Gameday VIII - GM Iff - PF2 #1-01 The Absalom initiation (Inactive)

Game Master Iff


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Sylvia F Human Wizard 9 HP (107+10/107)| AC 25 | F +18, R +16, W +17 (Includes MA) | Perception +17 (E) <LN 3>

Sylvia moves up behind the hedge and fires a ray of sickening energy at blue.

call of the grave vs blue: 1d20 + 7 ⇒ (19) + 7 = 26
Critical Success The target becomes sickened 2 and slowed 1 as long as it's sickened.
Success The target becomes sickened 1.
Failure The target is unaffected.

Verdant Wheel

M Halfling Druid 1 | AC: 16 | HP: 15/15 | Fort +4 T, Ref +6 T, Will +8 E | Speed: 25 ft | Perception +6 | Focus: 1/1

Prillett moves up and swings his staff with both hands.

Stride, Strike, Strike
Staff 1: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Staff 2: 1d20 + 5 - 5 ⇒ (10) + 5 - 5 = 10
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Lindevaile Tindome runs forward to get the creatures in a line. She then calls her blood: "Alaco!" and with a flick of hand and fan sends a burst of wind toward the enemies, throwing dust and leaves in their direction.

Actions: Move, cast Gust of Wind

Gust damage on failed save (DC 17): 2d6 ⇒ (1, 3) = 4

Large or smaller in the line that are flying and fail save get 2d6 damage and are knocked prone and back 30 feet.

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

Lleylo moves closer and starts throwing bombs at the opponents.

Waiting to see where the creatures end up after Gust of Wind, to see how far I need to move...


Maps: Absalom Initiation

GM rolls:

Fort save vs gust of wind, -2 sickened: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11

Kramac gets a chance to show his prowess and takes it with both hands. His flickmace strikes true and hurts the creature, but it's the attack with his shield that connects with devastating effect. The flying creature is pierced by the shield and vanishes in a cloud of smoke. Critical for maximum damage, that's pretty nice. :)

Sylvia then fires her ray of magic. She seems just as eager to prove her worth. The ray is timed right when the creature opens its mouth, and her sickening magic flies right into the creature's mouth. It start to gag and wheeze, obviously feeling the ill effects of the spell.Another crit.

Prillet next moves up. His first attack strikes true, though his second is too wild to connect.

Lindevaile Tindome then calls the magic from her blood to conjure forth violent winds. They are the perfect counter to the small flying creature, still gagging on Sylvia's magic. It tumbles and turns, caught helplessly in the winds and smacked into the nearby temple. It finally lands in the corner, flopping prone on the ground.

--

COMBAT TRACKER - Round 2 - Bold may act
Lindevaile Tindome
Sylvia
Prillett
Lleylo
Kramac
Monsters - blue (-12. sickened 2, slowed 1, prone), red (dead)

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

Lleylo runs up to the remaining creature as fast as his little legs can carry him. As soon as he's in range, he lets out a enthusiastic shriek and lobs a bomb in the air.

move, move, bomb strike

Bomb: 1d20 + 6 ⇒ (1) + 6 = 7
Alchemist fire base fire damage: 1d8 + 1 ⇒ (2) + 1 = 3 +2 persistent fire damage, +2 fire splash damage


Maps: Absalom Initiation

As far as I can tell, that's a critical failure due to natural 1. for splash weapons, this means that neither the primary damage nor the splash damage happens.

Lleylo lobs the bomb right in the air, just as a pigeon flies overhead. By accident, the bomb strikes the animal in mid air. The effect against the unfortunate bird is rather dramatic, but the goblin's initial target comes away without any effect.

