[Outpost V] PFS2 #1-25 Grim Symphony (Inactive)

Game Master cmlobue

Slides


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Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

An adventure for characters of levels 5-8. Will begin on March 6, 2022.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

You receive a summons from Venture-Captain Evni Zongnoss, requesting their presence at the Vodavani Lodge in Caliphas.

The streets of Caliphas are crammed due to an influx of refugees from the former nation of Lastwall; angry citizens of Ustalav are forcibly attempting to remove many of these refugees from the city, though these aggressors flee if you confront them. The number of people in need seems endless, and you are eventually met by a group of Pathfinders who are carrying supplies and are better equipped to handle the situation. They request to take over the aid efforts and direct you to the local Pathfinder lodge.

When you enter the Vodavani Lodge, you are met with the cacophony of dozens of Pathfinders simultaneously discussing the current situation or upcoming missions. A scattered group of priests is prominently passing out holy water to eager agents. At the center of it all is Venture-Captain Evni Zongnoss.

When you enter, Evni is working with faction leader Gorm Greathammer to direct various plans to aid the situation in Caliphas, while also preparing supply packs for her current mission.

The handsome dwarven prince waves from where he stands next to a heavy oak table. “Welcome,” he calls out, projecting over the sounds of the crowd. Beside him, a harried gnome clad in a blue robe decorated with golden crescent moons looks up from where she’s charting a precise path on a parchment map.

“Ah, you made it. Thank you for coming. As you can see, we have our hands full here,” Evni greets. “I believe you all should have received a letter from me containing your assigned destination?”

The gnome points to a flag on the map, marking a spot in the northwest region of Ustalav. “The Pathfinder Society has been given a special commission by the Palatinate parliament of northwestern Ustalav. There’s an old fortification in the foothills between Courtaud and Tamrivena by the name of Zagorstra Keep, built by the Oborov family and then abandoned when the line died out. The Society is to secure the keep so that the government can occupy it and use it as a guard post for the region. In exchange, the Society can claim any items of historical significance we find inside.”

“They’ve even provided us with an official eviction notice for any unwanted tenants that might be there, should it come to that!” Gorm says, pushing forward a bundle of papers stamped with a wax seal. “Though I doubt anyone residing there will be so easily reasoned with. Otherwise, why would the government be asking us?”

“The keep is the source of many local superstitions. We think it is likely to be occupied by dangerous creatures, so we’ve invited a number of priests to our lodge to provide holy water and other equipment. I think you would be wise to stock up on such supplies before you get underway,” Evni adds. “Apologies for the lack of better advice, but we didn’t get a chance to investigate the site as thoroughly as we’d have liked. You’ll be the first Pathfinders on the ground at the keep.”

“It’s a risk, but if it pays off, it’ll be worth it,” Gorm says. “I believe this keep may be the final resting place of a lost library I’ve been researching. If we find it, we’ll solve one of the great academic mysteries of the ages—not to mention the books themselves. The majority of the collection is over three thousand years old, which makes it quite the scholarly trove if any of it survived.”

You may ask questions and made a secret Diplomacy (Gather Information) or Society (Recall Knowledge) check.

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Picking up a few vials of Holy Water sounds like a good idea.

I assume the Keep was originally built to protect the area from some threat. Do we have any idea what that threat was?

What else can you tell us about this "Lost Library?"

Society Check I won't look at:

Society to see what else I know: 1d29 + 8 ⇒ (26) + 8 = 34

Envoy's Alliance

N goblin bard [maestro] 6 (she/her) HP 70/70 | tAC 24 | tFort +10, eRef +14, eWill +10 | ePerc +10 | tStealth +12 | Speed 25 | Init +11 (usually) | Hero Pts 0/3 | FP 2 | Exploration Activity: Search | Active Conditions: none | Spells: 3rd 0/3, 2nd 0/3, 1st 0/3 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

A goblin, dressed all in a vibrant shade of purple which somehow compliments her skin tone, waves her hat to get someone's attention. "Is there a map of the keep or the surroundings? That would help plan. And how far away is it?"

Sekrit Diplomancy:
1d20+11


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺
Siddhartha the Wanderer wrote:
I assume the Keep was originally built to protect the area from some threat. Do we have any idea what that threat was?

“Everything from cursed noble scions to ghosts to Tar-Baphon himself. I doubt it’s anything friendly, or the locals wouldn’t hate the place so much, but anything past that is hard to say.”

Siddhartha the Wanderer wrote:
What else can you tell us about this "Lost Library?"

