GM NovelEnigma's 1-01 The Absalom Initiation (Inactive)

Game Master asdffghjkl01

Map Slides


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Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

She will share what she knows about the spirit with the group.

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Elfino hears that the haunt will not be troubling them for another 24 hours, so he feels comfortable backtracking momentarily to deal with Roddy's wounds.

Action: Battle Medicine (Forensic Medicine & Medic Dedication & Assurance:Medicine) on Roddy vs DC 15

Assurance: Medicine (Battle Medicine) vs DC 15: 10 + 8 = 18
Battle Medicine Healing vs DC 15: 2d8 + 2 ⇒ (6, 8) + 2 = 16 hit points healed on Roddy

As soon as the halfling is taken care of, Elfino returns to the easternmost door. He opens the door (if there's one left) and quickly steps into the easternmost room. He looks around to see if anything odd catches his eye. He then searches the room to see if it contains the corpse of a follower of Pharasma.

For the record, Elfino continues to hold his shortbow in his hand ready for use.


B19 Grim Tidings ||

Everything this room once held now lies jumbled over the floor in a soggy mess: torn pages, scraps of fabric, and splintered remnants of furniture. Doors hang askew in the north and east walls, but the door to the south has been smashed from its hinges.

Elfino notices scratch marks on the floor near a bookshelf in this room that seems to suggest something heavy was dragged across the floor where the bookshelf is standing.

Doesn't expert assurance at level 2 give you a result of 16? 10+2 for level, 4 for expert. Either way, you pass, just for future reference when you want to do those DC 20s.

Grand Archive

Male Halfling Flames Oracle 6 | HP 60/60 | AC 24 (25 w/ Shield) | F+11, R+13, W+13 | Perc +12 (low-light vision) | Spells (1st): 3/3 (2nd): 3/3 (3rd): 0/3 | Focus: 3/3 | Curse: Minor | Cond: | Lucky#: 8 | Hero: 1

Apollo follows Elfino into the eastern room. He casts Detect Magic to help look around. If Elfino mentions the scratch marks, Apollo says, "Allow me..." and he specifically focuses his magical emanation near the bookshelf.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

As he studies the bookshelf, Apollo thinks it looks ... heavy. The halfling kindly steps aside for others more suited for feats of strength. He casts Shield, just in case.

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Elfino bends down for a closer look at the scratch marks leading up to the bookshelf. "Looks like summit 'eavy was dragged up ta de bookshelf. I wonder where it went?"

He pulls the bookshelf to one side and examines the area around it carefully.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Looks like there is a fallen-over bookshelf in the next room to the north. Is this the bookshelf we're dealing with? Are we actually in that room now? I moved Elfino's token over to what appears to be a box at the end of the room he and Apollo are currently in on the assumption that it is a different bookshelf.


B19 Grim Tidings ||

Apollo does sense magic nearby while Elfino finds a secret compartment behind the bookshelf. Inside, he discovers a list of slave transactions that occurred in this manor.

Looking around for a bit longer, you discover the source of the magical aura. A lesser healing potion, hidden under some wrecked furniture.

The room you're currently in and the room directly above it are the same room where the scenario claims the bookshelf is located. The room above that is technically a different room despite not having a door any longer.

Vigilant Seal

F Human (dromaar) witch 8 | HP 41/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 2/3 | focus 3/3 | spells 1: 3/3 2: 0/3 3: 0/3 | 4: 3/3 | Active Conditions: none

Itka's expression darkens and her brow furrows even deeper than usual at the discovery of the slave transaction documents. Her customary "Hmp!" comes out more like a growled curse than normal. "Well, there's no body here. Let's keep looking."

She stumps over to the door on the west side of the room and, glancing back to make sure that everyone is close enough to respond if there's another haunt (better safe than sorry, after all), she opens the door.

Perception +5

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

The elf will help, using her sharper eyes to search for clues or anything of interest. +7 to Perception.

