GM Zoomba's PFS 2-21 In Pursuit of Water [[Outpost VI]] (Inactive)

Game Master Zoomba

RPG Chronicles sheet

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Radiant Oath

CG Female Human | Merchant | Bard Lvl 5 | Pathfinder Agent Dedication | Hero Points: 1/3 | Focus Points: 2/3 | HP 58/58 | AC 21 | F/R/W 11/13/11 | Perc +11 | Spell Attack: +11 | 25 feet | Class DC 21 | ◈◇↺ | Spells: -/3/2/0 | Exploration Activity: Avoid Notice | Performance(E)/Diplomacy(E): +13, Acrobatics/Stealth/Thievery: +11, Deception/Medicine: +10, Intimidation(U)/Nature/PFS Lore(E): +9, Athletics: +8, Lore (Mercantile)/Occultism: +7, Religion/Survival: +7, Arcana/Crafting/Society: +5 |

Occultism +4 for both

If there's time, Shayna will refocus, playing a calming melody on her flute to help ease the fear of the couple

Envoy's Alliance

Female Human Triggerbrand Gunslinger 2 / Shieldmarshal | Grave Robber | HP 28/28, AC 19 w Leather Armor (20 w Buckler raised), Fortitude** +7, Reflex** +10, Will* +5, Perception* +7, Stealth* +8 | Speed 25 ft. | Exploration Activity Avoid Notice | Active Conditions --- | ◆◇↺

"I'm sorry to hear what happened here." Lesley consoles the survivors. Lesley takes her time to inspect the bodies of the murderers.

Occultism +6/Underworld Lore +6 to Recall Knowledge on the face in the flames.
Occultism +6/Underworld Lore +6 to Recall Knowledge if it applies on stylized blue eye ringed with fangs tattoos.


An Enkindled Carnival

GM:
PD: 1d20 + 4 ⇒ (19) + 4 = 23
PA: 1d20 + 4 ⇒ (13) + 4 = 17
SD: 1d20 + 4 ⇒ (17) + 4 = 21
SA: 1d20 + 4 ⇒ (20) + 4 = 24
LD: 1d20 + 6 ⇒ (20) + 6 = 26
LA: 1d20 + 6 ⇒ (10) + 6 = 16

All three of you realize that the head floating in the flame wasn't just the head of a fell beast, but a representation of the entire fiend - a doru div. Amongst the weaker of the div breeds, dorus are often messengers for greater div powers, but are themselves still hateful creatures focused on destroying and corrupting all mortal works. The tiny floating heads can vanish at will and poison with their bite, but their obsession with hoarding secrets can lead them to be distracted and tempted.

Shayna also realizes the found tattoos aren't just a cool design, but closely resemble the head of an agash div. Walking embodiemnts of curses, agash divs wander the desert wielding curse magic to undermine mortals - especially charismatic or enchanting ones as these divs have a pathological hatred of beauty. you would also know both of those divs hate cold iron and good

'It was terrible. But we'll live to tell the tale thanks to you all' Seda says. She reaches and unwraps the shawl from around her head, offering the fine cloth with sapphire decorations out to the gunslinger and Cascade. 'Here. Take this. The smallest token of our eternal gratitude.'

Verdant Wheel

Male Leshy Monk 4 | HP 39/56 | AC 22/24 | F+10 R+12 W+11 | Perc +9 Low-Light Vision | Class DC 20 | Shield Hardness 5, HP 16/20 | Speed 25ft | Hero Points 1 | Focus Points 0/1 | Exploration: Defend | Active Conditions: None

"We thank you," says Cascade, "though a gift is unnecessary. We merely happened to arrive at the right place. And this attack may be related to the matter we are investigating--would you or any of your allies happen to be transporting an unusual key, by chance?"

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

As a note, always roll recall knowledge for Junior, he's trained in them all and likes to be the know-it-all.

JR follows along the story, keeping an ear on any oddities of the story. "We're glad our paths have crossed in a timely manner. My condolences on your caravan's fate." He does take special interest in the Parvad’s Calamities on the history between Osirian and Jistka. That would explain some of those ruins we just found recently... Taking it for bed time reading.

Horizon Hunters

6-05 | Nonbinary (they/them) leaf leshy (Finadar) oracle (tempest) 4 | ◆◇↺ | AC 20 (21) | HP 52/52 | P +8, F +8, R +8, W +10 | Explore: Search | NV, 25' | Focus: 2/2 | Spells 1st (3/3) 2nd (3/3) | Curse: 0 | Hero: 1/3 | Active Conditions: sunbathing

Going forward, Thevenin will also attempt any Recall checks that they're trained in. In this case, they would have attempted Religion +6.

