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

Game Master Frozen Frost

Sign-Up Sheet | Slides | Maps | Macros
Challenge Points: 17 (Low Tier, Level 1-2)
Start: 11 September 2022
End: 20 November 2022


51 to 100 of 198 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 17/26 | 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 1/1 | Active Conditions: None | ◆◇↺

"Me too. 'Winds have teeth' is more metaphorical."

Reflex Save: 1d20 + 9 ⇒ (14) + 9 = 23

Tieri moves into the alcove and tries to erect a barrier.

Athletics: 1d20 + 5 ⇒ (8) + 5 = 13

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 ghost reappears, Mandoo's first instinct is to call on Libitina, but before he can form the thought, he gets blasted by the wind and is unable to do anything except duck the flying debris to avoid being knocked unconscious...

Mandoo Basic Reflex Save vs DC 15: 1d20 + 6 ⇒ (16) + 6 = 22

... Fortunately, he manages to avoid the worst of it (2hp damage)

Once he has a better idea of the situation, he finds himself on the horns of a dilema; Should he take the time to call on his beloved or should he try to deal with the wind. Looking about, he decides that his companions should be able to hold off the agitated citizens without her help, which would allow him time to calm the wind spirits.

Throwing up a magical shield ("ଶିଲ୍ଡ ଉଠାନ୍ତୁ,"), the space around him shimmers for a moment. He starts by moving his hands in a certain set pattern to attract the spirits' attention before chanting, "In the name of my mistress, the Gray Lady, I appeal to your souls to leave this place and join the Great River to claim your just rewards in the afterlife."

Mandoo Action 1 (◆): Cast a Spell: Shield - AC 17 (Hardness 5)

Mandoo Action 2 & 3 (◆◆): Disable a Device vs Debris Storm
Religion (Disable a Device) vs DC 19: 1d20 + 9 ⇒ (18) + 9 = 27

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 tries to avoid the worst of the blast of wind.
reflex: 1d20 + 4 ⇒ (12) + 4 = 16

If they still take damage, then..
Even as the debris flies around them, Sliip seems to just fade away for a moment.
unexpected shift DC16: 1d20 ⇒ 9


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

Black Molly somewhat dodges big debris flying around and attempts to make peace with the haunt but is unsuccessful. Eovar evades everything that the storm is thrown at him, but cannot disable the haunt with a proper rite. Eovar, each attempt to disable haunt with a skill check takes two actions. Mandoo indeed manages to avoid the worse of the flying debris. He raises his magical shield and performs movements of his hands like sort of a quick ritual to appease the ghost. It works. While Tieri is less affected as well by the storm, quickly patching up an existing barrier closest to him seems to not work. On the other hand, Slipp attempts to get out of the way of the flying debris and tries to shift herself, but still takes damage, anyway.

The agitated citizens of Almas begin to pick stones and throw them to the agents when they get a chance to be closer. "It's Pathfinder Society's fault on why that ghost is disturbing our community! It is better you all get out of Almas!" shout one of them before he throws a rock into the direction of the agents.
Commoner A's Rock Attack vs Desmond AC 20, Nonlethal: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
Commoner B's Rock Attack vs Tieri AC 15, Nonlethal: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Commoner D's Rock Attack vs Desmond AC 20, Nonlethal: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7

The rocks that are thrown to them go wide, probably by the strong winds blowing.


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

AGITATED BY THE DEBRIS STORM! Round 1/2
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!

Round 2
Desmond HP 30/30, AC 20(22)

Debris Storm (2/4 Disabled)

Black Molly HP 16/19, AC 16 | Captain Silverbeard (Unmanifested) AC 17
Mandoo HP 39/41, AC 16 | Libitina (Unmanifested) AC 19
Eovar Cerin HP 16/16, AC 18
Tieri the Tooth Faerie HP 13/16, AC 18

Citizen A
Citizen B
Citizen C
Citizen D

Round 1
Slipp HP 15/17, AC 15

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';

"Come now spirit.." says Slipp.

"The way to the first world is near. Perhaps you would be happier there? At least tell us why you are so angry "

◆◆ diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

They then turn their attention on the stone-throwing crowd.

