GM Valen's PFS 2e 1-01 The Absalom Initiation (Table 1) (Inactive)

Game Master Lysle

Slides & Maps


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Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Arturo helps by keeping his mouth shut, as he has proven quite indubitably that he will only open it to put his foot in.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Duncan Veritan wrote:
Good evening sir. We're here to meet with Mistress Tavvar about her research. Would you be so kind as to direct us to her lab?

"Mistress Tavvar? It is after hours. Unless you are staff or otherwise authorized for special access, then I am afraid you will have to come back tomorrow at opening hours. " replies Chayron.

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

"We are here on Pathfinder business," Arturo states as assertively as possible. "It cannot wait until morning."

I suppose this is going to require a roll. To minimize damage, I'll have Arturo aid someone else's Diplomacy roll. He has a whopping +3, so hopefully he rolls above a 7 so he at least doesn't hinder someone else's check. I'm assuming this isn't a secret check but if it is, ignore my roll.

Diplomacy (aid): 1d20 + 3 ⇒ (4) + 3 = 7

THAT IS EXACTLY WHAT I TOLD YOU NOT TO DO, DIE ROLLER


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

No Diplomacy check needed. Just the "magic words".

"Oh, Pathfinders? Why didn't you just say so?" Chayron says, as he opens the door and directs the party to the unobtrusive staircase
in the museum's northeast corner. "Tavvar has been performing her research on the third floor."

Leading you up the steps to the second floor in the eastern edge of the museum near the bathrooms, Chayron grows somewhat troubled.

"I am sensing some odd manifestations in the museum," he says with an uneasy voice. "Though, I assume that Tavvar has matters under control."

He pauses on the steps for you all to pass by, urging you to the proceed up the steps and into the second floor.

Map of museum now on Slides.

Go ahead an place your tokens where you would like your PCs to go.

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Well that's a relief.

Arturo moves ahead slowly, keeping an eye out for anything 'odd.' He's not particularly familiar with magic, though he's studied it academically, so he isn't entirely sure what 'odd' might be when it comes to the arcane. Seems a bit... subjective, he thinks with a bemused frown.

He moves up to the end of the hall and peers in both directions.

Perception +6

Vigilant Seal

Female Human Sorcerer 2

Callie follows after Arturo. After Chayron mentions the odd manifestations, she concentrates on tracking those

Arcana +4


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

The ceilings on this second floor of the Blakros Museum rise fifteen
feet above you, hedged within stone masonry walls. Even though it is after hours, the museum enjoys normal illumination thanks to dozens of continual flame spells suspended in hanging braziers.

There are four areas on this floor that can be explored.
These are now marked "1", "2", "3", and "4" in white on the Map.

If you enter area 1:
You find this area contains staff offices, each is locked and unoccupied. The southernmost door bears a small brass placard reading “Nigel Aldain, Curator.”

If you enter area 2:
You find yourself looking at a long, narrow presentation space has seating for around thirty guests, all facing a low stage at the south end of the room. At first glance the room seems empty, but a moment later, it seems as though the shadows of an audience still fill the plush seats.

A chill draft sweeps through the room, and of a whispery voice echoes from the podium. “...and rather than engage in a responsible, controlled study of the codebook, Yargos Gill decided—imprudently—to simply execute the signals listed therein...” The voice trails off into a looming silence.

With a successful DC 15 Society check to Recall Knowledge, you know the information beneath the following spoiler"

Spoiler:
The shadow manifestations in this room portray fragments of a recent lecture about Yargos Gill and the Silent Tide incursion of a decade before.

If you enter area 3:
Carefully framed spellbook pages hang along this room’s walls, while eldritch relics stand in small display cases in the room’s center. In the far corner, shadows hang thicker than the rest of the room, and it seems a boisterous half-orc woman stands there, surrounded by vague figures, as she welcomes newcomers. Her voice is thin and reedy, but eerily familiar.

"Drinks ahoy! Shall I spice up one for you?”

The shadowy manifestations continues on as if following a predetermined script--one you find familiar.

The spellbook pages and display items are nonmagical replicas of the genuine artifacts, themselves securely locked in the vaults in the museum’s basement.