“The rumors suggest the library was stored underneath the keep, which is why it went missing for so long. The Oborovs seem to have been paranoid beyond belief. Maybe I should be thanking them for that—if the books weren’t hidden someplace secure and dry, they likely would have been looted or ruined when the keep was abandoned.”

Krakazh wrote:
"Is there a map of the keep or the surroundings? That would help plan. And how far away is it?"

“I’ve hired a coach to take you to the keep itself; it’s a few days’ journey. Unfortunately, there was nothing we could pay the coach driver to wait for you outside, so you’ll have to walk down to the nearby town to find transportation for your return. The coach driver was also very firm that she would waste no time and take no detours, so finish any other business you might have before departing.”

Siddhartha, I am rerolling your secret check because you used a d29. Sorry, it would have been a crit because you got a natural 26. :)

GM Screen:
1d20 + 8 ⇒ (20) + 8 = 28
1d20 + 11 ⇒ (19) + 11 = 30

Krakazh is able to learn that Zagorstra Keep was built in 3409 AR by the eccentric Oborov noble family, who demanded bizarre features to confound potential invaders, such as trapped fake doors and staircases to nowhere. Legends linger that the family had the architect murdered after the work was completed.

Siddhartha remembers that the manor has been wracked with thunderstorms and pouring rain for years now. Anyone who seeks to venture into the forest near the keep should be prepared to deal with both lightning and water.

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Well, that is the problem with Secret checks in Spoilers. Can't check them for typos.

Lots of Lightning and Water in the area. Hmm. I'll have to think about preparing for those events.

I just realized I didn't describe Siddhartha walking in.

The monk walks into the room. He is wearing simple robes, has a Wayfinder hanging from his belt and has a longspear and a few javelins sticking out of his pack. His movements are powerful but graceful as moves around the room, examining the map and other items if interest.

Envoy's Alliance

N goblin bard [maestro] 6 (she/her) HP 70/70 | tAC 24 | tFort +10, eRef +14, eWill +10 | ePerc +10 | tStealth +12 | Speed 25 | Init +11 (usually) | Hero Pts 0/3 | FP 2 | Exploration Activity: Search | Active Conditions: none | Spells: 3rd 0/3, 2nd 0/3, 1st 0/3 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

"Rain, you say? I will have to find an umbrella for my hat then." Krakazh grins widely (and rather toothily) and adjusts the bagpipes on her back. "I hope we have someone with us who is good at finding traps and secrets. The Oborovs were definitely known for their paranoia.

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Secret check:
Diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28

"Whatever or whoever we find, we will try to redeem them. If that's not possible, we will eliminate them."


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

Othello gains no new information.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Secret Society check:
Society roll(Expert): 1d20 + 11 ⇒ (13) + 11 = 24
I also have Spirit Lore +9, in case that would be an easier DC target than the Society check

The dwarven bard rests his hand on the drum hanging from his side, listening to the questions and answers, as he tries to remember what he can that is relevant to this situation.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

"Well, if there's nothing else, best be on your way."

The journey through the Palatinates is quick and uneventful. Though the local forests are being soaked by summer thunderstorms, the trip out to the keep is relatively calm.

Lightning illuminates the rain-slicked walls of the stone keep, casting the fortified facades in striking relief. The roof of Zagorstra Keep is slanted at a strange, asymmetrical angle from the walls, making the building disconcerting to look at. The faint and haunting chords of a pipe organ can be heard beneath the downpour, granting an eerie ambiance to the approach.

Slide 4

Zagorstra Keep has three entry points: the main gates to the west and two servant entrances to the north and south.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

I assume we aren't given holy water, but have to pay for them? I have a couple, but will get a couple more. If possible, I'd also like to buy the following scrolls: Magic missile, Mimic Undead, Reaper's Lantern, and Resist Energy.

Olnik nods around to the rest of the group once they're heading off. He red-headed dwarf taps absently on the drum at his side pretty much all the time, when he isn't outright playing it. He frequently has his clan dagger in his hand, using the hilt as a drumstick, and deftly varying the rhythm as he works on new tunes. "Name's Olnik Shadowstone. Bard, as if you couldn't guess ... Give a holler if you need some healing. I'm definitely not quiet." Indeed, his chain shirt jingles loudly, although somehow the music from the shirt mixes melodically with his drumming, as if it's part of the tune. "So warn me if you need me to stay back ... Or else I can make a good distraction."