Envoy's Alliance

NG Unbreakable Goblin Scoundrel Rogue 1 | AC 18 | HP 19/19 | P +4 F +4 R +9 W +4 Hero Points: 1/3 | Active conditions: none Speed 25'

Veecs falls in with Atae and Itka searching for the body. "Is there a cellar, stuff like that are always in a cellar."

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Elfino doesn't feel like there's anything more of interest in the room with the bookshelf. He carefully slides up to the northern doorway and looks inside the next room before entering.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

If the elf doesn't notice anything dangerous within, he'll enter the room for a better look.

Grand Archive

Male Halfling Flames Oracle 6 | HP 60/60 | AC 24 (25 w/ Shield) | F+11, R+13, W+13 | Perc +12 (low-light vision) | Spells (1st): 3/3 (2nd): 3/3 (3rd): 0/3 | Focus: 3/3 | Curse: Minor | Cond: | Lucky#: 8 | Hero: 1

When Elfino indicates the slavers documents, "Oh, how dreadfully bor...er, interesting. Isn't it interesting, Elfino?" He tries to stifle a yawn. But he shows genuine excitement when he asks, "Now where has that haunt gone to hide? That is what we're here for...the haunted house." When we find the Lesser Healing potion, Apollo offers it to whoever wants to claim it. "Veecs or Itka?" He hands the potion to one of them.

He peers around Elfino into the northern room. He continues to cast Detect Magic to help focus on areas to search.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

After the northern room is cleared, Apollo moves in behind Itka, and follows her through the western door, continuing to cast Detect Magic.

In general, Apollo will use Detect Magic as his Exploration Mode while we search the haunted house.


B19 Grim Tidings ||

Ivy has overgrown the empty window frame, casting this room into cool shadow. A low shelf, its wood warped and cracked, stands against the south wall, and a desk has been overturned and smashed in the eastern part of the room.

Elfino hears faint whispering inside this room and also determines that that is pretty odd. The whispering is in numerous languages, with the ones you can understand saying something about being set free.

As before, Apollo and Atae recognize this after Elfino points out the whispering. They identify this as a Whispering Spirits haunt, though neither knows how to silence the spirits permanently. Regardless, they both know that a quick exorcism or loud performance can suppress them for a time.

Religion or Performance check to suppress the haunt.


B19 Grim Tidings ||

Meanwhile, Apollo opens the door to the west.

Only a single, aged worktable still stands in one corner of this room, though the clay fragments of an oven and rusted metal suggest it was once a kitchen. The ceiling has completely fallen in, leaving this room open to the sky above. Doors stand in the east and west walls.

Nothing seems odd here.

Grand Archive

Male Halfling Flames Oracle 6 | HP 60/60 | AC 24 (25 w/ Shield) | F+11, R+13, W+13 | Perc +12 (low-light vision) | Spells (1st): 3/3 (2nd): 3/3 (3rd): 0/3 | Focus: 3/3 | Curse: Minor | Cond: | Lucky#: 8 | Hero: 1

Investigating the northern ivy-covered room with Elfino, Apollo listens excitedly to the voices. Thinking back on his knowledge of the occult, he explains, "I've heard about such haunts: Whispering Spirits." Considering himself lucky to be in such a very haunted house, he adds, "I believe loud music will help put such spirits to rest." Apollo pulls out his lyre and begins strumming a raucous, upbeat tune.

Performance: 1d20 + 9 ⇒ (14) + 9 = 23

After a minute, Apollo stops playing and listens. With luck, the spirits have been quieted. He moves into the ruined kitchen. The oracle looks above to the immense open sky, and he ponders the mysteries of the heavens (which takes him less time than you'd think). Still casting Detect Magic periodically, he waits for Elfino to lead the way north or west.

You said doors to the east, and west. Also to the north, yes? Just making sure we're in the correct room.

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Once the haunt becomes apparent, Elfino decides not to enter the room. "I'll leave it ta ya ghost experts ta deal with dis. I'll keep lookin' through de rest of de 'ouse."

Unfortunately, Religion and Performance are not in Elfino's trained repertoire, so someone else will have to suppress the haunt if we are to search that room. Otherwise, we can skip it and leave the poor whispering souls alone.

