GM Frost's S03-02 The East Hill Haunting [PbP Gameday XI] (Inactive)

Game Master Frozen Frost

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Challenge Points: 17 (Low Tier, Level 1-2)
Start: 11 September 2022
End: 20 November 2022


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The adventure begins with the agents having already arrived in the city of Almas. They’re spending the night in one of the guest rooms at the city’s Pathfinder lodge, the Cathedral of Aroden. A tense legal battle is brewing between the Pathfinder Society and the church of Iomedae over the rightful owner of the cathedral. Venture-Captain Brackett (LN male human swordmaster) has summoned them from the Grand Lodge in Absalom to assist with daily chores and any miscellaneous jobs that require attention while he prepares for the lawsuit.

Kindly introduce yourselves inside the guest room (or anywhere you may have been) you are in as you prepare yourselves for the night to sleep.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

A handsome man with graying temples enters the lodge refectory, somewhat haggard after his long boat ride to Almas. His youthful countenance is overlayed by a certain world-weariness that makes it difficult to guess at his actual age. His frame is rather spare and his somewhat pale sallow skin give an impression of fragility, which is belied by his dark penetrating eyes and strong voice. He is dressed in a dark gray wool suit whose coat hangs down to the back of his knees. He wears a white high-collared shirt with a royal blue formal cravat around the neck that is tucked into the top of his waistcoat. A prominent silver tie pin in the form of a spiraling comet secures the folds of the cravat. Hanging from his leather belt, a sheathed dagger and a coiled whip can occasionally be seen as his coat opens to reveal them.

He looks around and spots the table with the other Pathfinders. He wanders over and makes a short bow in greeting before taking his seat. "I bid you all a good day. I am Mandoo, Pathfinder and erstwhile medical doctor. I am very pleased to make all of your acquaintances and look forward to joining you for this rather uninteresting sounding mission." Flagging down one of the staff, he orders a bowl of whatever stew is available and a mug of ale. "It has been a long journey and I find myself both famished and parched. If you don't mind, I will partake of this meal while we talk."

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

You see a fair-skinned half-elf, with long red hair under a tricorn hat. She wears a black sailor’s outfit, and has a dagger and hand crossbow at her hip.

“Ahoy there!”,she says, doffing her hat. ”Black Molly’s the name. Whatever they have us do, at least it’s none o’ that lawyerin’. An’ from what I heard ‘bout the ‘Ciety, it’s bound to get more excitin’ than scutwork”

Envoy's Alliance

LG male half-orc medic 3 | HP 41/41 | AC 21 (23 shield) | F +8 R +11 W +10 | Perc +8 (low-light) | Stealth +9 | speed 35 |◆ | ◇ | ↺

A half-orc seated with a backpack of supplies raises an eyebrow as Mandoo introduces himself. "I hope they are not anticipating that this legal battle turns to violence if they have brought two medical professionals for this. I'm Desmond. I'm not a trained doctor like Mandoo, but I'm a battlefield medic, usually asked to attend groups of Pathfinders when they might get themselves hurt." He frowns. "Maybe they simply need someone to straighten up the supply room."

True to his words, Desmond carries only a backpack of supplies. The half-orc wears no weapons or armor. Only his heavy boots could be considered as any type of protection.

Envoy's Alliance

Elf Magus 1 | HP: 16/16 | Hero Point: 1/1 |AC: 18 | F: 7 R: 7 W: 5 | Perc: +3 (Low-Light Vision) | Speed 30ft | Active conditions:

A ranger, dirty from days in the wilds, approaches the group and pulls back his hood. His features are sharp but even his grey-streaked brown hair is unkempt. In stark contrast, his longbow and shortswords are expertly maintained shining in the low light. His attire is simple and functional, leathers dyed or dirtied to match the wilderness.

"It is a minor subset of my skills but count me as a third, but I hope we do not need that level of medical care. My name is Eovar Cerin, I tend the wilds and those that get lost there. It is a pleasure to meet each of you."

He smiles at the food laid about the table and takes a small amount for himself.

"Tell me, what brings you here...aside from the summons of our benefactors? Or to work for the Society?" he asks, his eyes resting upon each of his companions for a moment.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Mandoo waves away Desmond's lack of credentials. "My good man, uh... orc. What I learned treating the fallen on the battlefields of Lastwall easily eclipsed any of the medical knowledge I acquired in school. I too hope that our skills won't be needed, but as Libitina always says 'hope dies when faced with reality'." Mandoo laughs. "Ha, ha, That's my Tina; always looking on the bright side of life"

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

A small gnome with a somewhat distracted look about him wanders into the lodge. "Medics convention?" he asks, listening in. The gnomes face is quite pale, and lacks much of the healthy colour you would normally expect.