He motions toward a short ... object ... that's waddling along next to him. The object appears to be the skeletal skull of an orc, walking upright, but upon closer inspection you realize the creature has small legs growing off the chin, and the orc skeleton is actually the creature's torso. Growing off the top of the skull is are fungal growths that you realize make up the creature's head... From the creature's tendency to stumble into things, you're not entirely sure that it has something that you might recognize as vision. "That's Deathmold. Least that's the best I can figure out that his name translates ... He's a little, uh, confused about the world. Travels with me for now, as I try to keep him out of trouble." He raises an eyebrow. "Well, keep it out of trouble ... kind of non-binary, now that I think of it."

Another dwarf - a surprisingly lean dwarf - steps out of the shadows. "Don't forget about me, uncle ..." This dwarf has all the grace, bearing, silent movement, and light armor of a rogue.

Olnik rolls his eyes. "Oh, yeah, and this is my nephew, Bjorn Shadowstone. He's also a little confused and I try to keep him out of trouble. But he comes in useful here and there."


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

If your school grants you holy water as an option for free items, you can take that. Otherwise, you have to buy them.

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

I picked up a half dozen Holy Waters, just in case. I am sure they will get used eventually.

Olnik, if the owners of this place were as Trap Happy as we have heard, your nephew the Rogue could be really useful.

I suggest we enter through one of the smaller entrances, perhaps to the South?

Envoy's Alliance

N goblin bard [maestro] 6 (she/her) HP 70/70 | tAC 24 | tFort +10, eRef +14, eWill +10 | ePerc +10 | tStealth +12 | Speed 25 | Init +11 (usually) | Hero Pts 0/3 | FP 2 | Exploration Activity: Search | Active Conditions: none | Spells: 3rd 0/3, 2nd 0/3, 1st 0/3 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

I will buy 3 holy waters, and pick up a feather token (fan) for my school item.

Krakazh brightens as Olnik drums and she pulls a set of bagpipes out of her backpack! "Hooray! Another Bard," she cheers before playing an intricate (and LOUD) counterpoint to the drumming.

As they approach, she switches to her kazoo instead in an attempt to be a little quieter.

If no one else picks Scout for exploration, I will. Otherwise, Avoid Notice. I promise she even stops playing for a bit.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

I picked Scout as my default exploration, so you can go w/ Avoid Notice if that's better for you.

Olnik nods to Siddhartha. "South works for me, but let's check each entrance, just to see if there's anything of notice. Maybe look at the front, then go north, and end at the south?"

I can cast detect magic at each of the entrances, to see if I get a sense there's anything magical in or around the entrance.

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Scouting the outside before we go in makes sense.

Siddhartha will look around the building while Olnik detects magic.

Envoy's Alliance

N goblin bard [maestro] 6 (she/her) HP 70/70 | tAC 24 | tFort +10, eRef +14, eWill +10 | ePerc +10 | tStealth +12 | Speed 25 | Init +11 (usually) | Hero Pts 0/3 | FP 2 | Exploration Activity: Search | Active Conditions: none | Spells: 3rd 0/3, 2nd 0/3, 1st 0/3 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Krakazh pulls out yet another instrument, this one a long horn-ish shaped one carefully painted with flames and symbols of her homeland. But she follows everyone else's lead and moves stealthily around the building.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

GM Screen:
”Siddhartha Perception”: 1d20 + 11 ⇒ (12) + 11 = 23
”Othello Perception”: 1d20 + 8 ⇒ (14) + 8 = 22
“Krakazh Perception”: 1d20 + 9 ⇒ (8) + 9 = 17
”Olnik Perception”: 1d20 + 13 ⇒ (2) + 13 = 15

Each of the doors is closed, but unlocked and untrapped. There is no hint of an enemy from your circuit of the building. Olnik does note that the trees here are ancient and may have extensive root systems.

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Shall we head inside then?

Siddhartha heads for the South door.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik nods, letting the stealthier members of the group move toward the front, but keeping a vigilant eye alert to warn of any danger should he see it.

Envoy's Alliance

N goblin bard [maestro] 6 (she/her) HP 70/70 | tAC 24 | tFort +10, eRef +14, eWill +10 | ePerc +10 | tStealth +12 | Speed 25 | Init +11 (usually) | Hero Pts 0/3 | FP 2 | Exploration Activity: Search | Active Conditions: none | Spells: 3rd 0/3, 2nd 0/3, 1st 0/3 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Krakazh follows Siddartha quietly. She looks at the door to make sure nothing is going to cut us off, but let's one of the fighter types move in first.

