Gameday XI: Expedition Into Pallid Peril (GM Kwinten) (Inactive)

Game Master Quentin Coldwater

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Macros sheet


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Slides Loot sheet
Blakros Deception game:

Karamjeet moves forward and aims to take out another skeleton. Sadly, his aim is off and his fauchard scratches the wall.
Aurika aims three darts of magical force at the skeleton across from her. The first two darts slam into its skull and rattle it around, but the third one manages to knock it off its vertebrae. Without the skull, the skeleton collapses to the ground.

Zourn
Karamjeet
Aurika
Skelly 4 6 damage
Skelly 2
Ingmar 12 damage
Nic

Nic and Zourn may act!

Battlemap.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

Nic strides forward to cover the wizard and Readies a strike with his rapier if any of the skeletons come in reach.

Stride-Ready

Held rapier Strike: 1d20 + 7 ⇒ (7) + 7 = 14

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

"Boneheads, you need to keep your eyes and weapons on me." Zourn says frustrated at their attacks on his allies.

Shield Bash (Spikes): 1d20 + 6 ⇒ (8) + 6 = 14
Piercing Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Stride, Strike, Raise Shield


Slides Loot sheet
Blakros Deception game:

Nic prepares to defend Aurika when an enemy comes close.
Zourn moves up to the eastern skeleton and tries to bash it against the wall, but without much success.

Skeleton 4 drops its shortbow and draws a scimitar, then slashes twice at Zourn. The first one connects, but the second one goes wide.
Scimitar strike: 1d20 + 8 ⇒ (17) + 8 = 25
Slashing damage: 1d6 + 4 ⇒ (4) + 4 = 8

Scimitar strike: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4

The skeleton threatened by Karamjeet drops the shortbow, draws a scimitar as well, steps into slashing range, and goes to town on Karamjeet. But not before Karamjeet slashes back.

Karamjeet attack of opportunity: 1d20 + 9 ⇒ (1) + 9 = 10

Skeleton scimitar attack: 1d20 + 8 ⇒ (4) + 8 = 12

Both attacks miss their targets.

Zourn 8 damage
Karamjeet
Aurika

Skelly 4 6 damage
Skelly 2
Ingmar 12 damage
Nic

Everyone may act!

Battlemap.

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

As the Scimitar comes crashing down, Zourn shifts his shield to take the brunt of it.

Shield Block: Absorbs 5, Shield and Zourn take 3 damage.

---

Draw Second Shield, Raise Shield, Shield Bash
Shield Bash (Spikes): 1d20 + 6 ⇒ (3) + 6 = 9
Piercing Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Zourn curses as he still can't get his grip correct to land a blow.


Slides Loot sheet
Blakros Deception game:

Ah, sorry, for some reason I brainfarted and assumed you didn't have Shield Block, otherwise I would've asked if you wanted to catch some of it. Thanks for correcting me!

Zourn 3 damage, shield 3 damage
Karamjeet
Aurika
Skelly 4 6 damage
Skelly 2
Ingmar 12 damage
Nic

Everyone except Zourn may act!

Battlemap.

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

"This is going well so far," Aurika says, considering the foes for a moment. "I need to test a theory, so bear with me."

She then once more intones an incantation, drawing signs in the air before hurling more electricity at the two remaining skeletons. "Electric Arc!"
Electric Arc vs 2/4, DC 18 Reflex: 1d4 + 4 ⇒ (3) + 4 = 7

"Shield!" Aurika says as a follow up, protecting herself with magic.
Electric Arc, Shield. AC is 19 for this turn


Slides Loot sheet
Blakros Deception game:

Reflex save #4: 1d20 + 10 ⇒ (11) + 10 = 21
Reflex save #2: 1d20 + 10 ⇒ (18) + 10 = 28

Skelly 4 crackles with electricity but seems unfazed. Skelly 2 dances out of the way entirely.

Resist and crit success. They've got stupid high Reflex saves, sorry. :(

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

The halfling rushes in behind the skeleton on Karamjeet and strikes at it twice.

Rapier attack: 1d20 + 7 ⇒ (13) + 7 = 20
Second rapier attack: 1d20 + 7 - 5 ⇒ (10) + 7 - 5 = 12

Damage on first attack, piercing, including sneak attack: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (4) = 9

Stride-Strike-Strike.