"And you wonder why the spirit is angry? It feeds off your anger, surely. Go away and leave it in peace."

diplomacy on crowd: 1d20 + 7 ⇒ (9) + 7 = 16

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 |◆ | ◇ | ↺

"Hey! We're trying to stop the storm, for cryin' out loud! And I'm not even a real Pathfinder!" Desmond yells at the attacking townsfolk. He turns and tries block the debris from hitting them, but also raises his shield to help protect himself.

Athletics: 1d20 + 5 ⇒ (6) + 5 = 11

◆◆ Block the wind
◆Raise Shield (AC22)


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

Slipp's attempt to appease the haunt isn't enough. It seems it doesn't want to be in the First World. They then try the crowd but it is ineffective, it seems some unnatural energy is exacerbating their emotions to be angry at the agents. Desmond tries his best as well to block some debris by going against the winds but it is not helping. He raises his shield for now.

The debris storm blows again, its mighty winds affecting everyone including the agitated citizens.

GM Screen:
Citizen A's DC 15 basic Reflex Save: 1d20 + 3 ⇒ (4) + 3 = 7 vs 2d4 ⇒ (3, 2) = 5 bludgeoning damage
Citizen B's DC 15 basic Reflex Save: 1d20 + 3 ⇒ (7) + 3 = 10 vs 2d4 ⇒ (1, 4) = 5 bludgeoning damage
Citizen C's DC 15 basic Reflex Save: 1d20 + 3 ⇒ (16) + 3 = 19 vs 2d4 ⇒ (1, 4) = 5 bludgeoning damage
Citizen D's DC 15 basic Reflex Save: 1d20 + 3 ⇒ (10) + 3 = 13 vs 2d4 ⇒ (3, 3) = 6 bludgeoning damage

Some of them manage to somewhat dodge the large debris but the others are hit squarely.


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

AGITATED BY THE DEBRIS STORM! Round 2
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), pending DC 15 basic Reflex save vs 2d4 ⇒ (4, 4) = 8 bludgeoning damage

Debris Storm (2/4 Disabled)

Black Molly HP 16/19, AC 16, pending DC 15 basic Reflex save vs 2d4 ⇒ (2, 3) = 5 bludgeoning damage | Captain Silverbeard (Unmanifested) AC 17
Mandoo HP 39/41, AC 16, pending DC 15 basic Reflex save vs 2d4 ⇒ (3, 4) = 7 bludgeoning damage | Libitina (Unmanifested) AC 19
Eovar Cerin HP 16/16, AC 18, pending DC 15 basic Reflex save vs 2d4 ⇒ (2, 3) = 5 bludgeoning damage
Tieri the Tooth Faerie HP 13/16, AC 18, pending DC 15 basic Reflex save vs 2d4 ⇒ (2, 2) = 4 bludgeoning damage

Citizen A -5
Citizen B -5
Citizen C -2
Citizen D -6

Slipp HP 15/17, AC 15, pending DC 15 basic Reflex save vs 2d4 ⇒ (1, 2) = 3 bludgeoning damage

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 again tries to utilise their small size to help avoid debris.
reflex: 1d20 + 5 ⇒ (11) + 5 = 16
And then for a moment seems to get pulled into the first world.
slips away? unexpected shift DC16: 1d20 ⇒ 20

When they reemerge they seem undamaged, but somewhat dazzled by the scene and lighting.

Save looks like it reduces damage to one, and then unexpected shift drops that to none, but I gain the dazzled condition


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

Wow, that's cool.

Slipp slips their way out to evade the debris, and something rips open next to them quickly and somewhat snatched them to the First World momentarily. They return dazzled though.