If you enter area 4:
A gigantic reptilian beast is on display in the center of this expansive gallery, ferociously leering over the collection of taxidermy animals and monsters. Shadows flit between the displays, meandering and shuffling shapes reminiscent of museum patrons. Then a distant shriek echoes off the walls, as the shadow of a stuffed owlbear lashes out at one of the shadow-visitors with its talons. The shadow of the tyrannosaur in the room’s center departs from its source and snaps at the misty image of another patron, tossing its head back and seeming to swallow its meal nearly whole. Other shadows snarl and hiss, scuffling amongst themselves as shadow-guests panic and run toward the exit.

The shadow then appear to turn toward the shadows cast by your own forms, as if ready to pounce upon and devour them!

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Arturo blinks in confusion, stepping cautiously toward the half-orc woman. "Calisro...?" he mumbles, almost more to himself than to the half-orc. It has to be an illusion of some sort, surely, but how did an illusion of a very specific moment show up here, now?

Arturo has both Arcana and Occultism +7, whichever would be more appropriate, I'd like to roll it. I assume it's a secret check here?

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Duncan enters the large display room from the opposite end as Arturo. He heads towards the shadows and the half-orc they surround.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

The half-orc pays no heed to the Pathfinders, but goes about carrying on her business. As Arturo and Duncan cast their eyes on Calisro, she grows somewhat transparent and the two realize that they are witnessing a shadow manifestation of their own memories here.

As they linger in the room, Arturo sees the figure of Janira Gavix, then that of Eando Kline. Duncan sees the face of Aaqir al-Hakam, hearing the Qadiran man comment on Duncan's passage through the mountains of Isger.

Clearly, what you are seeing and hearing are echoes of past conversations with individuals from the party.

The activities of the manifestations are immutable and they don’t interact with you in any way. However, their existence points to the release or manipulation of some shadowy energy source or sources nearby.

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Arturo frowns. "Seems to me as if perhaps something from Tavvar's experimentation is bleeding shadow energy. Perhaps we should be quick about our inspection of the museum so we may make haste upstairs."

He doesn't want to leave the museum unexplored--partly out of a need to make sure this ritual hasn't stirred up unexpected trouble down here, and partly out of his own insatiable curiosity--but that doesn't mean they should dally. If there's shadow magic leaking down to the next floor, it might be significantly worse upstairs.

IOW he wants to finish checking this floor but also thinks we should be quick about it incase things have gone sideways in Tavvar's ritual.

Vigilant Seal

Female Human Sorcerer 2

Callie wanders into the lecture hall (area 2). She scratches her head as the scene plays out.

Recall Knowledge (Society): 1d20 + 4 ⇒ (12) + 4 = 16

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Spread out, but not too far. We need to have an idea of what's going on. Duncan calls as he heads for the lecture room. He pauses for a moment to listen to the shadowy presentation, but it means nothing to him.

Vigilant Seal

Female Human Sorcerer 2

Finding the staff offices locked, Callie wanders back to the middle of the floor.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

With the remainder of this floor explored and few questions answered, the party heads into an expansive gallery where a gigantic reptilian beast is on display, ferociously leering over the collection of taxidermy animals and monsters. Shadows flit between the displays, meandering and shuffling shapes reminiscent of museum patrons. Then a distant shriek echoes off the walls, as the shadow of a stuffed owlbear lashes out at one of the shadow-visitors with its talons. The shadow of the tyrannosaur in the room’s center departs from its source and snaps at the misty image of another patron, tossing its head back and seeming to swallow its meal nearly whole. Other shadows snarl and hiss, scuffling amongst themselves as shadow-guests panic and run toward the exit.

The shadow then appear to turn toward the shadows cast by your own forms, as if ready to pounce upon and devour them!

The effect is very easily unnerving, providing encouragement to hurry
to confront Tavvar on the third floor.