"I'm not sure that was what I was sent her for, but really, it seemed more effort to refuse than to attend. I do have some ability in that area, but..." he shrugs. A butteryfly seems to grab his attention and as it does so a flush appears in his cheek. He starts to follow it, and then shakes his head and turns back to the assembly of medical professional. "I'm ... Slipp!"

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *
Eovar Cerin wrote:


"Tell me, what brings you here...aside from the summons of our benefactors? Or to work for the Society?" he asks, his eyes resting upon each of his companions for a moment.

”Well it’s not for me health, I’ll tell you that fer nothin’!”, Black Molly replies. ”Are you here on holiday, then?”

Envoy's Alliance

Elf Magus 1 | HP: 16/16 | Hero Point: 1/1 |AC: 18 | F: 7 R: 7 W: 5 | Perc: +3 (Low-Light Vision) | Speed 30ft | Active conditions:

"Initially I was...in a way tracking my brother. He left Kyonin many cycles ago and I happened upon chronicles that speak of his deeds. I joined the Pathfinder Society to find him but I keep getting tasked with more errands." the older elf sighs, seemingly frustrated at the turn of events.

He shakes off the mood and attempts a smile, "It could be worse. There is no lack of new locales or people in this work."

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 25/26 | AC 19/20 | Fortitude (+6), Reflex (+10), Will (+6) | Perception (+8) | Speed 25, swim 15 | Darkvision | Default Exploration: Search +8 | Hero Points 1 | School Item minor healing potion 0/1 | Active Conditions: None | ◆◇↺

A kobold with silvery scales and a bow that seems too large for his frame rushes towards the rest of the group. "Sorry I late. That tooth really didn't want to come out. But ready now!"

He flicks a razor open and closed inattentively as he continues, "I am Tieri. I will care for your medical and grooming needs on this trip." He lowers his voice slightly, "...and maybe dentistry? If it comes up. Just need to ask."


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

As the agents make their small chit-chat with one another before calling it a day and be ready for tomorrow, they can hear from outside that shouts spill through the open windows of the cathedral they are in. Several disparate voices can be heard, punctuated by what sound like incoherent outbursts and the rabble‑rousing of a forming mob. The voice of the lodge’s head librarian echoes through the cathedral’s interior, calling, “Pathfinders! Get to the front entrance. I think Brackett might need some help out there!”

What will you do? You can check the MAP to see the scene outside the cathedral/lodge. We are not in the initiative.

If you heed the librarian's call and go outside:
You catch sight of Venture-Captain Brackett in his nightgown, having a heated discussion in the doorway with a growing crowd of citizens from the East Hill district. The townsfolk speak over each other, each detailing bits and pieces of eyewitness accounts of an incorporeal figure spotted a few blocks from the Pathfinder lodge, as well as other strange happenings.

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

When Black Molly hears what the crowd is babbling about, she gasps and says, ”Cap’n?” under her breath. Then she gives her head a shake, and casts a spell.

Casting bullhorn

”QUIET!”, she shouts, her voice booming. ”VENTURE-CAP’N BRACKETT IS ON THE DECK, SO HEED HIS WORD!” She points him out to the crowd.

Intimidation: 1d20 + 7 ⇒ (14) + 7 = 21

Envoy's Alliance

Elf Magus 1 | HP: 16/16 | Hero Point: 1/1 |AC: 18 | F: 7 R: 7 W: 5 | Perc: +3 (Low-Light Vision) | Speed 30ft | Active conditions:

"Well, Mandoo, perhaps this mission won't be so uninteresting." Eovar says calmly walking and covering his ears behind Black Molly as she reigns in the crowd.

"What are they saying about incorporeal creatures?" he whispers to the others as he attempts to catch anymore bits of information.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

When the head librarian calls out that Venture-Captain Brackett needs help outside, Mandoo exclaims to the group, "My my, how exciting. I'm sorry to have to do this without preparing you better, but please don't be alarmed. It's only my particular friend, Libitina."

Action: Manifest Eidolon

He then closes his eyes and concentrates. A pulse of light in the form of a spiral comet shines from his neck and is easily visible through his cravat as a smoky cloud forms beside him. From the cloud steps an 8ft-tall black-boned human skeleton with large glossy black raven-like wings sprouting from her scapulae. A 6ft long skeletal tail extends whip-like from the base of her pelvis. Her skull is covered by a polished black mask resembling a vulture’s skull, through which her glowing red eyes can be seen. In her hand she holds an adamantine scythe with a handle almost as long as her own body and featuring symbols from a long lost language etched onto its blade. A similar spiral symbol glows brightly from her forehead and is plainly visible through her mask.

"Ah, there you are Tina dearest, Sorry to pull you away from what you were doing, but I think I might need your very particular set of skills by my side in a moment." Mandoo then sweeps his hand to indicate the other members of the group. "Say hello to our new friends."

