ⇒ (6) + 4 = 10 (+2 more for ID of Monsters)


Unfortunately that roll will not really give you anything...

Grand Lodge

M Elf Ranger/2

Thayn ponders the idea of the ghost, trying to recall any information.

Thayn should be able to roll Kw:Religion, since its an Undead (if I recall correctly) and his Favored Enemy.
Knowledge(Religion): 1d20 + 5 ⇒ (10) + 5 = 15


Thayn:
It's hard for me to explain your character omnipresently knowing anything at this point - since you know very little about it as second hand knowledge from the kobold - but I'll use that roll when you go into the next room anyway.

In any case, obviously Thayn knows that, typically speaking, ghosts haunt places because they have some unfinished business from this life. You can destroy them, sure, but generally speaking it's easier to deal with them by fixing what problem tethers them to this world.

Grand Lodge

M Elf Ranger/2

If this is a ghost, we should attempt to find what is causing this soul's unrest.

Thayn moves up to the door across the room and turns to Tarka.

Do you know where this leads?

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"I doubt they will know it, they're scared to go in there."


"Past scary well is scary spider that eat kobolds... we no go farther."

Grand Lodge

M Elf Ranger/2

I'm a little confused. Is the well back where the alter is or behind the door in the room where we are now?


Beyond the door here. There is another well back behind the statue that the skulk escaped down, but there's one through here as well.

Grand Lodge

M Elf Ranger/2

Wow, that's a lot of wells.

Did you hear the one about the three holes in the ground?

No? Well, well, well.... :)

Shall we see what is bothering this ghost?

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"Do you guys want to pursue the creature earlier?"


This game has really ground to a halt since GenCon... so I'm going to nudge you forward a little in the interests of getting the scenario done soon. Is everyone still here?

FYI, Nicolae contacted me to say he'll be away on a vacation for the next couple of weeks. I'll be botting him in the interim.

The creature earlier has likely bolted by now. There's not much chance of catching up.

After some discussion, the decision is made to at least look at the next room, and the door is opened. A mournful howl comes from a stone well in the room's center; the volume and intensity only seems to increase as people approach the well. This large chamber's walls, once painted with vermilion and gilded with gold leaf, are now splotched and crumbling. Unlike the walls, however, the tiles that decorate the well are untouched by the ages and gleam as if recently polished.

Silver Crusade

Init +1|AC20(22)*22*/Touch11/Flatfoot16/CMD 16|CMB +5|HP 18/[18]| Fort:+5 ;Ref:+1 ;Wil+5|Percept +8/Sense Motive +7 Destructive Smite 4/[5] Male Teifling (Demon Spawn) Inquisitor / 2(Fav)

Yarg enters cautiously, blade at the ready.

Grand Lodge

M Elf Ranger/2

Thayn carefully enters the room. He scans the area, looking for anything to indicate the cause of this restless spirit.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Can Thayn make a better Religion check now?

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak lets the others go first and brings up the rear, warily eyeing the well and the area around it as though expecting something to appear.


Thayn, I'll use your Knowledge (Religion) check from above as appropriate - however not just yet...

As you enter the room... well, nothing really happens. The well howls and wails, but it doesn't seem to be doing anything in particular to you.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"Anything?"

Clacent will go ahead and take a peek at the well.


Clacent moves towards the well and looks into it. At the bottom, about twenty feet down, he spies the long-dead remains of a man, his simple servant's clothes tattered and threadbare from the many years that have gone by.

Perception DC 10:
The wailing becomes louder and louder the closer Clacent gets to the well. Mixed amidst the eerie howling from the well, you can hear the distinct sound of a person screaming.

Clacent:
Clacent Will Save: 1d20 + 2 ⇒ (11) + 2 = 13

You hear a whispering amidst the screams and howls from the well... a desperate, fevered whispering, filled with overtones of despair and hatred.

"Join me... leap into the well... embrace your inevitable fate... suffer in the subterranean darkness for eternity with me..."

For some odd reason, this sounds incredibly convincing to you, so you leap over the edge. You land on the bottom of the well with a painful thump, although you land safely enough to protect yourself against the worst of the damage.