Horizon Hunters

Male Human Fighter 1| HP 21/21 | AC 18 | F +8, R +6, W +4 | Perception +6| [dice=Fauchard]1d20+9[/dice] [dice=Dmg S]1d8+4[/dice] [dice=Deadly Dmg S]1d8[/dice] | Exploration: Scout

Karamjeet again raises his fauchard and strikes at the skeleton with all his might.

Fauchard Power Attack vs flatfooted: 1d20 + 9 ⇒ (17) + 9 = 26
Dmg S: 2d8 + 4 ⇒ (4, 7) + 4 = 15
Deadly Dmg S: 1d8 ⇒ 6

He then steps over to assist Zourn.

Power Attack, Step


Slides Loot sheet
Blakros Deception game:

Nic runs in and jabs twice. His first attack snaps off some bones, but it's hard to break bones by piercing them. Luckily Karamjeet's powerful fauchard strike shatters the rest of #2's bones and it is no more.

Zourn 3 damage, shield 3 damage
Karamjeet
Aurika
Skelly 4 6 damage
Ingmar 12 damage
Nic

Ingmar is left to go!

Battlemap.


Slides Loot sheet
Blakros Deception game:

Moving things along before I go to bed.

Skelly 2 draws his scimitar, provoking from Karamjeet.

Provoke: 1d20 + 9 ⇒ (11) + 9 = 20
Slashing: 1d8 + 4 ⇒ (2) + 4 = 6
[ooc]Meh, good enough. I don't think a skeleton with 2 HP left is much of a threat.

Karamjeet slashes through the final opponent and it is quiet once more in the chamber. You patch yourselves up, refocus, and continue. You inspect the bags and all they contain is a lot of mold. You sigh and continue.

A statue stands on each side of this room, each sculpted to look like a dwarf woman wearing an apron. Their hands stretch out in welcome. The only difference between the two statues are the veins of raw ore preserved in their stone robes. The statue to the east blinks her eyes open. “Oh!” she says. “Sister, we have visitors. It’s been so long.”

The other statue shakes herself awake. She yawns before saying, “I told someone would come back. Now, who are you?”

"How rude, dear sister," the first statue says again. "Allow us to introduce ourselves first. We are Raseri Kanton and Jernashall. We are here to guide travelers to their families."

Raseri Kanton has a bright river of silver on her apron, and Jernashall is adorned with veins of obsidian.

Jernashall, the statue to the east guards a hallway, while Raseri Kanton to the west sits in front of a similar elevator you encountered a few rooms back.

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Aurika takes a second to study what she's seeing before speaking.
Recall Knowledge? Arcana, Crafting, and Society are +8. The rest are untrained, with Occultism at +4 and Nature/Religion at +1

"Hi there! My name is Aurika. My friends and I are Pathfinders. So you can bet that having guides is really nice. That said, my family is all in Absalom. Tell me more about how you guide travellers to their families."


Slides Loot sheet
Blakros Deception game:

Spoiler:
1d20 ⇒ 14

Aurika:
You think these function as some kind of waystones or signposts, to guide people to their respective cities. You also think they can store information. Travelers could say when they passed and where they were headed, and other travelers could retrieve that information if they asked about a specific person.

Both statues start speaking at once, glad to have a new speaking partner. They glare at each other until one of them gives in and stops, letting the other one speak.

"We store information about travelers passing by," Jernashall says. "They can leave behind messages that others can call up, to let them know how their loved ones are doing."

"But sister, it has been several hundred years since the last traveler passed by," Raseri Kanton says. "Face it, they don't need us anymore. No one is going to ask us for their relatives, they're all dead by now. We should become beacons, to guide new people to us and help new travelers, rather than caring about old ones."

"Seri, how dare you," Jernashall gasps. "Forget all those messages? How can you abandon our divine duty, given by Mother Folgrit herself!"

Raseri Kanton sighs. "See, travelers? We've been like this for over a hundred years now. Neither of us can convince the other of their point of view. Our discussions have grown rather tedious by now."

Verdant Wheel

LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

"That all depends on how wide the family is. Do you have any messages for someone of the Ironfist clan?" asks Ingmar.

"However, I do see your point, Jernashall. One should honor their obligations, at least when it is practical. Raseri Kanton does have a point about perhaps the time has passed. If it has been so long that generations upon generations have been born, and died, I don't know how you could ever deliver your messages. I expect that you don't have contacts in the Boneyard, so your only chance is happenstance.

