GM Deneve's The Fall of Plaguestone (PFS 2e) (Inactive)

Game Master redeux

Maps & Handouts

Hero points (Max.3): Deerslicer (2), Gamble (2), Elendyr(1), Simon (2), Leofric (1)


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NG Qadiran Male Cleric 2 | AC 19 | HP -4/24 | F: +6, R: +7, W +9;| Perc +7 | Focus: 0 | Hero Points: 0 | Spell DC: 17 | Active Conditions: Dying 1 |

Sinan stands far away from the door, sword in hand and a prayer on his lips, fully expecting anything from venomous plague rats all the way up to miniature tarrasques to pour out of the small domicile at any moment.


NG Male Human (Ulfen) Bard 3 | HP 40/40 | AC 20 | F +7 R +9 W +7 | Perc +7 | Stealth +1 | 25 ft | focus 2/2 | 1st: 3/3 2nd: 2/2 | Hero Point: 1/3 |Loot | Active Conditions: toughness

I used my three actions, so I need round two to get out of the way in Encounter mode.


(Keeping things moving, botting Simon)

Simon tries to find a way through the collapsed rubble, but there simply is no way through. He crawls behind Deerslicer.

Deerslicer:
You hear a soft click from beyond the corner, but you can't see what it is until you can clear the trap in front of you.

Initiative Order - The bold may act!
Active Conditions: None

---
Simon
Kunsheng
Deerslicer
Gamble
Pepper
Sinan

Envoy's Alliance

retired | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

Sorry - I didn't know I was up. I somehow skipped the last few posts on the previous page and have just been refreshing this one for the weekend.

Valor will crawl behind Deerslicer. If it's dark, Valor can light a torch.

Horizon Hunters

male N goblin ranger 4 | HP 46/58, Hero Points: 2 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None

Deerslicer glances back and shakes his head ... but, of course, the pinkskin doesn't have dark vision and probably cannot see him, particularly with Pepper in between them. He returns to focusing on disabling the trap he found.

Thievery(Disable Device): 1d20 + 6 ⇒ (14) + 6 = 20

He nods and sneaks ahead to look carefully around the corner.

Disable Device. Sneak w/ Stealth +6. Seek w/ Perception +7. Extra +2 on both vs. Hallod.


Small humanoid tree:
Female (Leaf) Leshy, Lvl 2 (Leaf Order) Druid
Stats:
HP 24/30 | 1/1 Hero Point | 2/2 Focus Points | 0/3 lvl 1 Spells | Perc’ +8 ; Stealth +5 ; Speed 25 ft. | AC 16 (18 w. shield - hard' 3, 12/12 hp) | Fort' +7 ; Ref' +5; Will +10 | Spell DC 18
Active conditions:

Pepper waits to see how Deerslicer will do-- and where he will go.

If he disappears around the corner, she will move in so she can keep an eye on him.


Deerslicer & Pepper:

Beyond the turn, the crawlway continues for another 10 feet before opening up into a small chamber that appears to have once been a closet. The door leaving the space is barred by debris on the other side and cannot be opened, but there is a hatch built into the floor. It is very old, but free from debris and dust. The hatch is not locked, but the hinge is terribly rusted.

(Thievery DC 18 to open it without a sound)

GM Screen:
Seek, Deerslicer: 1d20 + 7 ⇒ (11) + 7 = 18


NG Male Human (Ulfen) Bard 3 | HP 40/40 | AC 20 | F +7 R +9 W +7 | Perc +7 | Stealth +1 | 25 ft | focus 2/2 | 1st: 3/3 2nd: 2/2 | Hero Point: 1/3 |Loot | Active Conditions: toughness

"Alright, let's get back," Gamble says as he feeds out the rope on his way to the corner of the building. He gets ready to heave once Sinan is out of the way.

Stride, Ready Action (pull rope)

Horizon Hunters

male N goblin ranger 4 | HP 46/58, Hero Points: 2 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None

GM:
Do I think the "click" I heard was the hatch closing then? Or maybe being locked?


Deerslicer:
(It was a soft click. The rest is up for Deerslicer's interpretation)


Small humanoid tree:
Female (Leaf) Leshy, Lvl 2 (Leaf Order) Druid
Stats:
HP 24/30 | 1/1 Hero Point | 2/2 Focus Points | 0/3 lvl 1 Spells | Perc’ +8 ; Stealth +5 ; Speed 25 ft. | AC 16 (18 w. shield - hard' 3, 12/12 hp) | Fort' +7 ; Ref' +5; Will +10 | Spell DC 18
Active conditions:

Pepper waits to see what Deerslicer does--
--before turning back and motioning to Valor, explaining with gestures what is happening.