You can't help getting the feeling that Mandoo is speaking aloud more to put everyone else at ease around Libitina than to actually communicate with her. In response, Libitina pats Mandoo's shoulder affectionately with her skeletal hand. Her gaze moves quickly across the group but doesn't linger on anyone in particular. She then nods once to the group. Mandoo relaxes visibly. "Excellent! Now that we've got the formalities out of the way, we can continue on our way."

There is no way that Libitina would let Mandoo separate from her like the tokens were originally arrayed on the map. She will also make a point of placing herself between Mandoo and any potential danger. I've taken the liberty of switching Slipp and Libitina/Mandoo on the map to better reflect this.

Reaching the street, Mandoo takes in the scene. His initial reaction is to attempt to calm the crowd before they get out of hand. He calls out to the crowd, "My friends, calm yourselves. We are here to help. If you would each please speak in turn, we will hear you all out."

Mandoo Action: Make an Impression vs Crowd
Mandoo Diplomacy (Make an Impression): 1d20 + 9 ⇒ (17) + 9 = 26 vs Crowd Will DC

Libitina stands beside Mandoo looking like her usual intimidating self.

Libitina Action: Demoralize vs Crowd
Libitina Intimidation (Demoralize): 1d20 + 4 ⇒ (13) + 4 = 17 vs Crowd Will DC

I know that Make an Impression and Demoralize have a single target, but I am treating the entire crowd as a single entity for this purpose.

Envoy's Alliance

LG male half-orc medic 3 | HP 41/41 | AC 21 (23 shield) | F +8 R +11 W +10 | Perc +8 (low-light) | Stealth +9 | speed 35 |◆ | ◇ | ↺

Desmond tries to understand the shouting. "Venture-Captain, what's happening? Something about a spirit?"

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

Black Molly stares up at Libitina, her mouth agape.

”She’s a beauty, an’ no mistake”, she mutters, which is amplified to the crowd. Then she realizes that her spell is still in effect.

”Ah sh-“, she grunts, as she dismisses it.

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

Slipp joins the team at the doorway. As they do so, more colour seems to flood their cheeks at the excitement in the street starts to take hold.

"Better say something fast.." they mention in passing.

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 25/26 | AC 19/20 | Fortitude (+6), Reflex (+10), Will (+6) | Perception (+8) | Speed 25, swim 15 | Darkvision | Default Exploration: Search +8 | Hero Points 1 | School Item minor healing potion 0/1 | Active Conditions: None | ◆◇↺

Tieri jumps up, grabs a bow, ignores all the shiny new bones in the room and looks outside for trouble.

Also, can't fit myself into marching order on the slides. Tieri would prefer middle of the pack, but if no one will move, he will bring up the rear.


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Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Thanks to her Bullhorn spell, Black Molly is able to get the attention of some of the locals. (Success) Eovar continues listening to the complaints of these people of Almas and finds out that what they are talking about is about incidents that are spiritually related. (Critical Success) Mandoo takes his time to summon his dear Libitina before they go outside the streets. There, Mandoo uses his charm to keep the citizens from talking to one another. Some folks tell him that they have spotted some incorporeal figures a few blocks from the Pathfinder lodge. (Critical Success) Libitina, as herself, is already intimidating. It catches some from the crowd off guard, and they begin murmuring that she looks like the one from the sightings that have been recently happening near the lodge, or maybe they are just mistaken.

Each of you can make up to two skill checks. I only need one more successful check so that the people can calm down. Since Libitina is not counted as a PC per se, I chose the higher success from the two of them to be counted for this part of the skill checks.

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 25/26 | AC 19/20 | Fortitude (+6), Reflex (+10), Will (+6) | Perception (+8) | Speed 25, swim 15 | Darkvision | Default Exploration: Search +8 | Hero Points 1 | School Item minor healing potion 0/1 | Active Conditions: None | ◆◇↺

Tieri climbs out of the window and darts among the crowd, trying to sound like he is as many people agreeing with Mandoo that they should all calm down as possible.

Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12

Yes, this is cartoon logic. He knows his usual offer of pulling teeth will not relax anyone.

Envoy's Alliance

LG male half-orc medic 3 | HP 41/41 | AC 21 (23 shield) | F +8 R +11 W +10 | Perc +8 (low-light) | Stealth +9 | speed 35 |◆ | ◇ | ↺

Desmond tries to move and block people from mobbing the Venture-Captain before he has a chance to speak.

Athletics: 1d20 + 5 ⇒ (5) + 5 = 10

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

"Now really people" sighs Slipp.
"Are you here seeking sanctuary? Or here to complain? If you are complaining then perhaps you should be clear who to, and why?" calls out the little gnome, more animated than they have been all evening.