"However, you could help travelers that will be newly coming. We of the Pathfinder Society will be traveling through these grounds, and with a higher frequency. Being able to help these travelers and explorers would be a service that would be highly valued."


Slides Loot sheet
Blakros Deception game:

I wanted to go to bed, but insomnia.

"We do not contain any messages about the Ironfist Clan," the sisters reply immediately after Ingmar's request. Jernashall's features then soften, asking, "Perhaps it is a newer clan, after our time, or your clan simply didn't come here?"

I'd love to give a personalised message, but I don't know you well enough to come up with one, sorry!

"Still," Raseri Kanton says, "We've been in a deadlock about our situation for a hundred years now, and I know my sister; we're stubborn enough that we're not going to be swayed. I put it to you, travelers, what do you think we should do? If we purge all our information we can send out a signal to guide visitors, or keep doing what we're doing and be a glorified voicerecorder."

So, how this works is that I'm going to need a number of successes to convince either side. Each person can attempt two checks: Diplomacy, Religion, Society, or an appropriate Lore check (such as Dwarven Lore). You can also offer an unaligned vote for an alternative solution (be creative!), and if you manage to tie the vote, they do both. I don't see why you wouldn't do that, but maybe that's just me.

So, feel free to channel your character and act out what you would do or value. There is no right answer here. I'll give you about a full day to discuss and make skill checks, and we'll continue afterwards.

TL;DR: Make two skill checks: Diplomacy, Religion, Society, Lore.
- Jernashall wants to keep their original function as sources of information.
- Raseri Kanton wants to become a beacon.
- You can offer an alternative solution or remain neutral (basically to count as a success without preferring a specific side).

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

"Oh my, I would think it would be a terrible loss for all if you purged your messages. After all, there are many long-lived races in Golarion. When word gets out, and it will when I write my chronicle about you two, you can bet that people will return with the hope that there's a message for them," Aurika smiles, adding, "Or new messages to pass on!

Society: 1d20 + 8 ⇒ (5) + 8 = 13
Society: 1d20 + 8 ⇒ (3) + 8 = 11

Horizon Hunters

Male Human Fighter 1| HP 21/21 | AC 18 | F +8, R +6, W +4 | Perception +6| [dice=Fauchard]1d20+9[/dice] [dice=Dmg S]1d8+4[/dice] [dice=Deadly Dmg S]1d8[/dice] | Exploration: Scout

Karamjeet thinks hard about the situation. "On Jalmeray, where I come from, the caste system rigidly forces everyone into their place in society. This can be beneficial when there is a positive effect on society, but is often negative as it does not allow for innovation and growth. For instance, I was born to the farming class. Even though I was talented with weapons, I would not be granted access to even the lesser centers of martial learning on the island.

So when I found an opportunity to join the Pathfinder Society, I took it and changed my status and role in life. Now I am fulfilling an even greater destiny on my path to perfection. However, I do not forget my past or my family, and I try to honor them with my deeds and actions.

As there are two of you, perhaps you can honor your old function and your new found function at the same time. You, Jernashall, should keep the old ways and continue to carry the messages. And you, Raseri Kanton, can guide others that come to this place. Thereby, you can still be useful to those who visit here."

Diplomacy: 1d20 + 0 ⇒ (7) + 0 = 7
Society: 1d20 + 0 ⇒ (1) + 0 = 1

You are all welcome that I sucked out the terrible dice for you.

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

"The Pathfinder Society has a great deal of chroniclers. The head in books type. If we get some of them down here can we have to tell your histories and messages to them? As we record them you can have room to guide new travelers?" Zourn says pulling out a barely used journal they gave him when he joined, Report he thinks.

Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25

He sighs, "The value in records cannot be understated. There are kin of mine that may have rights to some of these homes and cities. We cannot just toss that away. No matter how old we remember our lineage."

Legal Lore: 1d20 + 4 ⇒ (13) + 4 = 17

Verdant Wheel

LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

Religion: 1d20 + 8 ⇒ (3) + 8 = 11
Religion: 1d20 + 8 ⇒ (1) + 8 = 9
"Trudd the Mighty would say that you should offer your strength to help others. Being a beacon could do that. And I think that Grundinnar the Peacemaker would agree that you should try bridge your gaps, make peace, and help out your neighbors."