AGITATED BY THE DEBRIS STORM! Round 2
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), pending DC 15 basic Reflex save vs 2d4 bludgeoning damage

Debris Storm (2/4 Disabled)

Black Molly HP 16/19, AC 16, pending DC 15 basic Reflex save vs 2d4 bludgeoning damage | Captain Silverbeard (Unmanifested) AC 17
Mandoo HP 39/41, AC 16, pending DC 15 basic Reflex save vs 2d4 bludgeoning damage | Libitina (Unmanifested) AC 19
Eovar Cerin HP 16/16, AC 18, pending DC 15 basic Reflex save vs 2d4 bludgeoning damage
Tieri the Tooth Faerie HP 13/16, AC 18, pending DC 15 basic Reflex save vs 2d4 bludgeoning damage

Citizen A -5
Citizen B -5
Citizen C -2
Citizen D -6

Slipp HP 15/17, AC 15, Dazzled (1 rd)

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 |◆ | ◇ | ↺

Reflex Save: 1d20 + 10 ⇒ (20) + 10 = 30

The medic easily avoids the flying debris.

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 keeps trying to dodge the flying debris...

Mandoo Basic Reflex Save vs DC 15: 1d20 + 6 ⇒ (10) + 6 = 16

...but a large piece of wood comes directly at him. Fortunately, Mandoo's magical shield absorbs the impact.

Reaction (↺): Shield Block - Shield takes 4 hp of the attack leaving 0 hp for Mandoo. He remains at 39/41.

Mandoo decides to find a more sheltered position while continuing his chant to appease the wind spirits.

Mandoo Action 1 (◆): Stride (25 feet)

Mandoo Action 2 & 3 (◆◆): Disable a Device vs Debris Storm
Religion (Disable a Device) vs DC 19: 1d20 + 9 ⇒ (14) + 9 = 23

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 ⇒ (12) + 6 = 18

Black Molly picks up a bench as a windbreak, to shield herself and the local behind her.

”Getcher arse outta here, ‘fore ye wind up splattered on the cobbles!”, she yells at him.

Athletics: 1d20 + 3 ⇒ (4) + 3 = 7

Demoralize: 1d20 + 7 ⇒ (8) + 7 = 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 ⇒ (5) + 9 = 14

Athletics: 1d20 + 5 ⇒ (9) + 5 = 14

Eovar attempts to weather the storm but gets caught by some debris. He grits his teeth in pain but still refuses to attack the gathered crowd.

"We are trying to help."

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 17/26 | 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 1/1 | Active Conditions: None | ◆◇↺

Reflex Save: 1d20 + 9 ⇒ (1) + 9 = 10

Tieri tries to build more defenses against the wind.

Athletics: 1d20 + 5 ⇒ (20) + 5 = 25

He does not enjoy the feeling of being scoured, but that inspires him to some surprising feats of civin engineering.


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

Desmond, without a sweat, dodges the debris flying around him.

Mandoo blocks some of the debris despite his efforts. He positions himself and chants other quick words to appease the haunt and it is effective this time. Molly shields herself, lessening the impact of the winds on her (by half of 2d4 ⇒ (3, 1) = 4 bludgeoning damage). Eovar is not as quick as Desmond though, as he gets distracted when he sees a kid that is hiding nearby (and he takes 2d4 ⇒ (2, 2) = 4 bludgeoning damage). Tieri has the worst of them all as a large block of wood hits himself squarely in the face (with twice the 2d4 ⇒ (3, 3) = 6 bludgeoning damage). With a bleeding nose, his buffeting the winds against his body makes the haunt cease from existing.

HAUNT DISABLED! WELL DONE!

Party Health:
Desmond HP 30/30, AC 20(22)
Black Molly HP 14/19, AC 16
Mandoo HP 39/41, AC 16
Eovar Cerin HP 12/16, AC 18
Tieri the Tooth Faerie HP 1/16, AC 18
Slipp HP 15/17, AC 15

A grateful child approaches Eovar and presents him with a crying angel pendant. "I wish you find what happened to her," the child says before her mother snatches her back and leaves them. One of the agitated citizens, now calm and ashamed of what happened to them approaches the agents. "Sorry, it seems we were not of ourselves when the storm arrives. It seems it made us angry. I heard that you are looking for a woman that is looking for her missing partner. Her name is Lysandria and you can actually locate her south of East Hill." the civilian says before it quickly leaves.

You can have a short time to recover the health of everyone before you proceed to the next. One hero point to Tieri braving the winds of the storm.

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 rushes over to Tieri. "Doctor! Quickly, he needs your help." The medic get the kobold to lie down before Mandoo arrives.