Perception (E): 1d20 + 9 ⇒ (18) + 9 = 27


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

You open the door to find a hallway with 15 foot ceilings. There is a statue at an intersection where the corridor widens and opens to the east and west. Numerous smaller hallways are visible.

Envoy's Alliance

N goblin bard [maestro] 6 (she/her) HP 70/70 | tAC 24 | tFort +10, eRef +14, eWill +10 | ePerc +10 | tStealth +12 | Speed 25 | Init +11 (usually) | Hero Pts 0/3 | FP 2 | Exploration Activity: Search | Active Conditions: none | Spells: 3rd 0/3, 2nd 0/3, 1st 0/3 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

"Pick a direction and keep going?" Krakazh says softly.

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Siddhartha whispers back I am inclined to go left, if that is OK with everyone.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Any lights inside, or does the place look like it's abandoned?

Olnik nods. "Left works for me."

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Siddhartha stops in front of the statue, in case it decides to anmate and attack them.

Envoy's Alliance

N goblin bard [maestro] 6 (she/her) HP 70/70 | tAC 24 | tFort +10, eRef +14, eWill +10 | ePerc +10 | tStealth +12 | Speed 25 | Init +11 (usually) | Hero Pts 0/3 | FP 2 | Exploration Activity: Search | Active Conditions: none | Spells: 3rd 0/3, 2nd 0/3, 1st 0/3 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

For just a few seconds, Krakazh whistles some dramatic sneaking music as Siddhartha moves into the hall.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

Siddhartha gets a +2 competence bonus to Steath from the bard, and a -5 circumstance penalty because it's whistling. :)

This section of the keep hums with an uncanny pitch that changes in tone as living creatures move through it. Bones have been strategically placed at various points on the stone floor, and strange metal antennae are laced throughout the walls. Krakazh recognizes these as giant theremins: instruments that work by projecting an electric field and are thus played without touch. Creatures that pass through the rooms inadvertently “play” the theremins, creating an aimless, haunting music as they move, hard as lightning, soft as candlelight.

GM Screen:
”Siddhartha Perception”: 1d20 + 11 ⇒ (18) + 11 = 29
”Othello Perception”: 1d20 + 8 ⇒ (5) + 8 = 13
“Krakazh Perception”: 1d20 + 9 ⇒ (15) + 9 = 24
”Olnik Perception”: 1d20 + 13 ⇒ (4) + 13 = 17

Siddhartha and Krakazh spot some places where the walls are beginning to crumble due to the forest's root system.

GM Screen:
Scribing Lore, Olnik: 1d20 + 9 ⇒ (5) + 9 = 14

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik looks these "instruments" over appraisingly. "Interesting. Creepy, but interesting ..."

Olnik casts detect magic, to be certain that the music of the building doesn't have any sort of enchanting or other magical effects laced in with it.

Envoy's Alliance

N goblin bard [maestro] 6 (she/her) HP 70/70 | tAC 24 | tFort +10, eRef +14, eWill +10 | ePerc +10 | tStealth +12 | Speed 25 | Init +11 (usually) | Hero Pts 0/3 | FP 2 | Exploration Activity: Search | Active Conditions: none | Spells: 3rd 0/3, 2nd 0/3, 1st 0/3 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

"Ooooooooooooooh!!!" Krakazh is entranced by these instruments. "Gotta get myself one of these!" She follows along, but tries to figure out how to make actual music from the theramins as she goes.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

Krakazh, Performance: 1d20 + 13 ⇒ (3) + 13 = 16

You're sure there's a way, but every time you try something intentional, you produce a discordant note. Maybe you can come back later to figure it out.

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Siddhartha moves to the left to peek around the corner. He would have also seen what is down the first corridor on the left.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

Olnik looks for magic, but doesn't find any.

Siddhartha checks the hallway to the left, and finds two empty rooms that form a loop back to where Krakazh is playing with the theremins.

Envoy's Alliance

N goblin bard [maestro] 6 (she/her) HP 70/70 | tAC 24 | tFort +10, eRef +14, eWill +10 | ePerc +10 | tStealth +12 | Speed 25 | Init +11 (usually) | Hero Pts 0/3 | FP 2 | Exploration Activity: Search | Active Conditions: none | Spells: 3rd 0/3, 2nd 0/3, 1st 0/3 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Krakazh follows along looking for interesting stuff.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

She stops at the open hallway to look down there.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

Krakazh finds a couple more essentially abandoned rooms.