"Divvies? Sounds meanie." They sigh.

"You want to come with us? It's dangerous out here. But it may be more dangerous where we're going."


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An Enkindled Carnival

GM:

JR: 1d20 + 6 ⇒ (15) + 6 = 21

Cascading Rapids wrote:
"We thank you," says Cascade, "though a gift is unnecessary. We merely happened to arrive at the right place. And this attack may be related to the matter we are investigating--would you or any of your allies happen to be transporting an unusual key, by chance?"

Sera keeps the shawl extended, refusing to take no for an answer. ’Please, I understand you did not do what you did for reward, but that is exactly why you honor me by accepting a gift freely offered. Especially as we have no key you seem to be pursuing.’

Yes her husband Rasool adds, recovering slightly from his shock. I don’t think any of our party had a strange lock or anything like that. As for danger, I think we shall wait here. This oasis is…well normally is a safer place among the sands. Another caravan should likely pass through in a day or two - we should have food and water to rest here until then.

JR:
That book is indeed interesting. Reading it as you keep travelling you pick up a few fascinating historical tidbits that might come up later

You can all have enough time to fully recover and the camels can drink well, but when set to continue on towards the ruins, Cascade (assuming their still the lead) can Navigate once more

Verdant Wheel

Male Leshy Monk 4 | HP 39/56 | AC 22/24 | F+10 R+12 W+11 | Perc +9 Low-Light Vision | Class DC 20 | Shield Hardness 5, HP 16/20 | Speed 25ft | Hero Points 1 | Focus Points 0/1 | Exploration: Defend | Active Conditions: None

"Well then, we thank you." Cascading Rapids across the shark before turning his attention to planning their route.

Survival: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14

And then examines the shawl later. It seemed an odd gift. Was there anything Special or unusual about it? Perhaps it bore a map of the desert.

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

JR also thanks the couple for their gift "Your generosity knows no bounds. We'll help you get settled and equipped while we give our camels a rest, but then we must continue on."

Ready on my end of things. JR has more to say on what went on but will wait until we're away from the survivors.

Envoy's Alliance

Female Human Triggerbrand Gunslinger 2 / Shieldmarshal | Grave Robber | HP 28/28, AC 19 w Leather Armor (20 w Buckler raised), Fortitude** +7, Reflex** +10, Will* +5, Perception* +7, Stealth* +8 | Speed 25 ft. | Exploration Activity Avoid Notice | Active Conditions --- | ◆◇↺

Lesley receives the fine cloth with sapphire decorations while Cascade talks about gifts and asks about a certain key they are looking for. She then gifts it to Cascade just in case the leshy finds it interesting.

She then helps Cascade in Navigating the ruins.
Survival to Aid Cascade: 1d20 + 4 ⇒ (18) + 4 = 22


An Enkindled Carnival

The couple doesn’t have, nor seems to be aware of, any key of the type you’ve heard about. Checking the corpses of the caravan dead and the cultists, none of them bear any strange keys either.

Eventually bidding Seda and Rasool farewell you strike out again into the desert sands, turning more sharply southeast towards the ruins Kira described. For the rest of the day and into the next you pass no other travelers nor see many sights to break up the monotony of the dunes. Luckily Cascade with some help from Lesley and Shayna seems to be getting the hang of travel, and as night falls on the fourth day you think you are making okay time.

Gonna need one more round of Navigation checks, though also feel free to chat about your thoughts as you’ve heading out alone again.

Horizon Hunters

6-05 | Nonbinary (they/them) leaf leshy (Finadar) oracle (tempest) 4 | ◆◇↺ | AC 20 (21) | HP 52/52 | P +8, F +8, R +8, W +10 | Explore: Search | NV, 25' | Focus: 2/2 | Spells 1st (3/3) 2nd (3/3) | Curse: 0 | Hero: 1/3 | Active Conditions: sunbathing

Aid Survival: 1d20 + 6 ⇒ (4) + 6 = 10

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

Before leaving JR takes out his writing kit and makes a few notes:

Seda Alame and husband Rasool. Caravan coming back from Pashow towards Aspenthar. Saved to be killed as 'something beautiful' to 'free the ancient one'. A 'poison that would flow from the desert'. Threw 'powder' in fire to summon the creature in the flames (doru div perhaps?).

He also sketches out the necklaces and tatoos in his notes: a symbol about their necks - a black circle edged with a thin band of sliver that seems to represent and eclipse. Three of them have a tattoo on their upper arms: a stylized blue eye ringed with fangs: agash div? Walking embodiemnts of curses, agash divs wander the desert wielding curse magic to undermine mortals - especially charismatic or enchanting ones as these divs have a pathological hatred of beauty. (Cold iron and Good damage.. do we have any?) Let's be sure not to get my pretty face captured else I'll be sacrificed for sure.

