PFS2 01-01 The Absalom Initiation (Inactive)

Game Master Nevynxxx

A new era is beginning for the Pathfinder Society, with new recruits and new factions all excited to build connections and embark on grand adventures. Those recruits invited to attend a welcoming party can meet both the old guard as well as the up-and-coming leaders. But the party's not all talk; the PCs learn of four exciting escapades in Absalom, through which they can kick off their adventuring careers!


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Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

Poor wizard

Radiant Oath

Male Human, Half Elf Cleric-Warpriest AC 17/19 HP 17 Percep +6 Skills Diplomacy +6, Medicine +6, Religion +6, Warfare Lore +3

I am sure it can't get much worse!

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

That is probably not the most prudent of statements. the elf states.

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

"Maybe not, but I'm hoping it's true!"

Am I correct in thinking that the threat is over with the termination of the ritual? Or are there still shadows threatening us?

If there are still obvious threats, Boram presses the attack to distract them from the fallen. If there are no obvious threats, he will see if there's anything he can do to aid the fallen himself.


A quick recap is probably in order!

The ritual has exploded, it ended about as badly as it could, doing damage to everyone in the room this time, not just those attacking it. I think all of the technical questions have been correctly answered, thank you.

The wisps are still active, all other NPCs are unconscious.

Character Init
Wit 24
Roumatha Esthor 23
Kra'a 14
Boram Keenbranch 13
Wisps
Titus Au Parthicus 12
Rodlas Windracer 5

Titus is up...

Radiant Oath

Male Human, Half Elf Cleric-Warpriest AC 17/19 HP 17 Percep +6 Skills Diplomacy +6, Medicine +6, Religion +6, Warfare Lore +3

Well this is not looking as good as I envisioned. I think a bit more offense on this wispy things perhaps!

Round: 3
Init: 12
HP: 17/17
Effects: Light Spell on Scimitar

Not sure what else to do with my scimitar radiating light I step up to the closet whip-wispy thing I see and strike out at it.

Step, Swing, Raise Shield

scimitar attack: 1d20 + 4 ⇒ (9) + 4 = 13

Not sure if the lighted strike is true.
1d6 + 1 ⇒ (2) + 1 = 3


Titus moves up to one of the whisps, and attacks, but narrowly misses it.


Ok, lets have everyone else's actions. Someone bot Rodlas if necessary.

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

Botting Rodlas Windracer

Round: 3
Init: 5
HP: 12{12}
Effects: Mage Armor, Inspire Courage

The elf will again lob a globe of acid at the shadow.
Ranged touch: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Acid damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 +1 Splash

and he then casts shield. +1 to AC

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

Round: 4
Initiative: 13
Hit Points: 15 {of 15}
Effects: Inspire Courage

Boram shifts position (if necessary) into an attacking position on one of the wisps and attacks. If he can move into a flank, he will do so.

Dagger attack: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22

Damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Second attack: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18

Damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

Botting Rodlas Windracer, claiming no originality

Round: 4
Init: 5
HP: 12{12}
Effects: Mage Armor, Inspire Courage

The elf will again lob a globe of acid at the shadow.
Ranged touch: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Acid damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 +1 Splash

and he then casts shield. +1 to AC

Horizon Hunters

Male Human (Kellid) Ranger/1 AC 17, | F 7 R 8 W 4, hp 18/20 Perception +6 Hero Points: 2

Kra'a moves to get a clear shot if possible and then releases two more arrows at his prey.

Longbow with additional precision damage: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 1 + 1d8 ⇒ (7) + 1 + (7) = 15

Longbow: 1d20 ⇒ 171d8 + 1 ⇒ (5) + 1 = 6


The whisps are quickly dispatched now that the ritual has ended.

End if Init.

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

"Quickly - see to the fallen!"

Boram moves to the nearest spellcaster and checks to see if they yet live.

Medicine: 1d20 + 5 ⇒ (13) + 5 = 18

Radiant Oath

Male Human, Half Elf Cleric-Warpriest AC 17/19 HP 17 Percep +6 Skills Diplomacy +6, Medicine +6, Religion +6, Warfare Lore +3

I do as Boram does I asses the fallen to see who if any might be saved.


Two of the assistants are dead. Tevvar and the other assistant still live, but are unconscious and require healing.

Radiant Oath

Male Human, Half Elf Cleric-Warpriest AC 17/19 HP 17 Percep +6 Skills Diplomacy +6, Medicine +6, Religion +6, Warfare Lore +3

Looking at Tevvar and her assistants, I go to her and each of them and cast "Heal" on each of them.

I will cast a 2 action heal on each of them, which should be 1d10+8 or 1d10+10. The posts I have read are a little ambiguous for clarification. Divine Font allows me to cast 4 Heals a day. I should have one Divine Font Heal left and one Heal as a spell left to cast. Of course if I screwed this up, let me know.


I'm not too worried, you can certainly stabilise them and then get help if needed. The long and the short is that this part of the adventure is essentially over. Your task here was to determine if this research was too dangerous to allow to continue. I'll let you work that out amongst yourselves before you wake Tevvar.