As you near the top of the steps of the third floor, droning voices echo off the mahogany walls and domed, plaster ceiling of a luxurious room. The sumptuous furniture has been pushed to the sides of the room, making space for eldritch markings and mystical paraphernalia laid carefully over the plush carpet. The chamber seems muted and dim despite the crystal chandelier overhead, and a bonenumbing chill seeps through the space along with a metallic scent. A ritual is obviously underway here, but it doesn’t seem as though it’s working as planned. Shadowy energy lashes out from a twisting breach in the center of the room, and indistinct shapes flit and scuttle along the walls.

Larger map of 3rd floor now on Slides with PC tokens placed in Marching Order.

A scholarly, white-haired woman, who you surmise must be Tavvar, stands at the head of the circle, her face twisted in a determined grimace, while her assistants each frantically continue their gestures and chants.
Pictures of Tavvar and her assistants are now on Slides.

This group appears to be involved in a ritual, one that is obviously wearing them down and has them too occupied to engage with you in any way. The flawed ritual emits surges of shadowy energy and opens tiny breaches into the Shadow Plane. Seven flaws have appeared in the ritual circle, dancing like shadowy flames. Upon your arrival, the process seems to accelerate and stir up the shadows even further!

Initiatives:

Arturo, Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Callie, Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Duncan, Stealth: 1d20 + 7 ⇒ (6) + 7 = 13
Matherius, Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Hazard, Stealth: 1d20 + 0 ⇒ (11) + 0 = 11

PCs who would like to attempt to Disable the ritual may spend an action to attempt an Occultism check.

Occultism (DC <21):
You realize that Tavvar’s ritual has run dangerously out of control due to flaws introduced through one of her personal weaknesses. Tavvar’s own hesitation and self-doubt has led to the ritual slipping out of her control. Tavvar and her living assistants are each keeping one of the flaws contained. If the ritual overcomes them, they will die, increasing the number of flaws that you need to address.

Repairing a flaw requires a successful DC 22 Occultism check, a DC 18 Deception check, or a DC 18 Diplomacy check. Each attempt at a check requires a single action. Each success on a check to repair a flaw using these other skills reduces the DC of the Occultism check to repair a flaw by 2.

Currently, three successes are required to complete the ritual. For each death of Tavvar or one of her aides dies, the number of successes required to stabilize the ritual increases by 1.

Should the ritual manifest a shadow wisp, destroying such a wisp will further dissipate the ritual's energy, counting as a success toward stabilizing the ritual.

Occultism (DC >21):
You know all of the information underneath the prior spoiler. In addition...
You are able to repair one of the flaws in the ritual!

THROWING SOME SHADE AROUND! - Round One Begins

PCs in bold may act

Arturo
Duncan

Ritual (hazard)
Materius
Callie

Tavvar (green) 21 HP
Assistant (blue) 14 HP
Assistant (red) 14 HP
Assistant (yellow) 14 HP

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Seeing that one of the assistants is shockingly young (or at least looks young; honestly, that is just super irresponsible, lady!) Arturo rushes to try and help him first, looking over the strange tear in hopes of doing something to stop it.

Stride 25 ft.
Stride 20 ft.
Occultism vs Ritual Flaw: 1d20 + 7 ⇒ (13) + 7 = 20

"The flaws!" he calls. "We must seal them or the ritual will kill the participants! Look out for wisps!"

Basically he'll give out the information in the first spoiler.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Duncan comes around the corner, finds a rift, and begins wailing in horror.

Why is it so bright? No! Put the light away!

deception: 1d20 + 7 ⇒ (5) + 7 = 12

No, stay back. STAY BACK

deception: 1d20 + 7 ⇒ (19) + 7 = 26


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Arturo Petrimov wrote:
Seeing that one of the assistants is shockingly young (or at least looks young; honestly, that is just super irresponsible, lady!)

I went looking online for pictures of fantasy apprentices that weren't Mickey Mouse. I got few suitable hits, so I went with that one. The fact that it draws attentions to Tavvar's poor judgment was bonus gravy.

Arturo quickly assesses the situation. Confronted with the horror before him, Duncan has difficulty dealing with the ritual at first, but soon manages to repair one of the flaws.

Suddenly, a surge of shadowy energy erupts from the flawed circle, sweeping through its participants including Duncan who has now meddled in the ritual!
Negative damage (DC 18 basic Fortitude save): 2d6 ⇒ (4, 2) = 6

Tavvar and her assistants each cry out as the negative energy overtakes them!