The vile daemonic creature's first order of business is to right itself and take flight once more, uttering a shrill howl out of frustration. It still gags, but refuses to retch. Rather, it retreats behind the temple. Prone and slowed is a pretty nasty combination. ;)

--

COMBAT TRACKER - Round 2 - Bold may act
Lindevaile Tindome
Sylvia
Prillett
Lleylo
Kramac
Monsters - blue (-12. sickened 2, slowed 1), red (dead)


Sylvia F Human Wizard 9 HP (107+10/107)| AC 25 | F +18, R +16, W +17 (Includes MA) | Perception +17 (E) <LN 3>

Not wanting to chase after the creature on her own Sylvia moves back with her allies before casting conjuring forth a magical shield, and casting guidance on Karmac.

AC 16

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

Lleylo's shakes his little fists at the pigeon, cursing loudly. He then chases after the creature, pulling another bomb from his belt pouch.

move, move, bomb

Bomb: 1d20 + 6 ⇒ (14) + 6 = 20
Alchemist fire base fire damage: 1d8 + 1 ⇒ (1) + 1 = 2 +2 persistent fire damage, +2 fire splash damage


Maps: Absalom Initiation

Sylvia uses her magic to shield herself and to guide Kramac on his next course of action. Lleylo isn't shy and runs after the flying creature. This time, his aim is accurate. The creature's skin sizzles and burns, prompting a high-pitched shriek. It's severely wounded, but doesn't seem like it's going to give up!

--

COMBAT TRACKER - Round 2 - Bold may act
Lindevaile Tindome
Sylvia
Prillett
Lleylo
Kramac - Guidance this turn
Monsters - blue (-16. sickened 2, slowed 1, 2 persistent fire damage), red (dead)

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Lindevaile Tindome stares at the creature pushed far back by her wind. "Sorry, I didn't expect it to be thrown so far!" she apologizes and runs after the creature.

She runs beside Lleylo, then with a flick of wrist and fan sends a blast of air around the corner, throwing dust up in its path to the creature.

Focus spell attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 ⇒ 6

Actions: Stride, stride, Elemental toss (focus).

Radiant Oath

NG Human Fighter 1 HP 21/21 | AC 16 | F +8 R +5 W +6 | Perc +7 | Stealth +0 | Speed 20| Active Conditions: ---

Kramac rushes to interpose himself between his allies and the creature.

Foul demon! Kramac is your foe! You must go through me first!

Stride 3x.

Verdant Wheel

M Halfling Druid 1 | AC: 16 | HP: 15/15 | Fort +4 T, Ref +6 T, Will +8 E | Speed: 25 ft | Perception +6 | Focus: 1/1

Cursing the creature's greater mobility, Prillett takes off after it.

Stride x3


Maps: Absalom Initiation

GM rolls:

Fort save: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Attack Kramac: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
Flat check vs. fire: 1d20 ⇒ 20

Lindevaile Tindome's spell doesn't strike the creature this time, while her companions catch up and Kramac interposes himself between her and the creature.

The flying daemon, still reeling from Sylvia's attack and on fire from Lleylo's bomb but presumably happy to still be alive, takes Kramac up on his offer. It retches first, clearing away the remnant of the spell clogging up its throat. It then tries to bite Kramac, but the strong man dodges easily. The smoldering of its skin stops, which is small consolation for the lone enemy.

I'm guessing you should be able to finish it this round...

--

COMBAT TRACKER - Round 3 - Bold may act
Lindevaile Tindome
Sylvia
Prillett
Lleylo
Kramac
Monsters - blue (-18), red (dead)


Sylvia F Human Wizard 9 HP (107+10/107)| AC 25 | F +18, R +16, W +17 (Includes MA) | Perception +17 (E) <LN 3>

Sylvia gives up on the waiting plan and books it for the far side of the building.

Stride x3

Verdant Wheel

M Halfling Druid 1 | AC: 16 | HP: 15/15 | Fort +4 T, Ref +6 T, Will +8 E | Speed: 25 ft | Perception +6 | Focus: 1/1

Can I swing from around the building?