---

"I didn't want to upset those two any more than they already were, but we're dealing with some very disturbing cultists and their div masters. Do all you can to not be captured, especially alive. I can't imagine the things that would be done to anyone with a pretty face or strong force of will." He continues to walk along, leading his camel Sir Spitzalot.

"Did anyone find any of that supposed powder the cultists used to summon the creature in the fire? Or, more importantly, have any cold iron weapons or magic that deal 'good' damage?" He pulls out a small round globe of silver liquid "I have three of these holy waters, they should pack quite a punch against any demons, undead, or those divs."

Vigilant Seal

Poppet | HP 30/30 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +8 (Darkvision) | Default Exploration: Searching

"Should we have brought them with us? What if they get hurt again?" Princess Sunset asks in her sing-song voice as she looks up from the leather saddle bag. She shakes her head to JP offering a lopsided smile. "I don't have any of that."

No good at Survival so forego attempting to aid.

Horizon Hunters

6-05 | Nonbinary (they/them) leaf leshy (Finadar) oracle (tempest) 4 | ◆◇↺ | AC 20 (21) | HP 52/52 | P +8, F +8, R +8, W +10 | Explore: Search | NV, 25' | Focus: 2/2 | Spells 1st (3/3) 2nd (3/3) | Curse: 0 | Hero: 1/3 | Active Conditions: sunbathing

Thevenin does not have any ability do deal cold iron or good damage. But bzzap bzzap usually works. They can also cast magic weapon on someone's weapon if we want to just try brute forcing our way past their resistance, but then there will be fewer heals.

Verdant Wheel

Male Leshy Monk 4 | HP 39/56 | AC 22/24 | F+10 R+12 W+11 | Perc +9 Low-Light Vision | Class DC 20 | Shield Hardness 5, HP 16/20 | Speed 25ft | Hero Points 1 | Focus Points 0/1 | Exploration: Defend | Active Conditions: None

"Oh dear," says Cascade, distracted with his focus on navigation, "I am told I am 'adorable.' I do not use weapons or magic, I am afraid."

Survival: 1d20 + 6 + 1 - 1 ⇒ (18) + 6 + 1 - 1 = 24


An Enkindled Carnival

GM:
Junior Peppers's Perception (E): 1d20 + 7 ⇒ (14) + 7 = 21
Princess Sunset's Perception (T): 1d20 + 5 ⇒ (2) + 5 = 7
Lesley Hart's Perception (E): 1d20 + 6 ⇒ (2) + 6 = 8
Thevenin Serkat's Perception (T): 1d20 + 6 ⇒ (3) + 6 = 9
Shayna Quickfingers's Perception (T): 1d20 + 7 ⇒ (13) + 7 = 20
Cascading Rapids 's Perception (T): 1d20 + 6 ⇒ (16) + 6 = 22 Low-Light Vision

You have plenty of time to discuss potential threats or tactics ahead as you and Prrpft and Sir Spitzalot spend yet another day trekking through the Thuvian desert. Both leshies have opinions on where best to veer across the dunes, but while Thevenin's advice seems to be leading in the wrong direction, Cascade continues to confidently guide you all. When you come to rest on the fifth day you think you should be almost at the ruins!

The next morning you head out early. Again there are no other travellers this far out and away from the cities, just the occasional sound or sight of wildlife in the distance.

After about half a day's travel, Cascade notices something. Or rather, doesn't notice something. The few sounds of animals disappear and the sun rapidly dims, though no clouds touch the sky. A faint smudge on the southern horizon quickly grows to a mountain and then fills the whole of the world as a mile-high wall of sand and roaring winds races across the desert. A sandstorm!!!

From the crest of the dune, the only shelter in sight is a half-buried stone structure, a tilted column pointing out of the sand with an open door and fallen megaliths dotted around it. Then the storm descends with a furious shriek of lashing winds and seeing even that landmark becomes difficult...

A sudden sandstorm has emerged from the desert! Ahhhhhhh!!!
To try and navigate to the shelter and/or try to protect yourself from the very dangerous weather phenomenon, each of you should make an Acrobatics, Athletics, Crafting, Medicine, Nature, Survival, or Relevant Lore check.