@All-As a reaction, a PC adjacent to any NPC participant in the ritual or a fellow PC who has attempted to disable the ritual can step in front of the participant. This blocks the damage from the ritual, but you must then attempt the DC 18 Fortitude basic save and taking any resulting negative damage.

As Arturo anticipated, the ritual’s surge of energy brings a shadow wisp into the room.

The wisp's dark shape flies toward Duncan and lashes at the Pathfinder with a shadowy tendril repeatedly!
Fly
Melee (shadow tendril)(finesse, magical): 1d20 + 8 ⇒ (1) + 8 = 9
Damage negative: 1d6 ⇒ 4
Melee (shadow tendril)(finesse, magical): 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
Damage negative: 1d6 ⇒ 2

THROWING SOME SHADE AROUND! - Round One Cont'd/Round Two Begins

PCs in bold may act

Materius
Callie

Round Two
Arturo
Duncan
(basic Fort save required)
Ritual (hazard)

Tavvar (green) 15 HP
Assistant (blue) 8 HP
Assistant (red) 8 HP
Assistant (yellow) 8 HP

Vigilant Seal

Female Human Sorcerer 2

Callie moves to the top of the stairs, where she can now see what is going on. Spotting the Wisp attacking Duncan, she unleashes a Ray of Frost at the Wisp.

spell attack: 1d20 + 6 ⇒ (20) + 6 = 26
spell damage: 1d4 + 3 ⇒ (4) + 3 = 7

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Arturo jumps in front of the young man before the blast can hit him.

Fort DC 18: 1d20 + 6 ⇒ (9) + 6 = 15

Reeling from getting slapped in the face with such dark, corrupting forces, Arturo pulls out his crossbow and loads it, then turns to try and help seal a nearby flaw.

Draw crossbow.
Load.
Occultism vs Ritual, DC 22: 1d20 + 7 ⇒ (3) + 7 = 10

Well this is just going super for Artie. XD

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Fort: 1d20 + 5 ⇒ (2) + 5 = 7

Son of a...

Duncan draws his sword and lashes out at the wisp.

Attack: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 1d6 + 2 ⇒ (3) + 2 = 5

His sword passes ineffectively through the trailing vapors, before he turns back to the rift.

Dooom, dooooooom

Deception: 1d20 + 7 ⇒ (6) + 7 = 13


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Callie "Winds" Jones wrote:
Callie moves to the top of the stairs, where she can now see what is going on. Spotting the Wisp attacking Duncan, she unleashes a Ray of Frost at the Wisp.

Callie's ray strike true, chilling the wisp considerably!

Arturo Petrimov wrote:
Arturo jumps in front of the young man before the blast can hit him.

Arturo takes the brunt of the shadowy energy, protecting the young assistant but throwing off his attempt to repair the ritual.

Duncan Veritan wrote:
Son of a...

Duncan, too, takes a wave of shadowy energy, throwing off his attack as well as his attempt to repair the ritual.

THROWING SOME SHADE AROUND! - Round One Cont'd/Round Two Begins

PCs in bold may act

Matherius
Callie
Round Two
Arturo -6 HP
Duncan -12 HP
Ritual (hazard) -1 flaw
Shadowy wisp -14 HP

Tavvar (green) 15 HP
Assistant (blue) 8 HP
Assistant (red) 14 HP
Assistant (yellow) 8 HP


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

BOTTING Matherius - No post in 24+ hours and Discussion thread post indicated his posting may be limited in the immediate future.

Matherius heads up the stairs, moving to help one of the assistants.
Stride x2

The Pathfinder then tries to bolster Tavvar's confidence in order to repair the ritual. "Due not hesitate, Tavvar. We are here to help. You have what it takes to see this ritual brought under control."
Diplomacy to repair: 1d20 + 7 ⇒ (19) + 7 = 26

He manages to repair another flaw just as another wave of shadowy energy overtakes the ritualists.