Hero point that nat-1
Religion: 1d20 + 8 ⇒ (2) + 8 = 10

wow... thank you RNG. So helpful.


Slides Loot sheet
Blakros Deception game:

Rerolling that nat 1 is good. Crit fails deduct one point from your score, that's bad.
Zourn, could you say explicitly which side you're trying to support? I think I know, but I'd like to know for sure.
Going to bed now, will update and push forwards in about 9 hours.

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

Technically, I was creatively hoping we could find a way to chronicle the information using Pathfinders before resetting it because I would rather not lose it. If I had to choose one it would be keeping the information for the time being.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

Diplomacy (T): 1d20 + 3 ⇒ (20) + 3 = 23

Society (T): 1d20 + 3 ⇒ (17) + 3 = 20

With unusual forthrightness and articulate presentation, the halfling adds, "The paladin says what I would have--revere the past by recording your messages in another way, then turn towards the future. We honor you for your long service, and the words you have preserved from ages past. It is time to lay that burden on others, and serve in a new way."


Slides Loot sheet
Blakros Deception game:

Spoiler:
8d20 ⇒ (17, 13, 7, 8, 18, 7, 8, 19) = 97

Zourn Duvalo wrote:
Technically, I was creatively hoping we could find a way to chronicle the information using Pathfinders before resetting it because I would rather not lose it. If I had to choose one it would be keeping the information for the time being.

How this works is that the solution with the most votes gets enacted. So you're going with a third option. Looks like Nic agrees on that as well.

Oooh, exciting. I needed five successes to convince the Sisters. Crit fails deduct one success, crit successes give a second success. It wasn't looking very good at the start, but between Zourn and Nic, you manage to squeeze out 6!

The Sisters ponder what you've said for a while. "Hmmm, yes, that would work, I think," Raseri Kanton says.

"As long as you promise to keep good care of our records, there's nothing stopping us from sharing the information with you. It might take a while to share all the messages, but we've waited hundreds of years. What's a year or two on top of that?"

"Thank you, Pathfinders, for coming up with a creative solution to our problem. Now we both get what we want. I look forward to working together with you," Raseri Kanton smiles.

For the rest of the adventure, you get a +2 bonus on Dwarven Lore, if you have it, as the Sisters share some information about Droskar's Crag.

You say goodbye to the Sisters and continue exploring this area. Behind the statue to the west is another elevator up. You go up and check out where it leads, and it indeed goes to the same area as before. You make note of this, as this allows you to send multiple groups up, and continue downstairs.

Behind the eastern statue, there's a shaft that leads to a spacious cavern below. It's easy to climb down, and the cavern leads to a short passage, which ends in a pair of doors covered in all the symbols of the dwarven pantheon. They're all heavily damaged, except the symbol of Droskar, the evil dwarven god of toil. You open the doors and look beyond. A metallic scent wafts through the passageway, and you recognise this smell as Abyssal energy that remains after summoning fiends. For the smell to have lingered this long, a lot of fiends needed to have been summoned in the past. You make note of this and head back to base camp to report all of this.

You're back at base camp, so you can resupply and you need to rest before you can head out again. You can prepare new spells and daily resources before we go to the new location.


Slides Loot sheet
Blakros Deception game:

Spoiler:
4d20 ⇒ (15, 14, 12, 16) = 57

I see one vote for the Sunken Halls (Aurika), one vote for the Labyrinth (Karamjeet), and one half-vote for the Halls (Zourn) ("I am fine with" implies to me being okay with, but not directly voting for the Halls. Correct me if I'm wrong.) So I'll let the diceroller decide.

1 = Sunken Halls, 2 = Labyrinth: 1d2 ⇒ 2

You decide to not yet your feet wet (yet) and head for the Labyrinth.

The slab that seals this hallway bears the marking of a gravestone. Three icons are carved into it, as well as an inscription and foot-wide square that glow faintly with magic.

The inscription reads in dwarven, “It is not how it ends, but how it starts.”

The three icons seem to be worn down by some kind of erosion. Aurika and Ingmar recognise it as coming from repeatedly being touched.

The first of the three icons portrays a dwarven hammer. The second icon represents an underground city. The third icon shows a dwarf cutting off his beard.

