[Gameday IX] GM Hawthwile's Expedition into Pallid Peril (lvl 1-2) (Inactive)

Game Master Hawthwile

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Witch's Winter Holiday

Having made several recent forays into a set of unearthed ruins in the volcanic region of Droskar’s Crag, the Pathfinder Society has uncovered what could be an access point to a lost dwarven city. Agents from across Golarion have been summoned to the site - you among them.

Go ahead and introduce your character here (and feel free to engage in inter-character roleplay), and then hop over to the Discussion thread to let me know more about your character. Gameplay will begin in earnest on Sept. 11th.

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

Banterknell waits until at least 4 others are present so that he can make a dramatic entrance with a flourish and a flip.

"Banterknell, at your service. Adventurer par excellence and rescuer of many a fair maiden. Your source of entertainment and inspiration for this mission, though I did pick up some mushrooms on a previous mission. I find them VERY entertaining."

Banteknell is dressed up in wildly colorful clothing, perhaps to compensate for a very slight bleaching that has begun in his hair. His mouth is stretched into a wild grin, perhaps a bit too wide. He eyes show a little desperation and it seems like he may be trying too hard to be flamboyant and exciting.

Horizon Hunters

| HP 21/24 | AC 19; w/cape 20 | Fort +5; Ref +10; Will +7 | Perception: +7 (E); Darkvision, Low-light vision | Hero Point 0/3 | CN Female Elf (Changeling) Scoundrel Rogue 2

A slender red-haired elf arrives when called by the society, long locks not always able to hide the fact that one of her eyes is a yellow-gold color not uncommon in Kyonin, but the other is crystal-blue like the color of the inner sea on a bright day. Her armored leather jerkin is intentionally tight in all the right places to show off her lithe form, sheaths for daggers strapped to various places on her thighs, belt, and ankles. She wears a necklace of a female silhouette dancing with scarves that dips low on her chest, and a bright purple cape trails in the wind behind her.

"Relia Delain. Pleasure to meet you all." She says with a sultry tone that suggests she truly means that.

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

BK gives her a piercing stare.

"You look like you might be a performer. Flute? Dancing? Acting? What is it you do?"

Radiant Oath

CG Male Leshy Gunslinger (Way of the Pistolero) 2 HP: 28/28 | AC: 18 | F: +8, R: +9, W: +5 | Perc: +7 | Stealth: +3 | Speed: 25 ft. | Senses: Low-Light Vision | Active Conditions:

A creature that appears to be some manner of overgrown cactus dressed in simple leather armor and a wide-brimmed hat ambles over to join the small gathering of Pathfinders.

"Not to eavesdrop or butt in or anything, but I'd say more like a merc or assassin for hire, what with all those sheaths," the cactus remarks, nodding at Relia. "Now that's not to say you can't pull some tricks with a weapon," he taps the holstered pistol hanging at his side, "but in my experience, folks usually don't walk around loaded for bear without being able to back it up if push comes to shove."

He shrugs. "But anyway, not any of my business unless you feel like sharing, Miss Delain. Name's Bugtussle, by the way."

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

A tall person in a grey cloak arrives, bow slung over his shoulder, and surveys the room, studying those there. Taking in the flamboyant gnome in the bright clothes, the striking yet dangerous looking Elf maiden with the mismatched eyes, and the walking, pistol-toting cactus that speaks so fluently, he removes the hood of his cloak, revealing flowing stark white hair along with his tanned face and sharp Elven features.

He bows curtly, saying, ”Alanossë, at your service…”

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

"Nice to meet you Al. You don't mind if I call you Al, right. And Bugs. Nice to meet you too. You can call me BK. And the little lady? Lady Del, of course."


VC Australia - WA

House GM test send - please ignore.


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

A Varisian with graying hair, dressed in protective leather, and decorated with scarves joins you at the mustering point. Two Alkenstari pistols and a short sword hang from his belt. Several painted wood flasks hang from a bandolier around his chest. "This is what I signed up for when I joined the Pathfinder Society! Exploring mysterious dungeons and ruins," he says. "My name is Ovidivo."