Negative damage (DC 18 basic Fortitude save): 2d6 ⇒ (2, 2) = 4
Matherius, Fortitude save: 1d20 + 4 ⇒ (14) + 4 = 18

Need basic Fortitude saves from Arturo and Duncan.

As the shadowy wave continues, a second wisp (white)emerges from it!

The initial wisp concentrates its efforts on Duncan.
Melee (shadow tendril)(finesse, magical): 1d20 + 8 ⇒ (19) + 8 = 27
Damage negative: 1d6 ⇒ 2

A shadowy tendril reaches out and wraps around Duncan.
Acrobatics to Shroud v. Duncan's Reflex DC: 1d20 + 5 ⇒ (1) + 5 = 6

The tendril slips and the creature attempts to snare Duncan a second time.
Melee (shadow tendril)(finesse, magical): 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16
Damage negative: 1d6 ⇒ 5

The second wisp (white) flies toward Arturo and attempts to wrap around him.
Fly

Melee (shadow tendril)(finesse, magical): 1d20 + 8 ⇒ (6) + 8 = 14
Damage negative: 1d6 ⇒ 4

The tendril misses and the creature lashes out a second time.
Melee (shadow tendril)(finesse, magical): 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16
Damage negative: 1d6 ⇒ 5

Arturo artfully avoids the attacks!

THROWING SOME SHADE AROUND! - Round Two Cont'd/Round Three Begins

PCs in bold may act

Matherius -6 HP
Callie
Round Two
Arturo -6 HP (basic Fort save required)
Duncan -14 HP (basic Fort save required)
Ritual (hazard) -2 flaws
Shadowy wisp -14 HP
Shadowy wisp (white)

Tavvar (green) 11 HP
Assistant (blue) 4 HP
Assistant (red) 10 HP
Assistant (yellow) 4 HP

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Fort DC 18: 1d20 + 6 ⇒ (13) + 6 = 19

Whew!

Arturo grits his teeth and bares against the wave of dark power, resisting the worst of it. He then fires the crossbow at the wisp right in front of him. (REALLY hope it doesn't have a reaction to take!)

He then reloads and turns to concentrate on the flaws again.

Crossbow vs White Wisp: 1d20 + 6 ⇒ (2) + 6 = 8 P Dmg: 1d8 ⇒ 6
Reload.
Occultism vs Flaw: 1d20 + 7 ⇒ (2) + 7 = 9

Out of curiosity for subsequent rounds, are we allowed to attempt more than one Occultism check to fix the flaws?


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Arturo's shot misses the newly-arrived wisp and his efforts fail to fix the flaw.

Arturo Petrimov wrote:
Out of curiosity for subsequent rounds, are we allowed to attempt more than one Occultism check to fix the flaws?

Yes, attempting to fix a flaw takes just a single action.

THROWING SOME SHADE AROUND! - Round Two Cont'd/Round Three Begins

PCs in bold may act

Matherius -6 HP
Callie
Round Two
Arturo -8 HP
Duncan -14 HP (basic Fort save required)
Ritual (hazard) -2 flaws
Shadowy wisp -14 HP
Shadowy wisp (white)

Tavvar (green) 11 HP
Assistant (blue) 4 HP
Assistant (red) 10 HP
Assistant (yellow) 4 HP

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Fort: 1d20 + 5 ⇒ (19) + 5 = 24

Duncan braces himself as the energy washes over him again.

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 1d6 + 2 ⇒ (4) + 2 = 6

This time he perfectly lances the wisp before turning back to the rift.

The end! The end is here!

deception: 1d20 + 7 ⇒ (6) + 7 = 13

Turn back! Aaaaaagh!

deception: 1d20 + 7 ⇒ (6) + 7 = 13


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Staving off the wave of negative energy, Duncan decisively downs the wisp. As the wisp dissipates, so does more of the ritual's energy.

The effect is enough to allow Tavvar and her assistants, each of which is has been struggling to keep a flaw in the ritual contained, to gain control. The shadowy energy within the room retreats to a singular point, then disappears.

COMBAT OVER

Exhausted, Tavvar nearly falls to the ground, but manages to recover herself long enough to say, "Th-thank you, whoever you are! Your arrival here was well-timed and your help controlling the ritual are much appreciated. Were there some way that I could repay you, I would gladly do so."

