[PFS Quest] gfvelastegui's "Phantom Phenomena" (Inactive)

Game Master gfvelastegui

Bizarre phenomena have tormented the people of southeastern Ustalav for decades, and these events become stronger and more dangerous every year. Hoping to uncover the origins of these flashes of red lightning and spectral hauntings, Dr. Quolorum from the Sincomakti School of Sciences has set out with a team of able-bodied assistants. Can the PCs help the professor unlock the secret that dwells above Lantern Lake?

Phantom Phenomena includes six adventures that take the PCs to a superstitious village, a lightning-scarred woodland, an ancient Kellid monolith, a haunted manor, an occult university, and finally into the storm-choked mountains.

We are going to play the six adventures in order, just for flavour.

Maps and stuff .


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Sorry for confusion. What I wanted to say is that the only persons who disbelieve the illusion are Kyra, Erasmus and Mavaro. That is why you can act in the surprise round. The others are amused by the illusion and act when the skulls attack them. I don´t know if this is more clear.


Female Human Psychic 01 HP 09/09 AC 11/T:11/FF:10 - Perception: +6 - Fort: +4, Ref: +3, Will: +4; - CMB: +0, CMD 11 - Speed 30 ft. - Init. +1

It is. Rivani down to 4 hp. Can she act now?


- PREGEN -

Mavaro swings at a nearby skull, hoping to shatter it with his sword.

Crunch:
Longsword, attack: 1d20 + 3 ⇒ (2) + 3 = 5 for slashing: 1d8 + 4 ⇒ (1) + 4 = 5

-Posted with Wayfinder


In the next turn you can act Rivani. This turn only Kyra, Erasmus and Mavaro.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Surprise Round:

"I hate it when I am right..."

Grimacing, Erasmus shifts to a flanking position, and attempts to punch the floating skull next to him (Blue).

Brass Knuckles: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15, for 1d3 + 4 ⇒ (1) + 4 = 5 Bludgeoning damage.


Erasmus flanks the skull in front of him and his attack destroys it.

Leryn and Adowyn are still perplex with the illusion.

The blue skull, covered with fire, tries to attack to Adowyn but her armor protects her.

Mavaro swings at the nearby skull, but some how the skull avoids the hit.

End of the surprise round.


First round

Initiative order:

E3 Red
EF2 Red
Amiri
Rivani
Kyra
Erasmus
Leryn
Adowyn
EF1 Blue
Mavaro

E3 to Kyra Slam: 1d20 + 2 ⇒ (10) + 2 = 12 Damage: 1d2 ⇒ 1

EF1 to Adowyn Slam: 1d20 + 2 ⇒ (7) + 2 = 9 Damage: 1d2 ⇒ 1 Fire damage: 1d6 ⇒ 5

EF2 to Rivani Slam: 1d20 + 2 ⇒ (2) + 2 = 4 Damage: 1d2 ⇒ 2 Fire damage: 1d6 ⇒ 4

The skulls, E3 y EF2, attack to Kyra and Adowyn but fail obstreperously.

Next in this turn: Amiri, Rivani, Kyra, Erasmus, Leryn and Adowyn.


The one that attacked Kyra would provoke if these things are size tiny and she has a weapon out.

Kyra snarls at the flying skulls, as she finally draws the massive bastard sword slung over her back.

"This is how steel repels evil spirits." She cries in anger, as she brings her weapon around in a might swing at the flaming skull attacking Rivani.

Rage! Attack flaming skull (red)

Melee Attack: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22, for 2d8 + 6 + 3 ⇒ (2, 4) + 6 + 3 = 15 damage.

Assuming that takes care of it:
She then steps into the space vacated by that very creature, eyes stalking the remaining skulls.

PS: had to look up 'obstrepariously'!


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

@Amiri: Tiny creatures can still 5' step...

Erasmus moves around to flank with Kyra, and takes a swing at the pesky flying skull!

Brass Knuckles: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24, for 1d3 + 4 ⇒ (1) + 4 = 5 Bludgeoning damage.

Grand Lodge

Male human Human fighter 1, HP 15/15, AC/T/FF 19/12/17, F +4, R +2, W +3, Perc +3, INit =4

Kyra swings her scimitar at the skull that attacked her.

Leave this world, foul creature!

attack: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 2 ⇒ (5) + 2 = 7

crit: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 2 ⇒ (3) + 2 = 5


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Of course, if Kyra kills her one before I can act, I will target the blue flame one instead...