DC 10 Religion or DC 5 Dwarven Lore to figure out the meaning behind the dwarven hammer:
This is the holy symbol of Torag.

DC 17 Societyor DC 10 Dwarven Lore to figure out the meaning behind the underground city:
This is the city of Tar Khadurrm.

DC 17 Religion or DC 15 Dwarven Lore to figure out the meaning behind the shaved dwarf:
Shaving your beard is a dwarven mourning ritual called thundran.

If you figured out the meanings of all the icons:
This seems like a meditation path. Dwarves fleeing Tar Khadurrm relfected here on the cities and community members left behind. To enter the path, the dwarves touched the glowing square and contemplated Tar Khadurrm, and the door would open.

Ingmar and Nic look at this slab and think there's something off about it. You think it might be some kind of trap, but it's difficult to pin down what will happen. It'll definitely go off if touched, however.

A Religion check or a Deception check to coax the door into letting you pass. (Yes, Deception. It makes sense if you know what it does.)

Battlemap.

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

Religion (Hammer): 1d20 + 4 ⇒ (17) + 4 = 21

"That one is easy, I could spot Torag's hammer in my sleep." Zourn shares as they begin to look over the puzzle before them.

Religion (Shaved Dwarf): 1d20 + 4 ⇒ (5) + 4 = 9

He shrugs at the depiction of the shaved dwarf, already being a bit odd in terms of dwarven tradition himself as he wears his hair shaved close.

He looks between the others to see what they have to say.

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Society: 1d20 + 8 ⇒ (11) + 8 = 19
"The underground city must be Tar Khadurrm. Seen it illustrated in one of the tomes back at the Grand Lodge."

"C'mon door. You just know that we're the right sort of folks to let past. We're dwarves!"
Deception: 1d20 + 5 ⇒ (16) + 5 = 21


Slides Loot sheet
Blakros Deception game:

Spoiler:
2d20 ⇒ (19, 17) = 36

As soon as Aurika says the words "Tar Khadurrm," there's a soft click coming from the door as something shifts inside its mechanisms. She tries to open the door and it swings open easily. Seems like that was some kind of passphrase.

There's a long hallways behind the door, with several passageways branching off from it. Inscriptions decorate the walls with scattered images, Dwarven script, and other symbols. The images and runes depict relics of dwarven life in centuries past.

The images include portraits of loved ones, carvings of the destroyed cities, and small remembrances of the life left behind in the aftermath of the disaster. For example, images of the markets bustling with commerce are alongside images of children’s favored toys left behind in the crisis. The walls also contain numerous letters to those left behind, often with a pining sorrow for what life was like before the volcano erupted. You piece together that a community of dwarf refugees moved through this area after the destruction of Jernashall and Raseri Kanton, the two great cities of the kingdom of Tar Khadurrm.

As Ingmar and Nic look down the hallway, they spot several carvings crying actual tears, then immediately evaporating. You think something might happen as soon as you set foot in the hallway.

A Religion check to recite prayers for the dead, a Dwarven Lore to speak of the history of Raseri Kanton, or a Thievery to plug the holes in the carvings.

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

"You know, I think we can bypass the danger by plugging the holes. I think I have just the thing..."
Thievery: 1d20 + 7 ⇒ (9) + 7 = 16

She pulls a few rags from her backpack that, upon further inspection, look like an old tunic. She tears pieces from it and attempts to plug the holes.

If that fails but doesn't trigger the trap...:
Thievery: 1d20 + 7 ⇒ (1) + 7 = 8
I would use a hero point here...
Thievery: 1d20 + 7 ⇒ (1) + 7 = 8
Well dang. Let me know if I burned that hero point


Slides Loot sheet
Blakros Deception game:

Aurika starts plugging the holes, but doesn't apply enough force and the rags fall out after a few moments. She tries again slightly hurried, and in her rush makes eye contact with a crying statue. The entire hallway fills with the sound of sobbing as every single statue starts crying, their tears immediately evaporating into a thick mist.

Everyone takes 1d6 ⇒ 4 points of negative energy (basic Fortitude save) from the mist.

Let's go into Encounter Mode now. There's no set initiative, but things will happen at some point.

Karamjeet
Nic
Aurika
Ingmar
Zourn

Everyone may act!
Everything in the hallway is now Concealed by the mist.

