GM Bret’s PbP Gameday XI 3-98 Expedition Into Pallid Peril Tier 3-4 (Inactive)

Game Master BretI

Maps and artwork
Macro spreadsheet
32 challenge points.


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Vigilant Seal

CN M Goblin (charhide) Oracle 4 | HP 46 | AC 19 | F +10 R +10 W +7 | Perc +5, Darkvision 60 ft | Speed 25 ft | Focus 2/2 | Spells 1st: 3/3 2nd: 3/3| Hero Points: 1 | Active Conditions: None

Looni proudly produces a handful of mud from somewhere. "Rub this in where it hurts - made from only finest dirts."

Looni's got Assurance with Medicine (Result of 18) and Continual Recovery, so given enough time he can get everyone back to full health. He doesn't have Ward Medic though, so he'll have to work one person at a time.

Vigilant Seal

Mostly human precision ranger 5 | AC 23 | HP 63/63 | P +11 F +10 R +13 W +11 | Def. Expl.: Seek | | ◆ | ◇ ◈ | ↺ |

Caitlin looks a little bashful.

"I was mostly raised by elves and honour their pantheon. In times of stress I default to elven prayers."

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

vs DC 20 basic fortitude: 1d20 + 8 ⇒ (15) + 8 = 23
Taking half, rounded down as usual, so 5.
Sarava relies on potions or others for healing. He is not trained in medicine and no healing tools; he’s got medicine at −1.

As the dwarf points out to Chance, the catfolk becomes silent. He prefers to talk but can be stealthy if needed. He’s thinking this mission is not much fun, no one to talk to, and the people he will meet probably don’t even speak a language he knows.

As Xathel asks for how bad he was hurt, the catfolk replies “I felt that but I’ve seen worse.

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Scratch gets to work on fixing up his own wounds to start with. He cracks open a well used liquor bottle and sniffs the fumes, then crushes up some dried herbs and mixes them into the bottle, sniffing the fumes once more.

Natural Medicine: DC15: 1d20 + 8 ⇒ (9) + 8 = 17
Healing: 2d8 ⇒ (4, 7) = 11

"Good as new!" He grins, taking a haul off the bottle before packing the cork back in.

After his 10 minutes he'll see if anyone else is still ailing.

I'm going to assume we'll want to be frugal with time spent doing things like healing. The more people that can heal themselves the better. I'm always happy to apply Scratch's healing arts to anyone that wishes. Just make the +8 roll and be mindful it takes 10min per attempt.

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

"A good instinct, in this case," Xathel replies to Caitlin, with a nod of approval. Seeing that the ranger carries healer's tools as well, he tends to his own wounds first.

Medicine: 1d20 + 8 ⇒ (15) + 8 = 23
healing: 2d8 ⇒ (4, 1) = 5

Vigilant Seal

| 64hp | AC:20 | Prec:8 | F:11 R:8 W:8 | HeroP:1/3 |

Fort save, Alseil: 1d20 + 11 ⇒ (13) + 11 = 24
Fort save, Goldirox: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Darn it Goldirox, you have bonuses for this, lol.

"Ouch." The large statue says. "Traps...always...worst.

No Medicine or direct healing spells here. Alseil carries a couple of minor healing potions for emergency healing...sadly we cannot use crafting to fix Goldirox.


As the mists clear, you take stock of everyone’s condition.

Burni starts treating one of your wounds,
I would say someone else should probably also start Treating Wounds, but you will want to roll that yourself,
Burni, let me know who’s wounds you are treating and roll the amount of healing.
You could have Burni treat everyone, but that takes 10 minutes per treatment.

Status:
Alseil and Goldirox Enfeebled 1 11 damage
Caitlin 11 damage
Looni 11 damage
Scratch 11 damage
Xathel 5 damage
Chance 5 damage

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:
GM Bret wrote:

As the mists clear, you take stock of everyone’s condition.

Burni starts treating one of your wounds,
I would say someone else should probably also start Treating Wounds, but you will want to roll that yourself,
Burni, let me know who’s wounds you are treating and roll the amount of healing.
You could have Burni treat everyone, but that takes 10 minutes per treatment.