Elfino leaves Apollo to handle the haunt. He then moves into the larger room to the west; through the small uninteresting room directly north of it; and steps back out into the main hall. He crosses the hall, passing Atae, Roddy and Veecs's apparently motionless bodies, and enters through the door on the other side. He steps through the small uninteresting room and tries the door to the next room.

I've placed a trail of breadcrumbs to indicate Elfino's progress. I'm assuming that since these little stairwell rooms were left uncovered originally that they contain nothing of interest. If I'm wrong, then feel free to interrupt Elfino's meanderings.

Horizon Hunters

Male Chaotic neutral Twilight Halfling Monk | HP 2/18 | AC 19 | Fort(+7), Reflex(+9),Will(+6) | Perception(+4) | Hero Points 1 | Speed 25 |

Knowing nothing about ghosts or how to deal with them, Roddy is please to see Elfino break off on a tangent. Roddy follows quietly, unsure if anyone has higher up connections Roddy wants to seem useful.

"These old houses are full of mysteries and hidden passages, or so i've heard" Roddy whispers as he enters the room Elfino is in.

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

Religion check 1d20 + 7 ⇒ (14) + 7 = 21


B19 Grim Tidings ||

@Apollo, eh nope, your tokens are on the opposite side from what I'm describing. I'm moving yours and Atae's token back to the haunted room. I will now describe the room Elfino and Roddy are heading into and move their tokens accordingly (Guess I should use the room labels like C1 and C2 more often in PbP, even if it takes a little away from the immersion).

Roddy and Elfino enter a destroyed dining room.
The furniture in this once-fine dining room was crushed by the debris falling from the floors above. What remains is sodden and mostly unidentifiable.

Nothing seems odd here.

Atae and Apollo work together to placate the spirits temporarily. They both quickly discover that there is nothing of real interest in the room, however.

Grand Archive

Male Halfling Flames Oracle 6 | HP 60/60 | AC 24 (25 w/ Shield) | F+11, R+13, W+13 | Perc +12 (low-light vision) | Spells (1st): 3/3 (2nd): 3/3 (3rd): 0/3 | Focus: 3/3 | Curse: Minor | Cond: | Lucky#: 8 | Hero: 1

Actually, you're fine with the descriptions (kitchen, dining room, etc). I had previously moved Apollo since he intended to follow the others after Performing. When I asked about the 3 doors vs 2, I was referring to the Kitchen. No worries. All good.

With the spirits placated, Apollo stows his lyre and heads across the main atrium to the western rooms. When he arrives in the destroyed dining room, he continues exploring with Detect Magic and will alert the group to any magical auras.

When Elfino enters the room to the west, Apollo follows.

Exploration Mode: Detect Magic.

Vigilant Seal

F Human (dromaar) witch 8 | HP 41/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 2/3 | focus 3/3 | spells 1: 3/3 2: 0/3 3: 0/3 | 4: 3/3 | Active Conditions: none

"Hmp. No body yet." Itka hobbles along after the others, searching for a corpse wherever there's a chance it could be hidden under rubble or inside a cavity in the ruins. Once she's caught up and is assured that there's nothing of note in the dining room, she grunts: "Hmp. There's not much more to check, is there?" She opens the door to the west and peeks into the room.

Perception +5

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

Atae is happy that the power of Calistria proved to be potent.

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Elfino looks around the room and seeing nothing suspicious or interesting, wastes no time and moves on to the next room. "If dere's a body in dis 'ouse somewhere, dere can't be too many more places it could be 'idin'. Onward!"


B19 Grim Tidings ||

Last room!

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.

Elfino notices multiple cracks in the floorboards, especially in the top-left corner.

Grand Archive

Male Halfling Flames Oracle 6 | HP 60/60 | AC 24 (25 w/ Shield) | F+11, R+13, W+13 | Perc +12 (low-light vision) | Spells (1st): 3/3 (2nd): 3/3 (3rd): 0/3 | Focus: 3/3 | Curse: Minor | Cond: | Lucky#: 8 | Hero: 1

Apollo joins Elfino in the parlor and quips, "You had me at dank stench and mold." Trying not to worry about his long-term health if he lingers here, the halfling takes a look around, specifically at the cracks in the floorboard.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Does anything happen to radiate as magic?

