Gimble's [Gameday VIII] PFS 2e #1-01 The Absalom Initiation (1-4) (Inactive)

Game Master Eric Sklavos

Thank you for playing. Chronicles are filled out.


101 to 150 of 386 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

"Hello there, big guy! Hmm. I wonder what makes you tick? Do you have any friends with you? What's in the boxes?"

Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8

Envoy's Alliance

M | HP 20/20 | AC 17 | F+7, R+8, W+3 | perc+5, low-light | stealth+6 (+8 w/color) | speed 25ft | hero points 1 | spells: guidance | active conditions: None

Jaladek whispers to himself, "Tebin sigs mai"

Gnomish:
"Lucky for me."

Jaladek casts guidance on himself.

Jaladek then speaks up so the creature can hear. "You mustn't stay here, beast. We cannot let you become pawn or property to the ones who brought you here..."

The gnome then gives a quick puzzled look to his comrades before continuing, looking for any signs of agreement.

"You must come with us and leave this ship. Now." Jal's grip tightens on his weapons as he speaks that last word, readying for any rough disagreement.

Diplomacy, +guidance: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6


Male Gnome Bard 16, Storyteller (aka DM)

Arf and Sparkin attempt to reason with the creature, but it just looks at them confused.

Jaladek steps forward and tries his own words, but something he says triggers the thing and it roars at the group and attacks.

Roll for Initaitive:

Jaladek: 1d20 + 5 ⇒ (16) + 5 = 21
Sparkin: 1d20 + 7 ⇒ (9) + 7 = 16
Arf (Diplomacy): 1d20 + 7 ⇒ (13) + 7 = 20
Arun: 1d20 + 4 ⇒ (6) + 4 = 10
Grimm: 1d20 + 8 ⇒ (1) + 8 = 9
GM Pet: 1d20 + 6 ⇒ (8) + 6 = 14

Initaitive
Round 1
Jaladek
Arfsnarf
Sparkin

Fleshforged Golem
Arun
Grimm
End of Round

Jaladek, Arfsnarf, and Sparkin may go.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

[[A]] Stride, 15'
[[AA]] Cast (somatic, verbal) burning hands

Arfsnarf rushes forward before anyone else, eager to burn the creature. When he stops he stretches out his arms towards the creature as if introducing it onstage. A fan of flames burst forth from his fingertips towards it.

Fire damage, Reflex DC17: 2d6 ⇒ (3, 5) = 8

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

Sparkin appeals to Nethys for guidance as he attempts to Recall Knowledge about the creature.
Using Scholarly Recollection focus spell to roll twice.
Arcana: 1d20 + 5 ⇒ (7) + 5 = 12
Arcana: 1d20 + 5 ⇒ (9) + 5 = 14

"Back, stay back!"

Then (unless he happen to realize it's immune to mental damage), the gnome casts daze.

4 mental damage. Basic Will save (DC 17); on critical failure, also stunned for 1 round.

Envoy's Alliance

M | HP 20/20 | AC 17 | F+7, R+8, W+3 | perc+5, low-light | stealth+6 (+8 w/color) | speed 25ft | hero points 1 | spells: guidance | active conditions: None

Jaladek sees the error of his judgement and brings his weapons up to meet this danger. He moves in to get a better vantage point on the creature.

[[A]] Jalent moves through the difficult terrain 10'
[[A]] He tells Munk to follow him.
[[A]] He throw his dagger as an opening attack

"Munk, on me." He taps the flat side of his dagger on his hip and the wolf immediately begins to follow him close. Once Jal gets to the mast pole he whirls his dagger out at the creature.

Dagger, thrown: 1d20 + 6 ⇒ (5) + 6 = 11
Dagger damage (S/P): 1d4 + 1 ⇒ (2) + 1 = 3


Male Gnome Bard 16, Storyteller (aka DM)

Arfsnarf moves up and casts a spell. Flames shoot from his hands engulfing the creature.