"Doc, if you can tend to him, I can help the others with more minor wounds."

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 |◆ | ◇ | ↺

Probably helps if I roll for the healing

Medicine (DC15) - Black Molly: 1d20 + 9 ⇒ (6) + 9 = 15
Healing: 2d8 ⇒ (2, 3) = 5

Medicine (DC15) - Eovar: 1d20 + 9 ⇒ (15) + 9 = 24
Healing: 2d8 ⇒ (8, 1) = 9

Medicine (DC15) - Slipp: 1d20 + 9 ⇒ (15) + 9 = 24
Healing: 2d8 ⇒ (7, 6) = 13

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 *

”Much obliged, Desmond”, says Molly. ”Lucky we got a pack o’ healers for this job, innit?”

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:

Once the wind dies down and the excitement is over, Mandoo takes in a big breath of relief. "Phew! I'm glad that's over. In retrospect, it's a good thing Libitina wasn't here."

{What happened? You seem winded}
[Nothing I couldn't handle on my own, Tina dear]
{Really? Remember: It's better to be a living doctor than a dead hero}
[Don't worry my love. If I get into any real trouble I'll call on you, but right now is not a good time]
{Whatever}

Mandoo joins the rest of the group and looks over the wounds. He sees that Desmond is taking care of Black Molly, Eovar and Slipp, so he gets to work on himself and Tieri

Activity: Treat Wounds (Medic Dedication) & Assurance:Medicine) on Mandoo vs DC 15
Assurance: Medicine (Treat Wounds) vs DC 15: 10 + 7 = 17
Treat Wounds Healing vs DC 15: 2d8 ⇒ (1, 5) = 6 hit points healed

Activity: Treat Wounds (Medic Dedication) & Assurance:Medicine) on Tieri vs DC 15
Assurance: Medicine (Treat Wounds) vs DC 15: 10 + 7 = 17
Treat Wounds Healing vs DC 15: 2d8 ⇒ (8, 6) = 14 hit points healed

Everyone should be at 100% now except Tieri who is still down 1 hit point. Mandoo could Treat her again in 50 minutes or he can do a quick Battle Medicine to pick up that last hit point if there isn't enough time. Or Tieri could just suck it up and continue with 1 hp down. The only downside of Battle Medicine is that it might mean that Mandoo won't be able to Battle Medicine Tieri in a future encounter.

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, energized by the close encounter with death seems a little more cheerful and colourful.
"Well, that is not something you see every day." they admit.

"Perhaps we should look for this Lysandria. We might even meet the ghost again1"

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:

Eovar smiles and calls out to the child, "Thank you. I will do my best to find out."

He then walks over to the others, "A child handed me this before their parents took them away. Perhaps there is more to this." he says as he shares a look at the pendant. After the others look he clips it to his cloak.


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

Party Health:
Desmond HP 30/30, AC 20(22)
Black Molly HP 19/19, AC 16
Mandoo HP 41/41, AC 16
Eovar Cerin HP 16/16, AC 18
Tieri the Tooth Faerie HP 15/16, AC 18
Slipp HP 17/17, AC 15

Everyone is healed except for Tieri who is 1 HP short of his maximum.

The agents follow the direction to the house of the woman they are looking for. Lysandria is a tall half‑elf with olive skin and two slightly heterochromatic eyes. Upon their arrival, she greets them at her door and leads them inside. Her home is quaint, with just a common space, a kitchen, and a bedroom. Candles fill open spaces on tables and mantles. Lysandria takes a seat in the common room and offers them the couch.

“I’ve heard you’ve been looking around East Hill for the ghost. I haven’t come across it, but I tried multiple times.” Lysandria begins before taking a break to sob slightly. “Just over a week ago, my partner Eloise went missing. She was on her way the Cathedral of Aroden to have some sort of test. She’d been in contact, via letters, with a member of the Society about joining. It had been a life dream of hers to join the Pathfinders.” Lysandria smiles, then bites her lip. “I can’t help but feel as if she’ll never get her dream. I don’t know what happened to her, but I fear it’s something terrible. I asked the lodge’s staff a few days ago if they’d heard from her, but they said they didn’t even know her! She would never just disappear without telling me...”