Status:
Alseil and Goldirox Enfeebled 1 11 damage
Caitlin 11 damage
Looni 11 damage
Scratch 11 damage
Xathel 5 damage
Chance 5 damage

Scratch already has healed himself and is available for someone else in the 2nd 10 min block. Feel free to make the rolls yourself.

Scratch looks at the stone golem and chuckles "My turd of a brother would get a kick outta you Goldi."


Sorry, yes Steeltoe did heal himself. Updating my notes.

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Xathel took 11, healed 5, so is down 6. He can attempt Medicine (+8) on someone else in the second 10 minutes, if needed.

Goldirox wrote:
No Medicine or direct healing spells here. Alseil carries a couple of minor healing potions for emergency healing...sadly we cannot use crafting to fix Goldirox.

But it's a shared HP pool, so we just have to heal Alseil, right?


Xathel wrote:


But it's a shared HP pool, so we just have to heal Alseil, right?

Yup, heal either and you heal both.

Alseil and Goldirox Enfeebled 1 11 damage
Caitlin 11 damage
Looni 11 damage
Scratch 0 damage
Xathel 6 damage
Chance 5 damage

Probably want to do at least one more round of healing. Done 10 minutes healing so far.

Vigilant Seal

CN M Goblin (charhide) Oracle 4 | HP 46 | AC 19 | F +10 R +10 W +7 | Perc +5, Darkvision 60 ft | Speed 25 ft | Focus 2/2 | Spells 1st: 3/3 2nd: 3/3| Hero Points: 1 | Active Conditions: None

Alright, Looni will work on Alseil first…
Healing to Alseil: 2d8 ⇒ (7, 7) = 14

…and then himself, leaving Caitlin for Scratch or Xathel.
Healing to Looni: 2d8 ⇒ (7, 2) = 9

Vigilant Seal

Mostly human precision ranger 5 | AC 23 | HP 63/63 | P +11 F +10 R +13 W +11 | Def. Expl.: Seek | | ◆ | ◇ ◈ | ↺ |

Caitlin will start to treat herself as the others get to work.
Treat Wounds, Medicine: 1d20 + 6 ⇒ (6) + 6 = 12


Alseil and Goldirox Enfeebled 1 0 damage 40 minutes treat wounds
Caitlin 11 damage 40 minutes treat wounds
Looni 2 damage 50 minutes treat wounds
Scratch 0 damage 40 minutes treat wounds
Xathel 6 damage 40 minutes treat wounds
Chance 5 damage

Time values given with respect to Burni’s time healing.
Burni, treat x2
Caitlin, treat
Xathel, treat
Scratch, treat


Seeing that Chance is the only one left to treat, Xathel treats their wounds. It goes remarkably well and the swashbuckler is ready for the next fight!

Xathel's Medicine (T): 1d20 + 8 ⇒ (18) + 8 = 26
Success (DC 15) heals: 2d8 ⇒ (5, 7) = 12; Crit (25) additionally heals: 2d8 ⇒ (8, 1) = 9


The group waits around for forty minutes until they can once again treat wounds.

Looni treats themselves, healing the last of their injuries.

At about this time, Alseil recovers her strength. Enfeebled goes away

You wait another ten minutes and can then start the next round of healing.

Alseil and Goldirox 0 damage
Caitlin 11 damage
Looni 0 damage 50 minutes treat wounds
Scratch 0 damage
Xathel 6 damage
Chance 0 damage 10 minutes treat wounds

I prefer a player do the botting. Decide who is healing whom and do the necessary rolls please.

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Seeing that Caitlin is having some difficulty with her own wounds, Xathel steers Looni's reliable--if slightly disgusting--healing hands toward her.

heal: 2d8 ⇒ (1, 6) = 7

Meanwhile, he takes the opportunity to attend to his own wounds again.

Xathel's Medicine (T): 1d20 + 8 ⇒ (14) + 8 = 22
Success (DC 15) heals: 2d8 ⇒ (2, 6) = 8; Crit (25+) additionally heals: 2d8 ⇒ (2, 7) = 9

That heals Xathel up to full and should leave Caitlin only 4 down, so we should be good to continue? If we're paranoid about 4 hp, then someone can use a potion.


Alseil and Goldirox 0 damage
Caitlin 4 damage 50 minutes treat wounds
Looni 0 damage 40 minutes treat wounds
Scratch 0 damage
Xathel 0 damage 50 minutes treat wounds
Chance 0 damage

Moving on. I assume you return to you normal formation.