Verdant Wheel

Male Leshy Monk 4 | HP 39/56 | AC 22/24 | F+10 R+12 W+11 | Perc +9 Low-Light Vision | Class DC 20 | Shield Hardness 5, HP 16/20 | Speed 25ft | Hero Points 1 | Focus Points 0/1 | Exploration: Defend | Active Conditions: None

Cascade attempts to bound over the sand similar to how he bounds over water. They're not entirely dissimilar!

Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17

Envoy's Alliance

Female Human Triggerbrand Gunslinger 2 / Shieldmarshal | Grave Robber | HP 28/28, AC 19 w Leather Armor (20 w Buckler raised), Fortitude** +7, Reflex** +10, Will* +5, Perception* +7, Stealth* +8 | Speed 25 ft. | Exploration Activity Avoid Notice | Active Conditions --- | ◆◇↺

Lesley does not have any weapon that can weaken the divs, unfortunately. She hopes that this case would not be a disadvantage to them. She lets the days pass on her unbothered until the sandstorm suddenly appears. Sure, they need to get out of the sandstorm's way lest they will be flown away and be brought somewhere else only the gods know where that might be.

She quickly runs away and tries to evade any solid debris the sandstorm might swirling around.
Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

"Cover your faces and RUN!" Junior quickly pulls his shirt up to cover his mouth and nose, while pulling down his scarf to shield his eyes, running for the stones as best he can. He sees Lesley stumble and decides to improvise a shelter, pulling his bed roll over them and waiting out the storm.

Crafting: 1d20 + 8 ⇒ (15) + 8 = 23

Vigilant Seal

Poppet | HP 30/30 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +8 (Darkvision) | Default Exploration: Searching

Princess Sunset pulls the hem of her dress over her nose and mouth, thoug doesn't manage to cover the gaping hole in the side of her head as sand rapidly fills the crevice.

Medicine: 1d20 + 5 ⇒ (15) + 5 = 20

Radiant Oath

CG Female Human | Merchant | Bard Lvl 5 | Pathfinder Agent Dedication | Hero Points: 1/3 | Focus Points: 2/3 | HP 58/58 | AC 21 | F/R/W 11/13/11 | Perc +11 | Spell Attack: +11 | 25 feet | Class DC 21 | ◈◇↺ | Spells: -/3/2/0 | Exploration Activity: Avoid Notice | Performance(E)/Diplomacy(E): +13, Acrobatics/Stealth/Thievery: +11, Deception/Medicine: +10, Intimidation(U)/Nature/PFS Lore(E): +9, Athletics: +8, Lore (Mercantile)/Occultism: +7, Religion/Survival: +7, Arcana/Crafting/Society: +5 |

Shayna takes one look at the approaching storm and makes a run for it.

Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
Acrobatics, HP: 1d20 + 7 ⇒ (10) + 7 = 17

Horizon Hunters

6-05 | Nonbinary (they/them) leaf leshy (Finadar) oracle (tempest) 4 | ◆◇↺ | AC 20 (21) | HP 52/52 | P +8, F +8, R +8, W +10 | Explore: Search | NV, 25' | Focus: 2/2 | Spells 1st (3/3) 2nd (3/3) | Curse: 0 | Hero: 1/3 | Active Conditions: sunbathing

Medicine: 1d20 + 8 ⇒ (18) + 8 = 26

Thevenin roots themselves in the ground and helps the rootless do the same.


An Enkindled Carnival
Shayna Quickfingers wrote:
Shayna takes one look at the approaching storm and makes a run for it.

That first roll is actually a Success, so keep your Hero Point

Half the party races quickly towards the shelter of the half-buried column, guiding Sir Spitzalot and Prrpft with them, while the rest work to secure themselves from the flying sand as best they can. Some of you still are pierced and cut a bit by the grit being tossed about at high speeds, but as quickly as the sandstorm arrived it blows past just as fast.

No failures, and several Crit Successes.
Cascade damage: 1d4 ⇒ 4
Lesley damage: 1d4 ⇒ 2
Princess Sunset damage: 1d4 ⇒ 3
Shayna damage: 1d4 ⇒ 1
All damage is Piercing, if that matters

When the sands clear and those of you who sheltered shake yourselves off, you can get a closer look of the tilted stone as you carefully approach. The stone structure rises from beneath the sands, with the remains of several toppled edifices or obelisks lying flat on the dunes. A single open doorway seems to allow entrance into the column, though within it is dark and unlit.

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

"Well that was an exciting little exercise wouldn't you say Lesley?" Grins Junior as he lifts himself and his bedroll from the sand. "You doing ok? I see a bit of blood on your backside, it must have been hanging out past the blanket. I'll get a larger one for next time." He gives a playful wink and heads off towards the ruins.