Envoy's Alliance

N goblin bard [maestro] 6 (she/her) HP 70/70 | tAC 24 | tFort +10, eRef +14, eWill +10 | ePerc +10 | tStealth +12 | Speed 25 | Init +11 (usually) | Hero Pts 0/3 | FP 2 | Exploration Activity: Search | Active Conditions: none | Spells: 3rd 0/3, 2nd 0/3, 1st 0/3 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

"Well, that's not exciting." She continues exploring quietly, moving through the room to the next hallway.

Stealth: 1d20 + 11 ⇒ (14) + 11 = 25
Perception: 1d20 + 9 ⇒ (12) + 9 = 21

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Krakazh, not so far ahead of the group. Siddhartha stage whispers to the Goblin.

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik casts some detect magic spells in the abandoned rooms, just to be sure there are no auras the require further investigation, but continues scouting around. Specifically, he's listening to the music for any discordant music that he thinks isn't associated with their movements, which might provide warning that others are moving around nearby.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

You find yourselves in a laboratory room with a raised dais in the middle and arcane pillars lining the walls. The dais slopes upward to a platform 10 feet above the ground—the transparent walls of the dais pulse and swirl with an uncanny reddish liquid. Thick iron chains connect the dais platform to the ceiling, where a hole in the roof allows periodic lightning flashes to illuminate the room at regular intervals.

As you approach, the pillars at the front of the entrance hall suddenly hum to life, power flowing through them to create a low-pitched chord that flows throughout the keep. The pillars next to them light up a second later, playing a higher-pitched chord that forms a discordant harmony. Set by set, the pillars leading to the swirling red dais ignite, each rising in pitch to create a sinister cacophony. Suddenly, lightning strikes the top of the dais, and a hulking figure slowly stands, its movements jerking and ungainly with unlife!

GM Screen:
”Siddhartha Perception”: 1d20 + 11 ⇒ (13) + 11 = 24
”Othello Perception”: 1d20 + 8 ⇒ (2) + 8 = 10
“Krakazh Perception”: 1d20 + 9 ⇒ (1) + 9 = 10
”Olnik Perception”: 1d20 + 13 ⇒ (20) + 13 = 33

”Siddhartha Initiative”: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
”Othello Initiative”: 1d20 + 8 ⇒ (5) + 8 = 13
”Krakazh Initiative”: 1d20 + 11 + 1 + 1 ⇒ (18) + 11 + 1 + 1 = 31 (includes scout)
”Olnik Initiative (Scout)”: 1d20 + 14 ⇒ (4) + 14 = 18
”Green Initiative”: 1d20 + 8 ⇒ (8) + 8 = 16

Everyone can tell that the dais is dangerous for reasons other than the creature on it. Siddhartha and Olnik believe it will be especially hazardous for those wearing metal armor.

Round 1 - bolded may go

Krakazh
Siddhartha
Olnik
Green
Othello

Secret Religion check and one action to Recall Knowledge about the creature.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

How high is the dais?

Olnik says, "Might be best to let that thing come to us ..." He begins drumming, the music bolstering the morale of the group.

Action 1: Identify creature (Religion). Specifically trying to identify any resistances, immunities, or weaknesses. Free action: Lingering Performance. Action 2: Inspire Courage. Action 3: Cast shield.

Secret Religion check:
Religion: 1d20 + 11 ⇒ (15) + 11 = 26

Performance: 1d20 + 15 ⇒ (11) + 15 = 26
Should be a success, so we're all at +1 attack/damage/saves vs. fear for 4 rounds.

As he flourishes his way through the drumming, the air around him shimmers in a protective sphere of sound.

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

I was thinking it might be best to let it come to us as well.

Siddhartha delays until after Green.


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

I thought Lingering Composition was 3 rounds on a success, and 4 on a critical success?

The top of the dais is 10 feet above the floor.

GM Screen:
1d20 + 11 ⇒ (10) + 11 = 21

Olnik begins to sing. He recognizes the creature as a zombie minihulk, an undead with the mindless and zombie subtypes. Positive and slashing damage are particularly effective against it.

Round 1 - bolded may go

Inspire Courage round 1

Krakazh
Siddhartha (delay)
Olnik
Green
Othello

Secret Religion check and one action to Recall Knowledge about the creature.

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Siddhartha delayed right before the last GM post.

Envoy's Alliance

N goblin bard [maestro] 6 (she/her) HP 70/70 | tAC 24 | tFort +10, eRef +14, eWill +10 | ePerc +10 | tStealth +12 | Speed 25 | Init +11 (usually) | Hero Pts 0/3 | FP 2 | Exploration Activity: Search | Active Conditions: none | Spells: 3rd 0/3, 2nd 0/3, 1st 0/3 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |

Krakazh starts playing her horn, which emits a sound like something between a bagpipe and a rubber chicken (vuvuzela for the curious).