Vigilant Seal

F Human (dromaar) witch 8 | HP 41/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 2/3 | focus 3/3 | spells 1: 3/3 2: 0/3 3: 0/3 | 4: 3/3 | Active Conditions: none

@GM NovelEnigma: Did Itka see a body when she peeked into the room from the doorway? Do you want me to roll these secret checks instead?

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

When Elfino enters the last room, he pauses for a minute to closely examine the situation in and around the hole before doing anything more.

Action: Pursue a Lead - Gaping Hole & Floorboards - Gives a +1 circumstance bonus to Perception or skill checks to investigate a designated subject.

I'm a smidge confused by the situation description. I think the problem is that not having a compass rose on the map, I'm not entirely sure what the cardinal directions are. The map shows a honking great hole in the top middle of the room, which presumably matches the gaping hole in the "southern end" of the room's description text. If so, then the fireplace on the "east wall" is presumably on the wall directly opposite the door we just walked through. The cracked floorboards that Elfino noticed, especially in the "top-left corner" would presumably be those damaged looking floorboards surrounding the hole. The following assumes this to be the case.

Elfino moves a little further into the room for a better look, but avoids stepping on any of the cracked floorboards he noticed when he first entered. "De floorboards round dis 'ole look a little fishy. Dey've got cracks runnin' all through dem, specially over dere." He points to the top-left corner to indicate the area in question. "I'd be a wee leery of gettin' any closer without makin' shur dey can 'old our weight."

Elfino bends down for a close look at the floor around the hole. He's looking for a relatively safe way to approach the edge so he can get a look inside.

Perception +Pursue a Lead: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19


B19 Grim Tidings ||

That makes sense since I rotated the lap clockwise once. I tend to forget that box text references cardinal directions without a cardinal rose present on most maps. Sorry about that.

Elfino eyes down the bottom of the hole carefully and discovers the body of a recently deceased humanoid wearing the symbols and colors of a Pharasmin Priest.

To get the body from the hole safely, you'll need to reinforce the floorboards around the hole with a DC 16 crafting check. Without doing so puts you at risk of falling into the hole. You'll also need to figure out how to get it out.

Grand Archive

Male Halfling Flames Oracle 6 | HP 60/60 | AC 24 (25 w/ Shield) | F+11, R+13, W+13 | Perc +12 (low-light vision) | Spells (1st): 3/3 (2nd): 3/3 (3rd): 0/3 | Focus: 3/3 | Curse: Minor | Cond: | Lucky#: 8 | Hero: 1

When Elfino points out the loose floorboards, Apollo smiles, "Fortune favors the prepared." The oracle pulls out his repair kit and attempts to reinforce the flooring.

Crafting DC 16: 1d20 + 7 ⇒ (10) + 7 = 17

Once completed, he tests it out gingerly. When he gets near the edge, he casts Detect Magic inside the hole.

Anything radiate as magic? Also, do we know how deep the hole is?


B19 Grim Tidings ||

Now that you can get closer, you can determine that the hole is 6ft deep.

You detect no magic.

Vigilant Seal

F Human (dromaar) witch 8 | HP 41/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 2/3 | focus 3/3 | spells 1: 3/3 2: 0/3 3: 0/3 | 4: 3/3 | Active Conditions: none

Knowing full well that she's not strong enough to pull a corpse out of a hole, Itka hangs back. "Hmp. I have rope we could use. Anyone know how to tie a bowline?"

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

The cleric offers, I know many things about knots she says with a sly grin.

