[GD VII] [Session 1] GM zebeev's PF2-PT-01 - Rose Street Revenge (Inactive)

Game Master zebeev

GameDay VII - August 13th
Maps and Handouts!


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Grand Lodge

Maps: |

I swore I included it in my previous post, but I guess it didn't - there's no stat block for these rats, they're just background flavour. But rats in the Playtest Bestiary, the rats do not have a burrow speed.


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor opens by offering her the bag of coins, "We bring tidings, as a sign of good will, it may not be much but hopefully it is something." Once the Muckrucker has received it, he continues straight to the point, "We come hear in search of answers, we are attempting to investigate the disappearance of a few members in the puddles, with links to the Rose Street Killer. Would the Muckruckers have heard of this?"

Grand Lodge

Maps: |

"Hrm..." the woman furrows her brow. "You say you're investigating these abductions and murders, yet how can I trust you at your word?"

I'll need either a Deception or Diplomacy check here, or alternately, there was a bit of coinage that Valsin gave you as a posible "public service donation" - 35 sp.


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor would pass over the coinage being a man of his word.

"We bear donations towards your cause. I hope you'll find this favourable." Galonor reaches his hand out toward the muckrucker.

Grand Lodge

Maps: |

She accepts the bag, then quickly examines the contents.
"Ah, yes... the Society has been quite a generous benefactor of ours lately."
She stows the bag under he oilskin cloak, then removes one of her gloves. "Ziraya al-Shurati. Normally a Muckrucker, but it seems all that just means these days is being a amateur rat catcher." She holds out her hand to shake Galonor's.

She then explains that a few days back, she received a report from a local named Dahlia that one of her friends had gone missing. "With the rats and fly infestations troubling the neighbourhood granaries, our resources have been spread thin... it sounds like this missing person might fall under the same scope as your investigation."

Seeing another rat or two escape the house she just exited, Ziraya draws her sword once more, then lets out a sigh. "Well, back to it. this Dahlia girl, she works down at the Frog's Tongue tavern - she's the cook, so you'll know it's her if she's behind the hearthfire. Check with her for more information. I've got some more rats to kill."

Ahh, the life of a 1st level NPC. You've got your next lead; checking in with Dahlia at the Frog's Tongue tavern. Any other questions? Or are we good to carry on?


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

”I appreciate your time fair maiden. You have my word that we’ll look into this.” Galonor slightly bows as he thanks her and heads towards the direction of the tavern getting his boots wet.

Ready to carry on here.


Character Sheet

Sorry. Still dealing with being sick. I am ready to carry on.

Grand Lodge

Maps: |

You make your way through the Puddles to the address that Ziraya specified - the sign announcing the Frog's Tongue Tavern is a mummified frog glued to a slab of wood. As it's just getting to be the early afternoon, business is slow at the moment. A few patrons are scattered among the various seats and tables, but any sign of activity is limited to the kitchen.

The door to it is open, and you can see a blonde woman frying some fish in a skillet - must be Dahlia.

DC 10 Lore (Alcohol) or Society RE: The Frog's Tongue:
The Frog’s Tongue embraces the water that often floods the Puddles. Recognizing that keeping the first floor of the building dry was a losing battle, the owners instead hollowed out much of the first floor and built a permanent pond, stocking it with frogs for novelty. The tavern patrons primarily use the second floor.

"I'll be right there, folks. Give me a second." She flips the fish in the pan, then exits the kitchen. Once she gets a good look at the party, her face turns to one of excitement.

"Oh, thank the gods! The Muckruckers must have decided to send someone after all! As I was telling the badge lady with the dog tattoo earlier, it’s not like Justerian to not show up for work. He's a cook here with me, see, and he loves his job. He’d been a slave for years, and with all that slavery isn’t on the up and up anymore, he finally had a chance to pull his life back together."

She scratches the back of her neck, continuing. "The Puddles sure ain't the best place for that, but he was managing just fine. He kept talkin’ about how he was worried that one of those underground slavers was gonna come snatch him back. I thought it was just talk... but now
he's gone, and I'm worried he might've been right after all."