VC Australia - WA

A quiet chime sounds through the house to indicate the game has now begun and GMs may commence play.


Witch's Winter Holiday

At the looming foot of Droskar’s Crag, a dormant volcano, the Pathfinder Society’s base camp bustles with activity. Wagons arrive with new goods as merchants set up shop. A steady stream of Pathfinders trickles into the camp, and joyful greetings fill the air, together with whispered rumors about the mission ahead. Venture-Captain Luna Aldred has called everyone here for a major expedition, and if the rumors are to be believed, the secret road to a legendary lost city awaits!

Some of you might have been here already - has anyone played scenarios #2-19 Enter the Pallid Peak or #3-10 Delve the Pallid Depths with this character?

A gnome with curly purple hair and an oversized checklist welcomes arriving agents at the entrance to the camp. "Let's see - Alanossë, Banterknell, Bugtussle, Cassimon, Ovidivo, Relia, yes?" they read from the list in rapid-fire succession before looking up and squinting suspiciously. "Hmm, not quite - looks like you're missing one. Better find them quicksnap, right right, don't want to head out without someone. And if you ran out of toothpaste - you look like folks who use toothpaste - or something else, see what Fixilbu has at the shop - it's the tent with the green flag, can't miss it. Alright next!" They wave the next group of agents forward, pausing only to check several boxes on the list.

Go ahead and make your daily preparations if you haven't already done so. You can also purchase common equipment up to your level from the CRB at camp at regular price.

Inside, the camp hums steadily with activity. Agents spar with each other, trade news of discoveries, compare spellbooks and formulae, and grab food and drink with old friends. Above it all, the Pallid Peak towers.

You might know or learn something about the area's history and previous expeditions with Diplomacy, Society, Dwarven Lore, or Pathfinder Society Lore. These are Secret checks, so if you want to make one post the skill and your modifier.

What do you do?

Radiant Oath

CG Male Leshy Gunslinger (Way of the Pistolero) 2 HP: 28/28 | AC: 18 | F: +8, R: +9, W: +5 | Perc: +7 | Stealth: +3 | Speed: 25 ft. | Senses: Low-Light Vision | Active Conditions:

"Huh, lot busier than the last time I was here," Bugtussle muses as he looks around at the base camp. "None of this was here. The bosses sure do work fast with getting things set up, huh?"

Bugtussle has played #2-19 Enter the Pallid Peak.

He doesn't pay much attention while the little gnome checks them off on her list, but does a double-take when she mentions toothpaste. "Wait, you mean you don't? Thought that was pretty standard for most fleshys."

Once inside the camp, the leshy doesn't waste any time asking around for all the hottest scuttlebutt.
______________

Diplomacy +2.

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

Can a character do multiple rolls, or must we pick one? BK has Diplomacy +7 and Society +4 and, though one of my charters did do Enter the Pallid Peak, it was not BK.

BK also makes his way through the crowds, listening in or interjecting a question here or there in his own amicable way.


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

"I suspect they'll show up when we least expect them," Ovidivo says. He whips out his pistols, tries to twirl them, and slides them back into their holsters several times.

Pathfinder Society Lore: +6

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Alanossë quietly goes about the camp, subtly questioning/listening to any news…

Diplomacy +3

Envoy's Alliance

male Human Champion 1 Ini +5 HP 20/20 AC 16 Fort +7 Ref+3 Will +7 spd 25 per +5

I played none of these adventures. Sorry for the lateness, busy week end

I'm Cassimon indeed. Is it always so busy here? The place looks quite crowded

Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20

The champion will look for a potency crystal, having heard of their usefulness

Horizon Hunters

| HP 21/24 | AC 19; w/cape 20 | Fort +5; Ref +10; Will +7 | Perception: +7 (E); Darkvision, Low-light vision | Hero Point 0/3 | CN Female Elf (Changeling) Scoundrel Rogue 2

Relia smiles at everyone as the team gathers, seeming especially relieved that she won't the only person on the front line in melee. She tries to help out by "working" the crowd.

none of those adventures

Diplomacy +7

Envoy's Alliance

male Human Champion 1 Ini +5 HP 20/20 AC 16 Fort +7 Ref+3 Will +7 spd 25 per +5

Sorry for the misread: My Diplomacy bonus is +6, I hadn't to roll


Witch's Winter Holiday

No worries Cassimon!