Grand Archive

Male Halfling Flames Oracle 6 | HP 60/60 | AC 24 (25 w/ Shield) | F+11, R+13, W+13 | Perc +12 (low-light vision) | Spells (1st): 3/3 (2nd): 3/3 (3rd): 0/3 | Focus: 3/3 | Curse: Minor | Cond: | Lucky#: 8 | Hero: 1

When Itka offers some rope, Apollo says, "I'm sure I could build a makeshift pully and winch system." With his repair kit already out, he uses Itka's rope and attempts to fashion something that could hoist a body.

Crafting: 1d20 + 7 ⇒ (19) + 7 = 26

Feeling good about his contraption, Apollo announces, "This might work. But we need someone to climb down 6' into the hole. Now, which of you is taller than a halfling?" He scans the group and settles on the albino elf. "You, Elfino, must be over 6' tall! Wouldn't be much more than a step down for you." He secures the system, and waits for a volunteer.


B19 Grim Tidings ||

Sounds good to me! To save a bit of time and take advantage of my ability to post currently, I'm going to assume someone, even if not Elfino, works with Apollo to get the body out.

Pulling out the body from the hole, you confirm that this is the person you were looking for. Additionally, you find a block of Pharasman Funerary Incense (not magical) on his person. You realize that you could pass his spirit on but saying a prayer to Pharasma while burning the incense. Alternatively, you could take his body to one of the Pharasman temples in Absalom.

Before you can decide on a course of action, you hear the cracking of floorboards and heavy thumps coming from the main hall.

Initiative by the PCs:

Apollo, perception: 1d20 + 7 ⇒ (11) + 7 = 18
Itka, perception: 1d20 + 5 ⇒ (16) + 5 = 21
Elfino, perception: 1d20 + 8 ⇒ (9) + 8 = 17
Atae, perception: 1d20 + 7 ⇒ (15) + 7 = 22
Roddy, perception: 1d20 + 4 ⇒ (9) + 4 = 13
Veecs, perception: 1d20 + 4 ⇒ (11) + 4 = 15
blue: 1d20 ⇒ 5
yellow: 1d20 ⇒ 1
grey: 1d20 ⇒ 14
orange: 1d20 ⇒ 8
plague: 1d20 + 3 ⇒ (5) + 3 = 8

Initative Order, Bold May Go
Map Slides
Atae
Itka
Apollo
Elfino
Veecs
Roddy

Grey Zombie
Red Zombie
Orange Zombie
Blue Zombie
Yellow Zombie

Grand Archive

Male Halfling Flames Oracle 6 | HP 60/60 | AC 24 (25 w/ Shield) | F+11, R+13, W+13 | Perc +12 (low-light vision) | Spells (1st): 3/3 (2nd): 3/3 (3rd): 0/3 | Focus: 3/3 | Curse: Minor | Cond: | Lucky#: 8 | Hero: 1

Apollo is about to explain the finer points of putting the Pharasma follower's body to rest, when he hears noises in the main hall. Not wanting to be on the frontline of some unknown battle, he looks around.

Having just worked with Elfino to retrieve the body, Apollo asks, "How about some divine magic for your bow?" The oracle touches the elf's shortbow and casts Magic Weapon on it. The halfling then opens the east door.

NOTE: If the east door was already open (or not there), Apollo would instead move 25' down the hallway, hugging the southern wall.

Actions: ◆◆ Cast Magic Weapon (provides +1 Striking to a target weapon) ◆ Interact (open door) or Stride

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Elfino somewhat reluctantly goes into the hole to retrieve the body. He's not surprised that it turns out to be the follower of Pharasma they've been looking for. He's about to help Apollo with whatever ritual the halfling feels is needed to put the poor man's soul to rest when he hears the commotion in the main hall.

The elf nods in appreciation as Apollo supercharges his shortbow. "Thanks fer dat Apollo. Now let's see whut all de ruckus is about. Nothin' good I spect."

Elfino then follows Apollo out the door and up to the end of the hallway where he can see what's coming.

Action 1 (◆): Stride (35 feet)

As I mentioned earlier, Elfino has been keeping his bow in hand as they explore the haunted house.

With his bow now supercharged, Elfino decides not to waste any time trying to find weaknesses in the zombies and fires two arrows at the brutish looking zombie that appears to be leading the pack.