What do you say?


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"I see. Not good, not good at all. Can you tell me what he looks like? And where he lives?"

Grand Lodge

Maps: |

"Justerian's human, an older fellow... not much hair left, and a strong build, as he's a dockworker. He's been staying at this real run-down place, an old manor, as no normal person would ever think of calling that place your home - he was always looking over his shoulder, thinking that the slavers would come take him back."

She writes down a simple map to the manor that Justerian was staying at.

"Just... be careful, right? Remember how I said no one would think to look there? It's because the place just ain't safe. The stairs are full of termites, and the attic's chock full of bats. One good storm and the whole place might just fall down."

You can make me two seperate DC 12 Nature (Recall Knowledge) checks - one for bats, the other termites. The potential success of these rolls will play into the future.

- - - - - - - - -

Arriving at the location that Dahlia gave you, you see a once-majestic manor house, which now leans slightly to the west, sinking into the muck. The first floor is flooded, and its front door hangs open. Two staircases lead up to the second floor, their steps riddled with small holes.

You've all two options - attempt a DC 12 Acrobatics check to climb the stairs without stepping on a weak spot, or a DC 12 Athletics check to scale the building's rough sides. What do you do?


Remus moves to the walls and starts to climb.

Athletics: 1d20 + 5 ⇒ (12) + 5 = 17


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Nature (U): 1d20 + 1 + 1 - 2 ⇒ (19) + 1 + 1 - 2 = 19
Nature (U): 1d20 + 1 + 1 - 2 ⇒ (12) + 1 + 1 - 2 = 12

Galonor knows a little about bats and termites to everyone's surprise, his time adventuring in the wilderness allows him to have experience some of them first hand.

Always realising on his strength, the half-orc follows Remus and threads the walls with a firm grip.

Athletics (T): 1d20 + 4 + 1 + 0 ⇒ (10) + 4 + 1 + 0 = 15


Character Sheet

Lifeng also tried climbing...

Climb: 1d20 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Maps: |

Looking at the side of the house, and the staircases to the second floor, Galonor knows enough about termite tunnels to predict their patterns, and where rot meets a termite nest.
Everyone gets a +2 to their attempts to climb up to the second floor of the manor.

With that knowledge, Remus and Galonor scale the outside wall without issue. They enter through a window on the second storey, and await the rest of the party.

Lifeng attempts to follow them, but a piece of the brickwork above crumbles and showers him in debris, dealing 2 bludgeoning damage.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"Wow. I don't think I can do that, but I bet I can make it through."

Acrobatics: 1d20 + 5 ⇒ (4) + 5 = 9


Character Sheet

Lifeng tries to climb again.

Climb: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21

Grand Lodge

Maps: |

Lifeng manages to sidle up the side of the house on his second attempt.
Mellikim gets halfway up the western staircase before stepping on a weak spot. His foot goes right through, and a handful of splinters stick into his leg, dealing 2 piercing damage. Once he gingerly removes his leg, he is free to attempt the rest of the way.

I've sent them a DM, but if we don't hear from TukTuk, we'll continue on without until (or if?) they return.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Gingerly, he tries to make it the rest of the way.

Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24

Grand Lodge

Maps: |

Mellikim makes it the rest of the way up the stairs. The afternoon light doesn't really make it that well into the second floor of the manor, and so the area is rather dim.

You are at the western end of a hallway, with multiple rooms to the south. The space opens up to the north about halfway, with a spiral staircase at the center of the northern room.

A strange sloshing sound is coming from the southern master bedroom, with intermittent splashes being able to be heard.

Map has been updated. We are now considered to be in Exploration Mode - What do you wish to do?


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Being cautious, Galonor draws his greatsword and carefully wanders down the corridor in search of anything unusual."Be on guard men, we know not what lies beyond here." He warns the others as he takes the lead.

searching: 1d20 + 3 ⇒ (10) + 3 = 13


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"Why would anyone want to live here? The building doesn't want us here."