You take 2d6 ⇒ (1, 1) = 2 points of falling damage. Man, so lucky!

The rest of the group looks on (with horror, no doubt) as Clacent's eyes glaze over ever so slightly and he leaps into the well.

Thayn:

This is where your Knowledge (Religion) check comes into play.

You're fairly sure this isn't a "ghost" per se, but rather some kind of haunt. Haunts are formed from the pain and sadness of people who died in unfortunate ways, such as suicide and murder. Much like ghosts, the best way to deal with a haunt is to bring its subject peace in some way. They also tend to be susceptible to positive energy (such as that from channel energy or cure spells). Some have other weaknesses such as holy water or spells that affect undead.

Anyone who looks into the well, please make a Will save.

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik will watch as Clacent jumps into the well. His jaw drops as he does so.

What...the...hell?? Clacent doesn't seem like type to jump into a random well. I don't like the looks of this.

perception: 1d20 ⇒ 20. Of surroundings

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

Am I still under the well's spell?


Nope. After falling you don't feel any other suggestions, although you might feel a little stupid for jumping into a well. :)

Chasik, you don't notice anything else. (apart from the stuff in the spoiler above)

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"What the..? What am I doing here?" says Clacent as he looks around to check what is down there.

Take 10 Perception: 10 + 5 = 15


There's nothing else down at the bottom of the well except for an old skeleton, the same one you spotted from above. The howling and wailing is strangely quieter down here.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"There's only this skeleton, can someone grab this for me?" as Clacent wraps one end of the rope on him and throws the other on top.

Take 20 on Throw: 20 + 2 = 22

"Tie it up somewhere stable," Clacent will attempt to climb using the rope after it's stable.

Climb: 1d20 + 4 ⇒ (1) + 4 = 5

Grand Lodge

M Elf Ranger/2

Interesting, this appears to be a haunt. We must do something to put the spirit to rest.Perhaps burying the skeleton would give it the rest it desires.

Dark Archive

M Oni-Spawn Tiefling Monk (Maneuver Master) 3 | HP 27/27 | AC 16 | F +6 R +5 W +7 | I +1 | P +9

Balak catches the end of the rope and anchors himself against the lip of the well, careful not to look in, and then hauls Clacent up when he's ready. "So we gonna carry the body out with us then?"

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"Ok, I'll just put these bones inside my backpack, haul me up!"

Grand Lodge

M Elf Ranger/2

Yes! There must be a cemetery somewhere in this ruin.

Can we just pull him up?


Yep you can just pull Clacent up, given enough time.

Grand Lodge

M Elf Ranger/2

Strength check by the strongest with aid from others?

Silver Crusade

Init +1|AC20(22)*22*/Touch11/Flatfoot16/CMD 16|CMB +5|HP 18/[18]| Fort:+5 ;Ref:+1 ;Wil+5|Percept +8/Sense Motive +7 Destructive Smite 4/[5] Male Teifling (Demon Spawn) Inquisitor / 2(Fav)

Str 1d20 + 4 ⇒ (12) + 4 = 16

Str 1d20 + 4 ⇒ (19) + 4 = 23

Str 1d20 + 4 ⇒ (16) + 4 = 20

Grand Lodge

M Elf Ranger/2

Aid strength check:1d20 + 1 ⇒ (20) + 1 = 21


In combination, the strong muscles of the party are able to help Clacent out of the well without much of a strain. The wailing from the well continues, but it seems to be somewhat subdued.

Grand Lodge

M Elf Ranger/2

After Clacent is hauled out of the well, Thayn hands him the last potion of cure light wounds and indicates for him to use it, if he needs it. He then moves along the wall to give the well a wide berth and stops at the far door. Leaning closely, he tries to hear what is on the other side.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik, weapon and shield drawn, will stay his position near the back to protect their flank. He will also give the well a wide berth so he doesn't fall victim to its perils.

Grand Lodge

Ranger/1; Hp 7/12; AC 18/T 12/FF 16; F +4/R +4/W +2; CMD 17; CMB +5; Per +5; Init +8; Speed 20, Melee +6, Ranged +2

"Thank you for the potion, but its only a minor scratch. Let us save it for later."

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