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

"Two dead, several injured - I think my vote is that she not try this again. I'm not well-versed in magic - What exactly was she trying to do, again?"

Horizon Hunters

Male Human (Kellid) Ranger/1 AC 17, | F 7 R 8 W 4, hp 18/20 Perception +6 Hero Points: 2

"Whatever it was, it cannot be worth two lives," Kra'a rumbles.

Radiant Oath

Male Human, Half Elf Cleric-Warpriest AC 17/19 HP 17 Percep +6 Skills Diplomacy +6, Medicine +6, Religion +6, Warfare Lore +3

The woman has some natural talents, but she cannot attempt anything like this again without further training, something that the Pathfinder Society could provide. I say we take her and her assistants to the Society for debriefing and assessment of future talent and potential.

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

This is a powerful lesson.The caster must control the magic, not the other way around says the elf.


Everyone in agreement with Titus?

Horizon Hunters

Male Human (Kellid) Ranger/1 AC 17, | F 7 R 8 W 4, hp 18/20 Perception +6 Hero Points: 2

Kra'a nods solemnly.

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

Boram chews his lip for a moment before nodding his agreement.

Radiant Oath

Male Human, Half Elf Cleric-Warpriest AC 17/19 HP 17 Percep +6 Skills Diplomacy +6, Medicine +6, Religion +6, Warfare Lore +3

If nobody objects, then I think it is time we take her to the Pathfinder Society as well as her assistants.

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

The elf nods.


With you all in agreement, it's an easy task to wake Tevvar and her assistants, and get them moving. They offer no resistance, and indeed, are thankful for your help.

Back at the society, Eando Cline makes space in his day to attend to you, and listens patiently to your story. The look on his face grave.

"It would appear I miss-judged this task, and nearly sent you to your doom. For that I am deeply sorry. You did well though to contain the threat, and I am pleased you came out of the experience unscathed. You are certainly a great addition to the Pathfinder Society. I thank you."

"I will deal with Tevva from here. With luck she can be brought into the society as an initiate."

Radiant Oath

Male Human, Half Elf Cleric-Warpriest AC 17/19 HP 17 Percep +6 Skills Diplomacy +6, Medicine +6, Religion +6, Warfare Lore +3

Thank you for your compliment Eando and the task while difficult did provide us all valuable experience that will have positive effects for years to come.


Gorm Greathammer has asked you to find out what the smugglers he believes are using this ship have been using to get their goods out of Nex. A simple investigation perhaps? He believes the wreak is some sort of staging post, and may have some clues. Your role, is to find them.

The wreak is believed to be part of a fleet that tried to attack Absolom in what became known as the Silent Tide invasion, a decade or two ago. Transport has been arranged and you have been given the details of a half-orc captain, Semiri Balogog.

If you would like to find out more about the wreak you could spend a couple of hours asking around the dockside before you meet her. Diplomacy (Gather information) roll if you do that please!

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19

A very agreeable Boram haunts the docks for a while, chatting about the weather and absorbing any information his new friends will share with him.

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

The elf will also help in the diplomacy check
1d20 + 6 ⇒ (9) + 6 = 15

Radiant Oath

Male Human, Half Elf Cleric-Warpriest AC 17/19 HP 17 Percep +6 Skills Diplomacy +6, Medicine +6, Religion +6, Warfare Lore +3

Doing my best to see what I can find.
Diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9


Boram and Rodlas:
Together, Boram and Rodlas wander the docks chating to the labourers and workers. After a few hours they find themselves in a small tavern, drinking watery ale and chatting to a rambunctious halfling who calls himself Lucky "Yeah, I heard about your ship. Came in on the Silent Tide they say, and got wreaked on the reefs. Tide this year have left her clear out of the water. Well, topside. Folks say there's monster aboard. Some half tree, half beast that can root itself to the shop. But then, you know what folks say, right?!"

Titus:
Titus meets some interesting characters around the docks. Mostly labourers obviously trying to pull his leg. But he learns nothing about the wreak.

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

Venture-Captain Arvin and Rodlas:
"Aye, you have to take every tale with a grain of salt, they say, but most have an element of truth to them!"

Radiant Oath

Male Human, Half Elf Cleric-Warpriest AC 17/19 HP 17 Percep +6 Skills Diplomacy +6, Medicine +6, Religion +6, Warfare Lore +3

Hmm, I am not getting much of anything useful I am afraid. I guess being a man of faith, I am not being taken too seriously here.

Radiant Oath

Perception +3; low-light vision AC 15; Fort +3; Ref +5; Will +5 HP 12 Focus Points 1 Hero Points 1

Boram and VC Arvin:
The elf will nod in agreement with the halfling


Captain Semiri Balogog is a cheerful rainkin half-orc with sun-dark skin and thick braids of black hair adorned With gold rings. She sits in the shade of an umbrella, on a deck chair on the dock beside the gang plank of a small boat.