Banterknell wrote:
Can a character do multiple rolls, or must we pick one?

I'll try to make it clearer when there are multiple checks possible vs "pick one from this list" - thanks for bringing it up!

GM Screen:
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 7 ⇒ (9) + 7 = 16
*1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 7 ⇒ (20) + 7 = 27

Bugtussle remembers that the Pallid Peak - more properly known as Droskar's Crag - is a dormant volcano. It erupted nearly 800 years ago in a cataclysm known as the Rending, caused by a fearsome lava elemental that tore flaming stones from its body and threw them at its foes. The eruption toppled the great dwarven empire of Tar Khardurrm, and legends say the elemental still prowls the area in search of survivors to destroy.

That being said, everyone in the group hears about a previous expedition that ran across a different kind of threat as well - a group of sprites tells Cassimon about massive vermin trying to eat them, a grizzled dwarf has a tale of losing her eye in a duergar ambush for Alanossë, a minstrel with an incredibly long feather in her hat sings a tale of outwitting a fiend in the lightless depths to anyone who will listen. What everyone agrees on is that expeditions into the mountain should be well-stocked and prepared to deal with a variety of different threats.

Relia finds a halfling with thick glasses and thicker books who is all too happy to lecture her on the finer points of Tar Khardurrm's history. She learns (whether she wants to or not) that the two largest cities lost in the Rending were the empire's capital city Jernashall (overwhelmed by magma flows) and its sister city on the surface Raseri Kanton (swallowed up by the ground beneath it). According to her maps of the region, this expedition's routes should avoid the lingering magma chambers and instead pass through areas with unstable ground or flooding.

With these maps, the group determines that there are three likely routes to explore: a winding and twisting labyrinth, a series of sunken halls submerged at the bottom of a lake, and a passage past a recently unsealed door.

Which route would you want to explore first? For the sake of keeping things moving, three votes in agreement moves the party.

What do you do?

Envoy's Alliance

male Human Champion 1 Ini +5 HP 20/20 AC 16 Fort +7 Ref+3 Will +7 spd 25 per +5

What do you think? Maybe we try the labyrinth first, the unexplored passage right after, and keep the submerged halls for the last? I honestl don't know how we will manage that one, I'm more likely to drown than to swim, and I can't hold my breath for hours..

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

After sharing scuttlebutt with his companions, Alanossë listens to Cassimon and nods curtly. ”Aye, I don’t fancy being underwater to begin with…either doing the labyrinth or unexplored passage first is fine by me…”


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

"I've got my sword, but, yes, pistols don't work well underwater," Ovidivo comments.

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

"Oooh, I do love puzzles. Let's do the labyrinth. Not so good on swimming. Or climbing. Or lifting."

BK slides his sleeves down and shows his scrawny muscles, as if that explains everything.

"BUT! I am good at leaping, and dancing, and stuff like that!"

At which point BK starts cavorting about, ending in a flip and a dramatic pose.

Radiant Oath

CG Male Leshy Gunslinger (Way of the Pistolero) 2 HP: 28/28 | AC: 18 | F: +8, R: +9, W: +5 | Perc: +7 | Stealth: +3 | Speed: 25 ft. | Senses: Low-Light Vision | Active Conditions:

"No, they sure don't," Bugtussle agrees with Ovidivo. "On the other hand, I'd guess lava elementals don't do so good in water...or wait, would they just heat it to a boil? I don't fancy being boiled *or* drowning today, so sure, let's try the labyrinth first. Most of my scouting experience and such has been above ground, but there's a first time for everything, right?"