She stands, grabbing a picture frame from the mantle and offering it to you. “I don’t know if this is of any use, but this is Eloise. We had it commissioned when we moved in here together.” The portrait’s resemblance to the ghost is uncanny.

How would you respond? Do you confirm to her that the woman in the picture is indeed Eloise? What questions do you want to ask?

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 eyes up the picture. As tactfully as possible they say "Well... the 'ghost' certainly looks quite a bit like Eloise. To be honest though I'm not convinced yet that it really is a ghost. This could still be some kind of a scam. "

They pause for a moment or two to think. "Do you have any of the letters that Eloise received? There may be a clue in them as to who was really behind this. If she has come to harm, they would seem to be the person behind it."

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 17/26 | 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 1/1 | Active Conditions: None | ◆◇↺

Tieri will stay down 1.

"Probably doesn't have dental records to compare..." the kobold mumbles to himself as he looks at the portrait. "Time to check cathedral then?"


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

The news that the ghost is indeed Eloise devastates Lysandria, who takes several minutes to compose herself after learning of her lover’s apparent death. After she recovers, Lysandria quietly goes to her bedroom and returns with a letter, a correspondence between Eloise and a certain Agent Cadmin. She hands it to Slipp.

Eloise's Correspondence wrote:

Eloise,

I’d like to congratulate you on your recent responses to my prior inquiries. You’re exactly what the Society needs in a clerking agent right now. I’ve checked with my superior, Venture-Sergeant Brimson, and it looks like we might have a place for you in our ranks. You’ll need to come to visit me at the lodge at the Cathedral of Aroden here in Almas tomorrow evening. Once you’re on-site, I’ll provide you with a bit of orientation and introduce you to the staff here. Otherwise, we should be good to get you inducted right away and get you processing some new information.

Yours sincerely,
Agent Cadmin

As Pathfinders, they know something is wrong with this letter as Agent Cadmin is not one from the lodge. And what else?

“I’m afraid that I don’t know that Agent Cadmin. They communicated only through writing. I only have that correspondence. Eloise was so proud of it — she talked about having it framed if she became a Pathfinder.” Lysandria tells them, as if she is about to cry again.

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 looks over the letter. ”I know I’m a swabbie on this crew, but is Venture-Sergeant a rank?”, she asks.

After taking it all in, she nods slowly. ”Oh it’s a scam alright, Slipp. Not the one you think, though. But I got an idea o’ how to lay this ghost to rest. Course, that’ll be after we deal with this Cadmin bastard!”

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 tries to console Lysandria when she reacts to the news of Eloise's death. "There there my good lady. We'll get to the bottom of this if it's the last thing we do." Mandoo beckons to Desmond for the objects they found in the alleyway. "Lysandria, we found some items at the place where the ghost first appeared."

The objects include a brown leather satchel bearing the initials “E.J.C.” ; a torn piece of crimson fabric; and a shattered bolt from a hand crossbow.

He places them in front of her and asks, "Do you recognize any of them?"

Presumably she does, at least the satchel and the crimson fabric.

Looking over the correspondence, he echoes Black Molly's thoughts. "It seems that Eloise was not in fact dealing with Pathfinders from the lodge. There is no Agent Cadmin here nor does the society have a rank of Venture-Sergeant ." He pauses in thought before continuing. "Clearly there is some nefarious plot in play here. Eloise must have been intercepted on her way to the lodge and taken elsewhere." Turning to Lysandria, he asks, "Do you have any idea where she may be? Did she say anything about meeting someone at a different location? Do you know what this Cadmin fellow might look like?"

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 takes the letter and reads it. "Lysandria, you said Eloise had been in contact with this person for some time, yes? This seems to be a complex con. Why would someone do that to her? Did Eloise have any enemies or someone who wanted to make a fool of 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, colouring with their interest in the matter asks "Letters get sent to someone somewhere. When Eloise sent her letters... did she use a courier? Did they get addressed to the lodge itself, or somewhere else? However the letters got to this Cadmin... we should be able to follow that path."