Perception: 1d20 + 3 ⇒ (19) + 3 = 22


Character Sheet

Lifeng helps with the searching.

Perception: 1d20 + 2 ⇒ (11) + 2 = 13


Remus sets his instrument, preparing to blow the notes as they travel.

Perception: 1d20 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Maps: |

Galonor is first to the corner, and sees an unlikely pairing - a sewer ooze, and a flock of nesting bats in the rafters about 10 feet above.

Everyone in the party can also plainly see that the sewer ooze has left the ground covered in a sludge. Being a thick, viscous substance, it looks as if it would make any movement more challenging whilst in the room. All squares south of the door contain the sludge and are considered difficult terrain.

To his recollection (thanks to his roll a while back) Galonor knows that the bats likely fear the ooze as much as the party does, and are quite easily spooked - but succeeding at a DC 12 Nature check (single {A} action) can calm them for a round. Alternately, you could always make yourself less of a target with a DC 12 Stealth check (again, single {A} action to do so), and perhaps the bats wouldn't harm if you if they were to swarm you.

Enemy Initiative:

Ooze, Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Bat Swarm, Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Before Galonor can mention anything about calming the bat swarm, the rafters in the ceiling crack, and a board falls, splashing the muck left behind by the ooze on the floor. A drop hits a piece of linen, and it appears to sizzle, burning through it.

The bats peel out of the room, and towards the party. The entire party is buffeted by wings, teeth and claws.

Swarming Bites (P): 1d4 ⇒ 3 plus 1 persistent bleed damage.
DC 15 Reflex to halve damage.

Round 1-A:
Environment: Difficult terrain, hazard, dim light
Battlemap!
(those in bold may act)
22.5 Bat Swarm
22 Mellikim (-5)
13.3 Galonor(-3)
13.2 Lifeng
(-5)
12 Ooze
10 Remus (-3)

GM Reminder - Dim Light:

Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light are concealed (DC 5 flat check = 25% miss chance) to creatures that don’t have blindsense, blindsight, darkvision, or low-light vision.

Galonor, Lifeng and Mellikim are up - everyone can make the DC 15 Reflex to halve the swarm damage too, as I still don't have some PC's stats.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Reflex: 1d20 + 5 ⇒ (17) + 5 = 22

"Ow! Ow, stop it! Cheet-chit cheet!" Mellikim tries convincing the bats to leave him alone as he draws his weapon, wary of the ooze.

Nature: 1d30 + 3 ⇒ (7) + 3 = 10

Nature check, draw weapon, stride

Grand Lodge

Maps: |

Mellikim's successful Reflex roll means he only takes 1 damage from the initial bite attack, but the 1 persistent bleed will take effect at the end of his turn. This puts him at -4 instead of -5.

Mellikim - DC 20 Flat Check to remove persistent damage condition: 1d20 ⇒ 11

Rules Reminder: Persistent Damage:
Persistent damage comes from effects like acid or burning and appears as “X persistent [type] damage,” where the “X” is the amount of damage dealt and “[type]” is the damage type. While affected by persistent damage, at the end of your turn you take the specified amount and type of damage, after which you can attempt a DC 20 flat check to remove the persistent damage. You roll the damage dice anew each time you take the persistent damage. Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals damage immediately and also deals persistent damage, you don’t take the persistent damage if you negate the other damage. For example, an attack that deals slashing damage and persistent bleed damage wouldn’t deal the persistent bleed damage if you blocked all of the slashing damage.

You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. All
types of persistent damage occur at once, so if something triggers when you take damage, it triggers only one time.

Persistent damage can have the bleed type, meaning it affects only living creatures that need blood to survive.

Bleeding automatically ends if you’re healed to your maximum Hit Points. You or an ally can spend actions to help you recover from persistent damage, such as casting healing spells or using Medicine to Administer First Aid against bleeding, dousing a flame, or washing off acid; successfully doing so reduces the DC of that condition’s flat check to 15 and usually lets you immediately attempt an extra flat check to end that persistent damage. The reduction to the DC lasts until you remove the persistent damage or gain another persistent damage condition with the same damage type.