"If sanctuary, then perhaps you should form a line so we can let you within."

diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

Envoy's Alliance

Elf Magus 1 | HP: 16/16 | Hero Point: 1/1 |AC: 18 | F: 7 R: 7 W: 5 | Perc: +3 (Low-Light Vision) | Speed 30ft | Active conditions:

Religion: 1d20 + 4 ⇒ (4) + 4 = 8

Eovar attempts to piece together any information from the stories of a spirit, "Please stay calm, any substantial information should be shared with me in an orderly manner. A line like my friend Slipp stated."

Horizon Hunters

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N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Seems we're still looking for that last success, so since we're apparently allowed two skill checks per PC, here goes...

Mandoo and Libitina talk to each other through their shared telepathic link.

{It appears that your attempt to quell the crowd is proving insufficient}
[Indeed. These folk do seem rather more agitated than is good for them... or us for that matter]
{Now what?}
[Well, if sweet-talk doesn't work, then perhaps I can awe them into silence]
{You think that will work? You're not exactly the most intimidating looking person I've met in my long existence}
[Hmph! Maybe I'll surprise you]

Filling his lungs up with air, Mandoo yells over the crowd, "ENOUGH!" Libitina standing behind him unfurls her wings to their full span and raises her scythe high for all to see; her tail makes disquieting cracking sounds as it whips from side to side. "Please, everyone. If you would all just shut up for a moment we'll be able to hear what you have to say."

Mandoo Action: Demoralize vs Crowd
Mandoo Intimidation (Demoralize): 1d20 + 9 ⇒ (19) + 9 = 28 vs Crowd Will DC

{That was quite impressive}
[See? I can be scary too when I want to be. Oh and um, thanks for the help there my dearest... not that I needed it mind you]
{Entirely my pleasure}


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

The attempts of Tieri and Desmond are not enough to appease the crowd. Tieri actually falls to ground when he slips from climbing up the window (Failure). Desmond’s attempt, on the other hand, is not enough to block the many people gathered in front of the lodge (Failure). Slipp’s (Failure) and Eovar’s (Failure) words fall into deaf ears as the crowd becomes chaotic again, but not Mandoo’s. His “enough” is enough to get the attention of the crowd and for them to behave and begin to calm down (Critical Success). Only silent murmurs can be heard, but moment later, a harsh wind stirs, sudden and cold. As if in response, the cathedrals bells begin to toll. Just behind the crowd, smoke rises and coalesces into the form of a young human woman, one arm outstretched toward the cathedral’s entrance. Her single, gasped word cuts through the din of bell and wind alike:

“Pathfinders!”

The spectral woman fades as quickly as she appeared. As the figure vanishes, the chill in the area dissipates, and the bells and the crowd fall into a hushed silence. You all managed to calm the crowd, granting everyone a +1 circumstance bonus to any skill checks made to influence or interact with citizens in the East Hill district for the remainder of the adventure.

After the ghost’s appearance, Brackett insists upon the townspeople returning to their homes for the night. They disperse and move along on their own. Following this, the venture‑captain asks the agents to follow him back into the lodge for an impromptu debriefing on the situation. Brackett ushers them inside one of the cathedral’s interior meeting rooms as he goes to make the group some hot tea.

Returning from the kitchen, Venture-Captain Brackett has a slightly disheveled look on his face. As he finishes passing out tea, he takes a seat at the head of the wooden table and takes a quiet moment. He speaks in a hushed voice. “Pathfinders, I don’t recognize that ghostly figure who appeared, and it’s obvious that the locals are skeptical about our involvement. To be honest, I might be too if I were in their position. I lay no blame upon the people for their worry. Unfortunately, with the current legal case in place with the church of Iomedae, we can’t afford any blows to our reputation with the people of Almas.” Brackett brings a hand to his head for a moment before continuing, [/smaller]“In normal circumstances, I would investigate these occurrences myself. However, I can’t spare the time. I ask that you forgo any tasks you had for tomorrow and focus your efforts on finding out who that ghostly figure was, where she came from, and why she seems tied to this lodge. I wouldn’t be surprised to see the townsfolk continue to take issue with us. If this happens again, I insist that you do what you can to resolve the situation peacefully.”[/smaller]

You can ask Brackett any questions you have before you finish your rest and preparations.