You take the first right turn, moving down the halls. You find three small rooms with nothing of interest in them.

The next room is much more interesting.

Moving group to slide 14, leaving a mark on slide 11 indicating overall position.

A bas relief of a great city split in two adorns the walls of this chamber. Every inch bears a fine detail, from pairs of guards that watch over the doorway to a forge hammering away at a clan dagger. Dwarven calligraphy covers the stone tiles that make up the floor.

As you approach, you see three incorporeal creatures rising from the floor!

Setting up…another post to follow soon.


Initiative:

Alseil Geodekeeper's Initiative Using Detect Magic (Arcana): 1d20 + 6 ⇒ (3) + 6 = 9
Caitlin Berrigan's Initiative Using Search: 1d20 + 8 ⇒ (7) + 8 = 15
Looni Burni's Initiative Using Avoid Notice (Stealth): 1d20 + 8 ⇒ (3) + 8 = 11
Scratch Steeltoe's Initiative Using Avoid Notice (Stealth): 1d20 + 12 ⇒ (20) + 12 = 32
Xathel's Initiative Using Investigate and Scout, Incredible initiative: 1d20 + 12 ⇒ (14) + 12 = 26
Chance Sarava's Initiative Using Avoid Notice, After You (acts last): 1d20 + 9 ⇒ (6) + 9 = 15

Incorporeal #1: 1d20 + 8 ⇒ (3) + 8 = 11
Incorporeal #2: 1d20 + 8 ⇒ (6) + 8 = 14
Incorporeal #3: 1d20 + 8 ⇒ (12) + 8 = 20

Round 1:

Bolded may act.
Religion to identify the creatures.

Scratch
Xathel

Incorporeal Three
Caitlin 4 damage
Incorporeal Two
Incorporeal One
Looni
Alseil and Goldirox
Chance (After you!)

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Xathel hisses a warning, and carefully aims his magic bow over Looni's head at one of the spirits. He shoots, then rapidly fires a second arrow.

Xathel Devises a Stratagem (◆), uses Known Weaknesses to Recall Knowledge as part of same action, and Shoots (◆), all against foe #1.
Religion: 1d20 + 8 ⇒ (16) + 8 = 24 (on crit, Xathel & allies get +1 on next attack vs. target)
Shortbow +1, with Devise a Stratagem: 1d20 + 11 ⇒ (16) + 11 = 27, Range 60 ft, Reload 0, Deadly d10
Piercing damage: 1d6 ⇒ 4
Strategic strike adds precision: 1d6 ⇒ 2
On crit, add Deadly: 1d10 ⇒ 3

Shoot again at #1 (◆); no precision added.
Shortbow +1: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18, Range 60 ft, Reload 0, Deadly d10
Piercing damage: 1d6 ⇒ 1
On crit, add Deadly: 1d10 ⇒ 6


Xathel knows these are Wailing Ghosts. In addition to their obvious incorporeal existence, Xathel recalls that their moans are known to frighten the living.

Game Mechanics:

Wailing Ghosts
UNCOMMON N MEDIUM GHOST INCORPOREAL SPIRIT UNDEAD

Weeping Moan [one-action] (auditory, divine, emotion, enchantment, fear, mental) The wailing ghost shakes with a terrible sob, forcing each living creature within 15 feet to attempt a Will save. On a failure, a creature becomes frightened 1 (or frightened 2 on a critical failure). On a success, a creature is temporarily immune to this ghost's Weeping Moan for 1 minute.

More to be discovered, -2 for each repeated attempt.

His first bow shot hits, but doesn’t do full damage. None of the precision damage affects the ghost, but the strike does hit something important. Critical hit The second shot also hits, but fails to do any damage.

Round 1:

Bolded may act.

Scratch
Xathel
Incorporeal Three
Caitlin 4 damage
Incorporeal Two
Incorporeal One 9 damage
Looni
Alseil and Goldirox
Chance (After you!)