The bats are still rustling around, clattering into the walls and one another in their frantic panic. It appears as if Mellikim's attempt to pacify them had no effect.

Round 1-A:
Environment:
Difficult terrain, hazard, dim light
22.5 Bat Swarm
22 Mellikim
(-4)
13.3 Galonor(-3)
13.2 Lifeng (-5)
12 Ooze
10 Remus (-3)

Galonor & Lifeng are up!


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Reflex: 1d20 + 2 ⇒ (2) + 2 = 4

Braving through the bats, Galonor immediately enters the bedroom to deal with the ooze like creature. "I'll handle the slimeball! You take care of the bats!" And with a mighty swing, he slices through the ooze causing slime pieces to splatter across the room!

Stride, Draw weapon, strike!

Greatsword (T): 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 1d12 + 4 ⇒ (9) + 4 = 13

Grand Lodge

Maps: |

I have no stats for Lifeng, so I can't bot. He'll be delaying for now.

Galonor spreads viscous goop all over the bedroom walls with a mighty swing of his greatsword, dealing 13 damage to the abberation.

In retaliation, the sewer ooze unleashes a wave of filth and slime, which fills the entire bedroom, and spills out into the hallway.
Acid damage: 1d4 ⇒ 3

DC 15 Reflex:

Bat Swarm: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 +2 to Reflex save from cover
Galonor: 1d20 + 2 ⇒ (17) + 2 = 19
Lifeng: 1d20 + 2 ⇒ (19) + 2 = 21 +2 to Reflex save from cover
Mellikim: 1d20 + 5 ⇒ (17) + 5 = 22
Remus: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 +2 to Reflex save from cover

The wave of sludge rushes forward, but Galonor and Mellikim jump over the spreading concentric wave, and suffer no ill effect. Sloshing out of the bedroom, and into the hallway, Lifeng and Remus brace to avoid it as well - Lifeng manages to do so, but Remus takes the brunt of the wave, along with the entire bat colony.

Remus takes 3 acid damage, and the hampered 10 condition for 1 minute.
The Bat Swarm takes 7 acid damage, and the hampered 10 condition for 1 minute.

GM NOTE: An affected creature can clean off the muck as an Interact action, reducing the hampered condition by 5 with each action.

The ooze then lashes with it's appendanges.
Melee pseudopod, 1st strike: 1d20 + 7 ⇒ (4) + 7 = 11
Melee pseudopod, 2nd strike: 1d20 + 7 - 5 ⇒ (19) + 7 - 5 = 21
Damage, B: 1d6 + 1 ⇒ (2) + 1 = 3
Damage, A: 1d4 ⇒ 3

The ooze connects, dealing 6 damage total to Galonor!

Round 1-B

Difficult Terrain:

All squares that contain the sludge in the bedroom are difficult terrain.

Hazard: Acidic Floor:

Description The floor of [the bedroom] is covered in acidic sludge. Debris from the ceiling periodically falls into the sludge, splashing those nearby.
Disable DC 15 Crafting (untrained) to brace the ceiling with debris in three places disables the hazard, or a PC can attempt a DC 13 Perception or Survival (trained) check to avoid being near falling debris that round

Dim Light:

Creatures and objects in dim light are concealed to creatures that don’t have blindsense, blindsight, darkvision, or low-light vision. (Concealed requires a successful DC 5 flat check before determining your effect)

22.5 Bat Swarm (-7)
22 Mellikim (-4)
13.3 Galonor(-9)
12 Ooze (-13)

10 Remus (-6)
DELAYED Lifeng (-5)

0 Hazard: Acidic Floor

Remus and Lifeng are up!


Remus begins to play his song...

Inspire courage!

And takes a shot at ooze like creature.

Arrow: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

and another!

Arrow: 1d20 ⇒ 6
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


Character Sheet

"Can you draw it back Galonor? I'd rather not have to venture through that sludge."