GM Screen:
Slipp's Society (U): 1d20 + 0 ⇒ (12) + 0 = 12
Black Molly's Society (T): 1d20 + 6 ⇒ (17) + 6 = 23
Desmond's Society (T): 1d20 + 4 ⇒ (8) + 4 = 12
Eovar Cerin's Society (T): 1d20 + 5 ⇒ (5) + 5 = 10
Mandoo's Pathfinder Society Lore (T): 1d20 + 5 ⇒ (7) + 5 = 12
Libitina's Pathfinder Society Lore (T): 1d20 + 5 ⇒ (12) + 5 = 17
Mandoo's Religion (T): 1d20 + 8 ⇒ (6) + 8 = 14
Slipp's Religion (U): 1d20 + 1 ⇒ (13) + 1 = 14
Black Molly's Religion (T): 1d20 + 4 ⇒ (3) + 4 = 7
Libitina's Religion (T): 1d20 + 6 ⇒ (13) + 6 = 19
Desmond's Religion (U): 1d20 + 3 ⇒ (6) + 3 = 9
Eovar Cerin's Religion (T): 1d20 + 4 ⇒ (11) + 4 = 15

Black Molly, Libitina:
You know that the Cathedral of Aroden is located in the section of Almas known as the Avenue of the Gods. After it came under the ownership of Venture-Captain Brackett, the Society renovated it. The lodge now has numerous guest rooms, meeting rooms, laboratories, and a library staffed by homunculi.

Libitina:
You know that when a mortal dies through particularly violent means, or without closure of personal business, they may linger on in the world as an incorporeal undead known as a ghost. These undead maintain strong ties to the Material Plane and can’t depart until their unfinished business is somehow concluded.

Desmond:
You know that incorporeal undead known as wraiths often lash out against organizations that have wronged them. These undead are known for inciting panic in citizens and using them against the targets of their ire.

Envoy's Alliance

LG male half-orc medic 3 | HP 41/41 | AC 21 (23 shield) | F +8 R +11 W +10 | Perc +8 (low-light) | Stealth +9 | speed 35 |◆ | ◇ | ↺

When the spirit yells out for the Pathfinders, Desmond steps away from the Venture-Captain and instinctively just points to him.

Recovering from the shock, he checks to see if any of the townspeople are hurt as they begin to disperse. He follows the Pathfinders and listens to Brackett's instructions. He nods. "Wraiths are incorporeal undead that often lash out against organizations that have wronged them. They are known for inciting panic in citizens and using them against the targets of their ire."

"Do you know if there have been any wrongful deaths in Almas tied to the Society?"

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

"But don't wraiths try to drain the blood of the living?" asks Slipp.

"That spirit looked more like it wanted help. 'Pathfinders' is just naming us. I mean, maybe she was killed by a pathfinder, or maybe she is hoping that Pathfinders can find her body or give her closure. Or maybe it was just an illusion."

Slipp shrugs. As the excitement of the crowd fades, so does the colour in their cheeks.

"Do we know anyone that the Society may have inadvertently, or for that matter, purposefully, killed in the area?"

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

”I’ve heard o’ high muckety-mucks gettin’ buried at cathedrals”, says Black Molly. ”Maybe she was buried ‘ere, an’ they dint move her proper?”

She continues to steal the occasional glance at Libitina.


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Venture-captain Brackett slumps his shoulders and sighs. "Nothing I can recall, no." his answer to both questions of Desmond and Slipp.

Envoy's Alliance

Elf Magus 1 | HP: 16/16 | Hero Point: 1/1 |AC: 18 | F: 7 R: 7 W: 5 | Perc: +3 (Low-Light Vision) | Speed 30ft | Active conditions:

"An investigation is the last thing I expected. As a member of this community, do you at least have reputable or other community leaders we can seek out in the morning? I don't think a wraith is going to leave easy tracks for me." Eovar asks.


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

"I would rather have you not have them involved, else the Church of Iomedae gets to know about it and would use it against us." he says honestly while scratching his head. "The legal case we are into is a scandalous matter in the capital. We are seriously preparing the case for arbitration as decided by the People's Council of Andoran. I suggest you keep yourselves low by having a good start investigating the area where we saw the ghost. See if you can find any clues as to its identity. While the locals are upset about the situation, speaking with them should provide more information. If anything, talking to the citizens is an important step in re-establishing their faith in us."

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

[It appears the locals were correct. Seems like we're dealing with a ghost of some sort after all]
{Yes. Our task here is clear}
[Hmm. Indeed]
{We must find a way to release her soul so it can join the great river. Our mistress does not like to be kept waiting}
[Well then, we better find out what we can about this spirit]

Mandoo and Libitina listen carefully as the Venture-Captain briefs them on the situation.

[That's not a whole lot to go on]
{No}

Mandoo and Libitina are constantly communicating through their telepathic connection, even when she's not manifested. What Libitina knows, Mandoo knows; and vice-versa.

When Desmond mentions wraiths, Mandoo frowns and shakes his head. With no doubt in his voice, he says, "That was no wraith. It was clearly a ghost of some sort. When a mortal dies violently or with unfinished business, they may linger on in the world as a ghost. They can’t depart until whatever is tying them to the Material Plane is removed."