VC Australia - WA

Venture-Captain Luna Aldred bangs on her shield to gain the attention of the gathered crowd. As the noise dies down, she points to a piece of stretched canvas with a whittled stick. “When I was first told about the discovery of a ruined outpost under this mountain, I assigned a few agents to explore it.”

On the canvas, charcoal and chalk outline a sprawling underground complex. The map already lists names, discoveries, and potential hazards. However, three highlighted routes lead past the end of the explored segments. Each route is labelled with a name and shaded with a distinctive color: yellow for the Labyrinth, blue for the Sunken Halls, and white for Unsealed Way.

“Their preliminary explorations found extensive ruins, as well as signs that this path will lead us to a find that’s worthy of the Pathfinder Chronicles: the lost city of Raseri Kanton, which has been missing for almost a thousand years! This expedition warrants a large team. I reckon this group is enough, though I won’t turn away any stragglers.” Venture-Captain Aldred chuckles.

Her tone darkens as she continues, “This expedition was set to take months. However, the Aspis Consortium has heard of our plans, and they’ll surely be dispatching their own teams. We need to act quickly before those destructive louts claim the ruins. Move quickly, but not recklessly. Report back regularly. And for all that Aroden left us, don’t die.

“You know what to do. Explore. Report. Cooperate.”

Table GMs, begin Act 1.


Witch's Winter Holiday

Looks like Labyrinth is up first!

GM Screen:
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 8 ⇒ (3) + 8 = 11
1d20 + 7 ⇒ (11) + 7 = 18

The Pathfinders quickly depart, heading deep underground along well-marked paths. Their journey halts at a slab sealing the hallway and bearing the marking of a gravestone. Map updated! Three worn-down icons are carved into it, as well as an inscription and foot-wide square that both glow faintly with magic.

Lots of spoilers below - each one is a separate check.

Dwarven or Society DC 20:
The inscription is written in Dwarven and translates to "It is not how it ends, but how it starts."

Crafting DC 15:
The icons look to have been worn down from repeatedly being touched.

The first icon seems to be a dwarven hammer...

Religion DC 10 or Dwarven Lore DC 5:
The hammer is the sacred symbol of the god Torag, head of the dwarven pantheon.

...the second looks like some sort of underground city...

Society DC 17 or Dwarven Lore DC 13:
That's probably Tar Khadurrm!

...and the third appears to be a dwarf cutting off their beard.

Religion DC 17 or Dwarven Lore DC 15:
It looks like thundran, a traditional mourning ritual.

Before anyone can move closer to the door, Bugtussle calls out that there's something wrong here - it seems that thoughts or emotions have pooled within the door and are liable to burst out at the slightest provocation.

The door contains a hazard that can be disabled with either Religion (requires you to be at least Trained) or Deception (no minimum proficiency). Remember that a critical failure on this check will trigger the hazard!

What do you do?

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Upon coming to the sealed hallway, Alanossë looks over the markings and shrugs…

Society: 1d20 + 1 ⇒ (4) + 1 = 5
Crafting: 1d20 + 4 ⇒ (18) + 4 = 22
Religion: 1d20 + 1 ⇒ (7) + 1 = 8
Society: 1d20 + 1 ⇒ (18) + 1 = 19
Religion: 1d20 + 1 ⇒ (3) + 1 = 4

”Can’t tell much…the markings are worn down due to repeated touching…and the second icon appears to be Tar Khadurrm…”

Upon Bugtussle’s warning, the Elf draws his bow as he steps back and eyes the door warily…


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

"Let me see what's wrong with the door. Is it haunted?" Ovidivo asks as he makes his way to examine the haunt within the door. "Stand back, just in case I invoke the wrong deity."