Valor sees a whole flurry of branch movements and leaves shaking--but w. no sign language, it does not make much sense.
Pepper smiles, and is not stressed out though.


(Botting Kunsheng and Sinan to keep things moving)

Kunsheng and Sinan move away from the front door. Once they're clear, Gamble gives the rope a good tug.

The door flies open and the three of you hear a soft FWOOSH! followed by a THUNK! as a crossbow bolt goes flying at gut level before slamming itself against a wall of one of the abandoned (at least you hope) buildings of the Dead Homes.

(Encounter mode ended)

The party

gains the following XP:
40 xp from the crossbow trap, 60 xp from the falling debris trap. Total 100

(Congratulations, you've all leveled up! Can't wait to see what new things your characters will have!)


Sinan, Gamble and Kunsheng on entering would see that beyond the door, the foyer empties into a clearly abandoned living space. The hearth is choked with branches and debris from above, the furniture is smashed and soiled, and a thick layer of dirt and grime covers every surface. It is obvious that no one has used this room in years. The only other exit leads to a room thoroughly filled with debris from the collapsed roof above. Digging through the debris would take several hours at least and would likely cause a further collapse of the ruined second story above.

There is no sign of Hallod anywhere.


NG Male Human (Ulfen) Bard 3 | HP 40/40 | AC 20 | F +7 R +9 W +7 | Perc +7 | Stealth +1 | 25 ft | focus 2/2 | 1st: 3/3 2nd: 2/2 | Hero Point: 1/3 |Loot | Active Conditions: toughness

"This is not fit for a dwelling," Gamble notes. "I didn't hear the others shouting that Hallod was hopping out the back window. We should probably let them know there's nothing here."


|SP 0/6|HP 4/8|RP 5/5|EAC 15; KAC 16|Fort +0; Ref +6; Will +3|Init +5|Perc +6, SM: +1 |Speed 30ft|Active conditions: None.

Kunsheng examines the trap mechanism. "I am not sure how long this has been here. The trap was designed to wound or kill, though. If Hallod put it here, it is evidence of his guilt." Can Kunsheng tell how recently the trap was put in place?


NG Male Human (Ulfen) Bard 3 | HP 40/40 | AC 20 | F +7 R +9 W +7 | Perc +7 | Stealth +1 | 25 ft | focus 2/2 | 1st: 3/3 2nd: 2/2 | Hero Point: 1/3 |Loot | Active Conditions: toughness

"I'm certain Hallod's guilty of Bort's murder," Gamble says. "But I don't think trapping your own house is evidence of anything aside from a rough neighborhood or paranoia."

He makes his way out of the ramshackle living room and around to the back of the house. "Ho, Gracie! Where's everyone else?" he asks the bear rhetorically as he notes the open shutter.

Horizon Hunters

male N goblin ranger 4 | HP 46/58, Hero Points: 2 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None

Deerslicer turns back to Pepper, then glances at Simon, and says, "Didn't I say to go tell d'em up front we found a way in?" He shoos them out of the crawlspace. "Goblin's gotta do every'tin hisself."

As they get down the crawlspace enough to speak without shouting, he says to Gamble, Pepper, and Simon (and anyone else around), "D'ere a little room in d'is crawlspace, like a closet, and it got d'is door on da ground, kinda like a trapdoor, d'at goes down somewhere. And me heard a click sound, but not sure what dat was. Hallod mighta been closin' it, so maybe he know we're here. D'ere also a trap down here, but I took care of it. Let's go!" He hustles back down the crawlspace, assuming everyone else is following, into the small closet-like room.

Horizon Hunters

male N goblin ranger 4 | HP 46/58, Hero Points: 2 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None

Gracie follows Deerslicer into the crawlspace, but politely allowing others to go first if they wish. She is fine shambling down the crawlspace in the rear of the line.

Envoy's Alliance

retired | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

Simon grumbles a little as he turns around and crawls back out. He circles to the front and lets the others know there's a path through the back.


|SP 0/6|HP 4/8|RP 5/5|EAC 15; KAC 16|Fort +0; Ref +6; Will +3|Init +5|Perc +6, SM: +1 |Speed 30ft|Active conditions: None.

"It is a death trap with no warning on a house that looks abandoned. There is nothing on the other side of the door to protect. Setting that trap is an evil act, even if it doesn't mean he was guilty of Bort's death."


NG Male Human (Ulfen) Bard 3 | HP 40/40 | AC 20 | F +7 R +9 W +7 | Perc +7 | Stealth +1 | 25 ft | focus 2/2 | 1st: 3/3 2nd: 2/2 | Hero Point: 1/3 |Loot | Active Conditions: toughness

"Just so we're clear," Gamble says with a chuckle. "All the other things we've learned says he's guilty to me."