Lingering Performance, +1 virtuoso, +1 instrument: 1d20 + 13 + 1 + 1 ⇒ (15) + 13 + 1 + 1 = 30

It sounds surprisingly good and everyone feels a little more confident in their ability to avoid this thing. I think that's a crit so 4 rounds of Inspire Defense, +1 status to AC, saves, and 1/resistance all physical damage

She pulls out her sling and whirls it over her head before letting fly.

Sling +1 striking, IC: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29 for bludgeoning: 2d6 + 1 ⇒ (1, 2) + 1 = 4

◇ Lingering Performance
◆ Inspire Defense
◆ Draw Weapon
◆ Sling


Eye of the Mantis | Crash Down | Defy the Dragon | Dreamlink Labs | ◆◇↺

You are all level 5, so the level-based DC is 20. Krakhaz critted Lingering Performance, while Olnik got a basic success.

Krakhaz adds her song, and the Pathfinders find themselves bolstered both offensively and defensively. Her rock also hits the creature in the arm.

The monster lurches toward Siddhartha and swings an arm at him. Not its own arm, though.

Hunk of Meat: 1d20 + 17 ⇒ (9) + 17 = 26
Bludgeoning Damage: 2d10 + 9 ⇒ (9, 3) + 9 = 21

Siddhartha feels the dais pulling him towards it.

Anyone who moves to or from a space within 10 feet of the dais must make a DC 23 Fortitude save. Remaining stationary will not trigger this.

Save Results:
Critical Success The creature is unaffected.
Success The creature is dragged 5 feet toward the platform.
Failure The creature is dragged onto the platform, which is quickly raised on chains 20 feet into the air. The creature is then struck by lightning for 2d10 + 13 ⇒ (3, 9) + 13 = 25 electricity damage.
Critical Failure As failure, but the creature is also knocked
prone and restrained on the platform (Escape DC 20).

Round 1-2 - bolded may go

Inspire Courage round 1/3
Inspire Defense round 1/4

Krakazh
Siddhartha (-21 HP)
Olnik
Zombie Minihulk (-4 HP)
Othello

Horizon Hunters

Male NG Half-Elf Garundi Monk 5 | HP 68/68 | AC 24/25/26 (24 Currently) |F: +11, R: +13, W: +11 | Perc: +11 | Speed 35ft | Focus Points: 1/2 |Ki Strike, Perfect Strike| Active conditions: None.

Siddhartha pulls a Longspear and uses it against the hulking figure.

◆ Pull out the Longspear

◆ Attack with Longspear
Attack with Longspear: 1d20 + 13 ⇒ (19) + 13 = 32
Piercing damage: 1d8 + 4 ⇒ (1) + 4 = 5

◆ Cast shield, bringing AC to 26 (24 base, +1 Status Inspire Defense, +1 Circumstance from Shield)

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Glimpse of Redemption should have triggered. Unless it does no damage at all, the hulk will do 7 less damage, and will be enfeebled 2 until the end of its next round.

Halberd attack: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
damage: 2d10 + 2 ⇒ (5, 8) + 2 = 15
Additional damage if critical: 2d10 + 2 ⇒ (1, 7) + 2 = 10
If it is critical I will move the Hulk five feet towards us

Halberd second attack: 1d20 + 12 + 1 - 5 ⇒ (10) + 12 + 1 - 5 = 18
damage: 2d10 + 2 ⇒ (4, 9) + 2 = 15

Halberd third attack: 1d20 + 12 + 1 - 10 ⇒ (4) + 12 + 1 - 10 = 7

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None
cmlobue wrote:
I thought Lingering Composition was 3 rounds on a success, and 4 on a critical success?

My bad. You are correct.

Olnik's rhythmic drumming increases. "Be sure to use slashing or positive damage in your attacks ..."

He looks around to find a jagged object that can be hurled that will slash at the creature. When he bangs the drum, the found object flies over everyone's head toward the creature.

◆◆ Cast telekinetic projectile
telekinetic projectile attack, inspire courage: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
telekinetic projectile damage (slashing): 3d6 + 4 ⇒ (6, 6, 2) + 4 = 18

◆ Recall Knowledge: Trying to get a sense of how many HP it has total

Secret Religion check:
1d20 + 11 ⇒ (19) + 11 = 30

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