Move away from the swarm, cast heal as a 2 action spell on Galanor.

Heal: 1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Maps: |

One point of housekeeping - the bat swarm required a DC 15 Reflex save to half the damage of it's Swarming Bites attack, and it inflicted a persistent damage of 1 bleed on the entire party. You need to make a DC 20 Flat Check to remove the bleed condition, and there are ways to aid another to lessen the check.

DC 15 Reflex Checks vs Bat Swarm:

Galonor: 1d20 + 2 ⇒ (1) + 2 = 3
Lifeng: 1d20 + 2 ⇒ (19) + 2 = 21
Mellikim (already made check)
Remus: 1d20 + 3 ⇒ (5) + 3 = 8

DC 20 Flat Check to negate bleed:
Galonor: 1d20 ⇒ 9
Lifeng: 1d20 ⇒ 17
Mellikim (already made check)
Remus: 1d20 ⇒ 1

Lifeng will take 2 less damage from the swarm's attack, and everyone will take the 1 point of bleed damage at the end of their turn.

Remus lets a pair of arrows fly from his bow, and both strike the ooze, dealing 9 damage!

Lifeng ventures out of the bat swarm's reach, and sends some positive energy Galonor's way, healing him for 6 points.

Shortly thereafter, another piece of the ceiling falls down into the sludge covering the bedroom.

Random Target, Alphabetical: 1d2 ⇒ 2 - (Galonor/Mellikim)
Mellikim - DC 13 Reflex: 1d20 + 5 ⇒ (4) + 5 = 9 - fail
Damage, acid: 1d4 + 1 ⇒ (4) + 1 = 5

The debris lands with a splash, showering Mellikim with acid, taking
5 damage!

The bats are still in a panicked frenzy, and lash out at those nearest to the swarm.

Swarm Rolls! (public knowledge, just trying to clean up the post):

Swarming Bites X 3: 3d4 ⇒ (2, 2, 4) = 8
Remus, DC 15 Reflex: 1d20 + 3 ⇒ (3) + 3 = 6
Remus, DC 15 Reflex: 1d20 + 3 ⇒ (13) + 3 = 16
Remus, DC 15 Reflex: 1d20 + 3 ⇒ (12) + 3 = 15
Damage is lessened to (2, 1, 2), making it 5 piercing damage.

Remus is completely swarmed by the bats, and takes 5 piercing damage.

Round 2-A
Battlemap!
(those in bold may act)

Difficult Terrain:

All squares that contain the sludge in the bedroom are difficult terrain.

Hazard: Acidic Floor:

Description The floor of [the bedroom] is covered in acidic sludge. Debris from the ceiling periodically falls into the sludge, splashing those nearby.
Disable DC 15 Crafting (untrained) to brace the ceiling with debris in three places disables the hazard, or a PC can attempt a DC 13 Perception or Survival (trained) check to avoid being near falling debris that round

Dim Light:

Creatures and objects in dim light are concealed to creatures that don’t have blindsense, blindsight, darkvision, or low-light vision. (Concealed requires a successful DC 5 flat check before determining your effect)

22.5 Bat Swarm (-7)
22 Mellikim (-9)
13.3 Galonor(-4)

12 Ooze (-22)
10 Remus (-9)
1 Lifeng (-4)
0 Hazard: Acidic Floor

Galonor and Melliim are up!


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Sorry! Distractions of the weekend..

Galonor continues to fight through the pain, slashing away the ooze with full might. "Worry not Li Feng, I shall eliminate the threat! Gruhh!"

Greatsword (T), PA: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24S: 2d12 + 4 ⇒ (4, 3) + 4 = 11

Greatsword (T): 1d20 + 4 + 1 - 10 ⇒ (16) + 4 + 1 - 10 = 11S: 1d12 + 4 ⇒ (9) + 4 = 13


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim moves closer to the ooze, stabbing with his rapier.

Perception (avoid the acid this round): 1d20 + 3 ⇒ (5) + 3 = 8
Is that an action?