NG Qadiran Male Cleric 2 | AC 19 | HP -4/24 | F: +6, R: +7, W +9;| Perc +7 | Focus: 0 | Hero Points: 0 | Spell DC: 17 | Active Conditions: Dying 1 |

"Guilty or not, you know this is my time to handle things like Pepper. I have no choice but to try."

Envoy's Alliance

retired | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

"Let's not judge people too harshly," Valor chimes, "Maybe he's changed ..."


Small humanoid tree:
Female (Leaf) Leshy, Lvl 2 (Leaf Order) Druid
Stats:
HP 24/30 | 1/1 Hero Point | 2/2 Focus Points | 0/3 lvl 1 Spells | Perc’ +8 ; Stealth +5 ; Speed 25 ft. | AC 16 (18 w. shield - hard' 3, 12/12 hp) | Fort' +7 ; Ref' +5; Will +10 | Spell DC 18
Active conditions:

"I am a role-model?!"

Pepper's leave rustle even though the air is stale and unmoving within the place...


NG Male Human (Ulfen) Bard 3 | HP 40/40 | AC 20 | F +7 R +9 W +7 | Perc +7 | Stealth +1 | 25 ft | focus 2/2 | 1st: 3/3 2nd: 2/2 | Hero Point: 1/3 |Loot | Active Conditions: toughness

"Since when? Yesterday?" Gamble asks with an arching of his eyebrow.


Small humanoid tree:
Female (Leaf) Leshy, Lvl 2 (Leaf Order) Druid
Stats:
HP 24/30 | 1/1 Hero Point | 2/2 Focus Points | 0/3 lvl 1 Spells | Perc’ +8 ; Stealth +5 ; Speed 25 ft. | AC 16 (18 w. shield - hard' 3, 12/12 hp) | Fort' +7 ; Ref' +5; Will +10 | Spell DC 18
Active conditions:

"It does not matter since when. if some find me a role-model today, that is good enough for me!"


Under the hatch is a stone-lined chute that descends almost 30 feet. Handholds have been carved into the stone wall, but they are uneven and treacherous. There is no light in the chute.

(Climbing down the chute without light requires a DC 16 Acrobatics check, having a light source eliminates the check. If one of you is carrying Gracie, which will be necessary unless she learned how to use handholds is a DC 18 check, with a light source and DC 20 without one)

(Edit. FYI, I'll be using the single file marching order you set in the slides)


NG Qadiran Male Cleric 2 | AC 19 | HP -4/24 | F: +6, R: +7, W +9;| Perc +7 | Focus: 0 | Hero Points: 0 | Spell DC: 17 | Active Conditions: Dying 1 |

Sinan makes his way down the chute Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16, but only barely.

At the bottom, he lights a torch to help the others see on their way down.


The chute deposits you into a short hallway that leads to a closed wooden door.

Envoy's Alliance

retired | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20

Simon climbs down in the dark.

"I wish there was a little bit of light," he remarks. Bumping into Sinan, he touches Sinan's scimitar just as he says that.

Sinan's scimitar lights up.


NG Male Human (Ulfen) Bard 3 | HP 40/40 | AC 20 | F +7 R +9 W +7 | Perc +7 | Stealth +1 | 25 ft | focus 2/2 | 1st: 3/3 2nd: 2/2 | Hero Point: 1/3 |Loot | Active Conditions: toughness

Gamble climbs down under the illumination of either a torch or a magical light and gets out of the way of the next person to descend.

"Cozy?"


NG Qadiran Male Cleric 2 | AC 19 | HP -4/24 | F: +6, R: +7, W +9;| Perc +7 | Focus: 0 | Hero Points: 0 | Spell DC: 17 | Active Conditions: Dying 1 |

Sinan gives the lit torch to Gamble and admires his glowing scimitar. "Truly, the Lady shines her light upon us, Valor. Dawn's Light has never looked so radiant." he smiles with admiration at his friend's spell.


(It's tight down there. I will allow that two of you can fit in a space, with weapons sheathed, but if you are with weapons drawn, you'll need to Squeeze through at DC 10 or open that door and scuttle along. Are you still using your default Exploration actions?)

All of you at the bottom of the chute can hear the shuffling of multiple feet and the brushing of bodies coming from the next room. More than likely, they've heard you talking as well.