He turns to Brackett. "Venture-Captain, how long has this ghost been here? She said 'Pathfinders', but the lodge here in the Cathedral of Aroden is relatively new. Could this apparition be connected with the Society's lawsuit with the church of Iomedae?"

Turning to the rest of the group, he adds, "Our first priority is to identify the ghost, that should lead us to her location and the reason her soul remains on the Material Plane. If she was originally from around here, then surely someone in the crowd recognized her."

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

Slipp nods, and then walks into any of the crowd that hang around. "Did she look familiar to you at all?" he asks an elderly lady.

Then approaching a merchant he asks
"Do you think you might have served her in your shop before she died? Think you might have seen her before?"

diplomacy(GI): 1d20 + 7 ⇒ (4) + 7 = 11

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

”Everyone’s turnin’ in, as ordered”, says Molly. ”Don’t suppose these folk want to be interrogated in the middle o’ the night. Maybe we look about a bit, an’ ask around at sunup”


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

"Tonight was the first time that I witnessed it, and I hadn’t even heard of these rumors before this evening, though I have been busy. Judging by what the crowd told me, it sounds like a week, at most.” he replies to Mandoo. "I don't think this is related to the case, and I hope it is not at all. As for the case, if I must tell you, a representative from the church of Iomedae has suggested that my purchase of the Cathedral was completed under false pretenses. I assure you that is not the case, but they say that the sale should be legally nullified and transferred over to them, just as Iomedae inherited many of Aroden’s followers. I don’t want you to dwell on the case. Instead, focus your efforts on the haunting." he adds.

"Thanks, Black Molly," the venture-captain says to her. She then turns to Slipp to answer him, "I don't think so. I don't even recognize the ghost. " he stands up to wrap up the night. "I'm clueless as to who she might be or what happened to her and why the Pathfinder Society seems to be involved. Let's all rest and begin your investigation tomorrow. I wish you all good luck."

You all get back to bed and performs your daily preparation the next day.

-----

The following day when they exit the lodge to start their investigation, rain begins to move in from the Inner Sea, putting a damper on an already dreary day. Outside the lodge, the stone of the East Hill district is dark from rain, with earthly scents filling the area. Citizens roam the streets, visiting religious sites and making their way to their daily labors.

You have two immediate leads to follow up on in the district: You all saw the ghost the prior night and, as Venture-Captain Brackett suggested, you can perform a more thorough investigation of the alley; and you can choose to speak with the locals to learn more about the ghost. You can begin the investigation and roll the appropriate skill checks such as Diplomacy to Gather Information and Perception to Search the area. Please also move yourselves on the MAP as you investigate.

Envoy's Alliance

Elf Magus 1 | HP: 16/16 | Hero Point: 1/1 |AC: 18 | F: 7 R: 7 W: 5 | Perc: +3 (Low-Light Vision) | Speed 30ft | Active conditions:

"Rain, the bane of any tracking. Perhaps we will see the droplets bouncing off our apparition. I would like to check the alley if anyone would like to join." Eovar muses pulling up his hood in the weather. Not sure which exact alley it is, sorry.

Perception to Seek: 1d20 + 8 ⇒ (6) + 8 = 14

Horizon Hunters

Sorcerer-4 HP 48/48; Spells lv 1 4/4; 2 2+1/4; hero 0/3; mHP 2/2; AC 18; Fort +9; Ref +8; Will +9; Perc +7; speed 25';

Slipp wanders over to various people on the street. "Did you hear about all the fuss last night? they ask guilelessly.

"Anyone know who the ghost is of?" is the immediate followup to anything other than a "no".

"I mean, big city like this. Someone must have a theory about who she is. Or was."

diplomacy(GI): 1d20 + 7 ⇒ (7) + 7 = 14

Envoy's Alliance

LG male half-orc medic 3 | HP 41/41 | AC 21 (23 shield) | F +8 R +11 W +10 | Perc +8 (low-light) | Stealth +9 | speed 35 |◆ | ◇ | ↺

Desmond nods and follows the Pathfinders in case they need him. When they enter into the alley, he starts to look around to see if there's any clues as to what might have happened here.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

When Mandoo turns in for the night, he bids Libitina adieu.

[Goodnight dearest. I'll call on you again when I need you, but I think it might be best if you're not with me when I question the locals about the ghost tomorrow]
{Perhaps you are right. My appearance did seem to provoke some anxiety in the townfolk}

Action: Manifest Eidolon - Unmanifest

The next day, Mandoo examines the alleyway for clues:

Mandoo Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

While Mandoo scours the area, Black Molly questions passers by about the sighting.

”Quite a thing wi’ that ghost last night, innit?”, she opines. ”Any idea who she was?”