"Sure looks like you got us here Case, great job." He paces around the exterior, looking for any hidden markings or perhaps other interesting things before they enter. Recall knowledge or perception I guess it would be? Also a reminder JR has trapfinder.

Horizon Hunters

6-05 | Nonbinary (they/them) leaf leshy (Finadar) oracle (tempest) 4 | ◆◇↺ | AC 20 (21) | HP 52/52 | P +8, F +8, R +8, W +10 | Explore: Search | NV, 25' | Focus: 2/2 | Spells 1st (3/3) 2nd (3/3) | Curse: 0 | Hero: 1/3 | Active Conditions: sunbathing

If people want to spend some time, Thevenin can (attempt to) patch everyone up before we head in. If we don't want to spend the time, but do want to be at full, Thevenin can do a 3-action heal (they can use one of their 3 scrolls). If we neither want to spend the time nor expend the slot, we can move in a little damaged.

3-action Heal:
Healing: 1d8 ⇒ 4

Treat Wounds:

Medicine vs Cascading Rapids: 1d20 + 8 ⇒ (2) + 8 = 10 vs DC 15
Healing: 2d8 ⇒ (4, 3) = 7

Medicine vs Lesley: 1d20 + 8 ⇒ (15) + 8 = 23 vs DC 15
Healing: 2d8 ⇒ (1, 4) = 5

Medicine vs Princess Sunset: 1d20 + 8 ⇒ (3) + 8 = 11 vs DC 15
Healing: 2d8 ⇒ (8, 1) = 9

Medicine vs Shayna: 1d20 + 8 ⇒ (8) + 8 = 16 vs DC 15
Healing: 2d8 ⇒ (5, 8) = 13

After 1 hour ...

Medicine vs Cascading Rapids: 1d20 + 8 ⇒ (6) + 8 = 14 vs DC 15
Healing: 2d8 ⇒ (6, 6) = 12

Medicine vs Princess Sunset: 1d20 + 8 ⇒ (20) + 8 = 28 vs DC 15
Healing: 4d8 ⇒ (8, 8, 8, 2) = 26

After 2 hours ...

Medicine vs Cascading Rapids: 1d20 + 8 ⇒ (17) + 8 = 25 vs DC 15
Healing: 4d8 ⇒ (4, 7, 6, 2) = 19

Verdant Wheel

Male Leshy Monk 4 | HP 39/56 | AC 22/24 | F+10 R+12 W+11 | Perc +9 Low-Light Vision | Class DC 20 | Shield Hardness 5, HP 16/20 | Speed 25ft | Hero Points 1 | Focus Points 0/1 | Exploration: Defend | Active Conditions: None

"I can help with treatment, Thevenin."

No Medicine training, but Natural Medicine feat, so he can Treat Wounds with Nature to treat in half the time. Or Aid?


An Enkindled Carnival

GM:
Psych!
Poking your heads inside you can make out the space right within the leaning tower as it is dimly lit by the bits of sunlight creeping in through the doorway.

Filthy bedding, open crates, and a smoldering campfire fill one corner of the spacious vestibule. A pile of smashed pottery and broken art objects sits in the center of the chamber while recent damage mars the ancient murals and reliefs on the chamber walls. Towards the east several bodies molder near a dusty passageway leading to another chamber beyond. A set of stairs sits opposite the entrance, spiraling downwards into the dark.

Envoy's Alliance

Female Human Triggerbrand Gunslinger 2 / Shieldmarshal | Grave Robber | HP 28/28, AC 19 w Leather Armor (20 w Buckler raised), Fortitude** +7, Reflex** +10, Will* +5, Perception* +7, Stealth* +8 | Speed 25 ft. | Exploration Activity Avoid Notice | Active Conditions --- | ◆◇↺

"Oh, wow, thank you so much!" Lesley tells the leaf leshy as she mends her wounds. "That sandstorm could have done worse if we weren't quick, I think. Thankfully, everyone's safe."

After the sandstorm, Lesley lights up her wayfinder to give light into their path as they enter through the open doorway. "Somebody must have been here." she comments when she finds the bedding, crates, and campfire.

Radiant Oath

CG Female Human | Merchant | Bard Lvl 5 | Pathfinder Agent Dedication | Hero Points: 1/3 | Focus Points: 2/3 | HP 58/58 | AC 21 | F/R/W 11/13/11 | Perc +11 | Spell Attack: +11 | 25 feet | Class DC 21 | ◈◇↺ | Spells: -/3/2/0 | Exploration Activity: Avoid Notice | Performance(E)/Diplomacy(E): +13, Acrobatics/Stealth/Thievery: +11, Deception/Medicine: +10, Intimidation(U)/Nature/PFS Lore(E): +9, Athletics: +8, Lore (Mercantile)/Occultism: +7, Religion/Survival: +7, Arcana/Crafting/Society: +5 |

Shayna flinches from the scratch but soldiers on. Shayna lights her wayfinder as well and prepares to descend into the darkness. She also draws a throwing knife in case something unfriendly jumps out at them.