Aurika, you definitely used your Hero Point, I'm sorry. :(

Battlemap.

Horizon Hunters

Male Human Fighter 1| HP 21/21 | AC 18 | F +8, R +6, W +4 | Perception +6| [dice=Fauchard]1d20+9[/dice] [dice=Dmg S]1d8+4[/dice] [dice=Deadly Dmg S]1d8[/dice] | Exploration: Scout

Karamjeet Fort save: 1d20 + 8 ⇒ (8) + 8 = 16

Karamjeet readies his fouchard, but cannot see a foe.

"Should we keep going through the mist or back out of here?"

Does the mist seem to continue to hurt us?


Slides Loot sheet
Blakros Deception game:

16 is just not enough, sorry.

Technically, you don't know, but I see it flavoured like the outburst of emotion of all these carvings crying. The mist itself doesn't actually seem to hurt you. The crying does seem to continue, though.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

Fort save (T): 1d20 + 6 ⇒ (7) + 6 = 13

The rogue grimaces in pain and imposed sadness, then draws his rapier and tries to find cover, listening intently for signs of attackers.

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

Fortitude: 1d20 + 7 ⇒ (20) + 7 = 27

"We have seen living monoliths and magical doors, perhaps this is something our ancestors left behind as well." Zourn says attempting to recall a way to stop the negative outpouring.

Religion: 1d20 + 4 ⇒ (11) + 4 = 15

"Ol Grundinnar, give me some guidance. Everyone else back up." he calls out.


Slides Loot sheet
Blakros Deception game:

You all have your weapons out, you're expecting trouble down here.

Nic and Karamjeet are overwhelmed by the sudden outpour of emotion, but Zourn keeps his composure.

Zourn, I said a few posts back how to disable this: A Religion check to recite prayers for the dead, a Dwarven Lore to speak of the history of Raseri Kanton, or a Thievery to plug the holes in the carvings.

Karamjeet 4 damage
Nic 4 damage
Aurika
Ingmar
Zourn

Everyone still has all their actions.

Battlemap.

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

That was me kind of doing the skill check for the turn. Sorry should have worded it clearer.

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Fort save: 1d20 + 5 ⇒ (16) + 5 = 21

Aurika winces but is able to forge ahead. "I'm sure I can plug this."
Thievery: 1d20 + 7 ⇒ (1) + 7 = 8
Jeez...

Horizon Hunters

Male Human Fighter 1| HP 21/21 | AC 18 | F +8, R +6, W +4 | Perception +6| [dice=Fauchard]1d20+9[/dice] [dice=Dmg S]1d8+4[/dice] [dice=Deadly Dmg S]1d8[/dice] | Exploration: Scout

"Let me give you some space to work." Karamjeet backs out of the hallway to the room the group was in before entering the hallway.

Those of you with Dwarven Lore, don't forget we get +2 on Dwarven Lore checks now and Lore checks usually have a lower DC.

Verdant Wheel

LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

fort: 1d20 + 5 ⇒ (2) + 5 = 7
Religion: 1d20 + 8 ⇒ (5) + 8 = 13

Ingmar starts reciting prayers for the dead, but confuses some of the lines

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

Thievery check to plug holes: 1d20 + 7 ⇒ (2) + 7 = 9

Most of the holes seem to be out of reach for the halflings.


Slides Loot sheet
Blakros Deception game:

Ingmar, that's a crit fail! Double damage.

The party scrambles to get rid of the mist, but all their attempts are in vain. The images are still crying, but luckily don't produce any more negative energy.

Karamjeet 4 damage
Nic 4 damage
Aurika 2 damage
Ingmar 8 damage
Zourn

Everyone may act! The hallway is full of mist, and everyone is Concealed. Karamjeet can confirm that the previous room is free of mist.
A Religion check to recite prayers for the dead, a Dwarven Lore to speak of the history of Raseri Kanton, or a Thievery to plug the holes in the carvings.

Battlemap.


Venture-Agent, Play-by-Post

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.

Envoy's Alliance

Exploration Activity: Avoid Notice Halfling Rogue (thief racket)/1 HP 17/17| AC 18| Fort (T) +6| Ref (E) +9| Will (E) +7| Init (Stealth; T) +7| Perc (E) +7

Thievery check to disarm trap: 1d20 + 7 ⇒ (4) + 7 = 11

Nic silently struggles with the trap, but to no avail.