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

"What was the ritual supposed to accomplish, anyway?" Arturo asks. He pulls out his two elixirs of life and hands one to Duncan. He intended to drink the other himself, but upon noticing the extent of Duncan's injuries, he hands the swashbuckler both elixirs.

@Duncan: That's 2d6 healing for you between the two elixirs!

He then opens his satchel. "Come on out, Anansi, I need your help for a moment." the weird mech/meat spider pops out of the bag and skitters onto Arturo's arm. A small compartment opens in its chest with an unhealthy squelching noise, releasing two small vials of some murky gray liquid. Arturo takes one and puts the other back, prompting Anansi to whir happily before skittering back into the satchel. Arturo pops open the vial, deftly adds what looks like hair and a toothpick to it, shakes it violently (dissolving whatever he threw inside) and with a grimace, he downs it.

Using Quick Alchemy to make another minor elixir of life out of one of my two unused reagents.

Minor Elixir of Life: 1d6 ⇒ 2

OOF. Bad batch, apparently. Well, Duncan still needs healing way more than Arturo.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Minor healing potion: 1d8 ⇒ 7

elixir: 1d6 ⇒ 1

elixir: 1d6 ⇒ 6

Duncan downs the two elixirs before rifling through his pockets and pulls out a small red potion.

That hits the spot. Wish I'd remember the captain gave me that back on the boat.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

While the timing is incredibly fortunate, the reason for our visit is fairly mundane. We are here to extend a formal offer from the Pathfinder Society for you to come join us.

Diplomacy +7


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Arturo Petrimov wrote:
"What was the ritual supposed to accomplish, anyway?" Arturo asks.

”I’ve been working on a ritual to create partially real shadow illusion manifestations of existing and residual memories drawn from people, places, and things for the purposes of allowing them to be viewed by others.” Tavvar explains. ”However, the ritual at present tends to pull an unpredictable amount of shadow energy from the Plane of Shadow, which—as you may have noticed—tends to drag other material—or creatures—along with it. I’ve been testing the ritual’s effects in the Blakros Museum, both due to that location’s longstanding ties to the Plane of Shadow and because the museum has an intricate series of wards and protective measures to guard against a variety of supernatural mishaps. Although, after that ordeal, it would seem that the museum could use to have a few more safeguards in place.”

Watching the party reach for their elixirs, Tavvar produces one of her own. “This is a lesser mistform elixir. I used thisshadowy elixir as a focus for the ritual, but the items remains unharmed. I am sorry that I have nothing more to offer you, but please, take it.”
The item is worth 2 Treasure Bundles.

Duncan Veritan wrote:
While the timing is incredibly fortunate, the reason for our visit is fairly mundane. We are here to extend a formal offer from the Pathfinder Society for you to come join us.

“An offer of membership within the Pathfinder Society?” Tavvar replies, clearly unable to hold her excitement. “Why, yes! Of course! I would be honored to accept and most grateful that you would find me worthy of such esteemed membership.”

With the offer accepted, it is not long before Fola Barun is notified. Trusting your judgement, she hopes that Tavvar will be a valuable member of the Society.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

With only the task given to the party by Gorm Greathammer remaining unfinished, the party heads to Precipice Quarter. En route, Duncan asks around, uncovering rumors that the Mavedarus estate was built generations ago, and that a series of disappearances and deaths in and around the house began before it was even completed. The house remained in the possession of the original Chelaxian family--said to be skillful soulbound dollmakers--and was passed down through the generations until it was abandoned after the earthquake that shook Absalom in 4698 AR, sending most of Beldrin’s Bluff into the sea.

If anyone else wishes to attempt to Gather Information before heading to the estate, please so indicate in your next post.

Finding your way to the estate, you find the remnants of what was once a grand, three-story structure 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.

Map of estate now available on Slides.

This old home might have once commanded the respect and envy of its neighbors, but the remaining story is cracked and crumbling. Whatever upper stories it might have once had 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.

Go ahead and place your tokens where you wish to go. Let me know if you are using an Exploration Mode other than your indicated default one.