Strike: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Strike: 1d20 + 5 - 5 ⇒ (11) + 5 - 5 = 11
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

Lleylo debates whether or not to sacrifice another of his bombs, but then goes ahead and throws one.

Bomb: 1d20 + 6 ⇒ (14) + 6 = 20
Alchemist fire base fire damage: 1d8 + 1 ⇒ (3) + 1 = 4 +2 persistent fire damage, +2 fire splash damage

Radiant Oath

NG Human Fighter 1 HP 21/21 | AC 16 | F +8 R +5 W +6 | Perc +7 | Stealth +0 | Speed 20| Active Conditions: ---

Kramac once again lays into the creature with both weapons, before assuming a defensive posture with his shield.

Using Double Slice for two actions, then Raise Shield. AC is now 18

Flickmace Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Flickmace Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Shield Spike Attack: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
Shield Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Lindevaile Tindome moves a bit to see the creature better, then swirls her hand and fan in a ball, and with a call: "Coronvilin!" sends something at the enemy.

Produce flame (air) attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage (bludgeon): 1d4 + 4 ⇒ (3) + 4 = 7

Actions: Stride, 2-action cast


Maps: Absalom Initiation

Prillet, you can attack around a corner. This invokes cover for a +2 AC, though.

Prillett finds a way to attack around the corner of the building. Unfortunately both his attacks swing wide. This doesn't save the daemonic creature, though. The combined might of Lleylo's bomb, Kramac's weapons, and Lindevaile Tindome's magic is enough to vanquish it. It vanishes it a puff of smoke, like its twin.

--

I'm going to skip ahead slightly.

With the two daemonic creatures defeated, a silence comes over the statue-filled square. All of the other people there had fled the area of the fighting. It takes the Pathfinders little time to find their colleague, an elf recognizable by his Wayfinder and bucket hat. Upon applying the salve received from Fola Barun, the outer stone starts flaking, like a thin mud shell that has dried up. Below that film emerges a pale elf that looks at you with bewilderment in his eyes. He looks around the square and understanding dawns on him. "Wha- Wha- What year is it?!"

See slide 2 for a picture of the petrified Pathfinder.


Maps: Absalom Initiation

After some reassurances, Ribonal comes back to his senses. He's very grateful to the Pathfinders for rescuing. He takes some time to get readjusted to life and to get settled back into the Society, which has seen some changes in recent years. After a few days, he presents your group with a small golden idol of Acavna, the Azlanti goddess of magic.

--

After a good night's rest and various chores to keep them occupied during the day, the group of Pathfinders head out to the Precipice Quarter, with the intent to investigate and spend the night in the supposedly haunted Mavedarus estate. Their first order of business is to find the estate, and possibly learn some rumours.

Let me know how you'll approach, and please someone roll a Diplomacy check to Gather information. If you want to do some last-minute shopping, feel free to do so.

Radiant Oath

NG Human Fighter 1 HP 21/21 | AC 16 | F +8 R +5 W +6 | Perc +7 | Stealth +0 | Speed 20| Active Conditions: ---

Kramac isn't so great at Diplomacy, but knows something about the Occult. Maybe he just already knows where the haunted house is.

Occult: 1d20 + 5 ⇒ (13) + 5 = 18

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

When Lindevaile Tindome hears about the mission to the haunted house, she is surprised. "Why don't I remember any of that?", she asks, but then a realization dawns over her. "Oh, now I know, I was doing, well, something".

She starts asking around the city with her relatively minor prior knowledge.

Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14


Maps: Absalom Initiation

Kramac hasn't heard of this particular mansion, despite Calisro's mention that it's known as haunted house. And so the group of Pathfinders spend a few hours roaming the Precipice Quarter, looking for someone who knows about the Mavedarus estate. Lindevaile Tindome eventually finds someone who's heard about it, an older man who used to live here when it was still called Beldrin's Bluff. He can't recollect anything of interest about the house or its previous inhabitants, but at least his directions prove accurate.