Reflex: 1d20 + 9 ⇒ (3) + 9 = 12

Sparkin takes a moment to try and determine if the creature could take mental damage, and deduces that since it seemed sentient it could. The creature stands there a bit dumbfounded holding its head.
He's Stunned 1 meaning he loses 1 action, not stunned for 1 round.

Will: 1d20 + 6 ⇒ (1) + 6 = 7

Jaladek moves up having Munk stay with him and hurls a dagger, but the dagger flies right past the fleshforged and bounces to the door behind the creature.

The creature shakes off the effect, moves forward to the goblin that hurled fire at it and attacks with its tentacled hand hitting Arfsnarf square in his goblin nose and Arfsnarf falls to the ground in a heap.

Fist@Arfsnarf: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d6 + 6 ⇒ (1) + 6 = 7 (x2 for Crit)

Arfsnarf has the Dying 2 condition.

Initaitive
Round 1 Cont'd
Arun
Grimm

End of Round

Round 2
Jaladek
Sparkin
Arfsnarf
(0/13 hp, Unconscious, Dying 2)
Fleshforged Golem (-16 hp)

The Party is up. Arfsnarf's Initiative has moved to right before the creature so his actions will be resolved last.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

that escalated quickly!

Recovery check, DC12: 1d20 ⇒ 11

Vigilant Seal

Male Human Ex-Aspis Ruffian HP 17/17| AC 18 | F +4 R +7 W +6 | Perception +6 | Hero 1/3

Arun darted past the golem, smashing the haft of his spear into the creature to get space before trying to skewer it through!

Longspear: 1d20 + 7 ⇒ (4) + 7 = 11
Piercing: 1d8 + 4 ⇒ (7) + 4 = 11
Longspear: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20
Piercing: 1d8 + 4 ⇒ (6) + 4 = 10

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

Sorry, still getting used to the conditions!

"The creature seems quite powerful. Interesting!"

Sparkin moves a bit closer for a better look and calls on his divine font to heal Arfsnarf.

<A,A> heal: 1d8 + 8 ⇒ (2) + 8 = 10

Vigilant Seal

Dwarf Fighter HP 23 AC 20 Perc 5

Moving forward with shield leading one action to engage enemy Grimm waits till he has good balance and strikes with his hammer at the ... whatever it is!
Attack: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 4 ⇒ (2) + 4 = 6

Envoy's Alliance

M | HP 20/20 | AC 17 | F+7, R+8, W+3 | perc+5, low-light | stealth+6 (+8 w/color) | speed 25ft | hero points 1 | spells: guidance | active conditions: None

Jaladek steps up behind Arun and works his way through the ruckus to stab his rapier into the beast. He thrusts twice into the fray.

Rapier Atk 1: 1d20 + 6 ⇒ (5) + 6 = 11
Damage, P: 1d6 + 1 ⇒ (6) + 1 = 7

Rapier Atk 2: 1d20 + 6 ⇒ (9) + 6 = 15
Damage, P: 1d6 + 1 ⇒ (1) + 1 = 2

Moved 5', attacked twice. +1 to AC vs the hunted prey.


Male Gnome Bard 16, Storyteller (aka DM)

Arun stabs at the creature with his longspear, missing with the first attack, but his second strikes true wounding the creature.

Grimm moves forward and strikes the monstrosity hitting it hard in the side.

Jaladek steps up and attacks with his rapier, but neither attack hits.

Sparkin moves up and casts a spell, healing Arfsnarf's wounds bringing the goblin to consciousness.

Arfsnarf is conscious, prone, and has gained the Wounded 1 condition.

Initaitive
Round 1 Cont'd
Arun
Grimm
End of Round

Round 2
Jaladek
Sparkin
Arfsnarf (10/13 hp, Wounded 1)
Fleshforged Golem (-32 hp)

Arfsnarf is up.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

What does "wounded" do to Arfsnarf practically? All I specifically see is how you get into and out of that state.