Action 2 (◆): Strike (+1 Striking Shortbow) vs. Red Zombie

+1 Striking Shortbow Strike: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
+1 Striking Shortbow Damage: 1d6 + 1d6 ⇒ (5) + (6) = 11 (piercing damage)

Action 3 (◆): Strike (+1 Striking Shortbow) with MAP vs. Red Zombie

+1 Striking Shortbow Strike: 1d20 + 7 + 1 - 5 ⇒ (15) + 7 + 1 - 5 = 18
+1 Striking Shortbow Damage: 1d6 + 1d6 ⇒ (6) + (6) = 12 (piercing damage)

Seeing the small horde of zombies about to descend on him, Elfino calls out to his colleagues. "If any of ya can spare a moment, we've got a bit of a situation developin' out 'ere."

Vigilant Seal

F Human (dromaar) witch 8 | HP 41/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 2/3 | focus 3/3 | spells 1: 3/3 2: 0/3 3: 0/3 | 4: 3/3 | Active Conditions: none

"Hmp. What?" Grumbling, Itka limps into the hall to see what Elfino calls a "situation". "Hmp. That." Glaring at the nearest zombie*, she casts Evil Eye on it and hustles back into the corridor, calling out to the others: "Five zombies!"

*If red looks like it's nowhere near down after Elfino's attacks, Evil Eye targets it. If it's down or looks badly damaged, Evil Eye targets yellow. DC 18 will save

◆ Stride, ◆ Cast a Spell, ◆ Stride

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

The cleric will exit the room and hearing that there are zombines approaching will try to remember what she can from seminary school about this type of undead
1d20 + 7 ⇒ (17) + 7 = 24 Know Religion

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

What ever she remember she will share with the group


B19 Grim Tidings ||

Atae realizes the red zombie is a bit different than the rest and identifies it as a plague zombie. While mostly the same as a standard zombie, a plague zombie carries a disease that makes healing difficult while causing additional damage and eventually transforms the carrier into a zombie.

Itka tries to shake the undead with a glare, but the spell fizzles out. No effect as Evil Eye has the mental and emotion traits and zombies are mindless

Apollo moves around and enhances Elfino's weapon.

With the newly enchanted weapon, Elfino fires two well-placed arrows that easily pierce the zombie.

Initative Order, Bold May Go
Map Slides
Atae 2 actions
Itka
Apollo
Elfino
Veecs
Roddy

Grey Zombie
Red Zombie, -23hp
Orange Zombie
Blue Zombie
Yellow Zombie

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

She elven priestess shares what she knows with the group, puts her elven blade away and pulls out a sling, and then casts shield on herself.

Horizon Hunters

Male Chaotic neutral Twilight Halfling Monk | HP 2/18 | AC 19 | Fort(+7), Reflex(+9),Will(+6) | Perception(+4) | Hero Points 1 | Speed 25 |

Roddy shakes himself from whatever thoughts had him inexplicably frozen in place. Finding his allies facing some sort of threat in the main hall he heads back the way he came. Finding a zombie right in the doorway he lashes out the best way he knows how.

Action 1 Move
action 2 Tiger stance
action 3 flurry of blows
Yellow Zombie tiger claw to face: 1d20 + 7 ⇒ (10) + 7 = 17 Slashing damage: 1d8 + 1 ⇒ (6) + 1 = 7
Yellow Zombie tiger claw rake: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18 Slashing damage: 1d8 + 1 ⇒ (5) + 1 = 6


B19 Grim Tidings ||

Atae swaps weapons while Roddy rushes forward in Tiger Stance. This fighting style proves to be especially effective at tearing apart the fragile bodies of zombies!

Both of Roddy's attacks hit and tear into the zombie.

Veecs, unsure of a safe place to dance around to, pulls out their sling and supports Roddy by guarding his flank.

sling vs yellow: 1d20 + 7 ⇒ (2) + 7 = 9

With Roddy's attacks battering the zombie around, Veecs is unable to get a clear shot.