Rapier: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Maps: |

GM Note: I'd forgotten about the AC+10 crit rule - the ooze has a terrible AC, and as such, there were a couple of hits that should have been crits.

Galonor, R1: 1d12 + 4 ⇒ (6) + 4 = 10
Remus, R1: 1d6 ⇒ 5

So as housekeeping, at the start of Galonor's turn, the Ooze would have 37 damage inflicted unto it.

Galonor's first brutish swing of the longsword severs the main appendage of acidic glop from the base of the mindless aberration. It twitches slightly, but doesn't look to be much of a threat after that.

Gal would have one action left, and Mel two actions left. (Given the Playtest's insistence that most things are at least one action, I'll have to default to the Perception/Survival check requiring an action to attempt the check. I mean, it now takes an action to Recall Knowledge... :P)

So, with the Ooze dead one action into Galonor's turn, Galonor and Mellikim can do some retconnin'!


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

With the threat dismissed, Galonor quickly turns around to look for potential hazards coming from the ceiling.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Can I attempt more than one Perception (with actions) if the first one fails? Also, was the Nature check a one-time deal, or can I keep trying?

Grand Lodge

Maps: |
Scenario Passage wrote:
"The bats are easily spooked and likely to attack the PCs, but the PCs might be able to calm them. If a PC succeeds at DC 12 Nature check as an action, the bats do not attack anyone that round. If a PC critically succeeds at the check, he calms the bats sufficiently that they no longer pose a threat. An individual PC can attempt to escape the bats’ notice by using an action to attempt a DC 12 Stealth check. If the PC succeeds at the check and hasn’t attacked the bats this turn, the bats do not include him in their swarming bites attack on their next turn.

Given it's listed as an action, you can attempt it as many times as you wish. I just with the "as an action" clause was listed elsewhere, as it doesn't say that in the Disable part of the Acidic Floor hazard. I'm just going by the case that most skill checks are now considered an action in the Skills section of the Rulebook.

Galonor scans the area for any other threats, but doesn't sense anything aside from the bat swarm.

22.5 Bat Swarm (-7)
22 Mellikim (-9) (2 actions)
13.3 Galonor (-4)
10 Remus (-9)
1 Lifeng (-4)

0 Hazard: Acidic Floor

Also, with the Ooze no longer a threat, Remus and Lifeng can take their turn as well!


Remus books it out of the bat swarm, keeping up his song as he moves.

Flat Check: 1d20 ⇒ 1
Don't have much else to do, I don't think a arrow will do much good against a swarm.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Nature: 1d20 + 3 ⇒ (2) + 3 = 5
Nature: 1d20 + 3 ⇒ (5) + 3 = 8

...well that was a waste.

Mellikim keeps trying to convince the bats to leave the group alone, with no better success than he had the last time.

Grand Lodge

Maps: |

@Remus: There's a couple of things you can do instead of just passing your turn - you could make a Nature (Recall Knowledge) check to discern information about the bat swarm (like Immunities, Resistances, or Weaknesses), Aid, Assist, or even Stride to make the swarm burn its actions to chase you (and giving it less actions to use for attacks).

Mellikim attempt to calm the swarm, and although they seem to be less frantic now that the ooze is no longer a threat, they still flutter about in a panicked frenzy.

We'll hold on for Lifeng for a moment, after which, I'll delay and move on with the combat.


Character Sheet

With little knowledge of natural things, Lifeng enchants his weapon and then slashes at the swarm.

Cast a 2-action spell and then strike

Attack: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage: 1d8 + 3 + 1d8 ⇒ (6) + 3 + (5) = 14

Grand Lodge

Maps: |

Magic weapon, I presume?

Lifeng swings his polearm, cutting down many bats in the process. What remaining bats there are scatter to the wings of the manor, far from the reach of your blades. They are no longer a threat.

Back to Exploration Mode!

With the threats of vicious fauna gone, you can brace the ceiling of the bedroom with boards and other debris, and the threat of pieces falling and splashing you all no longer pose a threat. You can search the room for anything of note.