They check any envelopes for signs of a return address.

"Do you know how Eloise first came to know about this venture sergeant?" they ask.

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:

"Or an enemy of ours, going after those willing to aid us."[/b Eovar muses.

He shakes his head, [b]"Do we know of anyone else interested in joining? Any way of finding this Cadmin imposter."


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

When Mandoo hands Lysandria a brown leather satchel over, she immediately recognizes it, making her cry again. "Poor Eloise! She doesn't deserve this." she says while crying. It takes a while before she gains her composure and answers your questions again.

"Over a week ago, she left the house one evening. She said it wouldn’t take long — she was just headed to the Cathedral of Aroden to meet with a Pathfinder agent. When she didn’t return the following day I got worried; after another day, I went to the lodge and was told by the librarian that no one knew who Eloise was and that they’d contact me if they found the agent who had supposedly contacted her.” she answers Mandoo "Unfortunately, I do not this Agent Cadmin at all. And no, I don't think she has enemies. I'm sorry if I have not much information to give but I would like you to help me know what really happened to her." she says pleadingly.

She stops and remembers something. “There's one thing now that comes to my memory... When I was canvassing close to the Cathedral of Aroden, I tried asking about Eloise at an old manor home. The owner gave me a very awkward response when I showed him Eloise’s portrait. I think he knew something, but I can’t be sure.” She then takes the fabric from Mandoo as well, "I can confirm that the outfit of the owner I met at the manor near the Cathedral of Aroden had red accents similar to this." her eyes got wide. "Please help me and investigate what happened to her and find Eloise’s remains so that she can be laid to rest." she is crying again and almost kneeling in front of the agents.

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 *

”There now”, says Black Molly, in an uncharacteristically gentle tone. ”We’ll take care of her for you”

Horizon Hunters

1 person marked this as a favorite.
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 takes in everything that Lysandria shares with them, but this last bit of information about a manor near the Cathedral with a suspiciously-behaving owner wearing the same crimson fabric as they found in the alley, strikes him as too coincidental. "You may rest assured that we will get to the bottom of this. We will find Eloise's remains and make sure that her soul joins the Great River to receive her final reward at Pharasma's hands."

Turning to the group, he says, "We must thoroughly investigate this manor and its owner. I suspect that he's either the perpetrator of this abominable act or he knows who is. I fully expect that confronting the man will be dangerous, so we should prepare accordingly."

[Looks like I'll be requiring your services soon my love]
{Oh, Now you need me? Perhaps I am indisposed at present}
[Don't be like that dear. You know I'd have you at my side all the time if I could]
{Hmm}
[It's just that this is a delicate situation and your presence is perhaps a little more, um... intimidating, than the circumstances require]
{I take it that these circumstances you mention are about to change}
[I think so]
{Very well. I await your call}

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 checks his bag to be sure he's prepared for an upcoming confrontation. "Well, it's good the Doc and I came along. This person seems like they're definitely dangerous. Do we have a plan for you to go poking around there? Are you asking about Cadmin? That would probably tip him off. I mean, if he hasn't fled already either because he killed her or because she's returned as a ghost." He mumbles under his breath. "Or wraith?"


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

"Thank you so much!" she tells them as she wipes her tears. She then gives them directions on how to get into the manor.

Moving to the next...

The agents follow the directions Lysandria gave them. The manor Lysandria told them about rests in the East Hill district of Almas. It’s an impressive manor home that rises up above several of the other nearby buildings. The structure has fallen into visible disrepair, along with several surrounding properties. The property’s sparse greenery is overgrown in most areas except for some notable pathways, and the windows are boarded up from the inside. The doors to the sunroom are both removed, however so they can walk in without incident. Knocking on the door to the foyer yields no answer, but the door opens with the slightest of pressure (see yourselves on the Slide 2 of the Map, on the first floor of the Manor).

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 17/26 | 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 1/1 | Active Conditions: None | ◆◇↺

"Hello, someone in here?" Tieri calls out, figuring that the stealth option went out the door when they knocked.