The grey and red zombie shamble towards Elfino while Blue and Orange move to take on Roddy.

orange vs Roddy, Cover: 1d20 + 8 ⇒ (20) + 8 = 28
critical damage: 1d6 + 3 ⇒ (5) + 3 = 8*2=16

One of the zombies immediately gets a lucky blow, even through the cover of the doorway, and knocks Roddy out! Ouch! Sorry about that!

Blue continues to move towards Veecs while Yellow moves forward and takes a strike at him!

yellow vs Veecs: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Initiative Order, Bold May Go
Map Slide
Atae
Itka
Elfino
Veecs, -7 hp
Roddy

Grey Zombie
Red Zombie, -23hp
Apollo, Dying 2
Orange Zombie
Blue Zombie
Yellow Zombie, -18hp

Horizon Hunters

Male Chaotic neutral Twilight Halfling Monk | HP 2/18 | AC 19 | Fort(+7), Reflex(+9),Will(+6) | Perception(+4) | Hero Points 1 | Speed 25 |

I am very sorry, I forgot earlier Elfino had a successful medicine check on me, which would put me at full HPS before that attack


B19 Grim Tidings ||

You know, I realized that but still thought the crit took you down because of the next rolls that I had to change to Veecs. Only change is that your dying 1 and Veecs is undamaged.

Vigilant Seal

F Human (dromaar) witch 8 | HP 41/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 2/3 | focus 3/3 | spells 1: 3/3 2: 0/3 3: 0/3 | 4: 3/3 | Active Conditions: none

Quickly casting Guidance on Elfino, Itka next conjures black, greasy tendrils to fling a chunk of rubble at the red-clothed zombie. The fist-sized piece of stone hurtles in an arc above their heads at an impossible angle for its speed. "Hmp. Careful, Elfino!"

Telekinetic Projectile (B): 1d20 + 8 ⇒ (8) + 8 = 161d6 + 4 ⇒ (5) + 4 = 9

◆ Cast a Spell, ◆◆ Cast a Spell

Horizon Hunters

LN Male Elf Investigator 3 | ♥️ 30/30 | AC 19 | F+5 R+10 W+8 | Perc +9 (Low-Light Vision, Darkvision) | Speed 40' | Hero 1 | Active Leads: -, - | Exploration: Search (Init +9) | ✋+1 Shortbow| Status:

Elfino is not particularly happy with the situation he finds himself in. He usually does better at a distance where he can contemplate a situation in all its aspects, preferably without being hurried. He's also understandably attached to his own skin, pale as it is, and is in no hurry to join the poor follower of Pharasma in the Boneyard to be judged at his side by the Gray Lady herself.

Given the distance the Red zombie had to travel to reach Elfino, and the fact that it apparently had no actions left by the time it did so, I think we can safely assume that their Speed if <= 25' and that they only have two actions per turn to play with.

"I dunno about de rest of ya, but I'm puttin' as much distance between meself n dese creatures as possible." No sooner are these words out of his mouth that he quickly slips past the two zombies through the only available gap, and moves across the main hall as far as he can.

Action 1 (◆): Stride (35 feet)

He then spins on his heel, looks over the big zombie...

Action 2 (◆): Devise a Stratagem vs. Red Zombie
Devise a Stratagem: 1d20 ⇒ 17

...and seeing a good opening, takes aim at it and fires.

Action 3 (◆): Strike (+1 Striking Shortbow) vs. Red Zombie with Guidance (+1 status bonus), Devise a Stratagem (uses INT mod of +4) and Strategic Strike (+1d6 damage)

+1 Striking Shortbow Strike: 17 + 4 + 4 + 1 = 26
+1 Striking Shortbow Damage (Strategic Strike): 1d6 + 1d6 + 1d6 ⇒ (6) + (1) + (5) = 12 (piercing damage)

In the likely event that it is a crit, then double the damage, plus ...
+1 Striking Shortbow Deadly d10: 1d10 ⇒ 3 (piercing damage)

Noticing that his attack was a smidgen more effective than he'd anticipated, he nods to Itka in gratitude. "Thank ye me good lady. May yer other spell prove as effective."