Vigilant Seal

Mostly human precision ranger 5 | AC 23 | HP 63/63 | P +11 F +10 R +13 W +11 | Def. Expl.: Seek | | ◆ | ◇ ◈ | ↺ |

As a free action when initiative is rolled, Caitlin will have used Slayer's Identification (from her Undead Slayer dedication) with Ghost Lore at +1 to Recall Knowledge on the creatures. (+8)


Spoiler:
Ghost Lore: 1d20 + 8 ⇒ (13) + 8 = 21

Caitlin agrees with what Xathel said and adds that they are immune to a large number of physical ailments. The best ways to hurt them are force or positive damage. Without a magical weapon, they are even more difficult to hurt.

Game Mechanics:
Immunities death effects, disease, paralysis, poison, precision, unconscious, Resistances all damage (except force, ghost touch, or positive; double resistance vs non-magical)

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Scratch's ears perk up as he hears the moan's ghosts coming out of the floor. "Magic weapons ya say? How 'bout loads of gunpowder behind a steel slug?" In a flash his arquebus is in hand, he steps behind Caitlin and prepares to rattle some eardrums.

"Sorry, but its gonna be loud.. and don't worry, I'm a great shot!" He hollers as he tries to find the smallest of openings through the crowd at the #2 ghost dead ahead.

+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 13 ⇒ (12) + 13 = 25
Damage (P/B): 2d8 + 2 ⇒ (1, 8) + 2 = 11
Replace Damage with Fatal Damage if a Crit (P/B): 2d12 + 2 ⇒ (4, 2) + 2 = 8
Extra Fatal Dice Damage (P/B): 1d12 ⇒ 9
One Shot, One Kill (Precision): First Strike, Stealth for Initiative: 1d6 ⇒ 5

Afterwards he ducks behind the pillar nearby and hastily reloads. +2 AC from taking cover for the round.
◆ Covered Reload: You duck into a safe position or minimize your profile while reloading to make your next attack. Either Take Cover or attempt to Hide, then Interact to reload. As normal, you must meet the requirements to Take Cover or Hide; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover, and you need to be benefiting from cover or concealed to a creature to Hide from that creature.


Scratch shoots past the group and hits the ghost with their shot. As expected, it doesn’t do full damage. He then ducks behind the pillar for cover.

Ghost three moves up to Goldirox and Chance. It then starts crying, their whole being shaking with a terrible sorrow. It then reaches out to Chance.
DC 18 save, Failure Frightened 1, Crit Failure Frightened 2.
ghostly hand: 1d20 + 10 ⇒ (20) + 10 = 30
Negative damage: 1d6 + 3 ⇒ (4) + 3 = 7

Chance, Burni, Xathel and Alseil need a DC 18 Will save as listed above
I don’t think Goldirox is living so it wouldn’t affect the construct.

Round 1:

Bolded may act.

Scratch
Xathel DC 18 Will save vs Frightened
Incorporeal Three
Caitlin 4 damage
Incorporeal Two 9 damage
Incorporeal One 9 damage
Looni
Alseil and Goldirox DC 18 Will save vs Frightened
Chance (After you!) 14 damage, DC 18 Will save vs Frightened

Vigilant Seal

CN M Goblin (charhide) Oracle 4 | HP 46 | AC 19 | F +10 R +10 W +7 | Perc +5, Darkvision 60 ft | Speed 25 ft | Focus 2/2 | Spells 1st: 3/3 2nd: 3/3| Hero Points: 1 | Active Conditions: None

Will vs DC 18: 1d20 + 7 ⇒ (7) + 7 = 14

The goblin's teeth start chattering as the mournful wail dies down.

Frightened 1

Vigilant Seal

Mostly human precision ranger 5 | AC 23 | HP 63/63 | P +11 F +10 R +13 W +11 | Def. Expl.: Seek | | ◆ | ◇ ◈ | ↺ |

Realising her precise damage will do nothing, Caitlin thinks her only chance is to hammer two arrows into the same spot. She marks 2 as her prey (◆ Hunt Prey), casts ◆ Gravity Weapon on her bow and looses a pair of shots with
◆ Hunted Shot, trying to thread them through.
Hunted Shot 1: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 2 ⇒ (4) + 2 = 6
Hunted Shot 2: 1d20 + 5 ⇒ (15) + 5 = 201d8 ⇒ 4

(Damage combined before resistance if both hit.)


Caitlin, it used to work but now I’m getting File Not Found when trying to bring up your character sheet.
I am going to assume your bow is magical, but if you could change your dice expressions to include weapon type and damage type that would be helpful.