In order for a tiny creature to attack a bigger creature, it has to enter its space, which automatically provokes. 5' stepping does not avoid this (Though if they don't 5' step to do so, they provoke twice)


hp 11/11; AC 17 t14 f13; F 4, R 6, W 2; bab 0 +0 melee +4 (+2/+2) range; cmb 0 cmd 14; init +4 human hunter/1
skills:
climb 3, handle anml 4(8 for Leryn), kn nature 5, perc 6, stealth 7, surv 6, swim 3

Adowyn swings her club at the skull that's been attacking her.

to hit: 1d20 ⇒ 16
dmg if hits: 1d6 ⇒ 1


Female Human Psychic 01 HP 09/09 AC 11/T:11/FF:10 - Perception: +6 - Fort: +4, Ref: +3, Will: +4; - CMB: +0, CMD 11 - Speed 30 ft. - Init. +1

Rivani takes a step back and then concentrates her mind on the skull that hit her trying to gring it into dust.

Mind Thrust: 1d6 ⇒ 1

5 foot step and then cast mind thrust, DC15 will save for half damage, mind affecting, if by any chance her target was killed she'll try to hit whatever skull was left concentrating with those who survived Kyra's channel


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

@Amiri: After checking the FAQ, I agree, that entering an opponent's square to attack provokes (well, unless they make an Acrobatics check at CMD+5) if you are tiny, but you would only provoke once - since you can only provoke once from a particular action (in this case, movement).


Its all a much bigger discussion, that's mostly moot here =)


Amiri destroys the flaming skull with her might swing.

Rivani takes a step back, concentrates, casts, but the skull was destroyed by Amiri just now.

Kyra swings her scimitar at the skull that attacked her and destroys it.

Erasmus moves 25' to destroy the last skull.

I don't know what happened with Rivani, she disappeared from the map.

Please, rules discussion in discussion area. This is for gameplay. Thanks.

End of this fight.

On the harrow table you find a deck of cards surrounded by a faint glow.

Grand Lodge

Male human Human fighter 1, HP 15/15, AC/T/FF 19/12/17, F +4, R +2, W +3, Perc +3, INit =4

Krya focuses on the source of the magic.

casting detect magic to determine type


Kyra takes some time and determines the deck is still imbued with psychic power, she also knows this kind of decks are used in divination.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Breathing a sigh of relief, Erasmus cautiously investigates the rest of the room for anything else of interest.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22.


The tavern has alcohol, tables, chairs, napkins, glasses and more stuff used in this business. Everything is old, and probably, in not good condition. There are three doors. One is located behind the bar, the others two are close to the north east corner of this room. One on the north wall, the other on the east wall.


Female Human Psychic 01 HP 09/09 AC 11/T:11/FF:10 - Perception: +6 - Fort: +4, Ref: +3, Will: +4; - CMB: +0, CMD 11 - Speed 30 ft. - Init. +1

I moved Rivani down 1 space (5 ft step) and she's still on the map as I see it, as for the spell, had I been able to do do this normally I would never had casted a spell on a destroyed enemy (doubt you actually can do that), does Rivani need to lose a spell anyway?

I think we should check the rst of the haunted tavern before we start investigating it. Much safer that way although knowledge is always enticing" says Rivani to the others, pointing at the rest of the establishment


- PREGEN -

Mavaro's lustful gaze is drawn away from the deck by the realization that there is liquor at the bar. Think How long it has had to age! He looks back at the deck for a moment before going to the bar and looking for some quality spirits to stow for later. "Kyra, can you tell me anything about that deck?"

-Posted with Wayfinder


It's OK. You don't waste your spell this time. I know PBP is not the best way to play by turns, but next time, give me two options just in case something happens while your turn comes. If I am not wrong, Erasmus did so.

Grand Lodge

Male human Human fighter 1, HP 15/15, AC/T/FF 19/12/17, F +4, R +2, W +3, Perc +3, INit =4

The deck still has some psychic energy remaining on it. This style of deck is one of those that people tell fortunes with...I only know a little about that. It was outside my studies during my schooling. I wonder if the deck might have bonded with the person who died there. she says pointing to the remains sitting in the chair

I too think we should check the rest of the building out first....I dislike surprises....

She points to the bar

May as well start there....as long as none of us gets distracted by anything..... she says, looking directly at Mavaro.


- PREGEN -

Mavaro doesn't turn away from browsing the liquors as he replies. "I am not distracted, Kyra. I'm exploring the bar."

after he is done at the bar he will pocket the narrow deck

-Posted with Wayfinder


Mavaro:
Luck: 1d6 ⇒ 3 When you touched the deck to put it in your pocket, you felt somehow a little bit more healthy. +2 Constitution. You have this bonus until the end of the Phantom Phenomena.

The bar has old local liquor.


Amiri shrugs slightly, then heads for the nearest door to see if the rest of the building is clear.

I'm assuming the one behind the bar, then the one down the hallway from there. (I've seen this map before! =))

She keeps her sword out this time.


Amiri opens the door. The new room is dark, no light inside, but she could assure it was a kitchen. On the east wall of this new room there are two doors. Amiri barely can see them with the light coming from the bar. Kyra who is next to Amiri can see the same.


That's why the good lord gave us torches!

The barbarian frowns, barely able to see through the darkness.

She sheaths her sword, pulls out a torch, lights it, and proceeds to looking around.