Verdant Wheel

Male Leshy Monk 4 | HP 39/56 | AC 22/24 | F+10 R+12 W+11 | Perc +9 Low-Light Vision | Class DC 20 | Shield Hardness 5, HP 16/20 | Speed 25ft | Hero Points 1 | Focus Points 0/1 | Exploration: Defend | Active Conditions: None

Cascade lights his own wayfinder. He eyes the corpses warily.

"This is disrespectful and I apologize, but we must be cautious in this situation," he says, before launching a seedpod at them.

Seedpod Strike, if needed: 1d20 + 7 ⇒ (6) + 7 = 13

Vigilant Seal

Poppet | HP 30/30 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +8 (Darkvision) | Default Exploration: Searching

"Possibly from the same group as before?" Princess Sunset asks as she flinches as the seedpods hit the corpses.

Horizon Hunters

6-05 | Nonbinary (they/them) leaf leshy (Finadar) oracle (tempest) 4 | ◆◇↺ | AC 20 (21) | HP 52/52 | P +8, F +8, R +8, W +10 | Explore: Search | NV, 25' | Focus: 2/2 | Spells 1st (3/3) 2nd (3/3) | Curse: 0 | Hero: 1/3 | Active Conditions: sunbathing

Thevenin searches the bodies for signs of similar tattoos to the ones we found before.


An Enkindled Carnival

GM:

Junior Peppers's Medicine (T): 1d20 + 5 ⇒ (2) + 5 = 7 Healer's Kit
Princess Sunset's Medicine (T): 1d20 + 5 ⇒ (15) + 5 = 20
Thevenin Serkat's Medicine (E): 1d20 + 8 ⇒ (12) + 8 = 20

Junior Peppers's Society (E): 1d20 + 10 ⇒ (13) + 10 = 23

Junior Peppers's Survival (T): 1d20 + 5 ⇒ (16) + 5 = 21 Wayfinder/Compass
Lesley Hart's Survival (T): 1d20 + 4 ⇒ (9) + 4 = 13
Thevenin Serkat's Survival (T): 1d20 + 6 ⇒ (8) + 6 = 14
Cascading Rapids 's Survival (T): 1d20 + 6 ⇒ (15) + 6 = 21

Junior Peppers's Perception (E): 1d20 + 7 ⇒ (17) + 7 = 24
Princess Sunset's Perception (T): 1d20 + 5 ⇒ (9) + 5 = 14
Lesley Hart's Perception (E): 1d20 + 6 ⇒ (6) + 6 = 12
Thevenin Serkat's Perception (T): 1d20 + 6 ⇒ (4) + 6 = 10
Shayna Quickfingers's Perception (T): 1d20 + 7 ⇒ (10) + 7 = 17
Cascading Rapids 's Perception (T): 1d20 + 6 ⇒ (16) + 6 = 22 Low-Light Vision

Junior Peppers's Architecture (T): 1d20 + 8 ⇒ (9) + 8 = 17

The bodies shuffle slightly as the seed pods impact them, but only from the impact. They remain just meat, dead corpsey meat. When Thevenin approaches and does a bit of a closer exam, the league concludes these figures died from severe bludgeoning damage.

The cracked and broken carvings on the chamber’ walls seem to have once been pretty elaborate. JR recognizes pieces of murals showing water flowing back and forth from the sands, creating verdant surroundings where people graves in a variety of clothing and cultural styles all gathered. The elf recognizes that many of the inhabitants’ depictions show minor physical features associated with elemental water ancestry, and that the architecture in the murals appears to be of the Jistkan style.

Hidden amidst the abandoned bedding, Lesley notices a fine cedar box wrapped amidst the blankets. Inside are two lesser antidotes, as well as a beautiful golden statuette of an angel. JR identifies it as an old religious icon of Sarenrae, but it’s so finely made it also serves as a work of art in its own right.

Meanwhile, by the stairs Shayna sees footprints in the dirt that indicate recent movement between here and the stairs going below. She also however notices some footprints heading down the passageway to the east, along with dried blood leading in that direction.

Up to you what to do next. Both the Eastern passage and the stairs down go into full darkness, so those without darkvision let me know how you’re seeing. If you want to heal (and how) just let me know how and/or roll it.

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

For clarity, JR will always share what he knows from a recall knowledge check to the group.