◆◆ Disable: Religion (T): 1d20 + 6 ⇒ (5) + 6 = 11

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

Society DC 20: 1d20 + 5 ⇒ (11) + 5 = 16
Crafting DC 15: 1d20 + 1 ⇒ (7) + 1 = 8
Religion DC 10: 1d20 + 0 ⇒ (1) + 0 = 1
Society DC 17: 1d20 + 5 ⇒ (18) + 5 = 23
Religion DC 17: 1d20 + 0 ⇒ (1) + 0 = 1

BK nods his head in agreement though all he can identify is the city and moves to a safe distance while Ovidivo tries to de-spook the door. Once
Ovidivo is done giving the door a try, BK approaches and offers.

"Give me a crack at that door."

deception: 1d20 + 7 ⇒ (7) + 7 = 14


Witch's Winter Holiday

Ovidivo and Banterknell take turns praying for and cajoling the door, but it does not respond save for the tiniest dimming of the glowing inscription and square when Alanossë says "Tar Khadurrm".

No successes, but also no critical failures. The DC is lower thanks to what Alanossë said - it won't continue to get lower with repetition I'm afraid. XD

What do you do?

Horizon Hunters

Relia flicks her red hair, as she says saucily, ”Step aside, boys, let a girl have a go at this door…”

Deception: 1d20 + 9 ⇒ (18) + 9 = 27

She looks back and winks. ”See, it’s really not that hard…”

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

BK claps enthusiastically at Relia's display of aptitude.

"Brava! Even the ghosts don't stand a chance against your flair!"

Envoy's Alliance

male Human Champion 1 Ini +5 HP 20/20 AC 16 Fort +7 Ref+3 Will +7 spd 25 per +5

Craft DC15: 1d20 + 4 ⇒ (5) + 4 = 9

Religion, Trained, DC 10: 1d20 + 5 ⇒ (13) + 5 = 18

Religion, Trained, DC 17: 1d20 + 5 ⇒ (16) + 5 = 21

It seems to be a sacred place linked to Torag, the major god of dwarves. All I know is that the cutting of the beard is a traditionnal ritual of mourning among that race, a ritual called "Thudran".

Religion, Trained, on the door: 1d20 + 5 ⇒ (8) + 5 = 13

Cassimon has unfortunatly no clue about how to open the door.

Maybe a prayer to Torag, in the dwarfen tongue, would work, but I don't speak that langage..


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TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

"Hmm. The door clearly has a type," Ovidivo comments.


Witch's Winter Holiday

GM Screen:
1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 8 ⇒ (4) + 8 = 12
1d20 + 7 ⇒ (11) + 7 = 18

Relia puts on a show of mourning and sorrow and even produces a handkerchief to put around her jaw like a beard and tear off dramatically. With a grating of stone against stone, the door opens. Map updated! On the other side, inscriptions decorate the walls with scattered images, Dwarven script, and other symbols and icons. Images and runes depicting relics of dwarven life in centuries past flow over and into each other - a portrait carved in loving detail looks over a cityscape of broken buildings underneath a boar-toy with oversized wheels instead of hooves emerging from a bustling market scene.

Dwarven:
Piecing together parts of several scripts, you think these carvings were left by a community of dwarf refugees that moved through this area after the destruction of Jernashall and Raseri Kanton, the two great cities of the dwarven kingdom of Tar Khadurrm.

Bugtussle again stops his companions before they can get very far into the hallway. Not looking directly at it, he points out how one of the carved faces appears to be unnaturally weeping - tears trickling down its stone face, but the floor beneath is dry. A little ways further down the hallway, another carved face likewise weeps.

It's another hazard! This one can be disabled with Dwarven Lore, Religion (requires you to be at least Trained), or Thievery. There are two (2) hazards here, so go ahead and roll one check publicly and a second one in a spoiler to streamline things (I'll try to resolve all the public rolls before resolving the hidden ones).

What do you do?