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:

I think this is the third or fourth scenario I've played in that's used this building :)

Mandoo looks at the manor house and has a strange feeling of deja-vu; almost as if he'd been inside it many times before, perhaps in other lifetimes. The whole setup sets off all sorts of alarms in Mandoo's head. "This looks like it could turn nasty. I believe it might be best if my Libitina joined us."

[Okay dear. You may join me]
{On my way}

Action: Manifest Eidolon

The space before Mandoo seems to twist in on itself and then snap back into place as a familiar tall skeletal figure steps out of nowhere to join him. Libitina pauses a moment take in her new surroundings. "It's probably best if you lead the way in dearest." She takes one step into the foyer and looks about.

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 catches her breath when Libitina appears, then lets it out with a sigh. ”Well, if we’re doin’ this, then I s’pose I should get it out o’ the way now”, she says resignedly. ”Don’t worry yerselves, folks; he’s with me”

She holds up her head and declares, ”Cap’n on deck!”

The space beside her wavers. A greenish-blue apparition appears. It looks like a human pirate, with a long gray beard and an eyepatch. One hand holds a cutlass, while the other has been replaced by a shadowy hook. A skull and crossbones appear on his hat, as well as Molly’s.

“Avast, me hearties!”, he proclaims. ”Silverbeard walks again!”

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 takes a step back as captain comes on deck. "Oh my. I say. Silverbeard is it? Most impressive."

[Tina dear? It seems we have a new addition to our group]
{Yes. I felt his presence when he manifested}
[Seems like our good captain strayed a little on the way to joining the Great River. Should we offer directions? A strong guiding hand perhaps?]
{Hmm. Perhaps}
[He does seem rather attached to Black Molly. I suspect she might take umbrage if we were to send him off to the Boneyard]
{Yes. His devotion to her seems to be warding off his descent into undeath}
[So nothing to worry about then?]
{Our mistress is patient. When the half-elf dies I expect he will follow her to receive their final judgement together. Until then, they may still prove useful to the Gray Lady on this plane}
[Good, good. I suspect the Society would have frowned somewhat on us, uh... 'repatriating' another agent's companion]

Mandoo turns to Black Molly. "So what's the story with your spectral friend? Where did you two become acquainted?"

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 peers past their allies. "Wow, this place is done out to totally look haunted. I wonder if the local teens dare each other to go here?" they murmur.

They listen with interest to Black Molly's question

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 *

”Tis a tale of treachery on the high seas!”, Silverbeard replies. ”Me crew turned against me, the scurvy dogs, and cut me down in a mutiny!”

”But our new sea witch earned her keep” At this, he nods toward Black Molly. ”She grabbed me soul and jumped ship. So now we’ve joined yer crew, and me legend lives on!”

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 looks back and forth between Libitina and Silverbeard, then he proceeds to try and count the number of Pathfinders he's now entrusted with keeping alive.

I think Treat Wounds and Battle Medicine works just as well on Eidonlons, right?


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

What must have once been a welcoming reception area is now caked in layers of dust. The floor creaks slightly under shifting weight, and footsteps echo throughout the open space in conjunction with the sounds of rain, thunder, and wind pulling at the aging structure. Tieri's call just echoes inside the area. Mandoo and Black Molly summon their respective eidolons just ahead of them. Doing so stirs something inside the disheveled foyer while they are having a nice chit-chat about their eidolons!

Desmond, yes, you can Treat Wounds or Battle Medicine eidolons. Their HP is shared with their summoners.

GM Screen:
Mandoo, Detect Magic: 1d20 + 11 ⇒ (11) + 11 = 22
Slipp, Search: 1d20 + 5 ⇒ (2) + 5 = 7
Black Molly, Repeat a Spell: 1d20 + 5 ⇒ (18) + 5 = 23
Desmond, Defend: 1d20 + 8 ⇒ (15) + 8 = 23
Eovar Cerin, Avoid Notice: 1d20 + 8 ⇒ (13) + 8 = 21
Tieri the Tooth Faerie, Search: 1d20 + 8 ⇒ (9) + 8 = 17
Dense, Rigid, Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Two walking armors holding their glaives march forward, slashing the eidolons within reach of their weapons!
Dense's Glaive Attack vs Cap'n Silverbeard AC 17: 1d20 + 11 ⇒ (11) + 11 = 22
Glaive Damage: 1d8 + 4 ⇒ (4) + 4 = 8 slashing damage

Rigid's Glaive Attack vs Libitina AC 19: 1d20 + 11 ⇒ (14) + 11 = 25
Glaive Damage: 1d8 + 4 ⇒ (3) + 4 = 7 slashing damage

The weapons connect to the eidolons, slashing into their persons.