With so many lit wayfinders Junior decides to keep his off for the moment, making it easier for him to blend into the dim light nearby as they make their trek ahead. Makes more sense since he uses stealth to do this, if its needed later he can fire up his wayfinder too. He has low light vision.

"Good find Lesley." He hands back the relic after identifying it.

"Wonder just who those dead are.. captured 'beauties'? Or others that may have had a key? Or Maybe some squatters that got ambushed by these cultists? Guess we'll maybe find out later." He draws out journal and makes a few notes about the murals and pottery. Interesting...

"Shall we head east first with the blood trail before we do any spelunking?" He draws out his bow and knocks an arrow, keeping quietly to the edge of the light.

Vigilant Seal

Poppet | HP 30/30 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +8 (Darkvision) | Default Exploration: Searching

Having lived in the dark for so many years Princess Sunset is quite used to it as her eyes easily adjust. "East first." She giggles into the darkness as it echoes along the walls.

Verdant Wheel

Male Leshy Monk 4 | HP 39/56 | AC 22/24 | F+10 R+12 W+11 | Perc +9 Low-Light Vision | Class DC 20 | Shield Hardness 5, HP 16/20 | Speed 25ft | Hero Points 1 | Focus Points 0/1 | Exploration: Defend | Active Conditions: None

"Cultists themselves?" suggest the leshy, approaching a few steps towards the bodies, "this place may have its own defenses."


An Enkindled Carnival

GM:
Junior Peppers's Religion (T): 1d20 + 5 ⇒ (14) + 5 = 19
Thevenin Serkat's Religion (T): 1d20 + 6 ⇒ (8) + 6 = 14

The path to the east leads Princess and presumably the rest of you a ways from the entryway and into the darkness a darkness slightly dispelled by wayfinder light it seems. Eventually it leads to a temple archway, recently excavated from the look of it.

A faded mural of masked birds leading spectral figures inward in a spiral to the chamber’s center adorns the cracked and broken ceiling. You can see even from the hall looking in that statues are shattered and defaced in alcoves. A twisted corpse lies near the hallway. Old bones sit further inside, many pinioned with rusted blades.

JR recognizes the masked, four-winged birds shown in the murals to be nosoi psychopomps. They, along with the imagery of Pharasma’s spiral, imply this space was once a temple to her.

Horizon Hunters

6-05 | Nonbinary (they/them) leaf leshy (Finadar) oracle (tempest) 4 | ◆◇↺ | AC 20 (21) | HP 52/52 | P +8, F +8, R +8, W +10 | Explore: Search | NV, 25' | Focus: 2/2 | Spells 1st (3/3) 2nd (3/3) | Curse: 0 | Hero: 1/3 | Active Conditions: sunbathing

Thevenin wants to look at the corpse and bones, but, y'know ... corpse. They'll go if someone stays close to them.

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

While Thevenin gives the hopeful eyes to check out the bodies, Junior heads straight to the murals, activating his own wayfinder around his neck for better lighting. "Interesting, an old temple to Pharasma. She must have gotten lots of work lately with all the corpses we've found so far."

He takes out his chalk and attempts to fix any marred bits of the mural or iconography. "I think its a solid assumption these cultists we're after have a strong dislike to Pharasma and her treatment of the departed."

Once the area is secure and his work complete, Junior again takes notes on the scene in his journal, complete with additions he added in chalk, or defacement corrected.

"Anything interesting with the corpses?"


An Enkindled Carnival

Funny you should mention that...

The corpses do look quite dead, but as you carefully move into the room you only have a few moments to begin examining them (or the murals) before you feel wind brush against your necks. The ancient dust in the space stirs as a breeze flows past you just like an indrawn breath.

Faint whispers grow at the edges of your ears, rising in number and volumes from dozens of sources that each seems just out of sight. Flickers of motion dance at the edges of your perceptions as a disquieting aura begins to fall over all of you.

And yet - Thevenin feels a faint hum coming from their pocket. The agate key Kida provided you is thrumming slightly, reacting to something within the room! ...the room where some spiritual energy seems a bit disquieted.

This temple seems to have some lingering bad blood over its destruction, but the key entrusted to you is telling you there's something important here - if you can avoid or appease the angry spirits long enough to locate it!

Consider this playing out like a variant of the Chase rules as you try to make your way through without falling prey to vengeful spectres. For each 'phase'/'obstacle' each of you can attempt a check to try and push back or past the manifestation. Once the party has achieved enough successes, you can overcome that issue.