GM Screen:

Perception Sinan: 1d20 + 7 ⇒ (9) + 7 = 16
Perception Gamble: 1d20 + 6 ⇒ (18) + 6 = 24
Perception Simon: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Perception ?: 1d20 + 7 ⇒ (10) + 7 = 17
Perception ?: 1d20 + 5 ⇒ (17) + 5 = 22


NG Male Human (Ulfen) Bard 3 | HP 40/40 | AC 20 | F +7 R +9 W +7 | Perc +7 | Stealth +1 | 25 ft | focus 2/2 | 1st: 3/3 2nd: 2/2 | Hero Point: 1/3 |Loot | Active Conditions: toughness

"Animals, maybe?" Gamble ponders. "Maybe we should get Deerslicer or Pepper down here."

Well, that's what I get for trying to be proactive without looking at the map.

Envoy's Alliance

retired | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

Valor will attempt to open the door, and if it's locked, to pick the lock.

Thievery: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17


Small humanoid tree:
Female (Leaf) Leshy, Lvl 2 (Leaf Order) Druid
Stats:
HP 24/30 | 1/1 Hero Point | 2/2 Focus Points | 0/3 lvl 1 Spells | Perc’ +8 ; Stealth +5 ; Speed 25 ft. | AC 16 (18 w. shield - hard' 3, 12/12 hp) | Fort' +7 ; Ref' +5; Will +10 | Spell DC 18
Active conditions:

Seeing her comrades move around down there, and some light, then someone calling her name, Pepper steps into the chute and-- falls down the 30 feet, rapidly getting to the bottom.
She opens her branches and her leaves slow her down at the end, thus she lands with particular grace... not even shaken at all.
'Yes? What is going on?"

The small tree will squeeze her trunk to give more space...

Horizon Hunters

male N goblin ranger 4 | HP 46/58, Hero Points: 2 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None

Deerslicer tries to climb down with Gracie clinging onto his back.

Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12

He does not succeed.

Horizon Hunters

male N goblin ranger 4 | HP 46/58, Hero Points: 2 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None

Having landed unceremoniously on top of the party I assume there is some damage associated, he says to Gracie, "You stay here in corner right now," and attempts to squeeze around, through, and over the various party members to get near the door.

Acrobatics(Squeeze): 1d20 + 7 ⇒ (5) + 7 = 12

Horizon Hunters

male N goblin ranger 4 | HP 46/58, Hero Points: 2 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None

He glances at the glowing sword that he almost steps into and frowns. Pointing at it, he says disapprovingly, "D'at is not sneaky."


(Deerslicer, you take 6 damage from the fall, that's taking into account your unbreakable goblin feat. I imagine you shielded Gracie, so add 2 damage to yourself and she takes only 6 damage. Otherwise she'd have taken the full 12 damage. Pepper and Simon Reflex Save DC 15 to avoid being crushed by Deerslicer and Gracie)

Simon would notice the door is unlocked. After Deerslicer's fall you can all hear barking coming from the other room. Loud barking. It's incredibly tight in the tunnel now with no space available past the stairs. The only ones who can open the door are Sinan, Deerslicer and Valor. (We're not in encounter mode, but treat moving out of the tunnel as difficult terrain until the tunnel only has 1 person per square)

Deerslicer and Pepper:
You recognize the barking of very angry dogs more than three, actually.


Small humanoid tree:
Female (Leaf) Leshy, Lvl 2 (Leaf Order) Druid
Stats:
HP 24/30 | 1/1 Hero Point | 2/2 Focus Points | 0/3 lvl 1 Spells | Perc’ +8 ; Stealth +5 ; Speed 25 ft. | AC 16 (18 w. shield - hard' 3, 12/12 hp) | Fort' +7 ; Ref' +5; Will +10 | Spell DC 18
Active conditions:

1d20 + 5 ⇒ (19) + 5 = 24

Pepper hears something whistling down-- and manages to flatten out against wall.

BOOM!

"Oh, hello Gracie!"

She then turns towards the door.
"Those dogs are angry.
Maybe we can give them names? To differentiate them if we talk to them.
I mean, how many do you hear: four, five... not six?"


NG Male Human (Ulfen) Bard 3 | HP 40/40 | AC 20 | F +7 R +9 W +7 | Perc +7 | Stealth +1 | 25 ft | focus 2/2 | 1st: 3/3 2nd: 2/2 | Hero Point: 1/3 |Loot | Active Conditions: toughness

"I believe talking to the animals is your realm of expertise," Gamble says to Pepper as he squeezes back in the hall, lifting the torch away from the leshy's leaves.


The old wooden door swings open on rusted hinges, revealing a room lit by a single, flickering torch. Through the gloom you see piles of small crates and more than a few barrels stacked up haphazardly on the south side of the room. Opposite you is a stout wooden door with iron bands, while the north side of the room is bare save for an iron gate set into the middle of the wall. The stench of smoke and damp dog hangs heavy in the air.