Vigilant Seal

Female Human Sorcerer 2

Callie moves up the left staircase. Careful to avoid any debris or crumbling floors.

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Arturo moves in behind Callie, loaded crossbow in hand, and peers curiously about the rubble.

Using the Search exploration activity. Perception +6

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Duncan pauses to chat several times as the group grows ever closer to the wreckage.

Gather Information +7

Duncan draws his sword and pushes past at the top of the stairs.

If you'll excuse me, I need to be a touch closer for whatever horror is bound to spring out at us.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Duncan Veritan wrote:

Duncan pauses to chat several times as the group grows ever closer to the wreckage.

Gather Information +7

I already did a secret roll to Gather Information for Duncan. The results are in my prior post.

Duncan Veritan wrote:


Duncan draws his sword and pushes past at the top of the stairs.

If you'll excuse me, I need to be a touch closer for whatever horror is bound to spring out at us.

Botting Matherius

Matherius follows close behind the others.

The party makes its way to the doors to the crumbling estate, seeing they have various rooms that they can explore.

The six rooms that can be explored are now numbered in yellow on the map.

Let me know the number of the room that you wish to explore first. Unless a post indicates otherwise, I will assume a PC is using the Exploration Mode and marching order previously indicated.

Also, I should have awarded them earlier, but I am granting Hero Points to Callie and Duncan.

Vigilant Seal

Female Human Sorcerer 2

Callie will move to the doors to room 1, but wait for someone else to join before entering.

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Arturo nods at Callie. "Not a bad idea. Let's split up, but keep within shouting distance in case of trouble." He moves to the room just north of the doors Callie is standing at. "Matherius? Mind joining me?" Once the bard is by his side, he steps into the room to take a look around.

Moving into Room 2. Perception +6. I hope it's alright that I moved Matherius' token up with me.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

To get to the doors to two of the inner rooms, both Callie and Arturo pass through a small portion of a much larger room (indicated as "3" on Map), which contains a marble-tiled floor.

All who pass through this portion can glimpse portions of the larger chamber, which includes ornate columns and sweeping staircases. This once-grand hall (indicated as "3" on Map) evokes 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.

Callie "Winds" Jones wrote:
Callie will move to the doors to room 1, but wait for someone else to join before entering.

Assuming Duncan joins her (and moving his token accordingly)...

Callie opens the door before her, which leads into the remains of an expansive parlor (indicated as "1" on Map). A large, long-cold fireplace stands in the east wall, but the furnishings within the room 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.

If you enter the room, place your tokens where you wish to explore.

Arturo Petrimov wrote:

Arturo nods at Callie. "Not a bad idea. Let's split up, but keep within shouting distance in case of trouble." He moves to the room just north of the doors Callie is standing at. "Matherius? Mind joining me?" Once the bard is by his side, he steps into the room to take a look around.

Moving into Room 2. Perception +6. I hope it's alright that I moved Matherius' token up with me.

I think, under the circumstances, it is quite alright.

Upon opening the door, Arturo spies the remnants of what was a once-fine dining room (indicated as "2" on Map). The furniture in this room has been crushed by the debris falling from the floors above. What remains is sodden and mostly unidentifiable.

If you enter the room, place your tokens where you wish to explore.

Vigilant Seal

Female Human Sorcerer 2

Callie will pick up a small piece of debris, cast Light on it, and approach the collapsed floor, moving slowly in case the floor starts to give way.

After surveying the area, she'll toss the debris into the hole to see what's below.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Callie "Winds" Jones wrote:
Callie will cast Light and approach the colapsed floor, moving slowly incase the floor starts to give way.

The sharp-eyed Pathfinder notices more rotting boards are around the edges of the pit, ready to give way.

There is nothing more of interest in Rooms "1" or "2".

As Callie exits the room and re-enters the hall (indicated as "3" on Map), she begins to hear faint scratching sounds coming from beneath the floorboards. The scratching makes a hollow, clinking sound reminiscent of wood hitting against porcelain.