Looking under the bed, one of you finds a small wooden trunk hidden underneath it. The trunk contains two sets of simple clothing, 50 feet of hemp rope, a waterskin, 10 days of rations, a set of cookware, a minor elixir of life, a vial of nectar of purification, and 12 sp.

It also contains a letter that contains the following message;

Letter wrote:

Justerian,

Again I ask that you find somewhere else to live. You don’t need to live in squalor — not when you have friends who can help you find a safer home.

– W

Once finished in the bedroom, when you all meet back up in the main hallway, you notice a trail of blood that heads north towards the spiral staircase.

In this room, you notice a few things out of place - a club, a holy symbol, and two different kinds of insects.

Please make the following checks:

Club: You notice that there is pieces of hair stuck to the weapon. (Medicine or Religion).

Holy Symbol: You see a wooden symbol, a rose that is painted with weathered red paint. (Religion).

Insects: You notice that there are two different kinds of insects, and they are hovering in the air near the top of the stairs. (Nature).


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

Galonor approaches carefully with his sword still readied, "Blood is never a good sign." He mutters as he investigates the items.

medicine: 1d20 + 1 - 3 ⇒ (7) + 1 - 3 = 5
religion: 1d20 + 1 - 3 ⇒ (14) + 1 - 3 = 12
nature: 1d20 + 1 - 3 ⇒ (16) + 1 - 3 = 14


Character Sheet

Are all the parts of this quest happening during the same day or are our resources refreshing between parts?

Medicine: 1d20 + 2 ⇒ (7) + 2 = 9
Religion: 1d20 + 2 ⇒ (10) + 2 = 12
Nature: 1d20 ⇒ 6

Grand Lodge

Maps: |

I've had it run two different ways. The quest pack doesn't specify, so it's probably more beneficial for everyone to refresh between quests. (However, my sorcerer that I played as a PC deigned to take a scroll of mage armor instead of learning it to cast on himself, and only benefited from the AC bonus for one quest out of the four... :[)

The hair on the club and the holy symbol stymie Galonor and Lifeng, but Galonor identifies the flies, knowing that they are drawn to meat and rotting corpses, and also knows that the other insects are death’s-head moths.

Identifying the Death's Head moths also opens up a third Religion check, so everyone can make one for it as well.


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

"These are flies and death-head moths!" He points out bluntly at the insects. But he is unable to make sense of the other effects.

religion: 1d20 + 1 - 3 ⇒ (14) + 1 - 3 = 12

Grand Lodge

Maps: |

Galonor knows that Death’s-Head moths are sacred to Urgathoa, goddess of gluttony, disease, and undeath. The moths are indigenous on the Isle of Kortos, but their presence here seems like more than a coincidence.

- - - - - - - - -

Just speeding up the downtime - there's not much of anything else in the 2nd floor, so it only makes sense to check the attic.

Heading up the spiral staircase, you enter a 20x25' room. Justerian’s body lies on the floor of the attic among abandoned furnishings, surrounded in a puddle of congealed blood.

Mellikim, with his training in medicine, determines the wounds that cover his body and caused his death came from claws. Surprisingly, there is no patch of scalp or hair missing from his head, so whoever the sample on the club belongs to must have been Justerian's assailant.

- - - - - - - - - -

When you return to Dahlia, she is devastated to learn of her friend’s death but grateful to you all for investigating.

"Did you find any clues about the killer?" she asks, through sobs and tears.


Half-Orc Fighter 1 | AC: 17, TAC: 14 | HP: 21/21 | Fort +5(E), Ref +2(T), Will +3(E) | Speed: 20ft | Perception +3(E)

"Unfortunately, that there is foul play as I suspect that the deity Urgathoa might be responsible for it. But besides of that, I know nothing of the killer. I am truly sorry for this." Galonor tells Dahlia the best of his knowledge.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"We don't know who it was," Mellikim adds quickly, "but we have this." He holds up the hair sample from the club. "It was on the weapon, and it isn't Justerian's. Perhaps there's a spell out there that can identify it?"

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