Caitlin manages to hit with both of her shots. The creature looks badly injured.

Ghost two floats past the front line, through the wall, to come out at your back line.

It gives out a wailing “Boo! Woo! Woo!
DC 18 Will vs frightened 1, CF frightened 2
Scratch, Caitlin, Asmeil, Xathel and Looni are in range.
Frightened doesn’t stack, but if you crit fail the larger value would apply

Ghost one moves up to Looni and extends their hands. It It is not a friendly gesture.
Ghostly hand: 1d20 + 10 ⇒ (14) + 10 = 24
Negative damage: 1d6 + 3 ⇒ (5) + 3 = 8
Ghostly hand, MAP: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
Negative damage: 1d6 + 3 ⇒ (3) + 3 = 6

Round 1:

Bolded may act.

Incorporeal Three
Caitlin 4 damage DC 18 Will save vs Frightened
Incorporeal Two 9 damage
Incorporeal One 17 damage
Looni 14 damage frightened 1 DC 18 Will save vs Frightened
Alseil and Goldirox DC 18 Will saves vs Frightened (twice)
Chance 14 damage, DC 18 Will save vs Frightened

Round 2:

Scratch DC 18 Will save vs Frightened
Xathel DC 18 Will save vs Frightened

Vigilant Seal

CN M Goblin (charhide) Oracle 4 | HP 46 | AC 19 | F +10 R +10 W +7 | Perc +5, Darkvision 60 ft | Speed 25 ft | Focus 2/2 | Spells 1st: 3/3 2nd: 3/3| Hero Points: 1 | Active Conditions: None

Will, Frightened vs DC 18: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26

Looni is too busy preparing to cackle with glee to notice the next ghost’s wailing. “Burn away, burn away, burn away all!” Waves of crimson-white light spill from his body, erasing bruises from the living and existence from the dead.

Positive Energy: 2d8 ⇒ (7, 2) = 9 (Undead can make a Basic Fortitude save (DC 19 due to Frightened))

Casting Lvl 2 heal [AAA].

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

I believe #2 has been hit twice (by Scratch & Caitlin), so should be the more damaged one, not #1?

Will: 1d20 + 10 ⇒ (15) + 10 = 25
Will: 1d20 + 10 ⇒ (18) + 10 = 28

Xathel calmly lines up another shot on the same ghost and fires again.

Devise a Stratagem (◆), Recall Knowledge as part of same action, and Strike at #1 (◆).
Recall Knowledge: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9 (includes -2 for retry)
Shortbow +1, with Devise a Stratagem: 1d20 + 11 ⇒ (20) + 11 = 31, Range 60 ft, Reload 0, Deadly d10
Piercing damage: 1d6 ⇒ 1
On crit, add Deadly: 1d10 ⇒ 5
And he'll not take a second shot since it will just waste ammo. So no third ◆ this time.

Envoy's Alliance

Male Catfolk Swashbuckler 3 HP 41 AC 20 F+8 R+11 W+6 Init last Perc +6 Stealth +9 Speed 30' Hero Points 0 Lacking panache Conditions

Gained panache with After You. Dealt 14 point of damage then healed 9. 36/41 HP.
DC 18 Will: 1d20 + 6 ⇒ (10) + 6 = 16
Freightened 1

The catfolk swings his rapier toward the most damaged ghost in range.

Strike ◆
+1 Rapier vs AC, Frightened 1: 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21
magic piercing damage: 1d6 + 1 ⇒ (6) + 1 = 7 +2 precision but the creatures are immune
deadly: 1d8 ⇒ 5

Strike ◆
+1 Rapier vs AC, Frightened 1, MAP: 1d20 + 10 - 1 - 5 ⇒ (13) + 10 - 1 - 5 = 17
magic piercing damage: 1d6 + 1 ⇒ (2) + 1 = 3 +2 precision but the creatures are immune
deadly: 1d8 ⇒ 3

He then takes a defensive posture.

Dueling Parry ◆ AC increases to 22, Opportune Riposte ↺ if any creature critically fails an attack against him.