Between queries, she asks Mandoo, ”So, this Libitina of yours. I see she’s an eidolon. What’s her nature, then?”

Diplomacy: 1d20 + 4 ⇒ (1) + 4 = 5

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 25/26 | AC 19/20 | Fortitude (+6), Reflex (+10), Will (+6) | Perception (+8) | Speed 25, swim 15 | Darkvision | Default Exploration: Search +8 | Hero Points 1 | School Item minor healing potion 0/1 | Active Conditions: None | ◆◇↺

Tieri is not the diplomatic type, so heads down the alley to check for clues.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

After examining the alleyway for clues, Mandoo starts questioning the locals. "Excuse me my good [wo]man, but we are in the process of investigating the appearance of the ghost and I was wondering if you might be able to help us. How long ago did the ghost first manifest itself? Do you have any idea as to the identity of the lady whose ghost it is? Etc."

Mandoo Action: Gather Information (Diplomacy)
Mandoo Diplomacy (Gather Information): 1d20 + 9 ⇒ (16) + 9 = 25

When Molly inquires about Libitina, Mandoo replies, "Oh no, Libitina isn't mine, well, not exactly. If anything, I'm hers, Ha ha." He pauses and looks into the distance before continuing. "Libitina and I have been thrown together by circumstance, and when I say circumstance I am referring to Pharasma. Not sure what Tina did to irritate our gray mistress into being given this assignment, but I'm not complaining as I've become quite fond of her and she of me. A psychopomp foot-soldier and a washed-up medic of Lastwall cum undead hunter. We make quite the sight, Ha ha."

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

”Riiiight”, Black Molly replies. ”Psychopomp. Undead hunter. Well, looks like this assignment’s right up yer alleys, lookin’ fer a ghost an’ all”

She slowly nods her head. ”Aye, good stroke o’ luck, that”


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Eovar looks for some clues that would be related to the ghost appearance but finds nothing. Slipps begins by gathering information from the locals but it seems that the ones they talk to doesn't know what she is talking about, perhaps they are strangers in the place. Desmond follows Eovar to search the alley and he finds a brown leather satchel that has fallen into some nearby bushes. The satchel bears the initials “E.J.C.” Mandoo also notices that beside the satchel rests a torn piece of crimson fabric and a shattered bolt from a hand crossbow that struck the ground.

Black Molly talks to some of the locals as well. She learns that there are rumors circulating East Hill that the ghost is that of a former Pathfinder who came to attend one of Venture-Captain Brackett’s grandiose parties. She didn’t make the party and now haunts East Hill, blaming the Pathfinders for her untimely demise. On the other hand, Mandoo converses with another local and learns something. "Ghost you say? Hmm, I dunno much about that but I know that there is a woman named Lysandria, who has been asking if anyone has seen her partner, Eloise, who never came home after a meeting she was set to attend. People have spotted Lysandria in East Hill and adjacent districts. To be honest, disappearances are rare in Almas. East Hill is particularly close-knit community, so most people know when someone goes missing. The most recent disappearance was a woman in her early 20s who went missing almost a week ago." a local tells him before it leaves.

Other successful Perception checks will give the same results as above since there is not much to find. You have all the information you need to know.

As the agents gather together to share what everyone learned, they are interrupted with an abrupt flash, and the darkness caused by the cloud cover above the sky is overcome with a blinding light, as lightning strikes the ground only a few feet away. A thunderous boom echoes throughout the streets, shaking the ground as the cathedral bells chime once again. Where the lightning struck now stands a spectral form of a woman, glowing with energy. Her eyes are still cold as she raises her arms again before repeating her single, gasping utterance:

“Pathfinders!”

The ghost disappears after speaking. The wind picks up, swirling violently through the streets while picking up debris. Stones and wooden planks begin colliding with citizens in the street, violently jarring them from their shock at the appearance of a ghost. Amidst the maelstrom, one citizen regains their composure and points an accusatory finger, “This is the Pathfinders’ fault! It’s time you all leave East Hill!”


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

A group of agitated citizens has formed in the area. Most of the citizens cower around the area, hiding from the haunted debris. However, a group of particularly angry citizens directly confront the agents for their association with the Pathfinder Society.