Arfsnarf jolts awake like a youngling who's just realized he's late for class. His first instinct is to lunge at the creature with maw wide open, teeth beginning to clamp down.

jaws (finesse), P damage: 1d20 + 6 ⇒ (20) + 6 = 261d6 ⇒ 3 doubled to 6 from crit

[[A]] Stand
[[A]] Strike
[[A]] Step


Male Gnome Bard 16, Storyteller (aka DM)

Arfsnarf, now healed and awake, stands up and takes a big bite out of the fleshforged construct, then steps back out of range.

When you gain the Dying condition, you also add your Wounded condition to your dying condition (next time you'll go to Dying 2 when you go unconscious or Dying 3 if it's due to a critical)

The Fleshforged Golem is looking a bit beatup, but is still fighting.
1-Arun, 2-Grimm, 3-Jaladek: 1d3 ⇒ 3

With 3 targets next to it, it looks at Jaladek and swings its fist at him striking the halfling in the chest, but Jaladek being acutely aware of his prey rolls his shoulder just enough as not to take the blow square to his heart. The creature follows up with his tentacled hand also getting through Jaladek's defenses.

Fist: 1d20 + 12 ⇒ (15) + 12 = 27 vs. AC 18 due to Hunted Prey
Damage: 1d10 + 6 ⇒ (1) + 6 = 7

Tentacle: 1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

The construct then raises its large club of a hand like a shield.

Initaitive
Round 2 Cont'd
Arun
Grimm

End of Round

Round 3
Jaladek (6/20 hp)
Sparkin
Arfsnarf
(10/13 hp, Wounded 1)
Fleshforged Golem (-38 hp)

The Party is up.

Vigilant Seal

Male Human Ex-Aspis Ruffian HP 17/17| AC 18 | F +4 R +7 W +6 | Perception +6 | Hero 1/3

Arun steps to the side and begins hammering away with his polearm, striking for whatever seems to be load-bearing in the beast!

Longspear v. Flanked: 1d20 + 8 ⇒ (13) + 8 = 21
Piercing + Precision: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10
Longspear v. Flanked: 1d20 + 8 - 5 ⇒ (4) + 8 - 5 = 7
Piercing + Precision: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13


Male Gnome Bard 16, Storyteller (aka DM)

Arun sidesteps and thrusts his longspear at the creature. The golem moves his oversized arm right in the way of the attack, but Arun's longspear goes right through its arm and into the fleshforged golem's neck and it falls in a heap on the deck.

End of Combat

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

The little goblin relaxes as he watches his teammate's spear gouge into the fleshy creature.

So rude he was. Who got the healing?

He rubs his wounds and looks around at his companions.

Envoy's Alliance

M | HP 20/20 | AC 17 | F+7, R+8, W+3 | perc+5, low-light | stealth+6 (+8 w/color) | speed 25ft | hero points 1 | spells: guidance | active conditions: None

Jaladek puts an arm on Munk's back, clearly in pain and having a hard time breathing. He slowly speaks while using his fingers to push and count cracked ribs, grimacing in pain when he finds one.

"I feel...like I've been kicked...by a mule."

He straightens up and meekly adjusted his armor. "Would any of you mind if I downed that potion of healing Calisro gave us?"

If yes, Minor Healing Potion: 1d8 ⇒ 6

"Arun, that was some stellar fighting there friend. I'm glad you were here to put a quick end to this threat.

Jaladek will cast guidance on anyone doing medicine checks to get everyone as up to snuff as possible after this fight.

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

"Hmm. Let's see if we can patch you up, my friend."

Medicine: 1d20 + 7 ⇒ (16) + 7 = 23
2d8 ⇒ (6, 8) = 14

Envoy's Alliance

M | HP 20/20 | AC 17 | F+7, R+8, W+3 | perc+5, low-light | stealth+6 (+8 w/color) | speed 25ft | hero points 1 | spells: guidance | active conditions: None

"Oof, thank you, Sparkin. I'm feeling much better already! From one gnome to another, 'haluvin ta.'"

Gnomish:
Blessings upon you.