Amiri sees typical stuff that you will find in a kitchen, knives, plates, mugs, glasses, and more, but nothing that Amiri would pick. She is now in the center of the kitchen. In front of her there are two doors.


"Why are we here, anyway?" She asks Kyra (or whoever else is following along).

"Place seems deserted. Maybe it was just those things back there scaring all the locals."

She'll keep going as long as there's nothing unusual to stop her.

Left door, right door, whatever doors come after that, etc...

Grand Lodge

Male human Human fighter 1, HP 15/15, AC/T/FF 19/12/17, F +4, R +2, W +3, Perc +3, INit =4

Let me hold the torch, Amiri...you need your hand for your sword.

Kyra takes note of the kitchen and heads to one of the doors.

I can't quite make out the doors on the map, so I will start with the one closest to the top of the map...


Amiri shrugs. "Was just going to whack it with this." she says, looking at the torch.

"Though I guess too much of that might burn this place down anyway." She adds with a grim smile, as she hands the torch to the cleric.

Doesn't Kyra have the light cantrip? =)

"Wouldn't want that." Its clear by her tone that she still thinks doing just that would solve a lot of people's problems with the place.

She pulls her sword out once more before continuing.


Amiri and Kyra find an old room with rotten meat, the other is a room with rotten food like bread. Then, they start to open the other doors. The building seems to be empty, but when they are losing their faith to find something else, they found a body in a corridor.

All that is left of this man now are his items and broken bones. His bony hand still clutches a single harrow card he took from the reading table— It is the Demon’s Lantern. He was ready for fight, so he is also outfitted with leather armor, a masterwork rapier, and 2 vials of holy water.

There you are, you cleaned the building. Let me know what you take from here.

Grand Lodge

Male human Human fighter 1, HP 15/15, AC/T/FF 19/12/17, F +4, R +2, W +3, Perc +3, INit =4

Kyra picks up the card and the holy water.

These might come in handy. Poor soul. At least he died fighting...or preparing to fight.


Amiri snorts.

"The steel sure kept his bad spirits at bay." She adds sarcastically, hefting the rapier.

"Should have brought something bigger."

Do we get to keep items between quest chapters?


Kyra:

Luck: 1d6 ⇒ 1 When you touched the card to pick it up, you feel yourself somehow a little bit more strong. +2 Strength. You have this bonus until the end of the Phantom Phenomena.


@Amiri, yes. You can use items until the end. I will wait a little bit for Kyra and Mavaro before to continue. It is the end of the first adventure.


- PREGEN -

Mavaro takes all the heavy liquors and then follows Kyra and Amiri into the rest of the building. He adds the last harrow card to the deck. "You know, I think this deck is lucky. I'll definitely be keeping it."

can Mavaro determine,anything about how the deck works or if he can use it for anything?

-Posted with Wayfinder


When Mavaro completed the deck, all of you unlocked a boon. Soon, it will appears in Maps and stuff. For simplicity, the boon will last until the end of the adventure. For Mavaro and Kyra the boon is already given. Please, do the changes in your characters and when everyone is ready we will start the second part.

Grand Lodge

Male human Human fighter 1, HP 15/15, AC/T/FF 19/12/17, F +4, R +2, W +3, Perc +3, INit =4

added it all in...good to go for next part


hp 11/11; AC 17 t14 f13; F 4, R 6, W 2; bab 0 +0 melee +4 (+2/+2) range; cmb 0 cmd 14; init +4 human hunter/1
skills:
climb 3, handle anml 4(8 for Leryn), kn nature 5, perc 6, stealth 7, surv 6, swim 3

so do we each roll for our character individually, do you roll, how do you want us to do this... or is the boon for the character we're going to give the xp to?


Please, roll 1d6 each one and add that information to your character before to continue. This boon is free for these adventures. I will give you at the end the same boon, in that case you use it in your new character or you character level 1. Then, you cross this boon from your chronicle sheet.


So 1d6 ⇒ 2
Dexterity then?


Yes Amiri. +2 Dexterity.


hp 11/11; AC 17 t14 f13; F 4, R 6, W 2; bab 0 +0 melee +4 (+2/+2) range; cmb 0 cmd 14; init +4 human hunter/1
skills:
climb 3, handle anml 4(8 for Leryn), kn nature 5, perc 6, stealth 7, surv 6, swim 3

boon: 1d6 ⇒ 4


Adowyn +2 Intelligence

Erasmus Boon: 1d6 ⇒ 6 +2 Charisma

Rivani Boon: 1d6 ⇒ 3 +2 Constitution

There it is. When everyone is ready we start the part 2.


- PREGEN -

ready anytime


Female Human Psychic 01 HP 09/09 AC 11/T:11/FF:10 - Perception: +6 - Fort: +4, Ref: +3, Will: +4; - CMB: +0, CMD 11 - Speed 30 ft. - Init. +1

ready but I'll post more tomorrow

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