Envoy's Alliance

male Human Champion 1 Ini +5 HP 20/20 AC 16 Fort +7 Ref+3 Will +7 spd 25 per +5

Religion, Trained: 1d20 + 5 ⇒ (6) + 5 = 11

GM:
Religion, Trained: 1d20 + 5 ⇒ (4) + 5 = 9

Maybe we could sprinkle some holy water on the stone faces to make them "weep"?

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

Murmuring, ”This might be one this boy can handle,” Alanossë gives the next hazard(s) a try…

Thievery: 1d20 + 7 ⇒ (12) + 7 = 19

2nd Attempt (if necessary):
Thievery: 1d20 + 7 ⇒ (6) + 7 = 13

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

"Let me try too!" BK heads to the other statue and sees if he can figure it out by poking his finger into the mouth hole.

Thievery: 1d20 + 6 ⇒ (3) + 6 = 9

Spoiler:

Thievery: 1d20 + 6 ⇒ (9) + 6 = 15


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

IF the others have not gotten it by now...

Ovidivo walks over to see what the issue is. "Another haunt or something more mundane?"

Religion (T): 1d20 + 6 ⇒ (20) + 6 = 26

Second Attempt:

Religion (T): 1d20 + 6 ⇒ (16) + 6 = 22

Horizon Hunters

I’ll bot Relia in the morning, if needed…


Witch's Winter Holiday

Cassimon starts reciting prayers for the dead, but his tongue stumbles over unfamiliar Dwarven words. Alanossë spots some holes in the carving and tries to plug them, but it's tricky work to do so without looking at what he's doing. Banterknell tries to take over where Alanossë left off, but drops one of the clay plugs. He stoops down, picks it up, and looks back up at the carved stone face before he realizes what he is doing.

That's unfortunately a critical failure, which triggers the hazard.

The tears of the carving fall thicker, vaporizing into a thick mist that fills the stone hallways and saps at the Pathfinders' strength!

Negative damage: 1d6 ⇒ 5

Alanossë Fortitude: 1d20 + 6 ⇒ (17) + 6 = 23
Banterknell Fortitude: 1d20 + 5 ⇒ (11) + 5 = 16
Bugtussle Fortitude: 1d20 + 8 ⇒ (2) + 8 = 10
Cassimon Fortitude: 1d20 + 7 ⇒ (14) + 7 = 21
Ovidivo Fortitude: 1d20 + 7 ⇒ (6) + 7 = 13
Relia Fortitude: 1d20 + 5 ⇒ (18) + 5 = 23

Remember that everyone has one Hero Point that can be used to reroll a check! If you want to use your Hero Point for a reroll, roll the reroll at the top of your next post and I'll adjust things as needed.

In the aftermath, a mournful cry echoes from the south. Ovidivo acts quickly, clasping his hands and bending forward in prayer. The force of his sincerity overcomes the language barrier, ending both the carving's tears and the mist enveloping the halls.

In the interest of time, I'll go ahead and resolve checks for the second hazard now as well.

Ovidivo repeats his performance for the second carving Bugtussle points out, releasing the sorrowful energies inside it without more harmful fog. The sounds of wailing continue from the south, indicating that it might not be safe to tend to the group's wounds yet.

Status Report:
Alanossë -2
Banterknell -5
Bugtussle -5
Cassimon -2
Ovidivo -5
Relia -2

What do you do?

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

Banterknell collapses to the ground and starts crawling (3 strength).

"Soooo weak. Sooo weak."


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

Those were HP we lost.

Ovidivo looks up and down the hall at the sound of the wailing. "Can anyone patch us all up real quick?" the Varisian asks. "Else we had best get moving."


Witch's Winter Holiday

Apologies for the confusion - it was indeed hitpoint damage. I don't actually think there's any ability score damage in this edition since those are handled through various conditions like Enfeebled, Clumsy, etc.

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

Well, that's good news. 5 HP is a fine substitution for 5 strength. nevertheless, I thin BK will ham it up a bit anyway. BK has soothe but it might be wasted on 5 HP damage and it only affects one person so he'll save it for when someone gets more seriously injured.