GM Screen:
Mandoo, Detect Magic: 1d20 + 11 ⇒ (2) + 11 = 13
Slipp, Search: 1d20 + 5 ⇒ (14) + 5 = 19
Black Molly, Repeat a Spell: 1d20 + 5 ⇒ (20) + 5 = 25
Libitina, Scout: 1d20 + 9 ⇒ (1) + 9 = 10
Desmond, Defend: 1d20 + 8 ⇒ (16) + 8 = 24
Eovar Cerin, Avoid Notice: 1d20 + 8 ⇒ (17) + 8 = 25
Tieri the Tooth Faerie, Search: 1d20 + 8 ⇒ (18) + 8 = 26
Debris Storm, Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Citizen A to D, Perception: 1d20 + 3 ⇒ (8) + 3 = 11

AGITATED BY THE DEBRIS STORM! Round 1
Terrain Condition: ---
Active Condition: Diplomacy DC 21 to convince the spirit to calm the winds, Athletics DC 19 to raise up a wooden bench to block the wind, or Religion DC 19 to speak an appropriate rite to calm the spirit. Four successful checks are required to disable the haunt, and each attempt takes two actions. Each successful check removes one action from the haunt.
ENCOUNTER MAP
Character in BOLD can act!

Desmond HP 30/30, AC 20(22)

Debris Storm (0/4 Disabled)

Black Molly HP 19/19, AC 16 | Captain Silverbeard (Unmanifested) AC 17
Mandoo HP 41/41, AC 16 | Libitina (Unmanifested) AC 19
Eovar Cerin HP 16/16, AC 18
Tieri the Tooth Faerie HP 16/16, AC 18

Citizen A
Citizen B
Citizen C
Citizen D

Slipp HP 17/17, AC 15

Envoy's Alliance

LG male half-orc medic 3 | HP 41/41 | AC 21 (23 shield) | F +8 R +11 W +10 | Perc +8 (low-light) | Stealth +9 | speed 35 |◆ | ◇ | ↺

Athletics: 1d20 + 5 ⇒ (1) + 5 = 6
Hero Point: 1d20 + 5 ⇒ (18) + 5 = 23

Desmond sees the people being battered by the debris and he grabs a nearby signboard that has been knocked down to help shield them from the effects of the wind. When he first grabs it, he nearly loses his grip, but is able to recover and try to shield them.

◆ Move
◆◆ Shield from wind


Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area Templates | ◆◇↺

Desmond grabs a signboard and shields some locals from the debris storm, which somewhat disables part of the haunt causing it. The debris storm stirs up blowing the agents and bludgeoning them with winds and dust!

AGITATED BY THE DEBRIS STORM! Round 1
Terrain Condition: ---
Active Condition: Diplomacy DC 21 to convince the spirit to calm the winds, Athletics DC 19 to raise up a wooden bench to block the wind, or Religion DC 19 to speak an appropriate rite to calm the spirit. Four successful checks are required to disable the haunt, and each attempt takes two actions. Each successful check removes one action from the haunt.
ENCOUNTER MAP
Character in BOLD can act!

Desmond HP 30/30, AC 20(22)

Debris Storm (1/4 Disabled)

Black Molly HP 19/19, AC 16, DC 15 basic Reflex save vs 2d4 ⇒ (4, 2) = 6 bludgeoning damage | Captain Silverbeard (Unmanifested) AC 17
Mandoo HP 41/41, AC 16, DC 15 basic Reflex save vs 2d4 ⇒ (4, 1) = 5 bludgeoning damage | Libitina (Unmanifested) AC 19 |
Eovar Cerin HP 16/16, AC 18, DC 15 basic Reflex save vs 2d4 ⇒ (4, 4) = 8 bludgeoning damage
Tieri the Tooth Faerie HP 16/16, AC 18, DC 15 basic Reflex save vs 2d4 ⇒ (4, 3) = 7 bludgeoning damage

Citizen A
Citizen B
Citizen C
Citizen D

Slipp HP 17/17, AC 15, DC 15 basic Reflex save vs 2d4 ⇒ (1, 4) = 5 bludgeoning damage

Horizon Hunters

Level 3 summoner | AC 18/19 | HP: 41 | Fort 8, Ref 8, Will 7 | Spell DC 19 | Per 7 | Speed 25’ | * LEVEL BUMP *

Reflex save: 1d20 + 6 ⇒ (15) + 6 = 21

”Get out o’ here!”, shouts Molly to the gathered mob, before she turns her attention to the storm.

”By galleons tossed, an’ sailors drowned,
By terrors o’ the deep renowned,
By Father Dagon’s blackened heart,
I bid ye spirit, now depart!”

Religion: 1d20 + 3 ⇒ (12) + 3 = 15

Envoy's Alliance

Elf Magus 1 | HP: 16/16 | Hero Point: 1/1 |AC: 18 | F: 7 R: 7 W: 5 | Perc: +3 (Low-Light Vision) | Speed 30ft | Active conditions:

Reflex: 1d20 + 9 ⇒ (17) + 9 = 26

Athletics: 1d20 + 5 ⇒ (5) + 5 = 10
Religion: 1d20 + 4 ⇒ (7) + 4 = 11

Eovar dodges the debris but struggles to get cover situated or for to recall a proper rite to send the spirit away.

"I am better suited to tangible threats." he sighs.

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