Since we didn't discuss the potion as a group Jaladek will not drink it. Awesome rolling Sparkin!

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

So, which box did this thing go in? We put it back and heal it so they have merchandise again?

The goblin cautiously approaches the fallen creature and moves its tentacles around with his toe, inspecting it up close.


Male Gnome Bard 16, Storyteller (aka DM)

Taking 10 minutes to rest.

Sparkin bandages up Jaladek's wounds.

Is anyone else doing anything during these 10 minutes?

Envoy's Alliance

M | HP 20/20 | AC 17 | F+7, R+8, W+3 | perc+5, low-light | stealth+6 (+8 w/color) | speed 25ft | hero points 1 | spells: guidance | active conditions: None

I really like these exploration activities. It's so much more engaging than, "I step up and roll perception." Jalent is going to Search once everyone is done with this rest.

Rule language for quick reference:
You Seek meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.

"We might want to keep our voices down. If those smugglers realize we've done the wetwork for them they might try to retake the ship sooner rather than later. I'm going to look around this room and see what else this ship is hiding."

Vigilant Seal

Male Human Ex-Aspis Ruffian HP 17/17| AC 18 | F +4 R +7 W +6 | Perception +6 | Hero 1/3

Arun sneers as he twists his polearm free of the golem. "Easy enough."

"Let's see what we can find."

Perception: 1d20 + 5 ⇒ (4) + 5 = 9 Also Searching

Vigilant Seal

Dwarf Fighter HP 23 AC 20 Perc 5

Looking at the fallen enemy, Grimm puts his axe back into its beltsling and shoulders his shield, before sitting down, procuring his notebook and making notes of his fallen enemy, listing abilities and how to fight it.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf decides to scan various crates with his inner, "magic" eye. As he does so he constantly closes on eye, and holds up his "clacky rock" (the d20) in front of his open eye. He cycles over the crates, one by one, concentrating on each.

Using the Detect Magic exploration activity.


Male Gnome Bard 16, Storyteller (aka DM)

Looking around you find a shipping manifest identifying the cargo of Fleshforges being of Nexian origin. Arfsnarf's 'magic eye' doesn't find anything.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Hmm, nothing magical here. I am disappoint.

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

"Well, we can at least drop off these ledgers and the remains of the creature at the Grand Lodge for further study. Does anyone see a sturdy tarp? We should cover this creature before carrying it through the streets."

Envoy's Alliance

M | HP 20/20 | AC 17 | F+7, R+8, W+3 | perc+5, low-light | stealth+6 (+8 w/color) | speed 25ft | hero points 1 | spells: guidance | active conditions: None

Should we search the rest of the ship? We should probably get more information on the smugglers' activities here.

Jaladek moves to the eastern door and stands ready to scout for the team.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Hmm, only if there are more creatures I suppose. Do any of these crates sound like they try to breath?

Perception: 1d20 + 3 ⇒ (20) + 3 = 23


Male Gnome Bard 16, Storyteller (aka DM)

Jaladek waits by the door, ready to move to the next room.

Sparkin finds a tarp or crate to transport the fleshforged in.

Arfsnarf looks at the crates a bit harder, and finds a few trinkets and baubles, but is pretty sure there's nothing more of interest as far as the mission goes. It seems the fleshforged had accumulated and organized the contents of the hold in its own little hoard.

Moving forward:

Once everyone is ready, Jaladek opens the door:

In stark contrast to the rest of the ship, this cabin has been somewhat cleared of algae and cleaned. Six simple beds, complete with fresh linens, are crammed into the space. A few small footlockers are shoved under some of the beds.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Ooh, this room much nicer. Still, just look like beds.

The goblin begins wandering the room, searching in the footlockers, under the beds, and pulling off the sheets looking for anything of interest.

Perception: 1d20 + 3 ⇒ (12) + 3 = 15

Vigilant Seal

Dwarf Fighter HP 23 AC 20 Perc 5

Grimm inspects the beds, looks under them and shrugs.
"They even have taste. Fresh linens?"