Opportune Riposte ↺:

Unless an effect prevent it, frightened decreased
+1 Rapier vs AC: 1d20 + 10 ⇒ (2) + 10 = 12
magic piercing damage: 1d6 + 1 ⇒ (4) + 1 = 5 +2 precision but the creatures are immune
deadly: 1d8 ⇒ 1


You are correct, the more damaged one was Two. Fixed.

Looni releases a wave of energy, healing the living and hurting all three ghosts. One of the three dissipates.
Resist the heal! One: 1d20 + 6 ⇒ (7) + 6 = 13
Resist the heal! Two: 1d20 + 6 ⇒ (5) + 6 = 11
Resist the heal! Three: 1d20 + 6 ⇒ (6) + 6 = 12

Xathel has no fear and takes aim at another of the ghosts. They strike true and it is also destroyed.

Chance then swings at the remaining ghost and hits twice. Although the second hit barely connected, with everything else that had happened that was just enough to defeat it. Seems the last ghost was slightly weaker than the others.

Round 1:

Bolded may act.

Incorporeal Three 15 damage
Caitlin 0 damage DC 18 Will save vs Frightened
Incorporeal Two 26 damage
Incorporeal One 23 damage
Looni 5 damage
Alseil and Goldirox DC 18 Will saves vs Frightened (twice)
Chance 5 damage, DC 18 Will save vs Frightened

Round 2:

Scratch DC 18 Will save vs Frightened
Xathel DC 18 Will save vs Frightened

Combat over


Status:
Alseil and Goldirox 0 damage
Caitlin 0 damage 50 minutes treat wounds
Looni 5 damage 40 minutes treat wounds
Scratch 0 damage
Xathel 0 damage 50 minutes treat wounds
Chance 5 damage


This room memorializes the city of Jernashall on the northern wall, and Raseri Kanton on the southern. The floor's message is a prayer to the Dwarven pantheon, calling on all the deities to help those fleeing to remember the traditions they bring with them.

There is nothing more to be found in this room.
Let me know when you are ready to move on.

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Will vs Fear DC18. Necromancy?: 1d20 + 10 ⇒ (12) + 10 = 22

"Heh, I ain't afraid of no ghosts.. much." He starts to line up another shot but snorts in disapproval as the last ghost disappears. "Ya'll work too fast, way too fast. One shot? I was just getting things sighted in!"

He has a quick look around then gets ready to move along.


Should have stated, the fear will wear off so quickly there is no reason other than potential roleplay to do the check.

Vigilant Seal

Female Gnome (Sensate) Summoner (Construct)-4 | 64hp | AC:18 | Prec:8 | F:11 R:8 W:8 | HeroP:0/3 | Summoner 4

Will Alseil: 1d20 + 8 ⇒ (6) + 8 = 14
Will Goldirox: 1d20 + 8 ⇒ (11) + 8 = 19

"That was surprisingly fast."


Was anyone going to bot or do any healing or do you want to just move on?

Vigilant Seal

CN M Goblin (charhide) Oracle 4 | HP 46 | AC 19 | F +10 R +10 W +7 | Perc +5, Darkvision 60 ft | Speed 25 ft | Focus 2/2 | Spells 1st: 3/3 2nd: 3/3| Hero Points: 1 | Active Conditions: None

Looni finished carelessly slathering himself with mud and holds up his hands expectantly. “Who is next?”

Healing vs Looni: 2d8 ⇒ (4, 8) = 12
Healing vs Chance: 2d8 ⇒ (6, 8) = 14

Twenty minutes later, both he and the gallant Chance are much dirtier - and much healthier - than before.


Your group resumes their search of the labyrinth.

You come to what appears to be a repository. Stone shelves built into the walls here store books, ledgers, and other documents. A desk with an oil lamp provides space for a solitary researcher to investigate the materials.

While many of the materials crumble when touched, what remains provides a picture of a life disrupted. You spend an hour collecting and examining the documents in this room. Thanks to Xathel and Scratch being able to read the records, you are able to uncover a picture of the calamity that affected the city. Several ledgers remain that show bustling trade in both Raseri Kanton and Jernashall prior to 3980 ar. Diaries speak of a well-functioning, thriving society with little mention of unrest until a volcano erupted and forced the inhabitants to flee.