BK pops back up again and declares "But determined! Take courage from my example."

Whipping out his flute he starts playing a lively tune.


TN male Human (Varisian) Gunslinger 2 | HP 14/26 | AC 19 | F +7 R +10 W +6 | Perc +8 | Stealth +8 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, wary disarmament

"As there are no priests of Sarenrae or Andoletta among us, let us hurry now. Onward!" Ovidivo urges.

Horizon Hunters

Male Elf CG Fighter / 2nd | HP:12/28 | AC:18 | DC: 18 | F:+6 R:+9 W:+4 | Init:+6 | Per: +6 | Hero: 2

”With that wailing should we rush forward or should we scout ahead carefully?”

Horizon Hunters

Relia smirks. ”Either way, if we come upon another trap, let this girl give it a go first, hmmm…”

Horizon Hunters

N/N male gnome bard/2 | HP: 28/28 | AC: 18 (+1 if shield active) | F/R/W: +6/5/6 | Speed 20', imprecise senses/scent, low-light vision, | Acrobatics +6, Deception +8, Diplomacy +8, Occultism +5, Perception +6, Performance +8, Stealth +7, Thievery +7 | Active Conditions: none

BK nods vigorously, his trap springing days at an end. At least for now :)

"Onward!"


Witch's Winter Holiday

The Pathfinders press onward, leaving the hallway behind for a large side-chamber. The first thing that stands out to them inside is a bas relief of a great city split in two adorning the walls. Every inch bears a fine detail, from pairs of guards that watch over the doorway to a forge hammering away at a clan dagger.

The second thing they notice is the dwarven calligraphy covering the stone tiles that make up the floor.

The third thing they notice is the translucent shape of a dwarven woman hovering a few inches above said floor. As the figure wails once more, several cleaning implements resting against the walls spring to life!

Initiative (feel free to open!):
Alanossë Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Banterknell Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Bugtussle Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Cassimon Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Ovidivo Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Relia Stealth: 1d20 + 8 ⇒ (5) + 8 = 13

Red: 1d20 + 8 ⇒ (20) + 8 = 28
Brooms: 1d20 + 3 ⇒ (9) + 3 = 12

The spirit sniffs. A the sound of a weeping moan emanates from her ghostly form, echoing off the stone walls and filling the living with dread!

Alanossë Will: 1d20 + 4 ⇒ (15) + 4 = 19
Banterknell Will: 1d20 + 5 ⇒ (16) + 5 = 21
Bugtussle Will: 1d20 + 5 ⇒ (16) + 5 = 21
Cassimon Will: 1d20 + 7 ⇒ (1) + 7 = 8
Ovidivo Will: 1d20 + 6 ⇒ (6) + 6 = 12
Relia Will: 1d20 + 7 ⇒ (13) + 7 = 20

Most of the Pathfinders quell their sudden anxiety, but Ovidivo finds his hands shaking and Cassimon feels like he can't breathe! Flavor text - mechanically, Ovidivo is Frightened 1 and Cassimon is Frightened 2. Remember that you have Hero Points!

As the sound dies away, the figure floats slowly forward and reaches out towards...

1d4 ⇒ 2

...Alanossë!

Red Ghostly Hand vs Alanossë AC 18: 1d20 + 10 ⇒ (16) + 10 = 26
Negative damage: 1d6 + 3 ⇒ (1) + 3 = 4

The touch is as cold as the grave, leaving the elf's skin cracked and bruised.

Given that it was very clear we were heading towards something potentially dangerous, I will assume everyone has whatever weapons they wish already drawn.

Weeping and Wailing
Round 1! Bold may act!
Red
Ovidivo (-5, Frightened 1)
Alanossë (-6)
Cassimon (-2, Frightened 2)
Bugtussle (-5)
Banterknell (-5)
Relia (-2)
Blue
Yellow
Green

What do you do?

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