Religion DC 16 (trained):

You recognize the scratching sounds as indicative of a haunt. Applying the appropriate rites, you are able to exorcize the spirits. As you do so, tiny, illusory hands covering in rotting flesh tear from the floorboards, attempting to claw at your legs. Flesh flaking off the rotting reveals smooth porcelain underneath.

You may attempt an open DC 10 Crafting or Occultism check. If successful, you may open the spoiler below:

Spoiler:
You recognize the craftsmanship of the tiny hands as that of soulbound dolls.

There is nothing else of interest in Room "3".

If someone has succeeded at the Religion check above, please move your PC tokens to the room that you wish to explore next.

Vigilant Seal

Female Human Sorcerer 2

wish I had seen your update before I edited my post. Oh well.

Anyone else hear that scratching? Callie asks. Sounds like it's coming from below

Vigilant Seal

Male Human Alchemist 1 | HP 13/17 | AC 18 | Per +6 | Fort +6 | Ref +8 | Will +4

Arturo lights a torch of his own asks if Matherius has a torch or light spell. Once he has a light source, he scans the room, stepping up to the two northern doors, checking them over before looking over the sofa.

Or as much of that north half of the room as he can; there's no debris on the map so I don't know which parts of the room are actually collapsed.

Really hope Matherius can cast light or has a torch. I almost never carry them because they're heavy and Artie is not a strong lad. Someday I'll afford an everburning torch; maybe after this scenario lol.

After finishing his inspection, he beckons the bard to follow him back out into the much larger hall (3).

He shakes his head. "Maybe? This old mansion is very creaky, it's hard to say."

One of the few "knowledge" skills he's not trained in, sadly!

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Duncan tails along with Callie.

Might be rats. Can't do much, but be ready until we can see whatever it is. Let's check out the other side.

Duncan is learning about nature and his Fey heritage. None of this religious mumbo jumbo

Vigilant Seal

Female Human Sorcerer 2

Callie will move across the large room (3) to just outside the door to room 4.

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

With Callie at the door Duncan enters the room and begins looking around.

Perception +6

Vigilant Seal

Female Human Sorcerer 2

Callie will pick up a piece of debris, cast light on it, and follow into the room.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Thank you for your patience. I actually had managed to cobble together a lengthy post while I was out, but it was apparently eaten by the boards or else my poor connection prevented it from being posted.

Unfortunately, without any Religion skill in the party, this is going to be a very tough encounter. Therefore, I am going to retcon a few of the above actions to give PCs a chance to react before moving to other locations.

Callie "Winds" Jones wrote:
Callie will move across the large room (3) to just outside the door to room 4.

Unfortunately, the first PC to post a "move" outside of their current room, Callie is the one who triggers the encounter.

As soon as Callie exits the room, entering into the hallway a second time (Room 3 on Map), illusory, rotting hands tear upward, coming through the floorboards! Flesh flakes off the rotting hands reveals smooth porcelain underneath. The phantasmal hands burst out from the floor beneath Callie, tearing into her legs, clawing at them, and leaving real wounds, which begin to bleed!
Callie, Basic DC 17 Will save: 1d20 + 6 ⇒ (16) + 6 = 22
Scrabbling Hands, slashing damage: 4d6 ⇒ (2, 6, 6, 2) = 16
Scrabbling Hands, bleed damage: 2d6 ⇒ (5, 2) = 7
Going into rounds...

FAILING TO KEEP ONES HANDS TO ONESELF! - Round One Begins

All PCs may act

Callie -8 HP (persistent bleed 3 at end of turn then Flat check)
Duncan
Arturo
Matherius

Vigilant Seal

Female Human Sorcerer 2

Can Callie move with an acrobatics check to avoid the hands?

Horizon Hunters

| Speed: 25 ft| Exploration: Search |Conditions: None | Hero Points: 1/3 | | HP 0/30| AC 19 | F: +5, R: +9, W: +6 | Perception: +6 | Stealth: +7 CG Human (Half-elf) Swashbuckler (Fencer) 2

Are the hands just around Callie's feet or is there an area of them?

Duncan points at the hands and a line of primal cold issues forth at the hands.

Ray of Frost: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d4 + 2 ⇒ (4) + 2 = 6

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