Male Gnome Bard 16, Storyteller (aka DM)

Tossing the beds, Arfsnarf finds two pendants rolled up in a smelly, salt-crusted rag.

They detect as magical.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

The little goblin holds up two pendants. Hmm, a bit more loot. Don't think this tells us a ton more about their operations.

He turns his arcane eye on the pendants.

Detect magic, identify item, etc.

Arcana, identify amulets(s?): 1d20 + 4 ⇒ (8) + 4 = 12
Arcana, identify other amulet, if different: 1d20 + 4 ⇒ (12) + 4 = 16

Vigilant Seal

Male Human Ex-Aspis Ruffian HP 17/17| AC 18 | F +4 R +7 W +6 | Perception +6 | Hero 1/3

"Might need to look a little harder..."

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

"Oh ho! More goods from Nex?!"

Identifying ITem, if needed.
Arcana: 1d20 + 5 ⇒ (10) + 5 = 15
ARcana: 1d20 + 5 ⇒ (14) + 5 = 19


Male Gnome Bard 16, Storyteller (aka DM)

It takes 10 minutes to study and identify a magic item.

Arfsnarf and Sparkin each take a look at a pendant and Sparkin identifies it as a Crying Angel Pendant.

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

Sparkin would take the time to study both pendants, if nobody minds. There are few things that interest him more than magic items.

Envoy's Alliance

M | HP 20/20 | AC 17 | F+7, R+8, W+3 | perc+5, low-light | stealth+6 (+8 w/color) | speed 25ft | hero points 1 | spells: guidance | active conditions: None

As Jaladek leads the way into the room he keeps his eyes and ears open for danger while the others rummage through the beds. When Sparkin speaks of the Crying Angel Pendant, he raises an eyebrow in surprise.

"You should definitely hold on to that charm, Sparkin. It's a tremendous boon to healers."

Jaladek waits a bit and then continues his scouting duties. He heads to the aft of the ship, and puts his ear up against the door at the rear of this deck.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf helps Sparkin study one of the pendants so they can get done sooner.


Male Gnome Bard 16, Storyteller (aka DM)

Both pendants are the same.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Just in case...

Satisfied with their handle on the pendants, Arfsnarf opens the salt-crusted rag.

To goblinkin, this rag by very flavorful. Really tie a hardy soup together. But, let's first see what wrapped up in it...


Male Gnome Bard 16, Storyteller (aka DM)

The salt-crusted rag was where you found the pendants. You're welcome to keep it for future soup, though.

You have thoroughly searched this room.

Jaladek listening at the door at the other end of the ship hears nothing but the slight creak in the wood as the ship gently sways in the water.

Envoy's Alliance

N gnome (feytouched) cleric 2 l HP 28/28 | AC 14 | F +6 R +4 W +10 | Perc +8 | Stealth +0 | speed 25 ft | focus 1/1 | spells 1 heal (2/3), fear, fear, magic weapon; C (1st) daze, disrupt undead, guidance, forbidding ward, stabilize; mage hand, message innate (1st): detect magic, electric arc | Active Conditions: ---

Let's open 'er up!

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☑☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☑☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf walks up to Jaladek and asks What you wait for? Hear something dangerous in there?

If Jaladek doesn't immediately open the door, Arfsnarf throws it open.

Envoy's Alliance

M | HP 20/20 | AC 17 | F+7, R+8, W+3 | perc+5, low-light | stealth+6 (+8 w/color) | speed 25ft | hero points 1 | spells: guidance | active conditions: None

Jaladek shakes his head at the goblin.

"I hear nothing."

With a nod, Jal pushes the door open, rapier and dagger in hand.

Vigilant Seal

Dwarf Fighter HP 23 AC 20 Perc 5

Grimm just shrugs and shakes his head.
"Neither do I!"

101 to 150 of 386 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gimble's [Gameday VIII] PFS 2e: #1-01 The Absalom Initiation (1-4) Gameplay All Messageboards

Want to post a reply? Sign in.