Grand Archive

Dwarf Champion (Paladin) of Grundinnar 1 | HP: 22/22 | Hero Point: 1/1 |AC: 18 (20) | F: 7 R: 4 W: 6 | Perc: +4 (Darkvision)| Speed 20ft | Active conditions: Exploration-Defend
Resources:
|Energy Emanation: 1/1 | Focus Points: 1/1

Religion: 1d20 + 4 ⇒ (11) + 4 = 15

"What was that prayer again?" Zourn says as he tries again to remember.

Radiant Oath

CG Female (she/her) Halfling Wizard 2 | Exploration: Avoid Notice
Stats:
AC 18 | Fortitude (+5), Reflex (+7), Will (+7) | Perception (+5) | Speed 25
♥️ 20/20 | ☘️ 1/3 | ☀️ 0/1 | ✋ empty | ⚕ Mage Armor | Wizard Spells (Arcane, +8, DC 18): Cantrips (6), 1st (2/4)

Aurika keeps trying to plug holes...
Thievery: 1d20 + 7 ⇒ (2) + 7 = 9
... but she just can't do it!

Verdant Wheel

LG Male (he/him) dwarf Alkenstar tinker stone druid 2 | HP 22/28 | AC 18 (20 w/ shield raised) | Fort +5; Ref +7; Will +10 [+2 circumstance vs spells or efects to be shoved/tripped/knocked prone] | Perc: +8 | Speed 20ft| Hero Points 1*/3; Bullets 22/25 | Exploration Mode: Search | Active conditions:

"By Torag's iron balls..." starts Ingmar as he tries again to recite prayers for the dead.

Religion: 1d20 + 8 ⇒ (16) + 8 = 24


Slides Loot sheet
Blakros Deception game:

The party tries to disable the crying walls until Ingmar finally manages to recite a prayer and calm them down. You retreat back to rest and patch up everyone's wounds, and a Pathfinder runner greets you and informs you that other teams have pointed out several traps to be careful of in Droskar's Crag.
The DC to spot traps/hazards goes down by 2 for this act.

You push on, exploring more of the Labyrinth.

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.

You still hear wailing dwarves echoing around this room. You think it's just a figment of your imagination, until a form rises through the floor and looks at you in a mix of sadness, anger and anguish. A broom materialises next to it and somehow seems to agree with the spirit.

Karamjeet's Initiative Using Scout: 1d20 + 9 ⇒ (9) + 9 = 18
Nic Blackwillow's Initiative Using Avoid Notice (w/Trap Spotter): 1d20 + 8 ⇒ (4) + 8 = 12
Aurika's Initiative Using Avoid Notice: 1d20 + 8 ⇒ (20) + 8 = 28
Ingmar's Initiative Using Search: 1d20 + 9 ⇒ (19) + 9 = 28
Zourn's Initiative Using Defend: 1d20 + 5 ⇒ (3) + 5 = 8
Initiative spirit: 1d20 + 8 ⇒ (6) + 8 = 14
Initiative broom: 1d20 + 3 ⇒ (14) + 3 = 17

Aurika
Ingmar
Karamjeet

Broom
Spirit
Nic
Zourn

Aurika, Ingmar, and Karamjeet may act!
Feel free to rearrange yourselves a bit from where you start now. I just put you down what I think made the most sense, but you might disagree.
Occultism or Religion to identify the spirit, Arcana or Crafting for the broom.

Battlemap.

Horizon Hunters

Male Human Fighter 1| HP 21/21 | AC 18 | F +8, R +6, W +4 | Perception +6| [dice=Fauchard]1d20+9[/dice] [dice=Dmg S]1d8+4[/dice] [dice=Deadly Dmg S]1d8[/dice] | Exploration: Scout

Karamjeet sees the danger to the group and springs into action. He moves into the room and takes up a position to threaten both foes and puts the full force of his body into swinging his fauchard at the broom.

Power Attack Fauchard: 1d20 + 9 ⇒ (2) + 9 = 11
Dmg S: 2d8 + 4 ⇒ (6, 3) + 4 = 13
Deadly Dmg S: 1d8 ⇒ 7

Move, Power Attack


Venture-Agent, Play-by-Post

Rumors of the Pathfinder Society’s expedition have attracted another interested party. Table GMs, run Event 1: First Contact.

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