At the moment many Ghostly Voices are threatening to unnerve and unsettle you. You could try to block out the noise through Crafting noise-cancelers or putting on an implacable facade with Intimidation, or instead could try to counter-chant the noise with Performance or Religion. Positive energy (from holy water or a 1st level spell) could also be used to Successfully cause the spirits to recoil for a moment.

The good news is that by recognizing this as a Pharasman temple, you'll all get a +1 Circumstance bonus to all your checks.

Upset Spirits
Ghostly Voices - Crafting, Intimidation, Performance, Religion
0 successes

All up

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

This isn't the first time Junior's heard the wail and cry of the restless dead, seems like a constant battle when your work is focused on lost civilizations and tombs. "You can't scare me if I can't hear you, I'll fix your temple Pharasma, just give me some time." He declares, rolling up some cloth and plugging his ears.

Crafting, Bonus: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21

Verdant Wheel

Male Leshy Monk 4 | HP 39/56 | AC 22/24 | F+10 R+12 W+11 | Perc +9 Low-Light Vision | Class DC 20 | Shield Hardness 5, HP 16/20 | Speed 25ft | Hero Points 1 | Focus Points 0/1 | Exploration: Defend | Active Conditions: None

"Oh spirits, we are not your foes. We are not with those others! We seek to thwart them, and we'll help lay this place to rest."

Untrained Religion: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22

Horizon Hunters

6-05 | Nonbinary (they/them) leaf leshy (Finadar) oracle (tempest) 4 | ◆◇↺ | AC 20 (21) | HP 52/52 | P +8, F +8, R +8, W +10 | Explore: Search | NV, 25' | Focus: 2/2 | Spells 1st (3/3) 2nd (3/3) | Curse: 0 | Hero: 1/3 | Active Conditions: sunbathing

"NO. BAD SPIRITS. VERY BAD. We're the good guys."

Intimiation: 1d20 + 8 ⇒ (18) + 8 = 26


An Enkindled Carnival

Well, that's a good start :)

JR quickly whips up some earplugs for himself and the rest of you, while the two leshy try to drown out the voices with a very 'good-leshy, bad-leshy' combination. Despite the potential dissonance it seems to work! The whispering voices quiet and then disappear as you move further into the temple chamber.

Suddenly a new noise emerges - a clattering by your feet. Bones strewn about the room are beginning to stir and long-dead limbs grasp at your living legs to impede you!

You could try to scramble past and avoid the bones with Acrobatics or Stealth, or break them with Athletics or an attack roll that would deal bludgeoning damage (so with a mace or from a Telekinetic projectile, but not a strike with a spear or an electric arc).

Upset Spirits
Ghostly Voices
Grasping Hands - Acrobatics, Stealth, Athletics Attack (w/ bludgeoning)
0 successes

Lesley, Shayna, Princess up

Vigilant Seal

Poppet | HP 30/30 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +8 (Darkvision) | Default Exploration: Searching

Stealth: 1d20 + 2 ⇒ (13) + 2 = 15

Princess Sunset attempts to scramble past the bones as her small cloth legs bend awkwardly.

Envoy's Alliance

Female Human Triggerbrand Gunslinger 2 / Shieldmarshal | Grave Robber | HP 28/28, AC 19 w Leather Armor (20 w Buckler raised), Fortitude** +7, Reflex** +10, Will* +5, Perception* +7, Stealth* +8 | Speed 25 ft. | Exploration Activity Avoid Notice | Active Conditions --- | ◆◇↺

Lesley follows through her allies as they successfully make way for them all from the ghostly voices that drown their ears. And yet another obstacle is ahead of them.

She dances her way out of those rushing hands made of bones, tiptoeing and going into areas not crowded by them. "This way!" she exclaims to lead them on a safer path.
Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23


Shayna follows Lesley's lead in trying to dance through the grabbers.

Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21


An Enkindled Carnival

Princess isn't quite as sneaky as she'd hope - being lower to the ground makes it easier for all of her to be grabbed - but Lesley and Shayna manage to begin forging a path past the grabbing dead limbs.

Upset Spirits - Round 2
Ghostly Voices
Grasping Hands - Acrobatics, Stealth, Athletics Attack (w/ bludgeoning)
2 successes

All up

Horizon Hunters

N Male Elf | Mastermind Rogue (Archeologist) 3 HP 33/33 | AC19(20) | F +6 R +10 W +8 | Expert Perc +8 | Speed: 35 | Hero Points: 1 | Active Conditions:

Junior puts his finger to his lips, miming to the group to be quiet and follow him. He tries to tip toe past the grabbing hands, quiet as a skeletal mouse.

Stealth: Expert: 1d20 + 8 ⇒ (19) + 8 = 27

Feel free to follow the expert if you don't have a better option.

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