After a few more minutes of walking, the Pathfinders enter the grounds. The Mavedarus home must once have been a grand, three-story structure that commanded the respect and envy of its neighbors, with a rooftop veranda and manicured grounds. Now, only the first floor remains standing, the second and third stories having collapsed during the earthquake, and in the years of neglect since, the grounds have grown into a wild disarray.

The single remaining story is cracked and crumbling. Whatever upper stories it had once have long collapsed, scattering stone and debris across gardens grown wild and weedy. Two curving staircases lead to a broad veranda bereft of its railings. Two openings that might have once been doors lead into the faint remnants of a solarium, while two more doors lead further into the creaking house itself. A whiff of rot and decay seeps from the structure.

See slide 2 for a map. I'd like all of you to let me know which exploration tactic you'd like to use when exploring the building. If you have any preference for marching order, please let me know as well.

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

Lleylo will pay careful attention to his surroundings, keeping to the back of the group.


Sylvia F Human Wizard 9 HP (107+10/107)| AC 25 | F +18, R +16, W +17 (Includes MA) | Perception +17 (E) <LN 3>

Sylvia will search for trouble.

Perception +7

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Lindevaile Tindome snaps open her fan and gently waves a brush of air on herself, getting comfort from it. "So similar...", she mutters, clearly not delighted.

Lindevaile Tindome will try to move silently in the front, looking around for anything interesting.

Stealth +5, Perception +4 (low-light vision & darkvision)

Radiant Oath

NG Human Fighter 1 HP 21/21 | AC 16 | F +8 R +5 W +6 | Perc +7 | Stealth +0 | Speed 20| Active Conditions: ---

Kramac just keeps his eyes peeled. Perception +7


Maps: Absalom Initiation
Lindevaile Tindome wrote:

Lindevaile Tindome will try to move silently in the front, looking around for anything interesting.

Unfortunately, it's not possible by the rules to do both at the same time. If you try to stay hidden, that takes al your effort and leaves you without them ability to spot traps and such. (Of course, when alerted to something interesting or dangerous, you'll again have the choice to interact with it, or stay hidden.

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Can I alternate? Move silently to next corner, then peek around it?

I am really surprised I must sneak around without looking...

Verdant Wheel

M Halfling Druid 1 | AC: 16 | HP: 15/15 | Fort +4 T, Ref +6 T, Will +8 E | Speed: 25 ft | Perception +6 | Focus: 1/1

Prillett keeps his eyes peeled. "What was that?" he asks at least three times.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Maps: Absalom Initiation

GM rolls:

Doorway, 1=left: 1d2 ⇒ 1
Prillett: 19 = 19
Lindevaile Tindome: 1d20 + 4 ⇒ (10) + 4 = 14
Lleylo: 1d20 + 3 ⇒ (15) + 3 = 18
Sylvia: 1d20 + 7 ⇒ (16) + 7 = 23
Kramac: 1d20 + 7 ⇒ (8) + 7 = 15

The group of Pathfinders carefully enter the manor and find themselves in the main hall. The tiled floor, ornate columns, and sweeping staircases of this once-grant hall evoke a distinctly Taldan aesthetic, though the finery has suffered greatly over the past years. The marble floor tiles are cracked and filthy, and the statuary lining the walls has been smashed. None of the three staircases climbs beyond head level before ending abruptly, debris from their fallen upper reaches scattered across the floor.

Several doors lead on from this hallway, most of them limp on their hinges. On door close to you is missing entirely. It leads to a room that must have been a dining room once. From peeking around the corner, it contains a lot of broken furniture.

Sylvia is the only one to notice something of interest in the hallway. She hears scratching beneath the floorboards, like fingernails or claws on wood. The sounds has an ethereal quality, which suggests the sound is caused by a haunt rather than an actual presence below. Soothing the haunt temporarily would require a short ritual by someone trained in religious affairs.