"The Greathammer said you'd be along before long. Paid me nicely to wait until you came. I already know where we are headed, so if you'd like to get yourselves aboard, we can make way in two shakes of a goblin's ear."

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

Boram laughs, "Well! I didn't expect that! Pleased to make your acquaintance!"

I would like to see if Boram knows anything about the good Captain, even if it's by reputation. He has Lore (Absalom) +4 - would that apply?

Horizon Hunters

Male Human (Kellid) Ranger/1 AC 17, | F 7 R 8 W 4, hp 18/20 Perception +6 Hero Points: 2

Kra'a tries, unsuccessfully, not to stare at the Captain. Then he cautiously moves over to the gangplank and slowly crosses on to the ship.
"So, where are we headed?"


Boram Keenbranch wrote:

Boram laughs, "Well! I didn't expect that! Pleased to make your acquaintance!"

I would like to see if Boram knows anything about the good Captain, even if it's by reputation. He has Lore (Absalom) +4 - would that apply?

Yeah, give me a Lore - Absolom roll.

The orc notices Kra'a's caution and grins? "New to boats? Nothing to worry about today. We are only headed across the bay, no open water, and always in sight of land. I expect a strong lad like yourself could swim back at a push. The wreak's not easy to find, but once you know where it is, it's not a trouble to get there."

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

Lore (Absalom): 1d20 + 4 ⇒ (9) + 4 = 13


Boram:
There are many "Captains" in the docks of Absolom. Bram hasn't heard anything about this one in particular.

With everyone aboard and everything Stowed, the Captain unties the ropes holding the little tug against the shore, pulls in the gang plank, and raises the single sail. It takes skill to manoeuvre amongst the other small boats in the harbour, but soon enough you are out into the mean stream. The day is sunny, and the breeze is gentle; enough to keep you under way, but not strong enough to need shelter.

After an hour or so, of circumnavigating the bay, you round some large rocks, and come across the wreak.

The ship is only partially above the waves. The bottom deck looks completely flooded. The captain lowers the sail, and deftly ropes her tug to the ship.

"Well, folks, this is you. I'll stay tied up here until you are ready to return."

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

Roumatha has started the day a bit hungover so he stays silent while on the boat, trying to prevent the contents of his stomach or his mood from spilling outside, both equally vile. When they finally arrive, he allows himself a small sigh of relief.
"Just let's get this over with, shall we?" he says as he climbs onto the wreck and looks around.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

I am noticing my hit points are still down - can we assume that they were returned to full somehow before setting out today?

Boram seems a bit excited, scrambling to join Roumatha on the wreck and looking around. "Mind where you step, my friend. There may be surprises left for us..."

Perception: 1d20 + 7 ⇒ (19) + 7 = 26 Not including +1 bonus for traps; if you prefer this to be a secret roll, that's cool, ignore my result here


Yes, you should consider yourself fully healed and rested before each section starts. Full spells/abilities etc etc

[ooc]We are currently in exploration mode, so if you each post an action, I'll sort out. Exploration Actions

Envoy's Alliance

NG Male Half-Elf Thaumaturge 4 | AC 21 | HP 44 | Saves: +9/9/8 |Perc: +8

I suppose Roumatha will Scout around for the nearest entrance then.
Survival: 1d20 + 5 ⇒ (4) + 5 = 9

Envoy's Alliance

Male halfling rogue (thief) 1 | AC 18, +1 vs atk by traps | F 4 R 9 W 7, +1 vs traps | hp 15/15 | Perc +7, +1 vs traps | Effects:

"Wait up, Roumatha."

Boram is in full Search mode.

Horizon Hunters

Male Human (Kellid) Ranger/1 AC 17, | F 7 R 8 W 4, hp 18/20 Perception +6 Hero Points: 2

Kra'a, feeling more confident out in the open, eagerly sets off to scout the area.

Survival: 1d20 + 6 ⇒ (13) + 6 = 19


The weathered boards of the ship’s main deck are cracked, warped, and thoroughly covered in a thick, stinking carpet of algae, seaweed, and barnacles. The sodden mess squashes and scrapes underfoot, while squawking gulls circle overhead.

The ship once boasted three masts, but they are now broken off only a few feet above the jagged railings. Whatever other distinguishing features might have once existed on this vessel are either long lost or utterly obscured. Empty doorways lead into cabins to the fore and aft, and a dark opening descends into the lower level.

The deck is *difficult terrain*, so your movement, slowed by Boram's searching, is even slower than normal. You spend an hour or so on the top deck.

GM:
1d6 ⇒ 6

Boram:
You notice scuff marks on the deck, that show the passage of some creature (in addition to some humans), this way and that. Only one creature, and what sort of creature you can't tell. Interestingly the marks seem unimpeded by the slime that makes progress difficult for you.

The two cabinets are largely empty; a few heaps of soggy wood that might have been crates remain in the forward cabin, and the aft cabin contains a few fragments of metal and wood that suggest it might have once been decorated more comfortably.

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