NG Qadiran Male Cleric 2 | AC 19 | HP -4/24 | F: +6, R: +7, W +9;| Perc +7 | Focus: 0 | Hero Points: 0 | Spell DC: 17 | Active Conditions: Dying 1 |

"We'll never get to have words with Hallod waiting in here," Sinan says to his comrades. "We'll need more room to check on whatever wounds we have may have from our descent anyway. We'll deal with those dogs first if needs be"

He elbows his way into the dim room beyond the corridor brandishing his lit sword and and palming his holy symbol. As he passes Valor he chimes "How long will your light spell last, Valor? I hadn't thought of preparing it this morning. Apparently I was mistaken in what I asked the Lady for today."


Small humanoid tree:
Female (Leaf) Leshy, Lvl 2 (Leaf Order) Druid
Stats:
HP 24/30 | 1/1 Hero Point | 2/2 Focus Points | 0/3 lvl 1 Spells | Perc’ +8 ; Stealth +5 ; Speed 25 ft. | AC 16 (18 w. shield - hard' 3, 12/12 hp) | Fort' +7 ; Ref' +5; Will +10 | Spell DC 18
Active conditions:

Pepper will move - "Excuse me..." - if she can, and peek in the room, to try and converse with the dogs.
"Hello? yapping sounds..."

If she can talk a bit:
Pepper will try to tell them that food is coming soon, if they will only please calm down and be nice, so we can give them yummy stuff.
Diplomacy, Tr: 1d20 + 5 ⇒ (18) + 5 = 23
w. Wild Empathy (connection to creatures of the natural world)
Can communicate with them on rudimentary level & use Diplomacy to Make an Impression on animals & make very simple Requests of them. Most animals give you time to make your case.


Immediately, the dogs start barking as Sinan enters the room, drowning out his voice.

(Sinan:)"*WOOF!* *WOOF!*How long will your *WOOF!* *GROWL!* light spell last, Valor!? *GROWL!* *BARK!* I hadn't thought *WOOF!* *WOOF!* of preparing it this *WOOF!* *WOOF!* morning. *WOOF!* *GROWL!* Apparently I was mistaken in *GROWL!* *BARK!*what I asked the Lady for *WOOF!* *WOOF!* today!"

GM Screen:
Perception: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10

The barking subsides as Pepper begins to talk to the dogs. The animals listen to the tree-thing yapping and while they no longer bark, they still growl at the group and it's a good thing, too. The barking had masked the sound of the iron gate being lowered. By the time Pepper has finished talking to them, the iron gate is completely lowered. The dogs mill about, growling at you, and one even snapping their jaws at Sinan, but not actively looking to hurt you. You all have a sense that if you get too close or do anything they mildly disagree with, they'll immediately pounce on you.

(Dogs are now Unfriendly and the party...

gains xp:
120xp


NG Qadiran Male Cleric 2 | AC 19 | HP -4/24 | F: +6, R: +7, W +9;| Perc +7 | Focus: 0 | Hero Points: 0 | Spell DC: 17 | Active Conditions: Dying 1 |

"G-good puppy...Light preserve us."


The dog stares at Sinan blankly. It's a rather large dog, about 35 inches tall. It bares its teeth and goes back to padding around the room.

(Map updated)


NG Male Human (Ulfen) Bard 3 | HP 40/40 | AC 20 | F +7 R +9 W +7 | Perc +7 | Stealth +1 | 25 ft | focus 2/2 | 1st: 3/3 2nd: 2/2 | Hero Point: 1/3 |Loot | Active Conditions: toughness

Gamble shuffles into the room, taking care to keep his torch away from the dogs and watching out for their paws as he steps. "Good tree spirit! I knew you could do it," Gamble says encouragingly. "Now, as much as I'd like to not give Hallod the time to prepare, I think finessing the door open might be the safer option at the moment. Deerslicer?"


Small humanoid tree:
Female (Leaf) Leshy, Lvl 2 (Leaf Order) Druid
Stats:
HP 24/30 | 1/1 Hero Point | 2/2 Focus Points | 0/3 lvl 1 Spells | Perc’ +8 ; Stealth +5 ; Speed 25 ft. | AC 16 (18 w. shield - hard' 3, 12/12 hp) | Fort' +7 ; Ref' +5; Will +10 | Spell DC 18
Active conditions:

Pepper moves back, smiling.
"Does anyone have some sausage or dried meat or whatever?"
She is ready to keep on talking--

Does she have time to keep on trying to sway their mood w. Canine Diplomacy?

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