It's a Religion check (Trained only) to disable the haunt.
If you want to move on, there's a double doors to your left and three doors leading out of the dining room. Further on in the tiled hallway, there's one door to the left and two doors to the right. Finally, there's a double door to your far right.

Radiant Oath

NG Human Fighter 1 HP 21/21 | AC 16 | F +8 R +5 W +6 | Perc +7 | Stealth +0 | Speed 20| Active Conditions: ---

Kn Religion: 1d20 + 5 ⇒ (5) + 5 = 10

Kramac says a short prayer, attempting to soothe the haunt.


Maps: Absalom Initiation

Kramac's short prayer has little effect. Now that he's had the sounds pointed out to him, he can still hear the intermittent scratching beneath the floor.

Verdant Wheel

M Halfling Druid 1 | AC: 16 | HP: 15/15 | Fort +4 T, Ref +6 T, Will +8 E | Speed: 25 ft | Perception +6 | Focus: 1/1

Am not trained in Religion.

Prillett jumps at the sound, and skirts wide around that spot of floor. "Oh, look at that. It's haunted. Can we go now?"

Radiant Oath

NG Human Fighter 1 HP 21/21 | AC 16 | F +8 R +5 W +6 | Perc +7 | Stealth +0 | Speed 20| Active Conditions: ---

Stubborn spirits, these. Onward I suppose...

Kramac will join Prillet in avoiding the spot on the floor, and open the double doors.


Sylvia F Human Wizard 9 HP (107+10/107)| AC 25 | F +18, R +16, W +17 (Includes MA) | Perception +17 (E) <LN 3>

Sylvia looks over it as well, an expert in undeady stuffs.

religion: 1d20 + 5 ⇒ (14) + 5 = 19


Maps: Absalom Initiation

Sylvia's studies pay off. She knows the proper ritual for exorcising spirits of this kind. After a minute of work, the scratching sound recedes and stops. Kramac and Sylvia both realize that a haunt is not permanently dismissed by a ritual of this kind, but it should be safe for now.

Where do you want to go?

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Lindevaile Tindome waves her fan with Desna's butterfly over when Sylvia does the ritual, not helping but not hindering either.

"I heard an old pathfinder say 'When there are doors, start from the left.' I never understood why, but I don't have any better way of choosing now", she says, pointing at the leftmost door.

I guess I'll go with perception, too, as I don't gain that much from stealth anyway.

Horizon Hunters

Male | HP: 12/15 | AC 17 | F:+6 R:+8 W:+6 | Perc +3 | | Speed 25 ft | Alchemist 1 | Reagents 1/5

"Good idea, let's go left!". Lleylo nods enthusiastically, pointing to the right.

Radiant Oath

NG Human Fighter 1 HP 21/21 | AC 16 | F +8 R +5 W +6 | Perc +7 | Stealth +0 | Speed 20| Active Conditions: ---

Kramac agrees, left sounds good.

As he speaks, Kramac gently nudges Lleylo's hand to the correct direction.


Sylvia F Human Wizard 9 HP (107+10/107)| AC 25 | F +18, R +16, W +17 (Includes MA) | Perception +17 (E) <LN 3>

Sylvia nods at the suggestion to go left "Whatever caussed that haunt is still here, I'd be on your toes."


Maps: Absalom Initiation

GM rolls:

Prillett: 1d20 + 6 ⇒ (2) + 6 = 8
Lindevaille: 1d20 + 4 ⇒ (17) + 4 = 21
Lleylo: 1d20 + 3 ⇒ (12) + 3 = 15
Sylvia: 1d20 + 7 ⇒ (11) + 7 = 18
Kramac: 1d20 + 7 ⇒ (13) + 7 = 20

Lindevaile Tindome heads left and leads the group through the double doors. A large, long-cold fireplace stands in the east wall of this expansive parlor, but the furnishings are all rotted. A dank stench of mold lingers in the air. The ceiling overhead has collapsed, leaving the room open to the sky. The floor in the room’s western end has followed suit, leaving a gaping hole into darkness.