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

Seeing that there are 2 zombies approaching them, Atae quickly grabs ahold of her holy symbol and entreats the Goddess to hear her prayer Unquencable Fire, Lady in the Room, hear the prayer of your unworthy servant. Send forth your power and vengence on thse unholy blights about the wonder of sensuality and strike them down in the vengence that only you can provide.

The sound of swarms of honrets fills the air

3 action heal
2d8 ⇒ (1, 6) = 7 postive energy which will aslo heal me and the witch

DC 17 fORT

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

Not too much damage :)

Grand Archive

Male Halfling Flames Oracle 6 | HP 60/60 | AC 24 (25 w/ Shield) | F+11, R+13, W+13 | Perc +12 (low-light vision) | Spells (1st): 3/3 (2nd): 3/3 (3rd): 0/3 | Focus: 3/3 | Curse: Minor | Cond: | Lucky#: 8 | Hero: 1

Sounds like Apollo is fine to act in his original initiative order...

Apollo, always dealing with smoke and flames obstructing his vision, watches as the Red and Grey zombies approach, seemingly in slow motion. Once they get within 30', the oracle can see clearly enough to cast one of his fire spells.

As he's about to attack the larger Red zombie, he realizes Itka and Elfino had solid success, and hopefully they're able to take it down. Instead, he targets the nearby Grey zombie before it can get too close.

Fire Ray vs. Grey: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 4d6 ⇒ (2, 1, 3, 4) = 10
If Crit Success: The ray deals double damage and 1d4 persistent fire damage.

Smoke and flames grow around him and shield his vision even further.
With the casting of this revelation spell (Cost: 1 Focus Point), Apollo's curse moves from Minor to Moderate: Apollo is concealed from all creatures, and all creatures are concealed from him.

Hearing Roddy scream out earlier, Apollo moves to get into position to heal his fellow halfling.
Where he moves depends on if Red/Grey are still on the battlefield. If it's okay, I'll move Apollo after those results are posted.

Actions: ◆◆ Cast Fire Ray, ◆ Stride (location tbd)


B19 Grim Tidings ||

Atae, as a level 1 heal spell, its only 1d8, not 2. Also, I've never considered what happens when you roll a basic save against 1 point of damage. I guess its 0 damage since I don't see a minimum of 1 anywhere. However, I will have the 0 proc their weakness as they technically didn't critically succeed to avoid all damage.
red: 1d20 + 7 ⇒ (15) + 7 = 22
Grey: 1d20 + 7 ⇒ (4) + 7 = 11
Orange: 1d20 + 7 ⇒ (11) + 7 = 18
blue: 1d20 + 7 ⇒ (6) + 7 = 13
yellow: 1d20 + 7 ⇒ (13) + 7 = 20

Itka hurls a slicing rock at the red-clothed zombie while Elfino fires an arrow alongside the projectile that takes off the zombie's head. Critical hit!

Apollo follows suit and aims a beam of fire at the grey-clothed zombies head as well. Critical hit! Also its 2d4 persistent at this level!

Veecs draws a dagger and tries to slice up the zombie standing over Roddy.
dagger: 1d20 + 7 ⇒ (16) + 7 = 23
critical damage: 1d4 + 1d6 + 1 ⇒ (1) + (5) + 1 = 7*2=14

Veecs stabs into the zombie's non-existent heart, causing it to collapse with Roddy shoving it off to the side as it does.

The goblin then strides into a new flanking position.

Grey steps towards Atae and tries to whack her with its burning limbs.
fist: 1d20 + 8 ⇒ (1) + 8 = 9

fire damage: 2d4 ⇒ (3, 1) = 4
Apollo's persistent fire burns the zombie to a crispy char on the floor.

Initiative Order, Bold May Go
Map Slide
Atae
Itka
Elfino
Veecs
Apollo
Roddy, 1hp remaining, wounded 1
Orange Zombie, -5hp
Blue Zombie, -6hp

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