DC 16 Academia Lore, Dwarven Lore, Library Lore or other relevant Lore check to Recall Knowledge or DC 18 Society check to recall knowledge:

In 3980 ar, the volcano Torag's Crag erupted in a sudden, cataclysmic event that came to be known as the Rending. The volcano had begun to show signs of impending eruption in the early 3900s, but the dwarven kingdom of Tar Khadurrm around and under the mountain ignored the warning. Tar Khardurrm's underground capital city Jernashall was overwhelmed by magma flows, and its sister city of Raseri Kanton, on the surface, was destroyed when it fell into the open earth. This led to a great decline for Tar Khadurrm, which descended into bickering and fractured alliances until it finally collapsed almost 500 years later.

The dwarves of the Five Kings Mountains would go on to rename the mountain Droskar's Crag, after the reviled god of cheating and endless toil. Over the following centuries, the caverns beneath became home to exiles and wandering monsters, and the mountain picked up another ominous name: the Pallid Peak.

You should select the next location you will explore, The Sunken Hills or The Unsealed Way. See slide 8 for the descriptions of the two areas.
Switching locations does provide a rest during which you could purchase items. See restrictions on Slide 7.

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Society (E): 1d20 + 12 ⇒ (12) + 12 = 24

Xathel takes copious notes while the group examines the records, and he shares what he knows of Tar Khadurrm's history.

I vote for Unsealed Way. I think that was the second choice last time?

Vigilant Seal

CN M Goblin (charhide) Oracle 4 | HP 46 | AC 19 | F +10 R +10 W +7 | Perc +5, Darkvision 60 ft | Speed 25 ft | Focus 2/2 | Spells 1st: 3/3 2nd: 3/3| Hero Points: 1 | Active Conditions: None

If it’s wet, Looni doesn’t want it. XD Unsealed Way sounds good here!


Having finished exploring the labyrinth, you return to base camp and report.

When you make the report, your group is asked if you checked each of the traps to determine if they reset and if so successfully disabled them. You realize that you hadn’t checked the initial slab with the glowing icons. After getting the details of what you know about that trap, they ask that for any future hazards you check to see if they rearm themselves and if so attempt to disable them.
Not a big deal, but you missed a potential success.

You are told to get some rest, they will send out another tram to handle the missed trap. They will also send people to start moving the discovered records out of the repository but are thankful you reviewed them and provided the information.

Setting up Unsealed Way.


It looks like you are traveling along an underground road. You pause to investigate a chamber.

A slender post spans from floor to ceiling in each corner of this stone chamber. The bracket that holds the posts in the floor is chipped, leaving the posts only loosely attached.

The road continues in two directions, to the south through the chamber and to the east.

Slide 21.

Vigilant Seal

NG Male Ancient Elf Investigator 4 (Empiricism) | HP 38/38 | AC 20, F+6, R +10, W +10 (+1 vs. traps) | Perc +10 (+1 traps, +2 Init) | Speed 30 | low-light vision | Exploration: Investigate & Scout | Hero Points 1/3 | Active Conditions: none | ◆◇↺

Xathel gestures for the group to stop, and takes a closer look at the room from just outside the doorway. "These posts look suspicious, like they're meant to be knocked out of place easily. Which might drop the ceiling down, or pose some similar threat."

Perception vs. traps: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19

I've moved Goldirox back so that Xathel can stand at the doorway, if that's OK?


Spoiler:
(E): 1d20 + 8 ⇒ (9) + 8 = 17

Xathel makes their way to where they can see the posts. They do look suspicious, but he can’t see anything indicating they would cause the ceiling to collapse.


VC Australia - WA

The traps and haunts of the Pallid Peak have been weakened, be it by skill or force.
The Hazards Identified condition is now in effect for Act 1.


A runner comes with a warning about other hazards seen so far. This causes Xathel to look down rather than focus on the ceiling.

Looking down, Xathel realizes that the floor is unstable. Anyone attempting to walk across is it likely to cause it to tip, slamming them into a wall.

Crafting, Thievery, or come up with some other way to handle the hazard.

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

"Almost seems a waste of gunpowder to blast a hole in the floor. Maybe we can rig up some wedges to keep it stable? Unless you think you can find the shutoff switch Xathel?" Scratch looks at the ancient Elf, as well as the others.

"We should figure out how to put it outta commissions so no one else down the line gets blind sided."

+6 crafting for Scratch, no thievery.

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