Everyone but Prillett spots the danger in this room: The floorboards around the pit are ready to give way when someone would step on them. Staying clear of the dangerous area, the Pathfinder do a quick search of the place. Besides lots of decaying furniture and an abandoned rat's nest, they find nothing of interest.

The other rooms on the western side of the manor are equally unexciting. The dining room has long-since been stripped of anything interesting. To its north, the Pathfinders finds an empty storeroom and a servant's corridor that leads back into the main hallway.

I've revealed several parts of the map, also indicated the hazardous area. Where to next?

Verdant Wheel

M Halfling Druid 1 | AC: 16 | HP: 15/15 | Fort +4 T, Ref +6 T, Will +8 E | Speed: 25 ft | Perception +6 | Focus: 1/1

This place must have been magnificent, Prillett marvels as he looks around the manor. Once. "We should check those doors on the other side before going upstairs. Or go home, that would also be a strong option."


Maps: Absalom Initiation

Please note that the upper floors are totally gone. The staircases end in rubble and are mostly open to the sky.

Radiant Oath

NG Human Fighter 1 HP 21/21 | AC 16 | F +8 R +5 W +6 | Perc +7 | Stealth +0 | Speed 20| Active Conditions: ---

To the double doors!

Kramac will lead the way to the double doors, and open one.

Verdant Wheel

M Halfling Druid 1 | AC: 16 | HP: 15/15 | Fort +4 T, Ref +6 T, Will +8 E | Speed: 25 ft | Perception +6 | Focus: 1/1

Ah so no surviving sections or anything? Gotcha.


Maps: Absalom Initiation

GM rolls:

Search
Prillett: 1d20 + 6 ⇒ (13) + 6 = 19
Lindevaille: 1d20 + 4 ⇒ (10) + 4 = 14
Lleylo: 1d20 + 3 ⇒ (3) + 3 = 6
Sylvia: 1d20 + 7 ⇒ (15) + 7 = 22
Kramac: 1d20 + 7 ⇒ (14) + 7 = 21
Perception
Prillett: 1d20 + 6 ⇒ (1) + 6 = 7
Lindevaille: 1d20 + 4 ⇒ (7) + 4 = 11
Lleylo: 1d20 + 3 ⇒ (4) + 3 = 7
Sylvia: 1d20 + 7 ⇒ (5) + 7 = 12
Kramac: 1d20 + 7 ⇒ (10) + 7 = 17

Kramac leads the group through the double doors, which lead to an empty room. It might once have functioned as an anteroom, because immediately adjacent is what once was the drawing room. Everything this room once held now lies jumbled over the floor in a soggy mess: torn pages, scraps of fabric, and splintered remnants of furniture. The doors to the west hangs askew, but the door to the north has been smashed from its hinges.

Everyone notices a faint red glow between the remnants of paper in the drawing room: it turns out to be a potion, probably magical! A quick search of the room additionally reveals a secret compartment in the wall, containing a stack of papers. It would probably take a few minutes to see what they contain.

A quick peek into the next room to the north reveals it to be a study, as evidenced by an overturned and smashed desk.

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Lindevaile Tindome takes Sylvia's words literally, and tiptoes forward, so accentuating how tall and slim she is. After the search, she barely regards the papers, but is delighted when they find the potion.

"Oh, what is this? They must have put some herbs in it, let me think", she thinks aloud, turning the potion in her hands.

Trying to identify with nature +4. Critical failure gives wrong information, so this is a GM roll?


Maps: Absalom Initiation

GM rolls:

Nature: 1d20 + 4 ⇒ (3) + 4 = 7

Lindevaile Tindome thinks she spots some chopped basil in the potion, but that doesn't give her any clue to its effects.

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