Sparkin Spellrig
|
"Doesn't have to be a haunt! I'm not even sure it's magical. It could be swamp gas, or just a sudden bout of crankiness." Sparkin continues to trail the goblin, looking around and detecting magic.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
| Gimble, The Storyteller |
As the party starts to make your way back through the main room, Arfsnarf and Sparkin hear scratching beneath the floorboards, this time as if trying to tear their way up through the floor.
You realize this is another haunt and if either one of you is trained in religion, you can attempt to exorcise the spirits with a religion check before the haunt fully manifests.
Arfsnarf Ah'sneeze
|
Oh no... I'm getting that spooky feeling in my bones! Let's stand far apart so we don't fight each other! Who knows the religion?
| Gimble, The Storyteller |
Phantasmal rotting hands burst out from the floor under you, tearing into your legs.
Slashing Damage: 3d6 ⇒ (2, 4, 5) = 11
Everyone needs to make a Basic Will Save.
As the hands recede back into the floor a scent of incense lingers.
You recognize the scent as that from Pharasmin funerals.
Arfsnarf Ah'sneeze
|
Will: 1d20 + 5 ⇒ (18) + 5 = 23
What the...?! No you can't have my clacky rock!
| Gimble, The Storyteller |
Everyone who made it (it's not vs. mind control, sorry), takes 5 slashing damage. You also have a deep cut on your legs reducing your speed by 5 feet.
I'm assuming you make your way across through the last set of 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 southern end has followed suit, leaving a gaping hole into darkness.
Arfsnarf Ah'sneeze
|
Arfsnarf walks directly to the hole and peers into the darkness.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6 Does his darkvision help?
Sparkin Spellrig
|
"This place is highly unpleasant. Health and safety standards were clearly not followed here."
Sparkin looks around the remaining room and detects magic.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Arfsnarf Ah'sneeze
|
The goblin looks on the body and snorts.
Ooh. Somebody not watching where they walk. Can you check the pockets for loose change?
| Gimble, The Storyteller |
The body is about 6 feet down. As Arun leans in to jab at it with his spear, a piece of the floor gives way and he falls.
Arun needs to make a Reflex Save, DC 14 to Grab an Edge.
Arun falls about 6 feet and lands on a pile of broken boards.
He takes falling damage (3 bludgeoning damage) plus 2d6 piercing damage from landing on broken boards.
Piercing Damage: 2d6 ⇒ (4, 2) = 6 +3 Bludgeoning from Fall
Grimm the Vigilant
|
"I wouldn't have attacked Grimm first if there wasn't something else at work."
Grimm just shrugs and nods at Arun.
"Happens!"Following the others Grimm sees Arun almost falling down the pit.
Despite everything, he can´t but hide a grin.
"Holy to me axe!"
Arun Holberk
|
Religion: 1d20 + 4 ⇒ (11) + 4 = 15
Arun grunts quietly to himself and fishes out his flint and steel to catch the incense alight as he murmurs a remembered prayer.
"Grave Lady keep you and guide to your fated end. Let the cares of this realm leave you and your true nature be distilled. Linger no longer when eternity awaits."
Arfsnarf Ah'sneeze
|
Arfsnarf gets bored of the proceedings in the pit, related to sending off the fallen. He snorts again.
So... loose change?
| Gimble, The Storyteller |
Arun lifts the body up over his head for Grimm to grab, then hauls himself out too.
[dice=Climb Take-10]10+7
There's no more "Taking 10" in 2nd Edition. Though I"m not too worried about you getting out of the hole though.
You guys have no problem getting the body out. Arun makes it out just fine as well.
| Gimble, The Storyteller |
You take the body and head back to the Pathfinder Lodge. You meet with each of the faction leaders. All of whom praise you for successfully completing the missions. After meeting with the last faction leader, you see a familiar face waiting for you.
Janira Gavix races down the hall, her blond hair flying in her excitement. “I just heard you made it back—congratulations! It sounds like everything went, well, about as well as anyone could expect. Come with me, I have something for each of you.”
The halfling woman leads the way into a small office and distributes finely crafted wooden boxes. Within each, a gleaming compass lid emblazoned with the Glyph of the Open Road and an engraved name lies upon a cushion of silk. “I’m not sure if you’ve picked up your own wayfinders yet, but when you do, you should have ones that prove that you belong. Now it’s official,” she beams. “Welcome to the Pathfinder Society!”
Congratulations, you've finished 1-01 The Absalom Initiation.
I need everyone to make their Downtime checks and I'll get the Chronicle sheets to you. Thank you for playing.
Arfsnarf Ah'sneeze
|
Let's try... Fortune-telling Lore: 1d20 + 4 ⇒ (17) + 4 = 21
Arsnarf goes back to (trying to) make money off his clacky rock and ageless insights.