INTRUDERS ALERT! Round 1
Terrain Condition:
Active Condition:
ENCOUNTER MAP
Character in BOLD can act!

Dense
Rigid

Desmond HP 30/30, AC 20(22)
Black Molly HP 11/19, AC 16 | Cap'n Silverbeard AC 17
Mandoo HP 34/41, AC 16 | Libitina AC 19
Eovar HP 16/16, AC 18
Tieri HP 15/16, AC 18
Slipp HP 17/17, AC 15

Vigilant Seal

Male Kobold (Tunnelflood) Fighter 2 | HP 17/26 | 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 1/1 | Active Conditions: None | ◆◇↺
Mandoo wrote:
I think this is the third or fourth scenario I've played in that's used this building :)

Just like every country/planet has the same forest clearing, right?

"After this is over, can new friend show me any... gold teeth?"

◆ Interact to draw bow

◆ Point Blank Shot

◆ Strike vs. Dense

Longbow: 1d20 + 9 ⇒ (17) + 9 = 26
Piercing Damage: 1d8 ⇒ 3


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

Tieri's bow strike hits true on Dense but the arrow bounces off the armor.

INTRUDERS ALERT! Round 1
Terrain Condition:
Active Condition:
ENCOUNTER MAP
Character in BOLD can act!

Dense
Rigid

Desmond HP 30/30, AC 20(22)
Black Molly HP 11/19, AC 16 | Cap'n Silverbeard AC 17
Mandoo HP 34/41, AC 16 | Libitina AC 19
Eovar HP 16/16, AC 18
Tieri HP 15/16, AC 18
Slipp HP 17/17, AC 15

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';

As the armour animates Slipp's vision fades in and out of Golarian and into the First World. As often seems the case when trouble strikes in Golarian, a storm is brewing Off World.

Concentrating, Slipp encourages the storm toward the suits of armor.

Meanwhile a strange light seems to attach itself to Dovar's weapon, shedding light so the team can see clearly what they face.

electric arc, DC 17 for half.electric damage to both: 1d4 + 4 ⇒ (4) + 4 = 8

** cast electric arc
* cast light on Eovar's weapon


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

Slipps draws electricity from somewhere beyond the Plane they are into, arching towards the suits of armor.

GM Screen:
DC 17 Dense's basic Reflex save: 1d20 + 6 ⇒ (3) + 6 = 9
DC 17 Rigid's basic Reflex save: 1d20 + 6 ⇒ (4) + 6 = 10

The electric arc connects to both but it damages not so fully. Slipp then casts light on Eovar's weapon to give light to their surroundings.

INTRUDERS ALERT! Round 1
Terrain Condition: No light available inside the mansion.
Active Condition: Light on Eovar's weapon
ENCOUNTER MAP
Character in BOLD can act!

Dense -5
Rigid -5

Desmond HP 30/30, AC 20(22)
Black Molly HP 11/19, AC 16 | Cap'n Silverbeard AC 17
Mandoo HP 34/41, AC 16 | Libitina AC 19
Eovar HP 16/16, AC 18
Tieri HP 15/16, AC 18
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 |◆ | ◇ | ↺

Desmond rushes inside and tries to help Captain Silverbeard recover from the glaive wounds. He decides to leave the man's hook alone.

Battle Medicine: 1d20 + 9 ⇒ (13) + 9 = 22
Healing: 2d8 ⇒ (6, 2) = 8

◆ Move
◆ Battle Medicine on Silverbeard
◆ Wolf Stance

51 to 100 of 198 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Frost's S03-02 The East Hill Haunting [PbP Gameday XI] All Messageboards

Want to post a reply? Sign in.